Sweden-Number/dlls/d3d10/d3d10_private.h

320 lines
7.7 KiB
C

/*
* Copyright 2008-2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __WINE_D3D10_PRIVATE_H
#define __WINE_D3D10_PRIVATE_H
#include <math.h>
#include "wine/debug.h"
#include "wine/rbtree.h"
#include "wine/heap.h"
#define COBJMACROS
#include "winbase.h"
#include "winuser.h"
#include "objbase.h"
#include "d3d10.h"
#include "d3dcompiler.h"
/*
* This doesn't belong here, but for some functions it is possible to return that value,
* see http://msdn.microsoft.com/en-us/library/bb205278%28v=VS.85%29.aspx
* The original definition is in D3DX10core.h.
*/
#define D3DERR_INVALIDCALL 0x8876086c
enum d3d10_effect_object_type
{
D3D10_EOT_RASTERIZER_STATE = 0x0,
D3D10_EOT_DEPTH_STENCIL_STATE = 0x1,
D3D10_EOT_BLEND_STATE = 0x2,
D3D10_EOT_VERTEXSHADER = 0x6,
D3D10_EOT_PIXELSHADER = 0x7,
D3D10_EOT_GEOMETRYSHADER = 0x8,
D3D10_EOT_STENCIL_REF = 0x9,
D3D10_EOT_BLEND_FACTOR = 0xa,
D3D10_EOT_SAMPLE_MASK = 0xb,
};
enum d3d10_effect_object_type_flags
{
D3D10_EOT_FLAG_GS_SO = 0x1,
};
enum d3d10_effect_object_operation
{
D3D10_EOO_CONST = 1,
D3D10_EOO_VAR = 2,
D3D10_EOO_CONST_INDEX = 3,
D3D10_EOO_VAR_INDEX = 4,
D3D10_EOO_INDEX_EXPRESSION = 5,
D3D10_EOO_ANONYMOUS_SHADER = 7,
};
struct d3d10_matrix
{
float m[4][4];
};
struct d3d10_effect_object
{
struct d3d10_effect_pass *pass;
enum d3d10_effect_object_type type;
union
{
ID3D10RasterizerState *rs;
ID3D10DepthStencilState *ds;
ID3D10BlendState *bs;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
IUnknown *object;
} object;
};
struct d3d10_effect_shader_resource
{
D3D10_SHADER_INPUT_TYPE in_type;
unsigned int bind_point;
unsigned int bind_count;
struct d3d10_effect_variable *variable;
};
struct d3d10_effect_shader_signature
{
char *signature;
UINT signature_size;
UINT element_count;
D3D10_SIGNATURE_PARAMETER_DESC *elements;
};
struct d3d10_effect_shader_variable
{
ID3D10ShaderReflection *reflection;
ID3D10Blob *input_signature;
ID3D10Blob *bytecode;
union
{
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
} shader;
unsigned int resource_count;
struct d3d10_effect_shader_resource *resources;
char *stream_output_declaration;
unsigned int isinline : 1;
};
struct d3d10_effect_sampler_desc
{
D3D10_SAMPLER_DESC desc;
struct d3d10_effect_variable *texture;
};
struct d3d10_effect_state_object_variable
{
union
{
D3D10_RASTERIZER_DESC rasterizer;
D3D10_DEPTH_STENCIL_DESC depth_stencil;
D3D10_BLEND_DESC blend;
struct d3d10_effect_sampler_desc sampler;
} desc;
union
{
ID3D10RasterizerState *rasterizer;
ID3D10DepthStencilState *depth_stencil;
ID3D10BlendState *blend;
ID3D10SamplerState *sampler;
IUnknown *object;
} object;
};
struct d3d10_effect_resource_variable
{
ID3D10ShaderResourceView **srv;
BOOL parent;
};
struct d3d10_effect_buffer_variable
{
ID3D10Buffer *buffer;
ID3D10ShaderResourceView *resource_view;
BOOL changed;
BYTE *local_buffer;
};
/* ID3D10EffectType */
struct d3d10_effect_type
{
ID3D10EffectType ID3D10EffectType_iface;
char *name;
D3D10_SHADER_VARIABLE_TYPE basetype;
D3D10_SHADER_VARIABLE_CLASS type_class;
unsigned int flags;
DWORD id;
struct wine_rb_entry entry;
struct d3d10_effect *effect;
DWORD element_count;
DWORD size_unpacked;
DWORD stride;
DWORD size_packed;
DWORD member_count;
DWORD column_count;
DWORD row_count;
struct d3d10_effect_type *elementtype;
struct d3d10_effect_type_member *members;
};
struct d3d10_effect_type_member
{
char *name;
char *semantic;
DWORD buffer_offset;
struct d3d10_effect_type *type;
};
/* ID3D10EffectVariable */
struct d3d10_effect_variable
{
ID3D10EffectVariable ID3D10EffectVariable_iface;
struct d3d10_effect_variable *buffer;
struct d3d10_effect_type *type;
char *name;
char *semantic;
DWORD buffer_offset;
DWORD annotation_count;
DWORD flag;
DWORD data_size;
DWORD explicit_bind_point;
struct d3d10_effect *effect;
struct d3d10_effect_variable *elements;
struct d3d10_effect_variable *members;
struct d3d10_effect_variable *annotations;
union
{
struct d3d10_effect_state_object_variable state;
struct d3d10_effect_shader_variable shader;
struct d3d10_effect_buffer_variable buffer;
struct d3d10_effect_resource_variable resource;
} u;
};
/* ID3D10EffectPass */
struct d3d10_effect_pass
{
ID3D10EffectPass ID3D10EffectPass_iface;
struct d3d10_effect_technique *technique;
char *name;
DWORD object_count;
DWORD annotation_count;
struct d3d10_effect_object *objects;
struct d3d10_effect_variable *annotations;
D3D10_PASS_SHADER_DESC vs;
D3D10_PASS_SHADER_DESC ps;
D3D10_PASS_SHADER_DESC gs;
UINT stencil_ref;
UINT sample_mask;
float blend_factor[4];
};
/* ID3D10EffectTechnique */
struct d3d10_effect_technique
{
ID3D10EffectTechnique ID3D10EffectTechnique_iface;
struct d3d10_effect *effect;
char *name;
DWORD pass_count;
DWORD annotation_count;
struct d3d10_effect_pass *passes;
struct d3d10_effect_variable *annotations;
};
struct d3d10_effect_anonymous_shader
{
struct d3d10_effect_variable shader;
struct d3d10_effect_type type;
};
enum d3d10_effect_flags
{
D3D10_EFFECT_OPTIMIZED = 0x1,
D3D10_EFFECT_IS_POOL = 0x2,
};
/* ID3D10Effect */
struct d3d10_effect
{
ID3D10Effect ID3D10Effect_iface;
ID3D10EffectPool ID3D10EffectPool_iface;
LONG refcount;
ID3D10Device *device;
struct d3d10_effect *pool;
DWORD version;
DWORD local_buffer_count;
DWORD variable_count;
DWORD local_variable_count;
DWORD shared_buffer_count;
DWORD shared_object_count;
DWORD technique_count;
DWORD index_offset;
DWORD texture_count;
DWORD depthstencilstate_count;
DWORD blendstate_count;
DWORD rasterizerstate_count;
DWORD samplerstate_count;
DWORD rendertargetview_count;
DWORD depthstencilview_count;
DWORD used_shader_count;
DWORD anonymous_shader_count;
DWORD flags;
DWORD used_shader_current;
DWORD anonymous_shader_current;
struct wine_rb_tree types;
struct d3d10_effect_variable *local_buffers;
struct d3d10_effect_variable *local_variables;
struct d3d10_effect_anonymous_shader *anonymous_shaders;
struct d3d10_effect_variable **used_shaders;
struct d3d10_effect_technique *techniques;
};
HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size) DECLSPEC_HIDDEN;
/* D3D10Core */
HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter,
unsigned int flags, D3D_FEATURE_LEVEL feature_level, ID3D10Device **device);
#endif /* __WINE_D3D10_PRIVATE_H */