Sweden-Number/dlls/d3d10/d3d10_private.h

301 lines
8.1 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 "wine/debug.h"
#include "wine/rbtree.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
/* TRACE helper functions */
const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type) DECLSPEC_HIDDEN;
const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c) DECLSPEC_HIDDEN;
const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t) DECLSPEC_HIDDEN;
const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t) DECLSPEC_HIDDEN;
void *d3d10_rb_alloc(size_t size) DECLSPEC_HIDDEN;
void *d3d10_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
void d3d10_rb_free(void *ptr) DECLSPEC_HIDDEN;
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_operation
{
D3D10_EOO_VALUE = 1,
D3D10_EOO_PARSED_OBJECT = 2,
D3D10_EOO_PARSED_OBJECT_INDEX = 3,
D3D10_EOO_ANONYMOUS_SHADER = 7,
};
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;
} object;
};
struct d3d10_effect_shader_signature
{
char *signature;
UINT signature_size;
UINT element_count;
D3D10_SIGNATURE_PARAMETER_DESC *elements;
};
struct d3d10_effect_shader_variable
{
struct d3d10_effect_shader_signature input_signature;
struct d3d10_effect_shader_signature output_signature;
union
{
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
} shader;
};
struct d3d10_effect_state_object_variable
{
union
{
D3D10_RASTERIZER_DESC rasterizer;
D3D10_DEPTH_STENCIL_DESC depth_stencil;
D3D10_BLEND_DESC blend;
D3D10_SAMPLER_DESC sampler;
} desc;
union
{
ID3D10RasterizerState *rasterizer;
ID3D10DepthStencilState *depth_stencil;
ID3D10BlendState *blend;
ID3D10SamplerState *sampler;
} object;
};
/* ID3D10EffectType */
struct d3d10_effect_type
{
ID3D10EffectType ID3D10EffectType_iface;
char *name;
D3D10_SHADER_VARIABLE_TYPE basetype;
D3D10_SHADER_VARIABLE_CLASS type_class;
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;
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;
} u;
};
/* ID3D10EffectPass */
struct d3d10_effect_pass
{
ID3D10EffectPass ID3D10EffectPass_iface;
struct d3d10_effect_technique *technique;
char *name;
DWORD start;
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;
};
/* ID3D10Effect */
extern const struct ID3D10EffectVtbl d3d10_effect_vtbl DECLSPEC_HIDDEN;
struct d3d10_effect
{
ID3D10Effect ID3D10Effect_iface;
LONG refcount;
ID3D10Device *device;
DWORD version;
DWORD local_buffer_count;
DWORD variable_count;
DWORD local_variable_count;
DWORD sharedbuffers_count;
DWORD sharedobjects_count;
DWORD technique_count;
DWORD index_offset;
DWORD texture_count;
DWORD dephstencilstate_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 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;
};
/* ID3D10ShaderReflection */
extern const struct ID3D10ShaderReflectionVtbl d3d10_shader_reflection_vtbl DECLSPEC_HIDDEN;
struct d3d10_shader_reflection
{
ID3D10ShaderReflection ID3D10ShaderReflection_iface;
LONG refcount;
};
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,
UINT flags, void *unknown0, ID3D10Device **device);
#define MAKE_TAG(ch0, ch1, ch2, ch3) \
((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \
((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_FX10 MAKE_TAG('F', 'X', '1', '0')
#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
HRESULT parse_dxbc(const char *data, SIZE_T data_size,
HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx) DECLSPEC_HIDDEN;
static inline void read_dword(const char **ptr, DWORD *d)
{
memcpy(d, *ptr, sizeof(*d));
*ptr += sizeof(*d);
}
static inline void write_dword(char **ptr, DWORD d)
{
memcpy(*ptr, &d, sizeof(d));
*ptr += sizeof(d);
}
void skip_dword_unknown(const char *location, const char **ptr, unsigned int count) DECLSPEC_HIDDEN;
void write_dword_unknown(char **ptr, DWORD d) DECLSPEC_HIDDEN;
#endif /* __WINE_D3D10_PRIVATE_H */