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