138 lines
4.4 KiB
C
138 lines
4.4 KiB
C
/*
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* Copyright 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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*/
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#ifndef __WINE_D3D10SHADER_H
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#define __WINE_D3D10SHADER_H
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#include "d3d10.h"
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#define D3D10_SHADER_DEBUG 0x0001
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#define D3D10_SHADER_SKIP_VALIDATION 0x0002
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#define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004
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#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008
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#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010
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#define D3D10_SHADER_PARTIAL_PRECISION 0x0020
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#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040
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#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080
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#define D3D10_SHADER_NO_PRESHADER 0x0100
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#define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200
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#define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0300
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#define D3D10_SHADER_ENABLE_STRICTNESS 0x0400
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#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x0800
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#define D3D10_SHADER_IEEE_STRICTNESS 0x1000
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typedef enum _D3D10_SHADER_VARIABLE_CLASS
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{
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D3D10_SVC_SCALAR,
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D3D10_SVC_VECTOR,
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D3D10_SVC_MATRIX_ROWS,
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D3D10_SVC_MATRIX_COLUMNS,
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D3D10_SVC_OBJECT,
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D3D10_SVC_STRUCT,
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D3D10_SVC_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
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typedef enum _D3D10_SHADER_VARIABLE_TYPE
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{
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D3D10_SVT_VOID = 0,
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D3D10_SVT_BOOL = 1,
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D3D10_SVT_INT = 2,
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D3D10_SVT_FLOAT = 3,
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D3D10_SVT_STRING = 4,
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D3D10_SVT_TEXTURE = 5,
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D3D10_SVT_TEXTURE1D = 6,
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D3D10_SVT_TEXTURE2D = 7,
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D3D10_SVT_TEXTURE3D = 8,
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D3D10_SVT_TEXTURECUBE = 9,
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D3D10_SVT_SAMPLER = 10,
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D3D10_SVT_PIXELSHADER = 15,
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D3D10_SVT_VERTEXSHADER = 16,
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D3D10_SVT_UINT = 19,
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D3D10_SVT_UINT8 = 20,
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D3D10_SVT_GEOMETRYSHADER = 21,
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D3D10_SVT_RASTERIZER = 22,
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D3D10_SVT_DEPTHSTENCIL = 23,
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D3D10_SVT_BLEND = 24,
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D3D10_SVT_BUFFER = 25,
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D3D10_SVT_CBUFFER = 26,
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D3D10_SVT_TBUFFER = 27,
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D3D10_SVT_TEXTURE1DARRAY = 28,
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D3D10_SVT_TEXTURE2DARRAY = 29,
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D3D10_SVT_RENDERTARGETVIEW = 30,
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D3D10_SVT_DEPTHSTENCILVIEW = 31,
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D3D10_SVT_TEXTURE2DMS = 32,
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D3D10_SVT_TEXTURE2DMSARRAY = 33,
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D3D10_SVT_TEXTURECUBEARRAY = 34,
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D3D10_SVT_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
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typedef enum D3D10_CBUFFER_TYPE
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{
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D3D10_CT_CBUFFER = 0,
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D3D10_CT_TBUFFER = 1
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} D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
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typedef enum D3D10_NAME
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{
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D3D10_NAME_UNDEFINED = 0,
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D3D10_NAME_POSITION = 1,
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D3D10_NAME_CLIP_DISTANCE = 2,
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D3D10_NAME_CULL_DISTANCE = 3,
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D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
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D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
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D3D10_NAME_VERTEX_ID = 6,
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D3D10_NAME_PRIMITIVE_ID = 7,
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D3D10_NAME_INSTANCE_ID = 8,
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D3D10_NAME_IS_FRONT_FACE = 9,
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D3D10_NAME_SAMPLE_INDEX = 10,
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D3D10_NAME_TARGET = 64,
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D3D10_NAME_DEPTH = 65,
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} D3D10_NAME;
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typedef enum D3D10_REGISTER_COMPONENT_TYPE
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{
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D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
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D3D10_REGISTER_COMPONENT_UINT32 = 1,
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D3D10_REGISTER_COMPONENT_SINT32 = 2,
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D3D10_REGISTER_COMPONENT_FLOAT32 = 3,
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} D3D10_REGISTER_COMPONENT_TYPE;
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typedef struct _D3D10_SHADER_MACRO
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{
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LPCSTR Name;
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LPCSTR Definition;
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} D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
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typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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{
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LPCSTR SemanticName;
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UINT SemanticIndex;
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UINT Register;
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D3D10_NAME SystemValueType;
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D3D10_REGISTER_COMPONENT_TYPE ComponentType;
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BYTE Mask;
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BYTE ReadWriteMask;
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} D3D10_SIGNATURE_PARAMETER_DESC;
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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#endif /* __WINE_D3D10SHADER_H */
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