/* * Copyright 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_D3D10SHADER_H #define __WINE_D3D10SHADER_H #include "d3d10.h" #define D3D10_SHADER_DEBUG 0x0001 #define D3D10_SHADER_SKIP_VALIDATION 0x0002 #define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004 #define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008 #define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010 #define D3D10_SHADER_PARTIAL_PRECISION 0x0020 #define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040 #define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080 #define D3D10_SHADER_NO_PRESHADER 0x0100 #define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200 #define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0300 #define D3D10_SHADER_ENABLE_STRICTNESS 0x0400 #define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x0800 #define D3D10_SHADER_IEEE_STRICTNESS 0x1000 typedef enum _D3D10_SHADER_VARIABLE_CLASS { D3D10_SVC_SCALAR, D3D10_SVC_VECTOR, D3D10_SVC_MATRIX_ROWS, D3D10_SVC_MATRIX_COLUMNS, D3D10_SVC_OBJECT, D3D10_SVC_STRUCT, D3D10_SVC_FORCE_DWORD = 0x7fffffff } D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS; typedef enum _D3D10_SHADER_VARIABLE_TYPE { D3D10_SVT_VOID = 0, D3D10_SVT_BOOL = 1, D3D10_SVT_INT = 2, D3D10_SVT_FLOAT = 3, D3D10_SVT_STRING = 4, D3D10_SVT_TEXTURE = 5, D3D10_SVT_TEXTURE1D = 6, D3D10_SVT_TEXTURE2D = 7, D3D10_SVT_TEXTURE3D = 8, D3D10_SVT_TEXTURECUBE = 9, D3D10_SVT_SAMPLER = 10, D3D10_SVT_PIXELSHADER = 15, D3D10_SVT_VERTEXSHADER = 16, D3D10_SVT_UINT = 19, D3D10_SVT_UINT8 = 20, D3D10_SVT_GEOMETRYSHADER = 21, D3D10_SVT_RASTERIZER = 22, D3D10_SVT_DEPTHSTENCIL = 23, D3D10_SVT_BLEND = 24, D3D10_SVT_BUFFER = 25, D3D10_SVT_CBUFFER = 26, D3D10_SVT_TBUFFER = 27, D3D10_SVT_TEXTURE1DARRAY = 28, D3D10_SVT_TEXTURE2DARRAY = 29, D3D10_SVT_RENDERTARGETVIEW = 30, D3D10_SVT_DEPTHSTENCILVIEW = 31, D3D10_SVT_TEXTURE2DMS = 32, D3D10_SVT_TEXTURE2DMSARRAY = 33, D3D10_SVT_TEXTURECUBEARRAY = 34, D3D10_SVT_FORCE_DWORD = 0x7fffffff } D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE; typedef enum _D3D10_SHADER_INPUT_TYPE { D3D10_SIT_CBUFFER = 0, D3D10_SIT_TBUFFER = 1, D3D10_SIT_TEXTURE = 2, D3D10_SIT_SAMPLER = 3 } D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE; typedef enum D3D10_CBUFFER_TYPE { D3D10_CT_CBUFFER = 0, D3D10_CT_TBUFFER = 1 } D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE; typedef enum D3D10_NAME { D3D10_NAME_UNDEFINED = 0, D3D10_NAME_POSITION = 1, D3D10_NAME_CLIP_DISTANCE = 2, D3D10_NAME_CULL_DISTANCE = 3, D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4, D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5, D3D10_NAME_VERTEX_ID = 6, D3D10_NAME_PRIMITIVE_ID = 7, D3D10_NAME_INSTANCE_ID = 8, D3D10_NAME_IS_FRONT_FACE = 9, D3D10_NAME_SAMPLE_INDEX = 10, D3D10_NAME_TARGET = 64, D3D10_NAME_DEPTH = 65, } D3D10_NAME; typedef enum D3D10_REGISTER_COMPONENT_TYPE { D3D10_REGISTER_COMPONENT_UNKNOWN = 0, D3D10_REGISTER_COMPONENT_UINT32 = 1, D3D10_REGISTER_COMPONENT_SINT32 = 2, D3D10_REGISTER_COMPONENT_FLOAT32 = 3, } D3D10_REGISTER_COMPONENT_TYPE; typedef struct _D3D10_SHADER_MACRO { LPCSTR Name; LPCSTR Definition; } D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO; typedef enum D3D10_RESOURCE_RETURN_TYPE { D3D10_RETURN_TYPE_UNORM = 1, D3D10_RETURN_TYPE_SNORM = 2, D3D10_RETURN_TYPE_SINT = 3, D3D10_RETURN_TYPE_UINT = 4, D3D10_RETURN_TYPE_FLOAT = 5, D3D10_RETURN_TYPE_MIXED = 6 } D3D10_RESOURCE_RETURN_TYPE; typedef struct _D3D10_SHADER_INPUT_BIND_DESC { LPCSTR Name; D3D10_SHADER_INPUT_TYPE Type; UINT BindPoint; UINT BindCount; UINT uFlags; D3D10_RESOURCE_RETURN_TYPE ReturnType; D3D10_SRV_DIMENSION Dimension; UINT NumSamples; } D3D10_SHADER_INPUT_BIND_DESC; typedef struct _D3D10_SIGNATURE_PARAMETER_DESC { LPCSTR SemanticName; UINT SemanticIndex; UINT Register; D3D10_NAME SystemValueType; D3D10_REGISTER_COMPONENT_TYPE ComponentType; BYTE Mask; BYTE ReadWriteMask; } D3D10_SIGNATURE_PARAMETER_DESC; typedef struct _D3D10_SHADER_DESC { UINT Version; LPCSTR Creator; UINT Flags; UINT ConstantBuffers; UINT BoundResources; UINT InputParameters; UINT OutputParameters; UINT InstructionCount; UINT TempRegisterCount; UINT TempArrayCount; UINT DefCount; UINT DclCount; UINT TextureNormalInstructions; UINT TextureLoadInstructions; UINT TextureCompInstructions; UINT TextureBiasInstructions; UINT TextureGradientInstructions; UINT FloatInstructionCount; UINT IntInstructionCount; UINT UintInstructionCount; UINT StaticFlowControlCount; UINT DynamicFlowControlCount; UINT MacroInstructionCount; UINT ArrayInstructionCount; UINT CutInstructionCount; UINT EmitInstructionCount; D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; UINT GSMaxOutputVertexCount; } D3D10_SHADER_DESC; typedef struct _D3D10_SHADER_BUFFER_DESC { LPCSTR Name; D3D10_CBUFFER_TYPE Type; UINT Variables; UINT Size; UINT uFlags; } D3D10_SHADER_BUFFER_DESC; typedef struct _D3D10_SHADER_VARIABLE_DESC { LPCSTR Name; UINT StartOffset; UINT Size; UINT uFlags; LPVOID DefaultValue; } D3D10_SHADER_VARIABLE_DESC; typedef struct _D3D10_SHADER_TYPE_DESC { D3D10_SHADER_VARIABLE_CLASS Class; D3D10_SHADER_VARIABLE_TYPE Type; UINT Rows; UINT Columns; UINT Elements; UINT Members; UINT Offset; } D3D10_SHADER_TYPE_DESC; DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd); #define INTERFACE ID3D10ShaderReflectionType DECLARE_INTERFACE(ID3D10ShaderReflectionType) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE; STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE; STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE; STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT index) PURE; }; #undef INTERFACE DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1); #define INTERFACE ID3D10ShaderReflectionVariable DECLARE_INTERFACE(ID3D10ShaderReflectionVariable) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE; STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE; }; #undef INTERFACE DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0); #define INTERFACE ID3D10ShaderReflectionConstantBuffer DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE; STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE; STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ LPCSTR name) PURE; }; #undef INTERFACE DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa); #define INTERFACE ID3D10ShaderReflection DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown) { /* IUnknown methods */ STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; /* ID3D10ShaderReflection methods */ STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE; STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE; STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE; STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE; STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE; STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE; }; #undef INTERFACE LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device); LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device); LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device); HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector); #endif /* __WINE_D3D10SHADER_H */