wine/include/d2d1effectauthor.idl

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/*
* Copyright 2022 Ziqing Hui 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
*/
import "d2d1_1.idl";
typedef enum D2D1_FILTER
{
D2D1_FILTER_MIN_MAG_MIP_POINT = 0x00,
D2D1_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
D2D1_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
D2D1_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
D2D1_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
D2D1_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
D2D1_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
D2D1_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
D2D1_FILTER_ANISOTROPIC = 0x55,
D2D1_FILTER_FORCE_DWORD = 0xffffffff
} D2D1_FILTER;
typedef enum D2D1_CHANNEL_DEPTH
{
D2D1_CHANNEL_DEPTH_DEFAULT = 0x0,
D2D1_CHANNEL_DEPTH_1 = 0x1,
D2D1_CHANNEL_DEPTH_4 = 0x4,
D2D1_CHANNEL_DEPTH_FORCE_DWORD = 0xffffffff
} D2D1_CHANNEL_DEPTH;
typedef enum D2D1_PIXEL_OPTIONS
{
D2D1_PIXEL_OPTIONS_NONE = 0x0,
D2D1_PIXEL_OPTIONS_TRIVIAL_SAMPLING = 0x1,
D2D1_PIXEL_OPTIONS_FORCE_DWORD = 0xffffffff
} D2D1_PIXEL_OPTIONS;
typedef enum D2D1_VERTEX_OPTIONS
{
D2D1_VERTEX_OPTIONS_NONE = 0x0,
D2D1_VERTEX_OPTIONS_DO_NOT_CLEAR = 0x1,
D2D1_VERTEX_OPTIONS_USE_DEPTH_BUFFER = 0x2,
D2D1_VERTEX_OPTIONS_ASSUME_NO_OVERLAP = 0x4,
D2D1_VERTEX_OPTIONS_FORCE_DWORD = 0xffffffff
} D2D1_VERTEX_OPTIONS;
typedef enum D2D1_BLEND_OPERATION
{
D2D1_BLEND_OPERATION_ADD = 0x1,
D2D1_BLEND_OPERATION_SUBTRACT = 0x2,
D2D1_BLEND_OPERATION_REV_SUBTRACT = 0x3,
D2D1_BLEND_OPERATION_MIN = 0x4,
D2D1_BLEND_OPERATION_MAX = 0x5,
D2D1_BLEND_OPERATION_FORCE_DWORD = 0xffffffff
} D2D1_BLEND_OPERATION;
typedef enum D2D1_BLEND
{
D2D1_BLEND_ZERO = 1,
D2D1_BLEND_ONE = 2,
D2D1_BLEND_SRC_COLOR = 3,
D2D1_BLEND_INV_SRC_COLOR = 4,
D2D1_BLEND_SRC_ALPHA = 5,
D2D1_BLEND_INV_SRC_ALPHA = 6,
D2D1_BLEND_DEST_ALPHA = 7,
D2D1_BLEND_INV_DEST_ALPHA = 8,
D2D1_BLEND_DEST_COLOR = 9,
D2D1_BLEND_INV_DEST_COLOR = 10,
D2D1_BLEND_SRC_ALPHA_SAT = 11,
D2D1_BLEND_BLEND_FACTOR = 14,
D2D1_BLEND_INV_BLEND_FACTOR = 15,
D2D1_BLEND_FORCE_DWORD = 0xffffffff
} D2D1_BLEND;
typedef struct D2D1_INPUT_DESCRIPTION
{
D2D1_FILTER filter;
UINT32 levelOfDetailCount;
} D2D1_INPUT_DESCRIPTION;
typedef struct D2D1_VERTEX_RANGE
{
UINT32 startVertex;
UINT32 vertexCount;
} D2D1_VERTEX_RANGE;
typedef struct D2D1_BLEND_DESCRIPTION
{
D2D1_BLEND sourceBlend;
D2D1_BLEND destinationBlend;
D2D1_BLEND_OPERATION blendOperation;
D2D1_BLEND sourceBlendAlpha;
D2D1_BLEND destinationBlendAlpha;
D2D1_BLEND_OPERATION blendOperationAlpha;
float blendFactor[4];
} D2D1_BLEND_DESCRIPTION;
[
object,
uuid(9b8b1336-00a5-4668-92b7-ced5d8bf9b7b),
local,
]
interface ID2D1VertexBuffer : IUnknown
{
HRESULT Map(
[out] BYTE **data,
[in] UINT32 size
);
HRESULT Unmap();
}
[
object,
uuid(688d15c3-02b0-438d-b13a-d1b44c32c39a),
local,
]
interface ID2D1ResourceTexture : IUnknown
{
HRESULT Update(
[in] const UINT32 *min_extents,
[in] const UINT32 *max_extents,
[in] const UINT32 *strides,
[in] UINT32 dimensions,
[in] const BYTE *data,
[in] UINT32 data_size
);
}
[
object,
uuid(519ae1bd-d19a-420d-b849-364f594776b7),
local,
]
interface ID2D1RenderInfo : IUnknown
{
HRESULT SetInputDescription(
[in] UINT32 index,
[in] D2D1_INPUT_DESCRIPTION description
);
HRESULT SetOutputBuffer(
[in] D2D1_BUFFER_PRECISION precision,
[in] D2D1_CHANNEL_DEPTH depth
);
void SetCached(
[in] BOOL is_cached
);
void SetInstructionCountHint(
[in] UINT32 count
);
}
[
object,
uuid(693ce632-7f2f-45de-93fe-18d88b37aa21),
local,
]
interface ID2D1DrawInfo : ID2D1RenderInfo
{
HRESULT SetPixelShaderConstantBuffer(
[in] const BYTE *buffer,
[in] UINT32 size
);
HRESULT SetResourceTexture(
[in] UINT32 index,
[in] ID2D1ResourceTexture *texture
);
HRESULT SetVertexShaderConstantBuffer(
[in] const BYTE *buffer,
[in] UINT32 size
);
HRESULT SetPixelShader(
[in] REFGUID id,
[in] D2D1_PIXEL_OPTIONS options
);
HRESULT SetVertexProcessing(
[in, optional] ID2D1VertexBuffer *buffer,
[in] D2D1_VERTEX_OPTIONS options,
[in, optional] const D2D1_BLEND_DESCRIPTION *description,
[in, optional] const D2D1_VERTEX_RANGE *range,
[in, optional] const GUID *shader
);
}