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218 lines
7.6 KiB
Text
218 lines
7.6 KiB
Text
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/*
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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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import "d3d10.idl";
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const unsigned int D3D10_SHADER_DEBUG = 0x00001;
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const unsigned int D3D10_SHADER_SKIP_VALIDATION = 0x00002;
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const unsigned int D3D10_SHADER_SKIP_OPTIMIZATION = 0x00004;
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const unsigned int D3D10_SHADER_PACK_MATRIX_ROW_MAJOR = 0x00008;
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const unsigned int D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR = 0x00010;
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const unsigned int D3D10_SHADER_PARTIAL_PRECISION = 0x00020;
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const unsigned int D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT = 0x00040;
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const unsigned int D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT = 0x00080;
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const unsigned int D3D10_SHADER_NO_PRESHADER = 0x00100;
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const unsigned int D3D10_SHADER_AVOID_FLOW_CONTROL = 0x00200;
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const unsigned int D3D10_SHADER_PREFER_FLOW_CONTROL = 0x00400;
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const unsigned int D3D10_SHADER_ENABLE_STRICTNESS = 0x00800;
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const unsigned int D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY = 0x01000;
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const unsigned int D3D10_SHADER_IEEE_STRICTNESS = 0x02000;
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const unsigned int D3D10_SHADER_WARNINGS_ARE_ERRORS = 0x40000;
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const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL0 = 0x04000;
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const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL1 = 0x00000;
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const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL2 = 0x0c000;
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const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL3 = 0x08000;
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typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
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typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
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typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
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typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
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typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
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typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE;
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typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
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typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
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typedef D3D_NAME D3D10_NAME;
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typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
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typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
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typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
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typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
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typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
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typedef ID3DInclude ID3D10Include;
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typedef ID3DInclude *LPD3D10INCLUDE;
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cpp_quote("#define IID_ID3D10Include IID_ID3DInclude")
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typedef struct _D3D10_SHADER_INPUT_BIND_DESC
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{
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const char *Name;
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D3D10_SHADER_INPUT_TYPE Type;
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UINT BindPoint;
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UINT BindCount;
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UINT uFlags;
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D3D10_RESOURCE_RETURN_TYPE ReturnType;
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D3D10_SRV_DIMENSION Dimension;
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UINT NumSamples;
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} D3D10_SHADER_INPUT_BIND_DESC;
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typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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{
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const char *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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typedef struct _D3D10_SHADER_DESC
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{
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UINT Version;
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const char *Creator;
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UINT Flags;
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UINT ConstantBuffers;
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UINT BoundResources;
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UINT InputParameters;
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UINT OutputParameters;
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UINT InstructionCount;
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UINT TempRegisterCount;
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UINT TempArrayCount;
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UINT DefCount;
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UINT DclCount;
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UINT TextureNormalInstructions;
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UINT TextureLoadInstructions;
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UINT TextureCompInstructions;
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UINT TextureBiasInstructions;
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UINT TextureGradientInstructions;
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UINT FloatInstructionCount;
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UINT IntInstructionCount;
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UINT UintInstructionCount;
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UINT StaticFlowControlCount;
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UINT DynamicFlowControlCount;
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UINT MacroInstructionCount;
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UINT ArrayInstructionCount;
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UINT CutInstructionCount;
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UINT EmitInstructionCount;
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D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
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UINT GSMaxOutputVertexCount;
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} D3D10_SHADER_DESC;
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typedef struct _D3D10_SHADER_BUFFER_DESC
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{
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const char *Name;
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D3D10_CBUFFER_TYPE Type;
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UINT Variables;
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UINT Size;
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UINT uFlags;
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} D3D10_SHADER_BUFFER_DESC;
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typedef struct _D3D10_SHADER_VARIABLE_DESC
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{
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const char *Name;
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UINT StartOffset;
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UINT Size;
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UINT uFlags;
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void *DefaultValue;
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} D3D10_SHADER_VARIABLE_DESC;
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typedef struct _D3D10_SHADER_TYPE_DESC
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{
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D3D10_SHADER_VARIABLE_CLASS Class;
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D3D10_SHADER_VARIABLE_TYPE Type;
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UINT Rows;
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UINT Columns;
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UINT Elements;
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UINT Members;
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UINT Offset;
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} D3D10_SHADER_TYPE_DESC;
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[
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local,
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object,
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uuid(c530ad7d-9b16-4395-a979-ba2ecff83add),
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]
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interface ID3D10ShaderReflectionType
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{
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HRESULT GetDesc(D3D10_SHADER_TYPE_DESC *desc);
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ID3D10ShaderReflectionType *GetMemberTypeByIndex(UINT index);
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ID3D10ShaderReflectionType *GetMemberTypeByName(const char *name);
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const char *GetMemberTypeName(UINT index);
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};
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[
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local,
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object,
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uuid(1bf63c95-2650-405d-99c1-3636bd1da0a1),
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]
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interface ID3D10ShaderReflectionVariable
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{
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HRESULT GetDesc(D3D10_SHADER_VARIABLE_DESC *desc);
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ID3D10ShaderReflectionType *GetType();
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};
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[
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local,
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object,
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uuid(66c66a94-dddd-4b62-a66a-f0da33c2b4d0),
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]
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interface ID3D10ShaderReflectionConstantBuffer
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{
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HRESULT GetDesc(D3D10_SHADER_BUFFER_DESC *desc);
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ID3D10ShaderReflectionVariable *GetVariableByIndex(UINT index);
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ID3D10ShaderReflectionVariable *GetVariableByName(const char *name);
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};
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[
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local,
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object,
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uuid(d40e20b6-f8f7-42ad-ab20-4baf8f15dfaa),
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]
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interface ID3D10ShaderReflection : IUnknown
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{
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HRESULT GetDesc(D3D10_SHADER_DESC *desc);
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ID3D10ShaderReflectionConstantBuffer *GetConstantBufferByIndex(UINT index);
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ID3D10ShaderReflectionConstantBuffer *GetConstantBufferByName(const char *name);
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HRESULT GetResourceBindingDesc(UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc);
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HRESULT GetInputParameterDesc(UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc);
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HRESULT GetOutputParameterDesc(UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc);
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};
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HRESULT __stdcall D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint,
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const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
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HRESULT __stdcall D3D10DisassembleShader(const void *data, SIZE_T data_size,
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BOOL color_code, const char *comments, ID3D10Blob **disassembly);
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const char * __stdcall D3D10GetVertexShaderProfile(ID3D10Device *device);
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const char * __stdcall D3D10GetGeometryShaderProfile(ID3D10Device *device);
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const char * __stdcall D3D10GetPixelShaderProfile(ID3D10Device *device);
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HRESULT __stdcall D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
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HRESULT __stdcall D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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HRESULT __stdcall D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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HRESULT __stdcall D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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HRESULT __stdcall D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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