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d3d10: Add the ID3D10ShaderReflectionConstantBuffer interface.
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1 changed files with 20 additions and 0 deletions
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@ -130,6 +130,15 @@ typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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BYTE ReadWriteMask;
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} D3D10_SIGNATURE_PARAMETER_DESC;
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typedef struct _D3D10_SHADER_BUFFER_DESC
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{
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LPCSTR 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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LPCSTR Name;
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@ -172,6 +181,17 @@ DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
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};
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#undef INTERFACE
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DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
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#define INTERFACE ID3D10ShaderReflectionConstantBuffer
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DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ LPCSTR name) PURE;
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};
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#undef INTERFACE
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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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