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mirror of https://github.com/wine-mirror/wine synced 2024-06-29 06:14:34 +00:00

include: Convert d3d10shader.h to an IDL.

This commit is contained in:
Zebediah Figura 2023-05-03 17:30:22 -05:00 committed by Alexandre Julliard
parent b5f4a6a4db
commit d78ca75c56
3 changed files with 218 additions and 234 deletions

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@ -120,7 +120,7 @@ SOURCES = \
d3d10effect.h \
d3d10misc.h \
d3d10sdklayers.idl \
d3d10shader.h \
d3d10shader.idl \
d3d11.idl \
d3d11_1.idl \
d3d11_2.idl \

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@ -1,233 +0,0 @@
/*
* 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 0x0400
#define D3D10_SHADER_ENABLE_STRICTNESS 0x0800
#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000
#define D3D10_SHADER_IEEE_STRICTNESS 0x2000
#define D3D10_SHADER_WARNINGS_ARE_ERRORS 0x40000
#define D3D10_SHADER_OPTIMIZATION_LEVEL0 0x4000
#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0x0000
#define D3D10_SHADER_OPTIMIZATION_LEVEL2 0xC000
#define D3D10_SHADER_OPTIMIZATION_LEVEL3 0x8000
/* These are defined as version-neutral in d3dcommon.h */
typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE;
typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
typedef D3D_NAME D3D10_NAME;
typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
typedef ID3DInclude ID3D10Include;
typedef ID3DInclude *LPD3D10INCLUDE;
#define IID_ID3D10Include IID_ID3DInclude
typedef struct _D3D10_SHADER_INPUT_BIND_DESC
{
const char *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
{
const char *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;
const char *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
{
const char *Name;
D3D10_CBUFFER_TYPE Type;
UINT Variables;
UINT Size;
UINT uFlags;
} D3D10_SHADER_BUFFER_DESC;
typedef struct _D3D10_SHADER_VARIABLE_DESC
{
const char *Name;
UINT StartOffset;
UINT Size;
UINT uFlags;
void *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_ const char *name) PURE;
STDMETHOD_(const char *, 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_ const char *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, void **out) 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_ const char *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
#ifdef __cplusplus
extern "C" {
#endif
HRESULT WINAPI D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint,
const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
HRESULT WINAPI D3D10DisassembleShader(const void *data, SIZE_T data_size,
BOOL color_code, const char *comments, ID3D10Blob **disassembly);
const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
const char * WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
const char * WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
HRESULT WINAPI D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);
#ifdef __cplusplus
}
#endif
#endif /* __WINE_D3D10SHADER_H */

217
include/d3d10shader.idl Normal file
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@ -0,0 +1,217 @@
/*
* 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
*/
import "d3d10.idl";
const unsigned int D3D10_SHADER_DEBUG = 0x00001;
const unsigned int D3D10_SHADER_SKIP_VALIDATION = 0x00002;
const unsigned int D3D10_SHADER_SKIP_OPTIMIZATION = 0x00004;
const unsigned int D3D10_SHADER_PACK_MATRIX_ROW_MAJOR = 0x00008;
const unsigned int D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR = 0x00010;
const unsigned int D3D10_SHADER_PARTIAL_PRECISION = 0x00020;
const unsigned int D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT = 0x00040;
const unsigned int D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT = 0x00080;
const unsigned int D3D10_SHADER_NO_PRESHADER = 0x00100;
const unsigned int D3D10_SHADER_AVOID_FLOW_CONTROL = 0x00200;
const unsigned int D3D10_SHADER_PREFER_FLOW_CONTROL = 0x00400;
const unsigned int D3D10_SHADER_ENABLE_STRICTNESS = 0x00800;
const unsigned int D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY = 0x01000;
const unsigned int D3D10_SHADER_IEEE_STRICTNESS = 0x02000;
const unsigned int D3D10_SHADER_WARNINGS_ARE_ERRORS = 0x40000;
const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL0 = 0x04000;
const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL1 = 0x00000;
const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL2 = 0x0c000;
const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL3 = 0x08000;
typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE;
typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
typedef D3D_NAME D3D10_NAME;
typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
typedef ID3DInclude ID3D10Include;
typedef ID3DInclude *LPD3D10INCLUDE;
cpp_quote("#define IID_ID3D10Include IID_ID3DInclude")
typedef struct _D3D10_SHADER_INPUT_BIND_DESC
{
const char *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
{
const char *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;
const char *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
{
const char *Name;
D3D10_CBUFFER_TYPE Type;
UINT Variables;
UINT Size;
UINT uFlags;
} D3D10_SHADER_BUFFER_DESC;
typedef struct _D3D10_SHADER_VARIABLE_DESC
{
const char *Name;
UINT StartOffset;
UINT Size;
UINT uFlags;
void *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;
[
local,
object,
uuid(c530ad7d-9b16-4395-a979-ba2ecff83add),
]
interface ID3D10ShaderReflectionType
{
HRESULT GetDesc(D3D10_SHADER_TYPE_DESC *desc);
ID3D10ShaderReflectionType *GetMemberTypeByIndex(UINT index);
ID3D10ShaderReflectionType *GetMemberTypeByName(const char *name);
const char *GetMemberTypeName(UINT index);
};
[
local,
object,
uuid(1bf63c95-2650-405d-99c1-3636bd1da0a1),
]
interface ID3D10ShaderReflectionVariable
{
HRESULT GetDesc(D3D10_SHADER_VARIABLE_DESC *desc);
ID3D10ShaderReflectionType *GetType();
};
[
local,
object,
uuid(66c66a94-dddd-4b62-a66a-f0da33c2b4d0),
]
interface ID3D10ShaderReflectionConstantBuffer
{
HRESULT GetDesc(D3D10_SHADER_BUFFER_DESC *desc);
ID3D10ShaderReflectionVariable *GetVariableByIndex(UINT index);
ID3D10ShaderReflectionVariable *GetVariableByName(const char *name);
};
[
local,
object,
uuid(d40e20b6-f8f7-42ad-ab20-4baf8f15dfaa),
]
interface ID3D10ShaderReflection : IUnknown
{
HRESULT GetDesc(D3D10_SHADER_DESC *desc);
ID3D10ShaderReflectionConstantBuffer *GetConstantBufferByIndex(UINT index);
ID3D10ShaderReflectionConstantBuffer *GetConstantBufferByName(const char *name);
HRESULT GetResourceBindingDesc(UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc);
HRESULT GetInputParameterDesc(UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc);
HRESULT GetOutputParameterDesc(UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc);
};
HRESULT __stdcall D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint,
const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
HRESULT __stdcall D3D10DisassembleShader(const void *data, SIZE_T data_size,
BOOL color_code, const char *comments, ID3D10Blob **disassembly);
const char * __stdcall D3D10GetVertexShaderProfile(ID3D10Device *device);
const char * __stdcall D3D10GetGeometryShaderProfile(ID3D10Device *device);
const char * __stdcall D3D10GetPixelShaderProfile(ID3D10Device *device);
HRESULT __stdcall D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
HRESULT __stdcall D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
HRESULT __stdcall D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
HRESULT __stdcall D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
HRESULT __stdcall D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);