/* * 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);