/* * Copyright 2008-2009 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_D3D10_PRIVATE_H #define __WINE_D3D10_PRIVATE_H #include #include #include "wine/debug.h" #include "wine/rbtree.h" #define COBJMACROS #include "winbase.h" #include "winuser.h" #include "objbase.h" #include "d3d10.h" #include "d3dcompiler.h" #include "utils.h" /* * This doesn't belong here, but for some functions it is possible to return that value, * see http://msdn.microsoft.com/en-us/library/bb205278%28v=VS.85%29.aspx * The original definition is in D3DX10core.h. */ #define D3DERR_INVALIDCALL 0x8876086c enum d3d10_effect_object_type_flags { D3D10_EOT_FLAG_GS_SO = 0x1, }; enum d3d10_effect_object_operation { D3D10_EOO_CONST = 1, D3D10_EOO_VAR = 2, D3D10_EOO_CONST_INDEX = 3, D3D10_EOO_VAR_INDEX = 4, D3D10_EOO_INDEX_EXPRESSION = 5, D3D10_EOO_VALUE_EXPRESSION = 6, D3D10_EOO_ANONYMOUS_SHADER = 7, }; struct d3d10_matrix { float m[4][4]; }; struct d3d10_effect_shader_resource { D3D10_SHADER_INPUT_TYPE in_type; unsigned int bind_point; unsigned int bind_count; struct d3d10_effect_variable *variable; }; struct d3d10_effect_shader_signature { char *signature; unsigned int signature_size; unsigned int element_count; D3D10_SIGNATURE_PARAMETER_DESC *elements; }; struct d3d10_effect_shader_variable { ID3D10ShaderReflection *reflection; ID3D10Blob *input_signature; ID3D10Blob *bytecode; union { ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10GeometryShader *gs; IUnknown *object; } shader; unsigned int resource_count; struct d3d10_effect_shader_resource *resources; char *stream_output_declaration; unsigned int isinline : 1; }; struct d3d10_effect_prop_dependencies { struct d3d10_effect_prop_dependency *entries; SIZE_T count; SIZE_T capacity; }; struct d3d10_effect_sampler_desc { D3D10_SAMPLER_DESC desc; struct d3d10_effect_variable *texture; }; struct d3d10_effect_state_object_variable { union { D3D10_RASTERIZER_DESC rasterizer; D3D10_DEPTH_STENCIL_DESC depth_stencil; D3D10_BLEND_DESC blend; struct d3d10_effect_sampler_desc sampler; } desc; union { ID3D10RasterizerState *rasterizer; ID3D10DepthStencilState *depth_stencil; ID3D10BlendState *blend; ID3D10SamplerState *sampler; IUnknown *object; } object; unsigned int index; struct d3d10_effect_prop_dependencies dependencies; }; struct d3d10_effect_resource_variable { ID3D10ShaderResourceView **srv; BOOL parent; }; struct d3d10_effect_buffer_variable { ID3D10Buffer *buffer; ID3D10ShaderResourceView *resource_view; BOOL changed; BYTE *local_buffer; }; /* ID3D10EffectType */ struct d3d10_effect_type { ID3D10EffectType ID3D10EffectType_iface; char *name; D3D10_SHADER_VARIABLE_TYPE basetype; D3D10_SHADER_VARIABLE_CLASS type_class; unsigned int flags; DWORD id; struct wine_rb_entry entry; struct d3d10_effect *effect; unsigned int element_count; unsigned int size_unpacked; unsigned int stride; unsigned int size_packed; unsigned int member_count; unsigned int column_count; unsigned int row_count; struct d3d10_effect_type *elementtype; struct d3d10_effect_type_member *members; }; struct d3d10_effect_type_member { char *name; char *semantic; uint32_t buffer_offset; struct d3d10_effect_type *type; }; struct d3d10_effect_annotations { struct d3d10_effect_variable *elements; unsigned int count; }; /* ID3D10EffectVariable */ struct d3d10_effect_variable { ID3D10EffectVariable ID3D10EffectVariable_iface; struct d3d10_effect_variable *buffer; struct d3d10_effect_type *type; char *name; char *semantic; uint32_t buffer_offset; uint32_t flag; uint32_t data_size; unsigned int explicit_bind_point; struct d3d10_effect *effect; struct d3d10_effect_variable *elements; struct d3d10_effect_variable *members; struct d3d10_effect_annotations annotations; union { struct d3d10_effect_state_object_variable state; struct d3d10_effect_shader_variable shader; struct d3d10_effect_buffer_variable buffer; struct d3d10_effect_resource_variable resource; } u; }; struct d3d10_effect_pass_shader_desc { struct d3d10_effect_variable *shader; unsigned int index; }; /* ID3D10EffectPass */ struct d3d10_effect_pass { ID3D10EffectPass ID3D10EffectPass_iface; struct d3d10_effect_technique *technique; char *name; struct d3d10_effect_annotations annotations; struct d3d10_effect_prop_dependencies dependencies; struct d3d10_effect_pass_shader_desc vs; struct d3d10_effect_pass_shader_desc ps; struct d3d10_effect_pass_shader_desc gs; struct d3d10_effect_variable *rasterizer; struct d3d10_effect_variable *depth_stencil; struct d3d10_effect_variable *blend; UINT stencil_ref; UINT sample_mask; float blend_factor[4]; }; /* ID3D10EffectTechnique */ struct d3d10_effect_technique { ID3D10EffectTechnique ID3D10EffectTechnique_iface; struct d3d10_effect *effect; char *name; struct d3d10_effect_annotations annotations; unsigned int pass_count; struct d3d10_effect_pass *passes; }; struct d3d10_effect_anonymous_shader { struct d3d10_effect_variable shader; struct d3d10_effect_type type; }; enum d3d10_effect_flags { D3D10_EFFECT_OPTIMIZED = 0x1, D3D10_EFFECT_IS_POOL = 0x2, }; struct d3d10_effect_var_array { struct d3d10_effect_variable **v; unsigned int current; unsigned int count; }; /* ID3D10Effect */ struct d3d10_effect { ID3D10Effect ID3D10Effect_iface; ID3D10EffectPool ID3D10EffectPool_iface; LONG refcount; ID3D10Device *device; struct d3d10_effect *pool; uint32_t version; unsigned int local_buffer_count; unsigned int variable_count; unsigned int local_variable_count; unsigned int shared_buffer_count; unsigned int shared_object_count; unsigned int technique_count; uint32_t index_offset; unsigned int texture_count; unsigned int anonymous_shader_count; uint32_t flags; unsigned int anonymous_shader_current; struct wine_rb_tree types; struct d3d10_effect_variable *local_buffers; struct d3d10_effect_variable *local_variables; struct d3d10_effect_anonymous_shader *anonymous_shaders; struct d3d10_effect_var_array shaders; struct d3d10_effect_var_array samplers; struct d3d10_effect_var_array rtvs; struct d3d10_effect_var_array dsvs; struct d3d10_effect_var_array blend_states; struct d3d10_effect_var_array ds_states; struct d3d10_effect_var_array rs_states; struct d3d10_effect_technique *techniques; }; HRESULT d3d10_effect_parse(struct d3d10_effect *effect, const void *data, SIZE_T data_size); /* D3D10Core */ HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, unsigned int flags, D3D_FEATURE_LEVEL feature_level, ID3D10Device **device); /* d3dcompiler_39 function prototypes */ HRESULT WINAPI D3DCompileFromMemory(const void *data, SIZE_T data_size, const char *filename, const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint, const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages); HRESULT WINAPI D3DDisassembleCode(const void *data, SIZE_T data_size, UINT flags, const char *comments, ID3DBlob **disassembly); #endif /* __WINE_D3D10_PRIVATE_H */