/* * 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"; import "d3d10shader.idl"; interface ID3D10EffectConstantBuffer; interface ID3D10EffectBlendVariable; interface ID3D10EffectDepthStencilVariable; interface ID3D10EffectDepthStencilViewVariable; interface ID3D10EffectMatrixVariable; interface ID3D10EffectPass; interface ID3D10EffectRasterizerVariable; interface ID3D10EffectRenderTargetViewVariable; interface ID3D10EffectSamplerVariable; interface ID3D10EffectScalarVariable; interface ID3D10EffectShaderVariable; interface ID3D10EffectShaderResourceVariable; interface ID3D10EffectStringVariable; interface ID3D10EffectVectorVariable; #ifndef D3D10_BYTES_FROM_BITS #define D3D10_BYTES_FROM_BITS(x) (((x) + 7) >> 3) #endif cpp_quote("#ifndef D3D10_BYTES_FROM_BITS") cpp_quote("#define D3D10_BYTES_FROM_BITS(x) (((x) + 7) >> 3)") cpp_quote("#endif") const unsigned int D3D10_EFFECT_VARIABLE_POOLED = 0x1; const unsigned int D3D10_EFFECT_VARIABLE_ANNOTATION = 0x2; const unsigned int D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT = 0x4; typedef enum _D3D10_DEVICE_STATE_TYPES { D3D10_DST_SO_BUFFERS = 1, D3D10_DST_OM_RENDER_TARGETS, D3D10_DST_OM_DEPTH_STENCIL_STATE, D3D10_DST_OM_BLEND_STATE, D3D10_DST_VS, D3D10_DST_VS_SAMPLERS, D3D10_DST_VS_SHADER_RESOURCES, D3D10_DST_VS_CONSTANT_BUFFERS, D3D10_DST_GS, D3D10_DST_GS_SAMPLERS, D3D10_DST_GS_SHADER_RESOURCES, D3D10_DST_GS_CONSTANT_BUFFERS, D3D10_DST_PS, D3D10_DST_PS_SAMPLERS, D3D10_DST_PS_SHADER_RESOURCES, D3D10_DST_PS_CONSTANT_BUFFERS, D3D10_DST_IA_VERTEX_BUFFERS, D3D10_DST_IA_INDEX_BUFFER, D3D10_DST_IA_INPUT_LAYOUT, D3D10_DST_IA_PRIMITIVE_TOPOLOGY, D3D10_DST_RS_VIEWPORTS, D3D10_DST_RS_SCISSOR_RECTS, D3D10_DST_RS_RASTERIZER_STATE, D3D10_DST_PREDICATION, } D3D10_DEVICE_STATE_TYPES; typedef struct _D3D10_EFFECT_TYPE_DESC { const char *TypeName; D3D10_SHADER_VARIABLE_CLASS Class; D3D10_SHADER_VARIABLE_TYPE Type; UINT Elements; UINT Members; UINT Rows; UINT Columns; UINT PackedSize; UINT UnpackedSize; UINT Stride; } D3D10_EFFECT_TYPE_DESC; typedef struct _D3D10_EFFECT_VARIABLE_DESC { const char *Name; const char *Semantic; UINT Flags; UINT Annotations; UINT BufferOffset; UINT ExplicitBindPoint; } D3D10_EFFECT_VARIABLE_DESC; typedef struct _D3D10_TECHNIQUE_DESC { const char *Name; UINT Passes; UINT Annotations; } D3D10_TECHNIQUE_DESC; typedef struct _D3D10_STATE_BLOCK_MASK { BYTE VS; BYTE VSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]; BYTE VSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]; BYTE VSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)]; BYTE GS; BYTE GSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]; BYTE GSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]; BYTE GSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)]; BYTE PS; BYTE PSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)]; BYTE PSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)]; BYTE PSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)]; BYTE IAVertexBuffers[D3D10_BYTES_FROM_BITS(D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT)]; BYTE IAIndexBuffer; BYTE IAInputLayout; BYTE IAPrimitiveTopology; BYTE OMRenderTargets; BYTE OMDepthStencilState; BYTE OMBlendState; BYTE RSViewports; BYTE RSScissorRects; BYTE RSRasterizerState; BYTE SOBuffers; BYTE Predication; } D3D10_STATE_BLOCK_MASK; typedef struct _D3D10_EFFECT_DESC { BOOL IsChildEffect; UINT ConstantBuffers; UINT SharedConstantBuffers; UINT GlobalVariables; UINT SharedGlobalVariables; UINT Techniques; } D3D10_EFFECT_DESC; typedef struct _D3D10_EFFECT_SHADER_DESC { const BYTE *pInputSignature; BOOL IsInline; const BYTE *pBytecode; UINT BytecodeLength; const char *SODecl; UINT NumInputSignatureEntries; UINT NumOutputSignatureEntries; } D3D10_EFFECT_SHADER_DESC; typedef struct _D3D10_PASS_DESC { const char *Name; UINT Annotations; BYTE *pIAInputSignature; SIZE_T IAInputSignatureSize; UINT StencilRef; UINT SampleMask; FLOAT BlendFactor[4]; } D3D10_PASS_DESC; typedef struct _D3D10_PASS_SHADER_DESC { ID3D10EffectShaderVariable *pShaderVariable; UINT ShaderIndex; } D3D10_PASS_SHADER_DESC; const unsigned int D3D10_EFFECT_COMPILE_CHILD_EFFECT = 0x0001; const unsigned int D3D10_EFFECT_COMPILE_ALLOW_SLOW_OPS = 0x0002; const unsigned int D3D10_EFFECT_SINGLE_THREADED = 0x0008; [ local, object, uuid(4e9e1ddc-cd9d-4772-a837-00180b9b88fd), ] interface ID3D10EffectType { BOOL IsValid(); HRESULT GetDesc(D3D10_EFFECT_TYPE_DESC *desc); ID3D10EffectType *GetMemberTypeByIndex(UINT index); ID3D10EffectType *GetMemberTypeByName(const char *name); ID3D10EffectType *GetMemberTypeBySemantic(const char *semantic); const char *GetMemberName(UINT index); const char *GetMemberSemantic(UINT index); } [ local, object, uuid(ae897105-00e6-45bf-bb8e-281dd6db8e1b), ] interface ID3D10EffectVariable { BOOL IsValid(); ID3D10EffectType *GetType(); HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable *GetAnnotationByIndex(UINT index); ID3D10EffectVariable *GetAnnotationByName(const char *name); ID3D10EffectVariable *GetMemberByIndex(UINT index); ID3D10EffectVariable *GetMemberByName(const char *name); ID3D10EffectVariable *GetMemberBySemantic(const char *semantic); ID3D10EffectVariable *GetElement(UINT index); ID3D10EffectConstantBuffer *GetParentConstantBuffer(); ID3D10EffectScalarVariable *AsScalar(); ID3D10EffectVectorVariable *AsVector(); ID3D10EffectMatrixVariable *AsMatrix(); ID3D10EffectStringVariable *AsString(); ID3D10EffectShaderResourceVariable *AsShaderResource(); ID3D10EffectRenderTargetViewVariable *AsRenderTargetView(); ID3D10EffectDepthStencilViewVariable *AsDepthStencilView(); ID3D10EffectConstantBuffer *AsConstantBuffer(); ID3D10EffectShaderVariable *AsShader(); ID3D10EffectBlendVariable *AsBlend(); ID3D10EffectDepthStencilVariable *AsDepthStencil(); ID3D10EffectRasterizerVariable *AsRasterizer(); ID3D10EffectSamplerVariable *AsSampler(); HRESULT SetRawValue(void *data, UINT offset, UINT count); HRESULT GetRawValue(void *data, UINT offset, UINT count); } [ local, object, uuid(56648f4d-cc8b-4444-a5ad-b5a3d76e91b3), ] interface ID3D10EffectConstantBuffer : ID3D10EffectVariable { HRESULT SetConstantBuffer(ID3D10Buffer *buffer); HRESULT GetConstantBuffer(ID3D10Buffer **buffer); HRESULT SetTextureBuffer(ID3D10ShaderResourceView *view); HRESULT GetTextureBuffer(ID3D10ShaderResourceView **view); } [ local, object, uuid(00e48f7b-d2c8-49e8-a86c-022dee53431f), ] interface ID3D10EffectScalarVariable : ID3D10EffectVariable { HRESULT SetFloat(float value); HRESULT GetFloat(float *value); HRESULT SetFloatArray(float *values, UINT offset, UINT count); HRESULT GetFloatArray(float *values, UINT offset, UINT count); HRESULT SetInt(int value); HRESULT GetInt(int *value); HRESULT SetIntArray(int *values, UINT offset, UINT count); HRESULT GetIntArray(int *values, UINT offset, UINT count); HRESULT SetBool(BOOL value); HRESULT GetBool(BOOL *value); HRESULT SetBoolArray(BOOL *values, UINT offset, UINT count); HRESULT GetBoolArray(BOOL *values, UINT offset, UINT count); } [ local, object, uuid(62b98c44-1f82-4c67-bcd0-72cf8f217e81), ] interface ID3D10EffectVectorVariable : ID3D10EffectVariable { HRESULT SetBoolVector(BOOL *value); HRESULT SetIntVector(int *value); HRESULT SetFloatVector(float *value); HRESULT GetBoolVector(BOOL *value); HRESULT GetIntVector(int *value); HRESULT GetFloatVector(float *value); HRESULT SetBoolVectorArray(BOOL *values, UINT offset, UINT count); HRESULT SetIntVectorArray(int *values, UINT offset, UINT count); HRESULT SetFloatVectorArray(float *values, UINT offset, UINT count); HRESULT GetBoolVectorArray(BOOL *values, UINT offset, UINT count); HRESULT GetIntVectorArray(int *values, UINT offset, UINT count); HRESULT GetFloatVectorArray(float *values, UINT offset, UINT count); } [ local, object, uuid(50666c24-b82f-4eed-a172-5b6e7e8522e0), ] interface ID3D10EffectMatrixVariable : ID3D10EffectVariable { HRESULT SetMatrix(float *data); HRESULT GetMatrix(float *data); HRESULT SetMatrixArray(float *data, UINT offset, UINT count); HRESULT GetMatrixArray(float *data, UINT offset, UINT count); HRESULT SetMatrixTranspose(float *data); HRESULT GetMatrixTranspose(float *data); HRESULT SetMatrixTransposeArray(float *data, UINT offset, UINT count); HRESULT GetMatrixTransposeArray(float *data, UINT offset, UINT count); } [ local, object, uuid(71417501-8df9-4e0a-a78a-255f9756baff), ] interface ID3D10EffectStringVariable : ID3D10EffectVariable { HRESULT GetString(const char **str); HRESULT GetStringArray(const char **strs, UINT offset, UINT count); } [ local, object, uuid(c0a7157b-d872-4b1d-8073-efc2acd4b1fc), ] interface ID3D10EffectShaderResourceVariable : ID3D10EffectVariable { HRESULT SetResource(ID3D10ShaderResourceView *resource); HRESULT GetResource(ID3D10ShaderResourceView **resource); HRESULT SetResourceArray(ID3D10ShaderResourceView **resources, UINT offset, UINT count); HRESULT GetResourceArray(ID3D10ShaderResourceView **resources, UINT offset, UINT count); } [ local, object, uuid(28ca0cc3-c2c9-40bb-b57f-67b737122b17), ] interface ID3D10EffectRenderTargetViewVariable : ID3D10EffectVariable { HRESULT SetRenderTarget(ID3D10RenderTargetView *view); HRESULT GetRenderTarget(ID3D10RenderTargetView **view); HRESULT SetRenderTargetArray(ID3D10RenderTargetView **views, UINT offset, UINT count); HRESULT GetRenderTargetArray(ID3D10RenderTargetView **views, UINT offset, UINT count); } [ local, object, uuid(3e02c918-cc79-4985-b622-2d92ad701623), ] interface ID3D10EffectDepthStencilViewVariable : ID3D10EffectVariable { HRESULT SetDepthStencil(ID3D10DepthStencilView *view); HRESULT GetDepthStencil(ID3D10DepthStencilView **view); HRESULT SetDepthStencilArray(ID3D10DepthStencilView **views, UINT offset, UINT count); HRESULT GetDepthStencilArray(ID3D10DepthStencilView **views, UINT offset, UINT count); } [ local, object, uuid(80849279-c799-4797-8c33-0407a07d9e06), ] interface ID3D10EffectShaderVariable : ID3D10EffectVariable { HRESULT GetShaderDesc(UINT index, D3D10_EFFECT_SHADER_DESC *desc); HRESULT GetVertexShader(UINT index, ID3D10VertexShader **shader); HRESULT GetGeometryShader(UINT index, ID3D10GeometryShader **shader); HRESULT GetPixelShader(UINT index, ID3D10PixelShader **shader); HRESULT GetInputSignatureElementDesc(UINT shader_index, UINT element_index, D3D10_SIGNATURE_PARAMETER_DESC *desc); HRESULT GetOutputSignatureElementDesc(UINT shader_index, UINT element_index, D3D10_SIGNATURE_PARAMETER_DESC *desc); } [ local, object, uuid(1fcd2294-df6d-4eae-86b3-0e9160cfb07b), ] interface ID3D10EffectBlendVariable : ID3D10EffectVariable { HRESULT GetBlendState(UINT index, ID3D10BlendState **blend_state); HRESULT GetBackingStore(UINT index, D3D10_BLEND_DESC *desc); } [ local, object, uuid(af482368-330a-46a5-9a5c-01c71af24c8d), ] interface ID3D10EffectDepthStencilVariable : ID3D10EffectVariable { HRESULT GetDepthStencilState(UINT index, ID3D10DepthStencilState **depth_stencil_state); HRESULT GetBackingStore(UINT index, D3D10_DEPTH_STENCIL_DESC *desc); } [ local, object, uuid(21af9f0e-4d94-4ea9-9785-2cb76b8c0b34), ] interface ID3D10EffectRasterizerVariable : ID3D10EffectVariable { HRESULT GetRasterizerState(UINT index, ID3D10RasterizerState **rasterizer_state); HRESULT GetBackingStore(UINT index, D3D10_RASTERIZER_DESC *desc); } [ local, object, uuid(6530d5c7-07e9-4271-a418-e7ce4bd1e480), ] interface ID3D10EffectSamplerVariable : ID3D10EffectVariable { HRESULT GetSampler(UINT index, ID3D10SamplerState **sampler); HRESULT GetBackingStore(UINT index, D3D10_SAMPLER_DESC *desc); } [ local, object, uuid(db122ce8-d1c9-4292-b237-24ed3de8b175), ] interface ID3D10EffectTechnique { BOOL IsValid(); HRESULT GetDesc(D3D10_TECHNIQUE_DESC *desc); ID3D10EffectVariable *GetAnnotationByIndex(UINT index); ID3D10EffectVariable *GetAnnotationByName(const char *name); ID3D10EffectPass *GetPassByIndex(UINT index); ID3D10EffectPass *GetPassByName(const char *name); HRESULT ComputeStateBlockMask(D3D10_STATE_BLOCK_MASK *mask); } [ local, object, uuid(51b0ca8b-ec0b-4519-870d-8ee1cb5017c7), ] interface ID3D10Effect : IUnknown { BOOL IsValid(); BOOL IsPool(); HRESULT GetDevice(ID3D10Device **device); HRESULT GetDesc(D3D10_EFFECT_DESC *desc); ID3D10EffectConstantBuffer *GetConstantBufferByIndex(UINT index); ID3D10EffectConstantBuffer *GetConstantBufferByName(const char *name); ID3D10EffectVariable *GetVariableByIndex(UINT index); ID3D10EffectVariable *GetVariableByName(const char *name); ID3D10EffectVariable *GetVariableBySemantic(const char *semantic); ID3D10EffectTechnique *GetTechniqueByIndex(UINT index); ID3D10EffectTechnique *GetTechniqueByName(const char *name); HRESULT Optimize(); BOOL IsOptimized(); } [ local, object, uuid(9537ab04-3250-412e-8213-fcd2f8677933), ] interface ID3D10EffectPool : IUnknown { ID3D10Effect *AsEffect(); } [ local, object, uuid(5cfbeb89-1a06-46e0-b282-e3f9bfa36a54), ] interface ID3D10EffectPass { BOOL IsValid(); HRESULT GetDesc(D3D10_PASS_DESC *desc); HRESULT GetVertexShaderDesc(D3D10_PASS_SHADER_DESC *desc); HRESULT GetGeometryShaderDesc(D3D10_PASS_SHADER_DESC *desc); HRESULT GetPixelShaderDesc(D3D10_PASS_SHADER_DESC *desc); ID3D10EffectVariable *GetAnnotationByIndex(UINT index); ID3D10EffectVariable *GetAnnotationByName(const char *name); HRESULT Apply(UINT flags); HRESULT ComputeStateBlockMask(D3D10_STATE_BLOCK_MASK *mask); } [ local, object, uuid(0803425a-57f5-4dd6-9465-a87570834a08), ] interface ID3D10StateBlock : IUnknown { HRESULT Capture(); HRESULT Apply(); HRESULT ReleaseAllDeviceObjects(); HRESULT GetDevice(ID3D10Device **device); } HRESULT __stdcall D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags, ID3D10Blob **effect, ID3D10Blob **errors); HRESULT __stdcall D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags, ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect); HRESULT __stdcall D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags, ID3D10Device *device, ID3D10EffectPool **effect_pool); HRESULT __stdcall D3D10CreateStateBlock(ID3D10Device *device, D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock); HRESULT __stdcall D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x, D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result); HRESULT __stdcall D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask); HRESULT __stdcall D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask, D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count); HRESULT __stdcall D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask); HRESULT __stdcall D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask, D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count); BOOL __stdcall D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask, D3D10_DEVICE_STATE_TYPES state_type, UINT idx); HRESULT __stdcall D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x, D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result); HRESULT __stdcall D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK *mask_x, D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result);