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wine/include/d3d10shader.idl
2023-10-24 13:20:06 -05:00

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/*
* 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);