server: Make the fd passing code slightly more portable.
[wine] / include / d3d10shader.h
1 /*
2  * Copyright 2009 Henri Verbeet for CodeWeavers
3  *
4  * This library is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU Lesser General Public
6  * License as published by the Free Software Foundation; either
7  * version 2.1 of the License, or (at your option) any later version.
8  *
9  * This library is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * Lesser General Public License for more details.
13  *
14  * You should have received a copy of the GNU Lesser General Public
15  * License along with this library; if not, write to the Free Software
16  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
17  *
18  */
19
20 #ifndef __WINE_D3D10SHADER_H
21 #define __WINE_D3D10SHADER_H
22
23 #include "d3d10.h"
24
25 #define D3D10_SHADER_DEBUG                          0x0001
26 #define D3D10_SHADER_SKIP_VALIDATION                0x0002
27 #define D3D10_SHADER_SKIP_OPTIMIZATION              0x0004
28 #define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR          0x0008
29 #define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR       0x0010
30 #define D3D10_SHADER_PARTIAL_PRECISION              0x0020
31 #define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT       0x0040
32 #define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT       0x0080
33 #define D3D10_SHADER_NO_PRESHADER                   0x0100
34 #define D3D10_SHADER_AVOID_FLOW_CONTROL             0x0200
35 #define D3D10_SHADER_PREFER_FLOW_CONTROL            0x0400
36 #define D3D10_SHADER_ENABLE_STRICTNESS              0x0800
37 #define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000
38 #define D3D10_SHADER_IEEE_STRICTNESS                0x2000
39 #define D3D10_SHADER_WARNINGS_ARE_ERRORS           0x40000
40
41 #define D3D10_SHADER_OPTIMIZATION_LEVEL0            0x4000
42 #define D3D10_SHADER_OPTIMIZATION_LEVEL1            0x0000
43 #define D3D10_SHADER_OPTIMIZATION_LEVEL2            0xC000
44 #define D3D10_SHADER_OPTIMIZATION_LEVEL3            0x8000
45
46 typedef enum _D3D10_SHADER_VARIABLE_CLASS
47 {
48     D3D10_SVC_SCALAR,
49     D3D10_SVC_VECTOR,
50     D3D10_SVC_MATRIX_ROWS,
51     D3D10_SVC_MATRIX_COLUMNS,
52     D3D10_SVC_OBJECT,
53     D3D10_SVC_STRUCT,
54     D3D10_SVC_FORCE_DWORD = 0x7fffffff
55 } D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
56
57 typedef enum _D3D10_SHADER_VARIABLE_TYPE
58 {
59     D3D10_SVT_VOID = 0,
60     D3D10_SVT_BOOL = 1,
61     D3D10_SVT_INT = 2,
62     D3D10_SVT_FLOAT = 3,
63     D3D10_SVT_STRING = 4,
64     D3D10_SVT_TEXTURE = 5,
65     D3D10_SVT_TEXTURE1D = 6,
66     D3D10_SVT_TEXTURE2D = 7,
67     D3D10_SVT_TEXTURE3D = 8,
68     D3D10_SVT_TEXTURECUBE = 9,
69     D3D10_SVT_SAMPLER = 10,
70     D3D10_SVT_PIXELSHADER = 15,
71     D3D10_SVT_VERTEXSHADER = 16,
72     D3D10_SVT_UINT = 19,
73     D3D10_SVT_UINT8 = 20,
74     D3D10_SVT_GEOMETRYSHADER = 21,
75     D3D10_SVT_RASTERIZER = 22,
76     D3D10_SVT_DEPTHSTENCIL = 23,
77     D3D10_SVT_BLEND = 24,
78     D3D10_SVT_BUFFER = 25,
79     D3D10_SVT_CBUFFER = 26,
80     D3D10_SVT_TBUFFER = 27,
81     D3D10_SVT_TEXTURE1DARRAY = 28,
82     D3D10_SVT_TEXTURE2DARRAY = 29,
83     D3D10_SVT_RENDERTARGETVIEW = 30,
84     D3D10_SVT_DEPTHSTENCILVIEW = 31,
85     D3D10_SVT_TEXTURE2DMS = 32,
86     D3D10_SVT_TEXTURE2DMSARRAY = 33,
87     D3D10_SVT_TEXTURECUBEARRAY = 34,
88     D3D10_SVT_FORCE_DWORD = 0x7fffffff
89 } D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
90
91 typedef enum _D3D10_SHADER_INPUT_TYPE
92 {
93     D3D10_SIT_CBUFFER = 0,
94     D3D10_SIT_TBUFFER = 1,
95     D3D10_SIT_TEXTURE = 2,
96     D3D10_SIT_SAMPLER = 3
97 } D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE;
98
99 typedef enum D3D10_CBUFFER_TYPE
100 {
101     D3D10_CT_CBUFFER = 0,
102     D3D10_CT_TBUFFER = 1
103 } D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
104
105 typedef enum D3D10_NAME
106 {
107     D3D10_NAME_UNDEFINED = 0,
108     D3D10_NAME_POSITION = 1,
109     D3D10_NAME_CLIP_DISTANCE = 2,
110     D3D10_NAME_CULL_DISTANCE = 3,
111     D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
112     D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
113     D3D10_NAME_VERTEX_ID = 6,
114     D3D10_NAME_PRIMITIVE_ID = 7,
115     D3D10_NAME_INSTANCE_ID = 8,
116     D3D10_NAME_IS_FRONT_FACE = 9,
117     D3D10_NAME_SAMPLE_INDEX = 10,
118     D3D10_NAME_TARGET = 64,
119     D3D10_NAME_DEPTH = 65,
120 } D3D10_NAME;
121
122 typedef enum D3D10_REGISTER_COMPONENT_TYPE
123 {
124     D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
125     D3D10_REGISTER_COMPONENT_UINT32 = 1,
126     D3D10_REGISTER_COMPONENT_SINT32 = 2,
127     D3D10_REGISTER_COMPONENT_FLOAT32 = 3,
128 } D3D10_REGISTER_COMPONENT_TYPE;
129
130 /* These are defined as version-neutral in d3dcommon.h */
131 typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
132 typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
133
134 typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
135 typedef ID3DInclude ID3D10Include;
136 typedef ID3DInclude *LPD3D10INCLUDE;
137 #define IID_ID3D10Include IID_ID3DInclude
138
139 typedef enum D3D10_RESOURCE_RETURN_TYPE
140 {
141     D3D10_RETURN_TYPE_UNORM = 1,
142     D3D10_RETURN_TYPE_SNORM = 2,
143     D3D10_RETURN_TYPE_SINT = 3,
144     D3D10_RETURN_TYPE_UINT = 4,
145     D3D10_RETURN_TYPE_FLOAT = 5,
146     D3D10_RETURN_TYPE_MIXED = 6
147 } D3D10_RESOURCE_RETURN_TYPE;
148
149 typedef struct _D3D10_SHADER_INPUT_BIND_DESC
150 {
151     LPCSTR Name;
152     D3D10_SHADER_INPUT_TYPE Type;
153     UINT BindPoint;
154     UINT BindCount;
155     UINT uFlags;
156     D3D10_RESOURCE_RETURN_TYPE ReturnType;
157     D3D10_SRV_DIMENSION Dimension;
158     UINT NumSamples;
159 } D3D10_SHADER_INPUT_BIND_DESC;
160
161 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
162 {
163     LPCSTR SemanticName;
164     UINT SemanticIndex;
165     UINT Register;
166     D3D10_NAME SystemValueType;
167     D3D10_REGISTER_COMPONENT_TYPE ComponentType;
168     BYTE Mask;
169     BYTE ReadWriteMask;
170 } D3D10_SIGNATURE_PARAMETER_DESC;
171
172 typedef struct _D3D10_SHADER_DESC
173 {
174     UINT Version;
175     LPCSTR Creator;
176     UINT Flags;
177     UINT ConstantBuffers;
178     UINT BoundResources;
179     UINT InputParameters;
180     UINT OutputParameters;
181     UINT InstructionCount;
182     UINT TempRegisterCount;
183     UINT TempArrayCount;
184     UINT DefCount;
185     UINT DclCount;
186     UINT TextureNormalInstructions;
187     UINT TextureLoadInstructions;
188     UINT TextureCompInstructions;
189     UINT TextureBiasInstructions;
190     UINT TextureGradientInstructions;
191     UINT FloatInstructionCount;
192     UINT IntInstructionCount;
193     UINT UintInstructionCount;
194     UINT StaticFlowControlCount;
195     UINT DynamicFlowControlCount;
196     UINT MacroInstructionCount;
197     UINT ArrayInstructionCount;
198     UINT CutInstructionCount;
199     UINT EmitInstructionCount;
200     D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
201     UINT GSMaxOutputVertexCount;
202 } D3D10_SHADER_DESC;
203
204 typedef struct _D3D10_SHADER_BUFFER_DESC
205 {
206     LPCSTR Name;
207     D3D10_CBUFFER_TYPE Type;
208     UINT Variables;
209     UINT Size;
210     UINT uFlags;
211 } D3D10_SHADER_BUFFER_DESC;
212
213 typedef struct _D3D10_SHADER_VARIABLE_DESC
214 {
215     LPCSTR Name;
216     UINT StartOffset;
217     UINT Size;
218     UINT uFlags;
219     LPVOID DefaultValue;
220 } D3D10_SHADER_VARIABLE_DESC;
221
222 typedef struct _D3D10_SHADER_TYPE_DESC
223 {
224     D3D10_SHADER_VARIABLE_CLASS Class;
225     D3D10_SHADER_VARIABLE_TYPE Type;
226     UINT Rows;
227     UINT Columns;
228     UINT Elements;
229     UINT Members;
230     UINT Offset;
231 } D3D10_SHADER_TYPE_DESC;
232
233 DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
234
235 #define INTERFACE ID3D10ShaderReflectionType
236 DECLARE_INTERFACE(ID3D10ShaderReflectionType)
237 {
238     STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
239     STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
240     STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE;
241     STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT index) PURE;
242 };
243 #undef INTERFACE
244
245 DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
246
247 #define INTERFACE ID3D10ShaderReflectionVariable
248 DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
249 {
250     STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
251     STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
252 };
253 #undef INTERFACE
254
255 DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
256
257 #define INTERFACE ID3D10ShaderReflectionConstantBuffer
258 DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
259 {
260     STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
261     STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
262     STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ LPCSTR name) PURE;
263 };
264 #undef INTERFACE
265
266 DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
267
268 #define INTERFACE ID3D10ShaderReflection
269 DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
270 {
271     /* IUnknown methods */
272     STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE;
273     STDMETHOD_(ULONG, AddRef)(THIS) PURE;
274     STDMETHOD_(ULONG, Release)(THIS) PURE;
275     /* ID3D10ShaderReflection methods */
276     STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
277     STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
278     STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE;
279     STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
280     STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
281     STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
282 };
283 #undef INTERFACE
284
285 HRESULT WINAPI D3D10CompileShader(LPCSTR data, SIZE_T data_size, LPCSTR filename,
286         const D3D10_SHADER_MACRO *defines, ID3D10Include *include, LPCSTR entrypoint,
287         LPCSTR profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
288 LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
289 LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
290 LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
291
292 HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
293
294 #endif /* __WINE_D3D10SHADER_H */