2 * Copyright 2009 Henri Verbeet for CodeWeavers
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.
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.
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
20 #ifndef __WINE_D3D10SHADER_H
21 #define __WINE_D3D10SHADER_H
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
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
46 typedef enum _D3D10_SHADER_VARIABLE_TYPE
53 D3D10_SVT_TEXTURE = 5,
54 D3D10_SVT_TEXTURE1D = 6,
55 D3D10_SVT_TEXTURE2D = 7,
56 D3D10_SVT_TEXTURE3D = 8,
57 D3D10_SVT_TEXTURECUBE = 9,
58 D3D10_SVT_SAMPLER = 10,
59 D3D10_SVT_PIXELSHADER = 15,
60 D3D10_SVT_VERTEXSHADER = 16,
63 D3D10_SVT_GEOMETRYSHADER = 21,
64 D3D10_SVT_RASTERIZER = 22,
65 D3D10_SVT_DEPTHSTENCIL = 23,
67 D3D10_SVT_BUFFER = 25,
68 D3D10_SVT_CBUFFER = 26,
69 D3D10_SVT_TBUFFER = 27,
70 D3D10_SVT_TEXTURE1DARRAY = 28,
71 D3D10_SVT_TEXTURE2DARRAY = 29,
72 D3D10_SVT_RENDERTARGETVIEW = 30,
73 D3D10_SVT_DEPTHSTENCILVIEW = 31,
74 D3D10_SVT_TEXTURE2DMS = 32,
75 D3D10_SVT_TEXTURE2DMSARRAY = 33,
76 D3D10_SVT_TEXTURECUBEARRAY = 34,
77 D3D10_SVT_FORCE_DWORD = 0x7fffffff
78 } D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
80 typedef enum _D3D10_SHADER_INPUT_TYPE
82 D3D10_SIT_CBUFFER = 0,
83 D3D10_SIT_TBUFFER = 1,
84 D3D10_SIT_TEXTURE = 2,
86 } D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE;
88 typedef enum D3D10_CBUFFER_TYPE
92 } D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
94 typedef enum D3D10_NAME
96 D3D10_NAME_UNDEFINED = 0,
97 D3D10_NAME_POSITION = 1,
98 D3D10_NAME_CLIP_DISTANCE = 2,
99 D3D10_NAME_CULL_DISTANCE = 3,
100 D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
101 D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
102 D3D10_NAME_VERTEX_ID = 6,
103 D3D10_NAME_PRIMITIVE_ID = 7,
104 D3D10_NAME_INSTANCE_ID = 8,
105 D3D10_NAME_IS_FRONT_FACE = 9,
106 D3D10_NAME_SAMPLE_INDEX = 10,
107 D3D10_NAME_TARGET = 64,
108 D3D10_NAME_DEPTH = 65,
111 typedef enum D3D10_REGISTER_COMPONENT_TYPE
113 D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
114 D3D10_REGISTER_COMPONENT_UINT32 = 1,
115 D3D10_REGISTER_COMPONENT_SINT32 = 2,
116 D3D10_REGISTER_COMPONENT_FLOAT32 = 3,
117 } D3D10_REGISTER_COMPONENT_TYPE;
119 /* These are defined as version-neutral in d3dcommon.h */
120 typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
121 typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
123 typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
124 typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
126 typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
127 typedef ID3DInclude ID3D10Include;
128 typedef ID3DInclude *LPD3D10INCLUDE;
129 #define IID_ID3D10Include IID_ID3DInclude
131 typedef enum D3D10_RESOURCE_RETURN_TYPE
133 D3D10_RETURN_TYPE_UNORM = 1,
134 D3D10_RETURN_TYPE_SNORM = 2,
135 D3D10_RETURN_TYPE_SINT = 3,
136 D3D10_RETURN_TYPE_UINT = 4,
137 D3D10_RETURN_TYPE_FLOAT = 5,
138 D3D10_RETURN_TYPE_MIXED = 6
139 } D3D10_RESOURCE_RETURN_TYPE;
141 typedef struct _D3D10_SHADER_INPUT_BIND_DESC
144 D3D10_SHADER_INPUT_TYPE Type;
148 D3D10_RESOURCE_RETURN_TYPE ReturnType;
149 D3D10_SRV_DIMENSION Dimension;
151 } D3D10_SHADER_INPUT_BIND_DESC;
153 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
158 D3D10_NAME SystemValueType;
159 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
162 } D3D10_SIGNATURE_PARAMETER_DESC;
164 typedef struct _D3D10_SHADER_DESC
169 UINT ConstantBuffers;
171 UINT InputParameters;
172 UINT OutputParameters;
173 UINT InstructionCount;
174 UINT TempRegisterCount;
178 UINT TextureNormalInstructions;
179 UINT TextureLoadInstructions;
180 UINT TextureCompInstructions;
181 UINT TextureBiasInstructions;
182 UINT TextureGradientInstructions;
183 UINT FloatInstructionCount;
184 UINT IntInstructionCount;
185 UINT UintInstructionCount;
186 UINT StaticFlowControlCount;
187 UINT DynamicFlowControlCount;
188 UINT MacroInstructionCount;
189 UINT ArrayInstructionCount;
190 UINT CutInstructionCount;
191 UINT EmitInstructionCount;
192 D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
193 UINT GSMaxOutputVertexCount;
196 typedef struct _D3D10_SHADER_BUFFER_DESC
199 D3D10_CBUFFER_TYPE Type;
203 } D3D10_SHADER_BUFFER_DESC;
205 typedef struct _D3D10_SHADER_VARIABLE_DESC
212 } D3D10_SHADER_VARIABLE_DESC;
214 typedef struct _D3D10_SHADER_TYPE_DESC
216 D3D10_SHADER_VARIABLE_CLASS Class;
217 D3D10_SHADER_VARIABLE_TYPE Type;
223 } D3D10_SHADER_TYPE_DESC;
225 DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
227 #define INTERFACE ID3D10ShaderReflectionType
228 DECLARE_INTERFACE(ID3D10ShaderReflectionType)
230 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
231 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
232 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE;
233 STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT index) PURE;
237 DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
239 #define INTERFACE ID3D10ShaderReflectionVariable
240 DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
242 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
243 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
247 DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
249 #define INTERFACE ID3D10ShaderReflectionConstantBuffer
250 DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
252 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
253 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
254 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ LPCSTR name) PURE;
258 DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
260 #define INTERFACE ID3D10ShaderReflection
261 DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
263 /* IUnknown methods */
264 STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE;
265 STDMETHOD_(ULONG, AddRef)(THIS) PURE;
266 STDMETHOD_(ULONG, Release)(THIS) PURE;
267 /* ID3D10ShaderReflection methods */
268 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
269 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
270 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE;
271 STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
272 STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
273 STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
277 HRESULT WINAPI D3D10CompileShader(LPCSTR data, SIZE_T data_size, LPCSTR filename,
278 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, LPCSTR entrypoint,
279 LPCSTR profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
280 LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
281 LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
282 LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
284 HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
285 HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
286 HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
287 HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
288 HRESULT WINAPI D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);
290 #endif /* __WINE_D3D10SHADER_H */