include: Move D3D_SHADER_VARIABLE_CLASS to d3dcommon.h.
[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_TYPE
47 {
48     D3D10_SVT_VOID = 0,
49     D3D10_SVT_BOOL = 1,
50     D3D10_SVT_INT = 2,
51     D3D10_SVT_FLOAT = 3,
52     D3D10_SVT_STRING = 4,
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,
61     D3D10_SVT_UINT = 19,
62     D3D10_SVT_UINT8 = 20,
63     D3D10_SVT_GEOMETRYSHADER = 21,
64     D3D10_SVT_RASTERIZER = 22,
65     D3D10_SVT_DEPTHSTENCIL = 23,
66     D3D10_SVT_BLEND = 24,
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;
79
80 typedef enum _D3D10_SHADER_INPUT_TYPE
81 {
82     D3D10_SIT_CBUFFER = 0,
83     D3D10_SIT_TBUFFER = 1,
84     D3D10_SIT_TEXTURE = 2,
85     D3D10_SIT_SAMPLER = 3
86 } D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE;
87
88 typedef enum D3D10_CBUFFER_TYPE
89 {
90     D3D10_CT_CBUFFER = 0,
91     D3D10_CT_TBUFFER = 1
92 } D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
93
94 typedef enum D3D10_NAME
95 {
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,
109 } D3D10_NAME;
110
111 typedef enum D3D10_REGISTER_COMPONENT_TYPE
112 {
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;
118
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;
122
123 typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
124 typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
125
126 typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
127 typedef ID3DInclude ID3D10Include;
128 typedef ID3DInclude *LPD3D10INCLUDE;
129 #define IID_ID3D10Include IID_ID3DInclude
130
131 typedef enum D3D10_RESOURCE_RETURN_TYPE
132 {
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;
140
141 typedef struct _D3D10_SHADER_INPUT_BIND_DESC
142 {
143     LPCSTR Name;
144     D3D10_SHADER_INPUT_TYPE Type;
145     UINT BindPoint;
146     UINT BindCount;
147     UINT uFlags;
148     D3D10_RESOURCE_RETURN_TYPE ReturnType;
149     D3D10_SRV_DIMENSION Dimension;
150     UINT NumSamples;
151 } D3D10_SHADER_INPUT_BIND_DESC;
152
153 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
154 {
155     LPCSTR SemanticName;
156     UINT SemanticIndex;
157     UINT Register;
158     D3D10_NAME SystemValueType;
159     D3D10_REGISTER_COMPONENT_TYPE ComponentType;
160     BYTE Mask;
161     BYTE ReadWriteMask;
162 } D3D10_SIGNATURE_PARAMETER_DESC;
163
164 typedef struct _D3D10_SHADER_DESC
165 {
166     UINT Version;
167     LPCSTR Creator;
168     UINT Flags;
169     UINT ConstantBuffers;
170     UINT BoundResources;
171     UINT InputParameters;
172     UINT OutputParameters;
173     UINT InstructionCount;
174     UINT TempRegisterCount;
175     UINT TempArrayCount;
176     UINT DefCount;
177     UINT DclCount;
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;
194 } D3D10_SHADER_DESC;
195
196 typedef struct _D3D10_SHADER_BUFFER_DESC
197 {
198     LPCSTR Name;
199     D3D10_CBUFFER_TYPE Type;
200     UINT Variables;
201     UINT Size;
202     UINT uFlags;
203 } D3D10_SHADER_BUFFER_DESC;
204
205 typedef struct _D3D10_SHADER_VARIABLE_DESC
206 {
207     LPCSTR Name;
208     UINT StartOffset;
209     UINT Size;
210     UINT uFlags;
211     LPVOID DefaultValue;
212 } D3D10_SHADER_VARIABLE_DESC;
213
214 typedef struct _D3D10_SHADER_TYPE_DESC
215 {
216     D3D10_SHADER_VARIABLE_CLASS Class;
217     D3D10_SHADER_VARIABLE_TYPE Type;
218     UINT Rows;
219     UINT Columns;
220     UINT Elements;
221     UINT Members;
222     UINT Offset;
223 } D3D10_SHADER_TYPE_DESC;
224
225 DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
226
227 #define INTERFACE ID3D10ShaderReflectionType
228 DECLARE_INTERFACE(ID3D10ShaderReflectionType)
229 {
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;
234 };
235 #undef INTERFACE
236
237 DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
238
239 #define INTERFACE ID3D10ShaderReflectionVariable
240 DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
241 {
242     STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
243     STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
244 };
245 #undef INTERFACE
246
247 DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
248
249 #define INTERFACE ID3D10ShaderReflectionConstantBuffer
250 DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
251 {
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;
255 };
256 #undef INTERFACE
257
258 DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
259
260 #define INTERFACE ID3D10ShaderReflection
261 DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
262 {
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;
274 };
275 #undef INTERFACE
276
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);
283
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);
289
290 #endif /* __WINE_D3D10SHADER_H */