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[wine/hacks.git] / include / d3d10shader.h
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1 /*
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
23 #include "d3d10.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 0x0300
36 #define D3D10_SHADER_ENABLE_STRICTNESS 0x0400
37 #define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x0800
38 #define D3D10_SHADER_IEEE_STRICTNESS 0x1000
40 typedef enum _D3D10_SHADER_VARIABLE_CLASS
42 D3D10_SVC_SCALAR,
43 D3D10_SVC_VECTOR,
44 D3D10_SVC_MATRIX_ROWS,
45 D3D10_SVC_MATRIX_COLUMNS,
46 D3D10_SVC_OBJECT,
47 D3D10_SVC_STRUCT,
48 D3D10_SVC_FORCE_DWORD = 0x7fffffff
49 } D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
51 typedef enum _D3D10_SHADER_VARIABLE_TYPE
53 D3D10_SVT_VOID = 0,
54 D3D10_SVT_BOOL = 1,
55 D3D10_SVT_INT = 2,
56 D3D10_SVT_FLOAT = 3,
57 D3D10_SVT_STRING = 4,
58 D3D10_SVT_TEXTURE = 5,
59 D3D10_SVT_TEXTURE1D = 6,
60 D3D10_SVT_TEXTURE2D = 7,
61 D3D10_SVT_TEXTURE3D = 8,
62 D3D10_SVT_TEXTURECUBE = 9,
63 D3D10_SVT_SAMPLER = 10,
64 D3D10_SVT_PIXELSHADER = 15,
65 D3D10_SVT_VERTEXSHADER = 16,
66 D3D10_SVT_UINT = 19,
67 D3D10_SVT_UINT8 = 20,
68 D3D10_SVT_GEOMETRYSHADER = 21,
69 D3D10_SVT_RASTERIZER = 22,
70 D3D10_SVT_DEPTHSTENCIL = 23,
71 D3D10_SVT_BLEND = 24,
72 D3D10_SVT_BUFFER = 25,
73 D3D10_SVT_CBUFFER = 26,
74 D3D10_SVT_TBUFFER = 27,
75 D3D10_SVT_TEXTURE1DARRAY = 28,
76 D3D10_SVT_TEXTURE2DARRAY = 29,
77 D3D10_SVT_RENDERTARGETVIEW = 30,
78 D3D10_SVT_DEPTHSTENCILVIEW = 31,
79 D3D10_SVT_TEXTURE2DMS = 32,
80 D3D10_SVT_TEXTURE2DMSARRAY = 33,
81 D3D10_SVT_TEXTURECUBEARRAY = 34,
82 D3D10_SVT_FORCE_DWORD = 0x7fffffff
83 } D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
85 typedef enum D3D10_CBUFFER_TYPE
87 D3D10_CT_CBUFFER = 0,
88 D3D10_CT_TBUFFER = 1
89 } D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
91 typedef enum D3D10_NAME
93 D3D10_NAME_UNDEFINED = 0,
94 D3D10_NAME_POSITION = 1,
95 D3D10_NAME_CLIP_DISTANCE = 2,
96 D3D10_NAME_CULL_DISTANCE = 3,
97 D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
98 D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
99 D3D10_NAME_VERTEX_ID = 6,
100 D3D10_NAME_PRIMITIVE_ID = 7,
101 D3D10_NAME_INSTANCE_ID = 8,
102 D3D10_NAME_IS_FRONT_FACE = 9,
103 D3D10_NAME_SAMPLE_INDEX = 10,
104 D3D10_NAME_TARGET = 64,
105 D3D10_NAME_DEPTH = 65,
106 } D3D10_NAME;
108 typedef enum D3D10_REGISTER_COMPONENT_TYPE
110 D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
111 D3D10_REGISTER_COMPONENT_UINT32 = 1,
112 D3D10_REGISTER_COMPONENT_SINT32 = 2,
113 D3D10_REGISTER_COMPONENT_FLOAT32 = 3,
114 } D3D10_REGISTER_COMPONENT_TYPE;
116 typedef struct _D3D10_SHADER_MACRO
118 LPCSTR Name;
119 LPCSTR Definition;
120 } D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
122 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
124 LPCSTR SemanticName;
125 UINT SemanticIndex;
126 UINT Register;
127 D3D10_NAME SystemValueType;
128 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
129 BYTE Mask;
130 BYTE ReadWriteMask;
131 } D3D10_SIGNATURE_PARAMETER_DESC;
133 LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
134 LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
135 LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
137 #endif /* __WINE_D3D10SHADER_H */