msvcr90: Added _wstat64i32 implementation.
[wine.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 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_CLASS
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;
57 typedef enum _D3D10_SHADER_VARIABLE_TYPE
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;
91 typedef enum _D3D10_SHADER_INPUT_TYPE
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;
99 typedef enum D3D10_CBUFFER_TYPE
101 D3D10_CT_CBUFFER = 0,
102 D3D10_CT_TBUFFER = 1
103 } D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
105 typedef enum D3D10_NAME
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;
122 typedef enum D3D10_REGISTER_COMPONENT_TYPE
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;
130 typedef struct _D3D10_SHADER_MACRO
132 LPCSTR Name;
133 LPCSTR Definition;
134 } D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
136 typedef enum D3D10_RESOURCE_RETURN_TYPE
138 D3D10_RETURN_TYPE_UNORM = 1,
139 D3D10_RETURN_TYPE_SNORM = 2,
140 D3D10_RETURN_TYPE_SINT = 3,
141 D3D10_RETURN_TYPE_UINT = 4,
142 D3D10_RETURN_TYPE_FLOAT = 5,
143 D3D10_RETURN_TYPE_MIXED = 6
144 } D3D10_RESOURCE_RETURN_TYPE;
146 typedef struct _D3D10_SHADER_INPUT_BIND_DESC
148 LPCSTR Name;
149 D3D10_SHADER_INPUT_TYPE Type;
150 UINT BindPoint;
151 UINT BindCount;
152 UINT uFlags;
153 D3D10_RESOURCE_RETURN_TYPE ReturnType;
154 D3D10_SRV_DIMENSION Dimension;
155 UINT NumSamples;
156 } D3D10_SHADER_INPUT_BIND_DESC;
158 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
160 LPCSTR SemanticName;
161 UINT SemanticIndex;
162 UINT Register;
163 D3D10_NAME SystemValueType;
164 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
165 BYTE Mask;
166 BYTE ReadWriteMask;
167 } D3D10_SIGNATURE_PARAMETER_DESC;
169 typedef struct _D3D10_SHADER_DESC
171 UINT Version;
172 LPCSTR Creator;
173 UINT Flags;
174 UINT ConstantBuffers;
175 UINT BoundResources;
176 UINT InputParameters;
177 UINT OutputParameters;
178 UINT InstructionCount;
179 UINT TempRegisterCount;
180 UINT TempArrayCount;
181 UINT DefCount;
182 UINT DclCount;
183 UINT TextureNormalInstructions;
184 UINT TextureLoadInstructions;
185 UINT TextureCompInstructions;
186 UINT TextureBiasInstructions;
187 UINT TextureGradientInstructions;
188 UINT FloatInstructionCount;
189 UINT IntInstructionCount;
190 UINT UintInstructionCount;
191 UINT StaticFlowControlCount;
192 UINT DynamicFlowControlCount;
193 UINT MacroInstructionCount;
194 UINT ArrayInstructionCount;
195 UINT CutInstructionCount;
196 UINT EmitInstructionCount;
197 D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
198 UINT GSMaxOutputVertexCount;
199 } D3D10_SHADER_DESC;
201 typedef struct _D3D10_SHADER_BUFFER_DESC
203 LPCSTR Name;
204 D3D10_CBUFFER_TYPE Type;
205 UINT Variables;
206 UINT Size;
207 UINT uFlags;
208 } D3D10_SHADER_BUFFER_DESC;
210 typedef struct _D3D10_SHADER_VARIABLE_DESC
212 LPCSTR Name;
213 UINT StartOffset;
214 UINT Size;
215 UINT uFlags;
216 LPVOID DefaultValue;
217 } D3D10_SHADER_VARIABLE_DESC;
219 typedef struct _D3D10_SHADER_TYPE_DESC
221 D3D10_SHADER_VARIABLE_CLASS Class;
222 D3D10_SHADER_VARIABLE_TYPE Type;
223 UINT Rows;
224 UINT Columns;
225 UINT Elements;
226 UINT Members;
227 UINT Offset;
228 } D3D10_SHADER_TYPE_DESC;
230 DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
232 #define INTERFACE ID3D10ShaderReflectionType
233 DECLARE_INTERFACE(ID3D10ShaderReflectionType)
235 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
236 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
237 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE;
238 STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT index) PURE;
240 #undef INTERFACE
242 DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
244 #define INTERFACE ID3D10ShaderReflectionVariable
245 DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
247 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
248 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
250 #undef INTERFACE
252 DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
254 #define INTERFACE ID3D10ShaderReflectionConstantBuffer
255 DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
257 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
258 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
259 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ LPCSTR name) PURE;
261 #undef INTERFACE
263 DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
265 #define INTERFACE ID3D10ShaderReflection
266 DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
268 /* IUnknown methods */
269 STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE;
270 STDMETHOD_(ULONG, AddRef)(THIS) PURE;
271 STDMETHOD_(ULONG, Release)(THIS) PURE;
272 /* ID3D10ShaderReflection methods */
273 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
274 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
275 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE;
276 STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
277 STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
278 STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
280 #undef INTERFACE
282 LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
283 LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
284 LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
286 HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
288 #endif /* __WINE_D3D10SHADER_H */