dmsynth: Preserve event order when positions are equal.
[wine.git] / include / d3d10shader.idl
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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
19 import "d3d10.idl";
21 const unsigned int D3D10_SHADER_DEBUG = 0x00001;
22 const unsigned int D3D10_SHADER_SKIP_VALIDATION = 0x00002;
23 const unsigned int D3D10_SHADER_SKIP_OPTIMIZATION = 0x00004;
24 const unsigned int D3D10_SHADER_PACK_MATRIX_ROW_MAJOR = 0x00008;
25 const unsigned int D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR = 0x00010;
26 const unsigned int D3D10_SHADER_PARTIAL_PRECISION = 0x00020;
27 const unsigned int D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT = 0x00040;
28 const unsigned int D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT = 0x00080;
29 const unsigned int D3D10_SHADER_NO_PRESHADER = 0x00100;
30 const unsigned int D3D10_SHADER_AVOID_FLOW_CONTROL = 0x00200;
31 const unsigned int D3D10_SHADER_PREFER_FLOW_CONTROL = 0x00400;
32 const unsigned int D3D10_SHADER_ENABLE_STRICTNESS = 0x00800;
33 const unsigned int D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY = 0x01000;
34 const unsigned int D3D10_SHADER_IEEE_STRICTNESS = 0x02000;
35 const unsigned int D3D10_SHADER_WARNINGS_ARE_ERRORS = 0x40000;
37 const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL0 = 0x04000;
38 const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL1 = 0x00000;
39 const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL2 = 0x0c000;
40 const unsigned int D3D10_SHADER_OPTIMIZATION_LEVEL3 = 0x08000;
42 typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
43 typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
45 typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
46 typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
48 typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
49 typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE;
51 typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
53 typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
55 typedef D3D_NAME D3D10_NAME;
57 typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
58 typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
60 typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
61 typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
63 typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
64 typedef ID3DInclude ID3D10Include;
65 typedef ID3DInclude *LPD3D10INCLUDE;
66 cpp_quote("#define IID_ID3D10Include IID_ID3DInclude")
68 typedef struct _D3D10_SHADER_INPUT_BIND_DESC
70 const char *Name;
71 D3D10_SHADER_INPUT_TYPE Type;
72 UINT BindPoint;
73 UINT BindCount;
74 UINT uFlags;
75 D3D10_RESOURCE_RETURN_TYPE ReturnType;
76 D3D10_SRV_DIMENSION Dimension;
77 UINT NumSamples;
78 } D3D10_SHADER_INPUT_BIND_DESC;
80 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
82 const char *SemanticName;
83 UINT SemanticIndex;
84 UINT Register;
85 D3D10_NAME SystemValueType;
86 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
87 BYTE Mask;
88 BYTE ReadWriteMask;
89 } D3D10_SIGNATURE_PARAMETER_DESC;
91 typedef struct _D3D10_SHADER_DESC
93 UINT Version;
94 const char *Creator;
95 UINT Flags;
96 UINT ConstantBuffers;
97 UINT BoundResources;
98 UINT InputParameters;
99 UINT OutputParameters;
100 UINT InstructionCount;
101 UINT TempRegisterCount;
102 UINT TempArrayCount;
103 UINT DefCount;
104 UINT DclCount;
105 UINT TextureNormalInstructions;
106 UINT TextureLoadInstructions;
107 UINT TextureCompInstructions;
108 UINT TextureBiasInstructions;
109 UINT TextureGradientInstructions;
110 UINT FloatInstructionCount;
111 UINT IntInstructionCount;
112 UINT UintInstructionCount;
113 UINT StaticFlowControlCount;
114 UINT DynamicFlowControlCount;
115 UINT MacroInstructionCount;
116 UINT ArrayInstructionCount;
117 UINT CutInstructionCount;
118 UINT EmitInstructionCount;
119 D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
120 UINT GSMaxOutputVertexCount;
121 } D3D10_SHADER_DESC;
123 typedef struct _D3D10_SHADER_BUFFER_DESC
125 const char *Name;
126 D3D10_CBUFFER_TYPE Type;
127 UINT Variables;
128 UINT Size;
129 UINT uFlags;
130 } D3D10_SHADER_BUFFER_DESC;
132 typedef struct _D3D10_SHADER_VARIABLE_DESC
134 const char *Name;
135 UINT StartOffset;
136 UINT Size;
137 UINT uFlags;
138 void *DefaultValue;
139 } D3D10_SHADER_VARIABLE_DESC;
141 typedef struct _D3D10_SHADER_TYPE_DESC
143 D3D10_SHADER_VARIABLE_CLASS Class;
144 D3D10_SHADER_VARIABLE_TYPE Type;
145 UINT Rows;
146 UINT Columns;
147 UINT Elements;
148 UINT Members;
149 UINT Offset;
150 } D3D10_SHADER_TYPE_DESC;
153 local,
154 object,
155 uuid(c530ad7d-9b16-4395-a979-ba2ecff83add),
157 interface ID3D10ShaderReflectionType
159 HRESULT GetDesc(D3D10_SHADER_TYPE_DESC *desc);
160 ID3D10ShaderReflectionType *GetMemberTypeByIndex(UINT index);
161 ID3D10ShaderReflectionType *GetMemberTypeByName(const char *name);
162 const char *GetMemberTypeName(UINT index);
166 local,
167 object,
168 uuid(1bf63c95-2650-405d-99c1-3636bd1da0a1),
170 interface ID3D10ShaderReflectionVariable
172 HRESULT GetDesc(D3D10_SHADER_VARIABLE_DESC *desc);
173 ID3D10ShaderReflectionType *GetType();
177 local,
178 object,
179 uuid(66c66a94-dddd-4b62-a66a-f0da33c2b4d0),
181 interface ID3D10ShaderReflectionConstantBuffer
183 HRESULT GetDesc(D3D10_SHADER_BUFFER_DESC *desc);
184 ID3D10ShaderReflectionVariable *GetVariableByIndex(UINT index);
185 ID3D10ShaderReflectionVariable *GetVariableByName(const char *name);
189 local,
190 object,
191 uuid(d40e20b6-f8f7-42ad-ab20-4baf8f15dfaa),
193 interface ID3D10ShaderReflection : IUnknown
195 HRESULT GetDesc(D3D10_SHADER_DESC *desc);
196 ID3D10ShaderReflectionConstantBuffer *GetConstantBufferByIndex(UINT index);
197 ID3D10ShaderReflectionConstantBuffer *GetConstantBufferByName(const char *name);
198 HRESULT GetResourceBindingDesc(UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc);
199 HRESULT GetInputParameterDesc(UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc);
200 HRESULT GetOutputParameterDesc(UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc);
204 HRESULT __stdcall D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename,
205 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint,
206 const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
207 HRESULT __stdcall D3D10DisassembleShader(const void *data, SIZE_T data_size,
208 BOOL color_code, const char *comments, ID3D10Blob **disassembly);
209 const char * __stdcall D3D10GetVertexShaderProfile(ID3D10Device *device);
210 const char * __stdcall D3D10GetGeometryShaderProfile(ID3D10Device *device);
211 const char * __stdcall D3D10GetPixelShaderProfile(ID3D10Device *device);
213 HRESULT __stdcall D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
214 HRESULT __stdcall D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
215 HRESULT __stdcall D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
216 HRESULT __stdcall D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
217 HRESULT __stdcall D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);