ws2_32/tests: Don't use socklen_t.
[wine/hacks.git] / include / d3d10shader.h
blob9e625d954fea9f43137872c95e742e5d6e1cb95d
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 struct _D3D10_SHADER_MACRO
87 LPCSTR Name;
88 LPCSTR Definition;
89 } D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
91 #endif /* __WINE_D3D10SHADER_H */