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
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
50 D3D10_SVC_MATRIX_ROWS
,
51 D3D10_SVC_MATRIX_COLUMNS
,
54 D3D10_SVC_FORCE_DWORD
= 0x7fffffff
55 } D3D10_SHADER_VARIABLE_CLASS
, *LPD3D10_SHADER_VARIABLE_CLASS
;
57 typedef enum _D3D10_SHADER_VARIABLE_TYPE
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,
74 D3D10_SVT_GEOMETRYSHADER
= 21,
75 D3D10_SVT_RASTERIZER
= 22,
76 D3D10_SVT_DEPTHSTENCIL
= 23,
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,
97 } D3D10_SHADER_INPUT_TYPE
, *LPD3D10_SHADER_INPUT_TYPE
;
99 typedef enum D3D10_CBUFFER_TYPE
101 D3D10_CT_CBUFFER
= 0,
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,
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
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
149 D3D10_SHADER_INPUT_TYPE Type
;
153 D3D10_RESOURCE_RETURN_TYPE ReturnType
;
154 D3D10_SRV_DIMENSION Dimension
;
156 } D3D10_SHADER_INPUT_BIND_DESC
;
158 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
163 D3D10_NAME SystemValueType
;
164 D3D10_REGISTER_COMPONENT_TYPE ComponentType
;
167 } D3D10_SIGNATURE_PARAMETER_DESC
;
169 typedef struct _D3D10_SHADER_DESC
174 UINT ConstantBuffers
;
176 UINT InputParameters
;
177 UINT OutputParameters
;
178 UINT InstructionCount
;
179 UINT TempRegisterCount
;
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
;
201 typedef struct _D3D10_SHADER_BUFFER_DESC
204 D3D10_CBUFFER_TYPE Type
;
208 } D3D10_SHADER_BUFFER_DESC
;
210 typedef struct _D3D10_SHADER_VARIABLE_DESC
217 } D3D10_SHADER_VARIABLE_DESC
;
219 typedef struct _D3D10_SHADER_TYPE_DESC
221 D3D10_SHADER_VARIABLE_CLASS Class
;
222 D3D10_SHADER_VARIABLE_TYPE Type
;
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
;
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
;
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
;
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
;
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 */