widl: Do not define MIDL_user_allocate and MIDL_user_free as it's already in the...
[wine/multimedia.git] / include / d3d10shader.h
blobd8a9c5f695422e23b1d543eebf0fc184f3548673
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_TYPE
48 D3D10_SVT_VOID = 0,
49 D3D10_SVT_BOOL = 1,
50 D3D10_SVT_INT = 2,
51 D3D10_SVT_FLOAT = 3,
52 D3D10_SVT_STRING = 4,
53 D3D10_SVT_TEXTURE = 5,
54 D3D10_SVT_TEXTURE1D = 6,
55 D3D10_SVT_TEXTURE2D = 7,
56 D3D10_SVT_TEXTURE3D = 8,
57 D3D10_SVT_TEXTURECUBE = 9,
58 D3D10_SVT_SAMPLER = 10,
59 D3D10_SVT_PIXELSHADER = 15,
60 D3D10_SVT_VERTEXSHADER = 16,
61 D3D10_SVT_UINT = 19,
62 D3D10_SVT_UINT8 = 20,
63 D3D10_SVT_GEOMETRYSHADER = 21,
64 D3D10_SVT_RASTERIZER = 22,
65 D3D10_SVT_DEPTHSTENCIL = 23,
66 D3D10_SVT_BLEND = 24,
67 D3D10_SVT_BUFFER = 25,
68 D3D10_SVT_CBUFFER = 26,
69 D3D10_SVT_TBUFFER = 27,
70 D3D10_SVT_TEXTURE1DARRAY = 28,
71 D3D10_SVT_TEXTURE2DARRAY = 29,
72 D3D10_SVT_RENDERTARGETVIEW = 30,
73 D3D10_SVT_DEPTHSTENCILVIEW = 31,
74 D3D10_SVT_TEXTURE2DMS = 32,
75 D3D10_SVT_TEXTURE2DMSARRAY = 33,
76 D3D10_SVT_TEXTURECUBEARRAY = 34,
77 D3D10_SVT_FORCE_DWORD = 0x7fffffff
78 } D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
80 typedef enum _D3D10_SHADER_INPUT_TYPE
82 D3D10_SIT_CBUFFER = 0,
83 D3D10_SIT_TBUFFER = 1,
84 D3D10_SIT_TEXTURE = 2,
85 D3D10_SIT_SAMPLER = 3
86 } D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE;
88 typedef enum D3D10_NAME
90 D3D10_NAME_UNDEFINED = 0,
91 D3D10_NAME_POSITION = 1,
92 D3D10_NAME_CLIP_DISTANCE = 2,
93 D3D10_NAME_CULL_DISTANCE = 3,
94 D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
95 D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
96 D3D10_NAME_VERTEX_ID = 6,
97 D3D10_NAME_PRIMITIVE_ID = 7,
98 D3D10_NAME_INSTANCE_ID = 8,
99 D3D10_NAME_IS_FRONT_FACE = 9,
100 D3D10_NAME_SAMPLE_INDEX = 10,
101 D3D10_NAME_TARGET = 64,
102 D3D10_NAME_DEPTH = 65,
103 } D3D10_NAME;
105 /* These are defined as version-neutral in d3dcommon.h */
106 typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
107 typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
109 typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
110 typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
112 typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
113 typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE;
115 typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
117 typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
118 typedef ID3DInclude ID3D10Include;
119 typedef ID3DInclude *LPD3D10INCLUDE;
120 #define IID_ID3D10Include IID_ID3DInclude
122 typedef enum D3D10_RESOURCE_RETURN_TYPE
124 D3D10_RETURN_TYPE_UNORM = 1,
125 D3D10_RETURN_TYPE_SNORM = 2,
126 D3D10_RETURN_TYPE_SINT = 3,
127 D3D10_RETURN_TYPE_UINT = 4,
128 D3D10_RETURN_TYPE_FLOAT = 5,
129 D3D10_RETURN_TYPE_MIXED = 6
130 } D3D10_RESOURCE_RETURN_TYPE;
132 typedef struct _D3D10_SHADER_INPUT_BIND_DESC
134 LPCSTR Name;
135 D3D10_SHADER_INPUT_TYPE Type;
136 UINT BindPoint;
137 UINT BindCount;
138 UINT uFlags;
139 D3D10_RESOURCE_RETURN_TYPE ReturnType;
140 D3D10_SRV_DIMENSION Dimension;
141 UINT NumSamples;
142 } D3D10_SHADER_INPUT_BIND_DESC;
144 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
146 LPCSTR SemanticName;
147 UINT SemanticIndex;
148 UINT Register;
149 D3D10_NAME SystemValueType;
150 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
151 BYTE Mask;
152 BYTE ReadWriteMask;
153 } D3D10_SIGNATURE_PARAMETER_DESC;
155 typedef struct _D3D10_SHADER_DESC
157 UINT Version;
158 LPCSTR Creator;
159 UINT Flags;
160 UINT ConstantBuffers;
161 UINT BoundResources;
162 UINT InputParameters;
163 UINT OutputParameters;
164 UINT InstructionCount;
165 UINT TempRegisterCount;
166 UINT TempArrayCount;
167 UINT DefCount;
168 UINT DclCount;
169 UINT TextureNormalInstructions;
170 UINT TextureLoadInstructions;
171 UINT TextureCompInstructions;
172 UINT TextureBiasInstructions;
173 UINT TextureGradientInstructions;
174 UINT FloatInstructionCount;
175 UINT IntInstructionCount;
176 UINT UintInstructionCount;
177 UINT StaticFlowControlCount;
178 UINT DynamicFlowControlCount;
179 UINT MacroInstructionCount;
180 UINT ArrayInstructionCount;
181 UINT CutInstructionCount;
182 UINT EmitInstructionCount;
183 D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
184 UINT GSMaxOutputVertexCount;
185 } D3D10_SHADER_DESC;
187 typedef struct _D3D10_SHADER_BUFFER_DESC
189 LPCSTR Name;
190 D3D10_CBUFFER_TYPE Type;
191 UINT Variables;
192 UINT Size;
193 UINT uFlags;
194 } D3D10_SHADER_BUFFER_DESC;
196 typedef struct _D3D10_SHADER_VARIABLE_DESC
198 LPCSTR Name;
199 UINT StartOffset;
200 UINT Size;
201 UINT uFlags;
202 LPVOID DefaultValue;
203 } D3D10_SHADER_VARIABLE_DESC;
205 typedef struct _D3D10_SHADER_TYPE_DESC
207 D3D10_SHADER_VARIABLE_CLASS Class;
208 D3D10_SHADER_VARIABLE_TYPE Type;
209 UINT Rows;
210 UINT Columns;
211 UINT Elements;
212 UINT Members;
213 UINT Offset;
214 } D3D10_SHADER_TYPE_DESC;
216 DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
218 #define INTERFACE ID3D10ShaderReflectionType
219 DECLARE_INTERFACE(ID3D10ShaderReflectionType)
221 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
222 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
223 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE;
224 STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT index) PURE;
226 #undef INTERFACE
228 DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
230 #define INTERFACE ID3D10ShaderReflectionVariable
231 DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
233 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
234 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
236 #undef INTERFACE
238 DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
240 #define INTERFACE ID3D10ShaderReflectionConstantBuffer
241 DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
243 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
244 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
245 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ LPCSTR name) PURE;
247 #undef INTERFACE
249 DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
251 #define INTERFACE ID3D10ShaderReflection
252 DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
254 /* IUnknown methods */
255 STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE;
256 STDMETHOD_(ULONG, AddRef)(THIS) PURE;
257 STDMETHOD_(ULONG, Release)(THIS) PURE;
258 /* ID3D10ShaderReflection methods */
259 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
260 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
261 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE;
262 STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
263 STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
264 STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
266 #undef INTERFACE
268 HRESULT WINAPI D3D10CompileShader(LPCSTR data, SIZE_T data_size, LPCSTR filename,
269 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, LPCSTR entrypoint,
270 LPCSTR profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
271 LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
272 LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
273 LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
275 HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
276 HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
277 HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
278 HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
279 HRESULT WINAPI D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);
281 #endif /* __WINE_D3D10SHADER_H */