[CLASSPNP] Fix MSVC build. Brought to you by Timo.
[reactos.git] / reactos / include / psdk / d3d10shader.h
1 /*
2 * Copyright 2009 Henri Verbeet for CodeWeavers
3 *
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.
8 *
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.
13 *
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
17 *
18 */
19
20 #ifndef __WINE_D3D10SHADER_H
21 #define __WINE_D3D10SHADER_H
22
23 #include "d3d10.h"
24
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
40
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
45
46 /* These are defined as version-neutral in d3dcommon.h */
47 typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
48 typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
49
50 typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
51 typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
52
53 typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
54 typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE;
55
56 typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
57
58 typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
59
60 typedef D3D_NAME D3D10_NAME;
61
62 typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
63 typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
64
65 typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
66 typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
67
68 typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
69 typedef ID3DInclude ID3D10Include;
70 typedef ID3DInclude *LPD3D10INCLUDE;
71 #define IID_ID3D10Include IID_ID3DInclude
72
73 typedef struct _D3D10_SHADER_INPUT_BIND_DESC
74 {
75 const char *Name;
76 D3D10_SHADER_INPUT_TYPE Type;
77 UINT BindPoint;
78 UINT BindCount;
79 UINT uFlags;
80 D3D10_RESOURCE_RETURN_TYPE ReturnType;
81 D3D10_SRV_DIMENSION Dimension;
82 UINT NumSamples;
83 } D3D10_SHADER_INPUT_BIND_DESC;
84
85 typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
86 {
87 const char *SemanticName;
88 UINT SemanticIndex;
89 UINT Register;
90 D3D10_NAME SystemValueType;
91 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
92 BYTE Mask;
93 BYTE ReadWriteMask;
94 } D3D10_SIGNATURE_PARAMETER_DESC;
95
96 typedef struct _D3D10_SHADER_DESC
97 {
98 UINT Version;
99 const char *Creator;
100 UINT Flags;
101 UINT ConstantBuffers;
102 UINT BoundResources;
103 UINT InputParameters;
104 UINT OutputParameters;
105 UINT InstructionCount;
106 UINT TempRegisterCount;
107 UINT TempArrayCount;
108 UINT DefCount;
109 UINT DclCount;
110 UINT TextureNormalInstructions;
111 UINT TextureLoadInstructions;
112 UINT TextureCompInstructions;
113 UINT TextureBiasInstructions;
114 UINT TextureGradientInstructions;
115 UINT FloatInstructionCount;
116 UINT IntInstructionCount;
117 UINT UintInstructionCount;
118 UINT StaticFlowControlCount;
119 UINT DynamicFlowControlCount;
120 UINT MacroInstructionCount;
121 UINT ArrayInstructionCount;
122 UINT CutInstructionCount;
123 UINT EmitInstructionCount;
124 D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
125 UINT GSMaxOutputVertexCount;
126 } D3D10_SHADER_DESC;
127
128 typedef struct _D3D10_SHADER_BUFFER_DESC
129 {
130 const char *Name;
131 D3D10_CBUFFER_TYPE Type;
132 UINT Variables;
133 UINT Size;
134 UINT uFlags;
135 } D3D10_SHADER_BUFFER_DESC;
136
137 typedef struct _D3D10_SHADER_VARIABLE_DESC
138 {
139 const char *Name;
140 UINT StartOffset;
141 UINT Size;
142 UINT uFlags;
143 void *DefaultValue;
144 } D3D10_SHADER_VARIABLE_DESC;
145
146 typedef struct _D3D10_SHADER_TYPE_DESC
147 {
148 D3D10_SHADER_VARIABLE_CLASS Class;
149 D3D10_SHADER_VARIABLE_TYPE Type;
150 UINT Rows;
151 UINT Columns;
152 UINT Elements;
153 UINT Members;
154 UINT Offset;
155 } D3D10_SHADER_TYPE_DESC;
156
157 DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
158
159 #define INTERFACE ID3D10ShaderReflectionType
160 DECLARE_INTERFACE(ID3D10ShaderReflectionType)
161 {
162 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
163 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
164 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ const char *name) PURE;
165 STDMETHOD_(const char *, GetMemberTypeName)(THIS_ UINT index) PURE;
166 };
167 #undef INTERFACE
168
169 DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
170
171 #define INTERFACE ID3D10ShaderReflectionVariable
172 DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
173 {
174 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
175 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
176 };
177 #undef INTERFACE
178
179 DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
180
181 #define INTERFACE ID3D10ShaderReflectionConstantBuffer
182 DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
183 {
184 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
185 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
186 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ const char *name) PURE;
187 };
188 #undef INTERFACE
189
190 DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
191
192 #define INTERFACE ID3D10ShaderReflection
193 DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
194 {
195 /* IUnknown methods */
196 STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **out) PURE;
197 STDMETHOD_(ULONG, AddRef)(THIS) PURE;
198 STDMETHOD_(ULONG, Release)(THIS) PURE;
199 /* ID3D10ShaderReflection methods */
200 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
201 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
202 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ const char *name) PURE;
203 STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
204 STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
205 STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
206 };
207 #undef INTERFACE
208
209
210 #ifdef __cplusplus
211 extern "C" {
212 #endif
213
214 HRESULT WINAPI D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename,
215 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint,
216 const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
217 HRESULT WINAPI D3D10DisassembleShader(const void *data, SIZE_T data_size,
218 BOOL color_code, const char *comments, ID3D10Blob **disassembly);
219 const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
220 const char * WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
221 const char * WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
222
223 HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
224 HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
225 HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
226 HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
227 HRESULT WINAPI D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);
228
229 #ifdef __cplusplus
230 }
231 #endif
232
233 #endif /* __WINE_D3D10SHADER_H */