typedef struct _D3D10_SHADER_INPUT_BIND_DESC
{
- LPCSTR Name;
+ const char *Name;
D3D10_SHADER_INPUT_TYPE Type;
UINT BindPoint;
UINT BindCount;
typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
{
- LPCSTR SemanticName;
+ const char *SemanticName;
UINT SemanticIndex;
UINT Register;
D3D10_NAME SystemValueType;
typedef struct _D3D10_SHADER_DESC
{
UINT Version;
- LPCSTR Creator;
+ const char *Creator;
UINT Flags;
UINT ConstantBuffers;
UINT BoundResources;
typedef struct _D3D10_SHADER_BUFFER_DESC
{
- LPCSTR Name;
+ const char *Name;
D3D10_CBUFFER_TYPE Type;
UINT Variables;
UINT Size;
typedef struct _D3D10_SHADER_VARIABLE_DESC
{
- LPCSTR Name;
+ const char *Name;
UINT StartOffset;
UINT Size;
UINT uFlags;
- LPVOID DefaultValue;
+ void *DefaultValue;
} D3D10_SHADER_VARIABLE_DESC;
typedef struct _D3D10_SHADER_TYPE_DESC
{
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
- STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE;
- STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT index) PURE;
+ STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ const char *name) PURE;
+ STDMETHOD_(const char *, GetMemberTypeName)(THIS_ UINT index) PURE;
};
#undef INTERFACE
{
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
- STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ LPCSTR name) PURE;
+ STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ const char *name) PURE;
};
#undef INTERFACE
DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
{
/* IUnknown methods */
- STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE;
+ STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **out) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
/* ID3D10ShaderReflection methods */
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
- STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE;
+ STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ const char *name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
extern "C" {
#endif
-HRESULT WINAPI D3D10CompileShader(LPCSTR data, SIZE_T data_size, LPCSTR filename,
- const D3D10_SHADER_MACRO *defines, ID3D10Include *include, LPCSTR entrypoint,
- LPCSTR profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
+HRESULT WINAPI D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename,
+ const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint,
+ const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
HRESULT WINAPI D3D10DisassembleShader(const void *data, SIZE_T data_size,
BOOL color_code, const char *comments, ID3D10Blob **disassembly);
-LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
-LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
-LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
+const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
+const char * WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
+const char * WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);