From f215e02bf85f68d3a6106c2a1f4f7f063f819064 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Thu, 11 Apr 2024 10:17:27 +0200 Subject: Adding upstream version 7.0.14-dfsg. Signed-off-by: Daniel Baumann --- .../include/native/directx/d3d10shader.h | 234 +++++++++++++++++++++ 1 file changed, 234 insertions(+) create mode 100644 src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10shader.h (limited to 'src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10shader.h') diff --git a/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10shader.h b/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10shader.h new file mode 100644 index 00000000..47efdb1e --- /dev/null +++ b/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10shader.h @@ -0,0 +1,234 @@ +#undef INTERFACE +/* + * Copyright 2009 Henri Verbeet for CodeWeavers + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + * + */ + +#ifndef __WINE_D3D10SHADER_H +#define __WINE_D3D10SHADER_H + +#include "d3d10.h" + +#define D3D10_SHADER_DEBUG 0x0001 +#define D3D10_SHADER_SKIP_VALIDATION 0x0002 +#define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004 +#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008 +#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010 +#define D3D10_SHADER_PARTIAL_PRECISION 0x0020 +#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040 +#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080 +#define D3D10_SHADER_NO_PRESHADER 0x0100 +#define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200 +#define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0400 +#define D3D10_SHADER_ENABLE_STRICTNESS 0x0800 +#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000 +#define D3D10_SHADER_IEEE_STRICTNESS 0x2000 +#define D3D10_SHADER_WARNINGS_ARE_ERRORS 0x40000 + +#define D3D10_SHADER_OPTIMIZATION_LEVEL0 0x4000 +#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0x0000 +#define D3D10_SHADER_OPTIMIZATION_LEVEL2 0xC000 +#define D3D10_SHADER_OPTIMIZATION_LEVEL3 0x8000 + +/* These are defined as version-neutral in d3dcommon.h */ +typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO; +typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO; + +typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS; +typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS; + +typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE; +typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE; + +typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE; + +typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE; + +typedef D3D_NAME D3D10_NAME; + +typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE; +typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE; + +typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE; +typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE; + +typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE; +typedef ID3DInclude ID3D10Include; +typedef ID3DInclude *LPD3D10INCLUDE; +#define IID_ID3D10Include IID_ID3DInclude + +typedef struct _D3D10_SHADER_INPUT_BIND_DESC +{ + const char *Name; + D3D10_SHADER_INPUT_TYPE Type; + UINT BindPoint; + UINT BindCount; + UINT uFlags; + D3D10_RESOURCE_RETURN_TYPE ReturnType; + D3D10_SRV_DIMENSION Dimension; + UINT NumSamples; +} D3D10_SHADER_INPUT_BIND_DESC; + +typedef struct _D3D10_SIGNATURE_PARAMETER_DESC +{ + const char *SemanticName; + UINT SemanticIndex; + UINT Register; + D3D10_NAME SystemValueType; + D3D10_REGISTER_COMPONENT_TYPE ComponentType; + BYTE Mask; + BYTE ReadWriteMask; +} D3D10_SIGNATURE_PARAMETER_DESC; + +typedef struct _D3D10_SHADER_DESC +{ + UINT Version; + const char *Creator; + UINT Flags; + UINT ConstantBuffers; + UINT BoundResources; + UINT InputParameters; + UINT OutputParameters; + UINT InstructionCount; + UINT TempRegisterCount; + UINT TempArrayCount; + UINT DefCount; + UINT DclCount; + UINT TextureNormalInstructions; + UINT TextureLoadInstructions; + UINT TextureCompInstructions; + UINT TextureBiasInstructions; + UINT TextureGradientInstructions; + UINT FloatInstructionCount; + UINT IntInstructionCount; + UINT UintInstructionCount; + UINT StaticFlowControlCount; + UINT DynamicFlowControlCount; + UINT MacroInstructionCount; + UINT ArrayInstructionCount; + UINT CutInstructionCount; + UINT EmitInstructionCount; + D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; + UINT GSMaxOutputVertexCount; +} D3D10_SHADER_DESC; + +typedef struct _D3D10_SHADER_BUFFER_DESC +{ + const char *Name; + D3D10_CBUFFER_TYPE Type; + UINT Variables; + UINT Size; + UINT uFlags; +} D3D10_SHADER_BUFFER_DESC; + +typedef struct _D3D10_SHADER_VARIABLE_DESC +{ + const char *Name; + UINT StartOffset; + UINT Size; + UINT uFlags; + void *DefaultValue; +} D3D10_SHADER_VARIABLE_DESC; + +typedef struct _D3D10_SHADER_TYPE_DESC +{ + D3D10_SHADER_VARIABLE_CLASS Class; + D3D10_SHADER_VARIABLE_TYPE Type; + UINT Rows; + UINT Columns; + UINT Elements; + UINT Members; + UINT Offset; +} D3D10_SHADER_TYPE_DESC; + +DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd); + +#define INTERFACE ID3D10ShaderReflectionType +DECLARE_INTERFACE(ID3D10ShaderReflectionType) +{ + STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE; + STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE; + STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ const char *name) PURE; + STDMETHOD_(const char *, GetMemberTypeName)(THIS_ UINT index) PURE; +}; +#undef INTERFACE + +DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1); + +#define INTERFACE ID3D10ShaderReflectionVariable +DECLARE_INTERFACE(ID3D10ShaderReflectionVariable) +{ + STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE; + STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE; +}; +#undef INTERFACE + +DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0); + +#define INTERFACE ID3D10ShaderReflectionConstantBuffer +DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer) +{ + STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE; + STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE; + STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ const char *name) PURE; +}; +#undef INTERFACE + +DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa); + +#define INTERFACE ID3D10ShaderReflection +DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown) +{ + /* IUnknown methods */ + 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_ 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; +}; +#undef INTERFACE + + +#ifdef __cplusplus +extern "C" { +#endif + +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, + WINBOOL color_code, const char *comments, ID3D10Blob **disassembly); +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); +HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob); +HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob); +HRESULT WINAPI D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob); + +#ifdef __cplusplus +} +#endif + +#endif /* __WINE_D3D10SHADER_H */ -- cgit v1.2.3