summaryrefslogtreecommitdiffstats
path: root/src/VBox/Devices/Graphics/shaderlib/wine/include/d3d10shader.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/wine/include/d3d10shader.h')
-rw-r--r--src/VBox/Devices/Graphics/shaderlib/wine/include/d3d10shader.h242
1 files changed, 242 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/wine/include/d3d10shader.h b/src/VBox/Devices/Graphics/shaderlib/wine/include/d3d10shader.h
new file mode 100644
index 00000000..5b3435e1
--- /dev/null
+++ b/src/VBox/Devices/Graphics/shaderlib/wine/include/d3d10shader.h
@@ -0,0 +1,242 @@
+/*
+ * 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
+ *
+ */
+
+/*
+ * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
+ * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
+ * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
+ * a choice of LGPL license versions is made available with the language indicating
+ * that LGPLv2 or any later version may be used, or where a choice of which version
+ * of the LGPL is applied is otherwise unspecified.
+ */
+
+#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,
+ BOOL 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 */