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| Rev | Author | Line No. | Line |
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| 1 | pmbaty | 1 | ////////////////////////////////////////////////////////////////////////////// |
| 2 | // |
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| 3 | // Copyright (c) Microsoft Corporation. All rights reserved. |
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| 4 | // |
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| 5 | // File: D3D10Shader.h |
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| 6 | // Content: D3D10 Shader Types and APIs |
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| 7 | // |
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| 8 | ////////////////////////////////////////////////////////////////////////////// |
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| 9 | |||
| 10 | #ifndef __D3D10SHADER_H__ |
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| 11 | #define __D3D10SHADER_H__ |
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| 12 | |||
| 13 | #include "d3d10.h" |
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| 14 | |||
| 15 | |||
| 16 | //--------------------------------------------------------------------------- |
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| 17 | // D3D10_TX_VERSION: |
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| 18 | // -------------- |
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| 19 | // Version token used to create a procedural texture filler in effects |
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| 20 | // Used by D3D10Fill[]TX functions |
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| 21 | //--------------------------------------------------------------------------- |
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| 22 | #define D3D10_TX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor)) |
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| 23 | |||
| 24 | |||
| 25 | //---------------------------------------------------------------------------- |
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| 26 | // D3D10SHADER flags: |
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| 27 | // ----------------- |
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| 28 | // D3D10_SHADER_DEBUG |
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| 29 | // Insert debug file/line/type/symbol information. |
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| 30 | // |
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| 31 | // D3D10_SHADER_SKIP_VALIDATION |
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| 32 | // Do not validate the generated code against known capabilities and |
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| 33 | // constraints. This option is only recommended when compiling shaders |
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| 34 | // you KNOW will work. (ie. have compiled before without this option.) |
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| 35 | // Shaders are always validated by D3D before they are set to the device. |
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| 36 | // |
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| 37 | // D3D10_SHADER_SKIP_OPTIMIZATION |
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| 38 | // Instructs the compiler to skip optimization steps during code generation. |
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| 39 | // Unless you are trying to isolate a problem in your code using this option |
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| 40 | // is not recommended. |
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| 41 | // |
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| 42 | // D3D10_SHADER_PACK_MATRIX_ROW_MAJOR |
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| 43 | // Unless explicitly specified, matrices will be packed in row-major order |
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| 44 | // on input and output from the shader. |
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| 45 | // |
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| 46 | // D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR |
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| 47 | // Unless explicitly specified, matrices will be packed in column-major |
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| 48 | // order on input and output from the shader. This is generally more |
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| 49 | // efficient, since it allows vector-matrix multiplication to be performed |
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| 50 | // using a series of dot-products. |
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| 51 | // |
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| 52 | // D3D10_SHADER_PARTIAL_PRECISION |
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| 53 | // Force all computations in resulting shader to occur at partial precision. |
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| 54 | // This may result in faster evaluation of shaders on some hardware. |
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| 55 | // |
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| 56 | // D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT |
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| 57 | // Force compiler to compile against the next highest available software |
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| 58 | // target for vertex shaders. This flag also turns optimizations off, |
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| 59 | // and debugging on. |
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| 60 | // |
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| 61 | // D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT |
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| 62 | // Force compiler to compile against the next highest available software |
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| 63 | // target for pixel shaders. This flag also turns optimizations off, |
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| 64 | // and debugging on. |
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| 65 | // |
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| 66 | // D3D10_SHADER_NO_PRESHADER |
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| 67 | // Disables Preshaders. Using this flag will cause the compiler to not |
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| 68 | // pull out static expression for evaluation on the host cpu |
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| 69 | // |
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| 70 | // D3D10_SHADER_AVOID_FLOW_CONTROL |
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| 71 | // Hint compiler to avoid flow-control constructs where possible. |
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| 72 | // |
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| 73 | // D3D10_SHADER_PREFER_FLOW_CONTROL |
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| 74 | // Hint compiler to prefer flow-control constructs where possible. |
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| 75 | // |
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| 76 | // D3D10_SHADER_ENABLE_STRICTNESS |
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| 77 | // By default, the HLSL/Effect compilers are not strict on deprecated syntax. |
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| 78 | // Specifying this flag enables the strict mode. Deprecated syntax may be |
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| 79 | // removed in a future release, and enabling syntax is a good way to make sure |
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| 80 | // your shaders comply to the latest spec. |
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| 81 | // |
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| 82 | // D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY |
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| 83 | // This enables older shaders to compile to 4_0 targets. |
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| 84 | // |
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| 85 | //---------------------------------------------------------------------------- |
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| 86 | |||
| 87 | #define D3D10_SHADER_DEBUG (1 << 0) |
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| 88 | #define D3D10_SHADER_SKIP_VALIDATION (1 << 1) |
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| 89 | #define D3D10_SHADER_SKIP_OPTIMIZATION (1 << 2) |
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| 90 | #define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR (1 << 3) |
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| 91 | #define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR (1 << 4) |
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| 92 | #define D3D10_SHADER_PARTIAL_PRECISION (1 << 5) |
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| 93 | #define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT (1 << 6) |
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| 94 | #define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT (1 << 7) |
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| 95 | #define D3D10_SHADER_NO_PRESHADER (1 << 8) |
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| 96 | #define D3D10_SHADER_AVOID_FLOW_CONTROL (1 << 9) |
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| 97 | #define D3D10_SHADER_PREFER_FLOW_CONTROL (1 << 10) |
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| 98 | #define D3D10_SHADER_ENABLE_STRICTNESS (1 << 11) |
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| 99 | #define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12) |
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| 100 | #define D3D10_SHADER_IEEE_STRICTNESS (1 << 13) |
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| 101 | #define D3D10_SHADER_WARNINGS_ARE_ERRORS (1 << 18) |
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| 102 | |||
| 103 | |||
| 104 | // optimization level flags |
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| 105 | #define D3D10_SHADER_OPTIMIZATION_LEVEL0 (1 << 14) |
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| 106 | #define D3D10_SHADER_OPTIMIZATION_LEVEL1 0 |
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| 107 | #define D3D10_SHADER_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15)) |
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| 108 | #define D3D10_SHADER_OPTIMIZATION_LEVEL3 (1 << 15) |
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| 109 | |||
| 110 | |||
| 111 | |||
| 112 | |||
| 113 | //---------------------------------------------------------------------------- |
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| 114 | // D3D10_SHADER_MACRO: |
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| 115 | // ---------- |
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| 116 | // Preprocessor macro definition. The application pass in a NULL-terminated |
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| 117 | // array of this structure to various D3D10 APIs. This enables the application |
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| 118 | // to #define tokens at runtime, before the file is parsed. |
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| 119 | //---------------------------------------------------------------------------- |
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| 120 | |||
| 121 | typedef struct _D3D10_SHADER_MACRO |
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| 122 | { |
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| 123 | LPCSTR Name; |
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| 124 | LPCSTR Definition; |
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| 125 | |||
| 126 | } D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO; |
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| 127 | |||
| 128 | |||
| 129 | //---------------------------------------------------------------------------- |
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| 130 | // D3D10_SHADER_VARIABLE_CLASS: |
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| 131 | //---------------------------------------------------------------------------- |
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| 132 | |||
| 133 | typedef enum _D3D10_SHADER_VARIABLE_CLASS |
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| 134 | { |
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| 135 | D3D10_SVC_SCALAR, |
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| 136 | D3D10_SVC_VECTOR, |
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| 137 | D3D10_SVC_MATRIX_ROWS, |
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| 138 | D3D10_SVC_MATRIX_COLUMNS, |
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| 139 | D3D10_SVC_OBJECT, |
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| 140 | D3D10_SVC_STRUCT, |
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| 141 | |||
| 142 | D3D11_SVC_INTERFACE_CLASS, |
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| 143 | D3D11_SVC_INTERFACE_POINTER, |
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| 144 | |||
| 145 | // force 32-bit size enum |
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| 146 | D3D10_SVC_FORCE_DWORD = 0x7fffffff |
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| 147 | |||
| 148 | } D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS; |
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| 149 | |||
| 150 | typedef enum _D3D10_SHADER_VARIABLE_FLAGS |
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| 151 | { |
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| 152 | D3D10_SVF_USERPACKED = 1, |
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| 153 | D3D10_SVF_USED = 2, |
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| 154 | |||
| 155 | D3D11_SVF_INTERFACE_POINTER = 4, |
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| 156 | D3D11_SVF_INTERFACE_PARAMETER = 8, |
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| 157 | |||
| 158 | // force 32-bit size enum |
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| 159 | D3D10_SVF_FORCE_DWORD = 0x7fffffff |
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| 160 | |||
| 161 | } D3D10_SHADER_VARIABLE_FLAGS, *LPD3D10_SHADER_VARIABLE_FLAGS; |
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| 162 | |||
| 163 | //---------------------------------------------------------------------------- |
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| 164 | // D3D10_SHADER_VARIABLE_TYPE: |
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| 165 | //---------------------------------------------------------------------------- |
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| 166 | typedef enum _D3D10_SHADER_VARIABLE_TYPE |
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| 167 | { |
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| 168 | D3D10_SVT_VOID = 0, |
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| 169 | D3D10_SVT_BOOL = 1, |
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| 170 | D3D10_SVT_INT = 2, |
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| 171 | D3D10_SVT_FLOAT = 3, |
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| 172 | D3D10_SVT_STRING = 4, |
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| 173 | D3D10_SVT_TEXTURE = 5, |
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| 174 | D3D10_SVT_TEXTURE1D = 6, |
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| 175 | D3D10_SVT_TEXTURE2D = 7, |
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| 176 | D3D10_SVT_TEXTURE3D = 8, |
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| 177 | D3D10_SVT_TEXTURECUBE = 9, |
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| 178 | D3D10_SVT_SAMPLER = 10, |
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| 179 | D3D10_SVT_PIXELSHADER = 15, |
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| 180 | D3D10_SVT_VERTEXSHADER = 16, |
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| 181 | D3D10_SVT_UINT = 19, |
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| 182 | D3D10_SVT_UINT8 = 20, |
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| 183 | D3D10_SVT_GEOMETRYSHADER = 21, |
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| 184 | D3D10_SVT_RASTERIZER = 22, |
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| 185 | D3D10_SVT_DEPTHSTENCIL = 23, |
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| 186 | D3D10_SVT_BLEND = 24, |
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| 187 | D3D10_SVT_BUFFER = 25, |
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| 188 | D3D10_SVT_CBUFFER = 26, |
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| 189 | D3D10_SVT_TBUFFER = 27, |
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| 190 | D3D10_SVT_TEXTURE1DARRAY = 28, |
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| 191 | D3D10_SVT_TEXTURE2DARRAY = 29, |
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| 192 | D3D10_SVT_RENDERTARGETVIEW = 30, |
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| 193 | D3D10_SVT_DEPTHSTENCILVIEW = 31, |
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| 194 | |||
| 195 | D3D10_SVT_TEXTURE2DMS = 32, |
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| 196 | D3D10_SVT_TEXTURE2DMSARRAY = 33, |
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| 197 | |||
| 198 | D3D10_SVT_TEXTURECUBEARRAY = 34, |
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| 199 | |||
| 200 | D3D11_SVT_HULLSHADER = 35, |
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| 201 | D3D11_SVT_DOMAINSHADER = 36, |
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| 202 | |||
| 203 | D3D11_SVT_INTERFACE_POINTER = 37, |
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| 204 | D3D11_SVT_COMPUTESHADER = 38, |
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| 205 | |||
| 206 | D3D11_SVT_DOUBLE = 39, |
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| 207 | |||
| 208 | D3D11_SVT_RWTEXTURE1D, |
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| 209 | D3D11_SVT_RWTEXTURE1DARRAY, |
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| 210 | D3D11_SVT_RWTEXTURE2D, |
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| 211 | D3D11_SVT_RWTEXTURE2DARRAY, |
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| 212 | D3D11_SVT_RWTEXTURE3D, |
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| 213 | D3D11_SVT_RWBUFFER, |
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| 214 | |||
| 215 | D3D11_SVT_BYTEADDRESS_BUFFER, |
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| 216 | D3D11_SVT_RWBYTEADDRESS_BUFFER, |
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| 217 | D3D11_SVT_STRUCTURED_BUFFER, |
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| 218 | D3D11_SVT_RWSTRUCTURED_BUFFER, |
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| 219 | D3D11_SVT_APPEND_STRUCTURED_BUFFER, |
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| 220 | D3D11_SVT_CONSUME_STRUCTURED_BUFFER, |
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| 221 | |||
| 222 | // force 32-bit size enum |
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| 223 | D3D10_SVT_FORCE_DWORD = 0x7fffffff |
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| 224 | |||
| 225 | } D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE; |
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| 226 | |||
| 227 | typedef enum _D3D10_SHADER_INPUT_FLAGS |
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| 228 | { |
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| 229 | D3D10_SIF_USERPACKED = 1, |
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| 230 | D3D10_SIF_COMPARISON_SAMPLER = 2, // is this a comparison sampler? |
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| 231 | D3D10_SIF_TEXTURE_COMPONENT_0 = 4, // this 2-bit value encodes c - 1, where c |
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| 232 | D3D10_SIF_TEXTURE_COMPONENT_1 = 8, // is the number of components in the texture |
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| 233 | D3D10_SIF_TEXTURE_COMPONENTS = 12, |
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| 234 | |||
| 235 | // force 32-bit size enum |
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| 236 | D3D10_SIF_FORCE_DWORD = 0x7fffffff |
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| 237 | } D3D10_SHADER_INPUT_FLAGS, *LPD3D10_SHADER_INPUT_FLAGS; |
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| 238 | |||
| 239 | //---------------------------------------------------------------------------- |
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| 240 | // D3D10_SHADER_INPUT_TYPE |
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| 241 | //---------------------------------------------------------------------------- |
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| 242 | typedef enum _D3D10_SHADER_INPUT_TYPE |
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| 243 | { |
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| 244 | D3D10_SIT_CBUFFER, |
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| 245 | D3D10_SIT_TBUFFER, |
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| 246 | D3D10_SIT_TEXTURE, |
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| 247 | D3D10_SIT_SAMPLER, |
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| 248 | D3D11_SIT_UAV_RWTYPED, |
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| 249 | D3D11_SIT_STRUCTURED, |
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| 250 | D3D11_SIT_UAV_RWSTRUCTURED, |
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| 251 | D3D11_SIT_BYTEADDRESS, |
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| 252 | D3D11_SIT_UAV_RWBYTEADDRESS, |
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| 253 | D3D11_SIT_UAV_APPEND_STRUCTURED, |
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| 254 | D3D11_SIT_UAV_CONSUME_STRUCTURED, |
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| 255 | D3D11_SIT_UAV_RWSTRUCTURED_WITH_COUNTER, |
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| 256 | } D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE; |
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| 257 | |||
| 258 | typedef enum _D3D10_SHADER_CBUFFER_FLAGS |
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| 259 | { |
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| 260 | D3D10_CBF_USERPACKED = 1, |
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| 261 | |||
| 262 | // force 32-bit size enum |
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| 263 | D3D10_CBF_FORCE_DWORD = 0x7fffffff |
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| 264 | } D3D10_SHADER_CBUFFER_FLAGS, *LPD3D10_SHADER_CBUFFER_FLAGS; |
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| 265 | |||
| 266 | typedef enum _D3D10_CBUFFER_TYPE |
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| 267 | { |
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| 268 | D3D10_CT_CBUFFER, |
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| 269 | D3D10_CT_TBUFFER, |
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| 270 | } D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE; |
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| 271 | |||
| 272 | typedef enum D3D10_NAME |
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| 273 | { |
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| 274 | D3D10_NAME_UNDEFINED = 0, |
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| 275 | |||
| 276 | // Names meaningful to both HLSL and hardware |
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| 277 | D3D10_NAME_POSITION = 1, |
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| 278 | D3D10_NAME_CLIP_DISTANCE = 2, |
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| 279 | D3D10_NAME_CULL_DISTANCE = 3, |
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| 280 | D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4, |
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| 281 | D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5, |
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| 282 | D3D10_NAME_VERTEX_ID = 6, |
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| 283 | D3D10_NAME_PRIMITIVE_ID = 7, |
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| 284 | D3D10_NAME_INSTANCE_ID = 8, |
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| 285 | D3D10_NAME_IS_FRONT_FACE = 9, |
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| 286 | D3D10_NAME_SAMPLE_INDEX = 10, |
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| 287 | D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR = 11, |
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| 288 | D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = 12, |
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| 289 | D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR = 13, |
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| 290 | D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 14, |
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| 291 | D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 15, |
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| 292 | D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 16, |
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| 293 | |||
| 294 | // Names meaningful to HLSL only |
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| 295 | D3D10_NAME_TARGET = 64, |
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| 296 | D3D10_NAME_DEPTH = 65, |
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| 297 | D3D10_NAME_COVERAGE = 66, |
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| 298 | D3D11_NAME_DEPTH_GREATER_EQUAL = 67, |
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| 299 | D3D11_NAME_DEPTH_LESS_EQUAL = 68, |
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| 300 | |||
| 301 | } D3D10_NAME; |
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| 302 | |||
| 303 | typedef enum D3D10_RESOURCE_RETURN_TYPE |
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| 304 | { |
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| 305 | D3D10_RETURN_TYPE_UNORM = 1, |
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| 306 | D3D10_RETURN_TYPE_SNORM = 2, |
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| 307 | D3D10_RETURN_TYPE_SINT = 3, |
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| 308 | D3D10_RETURN_TYPE_UINT = 4, |
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| 309 | D3D10_RETURN_TYPE_FLOAT = 5, |
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| 310 | D3D10_RETURN_TYPE_MIXED = 6, |
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| 311 | } D3D10_RESOURCE_RETURN_TYPE; |
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| 312 | |||
| 313 | typedef enum D3D10_REGISTER_COMPONENT_TYPE |
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| 314 | { |
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| 315 | D3D10_REGISTER_COMPONENT_UNKNOWN = 0, |
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| 316 | D3D10_REGISTER_COMPONENT_UINT32 = 1, |
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| 317 | D3D10_REGISTER_COMPONENT_SINT32 = 2, |
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| 318 | D3D10_REGISTER_COMPONENT_FLOAT32 = 3 |
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| 319 | } D3D10_REGISTER_COMPONENT_TYPE; |
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| 320 | |||
| 321 | |||
| 322 | //---------------------------------------------------------------------------- |
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| 323 | // D3D10_INCLUDE_TYPE: |
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| 324 | //---------------------------------------------------------------------------- |
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| 325 | |||
| 326 | typedef enum _D3D10_INCLUDE_TYPE |
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| 327 | { |
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| 328 | D3D10_INCLUDE_LOCAL, |
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| 329 | D3D10_INCLUDE_SYSTEM, |
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| 330 | |||
| 331 | // force 32-bit size enum |
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| 332 | D3D10_INCLUDE_FORCE_DWORD = 0x7fffffff |
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| 333 | |||
| 334 | } D3D10_INCLUDE_TYPE, *LPD3D10_INCLUDE_TYPE; |
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| 335 | |||
| 336 | |||
| 337 | //---------------------------------------------------------------------------- |
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| 338 | // ID3D10Include: |
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| 339 | // ------------- |
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| 340 | // This interface is intended to be implemented by the application, and can |
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| 341 | // be used by various D3D10 APIs. This enables application-specific handling |
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| 342 | // of #include directives in source files. |
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| 343 | // |
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| 344 | // Open() |
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| 345 | // Opens an include file. If successful, it should fill in ppData and |
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| 346 | // pBytes. The data pointer returned must remain valid until Close is |
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| 347 | // subsequently called. The name of the file is encoded in UTF-8 format. |
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| 348 | // Close() |
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| 349 | // Closes an include file. If Open was successful, Close is guaranteed |
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| 350 | // to be called before the API using this interface returns. |
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| 351 | //---------------------------------------------------------------------------- |
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| 352 | |||
| 353 | typedef interface ID3D10Include ID3D10Include; |
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| 354 | typedef interface ID3D10Include *LPD3D10INCLUDE; |
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| 355 | |||
| 356 | #undef INTERFACE |
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| 357 | #define INTERFACE ID3D10Include |
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| 358 | |||
| 359 | DECLARE_INTERFACE(ID3D10Include) |
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| 360 | { |
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| 361 | STDMETHOD(Open)(THIS_ D3D10_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE; |
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| 362 | STDMETHOD(Close)(THIS_ LPCVOID pData) PURE; |
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| 363 | }; |
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| 364 | |||
| 365 | |||
| 366 | //---------------------------------------------------------------------------- |
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| 367 | // ID3D10ShaderReflection: |
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| 368 | //---------------------------------------------------------------------------- |
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| 369 | |||
| 370 | // |
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| 371 | // Structure definitions |
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| 372 | // |
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| 373 | |||
| 374 | typedef struct _D3D10_SHADER_DESC |
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| 375 | { |
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| 376 | UINT Version; // Shader version |
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| 377 | LPCSTR Creator; // Creator string |
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| 378 | UINT Flags; // Shader compilation/parse flags |
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| 379 | |||
| 380 | UINT ConstantBuffers; // Number of constant buffers |
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| 381 | UINT BoundResources; // Number of bound resources |
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| 382 | UINT InputParameters; // Number of parameters in the input signature |
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| 383 | UINT OutputParameters; // Number of parameters in the output signature |
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| 384 | |||
| 385 | UINT InstructionCount; // Number of emitted instructions |
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| 386 | UINT TempRegisterCount; // Number of temporary registers used |
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| 387 | UINT TempArrayCount; // Number of temporary arrays used |
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| 388 | UINT DefCount; // Number of constant defines |
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| 389 | UINT DclCount; // Number of declarations (input + output) |
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| 390 | UINT TextureNormalInstructions; // Number of non-categorized texture instructions |
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| 391 | UINT TextureLoadInstructions; // Number of texture load instructions |
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| 392 | UINT TextureCompInstructions; // Number of texture comparison instructions |
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| 393 | UINT TextureBiasInstructions; // Number of texture bias instructions |
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| 394 | UINT TextureGradientInstructions; // Number of texture gradient instructions |
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| 395 | UINT FloatInstructionCount; // Number of floating point arithmetic instructions used |
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| 396 | UINT IntInstructionCount; // Number of signed integer arithmetic instructions used |
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| 397 | UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used |
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| 398 | UINT StaticFlowControlCount; // Number of static flow control instructions used |
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| 399 | UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used |
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| 400 | UINT MacroInstructionCount; // Number of macro instructions used |
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| 401 | UINT ArrayInstructionCount; // Number of array instructions used |
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| 402 | UINT CutInstructionCount; // Number of cut instructions used |
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| 403 | UINT EmitInstructionCount; // Number of emit instructions used |
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| 404 | D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology |
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| 405 | UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count |
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| 406 | } D3D10_SHADER_DESC; |
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| 407 | |||
| 408 | typedef struct _D3D10_SHADER_BUFFER_DESC |
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| 409 | { |
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| 410 | LPCSTR Name; // Name of the constant buffer |
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| 411 | D3D10_CBUFFER_TYPE Type; // Indicates that this is a CBuffer or TBuffer |
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| 412 | UINT Variables; // Number of member variables |
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| 413 | UINT Size; // Size of CB (in bytes) |
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| 414 | UINT uFlags; // Buffer description flags |
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| 415 | } D3D10_SHADER_BUFFER_DESC; |
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| 416 | |||
| 417 | typedef struct _D3D10_SHADER_VARIABLE_DESC |
||
| 418 | { |
||
| 419 | LPCSTR Name; // Name of the variable |
||
| 420 | UINT StartOffset; // Offset in constant buffer's backing store |
||
| 421 | UINT Size; // Size of variable (in bytes) |
||
| 422 | UINT uFlags; // Variable flags |
||
| 423 | LPVOID DefaultValue; // Raw pointer to default value |
||
| 424 | } D3D10_SHADER_VARIABLE_DESC; |
||
| 425 | |||
| 426 | typedef struct _D3D10_SHADER_TYPE_DESC |
||
| 427 | { |
||
| 428 | D3D10_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.) |
||
| 429 | D3D10_SHADER_VARIABLE_TYPE Type; // Variable type (e.g. float, sampler, etc.) |
||
| 430 | UINT Rows; // Number of rows (for matrices, 1 for other numeric, 0 if not applicable) |
||
| 431 | UINT Columns; // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable) |
||
| 432 | UINT Elements; // Number of elements (0 if not an array) |
||
| 433 | UINT Members; // Number of members (0 if not a structure) |
||
| 434 | UINT Offset; // Offset from the start of structure (0 if not a structure member) |
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| 435 | } D3D10_SHADER_TYPE_DESC; |
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| 436 | |||
| 437 | typedef struct _D3D10_SHADER_INPUT_BIND_DESC |
||
| 438 | { |
||
| 439 | LPCSTR Name; // Name of the resource |
||
| 440 | D3D10_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture, cbuffer, etc.) |
||
| 441 | UINT BindPoint; // Starting bind point |
||
| 442 | UINT BindCount; // Number of contiguous bind points (for arrays) |
||
| 443 | |||
| 444 | UINT uFlags; // Input binding flags |
||
| 445 | D3D10_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture) |
||
| 446 | D3D10_SRV_DIMENSION Dimension; // Dimension (if texture) |
||
| 447 | UINT NumSamples; // Number of samples (0 if not MS texture) |
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| 448 | } D3D10_SHADER_INPUT_BIND_DESC; |
||
| 449 | |||
| 450 | typedef struct _D3D10_SIGNATURE_PARAMETER_DESC |
||
| 451 | { |
||
| 452 | LPCSTR SemanticName; // Name of the semantic |
||
| 453 | UINT SemanticIndex; // Index of the semantic |
||
| 454 | UINT Register; // Number of member variables |
||
| 455 | D3D10_NAME SystemValueType;// A predefined system value, or D3D10_NAME_UNDEFINED if not applicable |
||
| 456 | D3D10_REGISTER_COMPONENT_TYPE ComponentType;// Scalar type (e.g. uint, float, etc.) |
||
| 457 | BYTE Mask; // Mask to indicate which components of the register |
||
| 458 | // are used (combination of D3D10_COMPONENT_MASK values) |
||
| 459 | BYTE ReadWriteMask; // Mask to indicate whether a given component is |
||
| 460 | // never written (if this is an output signature) or |
||
| 461 | // always read (if this is an input signature). |
||
| 462 | // (combination of D3D10_COMPONENT_MASK values) |
||
| 463 | |||
| 464 | } D3D10_SIGNATURE_PARAMETER_DESC; |
||
| 465 | |||
| 466 | |||
| 467 | // |
||
| 468 | // Interface definitions |
||
| 469 | // |
||
| 470 | |||
| 471 | typedef interface ID3D10ShaderReflectionType ID3D10ShaderReflectionType; |
||
| 472 | typedef interface ID3D10ShaderReflectionType *LPD3D10SHADERREFLECTIONTYPE; |
||
| 473 | |||
| 474 | // {C530AD7D-9B16-4395-A979-BA2ECFF83ADD} |
||
| 475 | DEFINE_GUID(IID_ID3D10ShaderReflectionType, |
||
| 476 | 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd); |
||
| 477 | |||
| 478 | #undef INTERFACE |
||
| 479 | #define INTERFACE ID3D10ShaderReflectionType |
||
| 480 | |||
| 481 | DECLARE_INTERFACE(ID3D10ShaderReflectionType) |
||
| 482 | { |
||
| 483 | STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *pDesc) PURE; |
||
| 484 | |||
| 485 | STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE; |
||
| 486 | STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE; |
||
| 487 | STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE; |
||
| 488 | }; |
||
| 489 | |||
| 490 | typedef interface ID3D10ShaderReflectionVariable ID3D10ShaderReflectionVariable; |
||
| 491 | typedef interface ID3D10ShaderReflectionVariable *LPD3D10SHADERREFLECTIONVARIABLE; |
||
| 492 | |||
| 493 | // {1BF63C95-2650-405d-99C1-3636BD1DA0A1} |
||
| 494 | DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, |
||
| 495 | 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1); |
||
| 496 | |||
| 497 | #undef INTERFACE |
||
| 498 | #define INTERFACE ID3D10ShaderReflectionVariable |
||
| 499 | |||
| 500 | DECLARE_INTERFACE(ID3D10ShaderReflectionVariable) |
||
| 501 | { |
||
| 502 | STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *pDesc) PURE; |
||
| 503 | |||
| 504 | STDMETHOD_(ID3D10ShaderReflectionType*, GetType)(THIS) PURE; |
||
| 505 | }; |
||
| 506 | |||
| 507 | typedef interface ID3D10ShaderReflectionConstantBuffer ID3D10ShaderReflectionConstantBuffer; |
||
| 508 | typedef interface ID3D10ShaderReflectionConstantBuffer *LPD3D10SHADERREFLECTIONCONSTANTBUFFER; |
||
| 509 | |||
| 510 | // {66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0} |
||
| 511 | DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, |
||
| 512 | 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0); |
||
| 513 | |||
| 514 | #undef INTERFACE |
||
| 515 | #define INTERFACE ID3D10ShaderReflectionConstantBuffer |
||
| 516 | |||
| 517 | DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer) |
||
| 518 | { |
||
| 519 | STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *pDesc) PURE; |
||
| 520 | |||
| 521 | STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE; |
||
| 522 | STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE; |
||
| 523 | }; |
||
| 524 | |||
| 525 | typedef interface ID3D10ShaderReflection ID3D10ShaderReflection; |
||
| 526 | typedef interface ID3D10ShaderReflection *LPD3D10SHADERREFLECTION; |
||
| 527 | |||
| 528 | // {D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA} |
||
| 529 | DEFINE_GUID(IID_ID3D10ShaderReflection, |
||
| 530 | 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa); |
||
| 531 | |||
| 532 | #undef INTERFACE |
||
| 533 | #define INTERFACE ID3D10ShaderReflection |
||
| 534 | |||
| 535 | DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown) |
||
| 536 | { |
||
| 537 | STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; |
||
| 538 | STDMETHOD_(ULONG, AddRef)(THIS) PURE; |
||
| 539 | STDMETHOD_(ULONG, Release)(THIS) PURE; |
||
| 540 | |||
| 541 | STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *pDesc) PURE; |
||
| 542 | |||
| 543 | STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE; |
||
| 544 | STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE; |
||
| 545 | |||
| 546 | STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE; |
||
| 547 | |||
| 548 | STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE; |
||
| 549 | STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE; |
||
| 550 | |||
| 551 | }; |
||
| 552 | |||
| 553 | ////////////////////////////////////////////////////////////////////////////// |
||
| 554 | // APIs ////////////////////////////////////////////////////////////////////// |
||
| 555 | ////////////////////////////////////////////////////////////////////////////// |
||
| 556 | |||
| 557 | #ifdef __cplusplus |
||
| 558 | extern "C" { |
||
| 559 | #endif //__cplusplus |
||
| 560 | |||
| 561 | |||
| 562 | //---------------------------------------------------------------------------- |
||
| 563 | // D3D10CompileShader: |
||
| 564 | // ------------------ |
||
| 565 | // Compiles a shader. |
||
| 566 | // |
||
| 567 | // Parameters: |
||
| 568 | // pSrcFile |
||
| 569 | // Source file name. |
||
| 570 | // hSrcModule |
||
| 571 | // Module handle. if NULL, current module will be used. |
||
| 572 | // pSrcResource |
||
| 573 | // Resource name in module. |
||
| 574 | // pSrcData |
||
| 575 | // Pointer to source code. |
||
| 576 | // SrcDataLen |
||
| 577 | // Size of source code, in bytes. |
||
| 578 | // pDefines |
||
| 579 | // Optional NULL-terminated array of preprocessor macro definitions. |
||
| 580 | // pInclude |
||
| 581 | // Optional interface pointer to use for handling #include directives. |
||
| 582 | // If this parameter is NULL, #includes will be honored when compiling |
||
| 583 | // from file, and will error when compiling from resource or memory. |
||
| 584 | // pFunctionName |
||
| 585 | // Name of the entrypoint function where execution should begin. |
||
| 586 | // pProfile |
||
| 587 | // Instruction set to be used when generating code. The D3D10 entry |
||
| 588 | // point currently supports only "vs_4_0", "ps_4_0", and "gs_4_0". |
||
| 589 | // Flags |
||
| 590 | // See D3D10_SHADER_xxx flags. |
||
| 591 | // ppShader |
||
| 592 | // Returns a buffer containing the created shader. This buffer contains |
||
| 593 | // the compiled shader code, as well as any embedded debug and symbol |
||
| 594 | // table info. (See D3D10GetShaderConstantTable) |
||
| 595 | // ppErrorMsgs |
||
| 596 | // Returns a buffer containing a listing of errors and warnings that were |
||
| 597 | // encountered during the compile. If you are running in a debugger, |
||
| 598 | // these are the same messages you will see in your debug output. |
||
| 599 | //---------------------------------------------------------------------------- |
||
| 600 | |||
| 601 | HRESULT WINAPI D3D10CompileShader(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, |
||
| 602 | LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs); |
||
| 603 | |||
| 604 | //---------------------------------------------------------------------------- |
||
| 605 | // D3D10DisassembleShader: |
||
| 606 | // ---------------------- |
||
| 607 | // Takes a binary shader, and returns a buffer containing text assembly. |
||
| 608 | // |
||
| 609 | // Parameters: |
||
| 610 | // pShader |
||
| 611 | // Pointer to the shader byte code. |
||
| 612 | // BytecodeLength |
||
| 613 | // Size of the shader byte code in bytes. |
||
| 614 | // EnableColorCode |
||
| 615 | // Emit HTML tags for color coding the output? |
||
| 616 | // pComments |
||
| 617 | // Pointer to a comment string to include at the top of the shader. |
||
| 618 | // ppDisassembly |
||
| 619 | // Returns a buffer containing the disassembled shader. |
||
| 620 | //---------------------------------------------------------------------------- |
||
| 621 | |||
| 622 | HRESULT WINAPI D3D10DisassembleShader(CONST void *pShader, SIZE_T BytecodeLength, BOOL EnableColorCode, LPCSTR pComments, ID3D10Blob** ppDisassembly); |
||
| 623 | |||
| 624 | |||
| 625 | //---------------------------------------------------------------------------- |
||
| 626 | // D3D10GetPixelShaderProfile/D3D10GetVertexShaderProfile/D3D10GetGeometryShaderProfile: |
||
| 627 | // ----------------------------------------------------- |
||
| 628 | // Returns the name of the HLSL profile best suited to a given device. |
||
| 629 | // |
||
| 630 | // Parameters: |
||
| 631 | // pDevice |
||
| 632 | // Pointer to the device in question |
||
| 633 | //---------------------------------------------------------------------------- |
||
| 634 | |||
| 635 | LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *pDevice); |
||
| 636 | |||
| 637 | LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *pDevice); |
||
| 638 | |||
| 639 | LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *pDevice); |
||
| 640 | |||
| 641 | //---------------------------------------------------------------------------- |
||
| 642 | // D3D10ReflectShader: |
||
| 643 | // ------------------ |
||
| 644 | // Creates a shader reflection object that can be used to retrieve information |
||
| 645 | // about a compiled shader |
||
| 646 | // |
||
| 647 | // Parameters: |
||
| 648 | // pShaderBytecode |
||
| 649 | // Pointer to a compiled shader (same pointer that is passed into |
||
| 650 | // ID3D10Device::CreateShader) |
||
| 651 | // BytecodeLength |
||
| 652 | // Length of the shader bytecode buffer |
||
| 653 | // ppReflector |
||
| 654 | // [out] Returns a ID3D10ShaderReflection object that can be used to |
||
| 655 | // retrieve shader resource and constant buffer information |
||
| 656 | // |
||
| 657 | //---------------------------------------------------------------------------- |
||
| 658 | |||
| 659 | HRESULT WINAPI D3D10ReflectShader(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10ShaderReflection **ppReflector); |
||
| 660 | |||
| 661 | //---------------------------------------------------------------------------- |
||
| 662 | // D3D10PreprocessShader |
||
| 663 | // --------------------- |
||
| 664 | // Creates a shader reflection object that can be used to retrieve information |
||
| 665 | // about a compiled shader |
||
| 666 | // |
||
| 667 | // Parameters: |
||
| 668 | // pSrcData |
||
| 669 | // Pointer to source code |
||
| 670 | // SrcDataLen |
||
| 671 | // Size of source code, in bytes |
||
| 672 | // pFileName |
||
| 673 | // Source file name (used for error output) |
||
| 674 | // pDefines |
||
| 675 | // Optional NULL-terminated array of preprocessor macro definitions. |
||
| 676 | // pInclude |
||
| 677 | // Optional interface pointer to use for handling #include directives. |
||
| 678 | // If this parameter is NULL, #includes will be honored when assembling |
||
| 679 | // from file, and will error when assembling from resource or memory. |
||
| 680 | // ppShaderText |
||
| 681 | // Returns a buffer containing a single large string that represents |
||
| 682 | // the resulting formatted token stream |
||
| 683 | // ppErrorMsgs |
||
| 684 | // Returns a buffer containing a listing of errors and warnings that were |
||
| 685 | // encountered during assembly. If you are running in a debugger, |
||
| 686 | // these are the same messages you will see in your debug output. |
||
| 687 | //---------------------------------------------------------------------------- |
||
| 688 | |||
| 689 | HRESULT WINAPI D3D10PreprocessShader(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, |
||
| 690 | LPD3D10INCLUDE pInclude, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs); |
||
| 691 | |||
| 692 | ////////////////////////////////////////////////////////////////////////// |
||
| 693 | // |
||
| 694 | // Shader blob manipulation routines |
||
| 695 | // --------------------------------- |
||
| 696 | // |
||
| 697 | // void *pShaderBytecode - a buffer containing the result of an HLSL |
||
| 698 | // compilation. Typically this opaque buffer contains several |
||
| 699 | // discrete sections including the shader executable code, the input |
||
| 700 | // signature, and the output signature. This can typically be retrieved |
||
| 701 | // by calling ID3D10Blob::GetBufferPointer() on the returned blob |
||
| 702 | // from HLSL's compile APIs. |
||
| 703 | // |
||
| 704 | // UINT BytecodeLength - the length of pShaderBytecode. This can |
||
| 705 | // typically be retrieved by calling ID3D10Blob::GetBufferSize() |
||
| 706 | // on the returned blob from HLSL's compile APIs. |
||
| 707 | // |
||
| 708 | // ID3D10Blob **ppSignatureBlob(s) - a newly created buffer that |
||
| 709 | // contains only the signature portions of the original bytecode. |
||
| 710 | // This is a copy; the original bytecode is not modified. You may |
||
| 711 | // specify NULL for this parameter to have the bytecode validated |
||
| 712 | // for the presence of the corresponding signatures without actually |
||
| 713 | // copying them and creating a new blob. |
||
| 714 | // |
||
| 715 | // Returns E_INVALIDARG if any required parameters are NULL |
||
| 716 | // Returns E_FAIL is the bytecode is corrupt or missing signatures |
||
| 717 | // Returns S_OK on success |
||
| 718 | // |
||
| 719 | ////////////////////////////////////////////////////////////////////////// |
||
| 720 | |||
| 721 | HRESULT WINAPI D3D10GetInputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob); |
||
| 722 | HRESULT WINAPI D3D10GetOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob); |
||
| 723 | HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob); |
||
| 724 | |||
| 725 | //---------------------------------------------------------------------------- |
||
| 726 | // D3D10GetShaderDebugInfo: |
||
| 727 | // ----------------------- |
||
| 728 | // Gets shader debug info. Debug info is generated by D3D10CompileShader and is |
||
| 729 | // embedded in the body of the shader. |
||
| 730 | // |
||
| 731 | // Parameters: |
||
| 732 | // pShaderBytecode |
||
| 733 | // Pointer to the function bytecode |
||
| 734 | // BytecodeLength |
||
| 735 | // Length of the shader bytecode buffer |
||
| 736 | // ppDebugInfo |
||
| 737 | // Buffer used to return debug info. For information about the layout |
||
| 738 | // of this buffer, see definition of D3D10_SHADER_DEBUG_INFO above. |
||
| 739 | //---------------------------------------------------------------------------- |
||
| 740 | |||
| 741 | HRESULT WINAPI D3D10GetShaderDebugInfo(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob** ppDebugInfo); |
||
| 742 | |||
| 743 | #ifdef __cplusplus |
||
| 744 | } |
||
| 745 | #endif //__cplusplus |
||
| 746 | |||
| 747 | #endif //__D3D10SHADER_H__ |
||
| 748 |