//////////////////////////////////////////////////////////////////////////////
 
//
 
//  Copyright (c) Microsoft Corporation.  All rights reserved.
 
//
 
//  File:       D3D10_1Shader.h
 
//  Content:    D3D10.1 Shader Types and APIs
 
//
 
//////////////////////////////////////////////////////////////////////////////
 
 
 
#ifndef __D3D10_1SHADER_H__
 
#define __D3D10_1SHADER_H__
 
 
 
#include "d3d10shader.h"
 
 
 
//----------------------------------------------------------------------------
 
// Shader debugging structures
 
//----------------------------------------------------------------------------
 
 
 
typedef enum _D3D10_SHADER_DEBUG_REGTYPE
 
{
 
    D3D10_SHADER_DEBUG_REG_INPUT,
 
    D3D10_SHADER_DEBUG_REG_OUTPUT,
 
    D3D10_SHADER_DEBUG_REG_CBUFFER,
 
    D3D10_SHADER_DEBUG_REG_TBUFFER,
 
    D3D10_SHADER_DEBUG_REG_TEMP,
 
    D3D10_SHADER_DEBUG_REG_TEMPARRAY,
 
    D3D10_SHADER_DEBUG_REG_TEXTURE,
 
    D3D10_SHADER_DEBUG_REG_SAMPLER,
 
    D3D10_SHADER_DEBUG_REG_IMMEDIATECBUFFER,
 
    D3D10_SHADER_DEBUG_REG_LITERAL,
 
    D3D10_SHADER_DEBUG_REG_UNUSED,
 
    D3D11_SHADER_DEBUG_REG_INTERFACE_POINTERS,
 
    D3D10_SHADER_DEBUG_REG_FORCE_DWORD = 0x7fffffff,
 
} D3D10_SHADER_DEBUG_REGTYPE;
 
 
 
typedef enum _D3D10_SHADER_DEBUG_SCOPETYPE
 
{
 
    D3D10_SHADER_DEBUG_SCOPE_GLOBAL,
 
    D3D10_SHADER_DEBUG_SCOPE_BLOCK,
 
    D3D10_SHADER_DEBUG_SCOPE_FORLOOP,
 
    D3D10_SHADER_DEBUG_SCOPE_STRUCT,
 
    D3D10_SHADER_DEBUG_SCOPE_FUNC_PARAMS,
 
    D3D10_SHADER_DEBUG_SCOPE_STATEBLOCK,
 
    D3D10_SHADER_DEBUG_SCOPE_NAMESPACE,
 
    D3D10_SHADER_DEBUG_SCOPE_ANNOTATION,
 
    D3D10_SHADER_DEBUG_SCOPE_FORCE_DWORD = 0x7fffffff,
 
} D3D10_SHADER_DEBUG_SCOPETYPE;
 
 
 
typedef enum _D3D10_SHADER_DEBUG_VARTYPE
 
{
 
    D3D10_SHADER_DEBUG_VAR_VARIABLE,
 
    D3D10_SHADER_DEBUG_VAR_FUNCTION,
 
    D3D10_SHADER_DEBUG_VAR_FORCE_DWORD = 0x7fffffff,
 
} D3D10_SHADER_DEBUG_VARTYPE;
 
 
 
/////////////////////////////////////////////////////////////////////
 
// These are the serialized structures that get written to the file
 
/////////////////////////////////////////////////////////////////////
 
 
 
typedef struct _D3D10_SHADER_DEBUG_TOKEN_INFO
 
{
 
    UINT File;    // offset into file list
 
    UINT Line;    // line #
 
    UINT Column;  // column #
 
 
 
    UINT TokenLength;
 
    UINT TokenId; // offset to LPCSTR of length TokenLength in string datastore
 
} D3D10_SHADER_DEBUG_TOKEN_INFO;
 
 
 
// Variable list
 
typedef struct _D3D10_SHADER_DEBUG_VAR_INFO
 
{
 
    // Index into token list for declaring identifier
 
    UINT TokenId;
 
    D3D10_SHADER_VARIABLE_TYPE Type;
 
    // register and component for this variable, only valid/necessary for arrays
 
    UINT Register;
 
    UINT Component;
 
    // gives the original variable that declared this variable
 
    UINT ScopeVar;
 
    // this variable's offset in its ScopeVar
 
    UINT ScopeVarOffset;
 
} D3D10_SHADER_DEBUG_VAR_INFO;
 
 
 
typedef struct _D3D10_SHADER_DEBUG_INPUT_INFO
 
{
 
    // index into array of variables of variable to initialize
 
    UINT Var;
 
    // input, cbuffer, tbuffer
 
    D3D10_SHADER_DEBUG_REGTYPE InitialRegisterSet;
 
    // set to cbuffer or tbuffer slot, geometry shader input primitive #,
 
    // identifying register for indexable temp, or -1
 
    UINT InitialBank;
 
    // -1 if temp, otherwise gives register in register set
 
    UINT InitialRegister;
 
    // -1 if temp, otherwise gives component
 
    UINT InitialComponent;
 
    // initial value if literal
 
    UINT InitialValue;
 
} D3D10_SHADER_DEBUG_INPUT_INFO;
 
 
 
typedef struct _D3D10_SHADER_DEBUG_SCOPEVAR_INFO
 
{
 
    // Index into variable token
 
    UINT TokenId;
 
 
 
    D3D10_SHADER_DEBUG_VARTYPE VarType; // variable or function (different namespaces)
 
    D3D10_SHADER_VARIABLE_CLASS Class;
 
    UINT Rows;          // number of rows (matrices)
 
    UINT Columns;       // number of columns (vectors and matrices)
 
 
 
    // In an array of structures, one struct member scope is provided, and
 
    // you'll have to add the array stride times the index to the variable
 
    // index you find, then find that variable in this structure's list of
 
    // variables.
 
 
 
    // gives a scope to look up struct members. -1 if not a struct
 
    UINT StructMemberScope;
 
 
 
    // number of array indices
 
    UINT uArrayIndices;    // a[3][2][1] has 3 indices
 
    // maximum array index for each index
 
    // offset to UINT[uArrayIndices] in UINT datastore
 
    UINT ArrayElements; // a[3][2][1] has {3, 2, 1}
 
    // how many variables each array index moves
 
    // offset to UINT[uArrayIndices] in UINT datastore
 
    UINT ArrayStrides;  // a[3][2][1] has {2, 1, 1}
 
 
 
    UINT uVariables;
 
    // index of the first variable, later variables are offsets from this one
 
    UINT uFirstVariable;
 
} D3D10_SHADER_DEBUG_SCOPEVAR_INFO;
 
 
 
// scope data, this maps variable names to debug variables (useful for the watch window)
 
typedef struct _D3D10_SHADER_DEBUG_SCOPE_INFO
 
{
 
    D3D10_SHADER_DEBUG_SCOPETYPE ScopeType;
 
    UINT Name;         // offset to name of scope in strings list
 
    UINT uNameLen;     // length of name string
 
    UINT uVariables;
 
    UINT VariableData; // Offset to UINT[uVariables] indexing the Scope Variable list
 
} D3D10_SHADER_DEBUG_SCOPE_INFO;
 
 
 
// instruction outputs
 
typedef struct _D3D10_SHADER_DEBUG_OUTPUTVAR
 
{
 
    // index variable being written to, if -1 it's not going to a variable
 
    UINT Var;
 
    // range data that the compiler expects to be true
 
    UINT  uValueMin, uValueMax;
 
    INT   iValueMin, iValueMax;
 
    FLOAT fValueMin, fValueMax;
 
 
 
    BOOL  bNaNPossible, bInfPossible;
 
} D3D10_SHADER_DEBUG_OUTPUTVAR;
 
 
 
typedef struct _D3D10_SHADER_DEBUG_OUTPUTREG_INFO
 
{
 
    // Only temp, indexable temp, and output are valid here
 
    D3D10_SHADER_DEBUG_REGTYPE OutputRegisterSet;
 
    // -1 means no output
 
    UINT OutputReg;
 
    // if a temp array, identifier for which one
 
    UINT TempArrayReg;
 
    // -1 means masked out
 
    UINT OutputComponents[4];
 
    D3D10_SHADER_DEBUG_OUTPUTVAR OutputVars[4];
 
    // when indexing the output, get the value of this register, then add
 
    // that to uOutputReg. If uIndexReg is -1, then there is no index.
 
    // find the variable whose register is the sum (by looking in the ScopeVar)
 
    // and component matches, then set it. This should only happen for indexable
 
    // temps and outputs.
 
    UINT IndexReg;
 
    UINT IndexComp;
 
} D3D10_SHADER_DEBUG_OUTPUTREG_INFO;
 
 
 
// per instruction data
 
typedef struct _D3D10_SHADER_DEBUG_INST_INFO
 
{
 
    UINT Id; // Which instruction this is in the bytecode
 
    UINT Opcode; // instruction type
 
 
 
    // 0, 1, or 2
 
    UINT uOutputs;
 
 
 
    // up to two outputs per instruction
 
    D3D10_SHADER_DEBUG_OUTPUTREG_INFO pOutputs[2];
 
    
 
    // index into the list of tokens for this instruction's token
 
    UINT TokenId;
 
 
 
    // how many function calls deep this instruction is
 
    UINT NestingLevel;
 
 
 
    // list of scopes from outer-most to inner-most
 
    // Number of scopes
 
    UINT Scopes;
 
    UINT ScopeInfo; // Offset to UINT[uScopes] specifying indices of the ScopeInfo Array
 
 
 
    // list of variables accessed by this instruction
 
    // Number of variables
 
    UINT AccessedVars;
 
    UINT AccessedVarsInfo; // Offset to UINT[AccessedVars] specifying indices of the ScopeVariableInfo Array
 
} D3D10_SHADER_DEBUG_INST_INFO;
 
 
 
typedef struct _D3D10_SHADER_DEBUG_FILE_INFO
 
{
 
    UINT FileName;    // Offset to LPCSTR for file name
 
    UINT FileNameLen; // Length of file name
 
    UINT FileData;    // Offset to LPCSTR of length FileLen
 
    UINT FileLen;     // Length of file
 
} D3D10_SHADER_DEBUG_FILE_INFO;
 
 
 
typedef struct _D3D10_SHADER_DEBUG_INFO
 
{
 
    UINT Size;                             // sizeof(D3D10_SHADER_DEBUG_INFO)
 
    UINT Creator;                          // Offset to LPCSTR for compiler version
 
    UINT EntrypointName;                   // Offset to LPCSTR for Entry point name
 
    UINT ShaderTarget;                     // Offset to LPCSTR for shader target
 
    UINT CompileFlags;                     // flags used to compile
 
    UINT Files;                            // number of included files
 
    UINT FileInfo;                         // Offset to D3D10_SHADER_DEBUG_FILE_INFO[Files]
 
    UINT Instructions;                     // number of instructions
 
    UINT InstructionInfo;                  // Offset to D3D10_SHADER_DEBUG_INST_INFO[Instructions]
 
    UINT Variables;                        // number of variables
 
    UINT VariableInfo;                     // Offset to D3D10_SHADER_DEBUG_VAR_INFO[Variables]
 
    UINT InputVariables;                   // number of variables to initialize before running
 
    UINT InputVariableInfo;                // Offset to D3D10_SHADER_DEBUG_INPUT_INFO[InputVariables]
 
    UINT Tokens;                           // number of tokens to initialize
 
    UINT TokenInfo;                        // Offset to D3D10_SHADER_DEBUG_TOKEN_INFO[Tokens]
 
    UINT Scopes;                           // number of scopes
 
    UINT ScopeInfo;                        // Offset to D3D10_SHADER_DEBUG_SCOPE_INFO[Scopes]
 
    UINT ScopeVariables;                   // number of variables declared
 
    UINT ScopeVariableInfo;                // Offset to D3D10_SHADER_DEBUG_SCOPEVAR_INFO[Scopes]
 
    UINT UintOffset;                       // Offset to the UINT datastore, all UINT offsets are from this offset
 
    UINT StringOffset;                     // Offset to the string datastore, all string offsets are from this offset
 
} D3D10_SHADER_DEBUG_INFO;
 
 
 
//----------------------------------------------------------------------------
 
// ID3D10ShaderReflection1:
 
//----------------------------------------------------------------------------
 
 
 
//
 
// Interface definitions
 
//
 
 
 
typedef interface ID3D10ShaderReflection1 ID3D10ShaderReflection1;
 
typedef interface ID3D10ShaderReflection1 *LPD3D10SHADERREFLECTION1;
 
 
 
// {C3457783-A846-47CE-9520-CEA6F66E7447}
 
DEFINE_GUID(IID_ID3D10ShaderReflection1, 
 
0xc3457783, 0xa846, 0x47ce, 0x95, 0x20, 0xce, 0xa6, 0xf6, 0x6e, 0x74, 0x47);
 
 
 
#undef INTERFACE
 
#define INTERFACE ID3D10ShaderReflection1
 
 
 
DECLARE_INTERFACE_(ID3D10ShaderReflection1, IUnknown)
 
{
 
    STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
 
    STDMETHOD_(ULONG, AddRef)(THIS) PURE;
 
    STDMETHOD_(ULONG, Release)(THIS) PURE;
 
 
 
    STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *pDesc) PURE;
 
    
 
    STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
 
    STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
 
    
 
    STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
 
    
 
    STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
 
    STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
 
 
 
    STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
 
 
 
    STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
 
 
 
    STDMETHOD(GetMovInstructionCount)(THIS_ UINT* pCount) PURE;
 
    STDMETHOD(GetMovcInstructionCount)(THIS_ UINT* pCount) PURE;
 
    STDMETHOD(GetConversionInstructionCount)(THIS_ UINT* pCount) PURE;
 
    STDMETHOD(GetBitwiseInstructionCount)(THIS_ UINT* pCount) PURE;
 
    
 
    STDMETHOD(GetGSInputPrimitive)(THIS_ D3D10_PRIMITIVE* pPrim) PURE;
 
    STDMETHOD(IsLevel9Shader)(THIS_ BOOL* pbLevel9Shader) PURE;
 
    STDMETHOD(IsSampleFrequencyShader)(THIS_ BOOL* pbSampleFrequency) PURE;
 
};
 
 
 
//////////////////////////////////////////////////////////////////////////////
 
// APIs //////////////////////////////////////////////////////////////////////
 
//////////////////////////////////////////////////////////////////////////////
 
 
 
#ifdef __cplusplus
 
extern "C" {
 
#endif //__cplusplus
 
 
 
#ifdef __cplusplus
 
}
 
#endif //__cplusplus
 
    
 
#endif //__D3D10_1SHADER_H__