- ////////////////////////////////////////////////////////////////////////////// 
- // 
- //  Copyright (c) Microsoft Corporation.  All rights reserved. 
- // 
- //  File:       D3D11Shader.h 
- //  Content:    D3D11 Shader Types and APIs 
- // 
- ////////////////////////////////////////////////////////////////////////////// 
-   
- #ifndef __D3D11SHADER_H__ 
- #define __D3D11SHADER_H__ 
-   
- #include "d3d10_1shader.h" 
-   
-   
- typedef enum D3D11_SHADER_VERSION_TYPE 
- { 
-     D3D11_SHVER_PIXEL_SHADER    = 0, 
-     D3D11_SHVER_VERTEX_SHADER   = 1, 
-     D3D11_SHVER_GEOMETRY_SHADER = 2, 
-      
-     // D3D11 Shaders 
-     D3D11_SHVER_HULL_SHADER     = 3, 
-     D3D11_SHVER_DOMAIN_SHADER   = 4, 
-     D3D11_SHVER_COMPUTE_SHADER  = 5, 
- } D3D11_SHADER_VERSION_TYPE; 
-   
- #define D3D11_SHVER_GET_TYPE(_Version) \ 
-     (((_Version) >> 16) & 0xffff) 
- #define D3D11_SHVER_GET_MAJOR(_Version) \ 
-     (((_Version) >> 4) & 0xf) 
- #define D3D11_SHVER_GET_MINOR(_Version) \ 
-     (((_Version) >> 0) & 0xf) 
-   
- typedef enum D3D11_RESOURCE_RETURN_TYPE 
- { 
-     D3D11_RETURN_TYPE_UNORM = 1, 
-     D3D11_RETURN_TYPE_SNORM = 2, 
-     D3D11_RETURN_TYPE_SINT = 3, 
-     D3D11_RETURN_TYPE_UINT = 4, 
-     D3D11_RETURN_TYPE_FLOAT = 5, 
-     D3D11_RETURN_TYPE_MIXED = 6, 
-     D3D11_RETURN_TYPE_DOUBLE = 7, 
-     D3D11_RETURN_TYPE_CONTINUED = 8, 
- } D3D11_RESOURCE_RETURN_TYPE; 
-   
- typedef enum _D3D11_CBUFFER_TYPE 
- { 
-     D3D11_CT_CBUFFER, 
-     D3D11_CT_TBUFFER, 
-     D3D11_CT_INTERFACE_POINTERS, 
-     D3D11_CT_RESOURCE_BIND_INFO, 
- }  D3D11_CBUFFER_TYPE, *LPD3D11_CBUFFER_TYPE; 
-   
-   
- typedef struct _D3D11_SIGNATURE_PARAMETER_DESC 
- { 
-     LPCSTR                      SemanticName;   // Name of the semantic 
-     UINT                        SemanticIndex;  // Index of the semantic 
-     UINT                        Register;       // Number of member variables 
-     D3D10_NAME                  SystemValueType;// A predefined system value, or D3D10_NAME_UNDEFINED if not applicable 
-     D3D10_REGISTER_COMPONENT_TYPE ComponentType;// Scalar type (e.g. uint, float, etc.) 
-     BYTE                        Mask;           // Mask to indicate which components of the register 
-                                                 // are used (combination of D3D10_COMPONENT_MASK values) 
-     BYTE                        ReadWriteMask;  // Mask to indicate whether a given component is  
-                                                 // never written (if this is an output signature) or 
-                                                 // always read (if this is an input signature). 
-                                                 // (combination of D3D10_COMPONENT_MASK values) 
-     UINT Stream;                                // Stream index 
- } D3D11_SIGNATURE_PARAMETER_DESC; 
-   
- typedef struct _D3D11_SHADER_BUFFER_DESC 
- { 
-     LPCSTR                  Name;           // Name of the constant buffer 
-     D3D11_CBUFFER_TYPE      Type;           // Indicates type of buffer content 
-     UINT                    Variables;      // Number of member variables 
-     UINT                    Size;           // Size of CB (in bytes) 
-     UINT                    uFlags;         // Buffer description flags 
- } D3D11_SHADER_BUFFER_DESC; 
-   
- typedef struct _D3D11_SHADER_VARIABLE_DESC 
- { 
-     LPCSTR                  Name;           // Name of the variable 
-     UINT                    StartOffset;    // Offset in constant buffer's backing store 
-     UINT                    Size;           // Size of variable (in bytes) 
-     UINT                    uFlags;         // Variable flags 
-     LPVOID                  DefaultValue;   // Raw pointer to default value 
-     UINT                    StartTexture;   // First texture index (or -1 if no textures used) 
-     UINT                    TextureSize;    // Number of texture slots possibly used. 
-     UINT                    StartSampler;   // First sampler index (or -1 if no textures used) 
-     UINT                    SamplerSize;    // Number of sampler slots possibly used. 
- } D3D11_SHADER_VARIABLE_DESC; 
-   
- typedef struct _D3D11_SHADER_TYPE_DESC 
- { 
-     D3D10_SHADER_VARIABLE_CLASS Class;          // Variable class (e.g. object, matrix, etc.) 
-     D3D10_SHADER_VARIABLE_TYPE  Type;           // Variable type (e.g. float, sampler, etc.) 
-     UINT                        Rows;           // Number of rows (for matrices, 1 for other numeric, 0 if not applicable) 
-     UINT                        Columns;        // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable) 
-     UINT                        Elements;       // Number of elements (0 if not an array) 
-     UINT                        Members;        // Number of members (0 if not a structure) 
-     UINT                        Offset;         // Offset from the start of structure (0 if not a structure member) 
-     LPCSTR                      Name;           // Name of type, can be NULL 
- } D3D11_SHADER_TYPE_DESC; 
-   
- typedef enum D3D11_TESSELLATOR_DOMAIN 
- { 
-     D3D11_TESSELLATOR_DOMAIN_UNDEFINED = 0, 
-     D3D11_TESSELLATOR_DOMAIN_ISOLINE   = 1, 
-     D3D11_TESSELLATOR_DOMAIN_TRI       = 2, 
-     D3D11_TESSELLATOR_DOMAIN_QUAD      = 3 
- } D3D11_TESSELLATOR_DOMAIN; 
-   
- typedef enum D3D11_TESSELLATOR_PARTITIONING 
- { 
-     D3D11_TESSELLATOR_PARTITIONING_UNDEFINED       = 0, 
-     D3D11_TESSELLATOR_PARTITIONING_INTEGER         = 1, 
-     D3D11_TESSELLATOR_PARTITIONING_POW2            = 2, 
-     D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD  = 3, 
-     D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4 
- } D3D11_TESSELLATOR_PARTITIONING; 
-   
- typedef enum D3D11_TESSELLATOR_OUTPUT_PRIMITIVE 
- { 
-     D3D11_TESSELLATOR_OUTPUT_UNDEFINED    = 0, 
-     D3D11_TESSELLATOR_OUTPUT_POINT        = 1, 
-     D3D11_TESSELLATOR_OUTPUT_LINE         = 2, 
-     D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW  = 3, 
-     D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4 
- } D3D11_TESSELLATOR_OUTPUT_PRIMITIVE; 
-   
- typedef struct _D3D11_SHADER_DESC 
- { 
-     UINT                    Version;                     // Shader version 
-     LPCSTR                  Creator;                     // Creator string 
-     UINT                    Flags;                       // Shader compilation/parse flags 
-      
-     UINT                    ConstantBuffers;             // Number of constant buffers 
-     UINT                    BoundResources;              // Number of bound resources 
-     UINT                    InputParameters;             // Number of parameters in the input signature 
-     UINT                    OutputParameters;            // Number of parameters in the output signature 
-   
-     UINT                    InstructionCount;            // Number of emitted instructions 
-     UINT                    TempRegisterCount;           // Number of temporary registers used  
-     UINT                    TempArrayCount;              // Number of temporary arrays used 
-     UINT                    DefCount;                    // Number of constant defines  
-     UINT                    DclCount;                    // Number of declarations (input + output) 
-     UINT                    TextureNormalInstructions;   // Number of non-categorized texture instructions 
-     UINT                    TextureLoadInstructions;     // Number of texture load instructions 
-     UINT                    TextureCompInstructions;     // Number of texture comparison instructions 
-     UINT                    TextureBiasInstructions;     // Number of texture bias instructions 
-     UINT                    TextureGradientInstructions; // Number of texture gradient instructions 
-     UINT                    FloatInstructionCount;       // Number of floating point arithmetic instructions used 
-     UINT                    IntInstructionCount;         // Number of signed integer arithmetic instructions used 
-     UINT                    UintInstructionCount;        // Number of unsigned integer arithmetic instructions used 
-     UINT                    StaticFlowControlCount;      // Number of static flow control instructions used 
-     UINT                    DynamicFlowControlCount;     // Number of dynamic flow control instructions used 
-     UINT                    MacroInstructionCount;       // Number of macro instructions used 
-     UINT                    ArrayInstructionCount;       // Number of array instructions used 
-     UINT                    CutInstructionCount;         // Number of cut instructions used 
-     UINT                    EmitInstructionCount;        // Number of emit instructions used 
-     D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;           // Geometry shader output topology 
-     UINT                    GSMaxOutputVertexCount;      // Geometry shader maximum output vertex count 
-     D3D11_PRIMITIVE         InputPrimitive;              // GS/HS input primitive 
-     UINT                    PatchConstantParameters;     // Number of parameters in the patch constant signature 
-     UINT                    cGSInstanceCount;            // Number of Geometry shader instances 
-     UINT                    cControlPoints;              // Number of control points in the HS->DS stage 
-     D3D11_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive; // Primitive output by the tessellator 
-     D3D11_TESSELLATOR_PARTITIONING HSPartitioning;       // Partitioning mode of the tessellator 
-     D3D11_TESSELLATOR_DOMAIN TessellatorDomain;          // Domain of the tessellator (quad, tri, isoline) 
-     // instruction counts 
-     UINT cBarrierInstructions;                           // Number of barrier instructions in a compute shader 
-     UINT cInterlockedInstructions;                       // Number of interlocked instructions 
-     UINT cTextureStoreInstructions;                      // Number of texture writes 
- } D3D11_SHADER_DESC; 
-   
- typedef struct _D3D11_SHADER_INPUT_BIND_DESC 
- { 
-     LPCSTR                      Name;           // Name of the resource 
-     D3D10_SHADER_INPUT_TYPE     Type;           // Type of resource (e.g. texture, cbuffer, etc.) 
-     UINT                        BindPoint;      // Starting bind point 
-     UINT                        BindCount;      // Number of contiguous bind points (for arrays) 
-      
-     UINT                        uFlags;         // Input binding flags 
-     D3D11_RESOURCE_RETURN_TYPE  ReturnType;     // Return type (if texture) 
-     D3D10_SRV_DIMENSION         Dimension;      // Dimension (if texture) 
-     UINT                        NumSamples;     // Number of samples (0 if not MS texture) 
- } D3D11_SHADER_INPUT_BIND_DESC; 
-   
-   
- ////////////////////////////////////////////////////////////////////////////// 
- // Interfaces //////////////////////////////////////////////////////////////// 
- ////////////////////////////////////////////////////////////////////////////// 
-   
- typedef interface ID3D11ShaderReflectionType ID3D11ShaderReflectionType; 
- typedef interface ID3D11ShaderReflectionType *LPD3D11SHADERREFLECTIONTYPE; 
-   
- typedef interface ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable; 
- typedef interface ID3D11ShaderReflectionVariable *LPD3D11SHADERREFLECTIONVARIABLE; 
-   
- typedef interface ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer; 
- typedef interface ID3D11ShaderReflectionConstantBuffer *LPD3D11SHADERREFLECTIONCONSTANTBUFFER; 
-   
- typedef interface ID3D11ShaderReflection ID3D11ShaderReflection; 
- typedef interface ID3D11ShaderReflection *LPD3D11SHADERREFLECTION; 
-   
- // {6E6FFA6A-9BAE-4613-A51E-91652D508C21} 
- DEFINE_GUID(IID_ID3D11ShaderReflectionType,  
- 0x6e6ffa6a, 0x9bae, 0x4613, 0xa5, 0x1e, 0x91, 0x65, 0x2d, 0x50, 0x8c, 0x21); 
-   
- #undef INTERFACE 
- #define INTERFACE ID3D11ShaderReflectionType 
-   
- DECLARE_INTERFACE(ID3D11ShaderReflectionType) 
- { 
-     STDMETHOD(GetDesc)(THIS_ __out D3D11_SHADER_TYPE_DESC *pDesc) PURE; 
-      
-     STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ __in UINT Index) PURE; 
-     STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByName)(THIS_ __in LPCSTR Name) PURE; 
-     STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ __in UINT Index) PURE; 
-   
-     STDMETHOD(IsEqual)(THIS_ __in ID3D11ShaderReflectionType* pType) PURE; 
-     STDMETHOD_(ID3D11ShaderReflectionType*, GetSubType)(THIS) PURE; 
-     STDMETHOD_(ID3D11ShaderReflectionType*, GetBaseClass)(THIS) PURE; 
-     STDMETHOD_(UINT, GetNumInterfaces)(THIS) PURE; 
-     STDMETHOD_(ID3D11ShaderReflectionType*, GetInterfaceByIndex)(THIS_ __in UINT uIndex) PURE; 
-     STDMETHOD(IsOfType)(THIS_ __in ID3D11ShaderReflectionType* pType) PURE; 
-     STDMETHOD(ImplementsInterface)(THIS_ __in ID3D11ShaderReflectionType* pBase) PURE; 
- }; 
-   
- // {51F23923-F3E5-4BD1-91CB-606177D8DB4C} 
- DEFINE_GUID(IID_ID3D11ShaderReflectionVariable,  
- 0x51f23923, 0xf3e5, 0x4bd1, 0x91, 0xcb, 0x60, 0x61, 0x77, 0xd8, 0xdb, 0x4c); 
-   
- #undef INTERFACE 
- #define INTERFACE ID3D11ShaderReflectionVariable 
-   
- DECLARE_INTERFACE(ID3D11ShaderReflectionVariable) 
- { 
-     STDMETHOD(GetDesc)(THIS_ __out D3D11_SHADER_VARIABLE_DESC *pDesc) PURE; 
-      
-     STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE; 
-     STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE; 
-   
-     STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ __in UINT uArrayIndex) PURE; 
- }; 
-   
- // {EB62D63D-93DD-4318-8AE8-C6F83AD371B8} 
- DEFINE_GUID(IID_ID3D11ShaderReflectionConstantBuffer,  
- 0xeb62d63d, 0x93dd, 0x4318, 0x8a, 0xe8, 0xc6, 0xf8, 0x3a, 0xd3, 0x71, 0xb8); 
-   
- #undef INTERFACE 
- #define INTERFACE ID3D11ShaderReflectionConstantBuffer 
-   
- DECLARE_INTERFACE(ID3D11ShaderReflectionConstantBuffer) 
- { 
-     STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_BUFFER_DESC *pDesc) PURE; 
-      
-     STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByIndex)(THIS_ __in UINT Index) PURE; 
-     STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ __in LPCSTR Name) PURE; 
- }; 
-   
- // {17F27486-A342-4D10-8842-AB0874E7F670} 
- DEFINE_GUID(IID_ID3D11ShaderReflection,  
- 0x17f27486, 0xa342, 0x4d10, 0x88, 0x42, 0xab, 0x08, 0x74, 0xe7, 0xf6, 0x70); 
-   
- #undef INTERFACE 
- #define INTERFACE ID3D11ShaderReflection 
-   
- DECLARE_INTERFACE_(ID3D11ShaderReflection, IUnknown) 
- { 
-     STDMETHOD(QueryInterface)(THIS_ __in REFIID iid, 
-                               __out LPVOID *ppv) PURE; 
-     STDMETHOD_(ULONG, AddRef)(THIS) PURE; 
-     STDMETHOD_(ULONG, Release)(THIS) PURE; 
-   
-     STDMETHOD(GetDesc)(THIS_ __out D3D11_SHADER_DESC *pDesc) PURE; 
-      
-     STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ __in UINT Index) PURE; 
-     STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ __in LPCSTR Name) PURE; 
-      
-     STDMETHOD(GetResourceBindingDesc)(THIS_ __in UINT ResourceIndex, 
-                                       __out D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE; 
-      
-     STDMETHOD(GetInputParameterDesc)(THIS_ __in UINT ParameterIndex, 
-                                      __out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; 
-     STDMETHOD(GetOutputParameterDesc)(THIS_ __in UINT ParameterIndex, 
-                                       __out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; 
-     STDMETHOD(GetPatchConstantParameterDesc)(THIS_ __in UINT ParameterIndex, 
-                                              __out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; 
-   
-     STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ __in LPCSTR Name) PURE; 
-   
-     STDMETHOD(GetResourceBindingDescByName)(THIS_ __in LPCSTR Name, 
-                                             __out D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE; 
-   
-     STDMETHOD_(UINT, GetMovInstructionCount)(THIS) PURE; 
-     STDMETHOD_(UINT, GetMovcInstructionCount)(THIS) PURE; 
-     STDMETHOD_(UINT, GetConversionInstructionCount)(THIS) PURE; 
-     STDMETHOD_(UINT, GetBitwiseInstructionCount)(THIS) PURE; 
-      
-     STDMETHOD_(D3D10_PRIMITIVE, GetGSInputPrimitive)(THIS) PURE; 
-     STDMETHOD_(BOOL, IsSampleFrequencyShader)(THIS) PURE; 
-   
-     STDMETHOD_(UINT, GetNumInterfaceSlots)(THIS) PURE; 
-     STDMETHOD(GetMinFeatureLevel)(THIS_ __out enum D3D_FEATURE_LEVEL* pLevel) PURE; 
- }; 
-   
- ////////////////////////////////////////////////////////////////////////////// 
- // APIs ////////////////////////////////////////////////////////////////////// 
- ////////////////////////////////////////////////////////////////////////////// 
-   
- #ifdef __cplusplus 
- extern "C" { 
- #endif //__cplusplus 
-   
- #ifdef __cplusplus 
- } 
- #endif //__cplusplus 
-      
- #endif //__D3D11SHADER_H__ 
-   
-