1 | /*
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2 | * Copyright 2009 Henri Verbeet for CodeWeavers
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3 | *
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4 | * This library is free software; you can redistribute it and/or
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5 | * modify it under the terms of the GNU Lesser General Public
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6 | * License as published by the Free Software Foundation; either
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7 | * version 2.1 of the License, or (at your option) any later version.
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8 | *
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9 | * This library is distributed in the hope that it will be useful,
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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12 | * Lesser General Public License for more details.
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13 | *
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14 | * You should have received a copy of the GNU Lesser General Public
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15 | * License along with this library; if not, write to the Free Software
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16 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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17 | *
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18 | */
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19 |
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20 | /*
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21 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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22 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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23 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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24 | * a choice of LGPL license versions is made available with the language indicating
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25 | * that LGPLv2 or any later version may be used, or where a choice of which version
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26 | * of the LGPL is applied is otherwise unspecified.
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27 | */
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28 |
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29 | #ifndef __WINE_D3D10SHADER_H
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30 | #define __WINE_D3D10SHADER_H
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31 |
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32 | #include "d3d10.h"
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33 |
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34 | #define D3D10_SHADER_DEBUG 0x0001
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35 | #define D3D10_SHADER_SKIP_VALIDATION 0x0002
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36 | #define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004
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37 | #define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008
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38 | #define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010
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39 | #define D3D10_SHADER_PARTIAL_PRECISION 0x0020
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40 | #define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040
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41 | #define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080
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42 | #define D3D10_SHADER_NO_PRESHADER 0x0100
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43 | #define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200
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44 | #define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0300
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45 | #define D3D10_SHADER_ENABLE_STRICTNESS 0x0400
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46 | #define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x0800
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47 | #define D3D10_SHADER_IEEE_STRICTNESS 0x1000
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48 |
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49 | typedef enum _D3D10_SHADER_VARIABLE_CLASS
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50 | {
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51 | D3D10_SVC_SCALAR,
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52 | D3D10_SVC_VECTOR,
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53 | D3D10_SVC_MATRIX_ROWS,
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54 | D3D10_SVC_MATRIX_COLUMNS,
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55 | D3D10_SVC_OBJECT,
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56 | D3D10_SVC_STRUCT,
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57 | D3D10_SVC_FORCE_DWORD = 0x7fffffff
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58 | } D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
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59 |
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60 | typedef enum _D3D10_SHADER_VARIABLE_TYPE
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61 | {
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62 | D3D10_SVT_VOID = 0,
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63 | D3D10_SVT_BOOL = 1,
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64 | D3D10_SVT_INT = 2,
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65 | D3D10_SVT_FLOAT = 3,
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66 | D3D10_SVT_STRING = 4,
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67 | D3D10_SVT_TEXTURE = 5,
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68 | D3D10_SVT_TEXTURE1D = 6,
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69 | D3D10_SVT_TEXTURE2D = 7,
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70 | D3D10_SVT_TEXTURE3D = 8,
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71 | D3D10_SVT_TEXTURECUBE = 9,
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72 | D3D10_SVT_SAMPLER = 10,
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73 | D3D10_SVT_PIXELSHADER = 15,
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74 | D3D10_SVT_VERTEXSHADER = 16,
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75 | D3D10_SVT_UINT = 19,
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76 | D3D10_SVT_UINT8 = 20,
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77 | D3D10_SVT_GEOMETRYSHADER = 21,
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78 | D3D10_SVT_RASTERIZER = 22,
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79 | D3D10_SVT_DEPTHSTENCIL = 23,
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80 | D3D10_SVT_BLEND = 24,
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81 | D3D10_SVT_BUFFER = 25,
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82 | D3D10_SVT_CBUFFER = 26,
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83 | D3D10_SVT_TBUFFER = 27,
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84 | D3D10_SVT_TEXTURE1DARRAY = 28,
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85 | D3D10_SVT_TEXTURE2DARRAY = 29,
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86 | D3D10_SVT_RENDERTARGETVIEW = 30,
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87 | D3D10_SVT_DEPTHSTENCILVIEW = 31,
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88 | D3D10_SVT_TEXTURE2DMS = 32,
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89 | D3D10_SVT_TEXTURE2DMSARRAY = 33,
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90 | D3D10_SVT_TEXTURECUBEARRAY = 34,
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91 | D3D10_SVT_FORCE_DWORD = 0x7fffffff
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92 | } D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
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93 |
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94 | typedef enum D3D10_CBUFFER_TYPE
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95 | {
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96 | D3D10_CT_CBUFFER = 0,
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97 | D3D10_CT_TBUFFER = 1
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98 | } D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
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99 |
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100 | typedef enum D3D10_NAME
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101 | {
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102 | D3D10_NAME_UNDEFINED = 0,
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103 | D3D10_NAME_POSITION = 1,
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104 | D3D10_NAME_CLIP_DISTANCE = 2,
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105 | D3D10_NAME_CULL_DISTANCE = 3,
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106 | D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
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107 | D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
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108 | D3D10_NAME_VERTEX_ID = 6,
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109 | D3D10_NAME_PRIMITIVE_ID = 7,
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110 | D3D10_NAME_INSTANCE_ID = 8,
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111 | D3D10_NAME_IS_FRONT_FACE = 9,
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112 | D3D10_NAME_SAMPLE_INDEX = 10,
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113 | D3D10_NAME_TARGET = 64,
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114 | D3D10_NAME_DEPTH = 65,
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115 | } D3D10_NAME;
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116 |
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117 | typedef enum D3D10_REGISTER_COMPONENT_TYPE
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118 | {
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119 | D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
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120 | D3D10_REGISTER_COMPONENT_UINT32 = 1,
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121 | D3D10_REGISTER_COMPONENT_SINT32 = 2,
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122 | D3D10_REGISTER_COMPONENT_FLOAT32 = 3,
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123 | } D3D10_REGISTER_COMPONENT_TYPE;
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124 |
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125 | typedef struct _D3D10_SHADER_MACRO
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126 | {
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127 | LPCSTR Name;
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128 | LPCSTR Definition;
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129 | } D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
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130 |
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131 | typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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132 | {
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133 | LPCSTR SemanticName;
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134 | UINT SemanticIndex;
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135 | UINT Register;
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136 | D3D10_NAME SystemValueType;
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137 | D3D10_REGISTER_COMPONENT_TYPE ComponentType;
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138 | BYTE Mask;
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139 | BYTE ReadWriteMask;
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140 | } D3D10_SIGNATURE_PARAMETER_DESC;
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141 |
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142 | LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
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143 | LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
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144 | LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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145 |
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146 | #endif /* __WINE_D3D10SHADER_H */
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