VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/include/d3d10shader.h@ 29775

Last change on this file since 29775 was 25949, checked in by vboxsync, 15 years ago

crOpenGL: update to wine 1.1.36 and disable unnecessary fbo state poll

  • Property svn:eol-style set to native
File size: 4.9 KB
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1/*
2 * Copyright 2009 Henri Verbeet for CodeWeavers
3 *
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
8 *
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
13 *
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
17 *
18 */
19
20/*
21 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
22 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
23 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
24 * a choice of LGPL license versions is made available with the language indicating
25 * that LGPLv2 or any later version may be used, or where a choice of which version
26 * of the LGPL is applied is otherwise unspecified.
27 */
28
29#ifndef __WINE_D3D10SHADER_H
30#define __WINE_D3D10SHADER_H
31
32#include "d3d10.h"
33
34#define D3D10_SHADER_DEBUG 0x0001
35#define D3D10_SHADER_SKIP_VALIDATION 0x0002
36#define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004
37#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008
38#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010
39#define D3D10_SHADER_PARTIAL_PRECISION 0x0020
40#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040
41#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080
42#define D3D10_SHADER_NO_PRESHADER 0x0100
43#define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200
44#define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0300
45#define D3D10_SHADER_ENABLE_STRICTNESS 0x0400
46#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x0800
47#define D3D10_SHADER_IEEE_STRICTNESS 0x1000
48
49typedef enum _D3D10_SHADER_VARIABLE_CLASS
50{
51 D3D10_SVC_SCALAR,
52 D3D10_SVC_VECTOR,
53 D3D10_SVC_MATRIX_ROWS,
54 D3D10_SVC_MATRIX_COLUMNS,
55 D3D10_SVC_OBJECT,
56 D3D10_SVC_STRUCT,
57 D3D10_SVC_FORCE_DWORD = 0x7fffffff
58} D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
59
60typedef enum _D3D10_SHADER_VARIABLE_TYPE
61{
62 D3D10_SVT_VOID = 0,
63 D3D10_SVT_BOOL = 1,
64 D3D10_SVT_INT = 2,
65 D3D10_SVT_FLOAT = 3,
66 D3D10_SVT_STRING = 4,
67 D3D10_SVT_TEXTURE = 5,
68 D3D10_SVT_TEXTURE1D = 6,
69 D3D10_SVT_TEXTURE2D = 7,
70 D3D10_SVT_TEXTURE3D = 8,
71 D3D10_SVT_TEXTURECUBE = 9,
72 D3D10_SVT_SAMPLER = 10,
73 D3D10_SVT_PIXELSHADER = 15,
74 D3D10_SVT_VERTEXSHADER = 16,
75 D3D10_SVT_UINT = 19,
76 D3D10_SVT_UINT8 = 20,
77 D3D10_SVT_GEOMETRYSHADER = 21,
78 D3D10_SVT_RASTERIZER = 22,
79 D3D10_SVT_DEPTHSTENCIL = 23,
80 D3D10_SVT_BLEND = 24,
81 D3D10_SVT_BUFFER = 25,
82 D3D10_SVT_CBUFFER = 26,
83 D3D10_SVT_TBUFFER = 27,
84 D3D10_SVT_TEXTURE1DARRAY = 28,
85 D3D10_SVT_TEXTURE2DARRAY = 29,
86 D3D10_SVT_RENDERTARGETVIEW = 30,
87 D3D10_SVT_DEPTHSTENCILVIEW = 31,
88 D3D10_SVT_TEXTURE2DMS = 32,
89 D3D10_SVT_TEXTURE2DMSARRAY = 33,
90 D3D10_SVT_TEXTURECUBEARRAY = 34,
91 D3D10_SVT_FORCE_DWORD = 0x7fffffff
92} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
93
94typedef enum D3D10_CBUFFER_TYPE
95{
96 D3D10_CT_CBUFFER = 0,
97 D3D10_CT_TBUFFER = 1
98} D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
99
100typedef enum D3D10_NAME
101{
102 D3D10_NAME_UNDEFINED = 0,
103 D3D10_NAME_POSITION = 1,
104 D3D10_NAME_CLIP_DISTANCE = 2,
105 D3D10_NAME_CULL_DISTANCE = 3,
106 D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
107 D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
108 D3D10_NAME_VERTEX_ID = 6,
109 D3D10_NAME_PRIMITIVE_ID = 7,
110 D3D10_NAME_INSTANCE_ID = 8,
111 D3D10_NAME_IS_FRONT_FACE = 9,
112 D3D10_NAME_SAMPLE_INDEX = 10,
113 D3D10_NAME_TARGET = 64,
114 D3D10_NAME_DEPTH = 65,
115} D3D10_NAME;
116
117typedef enum D3D10_REGISTER_COMPONENT_TYPE
118{
119 D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
120 D3D10_REGISTER_COMPONENT_UINT32 = 1,
121 D3D10_REGISTER_COMPONENT_SINT32 = 2,
122 D3D10_REGISTER_COMPONENT_FLOAT32 = 3,
123} D3D10_REGISTER_COMPONENT_TYPE;
124
125typedef struct _D3D10_SHADER_MACRO
126{
127 LPCSTR Name;
128 LPCSTR Definition;
129} D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
130
131typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
132{
133 LPCSTR SemanticName;
134 UINT SemanticIndex;
135 UINT Register;
136 D3D10_NAME SystemValueType;
137 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
138 BYTE Mask;
139 BYTE ReadWriteMask;
140} D3D10_SIGNATURE_PARAMETER_DESC;
141
142LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
143LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
144LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
145
146#endif /* __WINE_D3D10SHADER_H */
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