--- /dev/null
+/*
+ * Copyright 2009 Henri Verbeet for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ *
+ */
+
+#ifndef __WINE_D3D10SHADER_H
+#define __WINE_D3D10SHADER_H
+
+#include "d3d10.h"
+
+#define D3D10_SHADER_DEBUG 0x0001
+#define D3D10_SHADER_SKIP_VALIDATION 0x0002
+#define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004
+#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008
+#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010
+#define D3D10_SHADER_PARTIAL_PRECISION 0x0020
+#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040
+#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080
+#define D3D10_SHADER_NO_PRESHADER 0x0100
+#define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200
+#define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0400
+#define D3D10_SHADER_ENABLE_STRICTNESS 0x0800
+#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000
+#define D3D10_SHADER_IEEE_STRICTNESS 0x2000
+
+typedef enum _D3D10_SHADER_VARIABLE_CLASS
+{
+ D3D10_SVC_SCALAR,
+ D3D10_SVC_VECTOR,
+ D3D10_SVC_MATRIX_ROWS,
+ D3D10_SVC_MATRIX_COLUMNS,
+ D3D10_SVC_OBJECT,
+ D3D10_SVC_STRUCT,
+ D3D10_SVC_FORCE_DWORD = 0x7fffffff
+} D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
+
+typedef enum _D3D10_SHADER_VARIABLE_TYPE
+{
+ D3D10_SVT_VOID = 0,
+ D3D10_SVT_BOOL = 1,
+ D3D10_SVT_INT = 2,
+ D3D10_SVT_FLOAT = 3,
+ D3D10_SVT_STRING = 4,
+ D3D10_SVT_TEXTURE = 5,
+ D3D10_SVT_TEXTURE1D = 6,
+ D3D10_SVT_TEXTURE2D = 7,
+ D3D10_SVT_TEXTURE3D = 8,
+ D3D10_SVT_TEXTURECUBE = 9,
+ D3D10_SVT_SAMPLER = 10,
+ D3D10_SVT_PIXELSHADER = 15,
+ D3D10_SVT_VERTEXSHADER = 16,
+ D3D10_SVT_UINT = 19,
+ D3D10_SVT_UINT8 = 20,
+ D3D10_SVT_GEOMETRYSHADER = 21,
+ D3D10_SVT_RASTERIZER = 22,
+ D3D10_SVT_DEPTHSTENCIL = 23,
+ D3D10_SVT_BLEND = 24,
+ D3D10_SVT_BUFFER = 25,
+ D3D10_SVT_CBUFFER = 26,
+ D3D10_SVT_TBUFFER = 27,
+ D3D10_SVT_TEXTURE1DARRAY = 28,
+ D3D10_SVT_TEXTURE2DARRAY = 29,
+ D3D10_SVT_RENDERTARGETVIEW = 30,
+ D3D10_SVT_DEPTHSTENCILVIEW = 31,
+ D3D10_SVT_TEXTURE2DMS = 32,
+ D3D10_SVT_TEXTURE2DMSARRAY = 33,
+ D3D10_SVT_TEXTURECUBEARRAY = 34,
+ D3D10_SVT_FORCE_DWORD = 0x7fffffff
+} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
+
+typedef enum D3D10_CBUFFER_TYPE
+{
+ D3D10_CT_CBUFFER = 0,
+ D3D10_CT_TBUFFER = 1
+} D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
+
+typedef enum D3D10_NAME
+{
+ D3D10_NAME_UNDEFINED = 0,
+ D3D10_NAME_POSITION = 1,
+ D3D10_NAME_CLIP_DISTANCE = 2,
+ D3D10_NAME_CULL_DISTANCE = 3,
+ D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
+ D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
+ D3D10_NAME_VERTEX_ID = 6,
+ D3D10_NAME_PRIMITIVE_ID = 7,
+ D3D10_NAME_INSTANCE_ID = 8,
+ D3D10_NAME_IS_FRONT_FACE = 9,
+ D3D10_NAME_SAMPLE_INDEX = 10,
+ D3D10_NAME_TARGET = 64,
+ D3D10_NAME_DEPTH = 65,
+} D3D10_NAME;
+
+typedef enum D3D10_REGISTER_COMPONENT_TYPE
+{
+ D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
+ D3D10_REGISTER_COMPONENT_UINT32 = 1,
+ D3D10_REGISTER_COMPONENT_SINT32 = 2,
+ D3D10_REGISTER_COMPONENT_FLOAT32 = 3,
+} D3D10_REGISTER_COMPONENT_TYPE;
+
+typedef struct _D3D10_SHADER_MACRO
+{
+ LPCSTR Name;
+ LPCSTR Definition;
+} D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
+
+typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
+{
+ LPCSTR SemanticName;
+ UINT SemanticIndex;
+ UINT Register;
+ D3D10_NAME SystemValueType;
+ D3D10_REGISTER_COMPONENT_TYPE ComponentType;
+ BYTE Mask;
+ BYTE ReadWriteMask;
+} D3D10_SIGNATURE_PARAMETER_DESC;
+
+LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
+LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
+LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
+
+#endif /* __WINE_D3D10SHADER_H */