/* * 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 */