Removed D3D10 headers.
This commit is contained in:
parent
eacbed31fc
commit
e2c60453bf
6804
3rdparty/dxsdk/include/d3d10.h
vendored
6804
3rdparty/dxsdk/include/d3d10.h
vendored
File diff suppressed because it is too large
Load Diff
1788
3rdparty/dxsdk/include/d3d10_1.h
vendored
1788
3rdparty/dxsdk/include/d3d10_1.h
vendored
File diff suppressed because it is too large
Load Diff
305
3rdparty/dxsdk/include/d3d10_1shader.h
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305
3rdparty/dxsdk/include/d3d10_1shader.h
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@ -1,305 +0,0 @@
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//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: D3D10_1Shader.h
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// Content: D3D10.1 Shader Types and APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3D10_1SHADER_H__
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#define __D3D10_1SHADER_H__
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#include "d3d10shader.h"
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//----------------------------------------------------------------------------
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// Shader debugging structures
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//----------------------------------------------------------------------------
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typedef enum _D3D10_SHADER_DEBUG_REGTYPE
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{
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D3D10_SHADER_DEBUG_REG_INPUT,
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D3D10_SHADER_DEBUG_REG_OUTPUT,
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D3D10_SHADER_DEBUG_REG_CBUFFER,
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D3D10_SHADER_DEBUG_REG_TBUFFER,
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D3D10_SHADER_DEBUG_REG_TEMP,
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D3D10_SHADER_DEBUG_REG_TEMPARRAY,
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D3D10_SHADER_DEBUG_REG_TEXTURE,
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D3D10_SHADER_DEBUG_REG_SAMPLER,
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D3D10_SHADER_DEBUG_REG_IMMEDIATECBUFFER,
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D3D10_SHADER_DEBUG_REG_LITERAL,
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D3D10_SHADER_DEBUG_REG_UNUSED,
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D3D11_SHADER_DEBUG_REG_INTERFACE_POINTERS,
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D3D11_SHADER_DEBUG_REG_UAV,
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D3D10_SHADER_DEBUG_REG_FORCE_DWORD = 0x7fffffff,
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} D3D10_SHADER_DEBUG_REGTYPE;
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typedef enum _D3D10_SHADER_DEBUG_SCOPETYPE
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{
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D3D10_SHADER_DEBUG_SCOPE_GLOBAL,
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D3D10_SHADER_DEBUG_SCOPE_BLOCK,
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D3D10_SHADER_DEBUG_SCOPE_FORLOOP,
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D3D10_SHADER_DEBUG_SCOPE_STRUCT,
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D3D10_SHADER_DEBUG_SCOPE_FUNC_PARAMS,
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D3D10_SHADER_DEBUG_SCOPE_STATEBLOCK,
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D3D10_SHADER_DEBUG_SCOPE_NAMESPACE,
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D3D10_SHADER_DEBUG_SCOPE_ANNOTATION,
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D3D10_SHADER_DEBUG_SCOPE_FORCE_DWORD = 0x7fffffff,
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} D3D10_SHADER_DEBUG_SCOPETYPE;
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typedef enum _D3D10_SHADER_DEBUG_VARTYPE
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{
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D3D10_SHADER_DEBUG_VAR_VARIABLE,
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D3D10_SHADER_DEBUG_VAR_FUNCTION,
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D3D10_SHADER_DEBUG_VAR_FORCE_DWORD = 0x7fffffff,
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} D3D10_SHADER_DEBUG_VARTYPE;
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/////////////////////////////////////////////////////////////////////
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// These are the serialized structures that get written to the file
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/////////////////////////////////////////////////////////////////////
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typedef struct _D3D10_SHADER_DEBUG_TOKEN_INFO
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{
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UINT File; // offset into file list
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UINT Line; // line #
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UINT Column; // column #
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UINT TokenLength;
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UINT TokenId; // offset to LPCSTR of length TokenLength in string datastore
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} D3D10_SHADER_DEBUG_TOKEN_INFO;
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// Variable list
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typedef struct _D3D10_SHADER_DEBUG_VAR_INFO
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{
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// Index into token list for declaring identifier
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UINT TokenId;
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D3D10_SHADER_VARIABLE_TYPE Type;
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// register and component for this variable, only valid/necessary for arrays
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UINT Register;
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UINT Component;
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// gives the original variable that declared this variable
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UINT ScopeVar;
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// this variable's offset in its ScopeVar
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UINT ScopeVarOffset;
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} D3D10_SHADER_DEBUG_VAR_INFO;
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typedef struct _D3D10_SHADER_DEBUG_INPUT_INFO
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{
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// index into array of variables of variable to initialize
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UINT Var;
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// input, cbuffer, tbuffer
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D3D10_SHADER_DEBUG_REGTYPE InitialRegisterSet;
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// set to cbuffer or tbuffer slot, geometry shader input primitive #,
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// identifying register for indexable temp, or -1
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UINT InitialBank;
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// -1 if temp, otherwise gives register in register set
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UINT InitialRegister;
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// -1 if temp, otherwise gives component
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UINT InitialComponent;
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// initial value if literal
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UINT InitialValue;
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} D3D10_SHADER_DEBUG_INPUT_INFO;
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typedef struct _D3D10_SHADER_DEBUG_SCOPEVAR_INFO
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{
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// Index into variable token
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UINT TokenId;
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D3D10_SHADER_DEBUG_VARTYPE VarType; // variable or function (different namespaces)
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D3D10_SHADER_VARIABLE_CLASS Class;
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UINT Rows; // number of rows (matrices)
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UINT Columns; // number of columns (vectors and matrices)
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// In an array of structures, one struct member scope is provided, and
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// you'll have to add the array stride times the index to the variable
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// index you find, then find that variable in this structure's list of
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// variables.
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// gives a scope to look up struct members. -1 if not a struct
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UINT StructMemberScope;
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// number of array indices
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UINT uArrayIndices; // a[3][2][1] has 3 indices
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// maximum array index for each index
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// offset to UINT[uArrayIndices] in UINT datastore
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UINT ArrayElements; // a[3][2][1] has {3, 2, 1}
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// how many variables each array index moves
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// offset to UINT[uArrayIndices] in UINT datastore
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UINT ArrayStrides; // a[3][2][1] has {2, 1, 1}
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UINT uVariables;
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// index of the first variable, later variables are offsets from this one
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UINT uFirstVariable;
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} D3D10_SHADER_DEBUG_SCOPEVAR_INFO;
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// scope data, this maps variable names to debug variables (useful for the watch window)
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typedef struct _D3D10_SHADER_DEBUG_SCOPE_INFO
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{
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D3D10_SHADER_DEBUG_SCOPETYPE ScopeType;
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UINT Name; // offset to name of scope in strings list
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UINT uNameLen; // length of name string
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UINT uVariables;
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UINT VariableData; // Offset to UINT[uVariables] indexing the Scope Variable list
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} D3D10_SHADER_DEBUG_SCOPE_INFO;
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// instruction outputs
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typedef struct _D3D10_SHADER_DEBUG_OUTPUTVAR
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{
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// index variable being written to, if -1 it's not going to a variable
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UINT Var;
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// range data that the compiler expects to be true
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UINT uValueMin, uValueMax;
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INT iValueMin, iValueMax;
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FLOAT fValueMin, fValueMax;
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BOOL bNaNPossible, bInfPossible;
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} D3D10_SHADER_DEBUG_OUTPUTVAR;
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typedef struct _D3D10_SHADER_DEBUG_OUTPUTREG_INFO
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{
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// Only temp, indexable temp, and output are valid here
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D3D10_SHADER_DEBUG_REGTYPE OutputRegisterSet;
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// -1 means no output
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UINT OutputReg;
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// if a temp array, identifier for which one
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UINT TempArrayReg;
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// -1 means masked out
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UINT OutputComponents[4];
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D3D10_SHADER_DEBUG_OUTPUTVAR OutputVars[4];
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// when indexing the output, get the value of this register, then add
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// that to uOutputReg. If uIndexReg is -1, then there is no index.
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// find the variable whose register is the sum (by looking in the ScopeVar)
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// and component matches, then set it. This should only happen for indexable
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// temps and outputs.
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UINT IndexReg;
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UINT IndexComp;
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} D3D10_SHADER_DEBUG_OUTPUTREG_INFO;
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// per instruction data
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typedef struct _D3D10_SHADER_DEBUG_INST_INFO
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{
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UINT Id; // Which instruction this is in the bytecode
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UINT Opcode; // instruction type
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// 0, 1, or 2
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UINT uOutputs;
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// up to two outputs per instruction
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D3D10_SHADER_DEBUG_OUTPUTREG_INFO pOutputs[2];
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// index into the list of tokens for this instruction's token
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UINT TokenId;
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// how many function calls deep this instruction is
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UINT NestingLevel;
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// list of scopes from outer-most to inner-most
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// Number of scopes
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UINT Scopes;
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UINT ScopeInfo; // Offset to UINT[uScopes] specifying indices of the ScopeInfo Array
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// list of variables accessed by this instruction
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// Number of variables
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UINT AccessedVars;
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UINT AccessedVarsInfo; // Offset to UINT[AccessedVars] specifying indices of the ScopeVariableInfo Array
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} D3D10_SHADER_DEBUG_INST_INFO;
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typedef struct _D3D10_SHADER_DEBUG_FILE_INFO
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{
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UINT FileName; // Offset to LPCSTR for file name
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UINT FileNameLen; // Length of file name
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UINT FileData; // Offset to LPCSTR of length FileLen
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UINT FileLen; // Length of file
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} D3D10_SHADER_DEBUG_FILE_INFO;
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typedef struct _D3D10_SHADER_DEBUG_INFO
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{
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UINT Size; // sizeof(D3D10_SHADER_DEBUG_INFO)
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UINT Creator; // Offset to LPCSTR for compiler version
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UINT EntrypointName; // Offset to LPCSTR for Entry point name
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UINT ShaderTarget; // Offset to LPCSTR for shader target
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UINT CompileFlags; // flags used to compile
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UINT Files; // number of included files
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UINT FileInfo; // Offset to D3D10_SHADER_DEBUG_FILE_INFO[Files]
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UINT Instructions; // number of instructions
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UINT InstructionInfo; // Offset to D3D10_SHADER_DEBUG_INST_INFO[Instructions]
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UINT Variables; // number of variables
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UINT VariableInfo; // Offset to D3D10_SHADER_DEBUG_VAR_INFO[Variables]
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UINT InputVariables; // number of variables to initialize before running
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UINT InputVariableInfo; // Offset to D3D10_SHADER_DEBUG_INPUT_INFO[InputVariables]
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UINT Tokens; // number of tokens to initialize
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UINT TokenInfo; // Offset to D3D10_SHADER_DEBUG_TOKEN_INFO[Tokens]
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UINT Scopes; // number of scopes
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UINT ScopeInfo; // Offset to D3D10_SHADER_DEBUG_SCOPE_INFO[Scopes]
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UINT ScopeVariables; // number of variables declared
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UINT ScopeVariableInfo; // Offset to D3D10_SHADER_DEBUG_SCOPEVAR_INFO[Scopes]
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UINT UintOffset; // Offset to the UINT datastore, all UINT offsets are from this offset
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UINT StringOffset; // Offset to the string datastore, all string offsets are from this offset
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} D3D10_SHADER_DEBUG_INFO;
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//----------------------------------------------------------------------------
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// ID3D10ShaderReflection1:
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//----------------------------------------------------------------------------
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//
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// Interface definitions
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//
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typedef interface ID3D10ShaderReflection1 ID3D10ShaderReflection1;
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typedef interface ID3D10ShaderReflection1 *LPD3D10SHADERREFLECTION1;
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// {C3457783-A846-47CE-9520-CEA6F66E7447}
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DEFINE_GUID(IID_ID3D10ShaderReflection1,
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0xc3457783, 0xa846, 0x47ce, 0x95, 0x20, 0xce, 0xa6, 0xf6, 0x6e, 0x74, 0x47);
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#undef INTERFACE
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#define INTERFACE ID3D10ShaderReflection1
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DECLARE_INTERFACE_(ID3D10ShaderReflection1, IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_DESC *pDesc) PURE;
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STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
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STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
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STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
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STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
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STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
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STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
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STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
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STDMETHOD(GetMovInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
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STDMETHOD(GetMovcInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
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STDMETHOD(GetConversionInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
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STDMETHOD(GetBitwiseInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
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STDMETHOD(GetGSInputPrimitive)(THIS_ _Out_ D3D10_PRIMITIVE* pPrim) PURE;
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STDMETHOD(IsLevel9Shader)(THIS_ _Out_ BOOL* pbLevel9Shader) PURE;
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STDMETHOD(IsSampleFrequencyShader)(THIS_ _Out_ BOOL* pbSampleFrequency) PURE;
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};
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//////////////////////////////////////////////////////////////////////////////
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// APIs //////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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#endif //__D3D10_1SHADER_H__
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1458
3rdparty/dxsdk/include/d3d10effect.h
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1458
3rdparty/dxsdk/include/d3d10effect.h
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File diff suppressed because it is too large
Load Diff
146
3rdparty/dxsdk/include/d3d10misc.h
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146
3rdparty/dxsdk/include/d3d10misc.h
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//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: D3D10Misc.h
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// Content: D3D10 Device Creation APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3D10MISC_H__
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#define __D3D10MISC_H__
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#include "d3d10.h"
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// ID3D10Blob has been made version-neutral and moved to d3dcommon.h.
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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// D3D10_DRIVER_TYPE
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// ----------------
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//
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// This identifier is used to determine the implementation of Direct3D10
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// to be used.
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//
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// Pass one of these values to D3D10CreateDevice
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//
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///////////////////////////////////////////////////////////////////////////
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typedef enum D3D10_DRIVER_TYPE
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{
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D3D10_DRIVER_TYPE_HARDWARE = 0,
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D3D10_DRIVER_TYPE_REFERENCE = 1,
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D3D10_DRIVER_TYPE_NULL = 2,
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D3D10_DRIVER_TYPE_SOFTWARE = 3,
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D3D10_DRIVER_TYPE_WARP = 5,
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} D3D10_DRIVER_TYPE;
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DEFINE_GUID(GUID_DeviceType,
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0xd722fb4d, 0x7a68, 0x437a, 0xb2, 0x0c, 0x58, 0x04, 0xee, 0x24, 0x94, 0xa6);
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///////////////////////////////////////////////////////////////////////////
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// D3D10CreateDevice
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// ------------------
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//
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// pAdapter
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// If NULL, D3D10CreateDevice will choose the primary adapter and
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// create a new instance from a temporarily created IDXGIFactory.
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// If non-NULL, D3D10CreateDevice will register the appropriate
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// device, if necessary (via IDXGIAdapter::RegisterDrver), before
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// creating the device.
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// DriverType
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// Specifies the driver type to be created: hardware, reference or
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// null.
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// Software
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// HMODULE of a DLL implementing a software rasterizer. Must be NULL for
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// non-Software driver types.
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// Flags
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// Any of those documented for D3D10CreateDevice.
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// SDKVersion
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// SDK version. Use the D3D10_SDK_VERSION macro.
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// ppDevice
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// Pointer to returned interface.
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//
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// Return Values
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// Any of those documented for
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// CreateDXGIFactory
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// IDXGIFactory::EnumAdapters
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// IDXGIAdapter::RegisterDriver
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// D3D10CreateDevice
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//
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///////////////////////////////////////////////////////////////////////////
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HRESULT WINAPI D3D10CreateDevice(
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_In_opt_ IDXGIAdapter *pAdapter,
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D3D10_DRIVER_TYPE DriverType,
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HMODULE Software,
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UINT Flags,
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UINT SDKVersion,
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_Out_opt_ ID3D10Device **ppDevice);
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///////////////////////////////////////////////////////////////////////////
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// D3D10CreateDeviceAndSwapChain
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// ------------------------------
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//
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// ppAdapter
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// If NULL, D3D10CreateDevice will choose the primary adapter and
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// create a new instance from a temporarily created IDXGIFactory.
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// If non-NULL, D3D10CreateDevice will register the appropriate
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// device, if necessary (via IDXGIAdapter::RegisterDrver), before
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// creating the device.
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// DriverType
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// Specifies the driver type to be created: hardware, reference or
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// null.
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// Software
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// HMODULE of a DLL implementing a software rasterizer. Must be NULL for
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// non-Software driver types.
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// Flags
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// Any of those documented for D3D10CreateDevice.
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// SDKVersion
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// SDK version. Use the D3D10_SDK_VERSION macro.
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// pSwapChainDesc
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// Swap chain description, may be NULL.
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// ppSwapChain
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// Pointer to returned interface. May be NULL.
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// ppDevice
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// Pointer to returned interface.
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//
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// Return Values
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// Any of those documented for
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// CreateDXGIFactory
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// IDXGIFactory::EnumAdapters
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// IDXGIAdapter::RegisterDriver
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// D3D10CreateDevice
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// IDXGIFactory::CreateSwapChain
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//
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///////////////////////////////////////////////////////////////////////////
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HRESULT WINAPI D3D10CreateDeviceAndSwapChain(
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||||
_In_opt_ IDXGIAdapter *pAdapter,
|
||||
D3D10_DRIVER_TYPE DriverType,
|
||||
HMODULE Software,
|
||||
UINT Flags,
|
||||
UINT SDKVersion,
|
||||
_In_opt_ DXGI_SWAP_CHAIN_DESC *pSwapChainDesc,
|
||||
_Out_opt_ IDXGISwapChain **ppSwapChain,
|
||||
_Out_opt_ ID3D10Device **ppDevice);
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// D3D10CreateBlob:
|
||||
// -----------------
|
||||
// Creates a Buffer of n Bytes
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
HRESULT WINAPI D3D10CreateBlob(SIZE_T NumBytes, _Out_ LPD3D10BLOB *ppBuffer);
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif //__cplusplus
|
||||
|
||||
#endif //__D3D10EFFECT_H__
|
||||
|
||||
|
1395
3rdparty/dxsdk/include/d3d10sdklayers.h
vendored
1395
3rdparty/dxsdk/include/d3d10sdklayers.h
vendored
File diff suppressed because it is too large
Load Diff
547
3rdparty/dxsdk/include/d3d10shader.h
vendored
547
3rdparty/dxsdk/include/d3d10shader.h
vendored
@ -1,547 +0,0 @@
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||||
//
|
||||
// File: D3D10Shader.h
|
||||
// Content: D3D10 Shader Types and APIs
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef __D3D10SHADER_H__
|
||||
#define __D3D10SHADER_H__
|
||||
|
||||
|
||||
#include "d3d10.h"
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
// D3D10_TX_VERSION:
|
||||
// --------------
|
||||
// Version token used to create a procedural texture filler in effects
|
||||
// Used by D3D10Fill[]TX functions
|
||||
//---------------------------------------------------------------------------
|
||||
#define D3D10_TX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// D3D10SHADER flags:
|
||||
// -----------------
|
||||
// D3D10_SHADER_DEBUG
|
||||
// Insert debug file/line/type/symbol information.
|
||||
//
|
||||
// D3D10_SHADER_SKIP_VALIDATION
|
||||
// Do not validate the generated code against known capabilities and
|
||||
// constraints. This option is only recommended when compiling shaders
|
||||
// you KNOW will work. (ie. have compiled before without this option.)
|
||||
// Shaders are always validated by D3D before they are set to the device.
|
||||
//
|
||||
// D3D10_SHADER_SKIP_OPTIMIZATION
|
||||
// Instructs the compiler to skip optimization steps during code generation.
|
||||
// Unless you are trying to isolate a problem in your code using this option
|
||||
// is not recommended.
|
||||
//
|
||||
// D3D10_SHADER_PACK_MATRIX_ROW_MAJOR
|
||||
// Unless explicitly specified, matrices will be packed in row-major order
|
||||
// on input and output from the shader.
|
||||
//
|
||||
// D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR
|
||||
// Unless explicitly specified, matrices will be packed in column-major
|
||||
// order on input and output from the shader. This is generally more
|
||||
// efficient, since it allows vector-matrix multiplication to be performed
|
||||
// using a series of dot-products.
|
||||
//
|
||||
// D3D10_SHADER_PARTIAL_PRECISION
|
||||
// Force all computations in resulting shader to occur at partial precision.
|
||||
// This may result in faster evaluation of shaders on some hardware.
|
||||
//
|
||||
// D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT
|
||||
// Force compiler to compile against the next highest available software
|
||||
// target for vertex shaders. This flag also turns optimizations off,
|
||||
// and debugging on.
|
||||
//
|
||||
// D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT
|
||||
// Force compiler to compile against the next highest available software
|
||||
// target for pixel shaders. This flag also turns optimizations off,
|
||||
// and debugging on.
|
||||
//
|
||||
// D3D10_SHADER_NO_PRESHADER
|
||||
// Disables Preshaders. Using this flag will cause the compiler to not
|
||||
// pull out static expression for evaluation on the host cpu
|
||||
//
|
||||
// D3D10_SHADER_AVOID_FLOW_CONTROL
|
||||
// Hint compiler to avoid flow-control constructs where possible.
|
||||
//
|
||||
// D3D10_SHADER_PREFER_FLOW_CONTROL
|
||||
// Hint compiler to prefer flow-control constructs where possible.
|
||||
//
|
||||
// D3D10_SHADER_ENABLE_STRICTNESS
|
||||
// By default, the HLSL/Effect compilers are not strict on deprecated syntax.
|
||||
// Specifying this flag enables the strict mode. Deprecated syntax may be
|
||||
// removed in a future release, and enabling syntax is a good way to make sure
|
||||
// your shaders comply to the latest spec.
|
||||
//
|
||||
// D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
|
||||
// This enables older shaders to compile to 4_0 targets.
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
#define D3D10_SHADER_DEBUG (1 << 0)
|
||||
#define D3D10_SHADER_SKIP_VALIDATION (1 << 1)
|
||||
#define D3D10_SHADER_SKIP_OPTIMIZATION (1 << 2)
|
||||
#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR (1 << 3)
|
||||
#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR (1 << 4)
|
||||
#define D3D10_SHADER_PARTIAL_PRECISION (1 << 5)
|
||||
#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT (1 << 6)
|
||||
#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT (1 << 7)
|
||||
#define D3D10_SHADER_NO_PRESHADER (1 << 8)
|
||||
#define D3D10_SHADER_AVOID_FLOW_CONTROL (1 << 9)
|
||||
#define D3D10_SHADER_PREFER_FLOW_CONTROL (1 << 10)
|
||||
#define D3D10_SHADER_ENABLE_STRICTNESS (1 << 11)
|
||||
#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12)
|
||||
#define D3D10_SHADER_IEEE_STRICTNESS (1 << 13)
|
||||
#define D3D10_SHADER_WARNINGS_ARE_ERRORS (1 << 18)
|
||||
#define D3D10_SHADER_RESOURCES_MAY_ALIAS (1 << 19)
|
||||
#define D3D10_ENABLE_UNBOUNDED_DESCRIPTOR_TABLES (1 << 20)
|
||||
#define D3D10_ALL_RESOURCES_BOUND (1 << 21)
|
||||
|
||||
|
||||
// optimization level flags
|
||||
#define D3D10_SHADER_OPTIMIZATION_LEVEL0 (1 << 14)
|
||||
#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0
|
||||
#define D3D10_SHADER_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15))
|
||||
#define D3D10_SHADER_OPTIMIZATION_LEVEL3 (1 << 15)
|
||||
|
||||
|
||||
|
||||
|
||||
typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
|
||||
typedef D3D10_SHADER_MACRO* LPD3D10_SHADER_MACRO;
|
||||
|
||||
|
||||
typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
|
||||
typedef D3D10_SHADER_VARIABLE_CLASS* LPD3D10_SHADER_VARIABLE_CLASS;
|
||||
|
||||
typedef D3D_SHADER_VARIABLE_FLAGS D3D10_SHADER_VARIABLE_FLAGS;
|
||||
typedef D3D10_SHADER_VARIABLE_FLAGS* LPD3D10_SHADER_VARIABLE_FLAGS;
|
||||
|
||||
typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
|
||||
typedef D3D10_SHADER_VARIABLE_TYPE* LPD3D10_SHADER_VARIABLE_TYPE;
|
||||
|
||||
typedef D3D_SHADER_INPUT_FLAGS D3D10_SHADER_INPUT_FLAGS;
|
||||
typedef D3D10_SHADER_INPUT_FLAGS* LPD3D10_SHADER_INPUT_FLAGS;
|
||||
|
||||
typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
|
||||
typedef D3D10_SHADER_INPUT_TYPE* LPD3D10_SHADER_INPUT_TYPE;
|
||||
|
||||
typedef D3D_SHADER_CBUFFER_FLAGS D3D10_SHADER_CBUFFER_FLAGS;
|
||||
typedef D3D10_SHADER_CBUFFER_FLAGS* LPD3D10_SHADER_CBUFFER_FLAGS;
|
||||
|
||||
typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
|
||||
typedef D3D10_CBUFFER_TYPE* LPD3D10_CBUFFER_TYPE;
|
||||
|
||||
typedef D3D_NAME D3D10_NAME;
|
||||
|
||||
typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
|
||||
|
||||
typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
|
||||
|
||||
typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
|
||||
|
||||
// ID3D10Include has been made version-neutral and moved to d3dcommon.h.
|
||||
typedef interface ID3DInclude ID3D10Include;
|
||||
typedef interface ID3DInclude* LPD3D10INCLUDE;
|
||||
#define IID_ID3D10Include IID_ID3DInclude
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// ID3D10ShaderReflection:
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
//
|
||||
// Structure definitions
|
||||
//
|
||||
|
||||
typedef struct _D3D10_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
|
||||
} D3D10_SHADER_DESC;
|
||||
|
||||
typedef struct _D3D10_SHADER_BUFFER_DESC
|
||||
{
|
||||
LPCSTR Name; // Name of the constant buffer
|
||||
D3D10_CBUFFER_TYPE Type; // Indicates that this is a CBuffer or TBuffer
|
||||
UINT Variables; // Number of member variables
|
||||
UINT Size; // Size of CB (in bytes)
|
||||
UINT uFlags; // Buffer description flags
|
||||
} D3D10_SHADER_BUFFER_DESC;
|
||||
|
||||
typedef struct _D3D10_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
|
||||
} D3D10_SHADER_VARIABLE_DESC;
|
||||
|
||||
typedef struct _D3D10_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)
|
||||
} D3D10_SHADER_TYPE_DESC;
|
||||
|
||||
typedef struct _D3D10_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
|
||||
D3D10_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)
|
||||
} D3D10_SHADER_INPUT_BIND_DESC;
|
||||
|
||||
typedef struct _D3D10_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)
|
||||
|
||||
} D3D10_SIGNATURE_PARAMETER_DESC;
|
||||
|
||||
|
||||
//
|
||||
// Interface definitions
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
typedef interface ID3D10ShaderReflectionType ID3D10ShaderReflectionType;
|
||||
typedef interface ID3D10ShaderReflectionType *LPD3D10SHADERREFLECTIONTYPE;
|
||||
|
||||
// {C530AD7D-9B16-4395-A979-BA2ECFF83ADD}
|
||||
interface DECLSPEC_UUID("C530AD7D-9B16-4395-A979-BA2ECFF83ADD") ID3D10ShaderReflectionType;
|
||||
DEFINE_GUID(IID_ID3D10ShaderReflectionType,
|
||||
0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
|
||||
|
||||
#undef INTERFACE
|
||||
#define INTERFACE ID3D10ShaderReflectionType
|
||||
|
||||
DECLARE_INTERFACE(ID3D10ShaderReflectionType)
|
||||
{
|
||||
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *pDesc) PURE;
|
||||
|
||||
STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE;
|
||||
STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE;
|
||||
STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE;
|
||||
};
|
||||
|
||||
typedef interface ID3D10ShaderReflectionVariable ID3D10ShaderReflectionVariable;
|
||||
typedef interface ID3D10ShaderReflectionVariable *LPD3D10SHADERREFLECTIONVARIABLE;
|
||||
|
||||
// {1BF63C95-2650-405d-99C1-3636BD1DA0A1}
|
||||
interface DECLSPEC_UUID("1BF63C95-2650-405d-99C1-3636BD1DA0A1") ID3D10ShaderReflectionVariable;
|
||||
DEFINE_GUID(IID_ID3D10ShaderReflectionVariable,
|
||||
0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
|
||||
|
||||
#undef INTERFACE
|
||||
#define INTERFACE ID3D10ShaderReflectionVariable
|
||||
|
||||
DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
|
||||
{
|
||||
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_VARIABLE_DESC *pDesc) PURE;
|
||||
|
||||
STDMETHOD_(ID3D10ShaderReflectionType*, GetType)(THIS) PURE;
|
||||
};
|
||||
|
||||
typedef interface ID3D10ShaderReflectionConstantBuffer ID3D10ShaderReflectionConstantBuffer;
|
||||
typedef interface ID3D10ShaderReflectionConstantBuffer *LPD3D10SHADERREFLECTIONCONSTANTBUFFER;
|
||||
|
||||
// {66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0}
|
||||
interface DECLSPEC_UUID("66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0") ID3D10ShaderReflectionConstantBuffer;
|
||||
DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer,
|
||||
0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
|
||||
|
||||
#undef INTERFACE
|
||||
#define INTERFACE ID3D10ShaderReflectionConstantBuffer
|
||||
|
||||
DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
|
||||
{
|
||||
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_BUFFER_DESC *pDesc) PURE;
|
||||
|
||||
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE;
|
||||
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
|
||||
};
|
||||
|
||||
typedef interface ID3D10ShaderReflection ID3D10ShaderReflection;
|
||||
typedef interface ID3D10ShaderReflection *LPD3D10SHADERREFLECTION;
|
||||
|
||||
// {D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA}
|
||||
interface DECLSPEC_UUID("D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA") ID3D10ShaderReflection;
|
||||
DEFINE_GUID(IID_ID3D10ShaderReflection,
|
||||
0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
|
||||
|
||||
#undef INTERFACE
|
||||
#define INTERFACE ID3D10ShaderReflection
|
||||
|
||||
DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
|
||||
{
|
||||
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
||||
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
||||
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
||||
|
||||
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_DESC *pDesc) PURE;
|
||||
|
||||
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
|
||||
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
|
||||
|
||||
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
|
||||
|
||||
STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
||||
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
||||
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
// APIs //////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif //__cplusplus
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// D3D10CompileShader:
|
||||
// ------------------
|
||||
// Compiles a shader.
|
||||
//
|
||||
// Parameters:
|
||||
// pSrcFile
|
||||
// Source file name.
|
||||
// hSrcModule
|
||||
// Module handle. if NULL, current module will be used.
|
||||
// pSrcResource
|
||||
// Resource name in module.
|
||||
// pSrcData
|
||||
// Pointer to source code.
|
||||
// SrcDataSize
|
||||
// Size of source code, in bytes.
|
||||
// pDefines
|
||||
// Optional NULL-terminated array of preprocessor macro definitions.
|
||||
// pInclude
|
||||
// Optional interface pointer to use for handling #include directives.
|
||||
// If this parameter is NULL, #includes will be honored when compiling
|
||||
// from file, and will error when compiling from resource or memory.
|
||||
// pFunctionName
|
||||
// Name of the entrypoint function where execution should begin.
|
||||
// pProfile
|
||||
// Instruction set to be used when generating code. The D3D10 entry
|
||||
// point currently supports only "vs_4_0", "ps_4_0", and "gs_4_0".
|
||||
// Flags
|
||||
// See D3D10_SHADER_xxx flags.
|
||||
// ppShader
|
||||
// Returns a buffer containing the created shader. This buffer contains
|
||||
// the compiled shader code, as well as any embedded debug and symbol
|
||||
// table info. (See D3D10GetShaderConstantTable)
|
||||
// ppErrorMsgs
|
||||
// Returns a buffer containing a listing of errors and warnings that were
|
||||
// encountered during the compile. If you are running in a debugger,
|
||||
// these are the same messages you will see in your debug output.
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
HRESULT WINAPI D3D10CompileShader(_In_reads_bytes_(SrcDataSize) LPCSTR pSrcData, SIZE_T SrcDataSize, _In_opt_ LPCSTR pFileName, _In_opt_ CONST D3D10_SHADER_MACRO* pDefines, _In_opt_ LPD3D10INCLUDE pInclude,
|
||||
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, _Out_ ID3D10Blob** ppShader, _Out_opt_ ID3D10Blob** ppErrorMsgs);
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// D3D10DisassembleShader:
|
||||
// ----------------------
|
||||
// Takes a binary shader, and returns a buffer containing text assembly.
|
||||
//
|
||||
// Parameters:
|
||||
// pShader
|
||||
// Pointer to the shader byte code.
|
||||
// BytecodeLength
|
||||
// Size of the shader byte code in bytes.
|
||||
// EnableColorCode
|
||||
// Emit HTML tags for color coding the output?
|
||||
// pComments
|
||||
// Pointer to a comment string to include at the top of the shader.
|
||||
// ppDisassembly
|
||||
// Returns a buffer containing the disassembled shader.
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
HRESULT WINAPI D3D10DisassembleShader(_In_reads_bytes_(BytecodeLength) CONST void *pShader, SIZE_T BytecodeLength, BOOL EnableColorCode, _In_opt_ LPCSTR pComments, _Out_ ID3D10Blob** ppDisassembly);
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// D3D10GetPixelShaderProfile/D3D10GetVertexShaderProfile/D3D10GetGeometryShaderProfile:
|
||||
// -----------------------------------------------------
|
||||
// Returns the name of the HLSL profile best suited to a given device.
|
||||
//
|
||||
// Parameters:
|
||||
// pDevice
|
||||
// Pointer to the device in question
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
LPCSTR WINAPI D3D10GetPixelShaderProfile(_In_ ID3D10Device *pDevice);
|
||||
|
||||
LPCSTR WINAPI D3D10GetVertexShaderProfile(_In_ ID3D10Device *pDevice);
|
||||
|
||||
LPCSTR WINAPI D3D10GetGeometryShaderProfile(_In_ ID3D10Device *pDevice);
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// D3D10ReflectShader:
|
||||
// ------------------
|
||||
// Creates a shader reflection object that can be used to retrieve information
|
||||
// about a compiled shader
|
||||
//
|
||||
// Parameters:
|
||||
// pShaderBytecode
|
||||
// Pointer to a compiled shader (same pointer that is passed into
|
||||
// ID3D10Device::CreateShader)
|
||||
// BytecodeLength
|
||||
// Length of the shader bytecode buffer
|
||||
// ppReflector
|
||||
// [out] Returns a ID3D10ShaderReflection object that can be used to
|
||||
// retrieve shader resource and constant buffer information
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
HRESULT WINAPI D3D10ReflectShader(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10ShaderReflection **ppReflector);
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// D3D10PreprocessShader
|
||||
// ---------------------
|
||||
// Creates a shader reflection object that can be used to retrieve information
|
||||
// about a compiled shader
|
||||
//
|
||||
// Parameters:
|
||||
// pSrcData
|
||||
// Pointer to source code
|
||||
// SrcDataSize
|
||||
// Size of source code, in bytes
|
||||
// pFileName
|
||||
// Source file name (used for error output)
|
||||
// pDefines
|
||||
// Optional NULL-terminated array of preprocessor macro definitions.
|
||||
// pInclude
|
||||
// Optional interface pointer to use for handling #include directives.
|
||||
// If this parameter is NULL, #includes will be honored when assembling
|
||||
// from file, and will error when assembling from resource or memory.
|
||||
// ppShaderText
|
||||
// Returns a buffer containing a single large string that represents
|
||||
// the resulting formatted token stream
|
||||
// ppErrorMsgs
|
||||
// Returns a buffer containing a listing of errors and warnings that were
|
||||
// encountered during assembly. If you are running in a debugger,
|
||||
// these are the same messages you will see in your debug output.
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
HRESULT WINAPI D3D10PreprocessShader(_In_reads_bytes_(SrcDataSize) LPCSTR pSrcData, SIZE_T SrcDataSize, _In_opt_ LPCSTR pFileName, _In_opt_ CONST D3D10_SHADER_MACRO* pDefines,
|
||||
_In_opt_ LPD3D10INCLUDE pInclude, _Out_ ID3D10Blob** ppShaderText, _Out_opt_ ID3D10Blob** ppErrorMsgs);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Shader blob manipulation routines
|
||||
// ---------------------------------
|
||||
//
|
||||
// void *pShaderBytecode - a buffer containing the result of an HLSL
|
||||
// compilation. Typically this opaque buffer contains several
|
||||
// discrete sections including the shader executable code, the input
|
||||
// signature, and the output signature. This can typically be retrieved
|
||||
// by calling ID3D10Blob::GetBufferPointer() on the returned blob
|
||||
// from HLSL's compile APIs.
|
||||
//
|
||||
// UINT BytecodeLength - the length of pShaderBytecode. This can
|
||||
// typically be retrieved by calling ID3D10Blob::GetBufferSize()
|
||||
// on the returned blob from HLSL's compile APIs.
|
||||
//
|
||||
// ID3D10Blob **ppSignatureBlob(s) - a newly created buffer that
|
||||
// contains only the signature portions of the original bytecode.
|
||||
// This is a copy; the original bytecode is not modified. You may
|
||||
// specify NULL for this parameter to have the bytecode validated
|
||||
// for the presence of the corresponding signatures without actually
|
||||
// copying them and creating a new blob.
|
||||
//
|
||||
// Returns E_INVALIDARG if any required parameters are NULL
|
||||
// Returns E_FAIL is the bytecode is corrupt or missing signatures
|
||||
// Returns S_OK on success
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
HRESULT WINAPI D3D10GetInputSignatureBlob(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10Blob **ppSignatureBlob);
|
||||
HRESULT WINAPI D3D10GetOutputSignatureBlob(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10Blob **ppSignatureBlob);
|
||||
HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10Blob **ppSignatureBlob);
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// D3D10GetShaderDebugInfo:
|
||||
// -----------------------
|
||||
// Gets shader debug info. Debug info is generated by D3D10CompileShader and is
|
||||
// embedded in the body of the shader.
|
||||
//
|
||||
// Parameters:
|
||||
// pShaderBytecode
|
||||
// Pointer to the function bytecode
|
||||
// BytecodeLength
|
||||
// Length of the shader bytecode buffer
|
||||
// ppDebugInfo
|
||||
// Buffer used to return debug info. For information about the layout
|
||||
// of this buffer, see definition of D3D10_SHADER_DEBUG_INFO above.
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
HRESULT WINAPI D3D10GetShaderDebugInfo(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10Blob** ppDebugInfo);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif //__cplusplus
|
||||
|
||||
|
||||
#endif //__D3D10SHADER_H__
|
||||
|
Loading…
Reference in New Issue
Block a user