| /* |
| * 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 0x0300 |
| #define D3D10_SHADER_ENABLE_STRICTNESS 0x0400 |
| #define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x0800 |
| #define D3D10_SHADER_IEEE_STRICTNESS 0x1000 |
| |
| 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 */ |