Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
d78ca75c
Commit
d78ca75c
authored
May 03, 2023
by
Zebediah Figura
Committed by
Alexandre Julliard
Oct 24, 2023
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
include: Convert d3d10shader.h to an IDL.
parent
b5f4a6a4
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
75 additions
and
91 deletions
+75
-91
Makefile.in
include/Makefile.in
+1
-1
d3d10shader.idl
include/d3d10shader.idl
+74
-90
No files found.
include/Makefile.in
View file @
d78ca75c
...
...
@@ -120,7 +120,7 @@ SOURCES = \
d3d10effect.h
\
d3d10misc.h
\
d3d10sdklayers.idl
\
d3d10shader.
h
\
d3d10shader.
idl
\
d3d11.idl
\
d3d11_1.idl
\
d3d11_2.idl
\
...
...
include/d3d10shader.
h
→
include/d3d10shader.
idl
View file @
d78ca75c
...
...
@@ -14,36 +14,31 @@
*
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
#define D3D10_SHADER_WARNINGS_ARE_ERRORS 0x40000
#define D3D10_SHADER_OPTIMIZATION_LEVEL0 0x4000
#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0x0000
#define D3D10_SHADER_OPTIMIZATION_LEVEL2 0xC000
#define D3D10_SHADER_OPTIMIZATION_LEVEL3 0x8000
/* These are defined as version-neutral in d3dcommon.h */
import
"d3d10.idl"
;
const
unsigned
int
D3D10_SHADER_DEBUG
=
0
x00001
;
const
unsigned
int
D3D10_SHADER_SKIP_VALIDATION
=
0
x00002
;
const
unsigned
int
D3D10_SHADER_SKIP_OPTIMIZATION
=
0
x00004
;
const
unsigned
int
D3D10_SHADER_PACK_MATRIX_ROW_MAJOR
=
0
x00008
;
const
unsigned
int
D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR
=
0
x00010
;
const
unsigned
int
D3D10_SHADER_PARTIAL_PRECISION
=
0
x00020
;
const
unsigned
int
D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT
=
0
x00040
;
const
unsigned
int
D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT
=
0
x00080
;
const
unsigned
int
D3D10_SHADER_NO_PRESHADER
=
0
x00100
;
const
unsigned
int
D3D10_SHADER_AVOID_FLOW_CONTROL
=
0
x00200
;
const
unsigned
int
D3D10_SHADER_PREFER_FLOW_CONTROL
=
0
x00400
;
const
unsigned
int
D3D10_SHADER_ENABLE_STRICTNESS
=
0
x00800
;
const
unsigned
int
D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
=
0
x01000
;
const
unsigned
int
D3D10_SHADER_IEEE_STRICTNESS
=
0
x02000
;
const
unsigned
int
D3D10_SHADER_WARNINGS_ARE_ERRORS
=
0
x40000
;
const
unsigned
int
D3D10_SHADER_OPTIMIZATION_LEVEL0
=
0
x04000
;
const
unsigned
int
D3D10_SHADER_OPTIMIZATION_LEVEL1
=
0
x00000
;
const
unsigned
int
D3D10_SHADER_OPTIMIZATION_LEVEL2
=
0
x0c000
;
const
unsigned
int
D3D10_SHADER_OPTIMIZATION_LEVEL3
=
0
x08000
;
typedef
D3D_SHADER_MACRO
D3D10_SHADER_MACRO
;
typedef
D3D_SHADER_MACRO
*
LPD3D10_SHADER_MACRO
;
...
...
@@ -68,7 +63,7 @@ typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
typedef
D3D_INCLUDE_TYPE
D3D10_INCLUDE_TYPE
;
typedef
ID3DInclude
ID3D10Include
;
typedef
ID3DInclude
*
LPD3D10INCLUDE
;
#define IID_ID3D10Include IID_ID3DInclude
cpp_quote
(
"#define IID_ID3D10Include IID_ID3DInclude"
)
typedef
struct
_D3D10_SHADER_INPUT_BIND_DESC
{
...
...
@@ -154,80 +149,69 @@ typedef struct _D3D10_SHADER_TYPE_DESC
UINT
Offset
;
}
D3D10_SHADER_TYPE_DESC
;
DEFINE_GUID
(
IID_ID3D10ShaderReflectionType
,
0xc530ad7d
,
0x9b16
,
0x4395
,
0xa9
,
0x79
,
0xba
,
0x2e
,
0xcf
,
0xf8
,
0x3a
,
0xdd
);
#define INTERFACE ID3D10ShaderReflectionType
DECLARE_INTERFACE
(
ID3D10ShaderReflectionType
)
[
local
,
object
,
uuid
(
c530ad7d
-
9b16
-
4395
-
a979
-
ba2ecff83add
),
]
interface
ID3D10ShaderReflectionType
{
STDMETHOD
(
GetDesc
)(
THIS_
D3D10_SHADER_TYPE_DESC
*
desc
)
PURE
;
STDMETHOD_
(
struct
ID3D10ShaderReflectionType
*
,
GetMemberTypeByIndex
)(
THIS_
UINT
index
)
PURE
;
STDMETHOD_
(
struct
ID3D10ShaderReflectionType
*
,
GetMemberTypeByName
)(
THIS_
const
char
*
name
)
PURE
;
STDMETHOD_
(
const
char
*
,
GetMemberTypeName
)(
THIS_
UINT
index
)
PURE
;
HRESULT
GetDesc
(
D3D10_SHADER_TYPE_DESC
*
desc
)
;
ID3D10ShaderReflectionType
*
GetMemberTypeByIndex
(
UINT
index
)
;
ID3D10ShaderReflectionType
*
GetMemberTypeByName
(
const
char
*
name
)
;
const
char
*
GetMemberTypeName
(
UINT
index
)
;
}
;
#undef INTERFACE
DEFINE_GUID
(
IID_ID3D10ShaderReflectionVariable
,
0x1bf63c95
,
0x2650
,
0x405d
,
0x99
,
0xc1
,
0x36
,
0x36
,
0xbd
,
0x1d
,
0xa0
,
0xa1
);
#define INTERFACE ID3D10ShaderReflectionVariable
DECLARE_INTERFACE
(
ID3D10ShaderReflectionVariable
)
[
local
,
object
,
uuid
(
1b
f63c95
-
2650
-405d-99
c1
-
3636b
d1da0a1
),
]
interface
ID3D10ShaderReflectionVariable
{
STDMETHOD
(
GetDesc
)(
THIS_
D3D10_SHADER_VARIABLE_DESC
*
desc
)
PURE
;
STDMETHOD_
(
struct
ID3D10ShaderReflectionType
*
,
GetType
)(
THIS
)
PURE
;
HRESULT
GetDesc
(
D3D10_SHADER_VARIABLE_DESC
*
desc
)
;
ID3D10ShaderReflectionType
*
GetType
()
;
}
;
#undef INTERFACE
DEFINE_GUID
(
IID_ID3D10ShaderReflectionConstantBuffer
,
0x66c66a94
,
0xdddd
,
0x4b62
,
0xa6
,
0x6a
,
0xf0
,
0xda
,
0x33
,
0xc2
,
0xb4
,
0xd0
);
#define INTERFACE ID3D10ShaderReflectionConstantBuffer
DECLARE_INTERFACE
(
ID3D10ShaderReflectionConstantBuffer
)
[
local
,
object
,
uuid
(
66
c66a94
-
dddd
-
4b62
-
a66a
-
f0da33c2b4d0
),
]
interface
ID3D10ShaderReflectionConstantBuffer
{
STDMETHOD
(
GetDesc
)(
THIS_
D3D10_SHADER_BUFFER_DESC
*
desc
)
PURE
;
STDMETHOD_
(
struct
ID3D10ShaderReflectionVariable
*
,
GetVariableByIndex
)(
THIS_
UINT
index
)
PURE
;
STDMETHOD_
(
struct
ID3D10ShaderReflectionVariable
*
,
GetVariableByName
)(
THIS_
const
char
*
name
)
PURE
;
HRESULT
GetDesc
(
D3D10_SHADER_BUFFER_DESC
*
desc
)
;
ID3D10ShaderReflectionVariable
*
GetVariableByIndex
(
UINT
index
)
;
ID3D10ShaderReflectionVariable
*
GetVariableByName
(
const
char
*
name
)
;
}
;
#undef INTERFACE
DEFINE_GUID
(
IID_ID3D10ShaderReflection
,
0xd40e20b6
,
0xf8f7
,
0x42ad
,
0xab
,
0x20
,
0x4b
,
0xaf
,
0x8f
,
0x15
,
0xdf
,
0xaa
);
#define INTERFACE ID3D10ShaderReflection
DECLARE_INTERFACE_
(
ID3D10ShaderReflection
,
IUnknown
)
[
local
,
object
,
uuid
(
d40e20b6
-
f8f7
-
42
ad
-
ab20
-
4b
af8f15dfaa
),
]
interface
ID3D10ShaderReflection
:
IUnknown
{
/* IUnknown methods */
STDMETHOD
(
QueryInterface
)(
THIS_
REFIID
riid
,
void
**
out
)
PURE
;
STDMETHOD_
(
ULONG
,
AddRef
)(
THIS
)
PURE
;
STDMETHOD_
(
ULONG
,
Release
)(
THIS
)
PURE
;
/* ID3D10ShaderReflection methods */
STDMETHOD
(
GetDesc
)(
THIS_
D3D10_SHADER_DESC
*
desc
)
PURE
;
STDMETHOD_
(
struct
ID3D10ShaderReflectionConstantBuffer
*
,
GetConstantBufferByIndex
)(
THIS_
UINT
index
)
PURE
;
STDMETHOD_
(
struct
ID3D10ShaderReflectionConstantBuffer
*
,
GetConstantBufferByName
)(
THIS_
const
char
*
name
)
PURE
;
STDMETHOD
(
GetResourceBindingDesc
)(
THIS_
UINT
index
,
D3D10_SHADER_INPUT_BIND_DESC
*
desc
)
PURE
;
STDMETHOD
(
GetInputParameterDesc
)(
THIS_
UINT
index
,
D3D10_SIGNATURE_PARAMETER_DESC
*
desc
)
PURE
;
STDMETHOD
(
GetOutputParameterDesc
)(
THIS_
UINT
index
,
D3D10_SIGNATURE_PARAMETER_DESC
*
desc
)
PURE
;
HRESULT
GetDesc
(
D3D10_SHADER_DESC
*
desc
)
;
ID3D10ShaderReflectionConstantBuffer
*
GetConstantBufferByIndex
(
UINT
index
)
;
ID3D10ShaderReflectionConstantBuffer
*
GetConstantBufferByName
(
const
char
*
name
)
;
HRESULT
GetResourceBindingDesc
(
UINT
index
,
D3D10_SHADER_INPUT_BIND_DESC
*
desc
)
;
HRESULT
GetInputParameterDesc
(
UINT
index
,
D3D10_SIGNATURE_PARAMETER_DESC
*
desc
)
;
HRESULT
GetOutputParameterDesc
(
UINT
index
,
D3D10_SIGNATURE_PARAMETER_DESC
*
desc
)
;
}
;
#undef INTERFACE
#ifdef __cplusplus
extern
"C"
{
#endif
HRESULT
WINAPI
D3D10CompileShader
(
const
char
*
data
,
SIZE_T
data_size
,
const
char
*
filename
,
HRESULT
__stdcall
D3D10CompileShader
(
const
char
*
data
,
SIZE_T
data_size
,
const
char
*
filename
,
const
D3D10_SHADER_MACRO
*
defines
,
ID3D10Include
*
include
,
const
char
*
entrypoint
,
const
char
*
profile
,
UINT
flags
,
ID3D10Blob
**
shader
,
ID3D10Blob
**
error_messages
)
;
HRESULT
WINAPI
D3D10DisassembleShader
(
const
void
*
data
,
SIZE_T
data_size
,
HRESULT
__stdcall
D3D10DisassembleShader
(
const
void
*
data
,
SIZE_T
data_size
,
BOOL
color_code
,
const
char
*
comments
,
ID3D10Blob
**
disassembly
)
;
const
char
*
WINAPI
D3D10GetVertexShaderProfile
(
ID3D10Device
*
device
);
const
char
*
WINAPI
D3D10GetGeometryShaderProfile
(
ID3D10Device
*
device
);
const
char
*
WINAPI
D3D10GetPixelShaderProfile
(
ID3D10Device
*
device
);
HRESULT
WINAPI
D3D10ReflectShader
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10ShaderReflection
**
reflector
);
HRESULT
WINAPI
D3D10GetInputSignatureBlob
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10Blob
**
blob
);
HRESULT
WINAPI
D3D10GetOutputSignatureBlob
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10Blob
**
blob
);
HRESULT
WINAPI
D3D10GetInputAndOutputSignatureBlob
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10Blob
**
blob
);
HRESULT
WINAPI
D3D10GetShaderDebugInfo
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10Blob
**
blob
);
#ifdef __cplusplus
}
#endif
#endif
/* __WINE_D3D10SHADER_H */
const
char
*
__stdcall
D3D10GetVertexShaderProfile
(
ID3D10Device
*
device
)
;
const
char
*
__stdcall
D3D10GetGeometryShaderProfile
(
ID3D10Device
*
device
)
;
const
char
*
__stdcall
D3D10GetPixelShaderProfile
(
ID3D10Device
*
device
)
;
HRESULT
__stdcall
D3D10ReflectShader
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10ShaderReflection
**
reflector
)
;
HRESULT
__stdcall
D3D10GetInputSignatureBlob
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10Blob
**
blob
)
;
HRESULT
__stdcall
D3D10GetOutputSignatureBlob
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10Blob
**
blob
)
;
HRESULT
__stdcall
D3D10GetInputAndOutputSignatureBlob
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10Blob
**
blob
)
;
HRESULT
__stdcall
D3D10GetShaderDebugInfo
(
const
void
*
data
,
SIZE_T
data_size
,
ID3D10Blob
**
blob
)
;
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment