/* * Copyright 2010 Jacek Caban 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 */ import "oaidl.idl"; import "ocidl.idl"; cpp_quote("#ifndef _D3D10_1_CONSTANTS") cpp_quote("#define _D3D10_1_CONSTANTS") const UINT D3D10_1_DEFAULT_SAMPLE_MASK = 0xffffffff; const UINT D3D10_1_GS_INPUT_REGISTER_COUNT = 32; const UINT D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT = 32; const UINT D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS = 128; const UINT D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT = 32; const UINT D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS = 1; const UINT D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT = 32; const UINT D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT = 1; const UINT D3D10_1_SHADER_MAJOR_VERSION = 4; const UINT D3D10_1_SHADER_MINOR_VERSION = 1; const UINT D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES = 2048; const UINT D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES = 256; const UINT D3D10_1_SO_BUFFER_SLOT_COUNT = 4; const UINT D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER = 1; const UINT D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT = 64; const UINT D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT = 32; const UINT D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT = 8; const UINT D3D10_1_VS_INPUT_REGISTER_COUNT = 32; const UINT D3D10_1_VS_OUTPUT_REGISTER_COUNT = 32; cpp_quote("#endif") cpp_quote("#define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6)") cpp_quote("#define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f)") import "d3d10.idl"; cpp_quote("#include <d3d10_1shader.h>") typedef enum D3D10_FEATURE_LEVEL1 { D3D10_FEATURE_LEVEL_10_0 = 0xa000, D3D10_FEATURE_LEVEL_10_1 = 0xa100, D3D10_FEATURE_LEVEL_9_1 = 0x9100, D3D10_FEATURE_LEVEL_9_2 = 0x9200, D3D10_FEATURE_LEVEL_9_3 = 0x9300 } D3D10_FEATURE_LEVEL1; typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 { BOOL BlendEnable; D3D10_BLEND SrcBlend; D3D10_BLEND DestBlend; D3D10_BLEND_OP BlendOp; D3D10_BLEND SrcBlendAlpha; D3D10_BLEND DestBlendAlpha; D3D10_BLEND_OP BlendOpAlpha; UINT8 RenderTargetWriteMask; } D3D10_RENDER_TARGET_BLEND_DESC1; typedef struct D3D10_BLEND_DESC1 { BOOL AlphaToCoverageEnable; BOOL IndependentBlendEnable; D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; } D3D10_BLEND_DESC1; [ uuid(edad8d99-8a35-4d6d-8566-2ea276cde161), object, local, pointer_default(unique) ] interface ID3D10BlendState1 : ID3D10BlendState { void GetDesc1([out] D3D10_BLEND_DESC1 *pDesc); } typedef struct D3D10_TEXCUBE_ARRAY_SRV1 { UINT MostDetailedMip; UINT MipLevels; UINT First2DArrayFace; UINT NumCubes; } D3D10_TEXCUBE_ARRAY_SRV1; typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1; typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 { DXGI_FORMAT Format; D3D10_SRV_DIMENSION1 ViewDimension; union { D3D10_BUFFER_SRV Buffer; D3D10_TEX1D_SRV Texture1D; D3D10_TEX1D_ARRAY_SRV Texture1DArray; D3D10_TEX2D_SRV Texture2D; D3D10_TEX2D_ARRAY_SRV Texture2DArray; D3D10_TEX2DMS_SRV Texture2DMS; D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; D3D10_TEX3D_SRV Texture3D; D3D10_TEXCUBE_SRV TextureCube; D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray; }; } D3D10_SHADER_RESOURCE_VIEW_DESC1; [ uuid(9b7e4c87-342c-4106-a19f-4f2704f689f0), object, local, pointer_default(unique) ] interface ID3D10ShaderResourceView1 : ID3D10ShaderResourceView { void GetDesc1([out] D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); } [ uuid(9b7e4c8f-342c-4106-a19f-4f2704f689f0), object, local, pointer_default(unique) ] interface ID3D10Device1 : ID3D10Device { HRESULT CreateShaderResourceView1( [in] ID3D10Resource *pResource, [in, out] const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, [out] ID3D10ShaderResourceView1 **ppSRView); HRESULT CreateBlendState1( [in] const D3D10_BLEND_DESC1 *pBlendStateDesc, [out] ID3D10BlendState1 **ppBlendState); D3D10_FEATURE_LEVEL1 GetFeatureLevel(); } const UINT D3D10_1_SDK_VERSION = 0x20; cpp_quote("HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE,") cpp_quote(" HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**);")