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534 lines
24 KiB
C
534 lines
24 KiB
C
//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: D3D10Shader.h
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// Content: D3D10 Shader Types and APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3D10SHADER_H__
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#define __D3D10SHADER_H__
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#include "d3d10.h"
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//---------------------------------------------------------------------------
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// D3D10_TX_VERSION:
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// --------------
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// Version token used to create a procedural texture filler in effects
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// Used by D3D10Fill[]TX functions
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//---------------------------------------------------------------------------
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#define D3D10_TX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
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//----------------------------------------------------------------------------
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// D3D10SHADER flags:
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// -----------------
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// D3D10_SHADER_DEBUG
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// Insert debug file/line/type/symbol information.
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//
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// D3D10_SHADER_SKIP_VALIDATION
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// Do not validate the generated code against known capabilities and
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// constraints. This option is only recommended when compiling shaders
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// you KNOW will work. (ie. have compiled before without this option.)
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// Shaders are always validated by D3D before they are set to the device.
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//
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// D3D10_SHADER_SKIP_OPTIMIZATION
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// Instructs the compiler to skip optimization steps during code generation.
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// Unless you are trying to isolate a problem in your code using this option
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// is not recommended.
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//
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// D3D10_SHADER_PACK_MATRIX_ROW_MAJOR
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// Unless explicitly specified, matrices will be packed in row-major order
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// on input and output from the shader.
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//
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// D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR
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// Unless explicitly specified, matrices will be packed in column-major
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// order on input and output from the shader. This is generally more
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// efficient, since it allows vector-matrix multiplication to be performed
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// using a series of dot-products.
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//
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// D3D10_SHADER_PARTIAL_PRECISION
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// Force all computations in resulting shader to occur at partial precision.
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// This may result in faster evaluation of shaders on some hardware.
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//
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// D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT
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// Force compiler to compile against the next highest available software
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// target for vertex shaders. This flag also turns optimizations off,
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// and debugging on.
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//
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// D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT
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// Force compiler to compile against the next highest available software
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// target for pixel shaders. This flag also turns optimizations off,
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// and debugging on.
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//
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// D3D10_SHADER_NO_PRESHADER
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// Disables Preshaders. Using this flag will cause the compiler to not
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// pull out static expression for evaluation on the host cpu
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//
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// D3D10_SHADER_AVOID_FLOW_CONTROL
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// Hint compiler to avoid flow-control constructs where possible.
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//
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// D3D10_SHADER_PREFER_FLOW_CONTROL
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// Hint compiler to prefer flow-control constructs where possible.
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//
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// D3D10_SHADER_ENABLE_STRICTNESS
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// By default, the HLSL/Effect compilers are not strict on deprecated syntax.
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// Specifying this flag enables the strict mode. Deprecated syntax may be
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// removed in a future release, and enabling syntax is a good way to make sure
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// your shaders comply to the latest spec.
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//
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// D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
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// This enables older shaders to compile to 4_0 targets.
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//
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//----------------------------------------------------------------------------
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#define D3D10_SHADER_DEBUG (1 << 0)
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#define D3D10_SHADER_SKIP_VALIDATION (1 << 1)
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#define D3D10_SHADER_SKIP_OPTIMIZATION (1 << 2)
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#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR (1 << 3)
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#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR (1 << 4)
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#define D3D10_SHADER_PARTIAL_PRECISION (1 << 5)
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#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT (1 << 6)
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#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT (1 << 7)
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#define D3D10_SHADER_NO_PRESHADER (1 << 8)
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#define D3D10_SHADER_AVOID_FLOW_CONTROL (1 << 9)
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#define D3D10_SHADER_PREFER_FLOW_CONTROL (1 << 10)
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#define D3D10_SHADER_ENABLE_STRICTNESS (1 << 11)
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#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12)
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#define D3D10_SHADER_IEEE_STRICTNESS (1 << 13)
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#define D3D10_SHADER_WARNINGS_ARE_ERRORS (1 << 18)
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// optimization level flags
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#define D3D10_SHADER_OPTIMIZATION_LEVEL0 (1 << 14)
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#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0
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#define D3D10_SHADER_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15))
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#define D3D10_SHADER_OPTIMIZATION_LEVEL3 (1 << 15)
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typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
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typedef D3D10_SHADER_MACRO* LPD3D10_SHADER_MACRO;
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typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
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typedef D3D10_SHADER_VARIABLE_CLASS* LPD3D10_SHADER_VARIABLE_CLASS;
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typedef D3D_SHADER_VARIABLE_FLAGS D3D10_SHADER_VARIABLE_FLAGS;
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typedef D3D10_SHADER_VARIABLE_FLAGS* LPD3D10_SHADER_VARIABLE_FLAGS;
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typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
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typedef D3D10_SHADER_VARIABLE_TYPE* LPD3D10_SHADER_VARIABLE_TYPE;
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typedef D3D_SHADER_INPUT_FLAGS D3D10_SHADER_INPUT_FLAGS;
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typedef D3D10_SHADER_INPUT_FLAGS* LPD3D10_SHADER_INPUT_FLAGS;
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typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
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typedef D3D10_SHADER_INPUT_TYPE* LPD3D10_SHADER_INPUT_TYPE;
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typedef D3D_SHADER_CBUFFER_FLAGS D3D10_SHADER_CBUFFER_FLAGS;
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typedef D3D10_SHADER_CBUFFER_FLAGS* LPD3D10_SHADER_CBUFFER_FLAGS;
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typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
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typedef D3D10_CBUFFER_TYPE* LPD3D10_CBUFFER_TYPE;
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typedef D3D_NAME D3D10_NAME;
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typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
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typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
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typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
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// ID3D10Include has been made version-neutral and moved to d3dcommon.h.
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typedef interface ID3DInclude ID3D10Include;
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typedef interface ID3DInclude* LPD3D10INCLUDE;
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#define IID_ID3D10Include IID_ID3DInclude
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//----------------------------------------------------------------------------
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// ID3D10ShaderReflection:
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//----------------------------------------------------------------------------
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//
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// Structure definitions
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//
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typedef struct _D3D10_SHADER_DESC
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{
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UINT Version; // Shader version
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LPCSTR Creator; // Creator string
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UINT Flags; // Shader compilation/parse flags
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UINT ConstantBuffers; // Number of constant buffers
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UINT BoundResources; // Number of bound resources
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UINT InputParameters; // Number of parameters in the input signature
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UINT OutputParameters; // Number of parameters in the output signature
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UINT InstructionCount; // Number of emitted instructions
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UINT TempRegisterCount; // Number of temporary registers used
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UINT TempArrayCount; // Number of temporary arrays used
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UINT DefCount; // Number of constant defines
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UINT DclCount; // Number of declarations (input + output)
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UINT TextureNormalInstructions; // Number of non-categorized texture instructions
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UINT TextureLoadInstructions; // Number of texture load instructions
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UINT TextureCompInstructions; // Number of texture comparison instructions
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UINT TextureBiasInstructions; // Number of texture bias instructions
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UINT TextureGradientInstructions; // Number of texture gradient instructions
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UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
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UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
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UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
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UINT StaticFlowControlCount; // Number of static flow control instructions used
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UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
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UINT MacroInstructionCount; // Number of macro instructions used
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UINT ArrayInstructionCount; // Number of array instructions used
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UINT CutInstructionCount; // Number of cut instructions used
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UINT EmitInstructionCount; // Number of emit instructions used
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D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
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UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
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} D3D10_SHADER_DESC;
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typedef struct _D3D10_SHADER_BUFFER_DESC
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{
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LPCSTR Name; // Name of the constant buffer
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D3D10_CBUFFER_TYPE Type; // Indicates that this is a CBuffer or TBuffer
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UINT Variables; // Number of member variables
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UINT Size; // Size of CB (in bytes)
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UINT uFlags; // Buffer description flags
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} D3D10_SHADER_BUFFER_DESC;
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typedef struct _D3D10_SHADER_VARIABLE_DESC
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{
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LPCSTR Name; // Name of the variable
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UINT StartOffset; // Offset in constant buffer's backing store
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UINT Size; // Size of variable (in bytes)
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UINT uFlags; // Variable flags
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LPVOID DefaultValue; // Raw pointer to default value
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} D3D10_SHADER_VARIABLE_DESC;
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typedef struct _D3D10_SHADER_TYPE_DESC
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{
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D3D10_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
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D3D10_SHADER_VARIABLE_TYPE Type; // Variable type (e.g. float, sampler, etc.)
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UINT Rows; // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
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UINT Columns; // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
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UINT Elements; // Number of elements (0 if not an array)
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UINT Members; // Number of members (0 if not a structure)
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UINT Offset; // Offset from the start of structure (0 if not a structure member)
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} D3D10_SHADER_TYPE_DESC;
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typedef struct _D3D10_SHADER_INPUT_BIND_DESC
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{
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LPCSTR Name; // Name of the resource
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D3D10_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture, cbuffer, etc.)
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UINT BindPoint; // Starting bind point
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UINT BindCount; // Number of contiguous bind points (for arrays)
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UINT uFlags; // Input binding flags
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D3D10_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
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D3D10_SRV_DIMENSION Dimension; // Dimension (if texture)
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UINT NumSamples; // Number of samples (0 if not MS texture)
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} D3D10_SHADER_INPUT_BIND_DESC;
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typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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{
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LPCSTR SemanticName; // Name of the semantic
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UINT SemanticIndex; // Index of the semantic
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UINT Register; // Number of member variables
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D3D10_NAME SystemValueType;// A predefined system value, or D3D10_NAME_UNDEFINED if not applicable
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D3D10_REGISTER_COMPONENT_TYPE ComponentType;// Scalar type (e.g. uint, float, etc.)
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BYTE Mask; // Mask to indicate which components of the register
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// are used (combination of D3D10_COMPONENT_MASK values)
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BYTE ReadWriteMask; // Mask to indicate whether a given component is
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// never written (if this is an output signature) or
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// always read (if this is an input signature).
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// (combination of D3D10_COMPONENT_MASK values)
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} D3D10_SIGNATURE_PARAMETER_DESC;
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//
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// Interface definitions
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//
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typedef interface ID3D10ShaderReflectionType ID3D10ShaderReflectionType;
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typedef interface ID3D10ShaderReflectionType *LPD3D10SHADERREFLECTIONTYPE;
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// {C530AD7D-9B16-4395-A979-BA2ECFF83ADD}
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DEFINE_GUID(IID_ID3D10ShaderReflectionType,
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0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
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#undef INTERFACE
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#define INTERFACE ID3D10ShaderReflectionType
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DECLARE_INTERFACE(ID3D10ShaderReflectionType)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *pDesc) PURE;
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STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE;
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STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE;
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STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE;
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};
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typedef interface ID3D10ShaderReflectionVariable ID3D10ShaderReflectionVariable;
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typedef interface ID3D10ShaderReflectionVariable *LPD3D10SHADERREFLECTIONVARIABLE;
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// {1BF63C95-2650-405d-99C1-3636BD1DA0A1}
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DEFINE_GUID(IID_ID3D10ShaderReflectionVariable,
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0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
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#undef INTERFACE
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#define INTERFACE ID3D10ShaderReflectionVariable
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DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *pDesc) PURE;
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STDMETHOD_(ID3D10ShaderReflectionType*, GetType)(THIS) PURE;
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};
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typedef interface ID3D10ShaderReflectionConstantBuffer ID3D10ShaderReflectionConstantBuffer;
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typedef interface ID3D10ShaderReflectionConstantBuffer *LPD3D10SHADERREFLECTIONCONSTANTBUFFER;
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// {66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0}
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DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer,
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0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
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#undef INTERFACE
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#define INTERFACE ID3D10ShaderReflectionConstantBuffer
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DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *pDesc) PURE;
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STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE;
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STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
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};
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typedef interface ID3D10ShaderReflection ID3D10ShaderReflection;
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typedef interface ID3D10ShaderReflection *LPD3D10SHADERREFLECTION;
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// {D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA}
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DEFINE_GUID(IID_ID3D10ShaderReflection,
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0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
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#undef INTERFACE
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#define INTERFACE ID3D10ShaderReflection
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DECLARE_INTERFACE_(ID3D10ShaderReflection, 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_ 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, D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
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STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
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STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) 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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//----------------------------------------------------------------------------
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// D3D10CompileShader:
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// ------------------
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// Compiles a shader.
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//
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// Parameters:
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// pSrcFile
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// Source file name.
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// hSrcModule
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// Module handle. if NULL, current module will be used.
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// pSrcResource
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// Resource name in module.
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// pSrcData
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// Pointer to source code.
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// SrcDataLen
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// Size of source code, in bytes.
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// pDefines
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// Optional NULL-terminated array of preprocessor macro definitions.
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// pInclude
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// Optional interface pointer to use for handling #include directives.
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// If this parameter is NULL, #includes will be honored when compiling
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// from file, and will error when compiling from resource or memory.
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// pFunctionName
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// Name of the entrypoint function where execution should begin.
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// pProfile
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// Instruction set to be used when generating code. The D3D10 entry
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// point currently supports only "vs_4_0", "ps_4_0", and "gs_4_0".
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// Flags
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// See D3D10_SHADER_xxx flags.
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// ppShader
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// Returns a buffer containing the created shader. This buffer contains
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// the compiled shader code, as well as any embedded debug and symbol
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// table info. (See D3D10GetShaderConstantTable)
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// ppErrorMsgs
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// Returns a buffer containing a listing of errors and warnings that were
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// encountered during the compile. If you are running in a debugger,
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// these are the same messages you will see in your debug output.
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3D10CompileShader(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
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//----------------------------------------------------------------------------
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// D3D10DisassembleShader:
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// ----------------------
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// Takes a binary shader, and returns a buffer containing text assembly.
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//
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// Parameters:
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// pShader
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// Pointer to the shader byte code.
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// BytecodeLength
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// Size of the shader byte code in bytes.
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// EnableColorCode
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// Emit HTML tags for color coding the output?
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// pComments
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// Pointer to a comment string to include at the top of the shader.
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// ppDisassembly
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// Returns a buffer containing the disassembled shader.
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3D10DisassembleShader(CONST void *pShader, SIZE_T BytecodeLength, BOOL EnableColorCode, LPCSTR pComments, ID3D10Blob** ppDisassembly);
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//----------------------------------------------------------------------------
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// D3D10GetPixelShaderProfile/D3D10GetVertexShaderProfile/D3D10GetGeometryShaderProfile:
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// -----------------------------------------------------
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// Returns the name of the HLSL profile best suited to a given device.
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//
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// Parameters:
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// pDevice
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// Pointer to the device in question
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//----------------------------------------------------------------------------
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *pDevice);
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *pDevice);
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *pDevice);
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//----------------------------------------------------------------------------
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// D3D10ReflectShader:
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// ------------------
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// Creates a shader reflection object that can be used to retrieve information
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// about a compiled shader
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//
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// Parameters:
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// pShaderBytecode
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// Pointer to a compiled shader (same pointer that is passed into
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// ID3D10Device::CreateShader)
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// BytecodeLength
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// Length of the shader bytecode buffer
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// ppReflector
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// [out] Returns a ID3D10ShaderReflection object that can be used to
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// retrieve shader resource and constant buffer information
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//
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3D10ReflectShader(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10ShaderReflection **ppReflector);
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//----------------------------------------------------------------------------
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// D3D10PreprocessShader
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// ---------------------
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// Creates a shader reflection object that can be used to retrieve information
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// about a compiled shader
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//
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// Parameters:
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// pSrcData
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// Pointer to source code
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// SrcDataLen
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// Size of source code, in bytes
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// pFileName
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// Source file name (used for error output)
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// pDefines
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// Optional NULL-terminated array of preprocessor macro definitions.
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// pInclude
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// Optional interface pointer to use for handling #include directives.
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// If this parameter is NULL, #includes will be honored when assembling
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// from file, and will error when assembling from resource or memory.
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// ppShaderText
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// Returns a buffer containing a single large string that represents
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// the resulting formatted token stream
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// ppErrorMsgs
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// Returns a buffer containing a listing of errors and warnings that were
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// encountered during assembly. If you are running in a debugger,
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// these are the same messages you will see in your debug output.
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3D10PreprocessShader(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
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LPD3D10INCLUDE pInclude, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
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//////////////////////////////////////////////////////////////////////////
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//
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// Shader blob manipulation routines
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// ---------------------------------
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//
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// void *pShaderBytecode - a buffer containing the result of an HLSL
|
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// compilation. Typically this opaque buffer contains several
|
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// discrete sections including the shader executable code, the input
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// signature, and the output signature. This can typically be retrieved
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// by calling ID3D10Blob::GetBufferPointer() on the returned blob
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// from HLSL's compile APIs.
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//
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|
// UINT BytecodeLength - the length of pShaderBytecode. This can
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|
// typically be retrieved by calling ID3D10Blob::GetBufferSize()
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// on the returned blob from HLSL's compile APIs.
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//
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// ID3D10Blob **ppSignatureBlob(s) - a newly created buffer that
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// contains only the signature portions of the original bytecode.
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|
// This is a copy; the original bytecode is not modified. You may
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|
// specify NULL for this parameter to have the bytecode validated
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|
// for the presence of the corresponding signatures without actually
|
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// copying them and creating a new blob.
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|
//
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// Returns E_INVALIDARG if any required parameters are NULL
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|
// Returns E_FAIL is the bytecode is corrupt or missing signatures
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|
// Returns S_OK on success
|
|
//
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|
//////////////////////////////////////////////////////////////////////////
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HRESULT WINAPI D3D10GetInputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
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|
HRESULT WINAPI D3D10GetOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
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|
HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
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|
|
|
//----------------------------------------------------------------------------
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|
// 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(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob** ppDebugInfo);
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|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif //__cplusplus
|
|
|
|
#endif //__D3D10SHADER_H__
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|