comparison win32/directx/d3d10shader.d @ 1:4a9dcbd9e54f

-files of 0.13 beta -fixes so that it now compiles with the current dmd version
author marton@basel.hu
date Tue, 05 Apr 2011 20:44:01 +0200
parents
children
comparison
equal deleted inserted replaced
0:586e4a649642 1:4a9dcbd9e54f
1 /***********************************************************************\
2 * d3d10shader.d *
3 * *
4 * Windows API header module *
5 * *
6 * Placed into public domain *
7 \***********************************************************************/
8 module win32.directx.d3d10shader;
9
10 private import win32.windows;
11 private import win32.directx.d3d10;
12
13 // some forward references...
14 enum D3D10_PRIMITIVE_TOPOLOGY;
15 enum D3D10_SRV_DIMENSION;
16
17 uint D3D10_TX_VERSION(uint _Major, uint _Minor) {
18 return ('T' << 24) | ('X' << 16) | (_Major << 8) | _Minor;
19 }
20
21 const D3D10_SHADER_DEBUG = 1 << 0;
22 const D3D10_SHADER_SKIP_VALIDATION = 1 << 1;
23 const D3D10_SHADER_SKIP_OPTIMIZATION = 1 << 2;
24 const D3D10_SHADER_PACK_MATRIX_ROW_MAJOR = 1 << 3;
25 const D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR = 1 << 4;
26 const D3D10_SHADER_PARTIAL_PRECISION = 1 << 5;
27 const D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT = 1 << 6;
28 const D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT = 1 << 7;
29 const D3D10_SHADER_NO_PRESHADER = 1 << 8;
30 const D3D10_SHADER_AVOID_FLOW_CONTROL = 1 << 9;
31 const D3D10_SHADER_PREFER_FLOW_CONTROL = 1 << 10;
32 const D3D10_SHADER_ENABLE_STRICTNESS = 1 << 11;
33 const D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY = 1 << 12;
34 const D3D10_SHADER_IEEE_STRICTNESS = 1 << 13;
35 const D3D10_SHADER_OPTIMIZATION_LEVEL0 = 1 << 14;
36 const D3D10_SHADER_OPTIMIZATION_LEVEL1 = 0;
37 const D3D10_SHADER_OPTIMIZATION_LEVEL2 = (1 << 14) | (1 << 15);
38 const D3D10_SHADER_OPTIMIZATION_LEVEL3 = 1 << 15;
39
40 struct D3D10_SHADER_MACRO {
41 LPCSTR Name;
42 LPCSTR Definition;
43 }
44
45 enum D3D10_SHADER_VARIABLE_CLASS {
46 D3D10_SVC_SCALAR,
47 D3D10_SVC_VECTOR,
48 D3D10_SVC_MATRIX_ROWS,
49 D3D10_SVC_MATRIX_COLUMNS,
50 D3D10_SVC_OBJECT,
51 D3D10_SVC_STRUCT,
52 D3D10_SVC_FORCE_DWORD = 0x7fffffff
53 }
54
55 enum D3D10_SHADER_VARIABLE_FLAGS {
56 D3D10_SVF_USERPACKED = 1,
57 D3D10_SVF_USED = 2,
58 D3D10_SVF_FORCE_DWORD = 0x7fffffff
59 }
60
61 enum D3D10_SHADER_VARIABLE_TYPE {
62 D3D10_SVT_VOID = 0,
63 D3D10_SVT_BOOL = 1,
64 D3D10_SVT_INT = 2,
65 D3D10_SVT_FLOAT = 3,
66 D3D10_SVT_STRING = 4,
67 D3D10_SVT_TEXTURE = 5,
68 D3D10_SVT_TEXTURE1D = 6,
69 D3D10_SVT_TEXTURE2D = 7,
70 D3D10_SVT_TEXTURE3D = 8,
71 D3D10_SVT_TEXTURECUBE = 9,
72 D3D10_SVT_SAMPLER = 10,
73 D3D10_SVT_PIXELSHADER = 15,
74 D3D10_SVT_VERTEXSHADER = 16,
75 D3D10_SVT_UINT = 19,
76 D3D10_SVT_UINT8 = 20,
77 D3D10_SVT_GEOMETRYSHADER = 21,
78 D3D10_SVT_RASTERIZER = 22,
79 D3D10_SVT_DEPTHSTENCIL = 23,
80 D3D10_SVT_BLEND = 24,
81 D3D10_SVT_BUFFER = 25,
82 D3D10_SVT_CBUFFER = 26,
83 D3D10_SVT_TBUFFER = 27,
84 D3D10_SVT_TEXTURE1DARRAY = 28,
85 D3D10_SVT_TEXTURE2DARRAY = 29,
86 D3D10_SVT_RENDERTARGETVIEW = 30,
87 D3D10_SVT_DEPTHSTENCILVIEW = 31,
88 D3D10_SVT_TEXTURE2DMS = 32,
89 D3D10_SVT_TEXTURE2DMSARRAY = 33,
90 D3D10_SVT_TEXTURECUBEARRAY = 34,
91 D3D10_SVT_FORCE_DWORD = 0x7fffffff
92 }
93
94 enum D3D10_SHADER_INPUT_FLAGS {
95 D3D10_SIF_USERPACKED = 1,
96 D3D10_SIF_COMPARISON_SAMPLER = 2,
97 D3D10_SIF_TEXTURE_COMPONENT_0 = 4,
98 D3D10_SIF_TEXTURE_COMPONENT_1 = 8,
99 D3D10_SIF_TEXTURE_COMPONENTS = 12,
100 D3D10_SIF_FORCE_DWORD = 0x7fffffff
101 }
102
103 enum D3D10_SHADER_INPUT_TYPE {
104 D3D10_SIT_CBUFFER,
105 D3D10_SIT_TBUFFER,
106 D3D10_SIT_TEXTURE,
107 D3D10_SIT_SAMPLER
108 }
109
110 enum D3D10_SHADER_CBUFFER_FLAGS {
111 D3D10_CBF_USERPACKED = 1,
112 D3D10_CBF_FORCE_DWORD = 0x7fffffff
113 }
114
115 enum D3D10_CBUFFER_TYPE {
116 D3D10_CT_CBUFFER,
117 D3D10_CT_TBUFFER
118 }
119
120 enum D3D10_NAME {
121 D3D10_NAME_UNDEFINED = 0,
122 D3D10_NAME_POSITION = 1,
123 D3D10_NAME_CLIP_DISTANCE = 2,
124 D3D10_NAME_CULL_DISTANCE = 3,
125 D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
126 D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
127 D3D10_NAME_VERTEX_ID = 6,
128 D3D10_NAME_PRIMITIVE_ID = 7,
129 D3D10_NAME_INSTANCE_ID = 8,
130 D3D10_NAME_IS_FRONT_FACE = 9,
131 D3D10_NAME_SAMPLE_INDEX = 10,
132 D3D10_NAME_TARGET = 64,
133 D3D10_NAME_DEPTH = 65,
134 D3D10_NAME_COVERAGE = 66
135 }
136
137 enum D3D10_RESOURCE_RETURN_TYPE {
138 D3D10_RETURN_TYPE_UNORM = 1,
139 D3D10_RETURN_TYPE_SNORM,
140 D3D10_RETURN_TYPE_SINT,
141 D3D10_RETURN_TYPE_UINT,
142 D3D10_RETURN_TYPE_FLOAT,
143 D3D10_RETURN_TYPE_MIXED
144 }
145
146 enum D3D10_REGISTER_COMPONENT_TYPE {
147 D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
148 D3D10_REGISTER_COMPONENT_UINT32,
149 D3D10_REGISTER_COMPONENT_SINT32,
150 D3D10_REGISTER_COMPONENT_FLOAT32
151 }
152
153 enum D3D10_INCLUDE_TYPE {
154 D3D10_INCLUDE_LOCAL,
155 D3D10_INCLUDE_SYSTEM,
156 D3D10_INCLUDE_FORCE_DWORD = 0x7fffffff
157 }
158
159 interface ID3D10Include {
160 /* TODO: fix vtbl[0] bug
161 extern(Windows) :
162 HRESULT Open(D3D10_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID* ppData, UINT* pBytes);
163 HRESULT Close(LPCVOID pData);
164 */
165 }
166
167 struct D3D10_SHADER_DESC {
168 UINT Version;
169 LPCSTR Creator;
170 UINT Flags;
171 UINT ConstantBuffers;
172 UINT BoundResources;
173 UINT InputParameters;
174 UINT OutputParameters;
175 UINT InstructionCount;
176 UINT TempRegisterCount;
177 UINT TempArrayCount;
178 UINT DefCount;
179 UINT DclCount;
180 UINT TextureNormalInstructions;
181 UINT TextureLoadInstructions;
182 UINT TextureCompInstructions;
183 UINT TextureBiasInstructions;
184 UINT TextureGradientInstructions;
185 UINT FloatInstructionCount;
186 UINT IntInstructionCount;
187 UINT UintInstructionCount;
188 UINT StaticFlowControlCount;
189 UINT DynamicFlowControlCount;
190 UINT MacroInstructionCount;
191 UINT ArrayInstructionCount;
192 UINT CutInstructionCount;
193 UINT EmitInstructionCount;
194 D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
195 UINT GSMaxOutputVertexCount;
196 }
197
198 struct D3D10_SHADER_BUFFER_DESC {
199 LPCSTR Name;
200 D3D10_CBUFFER_TYPE Type;
201 UINT Variables;
202 UINT Size;
203 UINT uFlags;
204 }
205
206 struct D3D10_SHADER_VARIABLE_DESC {
207 LPCSTR Name;
208 UINT StartOffset;
209 UINT Size;
210 UINT uFlags;
211 LPVOID DefaultValue;
212 }
213
214 struct D3D10_SHADER_TYPE_DESC {
215 D3D10_SHADER_VARIABLE_CLASS Class;
216 D3D10_SHADER_VARIABLE_TYPE Type;
217 UINT Rows;
218 UINT Columns;
219 UINT Elements;
220 UINT Members;
221 UINT Offset;
222 }
223
224 struct D3D10_SHADER_INPUT_BIND_DESC {
225 LPCSTR Name;
226 D3D10_SHADER_INPUT_TYPE Type;
227 UINT BindPoint;
228 UINT BindCount;
229 UINT uFlags;
230 D3D10_RESOURCE_RETURN_TYPE ReturnType;
231 D3D10_SRV_DIMENSION Dimension;
232 UINT NumSamples;
233 }
234
235 struct D3D10_SIGNATURE_PARAMETER_DESC {
236 LPCSTR SemanticName;
237 UINT SemanticIndex;
238 UINT Register;
239 D3D10_NAME SystemValueType;
240 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
241 BYTE Mask;
242 BYTE ReadWriteMask;
243 }
244
245 extern(C) const GUID IID_ID3D10ShaderReflectionType = {0xc530ad7d, 0x9b16, 0x4395, [0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd]};
246
247 interface ID3D10ShaderReflectionType {
248 /* TODO: fix vtbl[0] bug
249 extern(Windows) :
250 HRESULT GetDesc(D3D10_SHADER_TYPE_DESC* pDesc);
251 ID3D10ShaderReflectionType* GetMemberTypeByIndex(UINT Index);
252 ID3D10ShaderReflectionType* GetMemberTypeByName(LPCSTR Name);
253 LPCSTR GetMemberTypeName(UINT Index);
254 */
255 }
256
257 extern(C) const GUID IID_ID3D10ShaderReflectionVariable = {0x1bf63c95, 0x2650, 0x405d, [0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1]};
258
259 interface ID3D10ShaderReflectionVariable {
260 /* TODO: fix vtbl[0] bug
261 extern(Windows) :
262 HRESULT GetDesc(D3D10_SHADER_VARIABLE_DESC* pDesc);
263 ID3D10ShaderReflectionType* GetType();
264 */
265 }
266
267 extern(C) const GUID IID_ID3D10ShaderReflectionConstantBuffer = {0x66c66a94, 0xdddd, 0x4b62, [0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0]};
268
269 interface ID3D10ShaderReflectionConstantBuffer {
270 /* TODO: fix vtbl[0] bug
271 extern(Windows) :
272 HRESULT GetDesc(D3D10_SHADER_BUFFER_DESC* pDesc);
273 ID3D10ShaderReflectionVariable* GetVariableByIndex(UINT Index);
274 ID3D10ShaderReflectionVariable* GetVariableByName(LPCSTR Name);
275 */
276 }
277
278 extern(C) const GUID IID_ID3D10ShaderReflection = {0xd40e20b6, 0xf8f7, 0x42ad, [0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa]};
279
280 interface ID3D10ShaderReflection : IUnknown {
281 extern(Windows) :
282 HRESULT QueryInterface(REFIID iid, LPVOID* ppv);
283 ULONG AddRef();
284 ULONG Release();
285 HRESULT GetDesc(D3D10_SHADER_DESC* pDesc);
286 ID3D10ShaderReflectionConstantBuffer* GetConstantBufferByIndex(UINT Index);
287 ID3D10ShaderReflectionConstantBuffer* GetConstantBufferByName(LPCSTR Name);
288 HRESULT GetResourceBindingDesc(UINT ResourceIndex, D3D10_SHADER_INPUT_BIND_DESC* pDesc);
289 HRESULT GetInputParameterDesc(UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC* pDesc);
290 HRESULT GetOutputParameterDesc(UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC* pDesc);
291 }
292
293 HRESULT D3D10CompileShader(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, D3D10_SHADER_MACRO* pDefines, ID3D10Include pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3D10Blob* ppShader, ID3D10Blob* ppErrorMsgs);
294 HRESULT D3D10DisassembleShader(void* pShader, SIZE_T BytecodeLength, BOOL EnableColorCode, LPCSTR pComments, ID3D10Blob* ppDisassembly);
295 LPCSTR D3D10GetPixelShaderProfile(ID3D10Device pDevice);
296 LPCSTR D3D10GetVertexShaderProfile(ID3D10Device pDevice);
297 LPCSTR D3D10GetGeometryShaderProfile(ID3D10Device pDevice);
298 HRESULT D3D10ReflectShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10ShaderReflection* ppReflector);
299 HRESULT D3D10PreprocessShader(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, D3D10_SHADER_MACRO* pDefines, ID3D10Include pInclude, ID3D10Blob* ppShaderText, ID3D10Blob* ppErrorMsgs);
300 HRESULT D3D10GetInputSignatureBlob(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob* ppSignatureBlob);
301 HRESULT D3D10GetOutputSignatureBlob(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob* ppSignatureBlob);
302 HRESULT D3D10GetInputAndOutputSignatureBlob(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob* ppSignatureBlob);
303 HRESULT D3D10GetShaderDebugInfo(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob* ppDebugInfo);
304