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// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your option.
// All files in the project carrying such notice may not be copied, modified, or distributed
// except according to those terms
use shared::minwindef::{BYTE, LPVOID, UINT};
use um::d3d10::{D3D10_PRIMITIVE_TOPOLOGY, D3D10_SRV_DIMENSION};
use um::d3dcommon::{
D3D_CBUFFER_TYPE, D3D_INCLUDE_TYPE, D3D_NAME, D3D_REGISTER_COMPONENT_TYPE,
D3D_RESOURCE_RETURN_TYPE, D3D_SHADER_CBUFFER_FLAGS, D3D_SHADER_INPUT_FLAGS,
D3D_SHADER_INPUT_TYPE, D3D_SHADER_MACRO, D3D_SHADER_VARIABLE_CLASS, D3D_SHADER_VARIABLE_FLAGS,
D3D_SHADER_VARIABLE_TYPE, ID3DInclude,
};
use um::unknwnbase::{IUnknown, IUnknownVtbl};
use um::winnt::{HRESULT, LPCSTR};
pub const D3D10_SHADER_DEBUG: UINT = 1 << 0;
pub const D3D10_SHADER_SKIP_VALIDATION: UINT = 1 << 1;
pub const D3D10_SHADER_SKIP_OPTIMIZATION: UINT = 1 << 2;
pub const D3D10_SHADER_PACK_MATRIX_ROW_MAJOR: UINT = 1 << 3;
pub const D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR: UINT = 1 << 4;
pub const D3D10_SHADER_PARTIAL_PRECISION: UINT = 1 << 5;
pub const D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT: UINT = 1 << 6;
pub const D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT: UINT = 1 << 7;
pub const D3D10_SHADER_NO_PRESHADER: UINT = 1 << 8;
pub const D3D10_SHADER_AVOID_FLOW_CONTROL: UINT = 1 << 9;
pub const D3D10_SHADER_PREFER_FLOW_CONTROL: UINT = 1 << 10;
pub const D3D10_SHADER_ENABLE_STRICTNESS: UINT = 1 << 11;
pub const D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY: UINT = 1 << 12;
pub const D3D10_SHADER_IEEE_STRICTNESS: UINT = 1 << 13;
pub const D3D10_SHADER_WARNINGS_ARE_ERRORS: UINT = 1 << 18;
pub const D3D10_SHADER_RESOURCES_MAY_ALIAS: UINT = 1 << 19;
pub const D3D10_ENABLE_UNBOUNDED_DESCRIPTOR_TABLES: UINT = 1 << 20;
pub const D3D10_ALL_RESOURCES_BOUND: UINT = 1 << 21;
pub const D3D10_SHADER_OPTIMIZATION_LEVEL0: UINT = 1 << 14;
pub const D3D10_SHADER_OPTIMIZATION_LEVEL1: UINT = 0;
pub const D3D10_SHADER_OPTIMIZATION_LEVEL2: UINT = (1 << 14) | (1 << 15);
pub const D3D10_SHADER_OPTIMIZATION_LEVEL3: UINT = 1 << 15;
pub const D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_LATEST: UINT = 0;
pub const D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_1_0: UINT = 1 << 4;
pub const D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_1_1: UINT = 1 << 5;
pub type D3D10_SHADER_MACRO = D3D_SHADER_MACRO;
pub type LPD3D10_SHADER_MACRO = *mut D3D10_SHADER_MACRO;
pub type D3D10_SHADER_VARIABLE_CLASS = D3D_SHADER_VARIABLE_CLASS;
pub type LPD3D10_SHADER_VARIABLE_CLASS = *mut D3D10_SHADER_VARIABLE_CLASS;
pub type D3D10_SHADER_VARIABLE_FLAGS = D3D_SHADER_VARIABLE_FLAGS;
pub type LPD3D10_SHADER_VARIABLE_FLAGS = *mut D3D10_SHADER_VARIABLE_FLAGS;
pub type D3D10_SHADER_VARIABLE_TYPE = D3D_SHADER_VARIABLE_TYPE;
pub type LPD3D10_SHADER_VARIABLE_TYPE = *mut D3D10_SHADER_VARIABLE_TYPE;
pub type D3D10_SHADER_INPUT_FLAGS = D3D_SHADER_INPUT_FLAGS;
pub type LPD3D10_SHADER_INPUT_FLAGS = *mut D3D10_SHADER_INPUT_FLAGS;
pub type D3D10_SHADER_INPUT_TYPE = D3D_SHADER_INPUT_TYPE;
pub type LPD3D10_SHADER_INPUT_TYPE = *mut D3D10_SHADER_INPUT_TYPE;
pub type D3D10_SHADER_CBUFFER_FLAGS = D3D_SHADER_CBUFFER_FLAGS;
pub type LPD3D10_SHADER_CBUFFER_FLAGS = *mut D3D10_SHADER_CBUFFER_FLAGS;
pub type D3D10_CBUFFER_TYPE = D3D_CBUFFER_TYPE;
pub type LPD3D10_CBUFFER_TYPE = *mut D3D10_CBUFFER_TYPE;
pub type D3D10_NAME = D3D_NAME;
pub type D3D10_RESOURCE_RETURN_TYPE = D3D_RESOURCE_RETURN_TYPE;
pub type D3D10_REGISTER_COMPONENT_TYPE = D3D_REGISTER_COMPONENT_TYPE;
pub type D3D10_INCLUDE_TYPE = D3D_INCLUDE_TYPE;
pub type ID3D10Include = ID3DInclude;
pub type LPD3D10INCLUDE = *mut ID3DInclude;
// const IID_ID3D10Include: IID = IID_ID3DInclude;
STRUCT!{struct D3D10_SHADER_DESC {
Version: UINT,
Creator: LPCSTR,
Flags: UINT,
ConstantBuffers: UINT,
BoundResources: UINT,
InputParameters: UINT,
OutputParameters: UINT,
InstructionCount: UINT,
TempRegisterCount: UINT,
TempArrayCount: UINT,
DefCount: UINT,
DclCount: UINT,
TextureNormalInstructions: UINT,
TextureLoadInstructions: UINT,
TextureCompInstructions: UINT,
TextureBiasInstructions: UINT,
TextureGradientInstructions: UINT,
FloatInstructionCount: UINT,
IntInstructionCount: UINT,
UintInstructionCount: UINT,
StaticFlowControlCount: UINT,
DynamicFlowControlCount: UINT,
MacroInstructionCount: UINT,
ArrayInstructionCount: UINT,
CutInstructionCount: UINT,
EmitInstructionCount: UINT,
GSOutputTopology: D3D10_PRIMITIVE_TOPOLOGY,
GSMaxOutputVertexCount: UINT,
}}
STRUCT!{struct D3D10_SHADER_BUFFER_DESC {
Name: LPCSTR,
Type: D3D10_CBUFFER_TYPE,
Variables: UINT,
Size: UINT,
uFlags: UINT,
}}
STRUCT!{struct D3D10_SHADER_VARIABLE_DESC {
Name: LPCSTR,
StartOffset: UINT,
Size: UINT,
uFlags: UINT,
DefaultValue: LPVOID,
}}
STRUCT!{struct D3D10_SHADER_TYPE_DESC {
Class: D3D10_SHADER_VARIABLE_CLASS,
Type: D3D10_SHADER_VARIABLE_TYPE,
Rows: UINT,
Columns: UINT,
Elements: UINT,
Members: UINT,
Offset: UINT,
}}
STRUCT!{struct D3D10_SHADER_INPUT_BIND_DESC {
Name: LPCSTR,
Type: D3D10_SHADER_INPUT_TYPE,
BindPoint: UINT,
BindCount: UINT,
uFlags: UINT,
ReturnType: D3D10_RESOURCE_RETURN_TYPE,
Dimension: D3D10_SRV_DIMENSION,
NumSamples: UINT,
}}
STRUCT!{struct D3D10_SIGNATURE_PARAMETER_DESC {
SemanticName: LPCSTR,
SemanticIndex: UINT,
Register: UINT,
SystemValueType: D3D10_NAME,
ComponentType: D3D10_REGISTER_COMPONENT_TYPE,
Mask: BYTE,
ReadWriteMask: BYTE,
}}
pub type LPD3D10SHADERREFLECTIONTYPE = *mut ID3D10ShaderReflectionType;
DEFINE_GUID!{IID_ID3D10ShaderReflectionType,
0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd}
RIDL!{#[uuid(0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd)]
interface ID3D10ShaderReflectionType(ID3D10ShaderReflectionTypeVtbl) {
fn GetDesc(
pDesc: *mut D3D10_SHADER_TYPE_DESC,
) -> HRESULT,
fn GetMemberTypeByIndex(
Index: UINT,
) -> *mut ID3D10ShaderReflectionType,
fn GetMemberTypeByName(
Name: LPCSTR,
) -> *mut ID3D10ShaderReflectionType,
fn GetMemberTypeName(
Index: UINT,
) -> LPCSTR,
}}
pub type LPD3D10SHADERREFLECTIONVARIABLE = *mut ID3D10ShaderReflectionVariable;
DEFINE_GUID!{IID_ID3D10ShaderReflectionVariable,
0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1}
RIDL!{#[uuid(0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1)]
interface ID3D10ShaderReflectionVariable(ID3D10ShaderReflectionVariableVtbl) {
fn GetDesc(
pDesc: *mut D3D10_SHADER_VARIABLE_DESC,
) -> HRESULT,
fn GetType() -> *mut ID3D10ShaderReflectionType,
}}
pub type LPD3D10SHADERREFLECTIONCONSTANTBUFFER = *mut ID3D10ShaderReflectionConstantBuffer;
DEFINE_GUID!{IID_ID3D10ShaderReflectionConstantBuffer,
0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0}
RIDL!{#[uuid(0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0)]
interface ID3D10ShaderReflectionConstantBuffer(ID3D10ShaderReflectionConstantBufferVtbl) {
fn GetDesc(
pDesc: *mut D3D10_SHADER_BUFFER_DESC,
) -> HRESULT,
fn GetVariableByIndex(
Index: UINT,
) -> *mut ID3D10ShaderReflectionVariable,
fn GetVariableByName(
Name: LPCSTR,
) -> *mut ID3D10ShaderReflectionVariable,
}}
pub type LPD3D10SHADERREFLECTION = *mut ID3D10ShaderReflection;
DEFINE_GUID!{IID_ID3D10ShaderReflection,
0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa}
RIDL!{#[uuid(0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa)]
interface ID3D10ShaderReflection(ID3D10ShaderReflectionVtbl): IUnknown(IUnknownVtbl) {
fn GetDesc(
pDesc: *mut D3D10_SHADER_DESC,
) -> HRESULT,
fn GetConstantBufferByIndex(
Index: UINT,
) -> *mut ID3D10ShaderReflectionConstantBuffer,
fn GetConstantBufferByName(
Name: LPCSTR,
) -> *mut ID3D10ShaderReflectionConstantBuffer,
fn GetResourceBindingDesc(
ResourceIndex: UINT,
pDesc: *mut D3D10_SHADER_INPUT_BIND_DESC,
) -> HRESULT,
fn GetInputParameterDesc(
ParameterIndex: UINT,
pDesc: *mut D3D10_SIGNATURE_PARAMETER_DESC,
) -> HRESULT,
fn GetOutputParameterDesc(
ParameterIndex: UINT,
pDesc: *mut D3D10_SIGNATURE_PARAMETER_DESC,
) -> HRESULT,
}}
// TODO Some functions