rpcs3/minidx12/Include/d3d11shader.h
Vincent Lejeune a462b4518c d3d12: Move d3d12 files to separate solution.
It simplify solution configurations.
2015-10-17 04:15:58 +02:00

602 lines
30 KiB
C

//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3D11Shader.h
// Content: D3D11 Shader Types and APIs
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3D11SHADER_H__
#define __D3D11SHADER_H__
#include "d3dcommon.h"
typedef enum D3D11_SHADER_VERSION_TYPE
{
D3D11_SHVER_PIXEL_SHADER = 0,
D3D11_SHVER_VERTEX_SHADER = 1,
D3D11_SHVER_GEOMETRY_SHADER = 2,
// D3D11 Shaders
D3D11_SHVER_HULL_SHADER = 3,
D3D11_SHVER_DOMAIN_SHADER = 4,
D3D11_SHVER_COMPUTE_SHADER = 5,
D3D11_SHVER_RESERVED0 = 0xFFF0,
} D3D11_SHADER_VERSION_TYPE;
#define D3D11_SHVER_GET_TYPE(_Version) \
(((_Version) >> 16) & 0xffff)
#define D3D11_SHVER_GET_MAJOR(_Version) \
(((_Version) >> 4) & 0xf)
#define D3D11_SHVER_GET_MINOR(_Version) \
(((_Version) >> 0) & 0xf)
// Slot ID for library function return
#define D3D_RETURN_PARAMETER_INDEX (-1)
typedef D3D_RESOURCE_RETURN_TYPE D3D11_RESOURCE_RETURN_TYPE;
typedef D3D_CBUFFER_TYPE D3D11_CBUFFER_TYPE;
typedef struct _D3D11_SIGNATURE_PARAMETER_DESC
{
LPCSTR SemanticName; // Name of the semantic
UINT SemanticIndex; // Index of the semantic
UINT Register; // Number of member variables
D3D_NAME SystemValueType;// A predefined system value, or D3D_NAME_UNDEFINED if not applicable
D3D_REGISTER_COMPONENT_TYPE ComponentType; // Scalar type (e.g. uint, float, etc.)
BYTE Mask; // Mask to indicate which components of the register
// are used (combination of D3D10_COMPONENT_MASK values)
BYTE ReadWriteMask; // Mask to indicate whether a given component is
// never written (if this is an output signature) or
// always read (if this is an input signature).
// (combination of D3D_MASK_* values)
UINT Stream; // Stream index
D3D_MIN_PRECISION MinPrecision; // Minimum desired interpolation precision
} D3D11_SIGNATURE_PARAMETER_DESC;
typedef struct _D3D11_SHADER_BUFFER_DESC
{
LPCSTR Name; // Name of the constant buffer
D3D_CBUFFER_TYPE Type; // Indicates type of buffer content
UINT Variables; // Number of member variables
UINT Size; // Size of CB (in bytes)
UINT uFlags; // Buffer description flags
} D3D11_SHADER_BUFFER_DESC;
typedef struct _D3D11_SHADER_VARIABLE_DESC
{
LPCSTR Name; // Name of the variable
UINT StartOffset; // Offset in constant buffer's backing store
UINT Size; // Size of variable (in bytes)
UINT uFlags; // Variable flags
LPVOID DefaultValue; // Raw pointer to default value
UINT StartTexture; // First texture index (or -1 if no textures used)
UINT TextureSize; // Number of texture slots possibly used.
UINT StartSampler; // First sampler index (or -1 if no textures used)
UINT SamplerSize; // Number of sampler slots possibly used.
} D3D11_SHADER_VARIABLE_DESC;
typedef struct _D3D11_SHADER_TYPE_DESC
{
D3D_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
D3D_SHADER_VARIABLE_TYPE Type; // Variable type (e.g. float, sampler, etc.)
UINT Rows; // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
UINT Columns; // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
UINT Elements; // Number of elements (0 if not an array)
UINT Members; // Number of members (0 if not a structure)
UINT Offset; // Offset from the start of structure (0 if not a structure member)
LPCSTR Name; // Name of type, can be NULL
} D3D11_SHADER_TYPE_DESC;
typedef D3D_TESSELLATOR_DOMAIN D3D11_TESSELLATOR_DOMAIN;
typedef D3D_TESSELLATOR_PARTITIONING D3D11_TESSELLATOR_PARTITIONING;
typedef D3D_TESSELLATOR_OUTPUT_PRIMITIVE D3D11_TESSELLATOR_OUTPUT_PRIMITIVE;
typedef struct _D3D11_SHADER_DESC
{
UINT Version; // Shader version
LPCSTR Creator; // Creator string
UINT Flags; // Shader compilation/parse flags
UINT ConstantBuffers; // Number of constant buffers
UINT BoundResources; // Number of bound resources
UINT InputParameters; // Number of parameters in the input signature
UINT OutputParameters; // Number of parameters in the output signature
UINT InstructionCount; // Number of emitted instructions
UINT TempRegisterCount; // Number of temporary registers used
UINT TempArrayCount; // Number of temporary arrays used
UINT DefCount; // Number of constant defines
UINT DclCount; // Number of declarations (input + output)
UINT TextureNormalInstructions; // Number of non-categorized texture instructions
UINT TextureLoadInstructions; // Number of texture load instructions
UINT TextureCompInstructions; // Number of texture comparison instructions
UINT TextureBiasInstructions; // Number of texture bias instructions
UINT TextureGradientInstructions; // Number of texture gradient instructions
UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
UINT StaticFlowControlCount; // Number of static flow control instructions used
UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
UINT MacroInstructionCount; // Number of macro instructions used
UINT ArrayInstructionCount; // Number of array instructions used
UINT CutInstructionCount; // Number of cut instructions used
UINT EmitInstructionCount; // Number of emit instructions used
D3D_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
D3D_PRIMITIVE InputPrimitive; // GS/HS input primitive
UINT PatchConstantParameters; // Number of parameters in the patch constant signature
UINT cGSInstanceCount; // Number of Geometry shader instances
UINT cControlPoints; // Number of control points in the HS->DS stage
D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive; // Primitive output by the tessellator
D3D_TESSELLATOR_PARTITIONING HSPartitioning; // Partitioning mode of the tessellator
D3D_TESSELLATOR_DOMAIN TessellatorDomain; // Domain of the tessellator (quad, tri, isoline)
// instruction counts
UINT cBarrierInstructions; // Number of barrier instructions in a compute shader
UINT cInterlockedInstructions; // Number of interlocked instructions
UINT cTextureStoreInstructions; // Number of texture writes
} D3D11_SHADER_DESC;
typedef struct _D3D11_SHADER_INPUT_BIND_DESC
{
LPCSTR Name; // Name of the resource
D3D_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture, cbuffer, etc.)
UINT BindPoint; // Starting bind point
UINT BindCount; // Number of contiguous bind points (for arrays)
UINT uFlags; // Input binding flags
D3D_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
D3D_SRV_DIMENSION Dimension; // Dimension (if texture)
UINT NumSamples; // Number of samples (0 if not MS texture)
} D3D11_SHADER_INPUT_BIND_DESC;
#define D3D_SHADER_REQUIRES_DOUBLES 0x00000001
#define D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL 0x00000002
#define D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE 0x00000004
#define D3D_SHADER_REQUIRES_64_UAVS 0x00000008
#define D3D_SHADER_REQUIRES_MINIMUM_PRECISION 0x00000010
#define D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS 0x00000020
#define D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS 0x00000040
#define D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING 0x00000080
#define D3D_SHADER_REQUIRES_TILED_RESOURCES 0x00000100
typedef struct _D3D11_LIBRARY_DESC
{
LPCSTR Creator; // The name of the originator of the library.
UINT Flags; // Compilation flags.
UINT FunctionCount; // Number of functions exported from the library.
} D3D11_LIBRARY_DESC;
typedef struct _D3D11_FUNCTION_DESC
{
UINT Version; // Shader version
LPCSTR Creator; // Creator string
UINT Flags; // Shader compilation/parse flags
UINT ConstantBuffers; // Number of constant buffers
UINT BoundResources; // Number of bound resources
UINT InstructionCount; // Number of emitted instructions
UINT TempRegisterCount; // Number of temporary registers used
UINT TempArrayCount; // Number of temporary arrays used
UINT DefCount; // Number of constant defines
UINT DclCount; // Number of declarations (input + output)
UINT TextureNormalInstructions; // Number of non-categorized texture instructions
UINT TextureLoadInstructions; // Number of texture load instructions
UINT TextureCompInstructions; // Number of texture comparison instructions
UINT TextureBiasInstructions; // Number of texture bias instructions
UINT TextureGradientInstructions; // Number of texture gradient instructions
UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
UINT StaticFlowControlCount; // Number of static flow control instructions used
UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
UINT MacroInstructionCount; // Number of macro instructions used
UINT ArrayInstructionCount; // Number of array instructions used
UINT MovInstructionCount; // Number of mov instructions used
UINT MovcInstructionCount; // Number of movc instructions used
UINT ConversionInstructionCount; // Number of type conversion instructions used
UINT BitwiseInstructionCount; // Number of bitwise arithmetic instructions used
D3D_FEATURE_LEVEL MinFeatureLevel; // Min target of the function byte code
UINT64 RequiredFeatureFlags; // Required feature flags
LPCSTR Name; // Function name
INT FunctionParameterCount; // Number of logical parameters in the function signature (not including return)
BOOL HasReturn; // TRUE, if function returns a value, false - it is a subroutine
BOOL Has10Level9VertexShader; // TRUE, if there is a 10L9 VS blob
BOOL Has10Level9PixelShader; // TRUE, if there is a 10L9 PS blob
} D3D11_FUNCTION_DESC;
typedef struct _D3D11_PARAMETER_DESC
{
LPCSTR Name; // Parameter name.
LPCSTR SemanticName; // Parameter semantic name (+index).
D3D_SHADER_VARIABLE_TYPE Type; // Element type.
D3D_SHADER_VARIABLE_CLASS Class; // Scalar/Vector/Matrix.
UINT Rows; // Rows are for matrix parameters.
UINT Columns; // Components or Columns in matrix.
D3D_INTERPOLATION_MODE InterpolationMode; // Interpolation mode.
D3D_PARAMETER_FLAGS Flags; // Parameter modifiers.
UINT FirstInRegister; // The first input register for this parameter.
UINT FirstInComponent; // The first input register component for this parameter.
UINT FirstOutRegister; // The first output register for this parameter.
UINT FirstOutComponent; // The first output register component for this parameter.
} D3D11_PARAMETER_DESC;
//////////////////////////////////////////////////////////////////////////////
// Interfaces ////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
typedef interface ID3D11ShaderReflectionType ID3D11ShaderReflectionType;
typedef interface ID3D11ShaderReflectionType *LPD3D11SHADERREFLECTIONTYPE;
typedef interface ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable;
typedef interface ID3D11ShaderReflectionVariable *LPD3D11SHADERREFLECTIONVARIABLE;
typedef interface ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer;
typedef interface ID3D11ShaderReflectionConstantBuffer *LPD3D11SHADERREFLECTIONCONSTANTBUFFER;
typedef interface ID3D11ShaderReflection ID3D11ShaderReflection;
typedef interface ID3D11ShaderReflection *LPD3D11SHADERREFLECTION;
typedef interface ID3D11LibraryReflection ID3D11LibraryReflection;
typedef interface ID3D11LibraryReflection *LPD3D11LIBRARYREFLECTION;
typedef interface ID3D11FunctionReflection ID3D11FunctionReflection;
typedef interface ID3D11FunctionReflection *LPD3D11FUNCTIONREFLECTION;
typedef interface ID3D11FunctionParameterReflection ID3D11FunctionParameterReflection;
typedef interface ID3D11FunctionParameterReflection *LPD3D11FUNCTIONPARAMETERREFLECTION;
// {6E6FFA6A-9BAE-4613-A51E-91652D508C21}
interface DECLSPEC_UUID("6E6FFA6A-9BAE-4613-A51E-91652D508C21") ID3D11ShaderReflectionType;
DEFINE_GUID(IID_ID3D11ShaderReflectionType,
0x6e6ffa6a, 0x9bae, 0x4613, 0xa5, 0x1e, 0x91, 0x65, 0x2d, 0x50, 0x8c, 0x21);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflectionType
DECLARE_INTERFACE(ID3D11ShaderReflectionType)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_SHADER_TYPE_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ _In_ UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ _In_ UINT Index) PURE;
STDMETHOD(IsEqual)(THIS_ _In_ ID3D11ShaderReflectionType* pType) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetSubType)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetBaseClass)(THIS) PURE;
STDMETHOD_(UINT, GetNumInterfaces)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetInterfaceByIndex)(THIS_ _In_ UINT uIndex) PURE;
STDMETHOD(IsOfType)(THIS_ _In_ ID3D11ShaderReflectionType* pType) PURE;
STDMETHOD(ImplementsInterface)(THIS_ _In_ ID3D11ShaderReflectionType* pBase) PURE;
};
// {51F23923-F3E5-4BD1-91CB-606177D8DB4C}
interface DECLSPEC_UUID("51F23923-F3E5-4BD1-91CB-606177D8DB4C") ID3D11ShaderReflectionVariable;
DEFINE_GUID(IID_ID3D11ShaderReflectionVariable,
0x51f23923, 0xf3e5, 0x4bd1, 0x91, 0xcb, 0x60, 0x61, 0x77, 0xd8, 0xdb, 0x4c);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflectionVariable
DECLARE_INTERFACE(ID3D11ShaderReflectionVariable)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_SHADER_VARIABLE_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE;
STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ _In_ UINT uArrayIndex) PURE;
};
// {EB62D63D-93DD-4318-8AE8-C6F83AD371B8}
interface DECLSPEC_UUID("EB62D63D-93DD-4318-8AE8-C6F83AD371B8") ID3D11ShaderReflectionConstantBuffer;
DEFINE_GUID(IID_ID3D11ShaderReflectionConstantBuffer,
0xeb62d63d, 0x93dd, 0x4318, 0x8a, 0xe8, 0xc6, 0xf8, 0x3a, 0xd3, 0x71, 0xb8);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflectionConstantBuffer
DECLARE_INTERFACE(ID3D11ShaderReflectionConstantBuffer)
{
STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_BUFFER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByIndex)(THIS_ _In_ UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
};
// The ID3D11ShaderReflection IID may change from SDK version to SDK version
// if the reflection API changes. This prevents new code with the new API
// from working with an old binary. Recompiling with the new header
// will pick up the new IID.
// 8d536ca1-0cca-4956-a837-786963755584
interface DECLSPEC_UUID("8d536ca1-0cca-4956-a837-786963755584") ID3D11ShaderReflection;
DEFINE_GUID(IID_ID3D11ShaderReflection,
0x8d536ca1, 0x0cca, 0x4956, 0xa8, 0x37, 0x78, 0x69, 0x63, 0x75, 0x55, 0x84);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflection
DECLARE_INTERFACE_(ID3D11ShaderReflection, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid,
_Out_ LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_SHADER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ _In_ UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ _In_ UINT ResourceIndex,
_Out_ D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ _In_ UINT ParameterIndex,
_Out_ D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ _In_ UINT ParameterIndex,
_Out_ D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetPatchConstantParameterDesc)(THIS_ _In_ UINT ParameterIndex,
_Out_ D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDescByName)(THIS_ _In_ LPCSTR Name,
_Out_ D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD_(UINT, GetMovInstructionCount)(THIS) PURE;
STDMETHOD_(UINT, GetMovcInstructionCount)(THIS) PURE;
STDMETHOD_(UINT, GetConversionInstructionCount)(THIS) PURE;
STDMETHOD_(UINT, GetBitwiseInstructionCount)(THIS) PURE;
STDMETHOD_(D3D_PRIMITIVE, GetGSInputPrimitive)(THIS) PURE;
STDMETHOD_(BOOL, IsSampleFrequencyShader)(THIS) PURE;
STDMETHOD_(UINT, GetNumInterfaceSlots)(THIS) PURE;
STDMETHOD(GetMinFeatureLevel)(THIS_ _Out_ enum D3D_FEATURE_LEVEL* pLevel) PURE;
STDMETHOD_(UINT, GetThreadGroupSize)(THIS_
_Out_opt_ UINT* pSizeX,
_Out_opt_ UINT* pSizeY,
_Out_opt_ UINT* pSizeZ) PURE;
STDMETHOD_(UINT64, GetRequiresFlags)(THIS) PURE;
};
// {54384F1B-5B3E-4BB7-AE01-60BA3097CBB6}
interface DECLSPEC_UUID("54384F1B-5B3E-4BB7-AE01-60BA3097CBB6") ID3D11LibraryReflection;
DEFINE_GUID(IID_ID3D11LibraryReflection,
0x54384f1b, 0x5b3e, 0x4bb7, 0xae, 0x1, 0x60, 0xba, 0x30, 0x97, 0xcb, 0xb6);
#undef INTERFACE
#define INTERFACE ID3D11LibraryReflection
DECLARE_INTERFACE_(ID3D11LibraryReflection, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_LIBRARY_DESC * pDesc) PURE;
STDMETHOD_(ID3D11FunctionReflection *, GetFunctionByIndex)(THIS_ _In_ INT FunctionIndex) PURE;
};
// {207BCECB-D683-4A06-A8A3-9B149B9F73A4}
interface DECLSPEC_UUID("207BCECB-D683-4A06-A8A3-9B149B9F73A4") ID3D11FunctionReflection;
DEFINE_GUID(IID_ID3D11FunctionReflection,
0x207bcecb, 0xd683, 0x4a06, 0xa8, 0xa3, 0x9b, 0x14, 0x9b, 0x9f, 0x73, 0xa4);
#undef INTERFACE
#define INTERFACE ID3D11FunctionReflection
DECLARE_INTERFACE(ID3D11FunctionReflection)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_FUNCTION_DESC * pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ _In_ UINT BufferIndex) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ _In_ UINT ResourceIndex,
_Out_ D3D11_SHADER_INPUT_BIND_DESC * pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable *, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDescByName)(THIS_ _In_ LPCSTR Name,
_Out_ D3D11_SHADER_INPUT_BIND_DESC * pDesc) PURE;
// Use D3D_RETURN_PARAMETER_INDEX to get description of the return value.
STDMETHOD_(ID3D11FunctionParameterReflection *, GetFunctionParameter)(THIS_ _In_ INT ParameterIndex) PURE;
};
// {42757488-334F-47FE-982E-1A65D08CC462}
interface DECLSPEC_UUID("42757488-334F-47FE-982E-1A65D08CC462") ID3D11FunctionParameterReflection;
DEFINE_GUID(IID_ID3D11FunctionParameterReflection,
0x42757488, 0x334f, 0x47fe, 0x98, 0x2e, 0x1a, 0x65, 0xd0, 0x8c, 0xc4, 0x62);
#undef INTERFACE
#define INTERFACE ID3D11FunctionParameterReflection
DECLARE_INTERFACE(ID3D11FunctionParameterReflection)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_PARAMETER_DESC * pDesc) PURE;
};
// {CAC701EE-80FC-4122-8242-10B39C8CEC34}
interface DECLSPEC_UUID("CAC701EE-80FC-4122-8242-10B39C8CEC34") ID3D11Module;
DEFINE_GUID(IID_ID3D11Module,
0xcac701ee, 0x80fc, 0x4122, 0x82, 0x42, 0x10, 0xb3, 0x9c, 0x8c, 0xec, 0x34);
#undef INTERFACE
#define INTERFACE ID3D11Module
DECLARE_INTERFACE_(ID3D11Module, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// Create an instance of a module for resource re-binding.
STDMETHOD(CreateInstance)(THIS_ _In_opt_ LPCSTR pNamespace,
_COM_Outptr_ interface ID3D11ModuleInstance ** ppModuleInstance) PURE;
};
// {469E07F7-045A-48D5-AA12-68A478CDF75D}
interface DECLSPEC_UUID("469E07F7-045A-48D5-AA12-68A478CDF75D") ID3D11ModuleInstance;
DEFINE_GUID(IID_ID3D11ModuleInstance,
0x469e07f7, 0x45a, 0x48d5, 0xaa, 0x12, 0x68, 0xa4, 0x78, 0xcd, 0xf7, 0x5d);
#undef INTERFACE
#define INTERFACE ID3D11ModuleInstance
DECLARE_INTERFACE_(ID3D11ModuleInstance, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
//
// Resource binding API.
//
STDMETHOD(BindConstantBuffer)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT cbDstOffset) PURE;
STDMETHOD(BindConstantBufferByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT cbDstOffset) PURE;
STDMETHOD(BindResource)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindResourceByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindSampler)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindSamplerByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindUnorderedAccessView)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindUnorderedAccessViewByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindResourceAsUnorderedAccessView)(THIS_ _In_ UINT uSrcSrvSlot, _In_ UINT uDstUavSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindResourceAsUnorderedAccessViewByName)(THIS_ _In_ LPCSTR pSrvName, _In_ UINT uDstUavSlot, _In_ UINT uCount) PURE;
};
// {59A6CD0E-E10D-4C1F-88C0-63ABA1DAF30E}
interface DECLSPEC_UUID("59A6CD0E-E10D-4C1F-88C0-63ABA1DAF30E") ID3D11Linker;
DEFINE_GUID(IID_ID3D11Linker,
0x59a6cd0e, 0xe10d, 0x4c1f, 0x88, 0xc0, 0x63, 0xab, 0xa1, 0xda, 0xf3, 0xe);
#undef INTERFACE
#define INTERFACE ID3D11Linker
DECLARE_INTERFACE_(ID3D11Linker, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// Link the shader and produce a shader blob suitable to D3D runtime.
STDMETHOD(Link)(THIS_ _In_ interface ID3D11ModuleInstance * pEntry,
_In_ LPCSTR pEntryName,
_In_ LPCSTR pTargetName,
_In_ UINT uFlags,
_COM_Outptr_ ID3DBlob ** ppShaderBlob,
_Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE;
// Add an instance of a library module to be used for linking.
STDMETHOD(UseLibrary)(THIS_ _In_ interface ID3D11ModuleInstance * pLibraryMI) PURE;
// Add a clip plane with the plane coefficients taken from a cbuffer entry for 10L9 shaders.
STDMETHOD(AddClipPlaneFromCBuffer)(THIS_ _In_ UINT uCBufferSlot, _In_ UINT uCBufferEntry) PURE;
};
// {D80DD70C-8D2F-4751-94A1-03C79B3556DB}
interface DECLSPEC_UUID("D80DD70C-8D2F-4751-94A1-03C79B3556DB") ID3D11LinkingNode;
DEFINE_GUID(IID_ID3D11LinkingNode,
0xd80dd70c, 0x8d2f, 0x4751, 0x94, 0xa1, 0x3, 0xc7, 0x9b, 0x35, 0x56, 0xdb);
#undef INTERFACE
#define INTERFACE ID3D11LinkingNode
DECLARE_INTERFACE_(ID3D11LinkingNode, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
};
// {54133220-1CE8-43D3-8236-9855C5CEECFF}
interface DECLSPEC_UUID("54133220-1CE8-43D3-8236-9855C5CEECFF") ID3D11FunctionLinkingGraph;
DEFINE_GUID(IID_ID3D11FunctionLinkingGraph,
0x54133220, 0x1ce8, 0x43d3, 0x82, 0x36, 0x98, 0x55, 0xc5, 0xce, 0xec, 0xff);
#undef INTERFACE
#define INTERFACE ID3D11FunctionLinkingGraph
DECLARE_INTERFACE_(ID3D11FunctionLinkingGraph, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// Create a shader module out of FLG description.
STDMETHOD(CreateModuleInstance)(THIS_ _COM_Outptr_ interface ID3D11ModuleInstance ** ppModuleInstance,
_Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE;
STDMETHOD(SetInputSignature)(THIS_ __in_ecount(cInputParameters) const D3D11_PARAMETER_DESC * pInputParameters,
_In_ UINT cInputParameters,
_COM_Outptr_ interface ID3D11LinkingNode ** ppInputNode) PURE;
STDMETHOD(SetOutputSignature)(THIS_ __in_ecount(cOutputParameters) const D3D11_PARAMETER_DESC * pOutputParameters,
_In_ UINT cOutputParameters,
_COM_Outptr_ interface ID3D11LinkingNode ** ppOutputNode) PURE;
STDMETHOD(CallFunction)(THIS_ _In_opt_ LPCSTR pModuleInstanceNamespace,
_In_ interface ID3D11Module * pModuleWithFunctionPrototype,
_In_ LPCSTR pFunctionName,
_COM_Outptr_ interface ID3D11LinkingNode ** ppCallNode) PURE;
STDMETHOD(PassValue)(THIS_ _In_ interface ID3D11LinkingNode * pSrcNode,
_In_ INT SrcParameterIndex,
_In_ interface ID3D11LinkingNode * pDstNode,
_In_ INT DstParameterIndex) PURE;
STDMETHOD(PassValueWithSwizzle)(THIS_ _In_ interface ID3D11LinkingNode * pSrcNode,
_In_ INT SrcParameterIndex,
_In_ LPCSTR pSrcSwizzle,
_In_ interface ID3D11LinkingNode * pDstNode,
_In_ INT DstParameterIndex,
_In_ LPCSTR pDstSwizzle) PURE;
STDMETHOD(GetLastError)(THIS_ _Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE;
STDMETHOD(GenerateHlsl)(THIS_ _In_ UINT uFlags, // uFlags is reserved for future use.
_COM_Outptr_ ID3DBlob ** ppBuffer) PURE;
};
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3D11SHADER_H__