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a462b4518c
It simplify solution configurations.
307 lines
12 KiB
C
307 lines
12 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: D3D10_1Shader.h
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// Content: D3D10.1 Shader Types and APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3D10_1SHADER_H__
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#define __D3D10_1SHADER_H__
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#include "d3d10shader.h"
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#include <winapifamily.h>
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//----------------------------------------------------------------------------
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// Shader debugging structures
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//----------------------------------------------------------------------------
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typedef enum _D3D10_SHADER_DEBUG_REGTYPE
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{
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D3D10_SHADER_DEBUG_REG_INPUT,
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D3D10_SHADER_DEBUG_REG_OUTPUT,
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D3D10_SHADER_DEBUG_REG_CBUFFER,
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D3D10_SHADER_DEBUG_REG_TBUFFER,
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D3D10_SHADER_DEBUG_REG_TEMP,
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D3D10_SHADER_DEBUG_REG_TEMPARRAY,
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D3D10_SHADER_DEBUG_REG_TEXTURE,
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D3D10_SHADER_DEBUG_REG_SAMPLER,
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D3D10_SHADER_DEBUG_REG_IMMEDIATECBUFFER,
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D3D10_SHADER_DEBUG_REG_LITERAL,
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D3D10_SHADER_DEBUG_REG_UNUSED,
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D3D11_SHADER_DEBUG_REG_INTERFACE_POINTERS,
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D3D11_SHADER_DEBUG_REG_UAV,
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D3D10_SHADER_DEBUG_REG_FORCE_DWORD = 0x7fffffff,
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} D3D10_SHADER_DEBUG_REGTYPE;
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typedef enum _D3D10_SHADER_DEBUG_SCOPETYPE
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{
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D3D10_SHADER_DEBUG_SCOPE_GLOBAL,
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D3D10_SHADER_DEBUG_SCOPE_BLOCK,
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D3D10_SHADER_DEBUG_SCOPE_FORLOOP,
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D3D10_SHADER_DEBUG_SCOPE_STRUCT,
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D3D10_SHADER_DEBUG_SCOPE_FUNC_PARAMS,
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D3D10_SHADER_DEBUG_SCOPE_STATEBLOCK,
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D3D10_SHADER_DEBUG_SCOPE_NAMESPACE,
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D3D10_SHADER_DEBUG_SCOPE_ANNOTATION,
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D3D10_SHADER_DEBUG_SCOPE_FORCE_DWORD = 0x7fffffff,
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} D3D10_SHADER_DEBUG_SCOPETYPE;
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typedef enum _D3D10_SHADER_DEBUG_VARTYPE
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{
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D3D10_SHADER_DEBUG_VAR_VARIABLE,
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D3D10_SHADER_DEBUG_VAR_FUNCTION,
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D3D10_SHADER_DEBUG_VAR_FORCE_DWORD = 0x7fffffff,
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} D3D10_SHADER_DEBUG_VARTYPE;
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/////////////////////////////////////////////////////////////////////
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// These are the serialized structures that get written to the file
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/////////////////////////////////////////////////////////////////////
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typedef struct _D3D10_SHADER_DEBUG_TOKEN_INFO
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{
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UINT File; // offset into file list
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UINT Line; // line #
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UINT Column; // column #
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UINT TokenLength;
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UINT TokenId; // offset to LPCSTR of length TokenLength in string datastore
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} D3D10_SHADER_DEBUG_TOKEN_INFO;
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// Variable list
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typedef struct _D3D10_SHADER_DEBUG_VAR_INFO
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{
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// Index into token list for declaring identifier
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UINT TokenId;
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D3D10_SHADER_VARIABLE_TYPE Type;
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// register and component for this variable, only valid/necessary for arrays
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UINT Register;
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UINT Component;
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// gives the original variable that declared this variable
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UINT ScopeVar;
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// this variable's offset in its ScopeVar
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UINT ScopeVarOffset;
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} D3D10_SHADER_DEBUG_VAR_INFO;
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typedef struct _D3D10_SHADER_DEBUG_INPUT_INFO
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{
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// index into array of variables of variable to initialize
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UINT Var;
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// input, cbuffer, tbuffer
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D3D10_SHADER_DEBUG_REGTYPE InitialRegisterSet;
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// set to cbuffer or tbuffer slot, geometry shader input primitive #,
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// identifying register for indexable temp, or -1
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UINT InitialBank;
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// -1 if temp, otherwise gives register in register set
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UINT InitialRegister;
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// -1 if temp, otherwise gives component
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UINT InitialComponent;
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// initial value if literal
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UINT InitialValue;
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} D3D10_SHADER_DEBUG_INPUT_INFO;
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typedef struct _D3D10_SHADER_DEBUG_SCOPEVAR_INFO
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{
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// Index into variable token
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UINT TokenId;
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D3D10_SHADER_DEBUG_VARTYPE VarType; // variable or function (different namespaces)
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D3D10_SHADER_VARIABLE_CLASS Class;
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UINT Rows; // number of rows (matrices)
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UINT Columns; // number of columns (vectors and matrices)
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// In an array of structures, one struct member scope is provided, and
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// you'll have to add the array stride times the index to the variable
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// index you find, then find that variable in this structure's list of
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// variables.
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// gives a scope to look up struct members. -1 if not a struct
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UINT StructMemberScope;
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// number of array indices
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UINT uArrayIndices; // a[3][2][1] has 3 indices
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// maximum array index for each index
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// offset to UINT[uArrayIndices] in UINT datastore
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UINT ArrayElements; // a[3][2][1] has {3, 2, 1}
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// how many variables each array index moves
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// offset to UINT[uArrayIndices] in UINT datastore
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UINT ArrayStrides; // a[3][2][1] has {2, 1, 1}
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UINT uVariables;
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// index of the first variable, later variables are offsets from this one
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UINT uFirstVariable;
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} D3D10_SHADER_DEBUG_SCOPEVAR_INFO;
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// scope data, this maps variable names to debug variables (useful for the watch window)
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typedef struct _D3D10_SHADER_DEBUG_SCOPE_INFO
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{
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D3D10_SHADER_DEBUG_SCOPETYPE ScopeType;
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UINT Name; // offset to name of scope in strings list
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UINT uNameLen; // length of name string
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UINT uVariables;
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UINT VariableData; // Offset to UINT[uVariables] indexing the Scope Variable list
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} D3D10_SHADER_DEBUG_SCOPE_INFO;
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// instruction outputs
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typedef struct _D3D10_SHADER_DEBUG_OUTPUTVAR
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{
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// index variable being written to, if -1 it's not going to a variable
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UINT Var;
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// range data that the compiler expects to be true
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UINT uValueMin, uValueMax;
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INT iValueMin, iValueMax;
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FLOAT fValueMin, fValueMax;
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BOOL bNaNPossible, bInfPossible;
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} D3D10_SHADER_DEBUG_OUTPUTVAR;
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typedef struct _D3D10_SHADER_DEBUG_OUTPUTREG_INFO
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{
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// Only temp, indexable temp, and output are valid here
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D3D10_SHADER_DEBUG_REGTYPE OutputRegisterSet;
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// -1 means no output
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UINT OutputReg;
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// if a temp array, identifier for which one
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UINT TempArrayReg;
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// -1 means masked out
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UINT OutputComponents[4];
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D3D10_SHADER_DEBUG_OUTPUTVAR OutputVars[4];
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// when indexing the output, get the value of this register, then add
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// that to uOutputReg. If uIndexReg is -1, then there is no index.
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// find the variable whose register is the sum (by looking in the ScopeVar)
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// and component matches, then set it. This should only happen for indexable
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// temps and outputs.
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UINT IndexReg;
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UINT IndexComp;
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} D3D10_SHADER_DEBUG_OUTPUTREG_INFO;
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// per instruction data
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typedef struct _D3D10_SHADER_DEBUG_INST_INFO
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{
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UINT Id; // Which instruction this is in the bytecode
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UINT Opcode; // instruction type
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// 0, 1, or 2
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UINT uOutputs;
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// up to two outputs per instruction
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D3D10_SHADER_DEBUG_OUTPUTREG_INFO pOutputs[2];
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// index into the list of tokens for this instruction's token
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UINT TokenId;
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// how many function calls deep this instruction is
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UINT NestingLevel;
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// list of scopes from outer-most to inner-most
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// Number of scopes
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UINT Scopes;
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UINT ScopeInfo; // Offset to UINT[uScopes] specifying indices of the ScopeInfo Array
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// list of variables accessed by this instruction
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// Number of variables
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UINT AccessedVars;
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UINT AccessedVarsInfo; // Offset to UINT[AccessedVars] specifying indices of the ScopeVariableInfo Array
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} D3D10_SHADER_DEBUG_INST_INFO;
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typedef struct _D3D10_SHADER_DEBUG_FILE_INFO
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{
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UINT FileName; // Offset to LPCSTR for file name
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UINT FileNameLen; // Length of file name
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UINT FileData; // Offset to LPCSTR of length FileLen
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UINT FileLen; // Length of file
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} D3D10_SHADER_DEBUG_FILE_INFO;
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typedef struct _D3D10_SHADER_DEBUG_INFO
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{
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UINT Size; // sizeof(D3D10_SHADER_DEBUG_INFO)
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UINT Creator; // Offset to LPCSTR for compiler version
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UINT EntrypointName; // Offset to LPCSTR for Entry point name
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UINT ShaderTarget; // Offset to LPCSTR for shader target
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UINT CompileFlags; // flags used to compile
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UINT Files; // number of included files
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UINT FileInfo; // Offset to D3D10_SHADER_DEBUG_FILE_INFO[Files]
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UINT Instructions; // number of instructions
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UINT InstructionInfo; // Offset to D3D10_SHADER_DEBUG_INST_INFO[Instructions]
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UINT Variables; // number of variables
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UINT VariableInfo; // Offset to D3D10_SHADER_DEBUG_VAR_INFO[Variables]
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UINT InputVariables; // number of variables to initialize before running
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UINT InputVariableInfo; // Offset to D3D10_SHADER_DEBUG_INPUT_INFO[InputVariables]
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UINT Tokens; // number of tokens to initialize
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UINT TokenInfo; // Offset to D3D10_SHADER_DEBUG_TOKEN_INFO[Tokens]
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UINT Scopes; // number of scopes
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UINT ScopeInfo; // Offset to D3D10_SHADER_DEBUG_SCOPE_INFO[Scopes]
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UINT ScopeVariables; // number of variables declared
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UINT ScopeVariableInfo; // Offset to D3D10_SHADER_DEBUG_SCOPEVAR_INFO[Scopes]
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UINT UintOffset; // Offset to the UINT datastore, all UINT offsets are from this offset
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UINT StringOffset; // Offset to the string datastore, all string offsets are from this offset
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} D3D10_SHADER_DEBUG_INFO;
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//----------------------------------------------------------------------------
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// ID3D10ShaderReflection1:
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//----------------------------------------------------------------------------
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//
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// Interface definitions
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//
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typedef interface ID3D10ShaderReflection1 ID3D10ShaderReflection1;
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typedef interface ID3D10ShaderReflection1 *LPD3D10SHADERREFLECTION1;
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// {C3457783-A846-47CE-9520-CEA6F66E7447}
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DEFINE_GUID(IID_ID3D10ShaderReflection1,
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0xc3457783, 0xa846, 0x47ce, 0x95, 0x20, 0xce, 0xa6, 0xf6, 0x6e, 0x74, 0x47);
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#undef INTERFACE
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#define INTERFACE ID3D10ShaderReflection1
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DECLARE_INTERFACE_(ID3D10ShaderReflection1, 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_ _Out_ 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, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
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STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
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STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
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STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
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STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
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STDMETHOD(GetMovInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
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STDMETHOD(GetMovcInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
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STDMETHOD(GetConversionInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
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STDMETHOD(GetBitwiseInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
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STDMETHOD(GetGSInputPrimitive)(THIS_ _Out_ D3D10_PRIMITIVE* pPrim) PURE;
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STDMETHOD(IsLevel9Shader)(THIS_ _Out_ BOOL* pbLevel9Shader) PURE;
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STDMETHOD(IsSampleFrequencyShader)(THIS_ _Out_ BOOL* pbSampleFrequency) 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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#ifdef __cplusplus
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}
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#endif //__cplusplus
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#endif //__D3D10_1SHADER_H__
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