mirror of
https://github.com/RPCS3/rpcs3.git
synced 2024-11-17 17:11:23 +00:00
afefecf1f0
Moves GL, minidx12, OpenAL, stblib to 3rdparty Fixes AppVeyor and CMakeLists (travis-ci.yml doesn't need any changes) Points directories in the VS solution files to the new ones on the externals directory Includes stuff with the < > syntax instead of " "
307 lines
12 KiB
C
307 lines
12 KiB
C
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
|
//
|
|
// File: D3D10_1Shader.h
|
|
// Content: D3D10.1 Shader Types and APIs
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifndef __D3D10_1SHADER_H__
|
|
#define __D3D10_1SHADER_H__
|
|
|
|
#include "d3d10shader.h"
|
|
|
|
#include <winapifamily.h>
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Shader debugging structures
|
|
//----------------------------------------------------------------------------
|
|
|
|
typedef enum _D3D10_SHADER_DEBUG_REGTYPE
|
|
{
|
|
D3D10_SHADER_DEBUG_REG_INPUT,
|
|
D3D10_SHADER_DEBUG_REG_OUTPUT,
|
|
D3D10_SHADER_DEBUG_REG_CBUFFER,
|
|
D3D10_SHADER_DEBUG_REG_TBUFFER,
|
|
D3D10_SHADER_DEBUG_REG_TEMP,
|
|
D3D10_SHADER_DEBUG_REG_TEMPARRAY,
|
|
D3D10_SHADER_DEBUG_REG_TEXTURE,
|
|
D3D10_SHADER_DEBUG_REG_SAMPLER,
|
|
D3D10_SHADER_DEBUG_REG_IMMEDIATECBUFFER,
|
|
D3D10_SHADER_DEBUG_REG_LITERAL,
|
|
D3D10_SHADER_DEBUG_REG_UNUSED,
|
|
D3D11_SHADER_DEBUG_REG_INTERFACE_POINTERS,
|
|
D3D11_SHADER_DEBUG_REG_UAV,
|
|
D3D10_SHADER_DEBUG_REG_FORCE_DWORD = 0x7fffffff,
|
|
} D3D10_SHADER_DEBUG_REGTYPE;
|
|
|
|
typedef enum _D3D10_SHADER_DEBUG_SCOPETYPE
|
|
{
|
|
D3D10_SHADER_DEBUG_SCOPE_GLOBAL,
|
|
D3D10_SHADER_DEBUG_SCOPE_BLOCK,
|
|
D3D10_SHADER_DEBUG_SCOPE_FORLOOP,
|
|
D3D10_SHADER_DEBUG_SCOPE_STRUCT,
|
|
D3D10_SHADER_DEBUG_SCOPE_FUNC_PARAMS,
|
|
D3D10_SHADER_DEBUG_SCOPE_STATEBLOCK,
|
|
D3D10_SHADER_DEBUG_SCOPE_NAMESPACE,
|
|
D3D10_SHADER_DEBUG_SCOPE_ANNOTATION,
|
|
D3D10_SHADER_DEBUG_SCOPE_FORCE_DWORD = 0x7fffffff,
|
|
} D3D10_SHADER_DEBUG_SCOPETYPE;
|
|
|
|
typedef enum _D3D10_SHADER_DEBUG_VARTYPE
|
|
{
|
|
D3D10_SHADER_DEBUG_VAR_VARIABLE,
|
|
D3D10_SHADER_DEBUG_VAR_FUNCTION,
|
|
D3D10_SHADER_DEBUG_VAR_FORCE_DWORD = 0x7fffffff,
|
|
} D3D10_SHADER_DEBUG_VARTYPE;
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
// These are the serialized structures that get written to the file
|
|
/////////////////////////////////////////////////////////////////////
|
|
|
|
typedef struct _D3D10_SHADER_DEBUG_TOKEN_INFO
|
|
{
|
|
UINT File; // offset into file list
|
|
UINT Line; // line #
|
|
UINT Column; // column #
|
|
|
|
UINT TokenLength;
|
|
UINT TokenId; // offset to LPCSTR of length TokenLength in string datastore
|
|
} D3D10_SHADER_DEBUG_TOKEN_INFO;
|
|
|
|
// Variable list
|
|
typedef struct _D3D10_SHADER_DEBUG_VAR_INFO
|
|
{
|
|
// Index into token list for declaring identifier
|
|
UINT TokenId;
|
|
D3D10_SHADER_VARIABLE_TYPE Type;
|
|
// register and component for this variable, only valid/necessary for arrays
|
|
UINT Register;
|
|
UINT Component;
|
|
// gives the original variable that declared this variable
|
|
UINT ScopeVar;
|
|
// this variable's offset in its ScopeVar
|
|
UINT ScopeVarOffset;
|
|
} D3D10_SHADER_DEBUG_VAR_INFO;
|
|
|
|
typedef struct _D3D10_SHADER_DEBUG_INPUT_INFO
|
|
{
|
|
// index into array of variables of variable to initialize
|
|
UINT Var;
|
|
// input, cbuffer, tbuffer
|
|
D3D10_SHADER_DEBUG_REGTYPE InitialRegisterSet;
|
|
// set to cbuffer or tbuffer slot, geometry shader input primitive #,
|
|
// identifying register for indexable temp, or -1
|
|
UINT InitialBank;
|
|
// -1 if temp, otherwise gives register in register set
|
|
UINT InitialRegister;
|
|
// -1 if temp, otherwise gives component
|
|
UINT InitialComponent;
|
|
// initial value if literal
|
|
UINT InitialValue;
|
|
} D3D10_SHADER_DEBUG_INPUT_INFO;
|
|
|
|
typedef struct _D3D10_SHADER_DEBUG_SCOPEVAR_INFO
|
|
{
|
|
// Index into variable token
|
|
UINT TokenId;
|
|
|
|
D3D10_SHADER_DEBUG_VARTYPE VarType; // variable or function (different namespaces)
|
|
D3D10_SHADER_VARIABLE_CLASS Class;
|
|
UINT Rows; // number of rows (matrices)
|
|
UINT Columns; // number of columns (vectors and matrices)
|
|
|
|
// In an array of structures, one struct member scope is provided, and
|
|
// you'll have to add the array stride times the index to the variable
|
|
// index you find, then find that variable in this structure's list of
|
|
// variables.
|
|
|
|
// gives a scope to look up struct members. -1 if not a struct
|
|
UINT StructMemberScope;
|
|
|
|
// number of array indices
|
|
UINT uArrayIndices; // a[3][2][1] has 3 indices
|
|
// maximum array index for each index
|
|
// offset to UINT[uArrayIndices] in UINT datastore
|
|
UINT ArrayElements; // a[3][2][1] has {3, 2, 1}
|
|
// how many variables each array index moves
|
|
// offset to UINT[uArrayIndices] in UINT datastore
|
|
UINT ArrayStrides; // a[3][2][1] has {2, 1, 1}
|
|
|
|
UINT uVariables;
|
|
// index of the first variable, later variables are offsets from this one
|
|
UINT uFirstVariable;
|
|
} D3D10_SHADER_DEBUG_SCOPEVAR_INFO;
|
|
|
|
// scope data, this maps variable names to debug variables (useful for the watch window)
|
|
typedef struct _D3D10_SHADER_DEBUG_SCOPE_INFO
|
|
{
|
|
D3D10_SHADER_DEBUG_SCOPETYPE ScopeType;
|
|
UINT Name; // offset to name of scope in strings list
|
|
UINT uNameLen; // length of name string
|
|
UINT uVariables;
|
|
UINT VariableData; // Offset to UINT[uVariables] indexing the Scope Variable list
|
|
} D3D10_SHADER_DEBUG_SCOPE_INFO;
|
|
|
|
// instruction outputs
|
|
typedef struct _D3D10_SHADER_DEBUG_OUTPUTVAR
|
|
{
|
|
// index variable being written to, if -1 it's not going to a variable
|
|
UINT Var;
|
|
// range data that the compiler expects to be true
|
|
UINT uValueMin, uValueMax;
|
|
INT iValueMin, iValueMax;
|
|
FLOAT fValueMin, fValueMax;
|
|
|
|
BOOL bNaNPossible, bInfPossible;
|
|
} D3D10_SHADER_DEBUG_OUTPUTVAR;
|
|
|
|
typedef struct _D3D10_SHADER_DEBUG_OUTPUTREG_INFO
|
|
{
|
|
// Only temp, indexable temp, and output are valid here
|
|
D3D10_SHADER_DEBUG_REGTYPE OutputRegisterSet;
|
|
// -1 means no output
|
|
UINT OutputReg;
|
|
// if a temp array, identifier for which one
|
|
UINT TempArrayReg;
|
|
// -1 means masked out
|
|
UINT OutputComponents[4];
|
|
D3D10_SHADER_DEBUG_OUTPUTVAR OutputVars[4];
|
|
// when indexing the output, get the value of this register, then add
|
|
// that to uOutputReg. If uIndexReg is -1, then there is no index.
|
|
// find the variable whose register is the sum (by looking in the ScopeVar)
|
|
// and component matches, then set it. This should only happen for indexable
|
|
// temps and outputs.
|
|
UINT IndexReg;
|
|
UINT IndexComp;
|
|
} D3D10_SHADER_DEBUG_OUTPUTREG_INFO;
|
|
|
|
// per instruction data
|
|
typedef struct _D3D10_SHADER_DEBUG_INST_INFO
|
|
{
|
|
UINT Id; // Which instruction this is in the bytecode
|
|
UINT Opcode; // instruction type
|
|
|
|
// 0, 1, or 2
|
|
UINT uOutputs;
|
|
|
|
// up to two outputs per instruction
|
|
D3D10_SHADER_DEBUG_OUTPUTREG_INFO pOutputs[2];
|
|
|
|
// index into the list of tokens for this instruction's token
|
|
UINT TokenId;
|
|
|
|
// how many function calls deep this instruction is
|
|
UINT NestingLevel;
|
|
|
|
// list of scopes from outer-most to inner-most
|
|
// Number of scopes
|
|
UINT Scopes;
|
|
UINT ScopeInfo; // Offset to UINT[uScopes] specifying indices of the ScopeInfo Array
|
|
|
|
// list of variables accessed by this instruction
|
|
// Number of variables
|
|
UINT AccessedVars;
|
|
UINT AccessedVarsInfo; // Offset to UINT[AccessedVars] specifying indices of the ScopeVariableInfo Array
|
|
} D3D10_SHADER_DEBUG_INST_INFO;
|
|
|
|
typedef struct _D3D10_SHADER_DEBUG_FILE_INFO
|
|
{
|
|
UINT FileName; // Offset to LPCSTR for file name
|
|
UINT FileNameLen; // Length of file name
|
|
UINT FileData; // Offset to LPCSTR of length FileLen
|
|
UINT FileLen; // Length of file
|
|
} D3D10_SHADER_DEBUG_FILE_INFO;
|
|
|
|
typedef struct _D3D10_SHADER_DEBUG_INFO
|
|
{
|
|
UINT Size; // sizeof(D3D10_SHADER_DEBUG_INFO)
|
|
UINT Creator; // Offset to LPCSTR for compiler version
|
|
UINT EntrypointName; // Offset to LPCSTR for Entry point name
|
|
UINT ShaderTarget; // Offset to LPCSTR for shader target
|
|
UINT CompileFlags; // flags used to compile
|
|
UINT Files; // number of included files
|
|
UINT FileInfo; // Offset to D3D10_SHADER_DEBUG_FILE_INFO[Files]
|
|
UINT Instructions; // number of instructions
|
|
UINT InstructionInfo; // Offset to D3D10_SHADER_DEBUG_INST_INFO[Instructions]
|
|
UINT Variables; // number of variables
|
|
UINT VariableInfo; // Offset to D3D10_SHADER_DEBUG_VAR_INFO[Variables]
|
|
UINT InputVariables; // number of variables to initialize before running
|
|
UINT InputVariableInfo; // Offset to D3D10_SHADER_DEBUG_INPUT_INFO[InputVariables]
|
|
UINT Tokens; // number of tokens to initialize
|
|
UINT TokenInfo; // Offset to D3D10_SHADER_DEBUG_TOKEN_INFO[Tokens]
|
|
UINT Scopes; // number of scopes
|
|
UINT ScopeInfo; // Offset to D3D10_SHADER_DEBUG_SCOPE_INFO[Scopes]
|
|
UINT ScopeVariables; // number of variables declared
|
|
UINT ScopeVariableInfo; // Offset to D3D10_SHADER_DEBUG_SCOPEVAR_INFO[Scopes]
|
|
UINT UintOffset; // Offset to the UINT datastore, all UINT offsets are from this offset
|
|
UINT StringOffset; // Offset to the string datastore, all string offsets are from this offset
|
|
} D3D10_SHADER_DEBUG_INFO;
|
|
|
|
//----------------------------------------------------------------------------
|
|
// ID3D10ShaderReflection1:
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
// Interface definitions
|
|
//
|
|
|
|
|
|
typedef interface ID3D10ShaderReflection1 ID3D10ShaderReflection1;
|
|
typedef interface ID3D10ShaderReflection1 *LPD3D10SHADERREFLECTION1;
|
|
|
|
// {C3457783-A846-47CE-9520-CEA6F66E7447}
|
|
DEFINE_GUID(IID_ID3D10ShaderReflection1,
|
|
0xc3457783, 0xa846, 0x47ce, 0x95, 0x20, 0xce, 0xa6, 0xf6, 0x6e, 0x74, 0x47);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D10ShaderReflection1
|
|
|
|
DECLARE_INTERFACE_(ID3D10ShaderReflection1, IUnknown)
|
|
{
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
|
|
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
|
|
|
|
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
|
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
|
|
|
|
STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD(GetMovInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
|
|
STDMETHOD(GetMovcInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
|
|
STDMETHOD(GetConversionInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
|
|
STDMETHOD(GetBitwiseInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
|
|
|
|
STDMETHOD(GetGSInputPrimitive)(THIS_ _Out_ D3D10_PRIMITIVE* pPrim) PURE;
|
|
STDMETHOD(IsLevel9Shader)(THIS_ _Out_ BOOL* pbLevel9Shader) PURE;
|
|
STDMETHOD(IsSampleFrequencyShader)(THIS_ _Out_ BOOL* pbSampleFrequency) PURE;
|
|
};
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// APIs //////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif //__cplusplus
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif //__cplusplus
|
|
|
|
#endif //__D3D10_1SHADER_H__
|
|
|