Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
303
Server/NFAuthTool/NFAuthServer/SDK/Include/d3dx10async.h
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303
Server/NFAuthTool/NFAuthServer/SDK/Include/d3dx10async.h
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//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: D3DX10Async.h
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// Content: D3DX10 Asynchronous Effect / Shader loaders / compilers
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3DX10ASYNC_H__
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#define __D3DX10ASYNC_H__
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#include "d3dx10.h"
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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//----------------------------------------------------------------------------
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// D3DX10CompileShader:
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// ------------------
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// Compiles a shader.
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//
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// Parameters:
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// pSrcFile
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// Source file name.
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// hSrcModule
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// Module handle. if NULL, current module will be used.
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// pSrcResource
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// Resource name in module.
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// pSrcData
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// Pointer to source code.
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// SrcDataLen
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// Size of source code, in bytes.
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// pDefines
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// Optional NULL-terminated array of preprocessor macro definitions.
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// pInclude
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// Optional interface pointer to use for handling #include directives.
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// If this parameter is NULL, #includes will be honored when compiling
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// from file, and will error when compiling from resource or memory.
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// pFunctionName
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// Name of the entrypoint function where execution should begin.
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// pProfile
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// Instruction set to be used when generating code. Currently supported
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// profiles are "vs_1_1", "vs_2_0", "vs_2_a", "vs_2_sw", "ps_1_1",
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// "ps_1_2", "ps_1_3", "ps_1_4", "ps_2_0", "ps_2_a", "ps_2_sw", "tx_1_0"
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// Flags
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// See D3D10_SHADER_xxx flags.
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// ppShader
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// Returns a buffer containing the created shader. This buffer contains
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// the compiled shader code, as well as any embedded debug and symbol
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// table info. (See D3D10GetShaderConstantTable)
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// ppErrorMsgs
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// Returns a buffer containing a listing of errors and warnings that were
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// encountered during the compile. If you are running in a debugger,
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// these are the same messages you will see in your debug output.
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3DX10CompileShaderFromFileA(LPCSTR pSrcFile,CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
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HRESULT WINAPI D3DX10CompileShaderFromFileW(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
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#ifdef UNICODE
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#define D3DX10CompileShaderFromFile D3DX10CompileShaderFromFileW
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#else
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#define D3DX10CompileShaderFromFile D3DX10CompileShaderFromFileA
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#endif
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HRESULT WINAPI D3DX10CompileShaderFromResourceA(HMODULE hSrcModule, LPCSTR pSrcResource, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
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LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
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HRESULT WINAPI D3DX10CompileShaderFromResourceW(HMODULE hSrcModule, LPCWSTR pSrcResource, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
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LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
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#ifdef UNICODE
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#define D3DX10CompileShaderFromResource D3DX10CompileShaderFromResourceW
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#else
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#define D3DX10CompileShaderFromResource D3DX10CompileShaderFromResourceA
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#endif
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HRESULT WINAPI D3DX10CompileShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3DX10ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
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//----------------------------------------------------------------------------
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// D3D10CreateEffectFromXXXX:
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// --------------------------
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// Creates an effect from a binary effect or file
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//
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// Parameters:
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//
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// [in]
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//
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// TODO: Unicode support
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// TODO: Support for binary (and not just ASCII)
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//
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// pFileName
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// Name of the ASCII (uncompiled) or binary (compiled) Effect file to load
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//
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// hModule
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// Handle to the module containing the resource to compile from
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// pResourceName
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// Name of the resource within hModule to compile from
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//
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// pData
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// Blob of effect data, either ASCII (uncompiled) or binary (compiled)
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// DataLength
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// Length of the data blob
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//
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// pDefines
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// Optional NULL-terminated array of preprocessor macro definitions.
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// pInclude
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// Optional interface pointer to use for handling #include directives.
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// If this parameter is NULL, #includes will be honored when compiling
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// from file, and will error when compiling from resource or memory.
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// HLSLFlags
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// Compilation flags pertaining to shaders and data types, honored by
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// the HLSL compiler
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// FXFlags
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// Compilation flags pertaining to Effect compilation, honored
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// by the Effect compiler
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// pDevice
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// Pointer to the D3D10 device on which to create Effect resources
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// pEffectPool
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// Pointer to an Effect pool to share variables with or NULL
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//
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// [out]
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//
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// ppEffect
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// Address of the newly created Effect interface
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// ppEffectPool
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// Address of the newly created Effect pool interface
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// ppErrors
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// If non-NULL, address of a buffer with error messages that occurred
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// during parsing or compilation
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//
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3DX10CompileEffectFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3DX10ThreadPump* pPump,
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ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CompileEffectFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3DX10ThreadPump* pPump,
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ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CompileEffectFromMemory(LPCVOID pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags,
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ID3DX10ThreadPump* pPump, ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CompileEffectFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags,
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ID3DX10ThreadPump* pPump, ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CompileEffectFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags,
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ID3DX10ThreadPump* pPump, ID3D10Blob **ppCompiledEffect, ID3D10Blob **ppErrors);
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#ifdef UNICODE
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#define D3DX10CompileEffectFromFile D3DX10CompileEffectFromFileW
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#define D3DX10CompileEffectFromResource D3DX10CompileEffectFromResourceW
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#else
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#define D3DX10CompileEffectFromFile D3DX10CompileEffectFromFileA
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#define D3DX10CompileEffectFromResource D3DX10CompileEffectFromResourceA
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#endif
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HRESULT WINAPI D3DX10CreateEffectFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
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ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CreateEffectFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
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ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CreateEffectFromMemory(LPCVOID pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
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ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CreateEffectFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
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ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CreateEffectFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
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ID3D10EffectPool *pEffectPool, ID3DX10ThreadPump* pPump, ID3D10Effect **ppEffect, ID3D10Blob **ppErrors);
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#ifdef UNICODE
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#define D3DX10CreateEffectFromFile D3DX10CreateEffectFromFileW
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#define D3DX10CreateEffectFromResource D3DX10CreateEffectFromResourceW
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#else
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#define D3DX10CreateEffectFromFile D3DX10CreateEffectFromFileA
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#define D3DX10CreateEffectFromResource D3DX10CreateEffectFromResourceA
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#endif
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HRESULT WINAPI D3DX10CreateEffectPoolFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump,
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ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CreateEffectPoolFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice, ID3DX10ThreadPump* pPump,
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ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(LPCVOID pData, SIZE_T DataLength, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
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ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CreateEffectPoolFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
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ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
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HRESULT WINAPI D3DX10CreateEffectPoolFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO *pDefines,
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ID3D10Include *pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Device *pDevice,
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ID3DX10ThreadPump* pPump, ID3D10EffectPool **ppEffectPool, ID3D10Blob **ppErrors);
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#ifdef UNICODE
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#define D3DX10CreateEffectPoolFromFile D3DX10CreateEffectPoolFromFileW
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#define D3DX10CreateEffectPoolFromResource D3DX10CreateEffectPoolFromResourceW
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#else
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#define D3DX10CreateEffectPoolFromFile D3DX10CreateEffectPoolFromFileA
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#define D3DX10CreateEffectPoolFromResource D3DX10CreateEffectPoolFromResourceA
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#endif
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HRESULT WINAPI D3DX10PreprocessShaderFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
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LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
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HRESULT WINAPI D3DX10PreprocessShaderFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
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LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
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HRESULT WINAPI D3DX10PreprocessShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
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LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
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HRESULT WINAPI D3DX10PreprocessShaderFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
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LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
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HRESULT WINAPI D3DX10PreprocessShaderFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
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LPD3D10INCLUDE pInclude, ID3DX10ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
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#ifdef UNICODE
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#define D3DX10PreprocessShaderFromFile D3DX10PreprocessShaderFromFileW
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#define D3DX10PreprocessShaderFromResource D3DX10PreprocessShaderFromResourceW
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#else
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#define D3DX10PreprocessShaderFromFile D3DX10PreprocessShaderFromFileA
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#define D3DX10PreprocessShaderFromResource D3DX10PreprocessShaderFromResourceA
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#endif
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//----------------------------------------------------------------------------
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// Async processors
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3DX10CreateAsyncShaderCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags,
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ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
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HRESULT WINAPI D3DX10CreateAsyncEffectCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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UINT Flags, UINT FXFlags,
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ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
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HRESULT WINAPI D3DX10CreateAsyncEffectCreateProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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UINT Flags, UINT FXFlags, ID3D10Device *pDevice,
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ID3D10EffectPool *pPool, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
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HRESULT WINAPI D3DX10CreateAsyncEffectPoolCreateProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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UINT Flags, UINT FXFlags, ID3D10Device *pDevice,
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ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
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HRESULT WINAPI D3DX10CreateAsyncShaderPreprocessProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
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ID3D10Blob** ppShaderText, ID3D10Blob **ppErrorBuffer, ID3DX10DataProcessor **ppProcessor);
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//----------------------------------------------------------------------------
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// D3DX10 Asynchronous texture I/O (advanced mode)
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3DX10CreateAsyncFileLoaderW(LPCWSTR pFileName, ID3DX10DataLoader **ppDataLoader);
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HRESULT WINAPI D3DX10CreateAsyncFileLoaderA(LPCSTR pFileName, ID3DX10DataLoader **ppDataLoader);
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HRESULT WINAPI D3DX10CreateAsyncMemoryLoader(LPCVOID pData, SIZE_T cbData, ID3DX10DataLoader **ppDataLoader);
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HRESULT WINAPI D3DX10CreateAsyncResourceLoaderW(HMODULE hSrcModule, LPCWSTR pSrcResource, ID3DX10DataLoader **ppDataLoader);
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HRESULT WINAPI D3DX10CreateAsyncResourceLoaderA(HMODULE hSrcModule, LPCSTR pSrcResource, ID3DX10DataLoader **ppDataLoader);
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#ifdef UNICODE
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#define D3DX10CreateAsyncFileLoader D3DX10CreateAsyncFileLoaderW
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#define D3DX10CreateAsyncResourceLoader D3DX10CreateAsyncResourceLoaderW
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#else
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#define D3DX10CreateAsyncFileLoader D3DX10CreateAsyncFileLoaderA
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#define D3DX10CreateAsyncResourceLoader D3DX10CreateAsyncResourceLoaderA
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#endif
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HRESULT WINAPI D3DX10CreateAsyncTextureProcessor(ID3D10Device *pDevice, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10DataProcessor **ppDataProcessor);
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HRESULT WINAPI D3DX10CreateAsyncTextureInfoProcessor(D3DX10_IMAGE_INFO *pImageInfo, ID3DX10DataProcessor **ppDataProcessor);
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HRESULT WINAPI D3DX10CreateAsyncShaderResourceViewProcessor(ID3D10Device *pDevice, D3DX10_IMAGE_LOAD_INFO *pLoadInfo, ID3DX10DataProcessor **ppDataProcessor);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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#endif //__D3DX10ASYNC_H__
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