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917 lines
37 KiB
C
917 lines
37 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: D3D10Shader.h
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// Content: D3D10 Shader Types and APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3D10SHADER_H__
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#define __D3D10SHADER_H__
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#include "d3d10.h"
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//---------------------------------------------------------------------------
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// D3D10_TX_VERSION:
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// --------------
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// Version token used to create a procedural texture filler in effects
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// Used by D3D10Fill[]TX functions
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//---------------------------------------------------------------------------
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#define D3D10_TX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
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//----------------------------------------------------------------------------
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// D3D10SHADER flags:
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// -----------------
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// D3D10_SHADER_DEBUG
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// Insert debug file/line/type/symbol information.
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//
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// D3D10_SHADER_SKIP_VALIDATION
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// Do not validate the generated code against known capabilities and
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// constraints. This option is only recommended when compiling shaders
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// you KNOW will work. (ie. have compiled before without this option.)
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// Shaders are always validated by D3D before they are set to the device.
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//
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// D3D10_SHADER_SKIP_OPTIMIZATION
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// Instructs the compiler to skip optimization steps during code generation.
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// Unless you are trying to isolate a problem in your code using this option
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// is not recommended.
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//
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// D3D10_SHADER_PACK_MATRIX_ROW_MAJOR
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// Unless explicitly specified, matrices will be packed in row-major order
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// on input and output from the shader.
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//
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// D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR
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// Unless explicitly specified, matrices will be packed in column-major
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// order on input and output from the shader. This is generally more
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// efficient, since it allows vector-matrix multiplication to be performed
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// using a series of dot-products.
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//
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// D3D10_SHADER_PARTIAL_PRECISION
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// Force all computations in resulting shader to occur at partial precision.
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// This may result in faster evaluation of shaders on some hardware.
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//
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// D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT
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// Force compiler to compile against the next highest available software
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// target for vertex shaders. This flag also turns optimizations off,
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// and debugging on.
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//
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// D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT
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// Force compiler to compile against the next highest available software
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// target for pixel shaders. This flag also turns optimizations off,
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// and debugging on.
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//
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// D3D10_SHADER_NO_PRESHADER
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// Disables Preshaders. Using this flag will cause the compiler to not
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// pull out static expression for evaluation on the host cpu
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//
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// D3D10_SHADER_AVOID_FLOW_CONTROL
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// Hint compiler to avoid flow-control constructs where possible.
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//
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// D3D10_SHADER_PREFER_FLOW_CONTROL
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// Hint compiler to prefer flow-control constructs where possible.
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//
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// D3D10_SHADER_ENABLE_STRICTNESS
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// By default, the HLSL/Effect compilers are not strict on deprecated syntax.
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// Specifying this flag enables the strict mode. Deprecated syntax may be
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// removed in a future release, and enabling syntax is a good way to make sure
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// your shaders comply to the latest spec.
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//
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// D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
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// This enables older shaders to compile to 4_0 targets.
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//
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//----------------------------------------------------------------------------
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#define D3D10_SHADER_DEBUG (1 << 0)
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#define D3D10_SHADER_SKIP_VALIDATION (1 << 1)
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#define D3D10_SHADER_SKIP_OPTIMIZATION (1 << 2)
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#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR (1 << 3)
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#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR (1 << 4)
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#define D3D10_SHADER_PARTIAL_PRECISION (1 << 5)
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#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT (1 << 6)
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#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT (1 << 7)
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#define D3D10_SHADER_NO_PRESHADER (1 << 8)
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#define D3D10_SHADER_AVOID_FLOW_CONTROL (1 << 9)
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#define D3D10_SHADER_PREFER_FLOW_CONTROL (1 << 10)
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#define D3D10_SHADER_ENABLE_STRICTNESS (1 << 11)
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#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12)
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#define D3D10_SHADER_IEEE_STRICTNESS (1 << 13)
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// optimization level flags
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#define D3D10_SHADER_OPTIMIZATION_LEVEL0 (1 << 14)
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#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0
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#define D3D10_SHADER_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15))
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#define D3D10_SHADER_OPTIMIZATION_LEVEL3 (1 << 15)
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//----------------------------------------------------------------------------
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// D3D10_SHADER_MACRO:
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// ----------
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// Preprocessor macro definition. The application pass in a NULL-terminated
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// array of this structure to various D3D10 APIs. This enables the application
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// to #define tokens at runtime, before the file is parsed.
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//----------------------------------------------------------------------------
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typedef struct _D3D10_SHADER_MACRO
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{
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LPCSTR Name;
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LPCSTR Definition;
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} D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
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//----------------------------------------------------------------------------
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// D3D10_SHADER_VARIABLE_CLASS:
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//----------------------------------------------------------------------------
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typedef enum _D3D10_SHADER_VARIABLE_CLASS
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{
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D3D10_SVC_SCALAR,
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D3D10_SVC_VECTOR,
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D3D10_SVC_MATRIX_ROWS,
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D3D10_SVC_MATRIX_COLUMNS,
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D3D10_SVC_OBJECT,
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D3D10_SVC_STRUCT,
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// force 32-bit size enum
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D3D10_SVC_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
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typedef enum _D3D10_SHADER_VARIABLE_FLAGS
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{
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D3D10_SVF_USERPACKED = 1,
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D3D10_SVF_USED = 2,
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// force 32-bit size enum
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D3D10_SVF_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_VARIABLE_FLAGS, *LPD3D10_SHADER_VARIABLE_FLAGS;
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//----------------------------------------------------------------------------
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// D3D10_SHADER_VARIABLE_TYPE:
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//----------------------------------------------------------------------------
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typedef enum _D3D10_SHADER_VARIABLE_TYPE
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{
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D3D10_SVT_VOID = 0,
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D3D10_SVT_BOOL = 1,
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D3D10_SVT_INT = 2,
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D3D10_SVT_FLOAT = 3,
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D3D10_SVT_STRING = 4,
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D3D10_SVT_TEXTURE = 5,
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D3D10_SVT_TEXTURE1D = 6,
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D3D10_SVT_TEXTURE2D = 7,
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D3D10_SVT_TEXTURE3D = 8,
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D3D10_SVT_TEXTURECUBE = 9,
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D3D10_SVT_SAMPLER = 10,
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D3D10_SVT_PIXELSHADER = 15,
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D3D10_SVT_VERTEXSHADER = 16,
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D3D10_SVT_UINT = 19,
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D3D10_SVT_UINT8 = 20,
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D3D10_SVT_GEOMETRYSHADER = 21,
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D3D10_SVT_RASTERIZER = 22,
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D3D10_SVT_DEPTHSTENCIL = 23,
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D3D10_SVT_BLEND = 24,
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D3D10_SVT_BUFFER = 25,
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D3D10_SVT_CBUFFER = 26,
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D3D10_SVT_TBUFFER = 27,
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D3D10_SVT_TEXTURE1DARRAY = 28,
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D3D10_SVT_TEXTURE2DARRAY = 29,
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D3D10_SVT_RENDERTARGETVIEW = 30,
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D3D10_SVT_DEPTHSTENCILVIEW = 31,
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D3D10_SVT_TEXTURE2DMS = 32,
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D3D10_SVT_TEXTURE2DMSARRAY = 33,
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// force 32-bit size enum
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D3D10_SVT_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
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typedef enum _D3D10_SHADER_INPUT_FLAGS
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{
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D3D10_SIF_USERPACKED = 1,
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D3D10_SIF_COMPARISON_SAMPLER = 2, // is this a comparison sampler?
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// force 32-bit size enum
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D3D10_SIF_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_INPUT_FLAGS, *LPD3D10_SHADER_INPUT_FLAGS;
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//----------------------------------------------------------------------------
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// D3D10_SHADER_INPUT_TYPE
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//----------------------------------------------------------------------------
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typedef enum _D3D10_SHADER_INPUT_TYPE
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{
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D3D10_SIT_CBUFFER,
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D3D10_SIT_TBUFFER,
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D3D10_SIT_TEXTURE,
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D3D10_SIT_SAMPLER,
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} D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE;
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typedef enum _D3D10_SHADER_CBUFFER_FLAGS
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{
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D3D10_CBF_USERPACKED = 1,
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// force 32-bit size enum
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D3D10_CBF_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_CBUFFER_FLAGS, *LPD3D10_SHADER_CBUFFER_FLAGS;
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typedef enum _D3D10_CBUFFER_TYPE
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{
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D3D10_CT_CBUFFER,
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D3D10_CT_TBUFFER,
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} D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
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typedef enum D3D10_NAME
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{
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D3D10_NAME_UNDEFINED = 0,
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// Names meaningful to both HLSL and hardware
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D3D10_NAME_POSITION = 1,
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D3D10_NAME_CLIP_DISTANCE = 2,
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D3D10_NAME_CULL_DISTANCE = 3,
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D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
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D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
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D3D10_NAME_VERTEX_ID = 6,
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D3D10_NAME_PRIMITIVE_ID = 7,
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D3D10_NAME_INSTANCE_ID = 8,
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D3D10_NAME_IS_FRONT_FACE = 9,
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// Names meaningful to HLSL only
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D3D10_NAME_TARGET = 64,
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D3D10_NAME_DEPTH = 65,
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} D3D10_NAME;
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typedef enum D3D10_RESOURCE_RETURN_TYPE
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{
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D3D10_RETURN_TYPE_UNORM = 1,
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D3D10_RETURN_TYPE_SNORM = 2,
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D3D10_RETURN_TYPE_SINT = 3,
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D3D10_RETURN_TYPE_UINT = 4,
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D3D10_RETURN_TYPE_FLOAT = 5,
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D3D10_RETURN_TYPE_MIXED = 6,
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} D3D10_RESOURCE_RETURN_TYPE;
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typedef enum D3D10_REGISTER_COMPONENT_TYPE
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{
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D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
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D3D10_REGISTER_COMPONENT_UINT32 = 1,
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D3D10_REGISTER_COMPONENT_SINT32 = 2,
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D3D10_REGISTER_COMPONENT_FLOAT32 = 3
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} D3D10_REGISTER_COMPONENT_TYPE;
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//----------------------------------------------------------------------------
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// D3D10_INCLUDE_TYPE:
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//----------------------------------------------------------------------------
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typedef enum _D3D10_INCLUDE_TYPE
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{
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D3D10_INCLUDE_LOCAL,
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D3D10_INCLUDE_SYSTEM,
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// force 32-bit size enum
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D3D10_INCLUDE_FORCE_DWORD = 0x7fffffff
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} D3D10_INCLUDE_TYPE, *LPD3D10_INCLUDE_TYPE;
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//----------------------------------------------------------------------------
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// ID3D10Include:
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// -------------
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// This interface is intended to be implemented by the application, and can
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// be used by various D3D10 APIs. This enables application-specific handling
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// of #include directives in source files.
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//
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// Open()
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// Opens an include file. If successful, it should fill in ppData and
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// pBytes. The data pointer returned must remain valid until Close is
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// subsequently called.
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// Close()
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// Closes an include file. If Open was successful, Close is guaranteed
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// to be called before the API using this interface returns.
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//----------------------------------------------------------------------------
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typedef interface ID3D10Include ID3D10Include;
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typedef interface ID3D10Include *LPD3D10INCLUDE;
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#undef INTERFACE
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#define INTERFACE ID3D10Include
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DECLARE_INTERFACE(ID3D10Include)
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{
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STDMETHOD(Open)(THIS_ D3D10_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE;
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STDMETHOD(Close)(THIS_ LPCVOID pData) PURE;
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};
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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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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;
|
|
// 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
|
|
} 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;
|
|
|
|
//----------------------------------------------------------------------------
|
|
// ID3D10ShaderReflection:
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
// Structure definitions
|
|
//
|
|
|
|
typedef struct _D3D10_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
|
|
D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
|
|
UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
|
|
UINT MovInstructionCount; // Number of mov instructions
|
|
UINT MovcInstructionCount; // Number of movc instructions
|
|
UINT ConversionInstructionCount; // Number of conversion operations
|
|
UINT BitwiseInstructionCount; // Number of bitwise operations
|
|
} D3D10_SHADER_DESC;
|
|
|
|
typedef struct _D3D10_SHADER_BUFFER_DESC
|
|
{
|
|
LPCSTR Name; // Name of the constant buffer
|
|
D3D10_CBUFFER_TYPE Type; // Indicates that this is a CBuffer or TBuffer
|
|
UINT Variables; // Number of member variables
|
|
UINT Size; // Size of CB (in bytes)
|
|
UINT uFlags; // Buffer description flags
|
|
} D3D10_SHADER_BUFFER_DESC;
|
|
|
|
typedef struct _D3D10_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
|
|
} D3D10_SHADER_VARIABLE_DESC;
|
|
|
|
typedef struct _D3D10_SHADER_TYPE_DESC
|
|
{
|
|
D3D10_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
|
|
D3D10_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)
|
|
} D3D10_SHADER_TYPE_DESC;
|
|
|
|
typedef struct _D3D10_SHADER_INPUT_BIND_DESC
|
|
{
|
|
LPCSTR Name; // Name of the resource
|
|
D3D10_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
|
|
D3D10_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
|
|
D3D10_SRV_DIMENSION Dimension; // Dimension (if texture)
|
|
UINT NumSamples; // Number of samples (0 if not MS texture)
|
|
} D3D10_SHADER_INPUT_BIND_DESC;
|
|
|
|
typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
|
|
{
|
|
LPCSTR SemanticName; // Name of the semantic
|
|
UINT SemanticIndex; // Index of the semantic
|
|
UINT Register; // Number of member variables
|
|
D3D10_NAME SystemValueType;// A predefined system value, or D3D10_NAME_UNDEFINED if not applicable
|
|
D3D10_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 D3D10_COMPONENT_MASK values)
|
|
|
|
} D3D10_SIGNATURE_PARAMETER_DESC;
|
|
|
|
|
|
//
|
|
// Interface definitions
|
|
//
|
|
|
|
typedef interface ID3D10ShaderReflectionType ID3D10ShaderReflectionType;
|
|
typedef interface ID3D10ShaderReflectionType *LPD3D10SHADERREFLECTIONTYPE;
|
|
|
|
// {C530AD7D-9B16-4395-A979-BA2ECFF83ADD}
|
|
DEFINE_GUID(IID_ID3D10ShaderReflectionType,
|
|
0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D10ShaderReflectionType
|
|
|
|
DECLARE_INTERFACE(ID3D10ShaderReflectionType)
|
|
{
|
|
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE;
|
|
STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE;
|
|
STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE;
|
|
};
|
|
|
|
typedef interface ID3D10ShaderReflectionVariable ID3D10ShaderReflectionVariable;
|
|
typedef interface ID3D10ShaderReflectionVariable *LPD3D10SHADERREFLECTIONVARIABLE;
|
|
|
|
// {1BF63C95-2650-405d-99C1-3636BD1DA0A1}
|
|
DEFINE_GUID(IID_ID3D10ShaderReflectionVariable,
|
|
0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D10ShaderReflectionVariable
|
|
|
|
DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
|
|
{
|
|
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D10ShaderReflectionType*, GetType)(THIS) PURE;
|
|
};
|
|
|
|
typedef interface ID3D10ShaderReflectionConstantBuffer ID3D10ShaderReflectionConstantBuffer;
|
|
typedef interface ID3D10ShaderReflectionConstantBuffer *LPD3D10SHADERREFLECTIONCONSTANTBUFFER;
|
|
|
|
// {66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0}
|
|
DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer,
|
|
0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D10ShaderReflectionConstantBuffer
|
|
|
|
DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
|
|
{
|
|
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE;
|
|
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
|
|
};
|
|
|
|
typedef interface ID3D10ShaderReflection ID3D10ShaderReflection;
|
|
typedef interface ID3D10ShaderReflection *LPD3D10SHADERREFLECTION;
|
|
|
|
// {D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA}
|
|
DEFINE_GUID(IID_ID3D10ShaderReflection,
|
|
0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D10ShaderReflection
|
|
|
|
DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
|
|
{
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
|
|
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
|
|
|
|
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
|
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
|
|
|
};
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// APIs //////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif //__cplusplus
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3D10CompileShader:
|
|
// ------------------
|
|
// Compiles a shader.
|
|
//
|
|
// Parameters:
|
|
// pSrcFile
|
|
// Source file name.
|
|
// hSrcModule
|
|
// Module handle. if NULL, current module will be used.
|
|
// pSrcResource
|
|
// Resource name in module.
|
|
// pSrcData
|
|
// Pointer to source code.
|
|
// SrcDataLen
|
|
// Size of source code, in bytes.
|
|
// pDefines
|
|
// Optional NULL-terminated array of preprocessor macro definitions.
|
|
// pInclude
|
|
// Optional interface pointer to use for handling #include directives.
|
|
// If this parameter is NULL, #includes will be honored when compiling
|
|
// from file, and will error when compiling from resource or memory.
|
|
// pFunctionName
|
|
// Name of the entrypoint function where execution should begin.
|
|
// pProfile
|
|
// Instruction set to be used when generating code. The D3D10 entry
|
|
// point currently supports only "vs_4_0", "ps_4_0", and "gs_4_0".
|
|
// Flags
|
|
// See D3D10_SHADER_xxx flags.
|
|
// ppShader
|
|
// Returns a buffer containing the created shader. This buffer contains
|
|
// the compiled shader code, as well as any embedded debug and symbol
|
|
// table info. (See D3D10GetShaderConstantTable)
|
|
// ppErrorMsgs
|
|
// Returns a buffer containing a listing of errors and warnings that were
|
|
// encountered during the compile. If you are running in a debugger,
|
|
// these are the same messages you will see in your debug output.
|
|
//----------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI D3D10CompileShader(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
|
|
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3D10DisassembleShader:
|
|
// ----------------------
|
|
// Takes a binary shader, and returns a buffer containing text assembly.
|
|
//
|
|
// Parameters:
|
|
// pShader
|
|
// Pointer to the shader byte code.
|
|
// BytecodeLength
|
|
// Size of the shader byte code in bytes.
|
|
// EnableColorCode
|
|
// Emit HTML tags for color coding the output?
|
|
// pComments
|
|
// Pointer to a comment string to include at the top of the shader.
|
|
// ppDisassembly
|
|
// Returns a buffer containing the disassembled shader.
|
|
//----------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI D3D10DisassembleShader(CONST void *pShader, SIZE_T BytecodeLength, BOOL EnableColorCode, LPCSTR pComments, ID3D10Blob** ppDisassembly);
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3D10GetPixelShaderProfile/D3D10GetVertexShaderProfile/D3D10GetGeometryShaderProfile:
|
|
// -----------------------------------------------------
|
|
// Returns the name of the HLSL profile best suited to a given device.
|
|
//
|
|
// Parameters:
|
|
// pDevice
|
|
// Pointer to the device in question
|
|
//----------------------------------------------------------------------------
|
|
|
|
LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *pDevice);
|
|
|
|
LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *pDevice);
|
|
|
|
LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *pDevice);
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3D10ReflectShader:
|
|
// ------------------
|
|
// Creates a shader reflection object that can be used to retrieve information
|
|
// about a compiled shader
|
|
//
|
|
// Parameters:
|
|
// pShaderBytecode
|
|
// Pointer to a compiled shader (same pointer that is passed into
|
|
// ID3D10Device::CreateShader)
|
|
// BytecodeLength
|
|
// Length of the shader bytecode buffer
|
|
// ppReflector
|
|
// [out] Returns a ID3D10ShaderReflection object that can be used to
|
|
// retrieve shader resource and constant buffer information
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI D3D10ReflectShader(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10ShaderReflection **ppReflector);
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3D10PreprocessShader
|
|
// ---------------------
|
|
// Creates a shader reflection object that can be used to retrieve information
|
|
// about a compiled shader
|
|
//
|
|
// Parameters:
|
|
// pSrcData
|
|
// Pointer to source code
|
|
// SrcDataLen
|
|
// Size of source code, in bytes
|
|
// pFileName
|
|
// Source file name (used for error output)
|
|
// pDefines
|
|
// Optional NULL-terminated array of preprocessor macro definitions.
|
|
// pInclude
|
|
// Optional interface pointer to use for handling #include directives.
|
|
// If this parameter is NULL, #includes will be honored when assembling
|
|
// from file, and will error when assembling from resource or memory.
|
|
// ppShaderText
|
|
// Returns a buffer containing a single large string that represents
|
|
// the resulting formatted token stream
|
|
// ppErrorMsgs
|
|
// Returns a buffer containing a listing of errors and warnings that were
|
|
// encountered during assembly. If you are running in a debugger,
|
|
// these are the same messages you will see in your debug output.
|
|
//----------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI D3D10PreprocessShader(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
|
|
LPD3D10INCLUDE pInclude, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Shader blob manipulation routines
|
|
// ---------------------------------
|
|
//
|
|
// void *pShaderBytecode - a buffer containing the result of an HLSL
|
|
// compilation. Typically this opaque buffer contains several
|
|
// discrete sections including the shader executable code, the input
|
|
// signature, and the output signature. This can typically be retrieved
|
|
// by calling ID3D10Blob::GetBufferPointer() on the returned blob
|
|
// from HLSL's compile APIs.
|
|
//
|
|
// UINT BytecodeLength - the length of pShaderBytecode. This can
|
|
// typically be retrieved by calling ID3D10Blob::GetBufferSize()
|
|
// on the returned blob from HLSL's compile APIs.
|
|
//
|
|
// ID3D10Blob **ppSignatureBlob(s) - a newly created buffer that
|
|
// contains only the signature portions of the original bytecode.
|
|
// This is a copy; the original bytecode is not modified. You may
|
|
// specify NULL for this parameter to have the bytecode validated
|
|
// for the presence of the corresponding signatures without actually
|
|
// copying them and creating a new blob.
|
|
//
|
|
// Returns E_INVALIDARG if any required parameters are NULL
|
|
// Returns E_FAIL is the bytecode is corrupt or missing signatures
|
|
// Returns S_OK on success
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
HRESULT WINAPI D3D10GetInputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
|
|
HRESULT WINAPI D3D10GetOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
|
|
HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
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//----------------------------------------------------------------------------
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// D3D10GetShaderDebugInfo:
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// -----------------------
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// Gets shader debug info. Debug info is generated by D3D10CompileShader and is
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// embedded in the body of the shader.
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//
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// Parameters:
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// pShaderBytecode
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// Pointer to the function bytecode
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// BytecodeLength
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// Length of the shader bytecode buffer
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// ppDebugInfo
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// Buffer used to return debug info. For information about the layout
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// of this buffer, see definition of D3D10_SHADER_DEBUG_INFO above.
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//----------------------------------------------------------------------------
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HRESULT WINAPI D3D10GetShaderDebugInfo(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob** ppDebugInfo);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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#endif //__D3D10SHADER_H__
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