////////////////////////////////////////////////////////////////////////////// // // Copyright (c) Microsoft Corporation. All rights reserved. // // File: D3D11Shader.h // Content: D3D11 Shader Types and APIs // ////////////////////////////////////////////////////////////////////////////// #ifndef __D3D11SHADER_H__ #define __D3D11SHADER_H__ #include "d3d10_1shader.h" typedef enum D3D11_RESOURCE_RETURN_TYPE { D3D11_RETURN_TYPE_UNORM = 1, D3D11_RETURN_TYPE_SNORM = 2, D3D11_RETURN_TYPE_SINT = 3, D3D11_RETURN_TYPE_UINT = 4, D3D11_RETURN_TYPE_FLOAT = 5, D3D11_RETURN_TYPE_MIXED = 6, D3D11_RETURN_TYPE_DOUBLE = 7, D3D11_RETURN_TYPE_CONTINUED = 8, } D3D11_RESOURCE_RETURN_TYPE; typedef enum _D3D11_CBUFFER_TYPE { D3D11_CT_CBUFFER, D3D11_CT_TBUFFER, D3D11_CT_INTERFACE_POINTERS, D3D11_CT_RESOURCE_BIND_INFO, } D3D11_CBUFFER_TYPE, *LPD3D11_CBUFFER_TYPE; typedef struct _D3D11_SIGNATURE_PARAMETER_DESC { LPCSTR SemanticName; // Name of the semantic UINT SemanticIndex; // Index of the semantic UINT Register; // Number of member variables 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) UINT Stream; // Stream index } D3D11_SIGNATURE_PARAMETER_DESC; typedef struct _D3D11_SHADER_BUFFER_DESC { LPCSTR Name; // Name of the constant buffer D3D11_CBUFFER_TYPE Type; // Indicates type of buffer content UINT Variables; // Number of member variables UINT Size; // Size of CB (in bytes) UINT uFlags; // Buffer description flags } D3D11_SHADER_BUFFER_DESC; typedef struct _D3D11_SHADER_VARIABLE_DESC { LPCSTR Name; // Name of the variable UINT StartOffset; // Offset in constant buffer's backing store UINT Size; // Size of variable (in bytes) UINT uFlags; // Variable flags LPVOID DefaultValue; // Raw pointer to default value UINT StartTexture; // First texture index (or -1 if no textures used) UINT TextureSize; // Number of texture slots possibly used. UINT StartSampler; // First sampler index (or -1 if no textures used) UINT SamplerSize; // Number of sampler slots possibly used. } D3D11_SHADER_VARIABLE_DESC; typedef struct _D3D11_SHADER_TYPE_DESC { 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) LPCSTR Name; // Name of type, can be NULL } D3D11_SHADER_TYPE_DESC; typedef enum D3D11_TESSELLATOR_DOMAIN { D3D11_TESSELLATOR_DOMAIN_UNDEFINED = 0, D3D11_TESSELLATOR_DOMAIN_ISOLINE = 1, D3D11_TESSELLATOR_DOMAIN_TRI = 2, D3D11_TESSELLATOR_DOMAIN_QUAD = 3 } D3D11_TESSELLATOR_DOMAIN; typedef enum D3D11_TESSELLATOR_PARTITIONING { D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = 0, D3D11_TESSELLATOR_PARTITIONING_INTEGER = 1, D3D11_TESSELLATOR_PARTITIONING_POW2 = 2, D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3, D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4 } D3D11_TESSELLATOR_PARTITIONING; typedef enum D3D11_TESSELLATOR_OUTPUT_PRIMITIVE { D3D11_TESSELLATOR_OUTPUT_UNDEFINED = 0, D3D11_TESSELLATOR_OUTPUT_POINT = 1, D3D11_TESSELLATOR_OUTPUT_LINE = 2, D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3, D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4 } D3D11_TESSELLATOR_OUTPUT_PRIMITIVE; typedef struct _D3D11_SHADER_DESC { UINT Version; // Shader version LPCSTR Creator; // Creator string UINT Flags; // Shader compilation/parse flags UINT ConstantBuffers; // Number of constant buffers UINT BoundResources; // Number of bound resources UINT InputParameters; // Number of parameters in the input signature UINT OutputParameters; // Number of parameters in the output signature UINT InstructionCount; // Number of emitted instructions UINT TempRegisterCount; // Number of temporary registers used UINT TempArrayCount; // Number of temporary arrays used UINT DefCount; // Number of constant defines UINT DclCount; // Number of declarations (input + output) UINT TextureNormalInstructions; // Number of non-categorized texture instructions UINT TextureLoadInstructions; // Number of texture load instructions UINT TextureCompInstructions; // Number of texture comparison instructions UINT TextureBiasInstructions; // Number of texture bias instructions UINT TextureGradientInstructions; // Number of texture gradient instructions UINT FloatInstructionCount; // Number of floating point arithmetic instructions used UINT IntInstructionCount; // Number of signed integer arithmetic instructions used UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used UINT StaticFlowControlCount; // Number of static flow control instructions used UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used UINT MacroInstructionCount; // Number of macro instructions used UINT ArrayInstructionCount; // Number of array instructions used UINT CutInstructionCount; // Number of cut instructions used UINT EmitInstructionCount; // Number of emit instructions used D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count D3D11_PRIMITIVE InputPrimitive; // GS/HS input primitive UINT PatchConstantParameters; // Number of parameters in the patch constant signature UINT cGSInstanceCount; // Number of Geometry shader instances UINT cControlPoints; // Number of control points in the HS->DS stage D3D11_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive; // Primitive output by the tessellator D3D11_TESSELLATOR_PARTITIONING HSPartitioning; // Partitioning mode of the tessellator D3D11_TESSELLATOR_DOMAIN TessellatorDomain; // Domain of the tessellator (quad, tri, isoline) // instruction counts UINT cBarrierInstructions; // Number of barrier instructions in a compute shader UINT cInterlockedInstructions; // Number of interlocked instructions UINT cTextureStoreInstructions; // Number of texture writes } D3D11_SHADER_DESC; typedef struct _D3D11_SHADER_INPUT_BIND_DESC { LPCSTR Name; // Name of the resource 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 D3D11_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) } D3D11_SHADER_INPUT_BIND_DESC; ////////////////////////////////////////////////////////////////////////////// // Interfaces //////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// typedef interface ID3D11ShaderReflectionType ID3D11ShaderReflectionType; typedef interface ID3D11ShaderReflectionType *LPD3D11SHADERREFLECTIONTYPE; typedef interface ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable; typedef interface ID3D11ShaderReflectionVariable *LPD3D11SHADERREFLECTIONVARIABLE; typedef interface ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer; typedef interface ID3D11ShaderReflectionConstantBuffer *LPD3D11SHADERREFLECTIONCONSTANTBUFFER; typedef interface ID3D11ShaderReflection ID3D11ShaderReflection; typedef interface ID3D11ShaderReflection *LPD3D11SHADERREFLECTION; // {6E6FFA6A-9BAE-4613-A51E-91652D508C21} DEFINE_GUID(IID_ID3D11ShaderReflectionType, 0x6e6ffa6a, 0x9bae, 0x4613, 0xa5, 0x1e, 0x91, 0x65, 0x2d, 0x50, 0x8c, 0x21); #undef INTERFACE #define INTERFACE ID3D11ShaderReflectionType DECLARE_INTERFACE(ID3D11ShaderReflectionType) { STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_TYPE_DESC *pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE; STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE; STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE; STDMETHOD(IsEqual)(THIS_ ID3D11ShaderReflectionType* pType) PURE; STDMETHOD_(ID3D11ShaderReflectionType*, GetSubType)(THIS) PURE; STDMETHOD_(ID3D11ShaderReflectionType*, GetBaseClass)(THIS) PURE; STDMETHOD_(UINT, GetNumInterfaces)(THIS) PURE; STDMETHOD_(ID3D11ShaderReflectionType*, GetInterfaceByIndex)(THIS_ UINT uIndex) PURE; STDMETHOD(IsOfType)(THIS_ ID3D11ShaderReflectionType* pType) PURE; STDMETHOD(ImplementsInterface)(THIS_ ID3D11ShaderReflectionType* pBase) PURE; }; // {51F23923-F3E5-4BD1-91CB-606177D8DB4C} DEFINE_GUID(IID_ID3D11ShaderReflectionVariable, 0x51f23923, 0xf3e5, 0x4bd1, 0x91, 0xcb, 0x60, 0x61, 0x77, 0xd8, 0xdb, 0x4c); #undef INTERFACE #define INTERFACE ID3D11ShaderReflectionVariable DECLARE_INTERFACE(ID3D11ShaderReflectionVariable) { STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_VARIABLE_DESC *pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE; STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE; STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ UINT uArrayIndex) PURE; }; // {EB62D63D-93DD-4318-8AE8-C6F83AD371B8} DEFINE_GUID(IID_ID3D11ShaderReflectionConstantBuffer, 0xeb62d63d, 0x93dd, 0x4318, 0x8a, 0xe8, 0xc6, 0xf8, 0x3a, 0xd3, 0x71, 0xb8); #undef INTERFACE #define INTERFACE ID3D11ShaderReflectionConstantBuffer DECLARE_INTERFACE(ID3D11ShaderReflectionConstantBuffer) { STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_BUFFER_DESC *pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE; STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE; }; // {17F27486-A342-4D10-8842-AB0874E7F670} DEFINE_GUID(IID_ID3D11ShaderReflection, 0x17f27486, 0xa342, 0x4d10, 0x88, 0x42, 0xab, 0x08, 0x74, 0xe7, 0xf6, 0x70); #undef INTERFACE #define INTERFACE ID3D11ShaderReflection DECLARE_INTERFACE_(ID3D11ShaderReflection, IUnknown) { STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_DESC *pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE; STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE; STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE; STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; STDMETHOD(GetPatchConstantParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE; STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE; STDMETHOD_(UINT, GetMovInstructionCount)(THIS) PURE; STDMETHOD_(UINT, GetMovcInstructionCount)(THIS) PURE; STDMETHOD_(UINT, GetConversionInstructionCount)(THIS) PURE; STDMETHOD_(UINT, GetBitwiseInstructionCount)(THIS) PURE; STDMETHOD_(D3D10_PRIMITIVE, GetGSInputPrimitive)(THIS) PURE; STDMETHOD_(BOOL, IsSampleFrequencyShader)(THIS) PURE; STDMETHOD_(UINT, GetNumInterfaceSlots)(THIS) PURE; STDMETHOD(GetMinFeatureLevel)(THIS_ enum D3D_FEATURE_LEVEL* pLevel) PURE; }; ////////////////////////////////////////////////////////////////////////////// // APIs ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// #ifdef __cplusplus extern "C" { #endif //__cplusplus #ifdef __cplusplus } #endif //__cplusplus #endif //__D3D11SHADER_H__