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297 lines
15 KiB
297 lines
15 KiB
//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: D3D11Shader.h
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// Content: D3D11 Shader Types and APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3D11SHADER_H__
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#define __D3D11SHADER_H__
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#include "d3d10_1shader.h"
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typedef enum D3D11_RESOURCE_RETURN_TYPE
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{
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D3D11_RETURN_TYPE_UNORM = 1,
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D3D11_RETURN_TYPE_SNORM = 2,
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D3D11_RETURN_TYPE_SINT = 3,
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D3D11_RETURN_TYPE_UINT = 4,
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D3D11_RETURN_TYPE_FLOAT = 5,
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D3D11_RETURN_TYPE_MIXED = 6,
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D3D11_RETURN_TYPE_DOUBLE = 7,
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D3D11_RETURN_TYPE_CONTINUED = 8,
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} D3D11_RESOURCE_RETURN_TYPE;
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typedef enum _D3D11_CBUFFER_TYPE
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{
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D3D11_CT_CBUFFER,
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D3D11_CT_TBUFFER,
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D3D11_CT_INTERFACE_POINTERS,
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D3D11_CT_RESOURCE_BIND_INFO,
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} D3D11_CBUFFER_TYPE, *LPD3D11_CBUFFER_TYPE;
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typedef struct _D3D11_SIGNATURE_PARAMETER_DESC
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{
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LPCSTR SemanticName; // Name of the semantic
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UINT SemanticIndex; // Index of the semantic
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UINT Register; // Number of member variables
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D3D10_NAME SystemValueType;// A predefined system value, or D3D10_NAME_UNDEFINED if not applicable
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D3D10_REGISTER_COMPONENT_TYPE ComponentType;// Scalar type (e.g. uint, float, etc.)
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BYTE Mask; // Mask to indicate which components of the register
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// are used (combination of D3D10_COMPONENT_MASK values)
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BYTE ReadWriteMask; // Mask to indicate whether a given component is
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// never written (if this is an output signature) or
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// always read (if this is an input signature).
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// (combination of D3D10_COMPONENT_MASK values)
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UINT Stream; // Stream index
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} D3D11_SIGNATURE_PARAMETER_DESC;
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typedef struct _D3D11_SHADER_BUFFER_DESC
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{
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LPCSTR Name; // Name of the constant buffer
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D3D11_CBUFFER_TYPE Type; // Indicates type of buffer content
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UINT Variables; // Number of member variables
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UINT Size; // Size of CB (in bytes)
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UINT uFlags; // Buffer description flags
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} D3D11_SHADER_BUFFER_DESC;
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typedef struct _D3D11_SHADER_VARIABLE_DESC
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{
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LPCSTR Name; // Name of the variable
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UINT StartOffset; // Offset in constant buffer's backing store
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UINT Size; // Size of variable (in bytes)
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UINT uFlags; // Variable flags
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LPVOID DefaultValue; // Raw pointer to default value
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UINT StartTexture; // First texture index (or -1 if no textures used)
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UINT TextureSize; // Number of texture slots possibly used.
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UINT StartSampler; // First sampler index (or -1 if no textures used)
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UINT SamplerSize; // Number of sampler slots possibly used.
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} D3D11_SHADER_VARIABLE_DESC;
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typedef struct _D3D11_SHADER_TYPE_DESC
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{
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D3D10_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
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D3D10_SHADER_VARIABLE_TYPE Type; // Variable type (e.g. float, sampler, etc.)
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UINT Rows; // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
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UINT Columns; // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
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UINT Elements; // Number of elements (0 if not an array)
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UINT Members; // Number of members (0 if not a structure)
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UINT Offset; // Offset from the start of structure (0 if not a structure member)
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LPCSTR Name; // Name of type, can be NULL
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} D3D11_SHADER_TYPE_DESC;
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typedef enum D3D11_TESSELLATOR_DOMAIN
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{
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D3D11_TESSELLATOR_DOMAIN_UNDEFINED = 0,
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D3D11_TESSELLATOR_DOMAIN_ISOLINE = 1,
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D3D11_TESSELLATOR_DOMAIN_TRI = 2,
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D3D11_TESSELLATOR_DOMAIN_QUAD = 3
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} D3D11_TESSELLATOR_DOMAIN;
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typedef enum D3D11_TESSELLATOR_PARTITIONING
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{
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D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
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D3D11_TESSELLATOR_PARTITIONING_INTEGER = 1,
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D3D11_TESSELLATOR_PARTITIONING_POW2 = 2,
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D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
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D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4
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} D3D11_TESSELLATOR_PARTITIONING;
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typedef enum D3D11_TESSELLATOR_OUTPUT_PRIMITIVE
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{
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D3D11_TESSELLATOR_OUTPUT_UNDEFINED = 0,
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D3D11_TESSELLATOR_OUTPUT_POINT = 1,
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D3D11_TESSELLATOR_OUTPUT_LINE = 2,
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D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
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D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4
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} D3D11_TESSELLATOR_OUTPUT_PRIMITIVE;
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typedef struct _D3D11_SHADER_DESC
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{
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UINT Version; // Shader version
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LPCSTR Creator; // Creator string
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UINT Flags; // Shader compilation/parse flags
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UINT ConstantBuffers; // Number of constant buffers
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UINT BoundResources; // Number of bound resources
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UINT InputParameters; // Number of parameters in the input signature
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UINT OutputParameters; // Number of parameters in the output signature
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UINT InstructionCount; // Number of emitted instructions
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UINT TempRegisterCount; // Number of temporary registers used
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UINT TempArrayCount; // Number of temporary arrays used
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UINT DefCount; // Number of constant defines
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UINT DclCount; // Number of declarations (input + output)
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UINT TextureNormalInstructions; // Number of non-categorized texture instructions
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UINT TextureLoadInstructions; // Number of texture load instructions
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UINT TextureCompInstructions; // Number of texture comparison instructions
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UINT TextureBiasInstructions; // Number of texture bias instructions
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UINT TextureGradientInstructions; // Number of texture gradient instructions
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UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
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UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
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UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
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UINT StaticFlowControlCount; // Number of static flow control instructions used
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UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
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UINT MacroInstructionCount; // Number of macro instructions used
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UINT ArrayInstructionCount; // Number of array instructions used
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UINT CutInstructionCount; // Number of cut instructions used
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UINT EmitInstructionCount; // Number of emit instructions used
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D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
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UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
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D3D11_PRIMITIVE InputPrimitive; // GS/HS input primitive
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UINT PatchConstantParameters; // Number of parameters in the patch constant signature
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UINT cGSInstanceCount; // Number of Geometry shader instances
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UINT cControlPoints; // Number of control points in the HS->DS stage
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D3D11_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive; // Primitive output by the tessellator
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D3D11_TESSELLATOR_PARTITIONING HSPartitioning; // Partitioning mode of the tessellator
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D3D11_TESSELLATOR_DOMAIN TessellatorDomain; // Domain of the tessellator (quad, tri, isoline)
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// instruction counts
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UINT cBarrierInstructions; // Number of barrier instructions in a compute shader
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UINT cInterlockedInstructions; // Number of interlocked instructions
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UINT cTextureStoreInstructions; // Number of texture writes
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} D3D11_SHADER_DESC;
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typedef struct _D3D11_SHADER_INPUT_BIND_DESC
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{
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LPCSTR Name; // Name of the resource
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D3D10_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture, cbuffer, etc.)
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UINT BindPoint; // Starting bind point
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UINT BindCount; // Number of contiguous bind points (for arrays)
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UINT uFlags; // Input binding flags
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D3D11_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
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D3D10_SRV_DIMENSION Dimension; // Dimension (if texture)
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UINT NumSamples; // Number of samples (0 if not MS texture)
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} D3D11_SHADER_INPUT_BIND_DESC;
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//////////////////////////////////////////////////////////////////////////////
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// Interfaces ////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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typedef interface ID3D11ShaderReflectionType ID3D11ShaderReflectionType;
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typedef interface ID3D11ShaderReflectionType *LPD3D11SHADERREFLECTIONTYPE;
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typedef interface ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable;
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typedef interface ID3D11ShaderReflectionVariable *LPD3D11SHADERREFLECTIONVARIABLE;
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typedef interface ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer;
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typedef interface ID3D11ShaderReflectionConstantBuffer *LPD3D11SHADERREFLECTIONCONSTANTBUFFER;
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typedef interface ID3D11ShaderReflection ID3D11ShaderReflection;
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typedef interface ID3D11ShaderReflection *LPD3D11SHADERREFLECTION;
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// {6E6FFA6A-9BAE-4613-A51E-91652D508C21}
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DEFINE_GUID(IID_ID3D11ShaderReflectionType,
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0x6e6ffa6a, 0x9bae, 0x4613, 0xa5, 0x1e, 0x91, 0x65, 0x2d, 0x50, 0x8c, 0x21);
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#undef INTERFACE
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#define INTERFACE ID3D11ShaderReflectionType
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DECLARE_INTERFACE(ID3D11ShaderReflectionType)
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{
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STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_TYPE_DESC *pDesc) PURE;
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STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE;
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STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE;
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STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE;
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STDMETHOD(IsEqual)(THIS_ ID3D11ShaderReflectionType* pType) PURE;
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STDMETHOD_(ID3D11ShaderReflectionType*, GetSubType)(THIS) PURE;
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STDMETHOD_(ID3D11ShaderReflectionType*, GetBaseClass)(THIS) PURE;
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STDMETHOD_(UINT, GetNumInterfaces)(THIS) PURE;
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STDMETHOD_(ID3D11ShaderReflectionType*, GetInterfaceByIndex)(THIS_ UINT uIndex) PURE;
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STDMETHOD(IsOfType)(THIS_ ID3D11ShaderReflectionType* pType) PURE;
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STDMETHOD(ImplementsInterface)(THIS_ ID3D11ShaderReflectionType* pBase) PURE;
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};
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// {51F23923-F3E5-4BD1-91CB-606177D8DB4C}
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DEFINE_GUID(IID_ID3D11ShaderReflectionVariable,
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0x51f23923, 0xf3e5, 0x4bd1, 0x91, 0xcb, 0x60, 0x61, 0x77, 0xd8, 0xdb, 0x4c);
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#undef INTERFACE
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#define INTERFACE ID3D11ShaderReflectionVariable
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DECLARE_INTERFACE(ID3D11ShaderReflectionVariable)
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{
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STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_VARIABLE_DESC *pDesc) PURE;
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STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE;
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STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE;
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STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ UINT uArrayIndex) PURE;
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};
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// {EB62D63D-93DD-4318-8AE8-C6F83AD371B8}
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DEFINE_GUID(IID_ID3D11ShaderReflectionConstantBuffer,
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0xeb62d63d, 0x93dd, 0x4318, 0x8a, 0xe8, 0xc6, 0xf8, 0x3a, 0xd3, 0x71, 0xb8);
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#undef INTERFACE
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#define INTERFACE ID3D11ShaderReflectionConstantBuffer
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DECLARE_INTERFACE(ID3D11ShaderReflectionConstantBuffer)
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{
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STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_BUFFER_DESC *pDesc) PURE;
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STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE;
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STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
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};
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// {17F27486-A342-4D10-8842-AB0874E7F670}
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DEFINE_GUID(IID_ID3D11ShaderReflection,
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0x17f27486, 0xa342, 0x4d10, 0x88, 0x42, 0xab, 0x08, 0x74, 0xe7, 0xf6, 0x70);
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#undef INTERFACE
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#define INTERFACE ID3D11ShaderReflection
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DECLARE_INTERFACE_(ID3D11ShaderReflection, IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_DESC *pDesc) PURE;
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STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
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STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
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STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
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STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
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STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
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STDMETHOD(GetPatchConstantParameterDesc)(THIS_ UINT ParameterIndex, D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
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STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
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STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
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STDMETHOD_(UINT, GetMovInstructionCount)(THIS) PURE;
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STDMETHOD_(UINT, GetMovcInstructionCount)(THIS) PURE;
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STDMETHOD_(UINT, GetConversionInstructionCount)(THIS) PURE;
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STDMETHOD_(UINT, GetBitwiseInstructionCount)(THIS) PURE;
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STDMETHOD_(D3D10_PRIMITIVE, GetGSInputPrimitive)(THIS) PURE;
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STDMETHOD_(BOOL, IsSampleFrequencyShader)(THIS) PURE;
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STDMETHOD_(UINT, GetNumInterfaceSlots)(THIS) PURE;
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STDMETHOD(GetMinFeatureLevel)(THIS_ enum D3D_FEATURE_LEVEL* pLevel) PURE;
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};
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//////////////////////////////////////////////////////////////////////////////
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// APIs //////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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#endif //__D3D11SHADER_H__
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