]> de.git.xonotic.org Git - xonotic/xonotic.git/blobdiff - misc/builddeps/win32/dx/include/d3d10shader.h
Move libraries into subdirectories for better selectivity when building.
[xonotic/xonotic.git] / misc / builddeps / win32 / dx / include / d3d10shader.h
diff --git a/misc/builddeps/win32/dx/include/d3d10shader.h b/misc/builddeps/win32/dx/include/d3d10shader.h
new file mode 100644 (file)
index 0000000..99b123c
--- /dev/null
@@ -0,0 +1,137 @@
+/*
+ * Copyright 2009 Henri Verbeet for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ *
+ */
+
+#ifndef __WINE_D3D10SHADER_H
+#define __WINE_D3D10SHADER_H
+
+#include "d3d10.h"
+
+#define D3D10_SHADER_DEBUG                          0x0001
+#define D3D10_SHADER_SKIP_VALIDATION                0x0002
+#define D3D10_SHADER_SKIP_OPTIMIZATION              0x0004
+#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR          0x0008
+#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR       0x0010
+#define D3D10_SHADER_PARTIAL_PRECISION              0x0020
+#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT       0x0040
+#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT       0x0080
+#define D3D10_SHADER_NO_PRESHADER                   0x0100
+#define D3D10_SHADER_AVOID_FLOW_CONTROL             0x0200
+#define D3D10_SHADER_PREFER_FLOW_CONTROL            0x0400
+#define D3D10_SHADER_ENABLE_STRICTNESS              0x0800
+#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000
+#define D3D10_SHADER_IEEE_STRICTNESS                0x2000
+
+typedef enum _D3D10_SHADER_VARIABLE_CLASS
+{
+    D3D10_SVC_SCALAR,
+    D3D10_SVC_VECTOR,
+    D3D10_SVC_MATRIX_ROWS,
+    D3D10_SVC_MATRIX_COLUMNS,
+    D3D10_SVC_OBJECT,
+    D3D10_SVC_STRUCT,
+    D3D10_SVC_FORCE_DWORD = 0x7fffffff
+} D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
+
+typedef enum _D3D10_SHADER_VARIABLE_TYPE
+{
+    D3D10_SVT_VOID = 0,
+    D3D10_SVT_BOOL = 1,
+    D3D10_SVT_INT = 2,
+    D3D10_SVT_FLOAT = 3,
+    D3D10_SVT_STRING = 4,
+    D3D10_SVT_TEXTURE = 5,
+    D3D10_SVT_TEXTURE1D = 6,
+    D3D10_SVT_TEXTURE2D = 7,
+    D3D10_SVT_TEXTURE3D = 8,
+    D3D10_SVT_TEXTURECUBE = 9,
+    D3D10_SVT_SAMPLER = 10,
+    D3D10_SVT_PIXELSHADER = 15,
+    D3D10_SVT_VERTEXSHADER = 16,
+    D3D10_SVT_UINT = 19,
+    D3D10_SVT_UINT8 = 20,
+    D3D10_SVT_GEOMETRYSHADER = 21,
+    D3D10_SVT_RASTERIZER = 22,
+    D3D10_SVT_DEPTHSTENCIL = 23,
+    D3D10_SVT_BLEND = 24,
+    D3D10_SVT_BUFFER = 25,
+    D3D10_SVT_CBUFFER = 26,
+    D3D10_SVT_TBUFFER = 27,
+    D3D10_SVT_TEXTURE1DARRAY = 28,
+    D3D10_SVT_TEXTURE2DARRAY = 29,
+    D3D10_SVT_RENDERTARGETVIEW = 30,
+    D3D10_SVT_DEPTHSTENCILVIEW = 31,
+    D3D10_SVT_TEXTURE2DMS = 32,
+    D3D10_SVT_TEXTURE2DMSARRAY = 33,
+    D3D10_SVT_TEXTURECUBEARRAY = 34,
+    D3D10_SVT_FORCE_DWORD = 0x7fffffff
+} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
+
+typedef enum D3D10_CBUFFER_TYPE
+{
+    D3D10_CT_CBUFFER = 0,
+    D3D10_CT_TBUFFER = 1
+} D3D10_CBUFFER_TYPE, *LPD3D10_CBUFFER_TYPE;
+
+typedef enum D3D10_NAME
+{
+    D3D10_NAME_UNDEFINED = 0,
+    D3D10_NAME_POSITION = 1,
+    D3D10_NAME_CLIP_DISTANCE = 2,
+    D3D10_NAME_CULL_DISTANCE = 3,
+    D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
+    D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
+    D3D10_NAME_VERTEX_ID = 6,
+    D3D10_NAME_PRIMITIVE_ID = 7,
+    D3D10_NAME_INSTANCE_ID = 8,
+    D3D10_NAME_IS_FRONT_FACE = 9,
+    D3D10_NAME_SAMPLE_INDEX = 10,
+    D3D10_NAME_TARGET = 64,
+    D3D10_NAME_DEPTH = 65,
+} D3D10_NAME;
+
+typedef enum D3D10_REGISTER_COMPONENT_TYPE
+{
+    D3D10_REGISTER_COMPONENT_UNKNOWN = 0,
+    D3D10_REGISTER_COMPONENT_UINT32 = 1,
+    D3D10_REGISTER_COMPONENT_SINT32 = 2,
+    D3D10_REGISTER_COMPONENT_FLOAT32 = 3,
+} D3D10_REGISTER_COMPONENT_TYPE;
+
+typedef struct _D3D10_SHADER_MACRO
+{
+    LPCSTR Name;
+    LPCSTR Definition;
+} D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
+
+typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
+{
+    LPCSTR SemanticName;
+    UINT SemanticIndex;
+    UINT Register;
+    D3D10_NAME SystemValueType;
+    D3D10_REGISTER_COMPONENT_TYPE ComponentType;
+    BYTE Mask;
+    BYTE ReadWriteMask;
+} D3D10_SIGNATURE_PARAMETER_DESC;
+
+LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
+LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
+LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
+
+#endif /* __WINE_D3D10SHADER_H */