mirror of
https://github.com/coop-deluxe/sm64coopdx.git
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587 lines
23 KiB
C
587 lines
23 KiB
C
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//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: D3DCompiler.h
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// Content: D3D Compilation Types and APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3DCOMPILER_H__
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#define __D3DCOMPILER_H__
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#include <winapifamily.h>
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// Current name of the DLL shipped in the same SDK as this header.
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#define D3DCOMPILER_DLL_W L"d3dcompiler_47.dll"
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#define D3DCOMPILER_DLL_A "d3dcompiler_47.dll"
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// Current HLSL compiler version.
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#define D3D_COMPILER_VERSION 47
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#ifdef UNICODE
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#define D3DCOMPILER_DLL D3DCOMPILER_DLL_W
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#else
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#define D3DCOMPILER_DLL D3DCOMPILER_DLL_A
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#endif
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#include "d3d11shader.h"
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#include "d3d12shader.h"
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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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#pragma region Application Family
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#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_GAMES)
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//----------------------------------------------------------------------------
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// D3DReadFileToBlob:
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// -----------------
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// Simple helper routine to read a file on disk into memory
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// for passing to other routines in this API.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DReadFileToBlob(_In_ LPCWSTR pFileName,
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_Out_ ID3DBlob** ppContents);
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//----------------------------------------------------------------------------
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// D3DWriteBlobToFile:
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// ------------------
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// Simple helper routine to write a memory blob to a file on disk.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DWriteBlobToFile(_In_ ID3DBlob* pBlob,
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_In_ LPCWSTR pFileName,
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_In_ BOOL bOverwrite);
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//----------------------------------------------------------------------------
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// D3DCOMPILE flags:
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// -----------------
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// D3DCOMPILE_DEBUG
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// Insert debug file/line/type/symbol information.
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//
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// D3DCOMPILE_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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// D3DCOMPILE_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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// D3DCOMPILE_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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// D3DCOMPILE_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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// D3DCOMPILE_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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// D3DCOMPILE_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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// D3DCOMPILE_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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// D3DCOMPILE_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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// D3DCOMPILE_AVOID_FLOW_CONTROL
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// Hint compiler to avoid flow-control constructs where possible.
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//
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// D3DCOMPILE_PREFER_FLOW_CONTROL
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// Hint compiler to prefer flow-control constructs where possible.
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//
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// D3DCOMPILE_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
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// sure your shaders comply to the latest spec.
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//
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// D3DCOMPILE_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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// D3DCOMPILE_DEBUG_NAME_FOR_SOURCE
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// This enables a debug name to be generated based on source information.
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// It requires D3DCOMPILE_DEBUG to be set, and is exclusive with
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// D3DCOMPILE_DEBUG_NAME_FOR_BINARY.
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//
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// D3DCOMPILE_DEBUG_NAME_FOR_BINARY
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// This enables a debug name to be generated based on compiled information.
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// It requires D3DCOMPILE_DEBUG to be set, and is exclusive with
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// D3DCOMPILE_DEBUG_NAME_FOR_SOURCE.
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//
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//----------------------------------------------------------------------------
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#define D3DCOMPILE_DEBUG (1 << 0)
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#define D3DCOMPILE_SKIP_VALIDATION (1 << 1)
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#define D3DCOMPILE_SKIP_OPTIMIZATION (1 << 2)
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#define D3DCOMPILE_PACK_MATRIX_ROW_MAJOR (1 << 3)
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#define D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR (1 << 4)
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#define D3DCOMPILE_PARTIAL_PRECISION (1 << 5)
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#define D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT (1 << 6)
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#define D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT (1 << 7)
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#define D3DCOMPILE_NO_PRESHADER (1 << 8)
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#define D3DCOMPILE_AVOID_FLOW_CONTROL (1 << 9)
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#define D3DCOMPILE_PREFER_FLOW_CONTROL (1 << 10)
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#define D3DCOMPILE_ENABLE_STRICTNESS (1 << 11)
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#define D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12)
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#define D3DCOMPILE_IEEE_STRICTNESS (1 << 13)
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#define D3DCOMPILE_OPTIMIZATION_LEVEL0 (1 << 14)
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#define D3DCOMPILE_OPTIMIZATION_LEVEL1 0
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#define D3DCOMPILE_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15))
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#define D3DCOMPILE_OPTIMIZATION_LEVEL3 (1 << 15)
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#define D3DCOMPILE_RESERVED16 (1 << 16)
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#define D3DCOMPILE_RESERVED17 (1 << 17)
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#define D3DCOMPILE_WARNINGS_ARE_ERRORS (1 << 18)
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#define D3DCOMPILE_RESOURCES_MAY_ALIAS (1 << 19)
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#define D3DCOMPILE_ENABLE_UNBOUNDED_DESCRIPTOR_TABLES (1 << 20)
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#define D3DCOMPILE_ALL_RESOURCES_BOUND (1 << 21)
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#define D3DCOMPILE_DEBUG_NAME_FOR_SOURCE (1 << 22)
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#define D3DCOMPILE_DEBUG_NAME_FOR_BINARY (1 << 23)
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//----------------------------------------------------------------------------
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// D3DCOMPILE_EFFECT flags:
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// -------------------------------------
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// These flags are passed in when creating an effect, and affect
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// either compilation behavior or runtime effect behavior
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//
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// D3DCOMPILE_EFFECT_CHILD_EFFECT
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// Compile this .fx file to a child effect. Child effects have no
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// initializers for any shared values as these are initialied in the
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// master effect (pool).
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//
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// D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS
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// By default, performance mode is enabled. Performance mode
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// disallows mutable state objects by preventing non-literal
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// expressions from appearing in state object definitions.
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// Specifying this flag will disable the mode and allow for mutable
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// state objects.
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//
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//----------------------------------------------------------------------------
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#define D3DCOMPILE_EFFECT_CHILD_EFFECT (1 << 0)
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#define D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS (1 << 1)
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//----------------------------------------------------------------------------
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// D3DCOMPILE Flags2:
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// -----------------
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// Root signature flags. (passed in Flags2)
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#define D3DCOMPILE_FLAGS2_FORCE_ROOT_SIGNATURE_LATEST 0
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#define D3DCOMPILE_FLAGS2_FORCE_ROOT_SIGNATURE_1_0 (1 << 4)
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#define D3DCOMPILE_FLAGS2_FORCE_ROOT_SIGNATURE_1_1 (1 << 5)
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//----------------------------------------------------------------------------
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// D3DCompile:
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// ----------
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// Compile source text into bytecode appropriate for the given target.
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//----------------------------------------------------------------------------
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// D3D_COMPILE_STANDARD_FILE_INCLUDE can be passed for pInclude in any
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// API and indicates that a simple default include handler should be
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// used. The include handler will include files relative to the
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// current directory and files relative to the directory of the initial source
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// file. When used with APIs like D3DCompile pSourceName must be a
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// file name and the initial relative directory will be derived from it.
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#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((ID3DInclude*)(UINT_PTR)1)
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HRESULT WINAPI
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D3DCompile(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
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_In_ SIZE_T SrcDataSize,
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_In_opt_ LPCSTR pSourceName,
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_In_reads_opt_(_Inexpressible_(pDefines->Name != NULL)) CONST D3D_SHADER_MACRO* pDefines,
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_In_opt_ ID3DInclude* pInclude,
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_In_opt_ LPCSTR pEntrypoint,
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_In_ LPCSTR pTarget,
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_In_ UINT Flags1,
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_In_ UINT Flags2,
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_Out_ ID3DBlob** ppCode,
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_Always_(_Outptr_opt_result_maybenull_) ID3DBlob** ppErrorMsgs);
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typedef HRESULT (WINAPI *pD3DCompile)
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(LPCVOID pSrcData,
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SIZE_T SrcDataSize,
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LPCSTR pFileName,
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CONST D3D_SHADER_MACRO* pDefines,
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ID3DInclude* pInclude,
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LPCSTR pEntrypoint,
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LPCSTR pTarget,
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UINT Flags1,
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UINT Flags2,
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ID3DBlob** ppCode,
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ID3DBlob** ppErrorMsgs);
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#define D3DCOMPILE_SECDATA_MERGE_UAV_SLOTS 0x00000001
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#define D3DCOMPILE_SECDATA_PRESERVE_TEMPLATE_SLOTS 0x00000002
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#define D3DCOMPILE_SECDATA_REQUIRE_TEMPLATE_MATCH 0x00000004
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HRESULT WINAPI
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D3DCompile2(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
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_In_ SIZE_T SrcDataSize,
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_In_opt_ LPCSTR pSourceName,
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_In_reads_opt_(_Inexpressible_(pDefines->Name != NULL)) CONST D3D_SHADER_MACRO* pDefines,
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_In_opt_ ID3DInclude* pInclude,
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_In_ LPCSTR pEntrypoint,
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_In_ LPCSTR pTarget,
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_In_ UINT Flags1,
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_In_ UINT Flags2,
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_In_ UINT SecondaryDataFlags,
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_In_reads_bytes_opt_(SecondaryDataSize) LPCVOID pSecondaryData,
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_In_ SIZE_T SecondaryDataSize,
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_Out_ ID3DBlob** ppCode,
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_Always_(_Outptr_opt_result_maybenull_) ID3DBlob** ppErrorMsgs);
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HRESULT WINAPI
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D3DCompileFromFile(_In_ LPCWSTR pFileName,
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_In_reads_opt_(_Inexpressible_(pDefines->Name != NULL)) CONST D3D_SHADER_MACRO* pDefines,
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_In_opt_ ID3DInclude* pInclude,
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_In_ LPCSTR pEntrypoint,
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_In_ LPCSTR pTarget,
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_In_ UINT Flags1,
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_In_ UINT Flags2,
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_Out_ ID3DBlob** ppCode,
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_Always_(_Outptr_opt_result_maybenull_) ID3DBlob** ppErrorMsgs);
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//----------------------------------------------------------------------------
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// D3DPreprocess:
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// -------------
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// Process source text with the compiler's preprocessor and return
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// the resulting text.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DPreprocess(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
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_In_ SIZE_T SrcDataSize,
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_In_opt_ LPCSTR pSourceName,
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_In_opt_ CONST D3D_SHADER_MACRO* pDefines,
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_In_opt_ ID3DInclude* pInclude,
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_Out_ ID3DBlob** ppCodeText,
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_Always_(_Outptr_opt_result_maybenull_) ID3DBlob** ppErrorMsgs);
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typedef HRESULT (WINAPI *pD3DPreprocess)
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(LPCVOID pSrcData,
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SIZE_T SrcDataSize,
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LPCSTR pFileName,
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CONST D3D_SHADER_MACRO* pDefines,
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ID3DInclude* pInclude,
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ID3DBlob** ppCodeText,
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ID3DBlob** ppErrorMsgs);
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//----------------------------------------------------------------------------
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// D3DGetDebugInfo:
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// -----------------------
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// Gets shader debug info. Debug info is generated by D3DCompile and is
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// embedded in the body of the shader.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DGetDebugInfo(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
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_In_ SIZE_T SrcDataSize,
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_Out_ ID3DBlob** ppDebugInfo);
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//----------------------------------------------------------------------------
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// D3DReflect:
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// ----------
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// Shader code contains metadata that can be inspected via the
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// reflection APIs.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DReflect(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
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_In_ SIZE_T SrcDataSize,
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_In_ REFIID pInterface,
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_Out_ void** ppReflector);
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//----------------------------------------------------------------------------
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// D3DReflectLibrary:
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// ----------
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// Library code contains metadata that can be inspected via the library
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// reflection APIs.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DReflectLibrary(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__in REFIID riid,
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__out LPVOID * ppReflector);
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//----------------------------------------------------------------------------
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// D3DDisassemble:
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// ----------------------
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// Takes a binary shader and returns a buffer containing text assembly.
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//----------------------------------------------------------------------------
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#define D3D_DISASM_ENABLE_COLOR_CODE 0x00000001
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#define D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS 0x00000002
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#define D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING 0x00000004
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#define D3D_DISASM_ENABLE_INSTRUCTION_CYCLE 0x00000008
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#define D3D_DISASM_DISABLE_DEBUG_INFO 0x00000010
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#define D3D_DISASM_ENABLE_INSTRUCTION_OFFSET 0x00000020
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#define D3D_DISASM_INSTRUCTION_ONLY 0x00000040
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#define D3D_DISASM_PRINT_HEX_LITERALS 0x00000080
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HRESULT WINAPI
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D3DDisassemble(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
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_In_ SIZE_T SrcDataSize,
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_In_ UINT Flags,
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_In_opt_ LPCSTR szComments,
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_Out_ ID3DBlob** ppDisassembly);
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typedef HRESULT (WINAPI *pD3DDisassemble)
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(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
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_In_ SIZE_T SrcDataSize,
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_In_ UINT Flags,
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_In_opt_ LPCSTR szComments,
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_Out_ ID3DBlob** ppDisassembly);
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HRESULT WINAPI
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D3DDisassembleRegion(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
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_In_ SIZE_T SrcDataSize,
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_In_ UINT Flags,
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_In_opt_ LPCSTR szComments,
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_In_ SIZE_T StartByteOffset,
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_In_ SIZE_T NumInsts,
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_Out_opt_ SIZE_T* pFinishByteOffset,
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_Out_ ID3DBlob** ppDisassembly);
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//----------------------------------------------------------------------------
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// Shader linking and Function Linking Graph (FLG) APIs
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DCreateLinker(__out interface ID3D11Linker ** ppLinker);
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HRESULT WINAPI
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D3DLoadModule(_In_ LPCVOID pSrcData,
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_In_ SIZE_T cbSrcDataSize,
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_Out_ interface ID3D11Module ** ppModule);
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HRESULT WINAPI
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D3DCreateFunctionLinkingGraph(_In_ UINT uFlags,
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_Out_ interface ID3D11FunctionLinkingGraph ** ppFunctionLinkingGraph);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DGetTraceInstructionOffsets:
|
||
|
// -----------------------
|
||
|
// Determines byte offsets for instructions within a shader blob.
|
||
|
// This information is useful for going between trace instruction
|
||
|
// indices and byte offsets that are used in debug information.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
#define D3D_GET_INST_OFFSETS_INCLUDE_NON_EXECUTABLE 0x00000001
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DGetTraceInstructionOffsets(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
|
||
|
_In_ SIZE_T SrcDataSize,
|
||
|
_In_ UINT Flags,
|
||
|
_In_ SIZE_T StartInstIndex,
|
||
|
_In_ SIZE_T NumInsts,
|
||
|
_Out_writes_to_opt_(NumInsts, min(NumInsts, *pTotalInsts)) SIZE_T* pOffsets,
|
||
|
_Out_opt_ SIZE_T* pTotalInsts);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DGetInputSignatureBlob:
|
||
|
// -----------------------
|
||
|
// Retrieve the input signature from a compilation result.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DGetInputSignatureBlob(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
|
||
|
_In_ SIZE_T SrcDataSize,
|
||
|
_Out_ ID3DBlob** ppSignatureBlob);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DGetOutputSignatureBlob:
|
||
|
// -----------------------
|
||
|
// Retrieve the output signature from a compilation result.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DGetOutputSignatureBlob(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
|
||
|
_In_ SIZE_T SrcDataSize,
|
||
|
_Out_ ID3DBlob** ppSignatureBlob);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DGetInputAndOutputSignatureBlob:
|
||
|
// -----------------------
|
||
|
// Retrieve the input and output signatures from a compilation result.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DGetInputAndOutputSignatureBlob(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
|
||
|
_In_ SIZE_T SrcDataSize,
|
||
|
_Out_ ID3DBlob** ppSignatureBlob);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DStripShader:
|
||
|
// -----------------------
|
||
|
// Removes unwanted blobs from a compilation result
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
typedef enum D3DCOMPILER_STRIP_FLAGS
|
||
|
{
|
||
|
D3DCOMPILER_STRIP_REFLECTION_DATA = 0x00000001,
|
||
|
D3DCOMPILER_STRIP_DEBUG_INFO = 0x00000002,
|
||
|
D3DCOMPILER_STRIP_TEST_BLOBS = 0x00000004,
|
||
|
D3DCOMPILER_STRIP_PRIVATE_DATA = 0x00000008,
|
||
|
D3DCOMPILER_STRIP_ROOT_SIGNATURE = 0x00000010,
|
||
|
D3DCOMPILER_STRIP_FORCE_DWORD = 0x7fffffff,
|
||
|
} D3DCOMPILER_STRIP_FLAGS;
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DStripShader(_In_reads_bytes_(BytecodeLength) LPCVOID pShaderBytecode,
|
||
|
_In_ SIZE_T BytecodeLength,
|
||
|
_In_ UINT uStripFlags,
|
||
|
_Out_ ID3DBlob** ppStrippedBlob);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DGetBlobPart:
|
||
|
// -----------------------
|
||
|
// Extracts information from a compilation result.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
typedef enum D3D_BLOB_PART
|
||
|
{
|
||
|
D3D_BLOB_INPUT_SIGNATURE_BLOB,
|
||
|
D3D_BLOB_OUTPUT_SIGNATURE_BLOB,
|
||
|
D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB,
|
||
|
D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB,
|
||
|
D3D_BLOB_ALL_SIGNATURE_BLOB,
|
||
|
D3D_BLOB_DEBUG_INFO,
|
||
|
D3D_BLOB_LEGACY_SHADER,
|
||
|
D3D_BLOB_XNA_PREPASS_SHADER,
|
||
|
D3D_BLOB_XNA_SHADER,
|
||
|
D3D_BLOB_PDB,
|
||
|
D3D_BLOB_PRIVATE_DATA,
|
||
|
D3D_BLOB_ROOT_SIGNATURE,
|
||
|
D3D_BLOB_DEBUG_NAME,
|
||
|
|
||
|
// Test parts are only produced by special compiler versions and so
|
||
|
// are usually not present in shaders.
|
||
|
D3D_BLOB_TEST_ALTERNATE_SHADER = 0x8000,
|
||
|
D3D_BLOB_TEST_COMPILE_DETAILS,
|
||
|
D3D_BLOB_TEST_COMPILE_PERF,
|
||
|
D3D_BLOB_TEST_COMPILE_REPORT,
|
||
|
} D3D_BLOB_PART;
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DGetBlobPart(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
|
||
|
_In_ SIZE_T SrcDataSize,
|
||
|
_In_ D3D_BLOB_PART Part,
|
||
|
_In_ UINT Flags,
|
||
|
_Out_ ID3DBlob** ppPart);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DSetBlobPart:
|
||
|
// -----------------------
|
||
|
// Update information in a compilation result.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DSetBlobPart(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
|
||
|
_In_ SIZE_T SrcDataSize,
|
||
|
_In_ D3D_BLOB_PART Part,
|
||
|
_In_ UINT Flags,
|
||
|
_In_reads_bytes_(PartSize) LPCVOID pPart,
|
||
|
_In_ SIZE_T PartSize,
|
||
|
_Out_ ID3DBlob** ppNewShader);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DCreateBlob:
|
||
|
// -----------------------
|
||
|
// Create an ID3DBlob instance.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DCreateBlob(_In_ SIZE_T Size,
|
||
|
_Out_ ID3DBlob** ppBlob);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DCompressShaders:
|
||
|
// -----------------------
|
||
|
// Compresses a set of shaders into a more compact form.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
typedef struct _D3D_SHADER_DATA
|
||
|
{
|
||
|
LPCVOID pBytecode;
|
||
|
SIZE_T BytecodeLength;
|
||
|
} D3D_SHADER_DATA;
|
||
|
|
||
|
#define D3D_COMPRESS_SHADER_KEEP_ALL_PARTS 0x00000001
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DCompressShaders(_In_ UINT uNumShaders,
|
||
|
_In_reads_(uNumShaders) D3D_SHADER_DATA* pShaderData,
|
||
|
_In_ UINT uFlags,
|
||
|
_Out_ ID3DBlob** ppCompressedData);
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DDecompressShaders:
|
||
|
// -----------------------
|
||
|
// Decompresses one or more shaders from a compressed set.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DDecompressShaders(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData,
|
||
|
_In_ SIZE_T SrcDataSize,
|
||
|
_In_ UINT uNumShaders,
|
||
|
_In_ UINT uStartIndex,
|
||
|
_In_reads_opt_(uNumShaders) UINT* pIndices,
|
||
|
_In_ UINT uFlags,
|
||
|
_Out_writes_(uNumShaders) ID3DBlob** ppShaders,
|
||
|
_Out_opt_ UINT* pTotalShaders);
|
||
|
|
||
|
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_GAMES) */
|
||
|
#pragma endregion
|
||
|
|
||
|
|
||
|
#pragma region Desktop Family
|
||
|
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
// D3DDisassemble10Effect:
|
||
|
// -----------------------
|
||
|
// Takes a D3D10 effect interface and returns a
|
||
|
// buffer containing text assembly.
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
HRESULT WINAPI
|
||
|
D3DDisassemble10Effect(_In_ interface ID3D10Effect *pEffect,
|
||
|
_In_ UINT Flags,
|
||
|
_Out_ ID3DBlob** ppDisassembly);
|
||
|
|
||
|
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) */
|
||
|
#pragma endregion
|
||
|
|
||
|
|
||
|
#ifdef __cplusplus
|
||
|
}
|
||
|
#endif //__cplusplus
|
||
|
|
||
|
#endif // #ifndef __D3DCOMPILER_H__
|