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D3D11Shader.h
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D3D11Shader.h
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//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3D11Shader.h
// Content: D3D11 Shader Types and APIs
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3D11SHADER_H__
#define __D3D11SHADER_H__
#include "d3dcommon.h"
typedef enum D3D11_SHADER_VERSION_TYPE
{
D3D11_SHVER_PIXEL_SHADER = 0,
D3D11_SHVER_VERTEX_SHADER = 1,
D3D11_SHVER_GEOMETRY_SHADER = 2,
// D3D11 Shaders
D3D11_SHVER_HULL_SHADER = 3,
D3D11_SHVER_DOMAIN_SHADER = 4,
D3D11_SHVER_COMPUTE_SHADER = 5,
} D3D11_SHADER_VERSION_TYPE;
#define D3D11_SHVER_GET_TYPE(_Version) \
(((_Version) >> 16) & 0xffff)
#define D3D11_SHVER_GET_MAJOR(_Version) \
(((_Version) >> 4) & 0xf)
#define D3D11_SHVER_GET_MINOR(_Version) \
(((_Version) >> 0) & 0xf)
typedef D3D_RESOURCE_RETURN_TYPE D3D11_RESOURCE_RETURN_TYPE;
typedef D3D_CBUFFER_TYPE D3D11_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
D3D_NAME SystemValueType;// A predefined system value, or D3D_NAME_UNDEFINED if not applicable
D3D_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
D3D_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
{
D3D_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
D3D_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 D3D_TESSELLATOR_DOMAIN D3D11_TESSELLATOR_DOMAIN;
typedef D3D_TESSELLATOR_PARTITIONING D3D11_TESSELLATOR_PARTITIONING;
typedef D3D_TESSELLATOR_OUTPUT_PRIMITIVE 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
D3D_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
D3D_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
D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive; // Primitive output by the tessellator
D3D_TESSELLATOR_PARTITIONING HSPartitioning; // Partitioning mode of the tessellator
D3D_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
D3D_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
D3D_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
D3D_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_ __out D3D11_SHADER_TYPE_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ __in UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByName)(THIS_ __in LPCSTR Name) PURE;
STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ __in UINT Index) PURE;
STDMETHOD(IsEqual)(THIS_ __in ID3D11ShaderReflectionType* pType) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetSubType)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetBaseClass)(THIS) PURE;
STDMETHOD_(UINT, GetNumInterfaces)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetInterfaceByIndex)(THIS_ __in UINT uIndex) PURE;
STDMETHOD(IsOfType)(THIS_ __in ID3D11ShaderReflectionType* pType) PURE;
STDMETHOD(ImplementsInterface)(THIS_ __in 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_ __out D3D11_SHADER_VARIABLE_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE;
STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ __in 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_ __in UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ __in LPCSTR Name) PURE;
};
// The ID3D11ShaderReflection IID may change from SDK version to SDK version
// if the reflection API changes. This prevents new code with the new API
// from working with an old binary. Recompiling with the new header
// will pick up the new IID.
// 0a233719-3960-4578-9d7c-203b8b1d9cc1
DEFINE_GUID(IID_ID3D11ShaderReflection,
0x0a233719, 0x3960, 0x4578, 0x9d, 0x7c, 0x20, 0x3b, 0x8b, 0x1d, 0x9c, 0xc1);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflection
DECLARE_INTERFACE_(ID3D11ShaderReflection, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ __in REFIID iid,
__out LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ __out D3D11_SHADER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ __in UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ __in LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ __in UINT ResourceIndex,
__out D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ __in UINT ParameterIndex,
__out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ __in UINT ParameterIndex,
__out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetPatchConstantParameterDesc)(THIS_ __in UINT ParameterIndex,
__out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ __in LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDescByName)(THIS_ __in LPCSTR Name,
__out 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_(D3D_PRIMITIVE, GetGSInputPrimitive)(THIS) PURE;
STDMETHOD_(BOOL, IsSampleFrequencyShader)(THIS) PURE;
STDMETHOD_(UINT, GetNumInterfaceSlots)(THIS) PURE;
STDMETHOD(GetMinFeatureLevel)(THIS_ __out enum D3D_FEATURE_LEVEL* pLevel) PURE;
STDMETHOD_(UINT, GetThreadGroupSize)(THIS_
__out_opt UINT* pSizeX,
__out_opt UINT* pSizeY,
__out_opt UINT* pSizeZ) PURE;
};
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3D11SHADER_H__