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author | Filip Gawin <filip.gawin@zoho.com> | 2020-12-29 18:53:36 +0100 |
---|---|---|
committer | Filip Gawin <filip.gawin@zoho.com> | 2020-12-29 18:53:36 +0100 |
commit | bffaceb579ba66ba675f5b99e93258423b3c97ab (patch) | |
tree | f1e0e8ef4002d2e5b444678c4c98dd8785cbe980 /sdk/dx8sdk/Include/d3dx9shader.h | |
parent | Reorder CEntity functions into their original order (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | sdk/dx8sdk/Include/d3dx9shader.h | 1072 |
1 files changed, 0 insertions, 1072 deletions
diff --git a/sdk/dx8sdk/Include/d3dx9shader.h b/sdk/dx8sdk/Include/d3dx9shader.h deleted file mode 100644 index cae915a7..00000000 --- a/sdk/dx8sdk/Include/d3dx9shader.h +++ /dev/null @@ -1,1072 +0,0 @@ -////////////////////////////////////////////////////////////////////////////// -// -// Copyright (c) Microsoft Corporation. All rights reserved. -// -// File: d3dx9shader.h -// Content: D3DX Shader APIs -// -////////////////////////////////////////////////////////////////////////////// - -#include "d3dx9.h" - -#ifndef __D3DX9SHADER_H__ -#define __D3DX9SHADER_H__ - - -//--------------------------------------------------------------------------- -// D3DXTX_VERSION: -// -------------- -// Version token used to create a procedural texture filler in effects -// Used by D3DXFill[]TX functions -//--------------------------------------------------------------------------- -#define D3DXTX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor)) - - - -//---------------------------------------------------------------------------- -// D3DXSHADER flags: -// ----------------- -// D3DXSHADER_DEBUG -// Insert debug file/line/type/symbol information. -// -// D3DXSHADER_SKIPVALIDATION -// Do not validate the generated code against known capabilities and -// constraints. This option is only recommended when compiling shaders -// you KNOW will work. (ie. have compiled before without this option.) -// Shaders are always validated by D3D before they are set to the device. -// -// D3DXSHADER_SKIPOPTIMIZATION -// Instructs the compiler to skip optimization steps during code generation. -// Unless you are trying to isolate a problem in your code using this option -// is not recommended. -// -// D3DXSHADER_PACKMATRIX_ROWMAJOR -// Unless explicitly specified, matrices will be packed in row-major order -// on input and output from the shader. -// -// D3DXSHADER_PACKMATRIX_COLUMNMAJOR -// Unless explicitly specified, matrices will be packed in column-major -// order on input and output from the shader. This is generally more -// efficient, since it allows vector-matrix multiplication to be performed -// using a series of dot-products. -// -// D3DXSHADER_PARTIALPRECISION -// Force all computations in resulting shader to occur at partial precision. -// This may result in faster evaluation of shaders on some hardware. -// -// D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT -// Force compiler to compile against the next highest available software -// target for vertex shaders. This flag also turns optimizations off, -// and debugging on. -// -// D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT -// Force compiler to compile against the next highest available software -// target for pixel shaders. This flag also turns optimizations off, -// and debugging on. -// -// D3DXSHADER_NO_PRESHADER -// Disables Preshaders. Using this flag will cause the compiler to not -// pull out static expression for evaluation on the host cpu -// -// D3DXSHADER_AVOID_FLOW_CONTROL -// Hint compiler to avoid flow-control constructs where possible. -// -// D3DXSHADER_PREFER_FLOW_CONTROL -// Hint compiler to prefer flow-control constructs where possible. -// -//---------------------------------------------------------------------------- - -#define D3DXSHADER_DEBUG (1 << 0) -#define D3DXSHADER_SKIPVALIDATION (1 << 1) -#define D3DXSHADER_SKIPOPTIMIZATION (1 << 2) -#define D3DXSHADER_PACKMATRIX_ROWMAJOR (1 << 3) -#define D3DXSHADER_PACKMATRIX_COLUMNMAJOR (1 << 4) -#define D3DXSHADER_PARTIALPRECISION (1 << 5) -#define D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT (1 << 6) -#define D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT (1 << 7) -#define D3DXSHADER_NO_PRESHADER (1 << 8) -#define D3DXSHADER_AVOID_FLOW_CONTROL (1 << 9) -#define D3DXSHADER_PREFER_FLOW_CONTROL (1 << 10) - - - -//---------------------------------------------------------------------------- -// D3DXHANDLE: -// ----------- -// Handle values used to efficiently reference shader and effect parameters. -// Strings can be used as handles. However, handles are not always strings. -//---------------------------------------------------------------------------- - -typedef LPCSTR D3DXHANDLE; -typedef D3DXHANDLE *LPD3DXHANDLE; - - -//---------------------------------------------------------------------------- -// D3DXMACRO: -// ---------- -// Preprocessor macro definition. The application pass in a NULL-terminated -// array of this structure to various D3DX APIs. This enables the application -// to #define tokens at runtime, before the file is parsed. -//---------------------------------------------------------------------------- - -typedef struct _D3DXMACRO -{ - LPCSTR Name; - LPCSTR Definition; - -} D3DXMACRO, *LPD3DXMACRO; - - -//---------------------------------------------------------------------------- -// D3DXSEMANTIC: -//---------------------------------------------------------------------------- - -typedef struct _D3DXSEMANTIC -{ - UINT Usage; - UINT UsageIndex; - -} D3DXSEMANTIC, *LPD3DXSEMANTIC; - - - -//---------------------------------------------------------------------------- -// D3DXFRAGMENT_DESC: -//---------------------------------------------------------------------------- - -typedef struct _D3DXFRAGMENT_DESC -{ - LPCSTR Name; - DWORD Target; - -} D3DXFRAGMENT_DESC, *LPD3DXFRAGMENT_DESC; - - -//---------------------------------------------------------------------------- -// D3DXREGISTER_SET: -//---------------------------------------------------------------------------- - -typedef enum _D3DXREGISTER_SET -{ - D3DXRS_BOOL, - D3DXRS_INT4, - D3DXRS_FLOAT4, - D3DXRS_SAMPLER, - - // force 32-bit size enum - D3DXRS_FORCE_DWORD = 0x7fffffff - -} D3DXREGISTER_SET, *LPD3DXREGISTER_SET; - - -//---------------------------------------------------------------------------- -// D3DXPARAMETER_CLASS: -//---------------------------------------------------------------------------- - -typedef enum _D3DXPARAMETER_CLASS -{ - D3DXPC_SCALAR, - D3DXPC_VECTOR, - D3DXPC_MATRIX_ROWS, - D3DXPC_MATRIX_COLUMNS, - D3DXPC_OBJECT, - D3DXPC_STRUCT, - - // force 32-bit size enum - D3DXPC_FORCE_DWORD = 0x7fffffff - -} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS; - - -//---------------------------------------------------------------------------- -// D3DXPARAMETER_TYPE: -//---------------------------------------------------------------------------- - -typedef enum _D3DXPARAMETER_TYPE -{ - D3DXPT_VOID, - D3DXPT_BOOL, - D3DXPT_INT, - D3DXPT_FLOAT, - D3DXPT_STRING, - D3DXPT_TEXTURE, - D3DXPT_TEXTURE1D, - D3DXPT_TEXTURE2D, - D3DXPT_TEXTURE3D, - D3DXPT_TEXTURECUBE, - D3DXPT_SAMPLER, - D3DXPT_SAMPLER1D, - D3DXPT_SAMPLER2D, - D3DXPT_SAMPLER3D, - D3DXPT_SAMPLERCUBE, - D3DXPT_PIXELSHADER, - D3DXPT_VERTEXSHADER, - D3DXPT_PIXELFRAGMENT, - D3DXPT_VERTEXFRAGMENT, - - // force 32-bit size enum - D3DXPT_FORCE_DWORD = 0x7fffffff - -} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE; - - -//---------------------------------------------------------------------------- -// D3DXCONSTANTTABLE_DESC: -//---------------------------------------------------------------------------- - -typedef struct _D3DXCONSTANTTABLE_DESC -{ - LPCSTR Creator; // Creator string - DWORD Version; // Shader version - UINT Constants; // Number of constants - -} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC; - - -//---------------------------------------------------------------------------- -// D3DXCONSTANT_DESC: -//---------------------------------------------------------------------------- - -typedef struct _D3DXCONSTANT_DESC -{ - LPCSTR Name; // Constant name - - D3DXREGISTER_SET RegisterSet; // Register set - UINT RegisterIndex; // Register index - UINT RegisterCount; // Number of registers occupied - - D3DXPARAMETER_CLASS Class; // Class - D3DXPARAMETER_TYPE Type; // Component type - - UINT Rows; // Number of rows - UINT Columns; // Number of columns - UINT Elements; // Number of array elements - UINT StructMembers; // Number of structure member sub-parameters - - UINT Bytes; // Data size, in bytes - LPCVOID DefaultValue; // Pointer to default value - -} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC; - - - -//---------------------------------------------------------------------------- -// ID3DXConstantTable: -//---------------------------------------------------------------------------- - -typedef interface ID3DXConstantTable ID3DXConstantTable; -typedef interface ID3DXConstantTable *LPD3DXCONSTANTTABLE; - -// {AB3C758F-093E-4356-B762-4DB18F1B3A01} -DEFINE_GUID(IID_ID3DXConstantTable, -0xab3c758f, 0x93e, 0x4356, 0xb7, 0x62, 0x4d, 0xb1, 0x8f, 0x1b, 0x3a, 0x1); - - -#undef INTERFACE -#define INTERFACE ID3DXConstantTable - -DECLARE_INTERFACE_(ID3DXConstantTable, IUnknown) -{ - // IUnknown - STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; - STDMETHOD_(ULONG, AddRef)(THIS) PURE; - STDMETHOD_(ULONG, Release)(THIS) PURE; - - // Buffer - STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE; - STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE; - - // Descs - STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE; - STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE; - STDMETHOD_(UINT, GetSamplerIndex)(THIS_ D3DXHANDLE hConstant) PURE; - - // Handle operations - STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE; - STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE; - STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE; - - // Set Constants - STDMETHOD(SetDefaults)(THIS_ LPDIRECT3DDEVICE9 pDevice) PURE; - STDMETHOD(SetValue)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, LPCVOID pData, UINT Bytes) PURE; - STDMETHOD(SetBool)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, BOOL b) PURE; - STDMETHOD(SetBoolArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST BOOL* pb, UINT Count) PURE; - STDMETHOD(SetInt)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, INT n) PURE; - STDMETHOD(SetIntArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST INT* pn, UINT Count) PURE; - STDMETHOD(SetFloat)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, FLOAT f) PURE; - STDMETHOD(SetFloatArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST FLOAT* pf, UINT Count) PURE; - STDMETHOD(SetVector)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector) PURE; - STDMETHOD(SetVectorArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector, UINT Count) PURE; - STDMETHOD(SetMatrix)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE; - STDMETHOD(SetMatrixArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; - STDMETHOD(SetMatrixPointerArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; - STDMETHOD(SetMatrixTranspose)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE; - STDMETHOD(SetMatrixTransposeArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; - STDMETHOD(SetMatrixTransposePointerArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; -}; - - -//---------------------------------------------------------------------------- -// ID3DXTextureShader: -//---------------------------------------------------------------------------- - -typedef interface ID3DXTextureShader ID3DXTextureShader; -typedef interface ID3DXTextureShader *LPD3DXTEXTURESHADER; - -// {3E3D67F8-AA7A-405d-A857-BA01D4758426} -DEFINE_GUID(IID_ID3DXTextureShader, -0x3e3d67f8, 0xaa7a, 0x405d, 0xa8, 0x57, 0xba, 0x1, 0xd4, 0x75, 0x84, 0x26); - -#undef INTERFACE -#define INTERFACE ID3DXTextureShader - -DECLARE_INTERFACE_(ID3DXTextureShader, IUnknown) -{ - // IUnknown - STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; - STDMETHOD_(ULONG, AddRef)(THIS) PURE; - STDMETHOD_(ULONG, Release)(THIS) PURE; - - // Gets - STDMETHOD(GetFunction)(THIS_ LPD3DXBUFFER *ppFunction) PURE; - STDMETHOD(GetConstantBuffer)(THIS_ LPD3DXBUFFER *ppConstantBuffer) PURE; - - // Descs - STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE; - STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE; - - // Handle operations - STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE; - STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE; - STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE; - - // Set Constants - STDMETHOD(SetDefaults)(THIS) PURE; - STDMETHOD(SetValue)(THIS_ D3DXHANDLE hConstant, LPCVOID pData, UINT Bytes) PURE; - STDMETHOD(SetBool)(THIS_ D3DXHANDLE hConstant, BOOL b) PURE; - STDMETHOD(SetBoolArray)(THIS_ D3DXHANDLE hConstant, CONST BOOL* pb, UINT Count) PURE; - STDMETHOD(SetInt)(THIS_ D3DXHANDLE hConstant, INT n) PURE; - STDMETHOD(SetIntArray)(THIS_ D3DXHANDLE hConstant, CONST INT* pn, UINT Count) PURE; - STDMETHOD(SetFloat)(THIS_ D3DXHANDLE hConstant, FLOAT f) PURE; - STDMETHOD(SetFloatArray)(THIS_ D3DXHANDLE hConstant, CONST FLOAT* pf, UINT Count) PURE; - STDMETHOD(SetVector)(THIS_ D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector) PURE; - STDMETHOD(SetVectorArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector, UINT Count) PURE; - STDMETHOD(SetMatrix)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE; - STDMETHOD(SetMatrixArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; - STDMETHOD(SetMatrixPointerArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; - STDMETHOD(SetMatrixTranspose)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE; - STDMETHOD(SetMatrixTransposeArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; - STDMETHOD(SetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; -}; - - - -//---------------------------------------------------------------------------- -// ID3DXFragmentLinker -//---------------------------------------------------------------------------- - -typedef interface ID3DXFragmentLinker ID3DXFragmentLinker; -typedef interface ID3DXFragmentLinker *LPD3DXFRAGMENTLINKER; - -// {1A2C0CC2-E5B6-4ebc-9E8D-390E057811B6} -DEFINE_GUID(IID_ID3DXFragmentLinker, -0x1a2c0cc2, 0xe5b6, 0x4ebc, 0x9e, 0x8d, 0x39, 0xe, 0x5, 0x78, 0x11, 0xb6); - -#undef INTERFACE -#define INTERFACE ID3DXFragmentLinker - -DECLARE_INTERFACE_(ID3DXFragmentLinker, IUnknown) -{ - // IUnknown - STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; - STDMETHOD_(ULONG, AddRef)(THIS) PURE; - STDMETHOD_(ULONG, Release)(THIS) PURE; - - // ID3DXFragmentLinker - - // fragment access and information retrieval functions - STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; - STDMETHOD_(UINT, GetNumberOfFragments)(THIS) PURE; - - STDMETHOD_(D3DXHANDLE, GetFragmentHandleByIndex)(THIS_ UINT Index) PURE; - STDMETHOD_(D3DXHANDLE, GetFragmentHandleByName)(THIS_ LPCSTR Name) PURE; - STDMETHOD(GetFragmentDesc)(THIS_ D3DXHANDLE Name, LPD3DXFRAGMENT_DESC FragDesc) PURE; - - // add the fragments in the buffer to the linker - STDMETHOD(AddFragments)(THIS_ CONST DWORD *Fragments) PURE; - - // Create a buffer containing the fragments. Suitable for saving to disk - STDMETHOD(GetAllFragments)(THIS_ LPD3DXBUFFER *ppBuffer) PURE; - STDMETHOD(GetFragment)(THIS_ D3DXHANDLE Name, LPD3DXBUFFER *ppBuffer) PURE; - - STDMETHOD(LinkShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPD3DXBUFFER *ppBuffer, LPD3DXBUFFER *ppErrorMsgs) PURE; - STDMETHOD(LinkVertexShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPDIRECT3DVERTEXSHADER9 *pVShader, LPD3DXBUFFER *ppErrorMsgs) PURE; - STDMETHOD(LinkPixelShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPDIRECT3DPIXELSHADER9 *pPShader, LPD3DXBUFFER *ppErrorMsgs) PURE; - - STDMETHOD(ClearCache)(THIS) PURE; -}; - - -//---------------------------------------------------------------------------- -// D3DXINCLUDE_TYPE: -//---------------------------------------------------------------------------- - -typedef enum _D3DXINCLUDE_TYPE -{ - D3DXINC_LOCAL, - D3DXINC_SYSTEM, - - // force 32-bit size enum - D3DXINC_FORCE_DWORD = 0x7fffffff - -} D3DXINCLUDE_TYPE, *LPD3DXINCLUDE_TYPE; - - -//---------------------------------------------------------------------------- -// ID3DXInclude: -// ------------- -// This interface is intended to be implemented by the application, and can -// be used by various D3DX APIs. This enables application-specific handling -// of #include directives in source files. -// -// Open() -// Opens an include file. If successful, it should fill in ppData and -// pBytes. The data pointer returned must remain valid until Close is -// subsequently called. -// Close() -// Closes an include file. If Open was successful, Close is guaranteed -// to be called before the API using this interface returns. -//---------------------------------------------------------------------------- - -typedef interface ID3DXInclude ID3DXInclude; -typedef interface ID3DXInclude *LPD3DXINCLUDE; - -#undef INTERFACE -#define INTERFACE ID3DXInclude - -DECLARE_INTERFACE(ID3DXInclude) -{ - STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE; - STDMETHOD(Close)(THIS_ LPCVOID pData) PURE; -}; - - -////////////////////////////////////////////////////////////////////////////// -// APIs ////////////////////////////////////////////////////////////////////// -////////////////////////////////////////////////////////////////////////////// - -#ifdef __cplusplus -extern "C" { -#endif //__cplusplus - - -//---------------------------------------------------------------------------- -// D3DXAssembleShader: -// ------------------- -// Assembles a shader. -// -// Parameters: -// pSrcFile -// Source file name -// hSrcModule -// Module handle. if NULL, current module will be used -// pSrcResource -// Resource name in module -// pSrcData -// Pointer to source code -// SrcDataLen -// Size of source code, in bytes -// pDefines -// Optional NULL-terminated array of preprocessor macro definitions. -// pInclude -// Optional interface pointer to use for handling #include directives. -// If this parameter is NULL, #includes will be honored when assembling -// from file, and will error when assembling from resource or memory. -// Flags -// See D3DXSHADER_xxx flags -// ppShader -// Returns a buffer containing the created shader. This buffer contains -// the assembled shader code, as well as any embedded debug info. -// ppErrorMsgs -// Returns a buffer containing a listing of errors and warnings that were -// encountered during assembly. If you are running in a debugger, -// these are the same messages you will see in your debug output. -//---------------------------------------------------------------------------- - - -HRESULT WINAPI - D3DXAssembleShaderFromFileA( - LPCSTR pSrcFile, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - -HRESULT WINAPI - D3DXAssembleShaderFromFileW( - LPCWSTR pSrcFile, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - -#ifdef UNICODE -#define D3DXAssembleShaderFromFile D3DXAssembleShaderFromFileW -#else -#define D3DXAssembleShaderFromFile D3DXAssembleShaderFromFileA -#endif - - -HRESULT WINAPI - D3DXAssembleShaderFromResourceA( - HMODULE hSrcModule, - LPCSTR pSrcResource, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - -HRESULT WINAPI - D3DXAssembleShaderFromResourceW( - HMODULE hSrcModule, - LPCWSTR pSrcResource, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - -#ifdef UNICODE -#define D3DXAssembleShaderFromResource D3DXAssembleShaderFromResourceW -#else -#define D3DXAssembleShaderFromResource D3DXAssembleShaderFromResourceA -#endif - - -HRESULT WINAPI - D3DXAssembleShader( - LPCSTR pSrcData, - UINT SrcDataLen, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - - - -//---------------------------------------------------------------------------- -// D3DXCompileShader: -// ------------------ -// Compiles a shader. -// -// Parameters: -// pSrcFile -// Source file name. -// hSrcModule -// Module handle. if NULL, current module will be used. -// pSrcResource -// Resource name in module. -// pSrcData -// Pointer to source code. -// SrcDataLen -// Size of source code, in bytes. -// pDefines -// Optional NULL-terminated array of preprocessor macro definitions. -// pInclude -// Optional interface pointer to use for handling #include directives. -// If this parameter is NULL, #includes will be honored when compiling -// from file, and will error when compiling from resource or memory. -// pFunctionName -// Name of the entrypoint function where execution should begin. -// pProfile -// Instruction set to be used when generating code. Currently supported -// profiles are "vs_1_1", "vs_2_0", "vs_2_a", "vs_2_sw", "ps_1_1", -// "ps_1_2", "ps_1_3", "ps_1_4", "ps_2_0", "ps_2_a", "ps_2_sw", "tx_1_0" -// Flags -// See D3DXSHADER_xxx flags. -// ppShader -// Returns a buffer containing the created shader. This buffer contains -// the compiled shader code, as well as any embedded debug and symbol -// table info. (See D3DXGetShaderConstantTable) -// ppErrorMsgs -// Returns a buffer containing a listing of errors and warnings that were -// encountered during the compile. If you are running in a debugger, -// these are the same messages you will see in your debug output. -// ppConstantTable -// Returns a ID3DXConstantTable object which can be used to set -// shader constants to the device. Alternatively, an application can -// parse the D3DXSHADER_CONSTANTTABLE block embedded as a comment within -// the shader. -//---------------------------------------------------------------------------- - -HRESULT WINAPI - D3DXCompileShaderFromFileA( - LPCSTR pSrcFile, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - LPCSTR pFunctionName, - LPCSTR pProfile, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs, - LPD3DXCONSTANTTABLE* ppConstantTable); - -HRESULT WINAPI - D3DXCompileShaderFromFileW( - LPCWSTR pSrcFile, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - LPCSTR pFunctionName, - LPCSTR pProfile, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs, - LPD3DXCONSTANTTABLE* ppConstantTable); - -#ifdef UNICODE -#define D3DXCompileShaderFromFile D3DXCompileShaderFromFileW -#else -#define D3DXCompileShaderFromFile D3DXCompileShaderFromFileA -#endif - - -HRESULT WINAPI - D3DXCompileShaderFromResourceA( - HMODULE hSrcModule, - LPCSTR pSrcResource, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - LPCSTR pFunctionName, - LPCSTR pProfile, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs, - LPD3DXCONSTANTTABLE* ppConstantTable); - -HRESULT WINAPI - D3DXCompileShaderFromResourceW( - HMODULE hSrcModule, - LPCWSTR pSrcResource, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - LPCSTR pFunctionName, - LPCSTR pProfile, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs, - LPD3DXCONSTANTTABLE* ppConstantTable); - -#ifdef UNICODE -#define D3DXCompileShaderFromResource D3DXCompileShaderFromResourceW -#else -#define D3DXCompileShaderFromResource D3DXCompileShaderFromResourceA -#endif - - -HRESULT WINAPI - D3DXCompileShader( - LPCSTR pSrcData, - UINT SrcDataLen, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - LPCSTR pFunctionName, - LPCSTR pProfile, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs, - LPD3DXCONSTANTTABLE* ppConstantTable); - - -//---------------------------------------------------------------------------- -// D3DXDisassembleShader: -// ---------------------- -// Takes a binary shader, and returns a buffer containing text assembly. -// -// Parameters: -// pShader -// Pointer to the shader byte code. -// ShaderSizeInBytes -// Size of the shader byte code in bytes. -// EnableColorCode -// Emit HTML tags for color coding the output? -// pComments -// Pointer to a comment string to include at the top of the shader. -// ppDisassembly -// Returns a buffer containing the disassembled shader. -//---------------------------------------------------------------------------- - -HRESULT WINAPI - D3DXDisassembleShader( - CONST DWORD* pShader, - BOOL EnableColorCode, - LPCSTR pComments, - LPD3DXBUFFER* ppDisassembly); - - -//---------------------------------------------------------------------------- -// D3DXGetPixelShaderProfile/D3DXGetVertexShaderProfile: -// ----------------------------------------------------- -// Returns the name of the HLSL profile best suited to a given device. -// -// Parameters: -// pDevice -// Pointer to the device in question -//---------------------------------------------------------------------------- - -LPCSTR WINAPI - D3DXGetPixelShaderProfile( - LPDIRECT3DDEVICE9 pDevice); - -LPCSTR WINAPI - D3DXGetVertexShaderProfile( - LPDIRECT3DDEVICE9 pDevice); - - -//---------------------------------------------------------------------------- -// D3DXFindShaderComment: -// ---------------------- -// Searches through a shader for a particular comment, denoted by a FourCC in -// the first DWORD of the comment. If the comment is not found, and no other -// error has occurred, S_FALSE is returned. -// -// Parameters: -// pFunction -// Pointer to the function DWORD stream -// FourCC -// FourCC used to identify the desired comment block. -// ppData -// Returns a pointer to the comment data (not including comment token -// and FourCC). Can be NULL. -// pSizeInBytes -// Returns the size of the comment data in bytes. Can be NULL. -//---------------------------------------------------------------------------- - -HRESULT WINAPI - D3DXFindShaderComment( - CONST DWORD* pFunction, - DWORD FourCC, - LPCVOID* ppData, - UINT* pSizeInBytes); - - -//---------------------------------------------------------------------------- -// D3DXGetShaderSize: -// ------------------ -// Returns the size of the shader byte-code, in bytes. -// -// Parameters: -// pFunction -// Pointer to the function DWORD stream -//---------------------------------------------------------------------------- - -UINT WINAPI - D3DXGetShaderSize( - CONST DWORD* pFunction); - - -//---------------------------------------------------------------------------- -// D3DXGetShaderVersion: -// ----------------------- -// Returns the shader version of a given shader. Returns zero if the shader -// function is NULL. -// -// Parameters: -// pFunction -// Pointer to the function DWORD stream -//---------------------------------------------------------------------------- - -DWORD WINAPI - D3DXGetShaderVersion( - CONST DWORD* pFunction); - -//---------------------------------------------------------------------------- -// D3DXGetShaderSemantics: -// ----------------------- -// Gets semantics for all input elements referenced inside a given shader. -// -// Parameters: -// pFunction -// Pointer to the function DWORD stream -// pSemantics -// Pointer to an array of D3DXSEMANTIC structures. The function will -// fill this array with the semantics for each input element referenced -// inside the shader. This array is assumed to contain at least -// MAXD3DDECLLENGTH elements. -// pCount -// Returns the number of elements referenced by the shader -//---------------------------------------------------------------------------- - -HRESULT WINAPI - D3DXGetShaderInputSemantics( - CONST DWORD* pFunction, - D3DXSEMANTIC* pSemantics, - UINT* pCount); - -HRESULT WINAPI - D3DXGetShaderOutputSemantics( - CONST DWORD* pFunction, - D3DXSEMANTIC* pSemantics, - UINT* pCount); - - -//---------------------------------------------------------------------------- -// D3DXGetShaderSamplers: -// ---------------------- -// Gets semantics for all input elements referenced inside a given shader. -// -// pFunction -// Pointer to the function DWORD stream -// pSamplers -// Pointer to an array of LPCSTRs. The function will fill this array -// with pointers to the sampler names contained within pFunction, for -// each sampler referenced inside the shader. This array is assumed to -// contain at least 16 elements. -// pCount -// Returns the number of samplers referenced by the shader -//---------------------------------------------------------------------------- - -HRESULT WINAPI - D3DXGetShaderSamplers( - CONST DWORD* pFunction, - LPCSTR* pSamplers, - UINT* pCount); - - -//---------------------------------------------------------------------------- -// D3DXGetShaderConstantTable: -// --------------------------- -// Gets shader constant table embedded inside shader. A constant table is -// generated by D3DXAssembleShader and D3DXCompileShader, and is embedded in -// the body of the shader. -// -// Parameters: -// pFunction -// Pointer to the function DWORD stream -// ppConstantTable -// Returns a ID3DXConstantTable object which can be used to set -// shader constants to the device. Alternatively, an application can -// parse the D3DXSHADER_CONSTANTTABLE block embedded as a comment within -// the shader. -//---------------------------------------------------------------------------- - -HRESULT WINAPI - D3DXGetShaderConstantTable( - CONST DWORD* pFunction, - LPD3DXCONSTANTTABLE* ppConstantTable); - - - -//---------------------------------------------------------------------------- -// D3DXCreateTextureShader: -// ------------------------ -// Creates a texture shader object, given the compiled shader. -// -// Parameters -// pFunction -// Pointer to the function DWORD stream -// ppTextureShader -// Returns a ID3DXTextureShader object which can be used to procedurally -// fill the contents of a texture using the D3DXFillTextureTX functions. -//---------------------------------------------------------------------------- - -HRESULT WINAPI - D3DXCreateTextureShader( - CONST DWORD* pFunction, - LPD3DXTEXTURESHADER* ppTextureShader); - - - -//---------------------------------------------------------------------------- -// D3DXGatherFragments: -// ------------------- -// Assembles shader fragments into a buffer to be passed to a fragment linker. -// will generate shader fragments for all fragments in the file -// -// Parameters: -// pSrcFile -// Source file name -// hSrcModule -// Module handle. if NULL, current module will be used -// pSrcResource -// Resource name in module -// pSrcData -// Pointer to source code -// SrcDataLen -// Size of source code, in bytes -// pDefines -// Optional NULL-terminated array of preprocessor macro definitions. -// pInclude -// Optional interface pointer to use for handling #include directives. -// If this parameter is NULL, #includes will be honored when assembling -// from file, and will error when assembling from resource or memory. -// Flags -// See D3DXSHADER_xxx flags -// ppShader -// Returns a buffer containing the created shader fragments. This buffer contains -// the assembled shader code, as well as any embedded debug info. -// ppErrorMsgs -// Returns a buffer containing a listing of errors and warnings that were -// encountered during assembly. If you are running in a debugger, -// these are the same messages you will see in your debug output. -//---------------------------------------------------------------------------- - - -HRESULT WINAPI -D3DXGatherFragmentsFromFileA( - LPCSTR pSrcFile, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - -HRESULT WINAPI -D3DXGatherFragmentsFromFileW( - LPCWSTR pSrcFile, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - -#ifdef UNICODE -#define D3DXGatherFragmentsFromFile D3DXGatherFragmentsFromFileW -#else -#define D3DXGatherFragmentsFromFile D3DXGatherFragmentsFromFileA -#endif - - -HRESULT WINAPI - D3DXGatherFragmentsFromResourceA( - HMODULE hSrcModule, - LPCSTR pSrcResource, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - -HRESULT WINAPI - D3DXGatherFragmentsFromResourceW( - HMODULE hSrcModule, - LPCWSTR pSrcResource, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - -#ifdef UNICODE -#define D3DXGatherFragmentsFromResource D3DXGatherFragmentsFromResourceW -#else -#define D3DXGatherFragmentsFromResource D3DXGatherFragmentsFromResourceA -#endif - - -HRESULT WINAPI - D3DXGatherFragments( - LPCSTR pSrcData, - UINT SrcDataLen, - CONST D3DXMACRO* pDefines, - LPD3DXINCLUDE pInclude, - DWORD Flags, - LPD3DXBUFFER* ppShader, - LPD3DXBUFFER* ppErrorMsgs); - - - -//---------------------------------------------------------------------------- -// D3DXCreateFragmentLinker: -// ------------------------- -// Creates a fragment linker with a given cache size. The interface returned -// can be used to link together shader fragments. (both HLSL & ASM fragements) -// -// Parameters: -// pDevice -// Pointer to the device on which to create the shaders -// ShaderCacheSize -// Size of the shader cache -// ppFragmentLinker -// pointer to a memory location to put the created interface pointer -// -//---------------------------------------------------------------------------- - -HRESULT WINAPI - D3DXCreateFragmentLinker( - LPDIRECT3DDEVICE9 pDevice, - UINT ShaderCacheSize, - LPD3DXFRAGMENTLINKER* ppFragmentLinker); - - - -#ifdef __cplusplus -} -#endif //__cplusplus - - -////////////////////////////////////////////////////////////////////////////// -// Shader comment block layouts ////////////////////////////////////////////// -////////////////////////////////////////////////////////////////////////////// - -//---------------------------------------------------------------------------- -// D3DXSHADER_CONSTANTTABLE: -// ------------------------- -// Shader constant information; included as an CTAB comment block inside -// shaders. All offsets are BYTE offsets from start of CONSTANTTABLE struct. -// Entries in the table are sorted by Name in ascending order. -//---------------------------------------------------------------------------- - -typedef struct _D3DXSHADER_CONSTANTTABLE -{ - DWORD Size; // sizeof(D3DXSHADER_CONSTANTTABLE) - DWORD Creator; // LPCSTR offset - DWORD Version; // shader version - DWORD Constants; // number of constants - DWORD ConstantInfo; // D3DXSHADER_CONSTANTINFO[Constants] offset - DWORD Flags; // flags shader was compiled with - DWORD Target; // LPCSTR offset - -} D3DXSHADER_CONSTANTTABLE, *LPD3DXSHADER_CONSTANTTABLE; - - -typedef struct _D3DXSHADER_CONSTANTINFO -{ - DWORD Name; // LPCSTR offset - WORD RegisterSet; // D3DXREGISTER_SET - WORD RegisterIndex; // register number - WORD RegisterCount; // number of registers - WORD Reserved; // reserved - DWORD TypeInfo; // D3DXSHADER_TYPEINFO offset - DWORD DefaultValue; // offset of default value - -} D3DXSHADER_CONSTANTINFO, *LPD3DXSHADER_CONSTANTINFO; - - -typedef struct _D3DXSHADER_TYPEINFO -{ - WORD Class; // D3DXPARAMETER_CLASS - WORD Type; // D3DXPARAMETER_TYPE - WORD Rows; // number of rows (matrices) - WORD Columns; // number of columns (vectors and matrices) - WORD Elements; // array dimension - WORD StructMembers; // number of struct members - DWORD StructMemberInfo; // D3DXSHADER_STRUCTMEMBERINFO[Members] offset - -} D3DXSHADER_TYPEINFO, *LPD3DXSHADER_TYPEINFO; - - -typedef struct _D3DXSHADER_STRUCTMEMBERINFO -{ - DWORD Name; // LPCSTR offset - DWORD TypeInfo; // D3DXSHADER_TYPEINFO offset - -} D3DXSHADER_STRUCTMEMBERINFO, *LPD3DXSHADER_STRUCTMEMBERINFO; - - - -#endif //__D3DX9SHADER_H__ - |