mirror of
https://github.com/GTAmodding/re3.git
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1072 lines
40 KiB
C
1072 lines
40 KiB
C
//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: d3dx9shader.h
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// Content: D3DX Shader APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#include "d3dx9.h"
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#ifndef __D3DX9SHADER_H__
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#define __D3DX9SHADER_H__
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//---------------------------------------------------------------------------
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// D3DXTX_VERSION:
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// --------------
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// Version token used to create a procedural texture filler in effects
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// Used by D3DXFill[]TX functions
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//---------------------------------------------------------------------------
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#define D3DXTX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
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//----------------------------------------------------------------------------
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// D3DXSHADER flags:
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// -----------------
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// D3DXSHADER_DEBUG
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// Insert debug file/line/type/symbol information.
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//
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// D3DXSHADER_SKIPVALIDATION
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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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// D3DXSHADER_SKIPOPTIMIZATION
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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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// D3DXSHADER_PACKMATRIX_ROWMAJOR
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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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// D3DXSHADER_PACKMATRIX_COLUMNMAJOR
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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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// D3DXSHADER_PARTIALPRECISION
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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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// D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT
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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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// D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT
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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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// D3DXSHADER_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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// D3DXSHADER_AVOID_FLOW_CONTROL
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// Hint compiler to avoid flow-control constructs where possible.
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//
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// D3DXSHADER_PREFER_FLOW_CONTROL
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// Hint compiler to prefer flow-control constructs where possible.
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//
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//----------------------------------------------------------------------------
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#define D3DXSHADER_DEBUG (1 << 0)
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#define D3DXSHADER_SKIPVALIDATION (1 << 1)
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#define D3DXSHADER_SKIPOPTIMIZATION (1 << 2)
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#define D3DXSHADER_PACKMATRIX_ROWMAJOR (1 << 3)
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#define D3DXSHADER_PACKMATRIX_COLUMNMAJOR (1 << 4)
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#define D3DXSHADER_PARTIALPRECISION (1 << 5)
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#define D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT (1 << 6)
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#define D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT (1 << 7)
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#define D3DXSHADER_NO_PRESHADER (1 << 8)
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#define D3DXSHADER_AVOID_FLOW_CONTROL (1 << 9)
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#define D3DXSHADER_PREFER_FLOW_CONTROL (1 << 10)
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//----------------------------------------------------------------------------
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// D3DXHANDLE:
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// -----------
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// Handle values used to efficiently reference shader and effect parameters.
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// Strings can be used as handles. However, handles are not always strings.
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//----------------------------------------------------------------------------
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typedef LPCSTR D3DXHANDLE;
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typedef D3DXHANDLE *LPD3DXHANDLE;
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//----------------------------------------------------------------------------
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// D3DXMACRO:
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// ----------
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// Preprocessor macro definition. The application pass in a NULL-terminated
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// array of this structure to various D3DX APIs. This enables the application
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// to #define tokens at runtime, before the file is parsed.
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//----------------------------------------------------------------------------
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typedef struct _D3DXMACRO
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{
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LPCSTR Name;
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LPCSTR Definition;
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} D3DXMACRO, *LPD3DXMACRO;
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//----------------------------------------------------------------------------
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// D3DXSEMANTIC:
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//----------------------------------------------------------------------------
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typedef struct _D3DXSEMANTIC
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{
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UINT Usage;
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UINT UsageIndex;
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} D3DXSEMANTIC, *LPD3DXSEMANTIC;
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//----------------------------------------------------------------------------
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// D3DXFRAGMENT_DESC:
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//----------------------------------------------------------------------------
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typedef struct _D3DXFRAGMENT_DESC
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{
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LPCSTR Name;
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DWORD Target;
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} D3DXFRAGMENT_DESC, *LPD3DXFRAGMENT_DESC;
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//----------------------------------------------------------------------------
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// D3DXREGISTER_SET:
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//----------------------------------------------------------------------------
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typedef enum _D3DXREGISTER_SET
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{
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D3DXRS_BOOL,
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D3DXRS_INT4,
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D3DXRS_FLOAT4,
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D3DXRS_SAMPLER,
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// force 32-bit size enum
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D3DXRS_FORCE_DWORD = 0x7fffffff
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} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
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//----------------------------------------------------------------------------
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// D3DXPARAMETER_CLASS:
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//----------------------------------------------------------------------------
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typedef enum _D3DXPARAMETER_CLASS
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{
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D3DXPC_SCALAR,
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D3DXPC_VECTOR,
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D3DXPC_MATRIX_ROWS,
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D3DXPC_MATRIX_COLUMNS,
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D3DXPC_OBJECT,
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D3DXPC_STRUCT,
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// force 32-bit size enum
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D3DXPC_FORCE_DWORD = 0x7fffffff
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} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
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//----------------------------------------------------------------------------
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// D3DXPARAMETER_TYPE:
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//----------------------------------------------------------------------------
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typedef enum _D3DXPARAMETER_TYPE
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{
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D3DXPT_VOID,
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D3DXPT_BOOL,
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D3DXPT_INT,
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D3DXPT_FLOAT,
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D3DXPT_STRING,
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D3DXPT_TEXTURE,
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D3DXPT_TEXTURE1D,
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D3DXPT_TEXTURE2D,
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D3DXPT_TEXTURE3D,
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D3DXPT_TEXTURECUBE,
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D3DXPT_SAMPLER,
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D3DXPT_SAMPLER1D,
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D3DXPT_SAMPLER2D,
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D3DXPT_SAMPLER3D,
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D3DXPT_SAMPLERCUBE,
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D3DXPT_PIXELSHADER,
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D3DXPT_VERTEXSHADER,
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D3DXPT_PIXELFRAGMENT,
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D3DXPT_VERTEXFRAGMENT,
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// force 32-bit size enum
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D3DXPT_FORCE_DWORD = 0x7fffffff
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} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
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//----------------------------------------------------------------------------
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// D3DXCONSTANTTABLE_DESC:
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//----------------------------------------------------------------------------
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typedef struct _D3DXCONSTANTTABLE_DESC
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{
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LPCSTR Creator; // Creator string
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DWORD Version; // Shader version
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UINT Constants; // Number of constants
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} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
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//----------------------------------------------------------------------------
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// D3DXCONSTANT_DESC:
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//----------------------------------------------------------------------------
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typedef struct _D3DXCONSTANT_DESC
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{
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LPCSTR Name; // Constant name
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D3DXREGISTER_SET RegisterSet; // Register set
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UINT RegisterIndex; // Register index
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UINT RegisterCount; // Number of registers occupied
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D3DXPARAMETER_CLASS Class; // Class
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D3DXPARAMETER_TYPE Type; // Component type
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UINT Rows; // Number of rows
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UINT Columns; // Number of columns
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UINT Elements; // Number of array elements
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UINT StructMembers; // Number of structure member sub-parameters
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UINT Bytes; // Data size, in bytes
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LPCVOID DefaultValue; // Pointer to default value
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} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
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//----------------------------------------------------------------------------
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// ID3DXConstantTable:
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//----------------------------------------------------------------------------
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typedef interface ID3DXConstantTable ID3DXConstantTable;
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typedef interface ID3DXConstantTable *LPD3DXCONSTANTTABLE;
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// {AB3C758F-093E-4356-B762-4DB18F1B3A01}
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DEFINE_GUID(IID_ID3DXConstantTable,
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0xab3c758f, 0x93e, 0x4356, 0xb7, 0x62, 0x4d, 0xb1, 0x8f, 0x1b, 0x3a, 0x1);
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#undef INTERFACE
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#define INTERFACE ID3DXConstantTable
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DECLARE_INTERFACE_(ID3DXConstantTable, IUnknown)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// Buffer
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STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
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STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
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// Descs
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STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
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STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
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STDMETHOD_(UINT, GetSamplerIndex)(THIS_ D3DXHANDLE hConstant) PURE;
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// Handle operations
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STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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// Set Constants
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STDMETHOD(SetDefaults)(THIS_ LPDIRECT3DDEVICE9 pDevice) PURE;
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STDMETHOD(SetValue)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, LPCVOID pData, UINT Bytes) PURE;
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STDMETHOD(SetBool)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, BOOL b) PURE;
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STDMETHOD(SetBoolArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST BOOL* pb, UINT Count) PURE;
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STDMETHOD(SetInt)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, INT n) PURE;
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STDMETHOD(SetIntArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST INT* pn, UINT Count) PURE;
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STDMETHOD(SetFloat)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, FLOAT f) PURE;
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STDMETHOD(SetFloatArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST FLOAT* pf, UINT Count) PURE;
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STDMETHOD(SetVector)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector) PURE;
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STDMETHOD(SetVectorArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector, UINT Count) PURE;
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STDMETHOD(SetMatrix)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE;
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STDMETHOD(SetMatrixArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixPointerArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixTranspose)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE;
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STDMETHOD(SetMatrixTransposeArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixTransposePointerArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE;
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};
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//----------------------------------------------------------------------------
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// ID3DXTextureShader:
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//----------------------------------------------------------------------------
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typedef interface ID3DXTextureShader ID3DXTextureShader;
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typedef interface ID3DXTextureShader *LPD3DXTEXTURESHADER;
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// {3E3D67F8-AA7A-405d-A857-BA01D4758426}
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DEFINE_GUID(IID_ID3DXTextureShader,
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0x3e3d67f8, 0xaa7a, 0x405d, 0xa8, 0x57, 0xba, 0x1, 0xd4, 0x75, 0x84, 0x26);
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#undef INTERFACE
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#define INTERFACE ID3DXTextureShader
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DECLARE_INTERFACE_(ID3DXTextureShader, IUnknown)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// Gets
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STDMETHOD(GetFunction)(THIS_ LPD3DXBUFFER *ppFunction) PURE;
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STDMETHOD(GetConstantBuffer)(THIS_ LPD3DXBUFFER *ppConstantBuffer) PURE;
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// Descs
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STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
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STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
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// Handle operations
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STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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// Set Constants
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STDMETHOD(SetDefaults)(THIS) PURE;
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STDMETHOD(SetValue)(THIS_ D3DXHANDLE hConstant, LPCVOID pData, UINT Bytes) PURE;
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STDMETHOD(SetBool)(THIS_ D3DXHANDLE hConstant, BOOL b) PURE;
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STDMETHOD(SetBoolArray)(THIS_ D3DXHANDLE hConstant, CONST BOOL* pb, UINT Count) PURE;
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STDMETHOD(SetInt)(THIS_ D3DXHANDLE hConstant, INT n) PURE;
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STDMETHOD(SetIntArray)(THIS_ D3DXHANDLE hConstant, CONST INT* pn, UINT Count) PURE;
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STDMETHOD(SetFloat)(THIS_ D3DXHANDLE hConstant, FLOAT f) PURE;
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STDMETHOD(SetFloatArray)(THIS_ D3DXHANDLE hConstant, CONST FLOAT* pf, UINT Count) PURE;
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STDMETHOD(SetVector)(THIS_ D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector) PURE;
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STDMETHOD(SetVectorArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector, UINT Count) PURE;
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STDMETHOD(SetMatrix)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE;
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STDMETHOD(SetMatrixArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixPointerArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixTranspose)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE;
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STDMETHOD(SetMatrixTransposeArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE;
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};
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//----------------------------------------------------------------------------
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// ID3DXFragmentLinker
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//----------------------------------------------------------------------------
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typedef interface ID3DXFragmentLinker ID3DXFragmentLinker;
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typedef interface ID3DXFragmentLinker *LPD3DXFRAGMENTLINKER;
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// {1A2C0CC2-E5B6-4ebc-9E8D-390E057811B6}
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DEFINE_GUID(IID_ID3DXFragmentLinker,
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0x1a2c0cc2, 0xe5b6, 0x4ebc, 0x9e, 0x8d, 0x39, 0xe, 0x5, 0x78, 0x11, 0xb6);
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#undef INTERFACE
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#define INTERFACE ID3DXFragmentLinker
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DECLARE_INTERFACE_(ID3DXFragmentLinker, IUnknown)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// ID3DXFragmentLinker
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// fragment access and information retrieval functions
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STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE;
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STDMETHOD_(UINT, GetNumberOfFragments)(THIS) PURE;
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STDMETHOD_(D3DXHANDLE, GetFragmentHandleByIndex)(THIS_ UINT Index) PURE;
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STDMETHOD_(D3DXHANDLE, GetFragmentHandleByName)(THIS_ LPCSTR Name) PURE;
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STDMETHOD(GetFragmentDesc)(THIS_ D3DXHANDLE Name, LPD3DXFRAGMENT_DESC FragDesc) PURE;
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// add the fragments in the buffer to the linker
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STDMETHOD(AddFragments)(THIS_ CONST DWORD *Fragments) PURE;
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// Create a buffer containing the fragments. Suitable for saving to disk
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STDMETHOD(GetAllFragments)(THIS_ LPD3DXBUFFER *ppBuffer) PURE;
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STDMETHOD(GetFragment)(THIS_ D3DXHANDLE Name, LPD3DXBUFFER *ppBuffer) PURE;
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STDMETHOD(LinkShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPD3DXBUFFER *ppBuffer, LPD3DXBUFFER *ppErrorMsgs) PURE;
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STDMETHOD(LinkVertexShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPDIRECT3DVERTEXSHADER9 *pVShader, LPD3DXBUFFER *ppErrorMsgs) PURE;
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STDMETHOD(LinkPixelShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPDIRECT3DPIXELSHADER9 *pPShader, LPD3DXBUFFER *ppErrorMsgs) PURE;
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STDMETHOD(ClearCache)(THIS) PURE;
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};
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//----------------------------------------------------------------------------
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// D3DXINCLUDE_TYPE:
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//----------------------------------------------------------------------------
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typedef enum _D3DXINCLUDE_TYPE
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{
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D3DXINC_LOCAL,
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D3DXINC_SYSTEM,
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// force 32-bit size enum
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D3DXINC_FORCE_DWORD = 0x7fffffff
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} D3DXINCLUDE_TYPE, *LPD3DXINCLUDE_TYPE;
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//----------------------------------------------------------------------------
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// ID3DXInclude:
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// -------------
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// This interface is intended to be implemented by the application, and can
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// be used by various D3DX APIs. This enables application-specific handling
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// of #include directives in source files.
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//
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// Open()
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// Opens an include file. If successful, it should fill in ppData and
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// pBytes. The data pointer returned must remain valid until Close is
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// subsequently called.
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// Close()
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// Closes an include file. If Open was successful, Close is guaranteed
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// to be called before the API using this interface returns.
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//----------------------------------------------------------------------------
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typedef interface ID3DXInclude ID3DXInclude;
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typedef interface ID3DXInclude *LPD3DXINCLUDE;
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#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 //////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
//----------------------------------------------------------------------------
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// D3DXSHADER_CONSTANTTABLE:
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// -------------------------
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// Shader constant information; included as an CTAB comment block inside
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// shaders. All offsets are BYTE offsets from start of CONSTANTTABLE struct.
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// Entries in the table are sorted by Name in ascending order.
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//----------------------------------------------------------------------------
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typedef struct _D3DXSHADER_CONSTANTTABLE
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{
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DWORD Size; // sizeof(D3DXSHADER_CONSTANTTABLE)
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DWORD Creator; // LPCSTR offset
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DWORD Version; // shader version
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DWORD Constants; // number of constants
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DWORD ConstantInfo; // D3DXSHADER_CONSTANTINFO[Constants] offset
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DWORD Flags; // flags shader was compiled with
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DWORD Target; // LPCSTR offset
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} D3DXSHADER_CONSTANTTABLE, *LPD3DXSHADER_CONSTANTTABLE;
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typedef struct _D3DXSHADER_CONSTANTINFO
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{
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DWORD Name; // LPCSTR offset
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WORD RegisterSet; // D3DXREGISTER_SET
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WORD RegisterIndex; // register number
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WORD RegisterCount; // number of registers
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WORD Reserved; // reserved
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DWORD TypeInfo; // D3DXSHADER_TYPEINFO offset
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DWORD DefaultValue; // offset of default value
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} D3DXSHADER_CONSTANTINFO, *LPD3DXSHADER_CONSTANTINFO;
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typedef struct _D3DXSHADER_TYPEINFO
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{
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WORD Class; // D3DXPARAMETER_CLASS
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WORD Type; // D3DXPARAMETER_TYPE
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WORD Rows; // number of rows (matrices)
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WORD Columns; // number of columns (vectors and matrices)
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WORD Elements; // array dimension
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WORD StructMembers; // number of struct members
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DWORD StructMemberInfo; // D3DXSHADER_STRUCTMEMBERINFO[Members] offset
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} D3DXSHADER_TYPEINFO, *LPD3DXSHADER_TYPEINFO;
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typedef struct _D3DXSHADER_STRUCTMEMBERINFO
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{
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DWORD Name; // LPCSTR offset
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DWORD TypeInfo; // D3DXSHADER_TYPEINFO offset
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} D3DXSHADER_STRUCTMEMBERINFO, *LPD3DXSHADER_STRUCTMEMBERINFO;
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#endif //__D3DX9SHADER_H__
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