297 lines
15 KiB
C
297 lines
15 KiB
C
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
|
//
|
|
// File: D3D11Shader.h
|
|
// Content: D3D11 Shader Types and APIs
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifndef __D3D11SHADER_H__
|
|
#define __D3D11SHADER_H__
|
|
|
|
#include "d3dcommon.h"
|
|
|
|
|
|
typedef enum D3D11_SHADER_VERSION_TYPE
|
|
{
|
|
D3D11_SHVER_PIXEL_SHADER = 0,
|
|
D3D11_SHVER_VERTEX_SHADER = 1,
|
|
D3D11_SHVER_GEOMETRY_SHADER = 2,
|
|
|
|
// D3D11 Shaders
|
|
D3D11_SHVER_HULL_SHADER = 3,
|
|
D3D11_SHVER_DOMAIN_SHADER = 4,
|
|
D3D11_SHVER_COMPUTE_SHADER = 5,
|
|
} D3D11_SHADER_VERSION_TYPE;
|
|
|
|
#define D3D11_SHVER_GET_TYPE(_Version) \
|
|
(((_Version) >> 16) & 0xffff)
|
|
#define D3D11_SHVER_GET_MAJOR(_Version) \
|
|
(((_Version) >> 4) & 0xf)
|
|
#define D3D11_SHVER_GET_MINOR(_Version) \
|
|
(((_Version) >> 0) & 0xf)
|
|
|
|
typedef D3D_RESOURCE_RETURN_TYPE D3D11_RESOURCE_RETURN_TYPE;
|
|
|
|
typedef D3D_CBUFFER_TYPE D3D11_CBUFFER_TYPE;
|
|
|
|
|
|
typedef struct _D3D11_SIGNATURE_PARAMETER_DESC
|
|
{
|
|
LPCSTR SemanticName; // Name of the semantic
|
|
UINT SemanticIndex; // Index of the semantic
|
|
UINT Register; // Number of member variables
|
|
D3D_NAME SystemValueType;// A predefined system value, or D3D_NAME_UNDEFINED if not applicable
|
|
D3D_REGISTER_COMPONENT_TYPE ComponentType;// Scalar type (e.g. uint, float, etc.)
|
|
BYTE Mask; // Mask to indicate which components of the register
|
|
// are used (combination of D3D10_COMPONENT_MASK values)
|
|
BYTE ReadWriteMask; // Mask to indicate whether a given component is
|
|
// never written (if this is an output signature) or
|
|
// always read (if this is an input signature).
|
|
// (combination of D3D10_COMPONENT_MASK values)
|
|
UINT Stream; // Stream index
|
|
} D3D11_SIGNATURE_PARAMETER_DESC;
|
|
|
|
typedef struct _D3D11_SHADER_BUFFER_DESC
|
|
{
|
|
LPCSTR Name; // Name of the constant buffer
|
|
D3D_CBUFFER_TYPE Type; // Indicates type of buffer content
|
|
UINT Variables; // Number of member variables
|
|
UINT Size; // Size of CB (in bytes)
|
|
UINT uFlags; // Buffer description flags
|
|
} D3D11_SHADER_BUFFER_DESC;
|
|
|
|
typedef struct _D3D11_SHADER_VARIABLE_DESC
|
|
{
|
|
LPCSTR Name; // Name of the variable
|
|
UINT StartOffset; // Offset in constant buffer's backing store
|
|
UINT Size; // Size of variable (in bytes)
|
|
UINT uFlags; // Variable flags
|
|
LPVOID DefaultValue; // Raw pointer to default value
|
|
UINT StartTexture; // First texture index (or -1 if no textures used)
|
|
UINT TextureSize; // Number of texture slots possibly used.
|
|
UINT StartSampler; // First sampler index (or -1 if no textures used)
|
|
UINT SamplerSize; // Number of sampler slots possibly used.
|
|
} D3D11_SHADER_VARIABLE_DESC;
|
|
|
|
typedef struct _D3D11_SHADER_TYPE_DESC
|
|
{
|
|
D3D_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
|
|
D3D_SHADER_VARIABLE_TYPE Type; // Variable type (e.g. float, sampler, etc.)
|
|
UINT Rows; // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
|
|
UINT Columns; // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
|
|
UINT Elements; // Number of elements (0 if not an array)
|
|
UINT Members; // Number of members (0 if not a structure)
|
|
UINT Offset; // Offset from the start of structure (0 if not a structure member)
|
|
LPCSTR Name; // Name of type, can be NULL
|
|
} D3D11_SHADER_TYPE_DESC;
|
|
|
|
typedef D3D_TESSELLATOR_DOMAIN D3D11_TESSELLATOR_DOMAIN;
|
|
|
|
typedef D3D_TESSELLATOR_PARTITIONING D3D11_TESSELLATOR_PARTITIONING;
|
|
|
|
typedef D3D_TESSELLATOR_OUTPUT_PRIMITIVE D3D11_TESSELLATOR_OUTPUT_PRIMITIVE;
|
|
|
|
typedef struct _D3D11_SHADER_DESC
|
|
{
|
|
UINT Version; // Shader version
|
|
LPCSTR Creator; // Creator string
|
|
UINT Flags; // Shader compilation/parse flags
|
|
|
|
UINT ConstantBuffers; // Number of constant buffers
|
|
UINT BoundResources; // Number of bound resources
|
|
UINT InputParameters; // Number of parameters in the input signature
|
|
UINT OutputParameters; // Number of parameters in the output signature
|
|
|
|
UINT InstructionCount; // Number of emitted instructions
|
|
UINT TempRegisterCount; // Number of temporary registers used
|
|
UINT TempArrayCount; // Number of temporary arrays used
|
|
UINT DefCount; // Number of constant defines
|
|
UINT DclCount; // Number of declarations (input + output)
|
|
UINT TextureNormalInstructions; // Number of non-categorized texture instructions
|
|
UINT TextureLoadInstructions; // Number of texture load instructions
|
|
UINT TextureCompInstructions; // Number of texture comparison instructions
|
|
UINT TextureBiasInstructions; // Number of texture bias instructions
|
|
UINT TextureGradientInstructions; // Number of texture gradient instructions
|
|
UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
|
|
UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
|
|
UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
|
|
UINT StaticFlowControlCount; // Number of static flow control instructions used
|
|
UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
|
|
UINT MacroInstructionCount; // Number of macro instructions used
|
|
UINT ArrayInstructionCount; // Number of array instructions used
|
|
UINT CutInstructionCount; // Number of cut instructions used
|
|
UINT EmitInstructionCount; // Number of emit instructions used
|
|
D3D_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
|
|
UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
|
|
D3D_PRIMITIVE InputPrimitive; // GS/HS input primitive
|
|
UINT PatchConstantParameters; // Number of parameters in the patch constant signature
|
|
UINT cGSInstanceCount; // Number of Geometry shader instances
|
|
UINT cControlPoints; // Number of control points in the HS->DS stage
|
|
D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive; // Primitive output by the tessellator
|
|
D3D_TESSELLATOR_PARTITIONING HSPartitioning; // Partitioning mode of the tessellator
|
|
D3D_TESSELLATOR_DOMAIN TessellatorDomain; // Domain of the tessellator (quad, tri, isoline)
|
|
// instruction counts
|
|
UINT cBarrierInstructions; // Number of barrier instructions in a compute shader
|
|
UINT cInterlockedInstructions; // Number of interlocked instructions
|
|
UINT cTextureStoreInstructions; // Number of texture writes
|
|
} D3D11_SHADER_DESC;
|
|
|
|
typedef struct _D3D11_SHADER_INPUT_BIND_DESC
|
|
{
|
|
LPCSTR Name; // Name of the resource
|
|
D3D_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture, cbuffer, etc.)
|
|
UINT BindPoint; // Starting bind point
|
|
UINT BindCount; // Number of contiguous bind points (for arrays)
|
|
|
|
UINT uFlags; // Input binding flags
|
|
D3D_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
|
|
D3D_SRV_DIMENSION Dimension; // Dimension (if texture)
|
|
UINT NumSamples; // Number of samples (0 if not MS texture)
|
|
} D3D11_SHADER_INPUT_BIND_DESC;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// Interfaces ////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
typedef interface ID3D11ShaderReflectionType ID3D11ShaderReflectionType;
|
|
typedef interface ID3D11ShaderReflectionType *LPD3D11SHADERREFLECTIONTYPE;
|
|
|
|
typedef interface ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable;
|
|
typedef interface ID3D11ShaderReflectionVariable *LPD3D11SHADERREFLECTIONVARIABLE;
|
|
|
|
typedef interface ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer;
|
|
typedef interface ID3D11ShaderReflectionConstantBuffer *LPD3D11SHADERREFLECTIONCONSTANTBUFFER;
|
|
|
|
typedef interface ID3D11ShaderReflection ID3D11ShaderReflection;
|
|
typedef interface ID3D11ShaderReflection *LPD3D11SHADERREFLECTION;
|
|
|
|
// {6E6FFA6A-9BAE-4613-A51E-91652D508C21}
|
|
DEFINE_GUID(IID_ID3D11ShaderReflectionType,
|
|
0x6e6ffa6a, 0x9bae, 0x4613, 0xa5, 0x1e, 0x91, 0x65, 0x2d, 0x50, 0x8c, 0x21);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D11ShaderReflectionType
|
|
|
|
DECLARE_INTERFACE(ID3D11ShaderReflectionType)
|
|
{
|
|
STDMETHOD(GetDesc)(THIS_ __out D3D11_SHADER_TYPE_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ __in UINT Index) PURE;
|
|
STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByName)(THIS_ __in LPCSTR Name) PURE;
|
|
STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ __in UINT Index) PURE;
|
|
|
|
STDMETHOD(IsEqual)(THIS_ __in ID3D11ShaderReflectionType* pType) PURE;
|
|
STDMETHOD_(ID3D11ShaderReflectionType*, GetSubType)(THIS) PURE;
|
|
STDMETHOD_(ID3D11ShaderReflectionType*, GetBaseClass)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetNumInterfaces)(THIS) PURE;
|
|
STDMETHOD_(ID3D11ShaderReflectionType*, GetInterfaceByIndex)(THIS_ __in UINT uIndex) PURE;
|
|
STDMETHOD(IsOfType)(THIS_ __in ID3D11ShaderReflectionType* pType) PURE;
|
|
STDMETHOD(ImplementsInterface)(THIS_ __in ID3D11ShaderReflectionType* pBase) PURE;
|
|
};
|
|
|
|
// {51F23923-F3E5-4BD1-91CB-606177D8DB4C}
|
|
DEFINE_GUID(IID_ID3D11ShaderReflectionVariable,
|
|
0x51f23923, 0xf3e5, 0x4bd1, 0x91, 0xcb, 0x60, 0x61, 0x77, 0xd8, 0xdb, 0x4c);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D11ShaderReflectionVariable
|
|
|
|
DECLARE_INTERFACE(ID3D11ShaderReflectionVariable)
|
|
{
|
|
STDMETHOD(GetDesc)(THIS_ __out D3D11_SHADER_VARIABLE_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE;
|
|
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE;
|
|
|
|
STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ __in UINT uArrayIndex) PURE;
|
|
};
|
|
|
|
// {EB62D63D-93DD-4318-8AE8-C6F83AD371B8}
|
|
DEFINE_GUID(IID_ID3D11ShaderReflectionConstantBuffer,
|
|
0xeb62d63d, 0x93dd, 0x4318, 0x8a, 0xe8, 0xc6, 0xf8, 0x3a, 0xd3, 0x71, 0xb8);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D11ShaderReflectionConstantBuffer
|
|
|
|
DECLARE_INTERFACE(ID3D11ShaderReflectionConstantBuffer)
|
|
{
|
|
STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_BUFFER_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByIndex)(THIS_ __in UINT Index) PURE;
|
|
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ __in LPCSTR Name) PURE;
|
|
};
|
|
|
|
// The ID3D11ShaderReflection IID may change from SDK version to SDK version
|
|
// if the reflection API changes. This prevents new code with the new API
|
|
// from working with an old binary. Recompiling with the new header
|
|
// will pick up the new IID.
|
|
|
|
// 0a233719-3960-4578-9d7c-203b8b1d9cc1
|
|
DEFINE_GUID(IID_ID3D11ShaderReflection,
|
|
0x0a233719, 0x3960, 0x4578, 0x9d, 0x7c, 0x20, 0x3b, 0x8b, 0x1d, 0x9c, 0xc1);
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3D11ShaderReflection
|
|
|
|
DECLARE_INTERFACE_(ID3D11ShaderReflection, IUnknown)
|
|
{
|
|
STDMETHOD(QueryInterface)(THIS_ __in REFIID iid,
|
|
__out LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
STDMETHOD(GetDesc)(THIS_ __out D3D11_SHADER_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ __in UINT Index) PURE;
|
|
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ __in LPCSTR Name) PURE;
|
|
|
|
STDMETHOD(GetResourceBindingDesc)(THIS_ __in UINT ResourceIndex,
|
|
__out D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD(GetInputParameterDesc)(THIS_ __in UINT ParameterIndex,
|
|
__out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
|
STDMETHOD(GetOutputParameterDesc)(THIS_ __in UINT ParameterIndex,
|
|
__out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
|
STDMETHOD(GetPatchConstantParameterDesc)(THIS_ __in UINT ParameterIndex,
|
|
__out D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ __in LPCSTR Name) PURE;
|
|
|
|
STDMETHOD(GetResourceBindingDescByName)(THIS_ __in LPCSTR Name,
|
|
__out D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
|
|
|
|
STDMETHOD_(UINT, GetMovInstructionCount)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetMovcInstructionCount)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetConversionInstructionCount)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetBitwiseInstructionCount)(THIS) PURE;
|
|
|
|
STDMETHOD_(D3D_PRIMITIVE, GetGSInputPrimitive)(THIS) PURE;
|
|
STDMETHOD_(BOOL, IsSampleFrequencyShader)(THIS) PURE;
|
|
|
|
STDMETHOD_(UINT, GetNumInterfaceSlots)(THIS) PURE;
|
|
STDMETHOD(GetMinFeatureLevel)(THIS_ __out enum D3D_FEATURE_LEVEL* pLevel) PURE;
|
|
|
|
STDMETHOD_(UINT, GetThreadGroupSize)(THIS_
|
|
__out_opt UINT* pSizeX,
|
|
__out_opt UINT* pSizeY,
|
|
__out_opt UINT* pSizeZ) PURE;
|
|
};
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// APIs //////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif //__cplusplus
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif //__cplusplus
|
|
|
|
#endif //__D3D11SHADER_H__
|
|
|