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397
deps/dxsdk/Include/D3Dcompiler.h
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397
deps/dxsdk/Include/D3Dcompiler.h
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//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// File: D3DCompiler.h
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// Content: D3D Compilation Types and APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3DCOMPILER_H__
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#define __D3DCOMPILER_H__
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// Current name of the DLL shipped in the same SDK as this header.
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#define D3DCOMPILER_DLL_W L"d3dcompiler_43.dll"
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#define D3DCOMPILER_DLL_A "d3dcompiler_43.dll"
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#ifdef UNICODE
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#define D3DCOMPILER_DLL D3DCOMPILER_DLL_W
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#else
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#define D3DCOMPILER_DLL D3DCOMPILER_DLL_A
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#endif
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#include "d3d11shader.h"
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//////////////////////////////////////////////////////////////////////////////
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// APIs //////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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//----------------------------------------------------------------------------
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// D3DCOMPILE flags:
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// -----------------
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// D3DCOMPILE_DEBUG
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// Insert debug file/line/type/symbol information.
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//
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// D3DCOMPILE_SKIP_VALIDATION
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// Do not validate the generated code against known capabilities and
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// constraints. This option is only recommended when compiling shaders
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// you KNOW will work. (ie. have compiled before without this option.)
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// Shaders are always validated by D3D before they are set to the device.
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//
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// D3DCOMPILE_SKIP_OPTIMIZATION
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// Instructs the compiler to skip optimization steps during code generation.
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// Unless you are trying to isolate a problem in your code using this option
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// is not recommended.
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//
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// D3DCOMPILE_PACK_MATRIX_ROW_MAJOR
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// Unless explicitly specified, matrices will be packed in row-major order
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// on input and output from the shader.
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//
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// D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR
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// Unless explicitly specified, matrices will be packed in column-major
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// order on input and output from the shader. This is generally more
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// efficient, since it allows vector-matrix multiplication to be performed
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// using a series of dot-products.
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//
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// D3DCOMPILE_PARTIAL_PRECISION
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// Force all computations in resulting shader to occur at partial precision.
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// This may result in faster evaluation of shaders on some hardware.
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//
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// D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT
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// Force compiler to compile against the next highest available software
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// target for vertex shaders. This flag also turns optimizations off,
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// and debugging on.
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//
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// D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT
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// Force compiler to compile against the next highest available software
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// target for pixel shaders. This flag also turns optimizations off,
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// and debugging on.
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//
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// D3DCOMPILE_NO_PRESHADER
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// Disables Preshaders. Using this flag will cause the compiler to not
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// pull out static expression for evaluation on the host cpu
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//
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// D3DCOMPILE_AVOID_FLOW_CONTROL
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// Hint compiler to avoid flow-control constructs where possible.
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//
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// D3DCOMPILE_PREFER_FLOW_CONTROL
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// Hint compiler to prefer flow-control constructs where possible.
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//
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// D3DCOMPILE_ENABLE_STRICTNESS
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// By default, the HLSL/Effect compilers are not strict on deprecated syntax.
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// Specifying this flag enables the strict mode. Deprecated syntax may be
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// removed in a future release, and enabling syntax is a good way to make
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// sure your shaders comply to the latest spec.
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//
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// D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY
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// This enables older shaders to compile to 4_0 targets.
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//
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//----------------------------------------------------------------------------
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#define D3DCOMPILE_DEBUG (1 << 0)
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#define D3DCOMPILE_SKIP_VALIDATION (1 << 1)
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#define D3DCOMPILE_SKIP_OPTIMIZATION (1 << 2)
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#define D3DCOMPILE_PACK_MATRIX_ROW_MAJOR (1 << 3)
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#define D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR (1 << 4)
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#define D3DCOMPILE_PARTIAL_PRECISION (1 << 5)
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#define D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT (1 << 6)
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#define D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT (1 << 7)
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#define D3DCOMPILE_NO_PRESHADER (1 << 8)
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#define D3DCOMPILE_AVOID_FLOW_CONTROL (1 << 9)
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#define D3DCOMPILE_PREFER_FLOW_CONTROL (1 << 10)
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#define D3DCOMPILE_ENABLE_STRICTNESS (1 << 11)
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#define D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12)
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#define D3DCOMPILE_IEEE_STRICTNESS (1 << 13)
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#define D3DCOMPILE_OPTIMIZATION_LEVEL0 (1 << 14)
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#define D3DCOMPILE_OPTIMIZATION_LEVEL1 0
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#define D3DCOMPILE_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15))
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#define D3DCOMPILE_OPTIMIZATION_LEVEL3 (1 << 15)
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#define D3DCOMPILE_RESERVED16 (1 << 16)
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#define D3DCOMPILE_RESERVED17 (1 << 17)
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#define D3DCOMPILE_WARNINGS_ARE_ERRORS (1 << 18)
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//----------------------------------------------------------------------------
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// D3DCOMPILE_EFFECT flags:
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// -------------------------------------
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// These flags are passed in when creating an effect, and affect
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// either compilation behavior or runtime effect behavior
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//
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// D3DCOMPILE_EFFECT_CHILD_EFFECT
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// Compile this .fx file to a child effect. Child effects have no
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// initializers for any shared values as these are initialied in the
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// master effect (pool).
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//
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// D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS
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// By default, performance mode is enabled. Performance mode
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// disallows mutable state objects by preventing non-literal
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// expressions from appearing in state object definitions.
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// Specifying this flag will disable the mode and allow for mutable
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// state objects.
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//
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//----------------------------------------------------------------------------
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#define D3DCOMPILE_EFFECT_CHILD_EFFECT (1 << 0)
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#define D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS (1 << 1)
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//----------------------------------------------------------------------------
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// D3DCompile:
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// ----------
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// Compile source text into bytecode appropriate for the given target.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DCompile(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__in_opt LPCSTR pSourceName,
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__in_xcount_opt(pDefines->Name != NULL) CONST D3D_SHADER_MACRO* pDefines,
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__in_opt ID3DInclude* pInclude,
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__in LPCSTR pEntrypoint,
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__in LPCSTR pTarget,
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__in UINT Flags1,
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__in UINT Flags2,
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__out ID3DBlob** ppCode,
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__out_opt ID3DBlob** ppErrorMsgs);
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typedef HRESULT (WINAPI *pD3DCompile)
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(LPCVOID pSrcData,
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SIZE_T SrcDataSize,
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LPCSTR pFileName,
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CONST D3D_SHADER_MACRO* pDefines,
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ID3DInclude* pInclude,
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LPCSTR pEntrypoint,
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LPCSTR pTarget,
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UINT Flags1,
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UINT Flags2,
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ID3DBlob** ppCode,
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ID3DBlob** ppErrorMsgs);
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//----------------------------------------------------------------------------
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// D3DPreprocess:
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// ----------
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// Process source text with the compiler's preprocessor and return
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// the resulting text.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DPreprocess(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__in_opt LPCSTR pSourceName,
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__in_opt CONST D3D_SHADER_MACRO* pDefines,
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__in_opt ID3DInclude* pInclude,
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__out ID3DBlob** ppCodeText,
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__out_opt ID3DBlob** ppErrorMsgs);
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typedef HRESULT (WINAPI *pD3DPreprocess)
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(LPCVOID pSrcData,
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SIZE_T SrcDataSize,
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LPCSTR pFileName,
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CONST D3D_SHADER_MACRO* pDefines,
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ID3DInclude* pInclude,
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ID3DBlob** ppCodeText,
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ID3DBlob** ppErrorMsgs);
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//----------------------------------------------------------------------------
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// D3DGetDebugInfo:
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// -----------------------
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// Gets shader debug info. Debug info is generated by D3DCompile and is
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// embedded in the body of the shader.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DGetDebugInfo(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__out ID3DBlob** ppDebugInfo);
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//----------------------------------------------------------------------------
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// D3DReflect:
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// ----------
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// Shader code contains metadata that can be inspected via the
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// reflection APIs.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DReflect(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__in REFIID pInterface,
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__out void** ppReflector);
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//----------------------------------------------------------------------------
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// D3DDisassemble:
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// ----------------------
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// Takes a binary shader and returns a buffer containing text assembly.
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//----------------------------------------------------------------------------
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#define D3D_DISASM_ENABLE_COLOR_CODE 0x00000001
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#define D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS 0x00000002
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#define D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING 0x00000004
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#define D3D_DISASM_ENABLE_INSTRUCTION_CYCLE 0x00000008
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#define D3D_DISASM_DISABLE_DEBUG_INFO 0x00000010
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HRESULT WINAPI
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D3DDisassemble(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__in UINT Flags,
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__in_opt LPCSTR szComments,
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__out ID3DBlob** ppDisassembly);
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typedef HRESULT (WINAPI *pD3DDisassemble)
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(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__in UINT Flags,
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__in_opt LPCSTR szComments,
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__out ID3DBlob** ppDisassembly);
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//----------------------------------------------------------------------------
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// D3DDisassemble10Effect:
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// -----------------------
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// Takes a D3D10 effect interface and returns a
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// buffer containing text assembly.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DDisassemble10Effect(__in interface ID3D10Effect *pEffect,
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__in UINT Flags,
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__out ID3DBlob** ppDisassembly);
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//----------------------------------------------------------------------------
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// D3DGetInputSignatureBlob:
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// -----------------------
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// Retrieve the input signature from a compilation result.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DGetInputSignatureBlob(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__out ID3DBlob** ppSignatureBlob);
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//----------------------------------------------------------------------------
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// D3DGetOutputSignatureBlob:
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// -----------------------
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// Retrieve the output signature from a compilation result.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DGetOutputSignatureBlob(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__out ID3DBlob** ppSignatureBlob);
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//----------------------------------------------------------------------------
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// D3DGetInputAndOutputSignatureBlob:
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// -----------------------
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// Retrieve the input and output signatures from a compilation result.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DGetInputAndOutputSignatureBlob(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__out ID3DBlob** ppSignatureBlob);
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//----------------------------------------------------------------------------
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// D3DStripShader:
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// -----------------------
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// Removes unwanted blobs from a compilation result
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//----------------------------------------------------------------------------
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typedef enum D3DCOMPILER_STRIP_FLAGS
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{
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D3DCOMPILER_STRIP_REFLECTION_DATA = 1,
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D3DCOMPILER_STRIP_DEBUG_INFO = 2,
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D3DCOMPILER_STRIP_TEST_BLOBS = 4,
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D3DCOMPILER_STRIP_FORCE_DWORD = 0x7fffffff,
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} D3DCOMPILER_STRIP_FLAGS;
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HRESULT WINAPI
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D3DStripShader(__in_bcount(BytecodeLength) LPCVOID pShaderBytecode,
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__in SIZE_T BytecodeLength,
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__in UINT uStripFlags,
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__out ID3DBlob** ppStrippedBlob);
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//----------------------------------------------------------------------------
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// D3DGetBlobPart:
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// -----------------------
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// Extracts information from a compilation result.
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//----------------------------------------------------------------------------
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typedef enum D3D_BLOB_PART
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{
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D3D_BLOB_INPUT_SIGNATURE_BLOB,
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D3D_BLOB_OUTPUT_SIGNATURE_BLOB,
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D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB,
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D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB,
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D3D_BLOB_ALL_SIGNATURE_BLOB,
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D3D_BLOB_DEBUG_INFO,
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D3D_BLOB_LEGACY_SHADER,
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D3D_BLOB_XNA_PREPASS_SHADER,
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D3D_BLOB_XNA_SHADER,
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// Test parts are only produced by special compiler versions and so
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// are usually not present in shaders.
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D3D_BLOB_TEST_ALTERNATE_SHADER = 0x8000,
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D3D_BLOB_TEST_COMPILE_DETAILS,
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D3D_BLOB_TEST_COMPILE_PERF,
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} D3D_BLOB_PART;
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HRESULT WINAPI
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D3DGetBlobPart(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__in D3D_BLOB_PART Part,
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__in UINT Flags,
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__out ID3DBlob** ppPart);
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//----------------------------------------------------------------------------
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// D3DCompressShaders:
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// -----------------------
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// Compresses a set of shaders into a more compact form.
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//----------------------------------------------------------------------------
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typedef struct _D3D_SHADER_DATA
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{
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LPCVOID pBytecode;
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SIZE_T BytecodeLength;
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} D3D_SHADER_DATA;
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#define D3D_COMPRESS_SHADER_KEEP_ALL_PARTS 0x00000001
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HRESULT WINAPI
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D3DCompressShaders(__in UINT uNumShaders,
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__in_ecount(uNumShaders) D3D_SHADER_DATA* pShaderData,
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__in UINT uFlags,
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__out ID3DBlob** ppCompressedData);
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//----------------------------------------------------------------------------
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// D3DDecompressShaders:
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// -----------------------
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// Decompresses one or more shaders from a compressed set.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DDecompressShaders(__in_bcount(SrcDataSize) LPCVOID pSrcData,
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__in SIZE_T SrcDataSize,
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__in UINT uNumShaders,
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__in UINT uStartIndex,
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__in_ecount_opt(uNumShaders) UINT* pIndices,
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__in UINT uFlags,
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__out_ecount(uNumShaders) ID3DBlob** ppShaders,
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__out_opt UINT* pTotalShaders);
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//----------------------------------------------------------------------------
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// D3DCreateBlob:
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// -----------------------
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// Create an ID3DBlob instance.
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//----------------------------------------------------------------------------
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HRESULT WINAPI
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D3DCreateBlob(__in SIZE_T Size,
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__out ID3DBlob** ppBlob);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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#endif // #ifndef __D3DCOMPILER_H__
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