////////////////////////////////////////////////////////////////////////////// // // 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_SHVER_RESERVED0 = 0xFFF0, } 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) // Slot ID for library function return #define D3D_RETURN_PARAMETER_INDEX (-1) 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 D3D_MASK_* values) UINT Stream; // Stream index D3D_MIN_PRECISION MinPrecision; // Minimum desired interpolation precision } 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; #define D3D_SHADER_REQUIRES_DOUBLES 0x00000001 #define D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL 0x00000002 #define D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE 0x00000004 #define D3D_SHADER_REQUIRES_64_UAVS 0x00000008 #define D3D_SHADER_REQUIRES_MINIMUM_PRECISION 0x00000010 #define D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS 0x00000020 #define D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS 0x00000040 #define D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING 0x00000080 #define D3D_SHADER_REQUIRES_TILED_RESOURCES 0x00000100 typedef struct _D3D11_LIBRARY_DESC { LPCSTR Creator; // The name of the originator of the library. UINT Flags; // Compilation flags. UINT FunctionCount; // Number of functions exported from the library. } D3D11_LIBRARY_DESC; typedef struct _D3D11_FUNCTION_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 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 MovInstructionCount; // Number of mov instructions used UINT MovcInstructionCount; // Number of movc instructions used UINT ConversionInstructionCount; // Number of type conversion instructions used UINT BitwiseInstructionCount; // Number of bitwise arithmetic instructions used D3D_FEATURE_LEVEL MinFeatureLevel; // Min target of the function byte code UINT64 RequiredFeatureFlags; // Required feature flags LPCSTR Name; // Function name INT FunctionParameterCount; // Number of logical parameters in the function signature (not including return) BOOL HasReturn; // TRUE, if function returns a value, false - it is a subroutine BOOL Has10Level9VertexShader; // TRUE, if there is a 10L9 VS blob BOOL Has10Level9PixelShader; // TRUE, if there is a 10L9 PS blob } D3D11_FUNCTION_DESC; typedef struct _D3D11_PARAMETER_DESC { LPCSTR Name; // Parameter name. LPCSTR SemanticName; // Parameter semantic name (+index). D3D_SHADER_VARIABLE_TYPE Type; // Element type. D3D_SHADER_VARIABLE_CLASS Class; // Scalar/Vector/Matrix. UINT Rows; // Rows are for matrix parameters. UINT Columns; // Components or Columns in matrix. D3D_INTERPOLATION_MODE InterpolationMode; // Interpolation mode. D3D_PARAMETER_FLAGS Flags; // Parameter modifiers. UINT FirstInRegister; // The first input register for this parameter. UINT FirstInComponent; // The first input register component for this parameter. UINT FirstOutRegister; // The first output register for this parameter. UINT FirstOutComponent; // The first output register component for this parameter. } D3D11_PARAMETER_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; typedef interface ID3D11LibraryReflection ID3D11LibraryReflection; typedef interface ID3D11LibraryReflection *LPD3D11LIBRARYREFLECTION; typedef interface ID3D11FunctionReflection ID3D11FunctionReflection; typedef interface ID3D11FunctionReflection *LPD3D11FUNCTIONREFLECTION; typedef interface ID3D11FunctionParameterReflection ID3D11FunctionParameterReflection; typedef interface ID3D11FunctionParameterReflection *LPD3D11FUNCTIONPARAMETERREFLECTION; // {6E6FFA6A-9BAE-4613-A51E-91652D508C21} interface DECLSPEC_UUID("6E6FFA6A-9BAE-4613-A51E-91652D508C21") ID3D11ShaderReflectionType; 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} interface DECLSPEC_UUID("51F23923-F3E5-4BD1-91CB-606177D8DB4C") ID3D11ShaderReflectionVariable; 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} interface DECLSPEC_UUID("EB62D63D-93DD-4318-8AE8-C6F83AD371B8") ID3D11ShaderReflectionConstantBuffer; 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. // 8d536ca1-0cca-4956-a837-786963755584 interface DECLSPEC_UUID("8d536ca1-0cca-4956-a837-786963755584") ID3D11ShaderReflection; DEFINE_GUID(IID_ID3D11ShaderReflection, 0x8d536ca1, 0x0cca, 0x4956, 0xa8, 0x37, 0x78, 0x69, 0x63, 0x75, 0x55, 0x84); #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; STDMETHOD_(UINT64, GetRequiresFlags)(THIS) PURE; }; // {54384F1B-5B3E-4BB7-AE01-60BA3097CBB6} interface DECLSPEC_UUID("54384F1B-5B3E-4BB7-AE01-60BA3097CBB6") ID3D11LibraryReflection; DEFINE_GUID(IID_ID3D11LibraryReflection, 0x54384f1b, 0x5b3e, 0x4bb7, 0xae, 0x1, 0x60, 0xba, 0x30, 0x97, 0xcb, 0xb6); #undef INTERFACE #define INTERFACE ID3D11LibraryReflection DECLARE_INTERFACE_(ID3D11LibraryReflection, 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_LIBRARY_DESC * pDesc) PURE; STDMETHOD_(ID3D11FunctionReflection *, GetFunctionByIndex)(THIS_ _In_ INT FunctionIndex) PURE; }; // {207BCECB-D683-4A06-A8A3-9B149B9F73A4} interface DECLSPEC_UUID("207BCECB-D683-4A06-A8A3-9B149B9F73A4") ID3D11FunctionReflection; DEFINE_GUID(IID_ID3D11FunctionReflection, 0x207bcecb, 0xd683, 0x4a06, 0xa8, 0xa3, 0x9b, 0x14, 0x9b, 0x9f, 0x73, 0xa4); #undef INTERFACE #define INTERFACE ID3D11FunctionReflection DECLARE_INTERFACE(ID3D11FunctionReflection) { STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_FUNCTION_DESC * pDesc) PURE; STDMETHOD_(ID3D11ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ _In_ UINT BufferIndex) PURE; STDMETHOD_(ID3D11ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ _In_ LPCSTR Name) PURE; STDMETHOD(GetResourceBindingDesc)(THIS_ _In_ UINT ResourceIndex, _Out_ D3D11_SHADER_INPUT_BIND_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; // Use D3D_RETURN_PARAMETER_INDEX to get description of the return value. STDMETHOD_(ID3D11FunctionParameterReflection *, GetFunctionParameter)(THIS_ _In_ INT ParameterIndex) PURE; }; // {42757488-334F-47FE-982E-1A65D08CC462} interface DECLSPEC_UUID("42757488-334F-47FE-982E-1A65D08CC462") ID3D11FunctionParameterReflection; DEFINE_GUID(IID_ID3D11FunctionParameterReflection, 0x42757488, 0x334f, 0x47fe, 0x98, 0x2e, 0x1a, 0x65, 0xd0, 0x8c, 0xc4, 0x62); #undef INTERFACE #define INTERFACE ID3D11FunctionParameterReflection DECLARE_INTERFACE(ID3D11FunctionParameterReflection) { STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_PARAMETER_DESC * pDesc) PURE; }; // {CAC701EE-80FC-4122-8242-10B39C8CEC34} interface DECLSPEC_UUID("CAC701EE-80FC-4122-8242-10B39C8CEC34") ID3D11Module; DEFINE_GUID(IID_ID3D11Module, 0xcac701ee, 0x80fc, 0x4122, 0x82, 0x42, 0x10, 0xb3, 0x9c, 0x8c, 0xec, 0x34); #undef INTERFACE #define INTERFACE ID3D11Module DECLARE_INTERFACE_(ID3D11Module, IUnknown) { STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // Create an instance of a module for resource re-binding. STDMETHOD(CreateInstance)(THIS_ _In_opt_ LPCSTR pNamespace, _COM_Outptr_ interface ID3D11ModuleInstance ** ppModuleInstance) PURE; }; // {469E07F7-045A-48D5-AA12-68A478CDF75D} interface DECLSPEC_UUID("469E07F7-045A-48D5-AA12-68A478CDF75D") ID3D11ModuleInstance; DEFINE_GUID(IID_ID3D11ModuleInstance, 0x469e07f7, 0x45a, 0x48d5, 0xaa, 0x12, 0x68, 0xa4, 0x78, 0xcd, 0xf7, 0x5d); #undef INTERFACE #define INTERFACE ID3D11ModuleInstance DECLARE_INTERFACE_(ID3D11ModuleInstance, IUnknown) { STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // // Resource binding API. // STDMETHOD(BindConstantBuffer)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT cbDstOffset) PURE; STDMETHOD(BindConstantBufferByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT cbDstOffset) PURE; STDMETHOD(BindResource)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE; STDMETHOD(BindResourceByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE; STDMETHOD(BindSampler)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE; STDMETHOD(BindSamplerByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE; STDMETHOD(BindUnorderedAccessView)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE; STDMETHOD(BindUnorderedAccessViewByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE; STDMETHOD(BindResourceAsUnorderedAccessView)(THIS_ _In_ UINT uSrcSrvSlot, _In_ UINT uDstUavSlot, _In_ UINT uCount) PURE; STDMETHOD(BindResourceAsUnorderedAccessViewByName)(THIS_ _In_ LPCSTR pSrvName, _In_ UINT uDstUavSlot, _In_ UINT uCount) PURE; }; // {59A6CD0E-E10D-4C1F-88C0-63ABA1DAF30E} interface DECLSPEC_UUID("59A6CD0E-E10D-4C1F-88C0-63ABA1DAF30E") ID3D11Linker; DEFINE_GUID(IID_ID3D11Linker, 0x59a6cd0e, 0xe10d, 0x4c1f, 0x88, 0xc0, 0x63, 0xab, 0xa1, 0xda, 0xf3, 0xe); #undef INTERFACE #define INTERFACE ID3D11Linker DECLARE_INTERFACE_(ID3D11Linker, IUnknown) { STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // Link the shader and produce a shader blob suitable to D3D runtime. STDMETHOD(Link)(THIS_ _In_ interface ID3D11ModuleInstance * pEntry, _In_ LPCSTR pEntryName, _In_ LPCSTR pTargetName, _In_ UINT uFlags, _COM_Outptr_ ID3DBlob ** ppShaderBlob, _Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE; // Add an instance of a library module to be used for linking. STDMETHOD(UseLibrary)(THIS_ _In_ interface ID3D11ModuleInstance * pLibraryMI) PURE; // Add a clip plane with the plane coefficients taken from a cbuffer entry for 10L9 shaders. STDMETHOD(AddClipPlaneFromCBuffer)(THIS_ _In_ UINT uCBufferSlot, _In_ UINT uCBufferEntry) PURE; }; // {D80DD70C-8D2F-4751-94A1-03C79B3556DB} interface DECLSPEC_UUID("D80DD70C-8D2F-4751-94A1-03C79B3556DB") ID3D11LinkingNode; DEFINE_GUID(IID_ID3D11LinkingNode, 0xd80dd70c, 0x8d2f, 0x4751, 0x94, 0xa1, 0x3, 0xc7, 0x9b, 0x35, 0x56, 0xdb); #undef INTERFACE #define INTERFACE ID3D11LinkingNode DECLARE_INTERFACE_(ID3D11LinkingNode, IUnknown) { STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; }; // {54133220-1CE8-43D3-8236-9855C5CEECFF} interface DECLSPEC_UUID("54133220-1CE8-43D3-8236-9855C5CEECFF") ID3D11FunctionLinkingGraph; DEFINE_GUID(IID_ID3D11FunctionLinkingGraph, 0x54133220, 0x1ce8, 0x43d3, 0x82, 0x36, 0x98, 0x55, 0xc5, 0xce, 0xec, 0xff); #undef INTERFACE #define INTERFACE ID3D11FunctionLinkingGraph DECLARE_INTERFACE_(ID3D11FunctionLinkingGraph, IUnknown) { STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // Create a shader module out of FLG description. STDMETHOD(CreateModuleInstance)(THIS_ _COM_Outptr_ interface ID3D11ModuleInstance ** ppModuleInstance, _Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE; STDMETHOD(SetInputSignature)(THIS_ __in_ecount(cInputParameters) const D3D11_PARAMETER_DESC * pInputParameters, _In_ UINT cInputParameters, _COM_Outptr_ interface ID3D11LinkingNode ** ppInputNode) PURE; STDMETHOD(SetOutputSignature)(THIS_ __in_ecount(cOutputParameters) const D3D11_PARAMETER_DESC * pOutputParameters, _In_ UINT cOutputParameters, _COM_Outptr_ interface ID3D11LinkingNode ** ppOutputNode) PURE; STDMETHOD(CallFunction)(THIS_ _In_opt_ LPCSTR pModuleInstanceNamespace, _In_ interface ID3D11Module * pModuleWithFunctionPrototype, _In_ LPCSTR pFunctionName, _COM_Outptr_ interface ID3D11LinkingNode ** ppCallNode) PURE; STDMETHOD(PassValue)(THIS_ _In_ interface ID3D11LinkingNode * pSrcNode, _In_ INT SrcParameterIndex, _In_ interface ID3D11LinkingNode * pDstNode, _In_ INT DstParameterIndex) PURE; STDMETHOD(PassValueWithSwizzle)(THIS_ _In_ interface ID3D11LinkingNode * pSrcNode, _In_ INT SrcParameterIndex, _In_ LPCSTR pSrcSwizzle, _In_ interface ID3D11LinkingNode * pDstNode, _In_ INT DstParameterIndex, _In_ LPCSTR pDstSwizzle) PURE; STDMETHOD(GetLastError)(THIS_ _Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE; STDMETHOD(GenerateHlsl)(THIS_ _In_ UINT uFlags, // uFlags is reserved for future use. _COM_Outptr_ ID3DBlob ** ppBuffer) PURE; }; ////////////////////////////////////////////////////////////////////////////// // APIs ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// #ifdef __cplusplus extern "C" { #endif //__cplusplus #ifdef __cplusplus } #endif //__cplusplus #endif //__D3D11SHADER_H__