rpcs3/minidx12/Include/d3d10_1shader.h

307 lines
12 KiB
C

//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3D10_1Shader.h
// Content: D3D10.1 Shader Types and APIs
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3D10_1SHADER_H__
#define __D3D10_1SHADER_H__
#include "d3d10shader.h"
#include <winapifamily.h>
//----------------------------------------------------------------------------
// Shader debugging structures
//----------------------------------------------------------------------------
typedef enum _D3D10_SHADER_DEBUG_REGTYPE
{
D3D10_SHADER_DEBUG_REG_INPUT,
D3D10_SHADER_DEBUG_REG_OUTPUT,
D3D10_SHADER_DEBUG_REG_CBUFFER,
D3D10_SHADER_DEBUG_REG_TBUFFER,
D3D10_SHADER_DEBUG_REG_TEMP,
D3D10_SHADER_DEBUG_REG_TEMPARRAY,
D3D10_SHADER_DEBUG_REG_TEXTURE,
D3D10_SHADER_DEBUG_REG_SAMPLER,
D3D10_SHADER_DEBUG_REG_IMMEDIATECBUFFER,
D3D10_SHADER_DEBUG_REG_LITERAL,
D3D10_SHADER_DEBUG_REG_UNUSED,
D3D11_SHADER_DEBUG_REG_INTERFACE_POINTERS,
D3D11_SHADER_DEBUG_REG_UAV,
D3D10_SHADER_DEBUG_REG_FORCE_DWORD = 0x7fffffff,
} D3D10_SHADER_DEBUG_REGTYPE;
typedef enum _D3D10_SHADER_DEBUG_SCOPETYPE
{
D3D10_SHADER_DEBUG_SCOPE_GLOBAL,
D3D10_SHADER_DEBUG_SCOPE_BLOCK,
D3D10_SHADER_DEBUG_SCOPE_FORLOOP,
D3D10_SHADER_DEBUG_SCOPE_STRUCT,
D3D10_SHADER_DEBUG_SCOPE_FUNC_PARAMS,
D3D10_SHADER_DEBUG_SCOPE_STATEBLOCK,
D3D10_SHADER_DEBUG_SCOPE_NAMESPACE,
D3D10_SHADER_DEBUG_SCOPE_ANNOTATION,
D3D10_SHADER_DEBUG_SCOPE_FORCE_DWORD = 0x7fffffff,
} D3D10_SHADER_DEBUG_SCOPETYPE;
typedef enum _D3D10_SHADER_DEBUG_VARTYPE
{
D3D10_SHADER_DEBUG_VAR_VARIABLE,
D3D10_SHADER_DEBUG_VAR_FUNCTION,
D3D10_SHADER_DEBUG_VAR_FORCE_DWORD = 0x7fffffff,
} D3D10_SHADER_DEBUG_VARTYPE;
/////////////////////////////////////////////////////////////////////
// These are the serialized structures that get written to the file
/////////////////////////////////////////////////////////////////////
typedef struct _D3D10_SHADER_DEBUG_TOKEN_INFO
{
UINT File; // offset into file list
UINT Line; // line #
UINT Column; // column #
UINT TokenLength;
UINT TokenId; // offset to LPCSTR of length TokenLength in string datastore
} D3D10_SHADER_DEBUG_TOKEN_INFO;
// Variable list
typedef struct _D3D10_SHADER_DEBUG_VAR_INFO
{
// Index into token list for declaring identifier
UINT TokenId;
D3D10_SHADER_VARIABLE_TYPE Type;
// register and component for this variable, only valid/necessary for arrays
UINT Register;
UINT Component;
// gives the original variable that declared this variable
UINT ScopeVar;
// this variable's offset in its ScopeVar
UINT ScopeVarOffset;
} D3D10_SHADER_DEBUG_VAR_INFO;
typedef struct _D3D10_SHADER_DEBUG_INPUT_INFO
{
// index into array of variables of variable to initialize
UINT Var;
// input, cbuffer, tbuffer
D3D10_SHADER_DEBUG_REGTYPE InitialRegisterSet;
// set to cbuffer or tbuffer slot, geometry shader input primitive #,
// identifying register for indexable temp, or -1
UINT InitialBank;
// -1 if temp, otherwise gives register in register set
UINT InitialRegister;
// -1 if temp, otherwise gives component
UINT InitialComponent;
// initial value if literal
UINT InitialValue;
} D3D10_SHADER_DEBUG_INPUT_INFO;
typedef struct _D3D10_SHADER_DEBUG_SCOPEVAR_INFO
{
// Index into variable token
UINT TokenId;
D3D10_SHADER_DEBUG_VARTYPE VarType; // variable or function (different namespaces)
D3D10_SHADER_VARIABLE_CLASS Class;
UINT Rows; // number of rows (matrices)
UINT Columns; // number of columns (vectors and matrices)
// In an array of structures, one struct member scope is provided, and
// you'll have to add the array stride times the index to the variable
// index you find, then find that variable in this structure's list of
// variables.
// gives a scope to look up struct members. -1 if not a struct
UINT StructMemberScope;
// number of array indices
UINT uArrayIndices; // a[3][2][1] has 3 indices
// maximum array index for each index
// offset to UINT[uArrayIndices] in UINT datastore
UINT ArrayElements; // a[3][2][1] has {3, 2, 1}
// how many variables each array index moves
// offset to UINT[uArrayIndices] in UINT datastore
UINT ArrayStrides; // a[3][2][1] has {2, 1, 1}
UINT uVariables;
// index of the first variable, later variables are offsets from this one
UINT uFirstVariable;
} D3D10_SHADER_DEBUG_SCOPEVAR_INFO;
// scope data, this maps variable names to debug variables (useful for the watch window)
typedef struct _D3D10_SHADER_DEBUG_SCOPE_INFO
{
D3D10_SHADER_DEBUG_SCOPETYPE ScopeType;
UINT Name; // offset to name of scope in strings list
UINT uNameLen; // length of name string
UINT uVariables;
UINT VariableData; // Offset to UINT[uVariables] indexing the Scope Variable list
} D3D10_SHADER_DEBUG_SCOPE_INFO;
// instruction outputs
typedef struct _D3D10_SHADER_DEBUG_OUTPUTVAR
{
// index variable being written to, if -1 it's not going to a variable
UINT Var;
// range data that the compiler expects to be true
UINT uValueMin, uValueMax;
INT iValueMin, iValueMax;
FLOAT fValueMin, fValueMax;
BOOL bNaNPossible, bInfPossible;
} D3D10_SHADER_DEBUG_OUTPUTVAR;
typedef struct _D3D10_SHADER_DEBUG_OUTPUTREG_INFO
{
// Only temp, indexable temp, and output are valid here
D3D10_SHADER_DEBUG_REGTYPE OutputRegisterSet;
// -1 means no output
UINT OutputReg;
// if a temp array, identifier for which one
UINT TempArrayReg;
// -1 means masked out
UINT OutputComponents[4];
D3D10_SHADER_DEBUG_OUTPUTVAR OutputVars[4];
// when indexing the output, get the value of this register, then add
// that to uOutputReg. If uIndexReg is -1, then there is no index.
// find the variable whose register is the sum (by looking in the ScopeVar)
// and component matches, then set it. This should only happen for indexable
// temps and outputs.
UINT IndexReg;
UINT IndexComp;
} D3D10_SHADER_DEBUG_OUTPUTREG_INFO;
// per instruction data
typedef struct _D3D10_SHADER_DEBUG_INST_INFO
{
UINT Id; // Which instruction this is in the bytecode
UINT Opcode; // instruction type
// 0, 1, or 2
UINT uOutputs;
// up to two outputs per instruction
D3D10_SHADER_DEBUG_OUTPUTREG_INFO pOutputs[2];
// index into the list of tokens for this instruction's token
UINT TokenId;
// how many function calls deep this instruction is
UINT NestingLevel;
// list of scopes from outer-most to inner-most
// Number of scopes
UINT Scopes;
UINT ScopeInfo; // Offset to UINT[uScopes] specifying indices of the ScopeInfo Array
// list of variables accessed by this instruction
// Number of variables
UINT AccessedVars;
UINT AccessedVarsInfo; // Offset to UINT[AccessedVars] specifying indices of the ScopeVariableInfo Array
} D3D10_SHADER_DEBUG_INST_INFO;
typedef struct _D3D10_SHADER_DEBUG_FILE_INFO
{
UINT FileName; // Offset to LPCSTR for file name
UINT FileNameLen; // Length of file name
UINT FileData; // Offset to LPCSTR of length FileLen
UINT FileLen; // Length of file
} D3D10_SHADER_DEBUG_FILE_INFO;
typedef struct _D3D10_SHADER_DEBUG_INFO
{
UINT Size; // sizeof(D3D10_SHADER_DEBUG_INFO)
UINT Creator; // Offset to LPCSTR for compiler version
UINT EntrypointName; // Offset to LPCSTR for Entry point name
UINT ShaderTarget; // Offset to LPCSTR for shader target
UINT CompileFlags; // flags used to compile
UINT Files; // number of included files
UINT FileInfo; // Offset to D3D10_SHADER_DEBUG_FILE_INFO[Files]
UINT Instructions; // number of instructions
UINT InstructionInfo; // Offset to D3D10_SHADER_DEBUG_INST_INFO[Instructions]
UINT Variables; // number of variables
UINT VariableInfo; // Offset to D3D10_SHADER_DEBUG_VAR_INFO[Variables]
UINT InputVariables; // number of variables to initialize before running
UINT InputVariableInfo; // Offset to D3D10_SHADER_DEBUG_INPUT_INFO[InputVariables]
UINT Tokens; // number of tokens to initialize
UINT TokenInfo; // Offset to D3D10_SHADER_DEBUG_TOKEN_INFO[Tokens]
UINT Scopes; // number of scopes
UINT ScopeInfo; // Offset to D3D10_SHADER_DEBUG_SCOPE_INFO[Scopes]
UINT ScopeVariables; // number of variables declared
UINT ScopeVariableInfo; // Offset to D3D10_SHADER_DEBUG_SCOPEVAR_INFO[Scopes]
UINT UintOffset; // Offset to the UINT datastore, all UINT offsets are from this offset
UINT StringOffset; // Offset to the string datastore, all string offsets are from this offset
} D3D10_SHADER_DEBUG_INFO;
//----------------------------------------------------------------------------
// ID3D10ShaderReflection1:
//----------------------------------------------------------------------------
//
// Interface definitions
//
typedef interface ID3D10ShaderReflection1 ID3D10ShaderReflection1;
typedef interface ID3D10ShaderReflection1 *LPD3D10SHADERREFLECTION1;
// {C3457783-A846-47CE-9520-CEA6F66E7447}
DEFINE_GUID(IID_ID3D10ShaderReflection1,
0xc3457783, 0xa846, 0x47ce, 0x95, 0x20, 0xce, 0xa6, 0xf6, 0x6e, 0x74, 0x47);
#undef INTERFACE
#define INTERFACE ID3D10ShaderReflection1
DECLARE_INTERFACE_(ID3D10ShaderReflection1, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_DESC *pDesc) PURE;
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetMovInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
STDMETHOD(GetMovcInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
STDMETHOD(GetConversionInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
STDMETHOD(GetBitwiseInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
STDMETHOD(GetGSInputPrimitive)(THIS_ _Out_ D3D10_PRIMITIVE* pPrim) PURE;
STDMETHOD(IsLevel9Shader)(THIS_ _Out_ BOOL* pbLevel9Shader) PURE;
STDMETHOD(IsSampleFrequencyShader)(THIS_ _Out_ BOOL* pbSampleFrequency) PURE;
};
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3D10_1SHADER_H__