////////////////////////////////////////////////////////////////////////////// // // Copyright (c) Microsoft Corporation. All rights reserved. // // File: D3D10Shader.h // Content: D3D10 Shader Types and APIs // ////////////////////////////////////////////////////////////////////////////// #ifndef __D3D10SHADER_H__ #define __D3D10SHADER_H__ #include "d3d10.h" //--------------------------------------------------------------------------- // D3D10_TX_VERSION: // -------------- // Version token used to create a procedural texture filler in effects // Used by D3D10Fill[]TX functions //--------------------------------------------------------------------------- #define D3D10_TX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor)) //---------------------------------------------------------------------------- // D3D10SHADER flags: // ----------------- // D3D10_SHADER_DEBUG // Insert debug file/line/type/symbol information. // // D3D10_SHADER_SKIP_VALIDATION // Do not validate the generated code against known capabilities and // constraints. This option is only recommended when compiling shaders // you KNOW will work. (ie. have compiled before without this option.) // Shaders are always validated by D3D before they are set to the device. // // D3D10_SHADER_SKIP_OPTIMIZATION // Instructs the compiler to skip optimization steps during code generation. // Unless you are trying to isolate a problem in your code using this option // is not recommended. // // D3D10_SHADER_PACK_MATRIX_ROW_MAJOR // Unless explicitly specified, matrices will be packed in row-major order // on input and output from the shader. // // D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR // Unless explicitly specified, matrices will be packed in column-major // order on input and output from the shader. This is generally more // efficient, since it allows vector-matrix multiplication to be performed // using a series of dot-products. // // D3D10_SHADER_PARTIAL_PRECISION // Force all computations in resulting shader to occur at partial precision. // This may result in faster evaluation of shaders on some hardware. // // D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT // Force compiler to compile against the next highest available software // target for vertex shaders. This flag also turns optimizations off, // and debugging on. // // D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT // Force compiler to compile against the next highest available software // target for pixel shaders. This flag also turns optimizations off, // and debugging on. // // D3D10_SHADER_NO_PRESHADER // Disables Preshaders. Using this flag will cause the compiler to not // pull out static expression for evaluation on the host cpu // // D3D10_SHADER_AVOID_FLOW_CONTROL // Hint compiler to avoid flow-control constructs where possible. // // D3D10_SHADER_PREFER_FLOW_CONTROL // Hint compiler to prefer flow-control constructs where possible. // // D3D10_SHADER_ENABLE_STRICTNESS // By default, the HLSL/Effect compilers are not strict on deprecated syntax. // Specifying this flag enables the strict mode. Deprecated syntax may be // removed in a future release, and enabling syntax is a good way to make sure // your shaders comply to the latest spec. // // D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY // This enables older shaders to compile to 4_0 targets. // //---------------------------------------------------------------------------- #define D3D10_SHADER_DEBUG (1 << 0) #define D3D10_SHADER_SKIP_VALIDATION (1 << 1) #define D3D10_SHADER_SKIP_OPTIMIZATION (1 << 2) #define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR (1 << 3) #define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR (1 << 4) #define D3D10_SHADER_PARTIAL_PRECISION (1 << 5) #define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT (1 << 6) #define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT (1 << 7) #define D3D10_SHADER_NO_PRESHADER (1 << 8) #define D3D10_SHADER_AVOID_FLOW_CONTROL (1 << 9) #define D3D10_SHADER_PREFER_FLOW_CONTROL (1 << 10) #define D3D10_SHADER_ENABLE_STRICTNESS (1 << 11) #define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12) #define D3D10_SHADER_IEEE_STRICTNESS (1 << 13) #define D3D10_SHADER_WARNINGS_ARE_ERRORS (1 << 18) // optimization level flags #define D3D10_SHADER_OPTIMIZATION_LEVEL0 (1 << 14) #define D3D10_SHADER_OPTIMIZATION_LEVEL1 0 #define D3D10_SHADER_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15)) #define D3D10_SHADER_OPTIMIZATION_LEVEL3 (1 << 15) typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO; typedef D3D10_SHADER_MACRO* LPD3D10_SHADER_MACRO; typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS; typedef D3D10_SHADER_VARIABLE_CLASS* LPD3D10_SHADER_VARIABLE_CLASS; typedef D3D_SHADER_VARIABLE_FLAGS D3D10_SHADER_VARIABLE_FLAGS; typedef D3D10_SHADER_VARIABLE_FLAGS* LPD3D10_SHADER_VARIABLE_FLAGS; typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE; typedef D3D10_SHADER_VARIABLE_TYPE* LPD3D10_SHADER_VARIABLE_TYPE; typedef D3D_SHADER_INPUT_FLAGS D3D10_SHADER_INPUT_FLAGS; typedef D3D10_SHADER_INPUT_FLAGS* LPD3D10_SHADER_INPUT_FLAGS; typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE; typedef D3D10_SHADER_INPUT_TYPE* LPD3D10_SHADER_INPUT_TYPE; typedef D3D_SHADER_CBUFFER_FLAGS D3D10_SHADER_CBUFFER_FLAGS; typedef D3D10_SHADER_CBUFFER_FLAGS* LPD3D10_SHADER_CBUFFER_FLAGS; typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE; typedef D3D10_CBUFFER_TYPE* LPD3D10_CBUFFER_TYPE; typedef D3D_NAME D3D10_NAME; typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE; typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE; typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE; // ID3D10Include has been made version-neutral and moved to d3dcommon.h. typedef interface ID3DInclude ID3D10Include; typedef interface ID3DInclude* LPD3D10INCLUDE; #define IID_ID3D10Include IID_ID3DInclude //---------------------------------------------------------------------------- // ID3D10ShaderReflection: //---------------------------------------------------------------------------- // // Structure definitions // typedef struct _D3D10_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 D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count } D3D10_SHADER_DESC; typedef struct _D3D10_SHADER_BUFFER_DESC { LPCSTR Name; // Name of the constant buffer D3D10_CBUFFER_TYPE Type; // Indicates that this is a CBuffer or TBuffer UINT Variables; // Number of member variables UINT Size; // Size of CB (in bytes) UINT uFlags; // Buffer description flags } D3D10_SHADER_BUFFER_DESC; typedef struct _D3D10_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 } D3D10_SHADER_VARIABLE_DESC; typedef struct _D3D10_SHADER_TYPE_DESC { D3D10_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.) D3D10_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) } D3D10_SHADER_TYPE_DESC; typedef struct _D3D10_SHADER_INPUT_BIND_DESC { LPCSTR Name; // Name of the resource D3D10_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 D3D10_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture) D3D10_SRV_DIMENSION Dimension; // Dimension (if texture) UINT NumSamples; // Number of samples (0 if not MS texture) } D3D10_SHADER_INPUT_BIND_DESC; typedef struct _D3D10_SIGNATURE_PARAMETER_DESC { LPCSTR SemanticName; // Name of the semantic UINT SemanticIndex; // Index of the semantic UINT Register; // Number of member variables D3D10_NAME SystemValueType;// A predefined system value, or D3D10_NAME_UNDEFINED if not applicable D3D10_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) } D3D10_SIGNATURE_PARAMETER_DESC; // // Interface definitions // typedef interface ID3D10ShaderReflectionType ID3D10ShaderReflectionType; typedef interface ID3D10ShaderReflectionType *LPD3D10SHADERREFLECTIONTYPE; // {C530AD7D-9B16-4395-A979-BA2ECFF83ADD} DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd); #undef INTERFACE #define INTERFACE ID3D10ShaderReflectionType DECLARE_INTERFACE(ID3D10ShaderReflectionType) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *pDesc) PURE; STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE; STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE; STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE; }; typedef interface ID3D10ShaderReflectionVariable ID3D10ShaderReflectionVariable; typedef interface ID3D10ShaderReflectionVariable *LPD3D10SHADERREFLECTIONVARIABLE; // {1BF63C95-2650-405d-99C1-3636BD1DA0A1} DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1); #undef INTERFACE #define INTERFACE ID3D10ShaderReflectionVariable DECLARE_INTERFACE(ID3D10ShaderReflectionVariable) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *pDesc) PURE; STDMETHOD_(ID3D10ShaderReflectionType*, GetType)(THIS) PURE; }; typedef interface ID3D10ShaderReflectionConstantBuffer ID3D10ShaderReflectionConstantBuffer; typedef interface ID3D10ShaderReflectionConstantBuffer *LPD3D10SHADERREFLECTIONCONSTANTBUFFER; // {66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0} DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0); #undef INTERFACE #define INTERFACE ID3D10ShaderReflectionConstantBuffer DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *pDesc) PURE; STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE; STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE; }; typedef interface ID3D10ShaderReflection ID3D10ShaderReflection; typedef interface ID3D10ShaderReflection *LPD3D10SHADERREFLECTION; // {D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA} DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa); #undef INTERFACE #define INTERFACE ID3D10ShaderReflection DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown) { STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *pDesc) PURE; STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE; STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE; STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE; STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE; STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE; }; ////////////////////////////////////////////////////////////////////////////// // APIs ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// #ifdef __cplusplus extern "C" { #endif //__cplusplus //---------------------------------------------------------------------------- // D3D10CompileShader: // ------------------ // 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. The D3D10 entry // point currently supports only "vs_4_0", "ps_4_0", and "gs_4_0". // Flags // See D3D10_SHADER_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 D3D10GetShaderConstantTable) // 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. //---------------------------------------------------------------------------- HRESULT WINAPI D3D10CompileShader(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs); //---------------------------------------------------------------------------- // D3D10DisassembleShader: // ---------------------- // Takes a binary shader, and returns a buffer containing text assembly. // // Parameters: // pShader // Pointer to the shader byte code. // BytecodeLength // 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 D3D10DisassembleShader(CONST void *pShader, SIZE_T BytecodeLength, BOOL EnableColorCode, LPCSTR pComments, ID3D10Blob** ppDisassembly); //---------------------------------------------------------------------------- // D3D10GetPixelShaderProfile/D3D10GetVertexShaderProfile/D3D10GetGeometryShaderProfile: // ----------------------------------------------------- // Returns the name of the HLSL profile best suited to a given device. // // Parameters: // pDevice // Pointer to the device in question //---------------------------------------------------------------------------- LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *pDevice); LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *pDevice); LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *pDevice); //---------------------------------------------------------------------------- // D3D10ReflectShader: // ------------------ // Creates a shader reflection object that can be used to retrieve information // about a compiled shader // // Parameters: // pShaderBytecode // Pointer to a compiled shader (same pointer that is passed into // ID3D10Device::CreateShader) // BytecodeLength // Length of the shader bytecode buffer // ppReflector // [out] Returns a ID3D10ShaderReflection object that can be used to // retrieve shader resource and constant buffer information // //---------------------------------------------------------------------------- HRESULT WINAPI D3D10ReflectShader(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10ShaderReflection **ppReflector); //---------------------------------------------------------------------------- // D3D10PreprocessShader // --------------------- // Creates a shader reflection object that can be used to retrieve information // about a compiled shader // // Parameters: // pSrcData // Pointer to source code // SrcDataLen // Size of source code, in bytes // pFileName // Source file name (used for error output) // 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. // ppShaderText // Returns a buffer containing a single large string that represents // the resulting formatted token stream // 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 D3D10PreprocessShader(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs); ////////////////////////////////////////////////////////////////////////// // // Shader blob manipulation routines // --------------------------------- // // void *pShaderBytecode - a buffer containing the result of an HLSL // compilation. Typically this opaque buffer contains several // discrete sections including the shader executable code, the input // signature, and the output signature. This can typically be retrieved // by calling ID3D10Blob::GetBufferPointer() on the returned blob // from HLSL's compile APIs. // // UINT BytecodeLength - the length of pShaderBytecode. This can // typically be retrieved by calling ID3D10Blob::GetBufferSize() // on the returned blob from HLSL's compile APIs. // // ID3D10Blob **ppSignatureBlob(s) - a newly created buffer that // contains only the signature portions of the original bytecode. // This is a copy; the original bytecode is not modified. You may // specify NULL for this parameter to have the bytecode validated // for the presence of the corresponding signatures without actually // copying them and creating a new blob. // // Returns E_INVALIDARG if any required parameters are NULL // Returns E_FAIL is the bytecode is corrupt or missing signatures // Returns S_OK on success // ////////////////////////////////////////////////////////////////////////// HRESULT WINAPI D3D10GetInputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob); HRESULT WINAPI D3D10GetOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob); HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob); //---------------------------------------------------------------------------- // D3D10GetShaderDebugInfo: // ----------------------- // Gets shader debug info. Debug info is generated by D3D10CompileShader and is // embedded in the body of the shader. // // Parameters: // pShaderBytecode // Pointer to the function bytecode // BytecodeLength // Length of the shader bytecode buffer // ppDebugInfo // Buffer used to return debug info. For information about the layout // of this buffer, see definition of D3D10_SHADER_DEBUG_INFO above. //---------------------------------------------------------------------------- HRESULT WINAPI D3D10GetShaderDebugInfo(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob** ppDebugInfo); #ifdef __cplusplus } #endif //__cplusplus #endif //__D3D10SHADER_H__