mirror of
https://git.code.sf.net/p/mingw-w64/mingw-w64
synced 2024-11-23 09:54:39 +08:00
513 lines
17 KiB
Plaintext
513 lines
17 KiB
Plaintext
/*
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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import "d3d10.idl";
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import "d3d10shader.idl";
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interface ID3D10EffectConstantBuffer;
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interface ID3D10EffectBlendVariable;
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interface ID3D10EffectDepthStencilVariable;
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interface ID3D10EffectDepthStencilViewVariable;
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interface ID3D10EffectMatrixVariable;
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interface ID3D10EffectPass;
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interface ID3D10EffectRasterizerVariable;
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interface ID3D10EffectRenderTargetViewVariable;
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interface ID3D10EffectSamplerVariable;
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interface ID3D10EffectScalarVariable;
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interface ID3D10EffectShaderVariable;
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interface ID3D10EffectShaderResourceVariable;
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interface ID3D10EffectStringVariable;
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interface ID3D10EffectVectorVariable;
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#ifndef D3D10_BYTES_FROM_BITS
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#define D3D10_BYTES_FROM_BITS(x) (((x) + 7) >> 3)
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#endif
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cpp_quote("#ifndef D3D10_BYTES_FROM_BITS")
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cpp_quote("#define D3D10_BYTES_FROM_BITS(x) (((x) + 7) >> 3)")
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cpp_quote("#endif")
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const unsigned int D3D10_EFFECT_VARIABLE_POOLED = 0x1;
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const unsigned int D3D10_EFFECT_VARIABLE_ANNOTATION = 0x2;
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const unsigned int D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT = 0x4;
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typedef enum _D3D10_DEVICE_STATE_TYPES
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{
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D3D10_DST_SO_BUFFERS = 1,
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D3D10_DST_OM_RENDER_TARGETS,
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D3D10_DST_OM_DEPTH_STENCIL_STATE,
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D3D10_DST_OM_BLEND_STATE,
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D3D10_DST_VS,
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D3D10_DST_VS_SAMPLERS,
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D3D10_DST_VS_SHADER_RESOURCES,
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D3D10_DST_VS_CONSTANT_BUFFERS,
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D3D10_DST_GS,
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D3D10_DST_GS_SAMPLERS,
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D3D10_DST_GS_SHADER_RESOURCES,
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D3D10_DST_GS_CONSTANT_BUFFERS,
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D3D10_DST_PS,
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D3D10_DST_PS_SAMPLERS,
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D3D10_DST_PS_SHADER_RESOURCES,
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D3D10_DST_PS_CONSTANT_BUFFERS,
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D3D10_DST_IA_VERTEX_BUFFERS,
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D3D10_DST_IA_INDEX_BUFFER,
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D3D10_DST_IA_INPUT_LAYOUT,
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D3D10_DST_IA_PRIMITIVE_TOPOLOGY,
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D3D10_DST_RS_VIEWPORTS,
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D3D10_DST_RS_SCISSOR_RECTS,
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D3D10_DST_RS_RASTERIZER_STATE,
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D3D10_DST_PREDICATION,
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} D3D10_DEVICE_STATE_TYPES;
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typedef struct _D3D10_EFFECT_TYPE_DESC
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{
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const char *TypeName;
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D3D10_SHADER_VARIABLE_CLASS Class;
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D3D10_SHADER_VARIABLE_TYPE Type;
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UINT Elements;
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UINT Members;
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UINT Rows;
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UINT Columns;
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UINT PackedSize;
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UINT UnpackedSize;
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UINT Stride;
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} D3D10_EFFECT_TYPE_DESC;
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typedef struct _D3D10_EFFECT_VARIABLE_DESC
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{
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const char *Name;
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const char *Semantic;
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UINT Flags;
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UINT Annotations;
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UINT BufferOffset;
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UINT ExplicitBindPoint;
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} D3D10_EFFECT_VARIABLE_DESC;
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typedef struct _D3D10_TECHNIQUE_DESC
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{
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const char *Name;
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UINT Passes;
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UINT Annotations;
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} D3D10_TECHNIQUE_DESC;
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typedef struct _D3D10_STATE_BLOCK_MASK
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{
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BYTE VS;
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BYTE VSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)];
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BYTE VSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
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BYTE VSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
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BYTE GS;
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BYTE GSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)];
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BYTE GSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
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BYTE GSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
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BYTE PS;
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BYTE PSSamplers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT)];
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BYTE PSShaderResources[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT)];
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BYTE PSConstantBuffers[D3D10_BYTES_FROM_BITS(D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT)];
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BYTE IAVertexBuffers[D3D10_BYTES_FROM_BITS(D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT)];
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BYTE IAIndexBuffer;
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BYTE IAInputLayout;
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BYTE IAPrimitiveTopology;
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BYTE OMRenderTargets;
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BYTE OMDepthStencilState;
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BYTE OMBlendState;
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BYTE RSViewports;
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BYTE RSScissorRects;
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BYTE RSRasterizerState;
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BYTE SOBuffers;
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BYTE Predication;
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} D3D10_STATE_BLOCK_MASK;
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typedef struct _D3D10_EFFECT_DESC
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{
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BOOL IsChildEffect;
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UINT ConstantBuffers;
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UINT SharedConstantBuffers;
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UINT GlobalVariables;
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UINT SharedGlobalVariables;
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UINT Techniques;
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} D3D10_EFFECT_DESC;
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typedef struct _D3D10_EFFECT_SHADER_DESC
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{
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const BYTE *pInputSignature;
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BOOL IsInline;
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const BYTE *pBytecode;
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UINT BytecodeLength;
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const char *SODecl;
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UINT NumInputSignatureEntries;
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UINT NumOutputSignatureEntries;
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} D3D10_EFFECT_SHADER_DESC;
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typedef struct _D3D10_PASS_DESC
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{
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const char *Name;
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UINT Annotations;
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BYTE *pIAInputSignature;
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SIZE_T IAInputSignatureSize;
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UINT StencilRef;
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UINT SampleMask;
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FLOAT BlendFactor[4];
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} D3D10_PASS_DESC;
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typedef struct _D3D10_PASS_SHADER_DESC
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{
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ID3D10EffectShaderVariable *pShaderVariable;
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UINT ShaderIndex;
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} D3D10_PASS_SHADER_DESC;
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const unsigned int D3D10_EFFECT_COMPILE_CHILD_EFFECT = 0x0001;
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const unsigned int D3D10_EFFECT_COMPILE_ALLOW_SLOW_OPS = 0x0002;
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const unsigned int D3D10_EFFECT_SINGLE_THREADED = 0x0008;
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[
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local,
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object,
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uuid(4e9e1ddc-cd9d-4772-a837-00180b9b88fd),
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]
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interface ID3D10EffectType
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{
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BOOL IsValid();
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HRESULT GetDesc(D3D10_EFFECT_TYPE_DESC *desc);
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ID3D10EffectType *GetMemberTypeByIndex(UINT index);
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ID3D10EffectType *GetMemberTypeByName(const char *name);
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ID3D10EffectType *GetMemberTypeBySemantic(const char *semantic);
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const char *GetMemberName(UINT index);
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const char *GetMemberSemantic(UINT index);
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}
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[
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local,
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object,
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uuid(ae897105-00e6-45bf-bb8e-281dd6db8e1b),
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]
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interface ID3D10EffectVariable
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{
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BOOL IsValid();
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ID3D10EffectType *GetType();
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HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC *desc);
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ID3D10EffectVariable *GetAnnotationByIndex(UINT index);
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ID3D10EffectVariable *GetAnnotationByName(const char *name);
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ID3D10EffectVariable *GetMemberByIndex(UINT index);
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ID3D10EffectVariable *GetMemberByName(const char *name);
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ID3D10EffectVariable *GetMemberBySemantic(const char *semantic);
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ID3D10EffectVariable *GetElement(UINT index);
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ID3D10EffectConstantBuffer *GetParentConstantBuffer();
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ID3D10EffectScalarVariable *AsScalar();
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ID3D10EffectVectorVariable *AsVector();
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ID3D10EffectMatrixVariable *AsMatrix();
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ID3D10EffectStringVariable *AsString();
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ID3D10EffectShaderResourceVariable *AsShaderResource();
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ID3D10EffectRenderTargetViewVariable *AsRenderTargetView();
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ID3D10EffectDepthStencilViewVariable *AsDepthStencilView();
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ID3D10EffectConstantBuffer *AsConstantBuffer();
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ID3D10EffectShaderVariable *AsShader();
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ID3D10EffectBlendVariable *AsBlend();
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ID3D10EffectDepthStencilVariable *AsDepthStencil();
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ID3D10EffectRasterizerVariable *AsRasterizer();
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ID3D10EffectSamplerVariable *AsSampler();
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HRESULT SetRawValue(void *data, UINT offset, UINT count);
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HRESULT GetRawValue(void *data, UINT offset, UINT count);
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}
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[
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local,
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object,
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uuid(56648f4d-cc8b-4444-a5ad-b5a3d76e91b3),
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]
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interface ID3D10EffectConstantBuffer : ID3D10EffectVariable
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{
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HRESULT SetConstantBuffer(ID3D10Buffer *buffer);
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HRESULT GetConstantBuffer(ID3D10Buffer **buffer);
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HRESULT SetTextureBuffer(ID3D10ShaderResourceView *view);
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HRESULT GetTextureBuffer(ID3D10ShaderResourceView **view);
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}
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[
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local,
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object,
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uuid(00e48f7b-d2c8-49e8-a86c-022dee53431f),
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]
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interface ID3D10EffectScalarVariable : ID3D10EffectVariable
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{
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HRESULT SetFloat(float value);
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HRESULT GetFloat(float *value);
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HRESULT SetFloatArray(float *values, UINT offset, UINT count);
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HRESULT GetFloatArray(float *values, UINT offset, UINT count);
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HRESULT SetInt(int value);
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HRESULT GetInt(int *value);
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HRESULT SetIntArray(int *values, UINT offset, UINT count);
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HRESULT GetIntArray(int *values, UINT offset, UINT count);
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HRESULT SetBool(BOOL value);
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HRESULT GetBool(BOOL *value);
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HRESULT SetBoolArray(BOOL *values, UINT offset, UINT count);
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HRESULT GetBoolArray(BOOL *values, UINT offset, UINT count);
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}
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[
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local,
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object,
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uuid(62b98c44-1f82-4c67-bcd0-72cf8f217e81),
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]
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interface ID3D10EffectVectorVariable : ID3D10EffectVariable
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{
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HRESULT SetBoolVector(BOOL *value);
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HRESULT SetIntVector(int *value);
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HRESULT SetFloatVector(float *value);
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HRESULT GetBoolVector(BOOL *value);
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HRESULT GetIntVector(int *value);
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HRESULT GetFloatVector(float *value);
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HRESULT SetBoolVectorArray(BOOL *values, UINT offset, UINT count);
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HRESULT SetIntVectorArray(int *values, UINT offset, UINT count);
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HRESULT SetFloatVectorArray(float *values, UINT offset, UINT count);
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HRESULT GetBoolVectorArray(BOOL *values, UINT offset, UINT count);
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HRESULT GetIntVectorArray(int *values, UINT offset, UINT count);
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HRESULT GetFloatVectorArray(float *values, UINT offset, UINT count);
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}
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[
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local,
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object,
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uuid(50666c24-b82f-4eed-a172-5b6e7e8522e0),
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]
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interface ID3D10EffectMatrixVariable : ID3D10EffectVariable
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{
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HRESULT SetMatrix(float *data);
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HRESULT GetMatrix(float *data);
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HRESULT SetMatrixArray(float *data, UINT offset, UINT count);
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HRESULT GetMatrixArray(float *data, UINT offset, UINT count);
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HRESULT SetMatrixTranspose(float *data);
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HRESULT GetMatrixTranspose(float *data);
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HRESULT SetMatrixTransposeArray(float *data, UINT offset, UINT count);
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HRESULT GetMatrixTransposeArray(float *data, UINT offset, UINT count);
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}
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[
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local,
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object,
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uuid(71417501-8df9-4e0a-a78a-255f9756baff),
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]
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interface ID3D10EffectStringVariable : ID3D10EffectVariable
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{
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HRESULT GetString(const char **str);
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HRESULT GetStringArray(const char **strs, UINT offset, UINT count);
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}
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[
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local,
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object,
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uuid(c0a7157b-d872-4b1d-8073-efc2acd4b1fc),
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]
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interface ID3D10EffectShaderResourceVariable : ID3D10EffectVariable
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{
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HRESULT SetResource(ID3D10ShaderResourceView *resource);
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HRESULT GetResource(ID3D10ShaderResourceView **resource);
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HRESULT SetResourceArray(ID3D10ShaderResourceView **resources, UINT offset, UINT count);
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HRESULT GetResourceArray(ID3D10ShaderResourceView **resources, UINT offset, UINT count);
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}
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[
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local,
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object,
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uuid(28ca0cc3-c2c9-40bb-b57f-67b737122b17),
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]
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interface ID3D10EffectRenderTargetViewVariable : ID3D10EffectVariable
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{
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HRESULT SetRenderTarget(ID3D10RenderTargetView *view);
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HRESULT GetRenderTarget(ID3D10RenderTargetView **view);
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HRESULT SetRenderTargetArray(ID3D10RenderTargetView **views, UINT offset, UINT count);
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HRESULT GetRenderTargetArray(ID3D10RenderTargetView **views, UINT offset, UINT count);
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}
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[
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local,
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object,
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uuid(3e02c918-cc79-4985-b622-2d92ad701623),
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]
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interface ID3D10EffectDepthStencilViewVariable : ID3D10EffectVariable
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{
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HRESULT SetDepthStencil(ID3D10DepthStencilView *view);
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HRESULT GetDepthStencil(ID3D10DepthStencilView **view);
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HRESULT SetDepthStencilArray(ID3D10DepthStencilView **views, UINT offset, UINT count);
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HRESULT GetDepthStencilArray(ID3D10DepthStencilView **views, UINT offset, UINT count);
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}
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[
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local,
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object,
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uuid(80849279-c799-4797-8c33-0407a07d9e06),
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]
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interface ID3D10EffectShaderVariable : ID3D10EffectVariable
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{
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HRESULT GetShaderDesc(UINT index, D3D10_EFFECT_SHADER_DESC *desc);
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HRESULT GetVertexShader(UINT index, ID3D10VertexShader **shader);
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HRESULT GetGeometryShader(UINT index, ID3D10GeometryShader **shader);
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HRESULT GetPixelShader(UINT index, ID3D10PixelShader **shader);
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HRESULT GetInputSignatureElementDesc(UINT shader_index, UINT element_index,
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D3D10_SIGNATURE_PARAMETER_DESC *desc);
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HRESULT GetOutputSignatureElementDesc(UINT shader_index, UINT element_index,
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D3D10_SIGNATURE_PARAMETER_DESC *desc);
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}
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[
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local,
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object,
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uuid(1fcd2294-df6d-4eae-86b3-0e9160cfb07b),
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]
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interface ID3D10EffectBlendVariable : ID3D10EffectVariable
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{
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HRESULT GetBlendState(UINT index, ID3D10BlendState **blend_state);
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HRESULT GetBackingStore(UINT index, D3D10_BLEND_DESC *desc);
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}
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[
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local,
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object,
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uuid(af482368-330a-46a5-9a5c-01c71af24c8d),
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]
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interface ID3D10EffectDepthStencilVariable : ID3D10EffectVariable
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{
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HRESULT GetDepthStencilState(UINT index, ID3D10DepthStencilState **depth_stencil_state);
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HRESULT GetBackingStore(UINT index, D3D10_DEPTH_STENCIL_DESC *desc);
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}
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[
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local,
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object,
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uuid(21af9f0e-4d94-4ea9-9785-2cb76b8c0b34),
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]
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interface ID3D10EffectRasterizerVariable : ID3D10EffectVariable
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{
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HRESULT GetRasterizerState(UINT index, ID3D10RasterizerState **rasterizer_state);
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HRESULT GetBackingStore(UINT index, D3D10_RASTERIZER_DESC *desc);
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}
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[
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local,
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object,
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uuid(6530d5c7-07e9-4271-a418-e7ce4bd1e480),
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]
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interface ID3D10EffectSamplerVariable : ID3D10EffectVariable
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{
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HRESULT GetSampler(UINT index, ID3D10SamplerState **sampler);
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HRESULT GetBackingStore(UINT index, D3D10_SAMPLER_DESC *desc);
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}
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[
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local,
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object,
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uuid(db122ce8-d1c9-4292-b237-24ed3de8b175),
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]
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interface ID3D10EffectTechnique
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{
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BOOL IsValid();
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HRESULT GetDesc(D3D10_TECHNIQUE_DESC *desc);
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ID3D10EffectVariable *GetAnnotationByIndex(UINT index);
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ID3D10EffectVariable *GetAnnotationByName(const char *name);
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ID3D10EffectPass *GetPassByIndex(UINT index);
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ID3D10EffectPass *GetPassByName(const char *name);
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HRESULT ComputeStateBlockMask(D3D10_STATE_BLOCK_MASK *mask);
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}
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[
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local,
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object,
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uuid(51b0ca8b-ec0b-4519-870d-8ee1cb5017c7),
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]
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interface ID3D10Effect : IUnknown
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{
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BOOL IsValid();
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BOOL IsPool();
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HRESULT GetDevice(ID3D10Device **device);
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HRESULT GetDesc(D3D10_EFFECT_DESC *desc);
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ID3D10EffectConstantBuffer *GetConstantBufferByIndex(UINT index);
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ID3D10EffectConstantBuffer *GetConstantBufferByName(const char *name);
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ID3D10EffectVariable *GetVariableByIndex(UINT index);
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ID3D10EffectVariable *GetVariableByName(const char *name);
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ID3D10EffectVariable *GetVariableBySemantic(const char *semantic);
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ID3D10EffectTechnique *GetTechniqueByIndex(UINT index);
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ID3D10EffectTechnique *GetTechniqueByName(const char *name);
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HRESULT Optimize();
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BOOL IsOptimized();
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}
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[
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local,
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object,
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|
uuid(9537ab04-3250-412e-8213-fcd2f8677933),
|
|
]
|
|
interface ID3D10EffectPool : IUnknown
|
|
{
|
|
ID3D10Effect *AsEffect();
|
|
}
|
|
|
|
[
|
|
local,
|
|
object,
|
|
uuid(5cfbeb89-1a06-46e0-b282-e3f9bfa36a54),
|
|
]
|
|
interface ID3D10EffectPass
|
|
{
|
|
BOOL IsValid();
|
|
HRESULT GetDesc(D3D10_PASS_DESC *desc);
|
|
HRESULT GetVertexShaderDesc(D3D10_PASS_SHADER_DESC *desc);
|
|
HRESULT GetGeometryShaderDesc(D3D10_PASS_SHADER_DESC *desc);
|
|
HRESULT GetPixelShaderDesc(D3D10_PASS_SHADER_DESC *desc);
|
|
ID3D10EffectVariable *GetAnnotationByIndex(UINT index);
|
|
ID3D10EffectVariable *GetAnnotationByName(const char *name);
|
|
HRESULT Apply(UINT flags);
|
|
HRESULT ComputeStateBlockMask(D3D10_STATE_BLOCK_MASK *mask);
|
|
}
|
|
|
|
[
|
|
local,
|
|
object,
|
|
uuid(0803425a-57f5-4dd6-9465-a87570834a08),
|
|
]
|
|
interface ID3D10StateBlock : IUnknown
|
|
{
|
|
HRESULT Capture();
|
|
HRESULT Apply();
|
|
HRESULT ReleaseAllDeviceObjects();
|
|
HRESULT GetDevice(ID3D10Device **device);
|
|
}
|
|
|
|
HRESULT __stdcall D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const char *filename,
|
|
const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags,
|
|
ID3D10Blob **effect, ID3D10Blob **errors);
|
|
HRESULT __stdcall D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags,
|
|
ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect);
|
|
HRESULT __stdcall D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags,
|
|
ID3D10Device *device, ID3D10EffectPool **effect_pool);
|
|
HRESULT __stdcall D3D10CreateStateBlock(ID3D10Device *device,
|
|
D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock);
|
|
|
|
HRESULT __stdcall D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
|
|
D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result);
|
|
HRESULT __stdcall D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask);
|
|
HRESULT __stdcall D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
|
|
D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count);
|
|
HRESULT __stdcall D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask);
|
|
HRESULT __stdcall D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
|
|
D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count);
|
|
BOOL __stdcall D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
|
|
D3D10_DEVICE_STATE_TYPES state_type, UINT idx);
|
|
HRESULT __stdcall D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x,
|
|
D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result);
|
|
HRESULT __stdcall D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK *mask_x,
|
|
D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result);
|