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Wine Cross Reference
wine/dlls/d3d10/d3d10_private.h

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  1 /*
  2  * Copyright 2008-2009 Henri Verbeet for CodeWeavers
  3  *
  4  * This library is free software; you can redistribute it and/or
  5  * modify it under the terms of the GNU Lesser General Public
  6  * License as published by the Free Software Foundation; either
  7  * version 2.1 of the License, or (at your option) any later version.
  8  *
  9  * This library is distributed in the hope that it will be useful,
 10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 12  * Lesser General Public License for more details.
 13  *
 14  * You should have received a copy of the GNU Lesser General Public
 15  * License along with this library; if not, write to the Free Software
 16  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 17  */
 18 
 19 #ifndef __WINE_D3D10_PRIVATE_H
 20 #define __WINE_D3D10_PRIVATE_H
 21 
 22 #include "wine/debug.h"
 23 #include "wine/rbtree.h"
 24 
 25 #define COBJMACROS
 26 #include "winbase.h"
 27 #include "winuser.h"
 28 #include "objbase.h"
 29 
 30 #include "d3d10.h"
 31 
 32 /* TRACE helper functions */
 33 const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type) DECLSPEC_HIDDEN;
 34 const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c) DECLSPEC_HIDDEN;
 35 const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t) DECLSPEC_HIDDEN;
 36 
 37 void *d3d10_rb_alloc(size_t size) DECLSPEC_HIDDEN;
 38 void *d3d10_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
 39 void d3d10_rb_free(void *ptr) DECLSPEC_HIDDEN;
 40 
 41 enum d3d10_effect_object_type
 42 {
 43     D3D10_EOT_VERTEXSHADER = 6,
 44     D3D10_EOT_PIXELSHADER = 7,
 45     D3D10_EOT_GEOMETRYSHADER = 8,
 46 };
 47 
 48 struct d3d10_effect_object
 49 {
 50     struct d3d10_effect_pass *pass;
 51     enum d3d10_effect_object_type type;
 52     DWORD idx_offset;
 53     void *data;
 54 };
 55 
 56 struct d3d10_effect_shader_variable
 57 {
 58     char *input_signature;
 59     UINT input_signature_size;
 60     union
 61     {
 62         ID3D10VertexShader *vs;
 63         ID3D10PixelShader *ps;
 64         ID3D10GeometryShader *gs;
 65     } shader;
 66 };
 67 
 68 /* ID3D10EffectType */
 69 struct d3d10_effect_type
 70 {
 71     const struct ID3D10EffectTypeVtbl *vtbl;
 72 
 73     DWORD id;
 74     struct wine_rb_entry entry;
 75     struct d3d10_effect *effect;
 76 
 77     char *name;
 78     DWORD element_count;
 79     DWORD size_unpacked;
 80     DWORD stride;
 81     DWORD size_packed;
 82     DWORD member_count;
 83     DWORD column_count;
 84     DWORD row_count;
 85     D3D10_SHADER_VARIABLE_TYPE basetype;
 86     D3D10_SHADER_VARIABLE_CLASS type_class;
 87     struct d3d10_effect_type *elementtype;
 88     struct d3d10_effect_type_member *members;
 89 };
 90 
 91 struct d3d10_effect_type_member
 92 {
 93     char *name;
 94     char *semantic;
 95     DWORD buffer_offset;
 96     struct d3d10_effect_type *type;
 97 };
 98 
 99 /* ID3D10EffectVariable */
100 struct d3d10_effect_variable
101 {
102     const struct ID3D10EffectVariableVtbl *vtbl;
103 
104     struct d3d10_effect_variable *buffer;
105     struct d3d10_effect *effect;
106 
107     char *name;
108     char *semantic;
109     DWORD buffer_offset;
110     DWORD annotation_count;
111     DWORD flag;
112     DWORD data_size;
113     struct d3d10_effect_type *type;
114     struct d3d10_effect_variable *elements;
115     struct d3d10_effect_variable *members;
116     struct d3d10_effect_variable *annotations;
117 };
118 
119 /* ID3D10EffectPass */
120 struct d3d10_effect_pass
121 {
122     const struct ID3D10EffectPassVtbl *vtbl;
123 
124     struct d3d10_effect_technique *technique;
125     char *name;
126     DWORD start;
127     DWORD object_count;
128     DWORD annotation_count;
129     struct d3d10_effect_object *objects;
130     struct d3d10_effect_variable *annotations;
131 };
132 
133 /* ID3D10EffectTechnique */
134 struct d3d10_effect_technique
135 {
136     const struct ID3D10EffectTechniqueVtbl *vtbl;
137 
138     struct d3d10_effect *effect;
139     char *name;
140     DWORD pass_count;
141     DWORD annotation_count;
142     struct d3d10_effect_pass *passes;
143     struct d3d10_effect_variable *annotations;
144 };
145 
146 /* ID3D10Effect */
147 extern const struct ID3D10EffectVtbl d3d10_effect_vtbl DECLSPEC_HIDDEN;
148 struct d3d10_effect
149 {
150     const struct ID3D10EffectVtbl *vtbl;
151     LONG refcount;
152 
153     ID3D10Device *device;
154     DWORD version;
155     DWORD local_buffer_count;
156     DWORD variable_count;
157     DWORD local_variable_count;
158     DWORD sharedbuffers_count;
159     DWORD sharedobjects_count;
160     DWORD technique_count;
161     DWORD index_offset;
162     DWORD texture_count;
163     DWORD dephstencilstate_count;
164     DWORD blendstate_count;
165     DWORD rasterizerstate_count;
166     DWORD samplerstate_count;
167     DWORD rendertargetview_count;
168     DWORD depthstencilview_count;
169     DWORD shader_call_count;
170     DWORD shader_compile_count;
171 
172     struct wine_rb_tree types;
173     struct d3d10_effect_variable *local_buffers;
174     struct d3d10_effect_variable *local_variables;
175     struct d3d10_effect_technique *techniques;
176 };
177 
178 HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size) DECLSPEC_HIDDEN;
179 
180 /* D3D10Core */
181 HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter,
182         UINT flags, DWORD unknown0, ID3D10Device **device);
183 
184 #endif /* __WINE_D3D10_PRIVATE_H */
185 

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