d3d10effect.h revision 4b9d6701570cb98fd36e209314239d104ec584d3
/*
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
/*
* Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
* other than GPL or LGPL is available it will apply instead, Oracle elects to use only
* the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
* a choice of LGPL license versions is made available with the language indicating
* that LGPLv2 or any later version may be used, or where a choice of which version
* of the LGPL is applied is otherwise unspecified.
*/
#ifndef __WINE_D3D10EFFECT_H
#define __WINE_D3D10EFFECT_H
#include "d3d10.h"
#define D3D10_EFFECT_VARIABLE_POOLED 0x1
#define D3D10_EFFECT_VARIABLE_ANNOTATION 0x2
#define D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT 0x4
#ifndef D3D10_BYTES_FROM_BITS
#endif
typedef struct _D3D10_EFFECT_TYPE_DESC
{
typedef struct _D3D10_EFFECT_VARIABLE_DESC
{
typedef struct _D3D10_TECHNIQUE_DESC
{
typedef struct _D3D10_STATE_BLOCK_MASK
{
typedef struct _D3D10_EFFECT_DESC
{
typedef struct _D3D10_EFFECT_SHADER_DESC
{
const BYTE *pInputSignature;
typedef struct _D3D10_PASS_DESC
{
typedef struct _D3D10_PASS_SHADER_DESC
{
DEFINE_GUID(IID_ID3D10EffectType, 0x4e9e1ddc, 0xcd9d, 0x4772, 0xa8, 0x37, 0x00, 0x18, 0x0b, 0x9b, 0x88, 0xfd);
#define INTERFACE ID3D10EffectType
{
};
DEFINE_GUID(IID_ID3D10EffectVariable, 0xae897105, 0x00e6, 0x45bf, 0xbb, 0x8e, 0x28, 0x1d, 0xd6, 0xdb, 0x8e, 0x1b);
#define INTERFACE ID3D10EffectVariable
{
};
DEFINE_GUID(IID_ID3D10EffectConstantBuffer, 0x56648f4d, 0xcc8b, 0x4444, 0xa5, 0xad, 0xb5, 0xa3, 0xd7, 0x6e, 0x91, 0xb3);
#define INTERFACE ID3D10EffectConstantBuffer
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectConstantBuffer methods */
};
DEFINE_GUID(IID_ID3D10EffectScalarVariable, 0x00e48f7b, 0xd2c8, 0x49e8, 0xa8, 0x6c, 0x02, 0x2d, 0xee, 0x53, 0x43, 0x1f);
#define INTERFACE ID3D10EffectScalarVariable
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectScalarVariable methods */
};
DEFINE_GUID(IID_ID3D10EffectVectorVariable, 0x62b98c44, 0x1f82, 0x4c67, 0xbc, 0xd0, 0x72, 0xcf, 0x8f, 0x21, 0x7e, 0x81);
#define INTERFACE ID3D10EffectVectorVariable
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectVectorVariable methods */
};
DEFINE_GUID(IID_ID3D10EffectMatrixVariable, 0x50666c24, 0xb82f, 0x4eed, 0xa1, 0x72, 0x5b, 0x6e, 0x7e, 0x85, 0x22, 0xe0);
#define INTERFACE ID3D10EffectMatrixVariable
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectMatrixVariable methods */
};
DEFINE_GUID(IID_ID3D10EffectStringVariable, 0x71417501, 0x8df9, 0x4e0a, 0xa7, 0x8a, 0x25, 0x5f, 0x97, 0x56, 0xba, 0xff);
#define INTERFACE ID3D10EffectStringVariable
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectStringVariable methods */
};
0xc0a7157b, 0xd872, 0x4b1d, 0x80, 0x73, 0xef, 0xc2, 0xac, 0xd4, 0xb1, 0xfc);
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectShaderResourceVariable methods */
STDMETHOD(SetResourceArray)(THIS_ ID3D10ShaderResourceView **resources, UINT offset, UINT count) PURE;
STDMETHOD(GetResourceArray)(THIS_ ID3D10ShaderResourceView **resources, UINT offset, UINT count) PURE;
};
0x28ca0cc3, 0xc2c9, 0x40bb, 0xb5, 0x7f, 0x67, 0xb7, 0x37, 0x12, 0x2b, 0x17);
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectRenderTargetViewVariable methods */
STDMETHOD(SetRenderTargetArray)(THIS_ ID3D10RenderTargetView **views, UINT offset, UINT count) PURE;
STDMETHOD(GetRenderTargetArray)(THIS_ ID3D10RenderTargetView **views, UINT offset, UINT count) PURE;
};
0x3e02c918, 0xcc79, 0x4985, 0xb6, 0x22, 0x2d, 0x92, 0xad, 0x70, 0x16, 0x23);
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectDepthStencilViewVariable methods */
STDMETHOD(SetDepthStencilArray)(THIS_ ID3D10DepthStencilView **views, UINT offset, UINT count) PURE;
STDMETHOD(GetDepthStencilArray)(THIS_ ID3D10DepthStencilView **views, UINT offset, UINT count) PURE;
};
DEFINE_GUID(IID_ID3D10EffectShaderVariable, 0x80849279, 0xc799, 0x4797, 0x8c, 0x33, 0x04, 0x07, 0xa0, 0x7d, 0x9e, 0x06);
#define INTERFACE ID3D10EffectShaderVariable
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectShaderVariable methods */
};
DEFINE_GUID(IID_ID3D10EffectBlendVariable, 0x1fcd2294, 0xdf6d, 0x4eae, 0x86, 0xb3, 0x0e, 0x91, 0x60, 0xcf, 0xb0, 0x7b);
#define INTERFACE ID3D10EffectBlendVariable
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectBlendVariable methods */
};
0xaf482368, 0x330a, 0x46a5, 0x9a, 0x5c, 0x01, 0xc7, 0x1a, 0xf2, 0x4c, 0x8d);
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectDepthStencilVariable methods */
STDMETHOD(GetDepthStencilState)(THIS_ UINT index, ID3D10DepthStencilState **depth_stencil_state) PURE;
};
0x21af9f0e, 0x4d94, 0x4ea9, 0x97, 0x85, 0x2c, 0xb7, 0x6b, 0x8c, 0x0b, 0x34);
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectRasterizerVariable methods */
};
0x6530d5c7, 0x07e9, 0x4271, 0xa4, 0x18, 0xe7, 0xce, 0x4b, 0xd1, 0xe4, 0x80);
#define INTERFACE ID3D10EffectSamplerVariable
{
/* ID3D10EffectVariable methods */
/* ID3D10EffectSamplerVariable methods */
};
DEFINE_GUID(IID_ID3D10EffectTechnique, 0xdb122ce8, 0xd1c9, 0x4292, 0xb2, 0x37, 0x24, 0xed, 0x3d, 0xe8, 0xb1, 0x75);
#define INTERFACE ID3D10EffectTechnique
{
};
DEFINE_GUID(IID_ID3D10Effect, 0x51b0ca8b, 0xec0b, 0x4519, 0x87, 0x0d, 0x8e, 0xe1, 0xcb, 0x50, 0x17, 0xc7);
#define INTERFACE ID3D10Effect
{
/* IUnknown methods */
/* ID3D10Effect methods */
};
DEFINE_GUID(IID_ID3D10EffectPool, 0x9537ab04, 0x3250, 0x412e, 0x82, 0x13, 0xfc, 0xd2, 0xf8, 0x67, 0x79, 0x33);
#define INTERFACE ID3D10EffectPool
{
/* IUnknown methods */
/* ID3D10EffectPool methods */
};
DEFINE_GUID(IID_ID3D10EffectPass, 0x5cfbeb89, 0x1a06, 0x46e0, 0xb2, 0x82, 0xe3, 0xf9, 0xbf, 0xa3, 0x6a, 0x54);
#define INTERFACE ID3D10EffectPass
{
};
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif /* __WINE_D3D10EFFECT_H */