📄 d3dx9shader.h
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//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: d3dx9shader.h
// Content: D3DX Shader APIs
//
//////////////////////////////////////////////////////////////////////////////
#include "d3dx9.h"
#ifndef __D3DX9SHADER_H__
#define __D3DX9SHADER_H__
//---------------------------------------------------------------------------
// D3DXTX_VERSION:
// --------------
// Version token used to create a procedural texture filler in effects
// Used by D3DXFill[]TX functions
//---------------------------------------------------------------------------
#define D3DXTX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
//----------------------------------------------------------------------------
// D3DXSHADER flags:
// -----------------
// D3DXSHADER_DEBUG
// Insert debug file/line/type/symbol information.
//
// D3DXSHADER_SKIPVALIDATION
// 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.
//
// D3DXSHADER_SKIPOPTIMIZATION
// 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.
//
// D3DXSHADER_PACKMATRIX_ROWMAJOR
// Unless explicitly specified, matrices will be packed in row-major order
// on input and output from the shader.
//
// D3DXSHADER_PACKMATRIX_COLUMNMAJOR
// 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.
//
// D3DXSHADER_PARTIALPRECISION
// Force all computations in resulting shader to occur at partial precision.
// This may result in faster evaluation of shaders on some hardware.
//
// D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT
// Force compiler to compile against the next highest available software
// target for vertex shaders. This flag also turns optimizations off,
// and debugging on.
//
// D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT
// Force compiler to compile against the next highest available software
// target for pixel shaders. This flag also turns optimizations off,
// and debugging on.
//
// D3DXSHADER_NO_PRESHADER
// Disables Preshaders. Using this flag will cause the compiler to not
// pull out static expression for evaluation on the host cpu
//
// D3DXSHADER_AVOID_FLOW_CONTROL
// Hint compiler to avoid flow-control constructs where possible.
//
// D3DXSHADER_PREFER_FLOW_CONTROL
// Hint compiler to prefer flow-control constructs where possible.
//
//----------------------------------------------------------------------------
#define D3DXSHADER_DEBUG (1 << 0)
#define D3DXSHADER_SKIPVALIDATION (1 << 1)
#define D3DXSHADER_SKIPOPTIMIZATION (1 << 2)
#define D3DXSHADER_PACKMATRIX_ROWMAJOR (1 << 3)
#define D3DXSHADER_PACKMATRIX_COLUMNMAJOR (1 << 4)
#define D3DXSHADER_PARTIALPRECISION (1 << 5)
#define D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT (1 << 6)
#define D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT (1 << 7)
#define D3DXSHADER_NO_PRESHADER (1 << 8)
#define D3DXSHADER_AVOID_FLOW_CONTROL (1 << 9)
#define D3DXSHADER_PREFER_FLOW_CONTROL (1 << 10)
//----------------------------------------------------------------------------
// D3DXHANDLE:
// -----------
// Handle values used to efficiently reference shader and effect parameters.
// Strings can be used as handles. However, handles are not always strings.
//----------------------------------------------------------------------------
typedef LPCSTR D3DXHANDLE;
typedef D3DXHANDLE *LPD3DXHANDLE;
//----------------------------------------------------------------------------
// D3DXMACRO:
// ----------
// Preprocessor macro definition. The application pass in a NULL-terminated
// array of this structure to various D3DX APIs. This enables the application
// to #define tokens at runtime, before the file is parsed.
//----------------------------------------------------------------------------
typedef struct _D3DXMACRO
{
LPCSTR Name;
LPCSTR Definition;
} D3DXMACRO, *LPD3DXMACRO;
//----------------------------------------------------------------------------
// D3DXSEMANTIC:
//----------------------------------------------------------------------------
typedef struct _D3DXSEMANTIC
{
UINT Usage;
UINT UsageIndex;
} D3DXSEMANTIC, *LPD3DXSEMANTIC;
//----------------------------------------------------------------------------
// D3DXFRAGMENT_DESC:
//----------------------------------------------------------------------------
typedef struct _D3DXFRAGMENT_DESC
{
LPCSTR Name;
DWORD Target;
} D3DXFRAGMENT_DESC, *LPD3DXFRAGMENT_DESC;
//----------------------------------------------------------------------------
// D3DXREGISTER_SET:
//----------------------------------------------------------------------------
typedef enum _D3DXREGISTER_SET
{
D3DXRS_BOOL,
D3DXRS_INT4,
D3DXRS_FLOAT4,
D3DXRS_SAMPLER,
// force 32-bit size enum
D3DXRS_FORCE_DWORD = 0x7fffffff
} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
//----------------------------------------------------------------------------
// D3DXPARAMETER_CLASS:
//----------------------------------------------------------------------------
typedef enum _D3DXPARAMETER_CLASS
{
D3DXPC_SCALAR,
D3DXPC_VECTOR,
D3DXPC_MATRIX_ROWS,
D3DXPC_MATRIX_COLUMNS,
D3DXPC_OBJECT,
D3DXPC_STRUCT,
// force 32-bit size enum
D3DXPC_FORCE_DWORD = 0x7fffffff
} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
//----------------------------------------------------------------------------
// D3DXPARAMETER_TYPE:
//----------------------------------------------------------------------------
typedef enum _D3DXPARAMETER_TYPE
{
D3DXPT_VOID,
D3DXPT_BOOL,
D3DXPT_INT,
D3DXPT_FLOAT,
D3DXPT_STRING,
D3DXPT_TEXTURE,
D3DXPT_TEXTURE1D,
D3DXPT_TEXTURE2D,
D3DXPT_TEXTURE3D,
D3DXPT_TEXTURECUBE,
D3DXPT_SAMPLER,
D3DXPT_SAMPLER1D,
D3DXPT_SAMPLER2D,
D3DXPT_SAMPLER3D,
D3DXPT_SAMPLERCUBE,
D3DXPT_PIXELSHADER,
D3DXPT_VERTEXSHADER,
D3DXPT_PIXELFRAGMENT,
D3DXPT_VERTEXFRAGMENT,
// force 32-bit size enum
D3DXPT_FORCE_DWORD = 0x7fffffff
} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
//----------------------------------------------------------------------------
// D3DXCONSTANTTABLE_DESC:
//----------------------------------------------------------------------------
typedef struct _D3DXCONSTANTTABLE_DESC
{
LPCSTR Creator; // Creator string
DWORD Version; // Shader version
UINT Constants; // Number of constants
} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
//----------------------------------------------------------------------------
// D3DXCONSTANT_DESC:
//----------------------------------------------------------------------------
typedef struct _D3DXCONSTANT_DESC
{
LPCSTR Name; // Constant name
D3DXREGISTER_SET RegisterSet; // Register set
UINT RegisterIndex; // Register index
UINT RegisterCount; // Number of registers occupied
D3DXPARAMETER_CLASS Class; // Class
D3DXPARAMETER_TYPE Type; // Component type
UINT Rows; // Number of rows
UINT Columns; // Number of columns
UINT Elements; // Number of array elements
UINT StructMembers; // Number of structure member sub-parameters
UINT Bytes; // Data size, in bytes
LPCVOID DefaultValue; // Pointer to default value
} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
//----------------------------------------------------------------------------
// ID3DXConstantTable:
//----------------------------------------------------------------------------
typedef interface ID3DXConstantTable ID3DXConstantTable;
typedef interface ID3DXConstantTable *LPD3DXCONSTANTTABLE;
// {AB3C758F-093E-4356-B762-4DB18F1B3A01}
DEFINE_GUID(IID_ID3DXConstantTable,
0xab3c758f, 0x93e, 0x4356, 0xb7, 0x62, 0x4d, 0xb1, 0x8f, 0x1b, 0x3a, 0x1);
#undef INTERFACE
#define INTERFACE ID3DXConstantTable
DECLARE_INTERFACE_(ID3DXConstantTable, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// Buffer
STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
// Descs
STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
STDMETHOD_(UINT, GetSamplerIndex)(THIS_ D3DXHANDLE hConstant) PURE;
// Handle operations
STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
// Set Constants
STDMETHOD(SetDefaults)(THIS_ LPDIRECT3DDEVICE9 pDevice) PURE;
STDMETHOD(SetValue)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, LPCVOID pData, UINT Bytes) PURE;
STDMETHOD(SetBool)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, BOOL b) PURE;
STDMETHOD(SetBoolArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST BOOL* pb, UINT Count) PURE;
STDMETHOD(SetInt)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, INT n) PURE;
STDMETHOD(SetIntArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST INT* pn, UINT Count) PURE;
STDMETHOD(SetFloat)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, FLOAT f) PURE;
STDMETHOD(SetFloatArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST FLOAT* pf, UINT Count) PURE;
STDMETHOD(SetVector)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector) PURE;
STDMETHOD(SetVectorArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector, UINT Count) PURE;
STDMETHOD(SetMatrix)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE;
STDMETHOD(SetMatrixArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE;
STDMETHOD(SetMatrixPointerArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE;
STDMETHOD(SetMatrixTranspose)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE;
STDMETHOD(SetMatrixTransposeArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE;
STDMETHOD(SetMatrixTransposePointerArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE;
};
//----------------------------------------------------------------------------
// ID3DXTextureShader:
//----------------------------------------------------------------------------
typedef interface ID3DXTextureShader ID3DXTextureShader;
typedef interface ID3DXTextureShader *LPD3DXTEXTURESHADER;
// {3E3D67F8-AA7A-405d-A857-BA01D4758426}
DEFINE_GUID(IID_ID3DXTextureShader,
0x3e3d67f8, 0xaa7a, 0x405d, 0xa8, 0x57, 0xba, 0x1, 0xd4, 0x75, 0x84, 0x26);
#undef INTERFACE
#define INTERFACE ID3DXTextureShader
DECLARE_INTERFACE_(ID3DXTextureShader, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// Gets
STDMETHOD(GetFunction)(THIS_ LPD3DXBUFFER *ppFunction) PURE;
STDMETHOD(GetConstantBuffer)(THIS_ LPD3DXBUFFER *ppConstantBuffer) PURE;
// Descs
STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
// Handle operations
STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
// Set Constants
STDMETHOD(SetDefaults)(THIS) PURE;
STDMETHOD(SetValue)(THIS_ D3DXHANDLE hConstant, LPCVOID pData, UINT Bytes) PURE;
STDMETHOD(SetBool)(THIS_ D3DXHANDLE hConstant, BOOL b) PURE;
STDMETHOD(SetBoolArray)(THIS_ D3DXHANDLE hConstant, CONST BOOL* pb, UINT Count) PURE;
STDMETHOD(SetInt)(THIS_ D3DXHANDLE hConstant, INT n) PURE;
STDMETHOD(SetIntArray)(THIS_ D3DXHANDLE hConstant, CONST INT* pn, UINT Count) PURE;
STDMETHOD(SetFloat)(THIS_ D3DXHANDLE hConstant, FLOAT f) PURE;
STDMETHOD(SetFloatArray)(THIS_ D3DXHANDLE hConstant, CONST FLOAT* pf, UINT Count) PURE;
STDMETHOD(SetVector)(THIS_ D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector) PURE;
STDMETHOD(SetVectorArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector, UINT Count) PURE;
STDMETHOD(SetMatrix)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE;
STDMETHOD(SetMatrixArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE;
STDMETHOD(SetMatrixPointerArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE;
STDMETHOD(SetMatrixTranspose)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE;
STDMETHOD(SetMatrixTransposeArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE;
STDMETHOD(SetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE;
};
//----------------------------------------------------------------------------
// ID3DXFragmentLinker
//----------------------------------------------------------------------------
typedef interface ID3DXFragmentLinker ID3DXFragmentLinker;
typedef interface ID3DXFragmentLinker *LPD3DXFRAGMENTLINKER;
// {1A2C0CC2-E5B6-4ebc-9E8D-390E057811B6}
DEFINE_GUID(IID_ID3DXFragmentLinker,
0x1a2c0cc2, 0xe5b6, 0x4ebc, 0x9e, 0x8d, 0x39, 0xe, 0x5, 0x78, 0x11, 0xb6);
#undef INTERFACE
#define INTERFACE ID3DXFragmentLinker
DECLARE_INTERFACE_(ID3DXFragmentLinker, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DXFragmentLinker
// fragment access and information retrieval functions
STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE;
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