/************************************************************************** * * Copyright 2012-2021 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * **************************************************************************/ /* * Shader.h -- * Functions that manipulate shader resources. */ #ifndef SHADER_H #define SHADER_H #include "DriverIncludes.h" struct Device; struct Shader; void * CreateEmptyShader(Device *pDevice, enum pipe_shader_type processor); void DeleteEmptyShader(Device *pDevice, enum pipe_shader_type processor, void *handle); unsigned ShaderFindOutputMapping(Shader *shader, unsigned registerIndex); SIZE_T APIENTRY CalcPrivateShaderSize(D3D10DDI_HDEVICE hDevice, __in_ecount (pShaderCode[1]) const UINT *pShaderCode, __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures); void APIENTRY DestroyShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader); SIZE_T APIENTRY CalcPrivateSamplerSize(D3D10DDI_HDEVICE hDevice, __in const D3D10_DDI_SAMPLER_DESC *pSamplerDesc); void APIENTRY CreateSampler(D3D10DDI_HDEVICE hDevice, __in const D3D10_DDI_SAMPLER_DESC *pSamplerDesc, D3D10DDI_HSAMPLER hSampler, D3D10DDI_HRTSAMPLER hRTSampler); void APIENTRY DestroySampler(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSAMPLER hSampler); void APIENTRY CreateVertexShader(D3D10DDI_HDEVICE hDevice, __in_ecount (pShaderCode[1]) const UINT *pCode, D3D10DDI_HSHADER hShader, D3D10DDI_HRTSHADER hRTShader, __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures); void APIENTRY VsSetShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader); void APIENTRY VsSetShaderResources( D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumViews, __in_ecount (NumViews) const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews); void APIENTRY VsSetConstantBuffers(D3D10DDI_HDEVICE hDevice, UINT StartBuffer, UINT NumBuffers, __in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers); void APIENTRY VsSetSamplers(D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumSamplers, __in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers); void APIENTRY CreateGeometryShader(D3D10DDI_HDEVICE hDevice, __in_ecount (pShaderCode[1]) const UINT *pCode, D3D10DDI_HSHADER hShader, D3D10DDI_HRTSHADER hRTShader, __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures); void APIENTRY GsSetShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader); void APIENTRY GsSetShaderResources( D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumViews, __in_ecount (NumViews) const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews); void APIENTRY GsSetConstantBuffers(D3D10DDI_HDEVICE hDevice, UINT StartBuffer, UINT NumBuffers, __in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers); void APIENTRY GsSetSamplers(D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumSamplers, __in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers); SIZE_T APIENTRY CalcPrivateGeometryShaderWithStreamOutput( D3D10DDI_HDEVICE hDevice, __in const D3D10DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT *pCreateGeometryShaderWithStreamOutput, __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures); void APIENTRY CreateGeometryShaderWithStreamOutput( D3D10DDI_HDEVICE hDevice, __in const D3D10DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT *pCreateGeometryShaderWithStreamOutput, D3D10DDI_HSHADER hShader, D3D10DDI_HRTSHADER hRTShader, __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures); void APIENTRY SoSetTargets(D3D10DDI_HDEVICE hDevice, UINT SOTargets, UINT ClearTargets, __in_ecount (SOTargets) const D3D10DDI_HRESOURCE *phResource, __in_ecount (SOTargets) const UINT *pOffsets); void APIENTRY CreatePixelShader(D3D10DDI_HDEVICE hDevice, __in_ecount (pShaderCode[1]) const UINT *pCode, D3D10DDI_HSHADER hShader, D3D10DDI_HRTSHADER hRTShader, __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures); void APIENTRY PsSetShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader); void APIENTRY PsSetShaderResources( D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumViews, __in_ecount (NumViews) const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews); void APIENTRY PsSetConstantBuffers(D3D10DDI_HDEVICE hDevice, UINT StartBuffer, UINT NumBuffers, __in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers); void APIENTRY PsSetSamplers(D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumSamplers, __in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers); void APIENTRY ShaderResourceViewReadAfterWriteHazard( D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView, D3D10DDI_HRESOURCE hResource); SIZE_T APIENTRY CalcPrivateShaderResourceViewSize( D3D10DDI_HDEVICE hDevice, __in const D3D10DDIARG_CREATESHADERRESOURCEVIEW *pCreateShaderResourceView); void APIENTRY CreateShaderResourceView( D3D10DDI_HDEVICE hDevice, __in const D3D10DDIARG_CREATESHADERRESOURCEVIEW *pCreateShaderResourceView, D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView, D3D10DDI_HRTSHADERRESOURCEVIEW hRTShaderResourceView); SIZE_T APIENTRY CalcPrivateShaderResourceViewSize1( D3D10DDI_HDEVICE hDevice, __in const D3D10_1DDIARG_CREATESHADERRESOURCEVIEW *pCreateShaderResourceView); void APIENTRY CreateShaderResourceView1( D3D10DDI_HDEVICE hDevice, __in const D3D10_1DDIARG_CREATESHADERRESOURCEVIEW *pCreateShaderResourceView, D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView, D3D10DDI_HRTSHADERRESOURCEVIEW hRTShaderResourceView); void APIENTRY DestroyShaderResourceView(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView); void APIENTRY GenMips(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView); #endif /* SHADER_H */