/usr/i686-w64-mingw32/include/d3dx9shader.h is in mingw-w64-i686-dev 2.0.3-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#undef INTERFACE
/*
* Copyright 2008 Luis Busquets
*
* This library is free software; you can redistribute it and/or
* 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
*/
#include "d3dx9.h"
#ifndef __D3DX9SHADER_H__
#define __D3DX9SHADER_H__
#define D3DXSHADER_DEBUG 0x1
#define D3DXSHADER_SKIPVALIDATION 0x2
#define D3DXSHADER_SKIPOPTIMIZATION 0x4
#define D3DXSHADER_PACKMATRIX_ROWMAJOR 0x8
#define D3DXSHADER_PACKMATRIX_COLUMNMAJOR 0x10
#define D3DXSHADER_PARTIALPRECISION 0x20
#define D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT 0x40
#define D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT 0x80
#define D3DXSHADER_NO_PRESHADER 0x100
#define D3DXSHADER_AVOID_FLOW_CONTROL 0x200
#define D3DXSHADER_PREFER_FLOW_CONTROL 0x400
#define D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000
#define D3DXSHADER_IEEE_STRICTNESS 0x2000
#define D3DXSHADER_OPTIMIZATION_LEVEL0 0x4000
#define D3DXSHADER_OPTIMIZATION_LEVEL1 0x0
#define D3DXSHADER_OPTIMIZATION_LEVEL2 0xC000
#define D3DXSHADER_OPTIMIZATION_LEVEL3 0x8000
#define D3DXSHADER_USE_LEGACY_D3DX9_31_DLL 0x10000
typedef LPCSTR D3DXHANDLE;
typedef enum _D3DXREGISTER_SET
{
D3DXRS_BOOL,
D3DXRS_INT4,
D3DXRS_FLOAT4,
D3DXRS_SAMPLER,
D3DXRS_FORCE_DWORD = 0x7fffffff
} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
typedef enum D3DXPARAMETER_CLASS
{
D3DXPC_SCALAR,
D3DXPC_VECTOR,
D3DXPC_MATRIX_ROWS,
D3DXPC_MATRIX_COLUMNS,
D3DXPC_OBJECT,
D3DXPC_STRUCT,
D3DXPC_FORCE_DWORD = 0x7fffffff,
} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
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,
D3DXPT_UNSUPPORTED,
D3DXPT_FORCE_DWORD = 0x7fffffff,
} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
typedef struct _D3DXCONSTANTTABLE_DESC
{
LPCSTR Creator;
DWORD Version;
UINT Constants;
} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
typedef struct _D3DXCONSTANT_DESC
{
LPCSTR Name;
D3DXREGISTER_SET RegisterSet;
UINT RegisterIndex;
UINT RegisterCount;
D3DXPARAMETER_CLASS Class;
D3DXPARAMETER_TYPE Type;
UINT Rows;
UINT Columns;
UINT Elements;
UINT StructMembers;
UINT Bytes;
LPCVOID DefaultValue;
} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
DEFINE_GUID(IID_ID3DXConstantTable, 0x9dca3190, 0x38b9, 0x4fc3, 0x92, 0xe3, 0x39, 0xc6, 0xdd, 0xfb, 0x35, 0x8b);
#undef INTERFACE
#define INTERFACE ID3DXConstantTable
DECLARE_INTERFACE_(ID3DXConstantTable, ID3DXBuffer)
{
/*** IUnknown methods ***/
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
/*** ID3DXBuffer methods ***/
STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
/*** ID3DXConstantTable methods ***/
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;
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;
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, WINBOOL b) PURE;
STDMETHOD(SetBoolArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST WINBOOL* 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;
};
#if !defined(__cplusplus) || defined(CINTERFACE)
/*** IUnknown methods ***/
#define ID3DXConstantTable_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define ID3DXConstantTable_AddRef(p) (p)->lpVtbl->AddRef(p)
#define ID3DXConstantTable_Release(p) (p)->lpVtbl->Release(p)
/*** ID3DXBuffer methods ***/
#define ID3DXConstantTable_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
#define ID3DXConstantTable_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
/*** ID3DXConstantTable methods ***/
#define ID3DXConstantTable_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a)
#define ID3DXConstantTable_GetConstantDesc(p,a,b,c) (p)->lpVtbl->GetConstantDesc(p,a,b,c)
#define ID3DXConstantTable_GetSamplerIndex(p,a) (p)->lpVtbl->GetSamplerIndex(p,a)
#define ID3DXConstantTable_GetConstant(p,a,b) (p)->lpVtbl->GetConstant(p,a,b)
#define ID3DXConstantTable_GetConstantByName(p,a,b) (p)->lpVtbl->GetConstantByName(p,a,b)
#define ID3DXConstantTable_GetConstantElement(p,a,b) (p)->lpVtbl->GetConstantElement(p,a,b)
#define ID3DXConstantTable_SetDefaults(p,a) (p)->lpVtbl->SetDefaults(p,a)
#define ID3DXConstantTable_SetValue(p,a,b,c,d) (p)->lpVtbl->SetValue(p,a,b,c,d)
#define ID3DXConstantTable_SetBool(p,a,b,c) (p)->lpVtbl->SetBool(p,a,b,c)
#define ID3DXConstantTable_SetBoolArray(p,a,b,c,d) (p)->lpVtbl->SetBoolArray(p,a,b,c,d)
#define ID3DXConstantTable_SetInt(p,a,b,c) (p)->lpVtbl->SetInt(p,a,b,c)
#define ID3DXConstantTable_SetIntArray(p,a,b,c,d) (p)->lpVtbl->SetIntArray(p,a,b,c,d)
#define ID3DXConstantTable_SetFloat(p,a,b,c) (p)->lpVtbl->SetFloat(p,a,b,c)
#define ID3DXConstantTable_SetFloatArray(p,a,b,c,d) (p)->lpVtbl->SetFloatArray(p,a,b,c,d)
#define ID3DXConstantTable_SetVector(p,a,b,c) (p)->lpVtbl->SetVector(p,a,b,c)
#define ID3DXConstantTable_SetVectorArray(p,a,b,c,d) (p)->lpVtbl->SetVectorArray(p,a,b,c,d)
#define ID3DXConstantTable_SetMatrix(p,a,b,c) (p)->lpVtbl->SetMatrix(p,a,b,c)
#define ID3DXConstantTable_SetMatrixArray(p,a,b,c,d) (p)->lpVtbl->SetMatrixArray(p,a,b,c,d)
#define ID3DXConstantTable_SetMatrixPointerArray(p,a,b,c,d) (p)->lpVtbl->SetMatrixPointerArray(p,a,b,c,d)
#define ID3DXConstantTable_SetMatrixTranspose(p,a,b,c) (p)->lpVtbl->SetMatrixTranspose(p,a,b,c)
#define ID3DXConstantTable_SetMatrixTransposeArray(p,a,b,c,d) (p)->lpVtbl->SetMatrixTransposeArray(p,a,b,c,d)
#define ID3DXConstantTable_SetMatrixTransposePointerArray(p,a,b,c,d) (p)->lpVtbl->SetMatrixTransposePointerArray(p,a,b,c,d)
#else
/*** IUnknown methods ***/
#define ID3DXConstantTable_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define ID3DXConstantTable_AddRef(p) (p)->AddRef()
#define ID3DXConstantTable_Release(p) (p)->Release()
/*** ID3DXBuffer methods ***/
#define ID3DXConstantTable_GetBufferPointer(p) (p)->GetBufferPointer()
#define ID3DXConstantTable_GetBufferSize(p) (p)->GetBufferSize()
/*** ID3DXConstantTable methods ***/
#define ID3DXConstantTable_GetDesc(p,a) (p)->GetDesc(a)
#define ID3DXConstantTable_GetConstantDesc(p,a,b,c) (p)->GetConstantDesc(a,b,c)
#define ID3DXConstantTable_GetSamplerIndex(p,a) (p)->GetConstantDesc(a)
#define ID3DXConstantTable_GetConstant(p,a,b) (p)->GetConstant(a,b)
#define ID3DXConstantTable_GetConstantByName(p,a,b) (p)->GetConstantByName(a,b)
#define ID3DXConstantTable_GetConstantElement(p,a,b) (p)->GetConstantElement(a,b)
#define ID3DXConstantTable_SetDefaults(p,a) (p)->SetDefaults(a)
#define ID3DXConstantTable_SetValue(p,a,b,c,d) (p)->SetValue(a,b,c,d)
#define ID3DXConstantTable_SetBool(p,a,b,c) (p)->SetBool(a,b,c)
#define ID3DXConstantTable_SetBoolArray(p,a,b,c,d) (p)->SetBoolArray(a,b,c,d)
#define ID3DXConstantTable_SetInt(p,a,b,c) (p)->SetInt(a,b,c)
#define ID3DXConstantTable_SetIntArray(p,a,b,c,d) (p)->SetIntArray(a,b,c,d)
#define ID3DXConstantTable_SetFloat(p,a,b,c) (p)->SetFloat(a,b,c)
#define ID3DXConstantTable_SetFloatArray(p,a,b,c,d) (p)->SetFloatArray(a,b,c,d)
#define ID3DXConstantTable_SetVector(p,a,b,c) (p)->SetVector(a,b,c)
#define ID3DXConstantTable_SetVectorArray(p,a,b,c,d) (p)->SetVectorArray(a,b,c,d)
#define ID3DXConstantTable_SetMatrix(p,a,b,c) (p)->SetMatrix(a,b,c)
#define ID3DXConstantTable_SetMatrixArray(p,a,b,c,d) (p)->SetMatrixArray(a,b,c,d)
#define ID3DXConstantTable_SetMatrixPointerArray(p,a,b,c,d) (p)->SetMatrixPointerArray(a,b,c,d)
#define ID3DXConstantTable_SetMatrixTranspose(p,a,b,c) (p)->SetMatrixTranspose(a,b,c)
#define ID3DXConstantTable_SetMatrixTransposeArray(p,a,b,c,d) (p)->SetMatrixTransposeArray(a,b,c,d)
#define ID3DXConstantTable_SetMatrixTransposePointerArray(p,a,b,c,d) (p)->SetMatrixTransposePointerArray(a,b,c,d)
#endif
typedef struct ID3DXConstantTable *LPD3DXCONSTANTTABLE;
typedef struct _D3DXMACRO {
LPCSTR Name;
LPCSTR Definition;
} D3DXMACRO, *LPD3DXMACRO;
typedef struct _D3DXSEMANTIC {
UINT Usage;
UINT UsageIndex;
} D3DXSEMANTIC, *LPD3DXSEMANTIC;
typedef enum _D3DXINCLUDE_TYPE
{
D3DXINC_LOCAL,
D3DXINC_SYSTEM,
D3DXINC_FORCE_DWORD = 0x7fffffff,
} D3DXINCLUDE_TYPE, *LPD3DXINCLUDE_TYPE;
#undef INTERFACE
#define INTERFACE ID3DXInclude
DECLARE_INTERFACE(ID3DXInclude)
{
STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE include_type, LPCSTR filename, LPCVOID parent_data, LPCVOID *data, UINT *bytes) PURE;
STDMETHOD(Close)(THIS_ LPCVOID data) PURE;
};
#define ID3DXInclude_Open(p,a,b,c,d,e) (p)->lpVtbl->Open(p,a,b,c,d,e)
#define ID3DXInclude_Close(p,a) (p)->lpVtbl->Close(p,a)
typedef struct ID3DXInclude *LPD3DXINCLUDE;
#ifdef __cplusplus
extern "C" {
#endif
LPCSTR WINAPI D3DXGetPixelShaderProfile(LPDIRECT3DDEVICE9 device);
UINT WINAPI D3DXGetShaderSize(const DWORD *byte_code);
DWORD WINAPI D3DXGetShaderVersion(const DWORD *byte_code);
LPCSTR WINAPI D3DXGetVertexShaderProfile(LPDIRECT3DDEVICE9 device);
HRESULT WINAPI D3DXFindShaderComment(CONST DWORD* byte_code, DWORD fourcc, LPCVOID* data, UINT* size);
HRESULT WINAPI D3DXAssembleShaderFromFileA(LPCSTR filename,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
HRESULT WINAPI D3DXAssembleShaderFromFileW(LPCWSTR filename,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
#define D3DXAssembleShaderFromFile __MINGW_NAME_AW(D3DXAssembleShaderFromFile)
HRESULT WINAPI D3DXAssembleShaderFromResourceA(HMODULE module,
LPCSTR resource,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
HRESULT WINAPI D3DXAssembleShaderFromResourceW(HMODULE module,
LPCWSTR resource,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
#define D3DXAssembleShaderFromResource __MINGW_NAME_AW(D3DXAssembleShaderFromResource)
HRESULT WINAPI D3DXAssembleShader(LPCSTR data,
UINT data_len,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
HRESULT WINAPI D3DXCompileShader(LPCSTR src_data,
UINT data_len,
const D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPCSTR function_name,
LPCSTR profile,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages,
LPD3DXCONSTANTTABLE* constant_table);
HRESULT WINAPI D3DXCompileShaderFromFileA(LPCSTR filename,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPCSTR entrypoint,
LPCSTR profile,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages,
LPD3DXCONSTANTTABLE* constant_table);
HRESULT WINAPI D3DXCompileShaderFromFileW(LPCWSTR filename,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPCSTR entrypoint,
LPCSTR profile,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages,
LPD3DXCONSTANTTABLE* constant_table);
#define D3DXCompileShaderFromFile __MINGW_NAME_AW(D3DXCompileShaderFromFile)
HRESULT WINAPI D3DXCompileShaderFromResourceA(HMODULE module,
LPCSTR resource,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPCSTR entrypoint,
LPCSTR profile,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages,
LPD3DXCONSTANTTABLE* constant_table);
HRESULT WINAPI D3DXCompileShaderFromResourceW(HMODULE module,
LPCWSTR resource,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPCSTR entrypoint,
LPCSTR profile,
DWORD flags,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages,
LPD3DXCONSTANTTABLE* constant_table);
#define D3DXCompileShaderFromResource __MINGW_NAME_AW(D3DXCompileShaderFromResource)
HRESULT WINAPI D3DXPreprocessShader(LPCSTR data,
UINT data_len,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
HRESULT WINAPI D3DXPreprocessShaderFromFileA(LPCSTR filename,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
HRESULT WINAPI D3DXPreprocessShaderFromFileW(LPCWSTR filename,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
#define D3DXPreprocessShaderFromFile __MINGW_NAME_AW(D3DXPreprocessShaderFromFile)
HRESULT WINAPI D3DXPreprocessShaderFromResourceA(HMODULE module,
LPCSTR resource,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
HRESULT WINAPI D3DXPreprocessShaderFromResourceW(HMODULE module,
LPCWSTR resource,
CONST D3DXMACRO* defines,
LPD3DXINCLUDE include,
LPD3DXBUFFER* shader,
LPD3DXBUFFER* error_messages);
#define D3DXPreprocessShaderFromResource __MINGW_NAME_AW(D3DXPreprocessShaderFromResource)
HRESULT WINAPI D3DXGetShaderConstantTableEx(CONST DWORD* byte_code,
DWORD flags,
LPD3DXCONSTANTTABLE* constant_table);
HRESULT WINAPI D3DXGetShaderConstantTable(CONST DWORD* byte_code,
LPD3DXCONSTANTTABLE* constant_table);
#ifdef __cplusplus
}
#endif
typedef struct _D3DXSHADER_CONSTANTTABLE
{
DWORD Size;
DWORD Creator;
DWORD Version;
DWORD Constants;
DWORD ConstantInfo;
DWORD Flags;
DWORD Target;
} D3DXSHADER_CONSTANTTABLE, *LPD3DXSHADER_CONSTANTTABLE;
typedef struct _D3DXSHADER_CONSTANTINFO
{
DWORD Name;
WORD RegisterSet;
WORD RegisterIndex;
WORD RegisterCount;
WORD Reserved;
DWORD TypeInfo;
DWORD DefaultValue;
} D3DXSHADER_CONSTANTINFO, *LPD3DXSHADER_CONSTANTINFO;
typedef struct _D3DXSHADER_TYPEINFO
{
WORD Class;
WORD Type;
WORD Rows;
WORD Columns;
WORD Elements;
WORD StructMembers;
DWORD StructMemberInfo;
} D3DXSHADER_TYPEINFO, *LPD3DXSHADER_TYPEINFO;
typedef struct _D3DXSHADER_STRUCTMEMBERINFO
{
DWORD Name;
DWORD TypeInfo;
} D3DXSHADER_STRUCTMEMBERINFO, *LPD3DXSHADER_STRUCTMEMBERINFO;
#endif /* __D3DX9SHADER_H__ */
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