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 /* | 
 
 
 
 
 
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  * Copyright 2010 Jacek Caban for CodeWeavers | 
 
 
 
 
 
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  * | 
 
 
 
 
 
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  * This library is free software; you can redistribute it and/or | 
 
 
 
 
 
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  * modify it under the terms of the GNU Lesser General Public | 
 
 
 
 
 
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  * License as published by the Free Software Foundation; either | 
 
 
 
 
 
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  * version 2.1 of the License, or (at your option) any later version. | 
 
 
 
 
 
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  * | 
 
 
 
 
 
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  * This library is distributed in the hope that it will be useful, | 
 
 
 
 
 
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  * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
 
 
 
 
 
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  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU | 
 
 
 
 
 
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  * Lesser General Public License for more details. | 
 
 
 
 
 
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  * | 
 
 
 
 
 
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  * You should have received a copy of the GNU Lesser General Public | 
 
 
 
 
 
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  * License along with this library; if not, write to the Free Software | 
 
 
 
 
 
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  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | 
 
 
 
 
 
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  */ | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 import "oaidl.idl"; | 
 
 
 
 
 
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 import "ocidl.idl"; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 cpp_quote("#ifndef _D3D10_1_CONSTANTS") | 
 
 
 
 
 
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 cpp_quote("#define _D3D10_1_CONSTANTS") | 
 
 
 
 
 
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 const UINT D3D10_1_DEFAULT_SAMPLE_MASK                     = 0xffffffff; | 
 
 
 
 
 
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 const UINT D3D10_1_GS_INPUT_REGISTER_COUNT                 = 32; | 
 
 
 
 
 
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 const UINT D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT     = 32; | 
 
 
 
 
 
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 const UINT D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS = 128; | 
 
 
 
 
 
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 const UINT D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT = 32; | 
 
 
 
 
 
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 const UINT D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS      = 1; | 
 
 
 
 
 
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 const UINT D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT = 32; | 
 
 
 
 
 
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 const UINT D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT           = 1; | 
 
 
 
 
 
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 const UINT D3D10_1_SHADER_MAJOR_VERSION                    = 4; | 
 
 
 
 
 
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 const UINT D3D10_1_SHADER_MINOR_VERSION                    = 1; | 
 
 
 
 
 
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 const UINT D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES           = 2048; | 
 
 
 
 
 
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 const UINT D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES     = 256; | 
 
 
 
 
 
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 const UINT D3D10_1_SO_BUFFER_SLOT_COUNT                    = 4; | 
 
 
 
 
 
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 const UINT D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER  = 1; | 
 
 
 
 
 
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 const UINT D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT        = 64; | 
 
 
 
 
 
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 const UINT D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT           = 32; | 
 
 
 
 
 
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 const UINT D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT           = 8; | 
 
 
 
 
 
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 const UINT D3D10_1_VS_INPUT_REGISTER_COUNT                 = 32; | 
 
 
 
 
 
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 const UINT D3D10_1_VS_OUTPUT_REGISTER_COUNT                = 32; | 
 
 
 
 
 
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 cpp_quote("#endif") | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 cpp_quote("#define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP      (0.6)") | 
 
 
 
 
 
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 cpp_quote("#define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f)") | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 import "d3d10.idl"; | 
 
 
 
 
 
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 cpp_quote("#include <d3d10_1shader.h>") | 
 
 
 
 
 
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  | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 typedef enum D3D10_FEATURE_LEVEL1 | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     D3D10_FEATURE_LEVEL_10_0  = 0xa000, | 
 
 
 
 
 
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     D3D10_FEATURE_LEVEL_10_1  = 0xa100, | 
 
 
 
 
 
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     D3D10_FEATURE_LEVEL_9_1   = 0x9100, | 
 
 
 
 
 
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     D3D10_FEATURE_LEVEL_9_2   = 0x9200, | 
 
 
 
 
 
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     D3D10_FEATURE_LEVEL_9_3   = 0x9300 | 
 
 
 
 
 
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 } D3D10_FEATURE_LEVEL1; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     BOOL BlendEnable; | 
 
 
 
 
 
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     D3D10_BLEND SrcBlend; | 
 
 
 
 
 
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     D3D10_BLEND DestBlend; | 
 
 
 
 
 
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     D3D10_BLEND_OP BlendOp; | 
 
 
 
 
 
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     D3D10_BLEND SrcBlendAlpha; | 
 
 
 
 
 
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     D3D10_BLEND DestBlendAlpha; | 
 
 
 
 
 
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     D3D10_BLEND_OP BlendOpAlpha; | 
 
 
 
 
 
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     UINT8 RenderTargetWriteMask; | 
 
 
 
 
 
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 } D3D10_RENDER_TARGET_BLEND_DESC1; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 typedef struct D3D10_BLEND_DESC1 | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     BOOL AlphaToCoverageEnable; | 
 
 
 
 
 
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     BOOL IndependentBlendEnable; | 
 
 
 
 
 
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     D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; | 
 
 
 
 
 
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 } D3D10_BLEND_DESC1; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 [ | 
 
 
 
 
 
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     uuid(edad8d99-8a35-4d6d-8566-2ea276cde161), | 
 
 
 
 
 
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     object, | 
 
 
 
 
 
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     local, | 
 
 
 
 
 
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     pointer_default(unique) | 
 
 
 
 
 
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 ] | 
 
 
 
 
 
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 interface ID3D10BlendState1 : ID3D10BlendState | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     void GetDesc1([out] D3D10_BLEND_DESC1 *pDesc); | 
 
 
 
 
 
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 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 typedef struct D3D10_TEXCUBE_ARRAY_SRV1 | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     UINT MostDetailedMip; | 
 
 
 
 
 
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     UINT MipLevels; | 
 
 
 
 
 
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     UINT First2DArrayFace; | 
 
 
 
 
 
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     UINT NumCubes; | 
 
 
 
 
 
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 } D3D10_TEXCUBE_ARRAY_SRV1; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     DXGI_FORMAT Format; | 
 
 
 
 
 
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     D3D10_SRV_DIMENSION1  ViewDimension; | 
 
 
 
 
 
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     union { | 
 
 
 
 
 
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         D3D10_BUFFER_SRV Buffer; | 
 
 
 
 
 
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         D3D10_TEX1D_SRV Texture1D; | 
 
 
 
 
 
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         D3D10_TEX1D_ARRAY_SRV Texture1DArray; | 
 
 
 
 
 
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         D3D10_TEX2D_SRV Texture2D; | 
 
 
 
 
 
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         D3D10_TEX2D_ARRAY_SRV Texture2DArray; | 
 
 
 
 
 
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         D3D10_TEX2DMS_SRV Texture2DMS; | 
 
 
 
 
 
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         D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; | 
 
 
 
 
 
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         D3D10_TEX3D_SRV Texture3D; | 
 
 
 
 
 
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         D3D10_TEXCUBE_SRV TextureCube; | 
 
 
 
 
 
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         D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray; | 
 
 
 
 
 
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     }; | 
 
 
 
 
 
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 } D3D10_SHADER_RESOURCE_VIEW_DESC1; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 [ | 
 
 
 
 
 
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     uuid(9b7e4c87-342c-4106-a19f-4f2704f689f0), | 
 
 
 
 
 
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     object, | 
 
 
 
 
 
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     local, | 
 
 
 
 
 
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     pointer_default(unique) | 
 
 
 
 
 
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 ] | 
 
 
 
 
 
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 interface ID3D10ShaderResourceView1 : ID3D10ShaderResourceView | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     void GetDesc1([out] D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); | 
 
 
 
 
 
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 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 [ | 
 
 
 
 
 
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     uuid(9b7e4c8f-342c-4106-a19f-4f2704f689f0), | 
 
 
 
 
 
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     object, | 
 
 
 
 
 
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     local, | 
 
 
 
 
 
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     pointer_default(unique) | 
 
 
 
 
 
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 ] | 
 
 
 
 
 
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 interface ID3D10Device1 : ID3D10Device | 
 
 
 
 
 
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 { | 
 
 
 
 
 
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     HRESULT CreateShaderResourceView1( | 
 
 
 
 
 
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             [in] ID3D10Resource *pResource, | 
 
 
 
 
 
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             [in, out] const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, | 
 
 
 
 
 
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             [out] ID3D10ShaderResourceView1 **ppSRView); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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     HRESULT CreateBlendState1( | 
 
 
 
 
 
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             [in] const D3D10_BLEND_DESC1 *pBlendStateDesc, | 
 
 
 
 
 
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             [out] ID3D10BlendState1 **ppBlendState); | 
 
 
 
 
 
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  | 
 
 
 
 
 
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     D3D10_FEATURE_LEVEL1 GetFeatureLevel(); | 
 
 
 
 
 
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 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 const UINT D3D10_1_SDK_VERSION = 0x20; | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 cpp_quote("HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE,") | 
 
 
 
 
 
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 cpp_quote("    HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**);") | 
 
 
 
 
 
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  | 
 
 
 
 
 
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 [local] HRESULT __stdcall D3D10CreateDeviceAndSwapChain1(IDXGIAdapter *adapter, enum D3D10_DRIVER_TYPE driver_type, | 
 
 
 
 
 
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         HMODULE swrast, UINT flags, D3D10_FEATURE_LEVEL1 feature_level, UINT sdk_version, | 
 
 
 
 
 
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         DXGI_SWAP_CHAIN_DESC *swapchain_desc, IDXGISwapChain **swapchain, ID3D10Device1 **device); |