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D3Dcompiler.h
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D3Dcompiler.h
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//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3DCompiler.h
// Content: D3D Compilation Types and APIs
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3DCOMPILER_H__
#define __D3DCOMPILER_H__
// Current name of the DLL shipped in the same SDK as this header.
#define D3DCOMPILER_DLL_W L"d3dcompiler_43.dll"
#define D3DCOMPILER_DLL_A "d3dcompiler_43.dll"
#ifdef UNICODE
#define D3DCOMPILER_DLL D3DCOMPILER_DLL_W
#else
#define D3DCOMPILER_DLL D3DCOMPILER_DLL_A
#endif
#include "d3d11shader.h"
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
//----------------------------------------------------------------------------
// D3DCOMPILE flags:
// -----------------
// D3DCOMPILE_DEBUG
// Insert debug file/line/type/symbol information.
//
// D3DCOMPILE_SKIP_VALIDATION
// 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.
//
// D3DCOMPILE_SKIP_OPTIMIZATION
// 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.
//
// D3DCOMPILE_PACK_MATRIX_ROW_MAJOR
// Unless explicitly specified, matrices will be packed in row-major order
// on input and output from the shader.
//
// D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR
// 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.
//
// D3DCOMPILE_PARTIAL_PRECISION
// Force all computations in resulting shader to occur at partial precision.
// This may result in faster evaluation of shaders on some hardware.
//
// D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT
// Force compiler to compile against the next highest available software
// target for vertex shaders. This flag also turns optimizations off,
// and debugging on.
//
// D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT
// Force compiler to compile against the next highest available software
// target for pixel shaders. This flag also turns optimizations off,
// and debugging on.
//
// D3DCOMPILE_NO_PRESHADER
// Disables Preshaders. Using this flag will cause the compiler to not
// pull out static expression for evaluation on the host cpu
//
// D3DCOMPILE_AVOID_FLOW_CONTROL
// Hint compiler to avoid flow-control constructs where possible.
//
// D3DCOMPILE_PREFER_FLOW_CONTROL
// Hint compiler to prefer flow-control constructs where possible.
//
// D3DCOMPILE_ENABLE_STRICTNESS
// By default, the HLSL/Effect compilers are not strict on deprecated syntax.
// Specifying this flag enables the strict mode. Deprecated syntax may be
// removed in a future release, and enabling syntax is a good way to make
// sure your shaders comply to the latest spec.
//
// D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY
// This enables older shaders to compile to 4_0 targets.
//
//----------------------------------------------------------------------------
#define D3DCOMPILE_DEBUG (1 << 0)
#define D3DCOMPILE_SKIP_VALIDATION (1 << 1)
#define D3DCOMPILE_SKIP_OPTIMIZATION (1 << 2)
#define D3DCOMPILE_PACK_MATRIX_ROW_MAJOR (1 << 3)
#define D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR (1 << 4)
#define D3DCOMPILE_PARTIAL_PRECISION (1 << 5)
#define D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT (1 << 6)
#define D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT (1 << 7)
#define D3DCOMPILE_NO_PRESHADER (1 << 8)
#define D3DCOMPILE_AVOID_FLOW_CONTROL (1 << 9)
#define D3DCOMPILE_PREFER_FLOW_CONTROL (1 << 10)
#define D3DCOMPILE_ENABLE_STRICTNESS (1 << 11)
#define D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12)
#define D3DCOMPILE_IEEE_STRICTNESS (1 << 13)
#define D3DCOMPILE_OPTIMIZATION_LEVEL0 (1 << 14)
#define D3DCOMPILE_OPTIMIZATION_LEVEL1 0
#define D3DCOMPILE_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15))
#define D3DCOMPILE_OPTIMIZATION_LEVEL3 (1 << 15)
#define D3DCOMPILE_RESERVED16 (1 << 16)
#define D3DCOMPILE_RESERVED17 (1 << 17)
#define D3DCOMPILE_WARNINGS_ARE_ERRORS (1 << 18)
//----------------------------------------------------------------------------
// D3DCOMPILE_EFFECT flags:
// -------------------------------------
// These flags are passed in when creating an effect, and affect
// either compilation behavior or runtime effect behavior
//
// D3DCOMPILE_EFFECT_CHILD_EFFECT
// Compile this .fx file to a child effect. Child effects have no
// initializers for any shared values as these are initialied in the
// master effect (pool).
//
// D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS
// By default, performance mode is enabled. Performance mode
// disallows mutable state objects by preventing non-literal
// expressions from appearing in state object definitions.
// Specifying this flag will disable the mode and allow for mutable
// state objects.
//
//----------------------------------------------------------------------------
#define D3DCOMPILE_EFFECT_CHILD_EFFECT (1 << 0)
#define D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS (1 << 1)
//----------------------------------------------------------------------------
// D3DCompile:
// ----------
// Compile source text into bytecode appropriate for the given target.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DCompile(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__in_opt LPCSTR pSourceName,
__in_xcount_opt(pDefines->Name != NULL) CONST D3D_SHADER_MACRO* pDefines,
__in_opt ID3DInclude* pInclude,
__in LPCSTR pEntrypoint,
__in LPCSTR pTarget,
__in UINT Flags1,
__in UINT Flags2,
__out ID3DBlob** ppCode,
__out_opt ID3DBlob** ppErrorMsgs);
typedef HRESULT (WINAPI *pD3DCompile)
(LPCVOID pSrcData,
SIZE_T SrcDataSize,
LPCSTR pFileName,
CONST D3D_SHADER_MACRO* pDefines,
ID3DInclude* pInclude,
LPCSTR pEntrypoint,
LPCSTR pTarget,
UINT Flags1,
UINT Flags2,
ID3DBlob** ppCode,
ID3DBlob** ppErrorMsgs);
//----------------------------------------------------------------------------
// D3DPreprocess:
// ----------
// Process source text with the compiler's preprocessor and return
// the resulting text.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DPreprocess(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__in_opt LPCSTR pSourceName,
__in_opt CONST D3D_SHADER_MACRO* pDefines,
__in_opt ID3DInclude* pInclude,
__out ID3DBlob** ppCodeText,
__out_opt ID3DBlob** ppErrorMsgs);
typedef HRESULT (WINAPI *pD3DPreprocess)
(LPCVOID pSrcData,
SIZE_T SrcDataSize,
LPCSTR pFileName,
CONST D3D_SHADER_MACRO* pDefines,
ID3DInclude* pInclude,
ID3DBlob** ppCodeText,
ID3DBlob** ppErrorMsgs);
//----------------------------------------------------------------------------
// D3DGetDebugInfo:
// -----------------------
// Gets shader debug info. Debug info is generated by D3DCompile and is
// embedded in the body of the shader.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DGetDebugInfo(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__out ID3DBlob** ppDebugInfo);
//----------------------------------------------------------------------------
// D3DReflect:
// ----------
// Shader code contains metadata that can be inspected via the
// reflection APIs.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DReflect(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__in REFIID pInterface,
__out void** ppReflector);
//----------------------------------------------------------------------------
// D3DDisassemble:
// ----------------------
// Takes a binary shader and returns a buffer containing text assembly.
//----------------------------------------------------------------------------
#define D3D_DISASM_ENABLE_COLOR_CODE 0x00000001
#define D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS 0x00000002
#define D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING 0x00000004
#define D3D_DISASM_ENABLE_INSTRUCTION_CYCLE 0x00000008
#define D3D_DISASM_DISABLE_DEBUG_INFO 0x00000010
HRESULT WINAPI
D3DDisassemble(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__in UINT Flags,
__in_opt LPCSTR szComments,
__out ID3DBlob** ppDisassembly);
typedef HRESULT (WINAPI *pD3DDisassemble)
(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__in UINT Flags,
__in_opt LPCSTR szComments,
__out ID3DBlob** ppDisassembly);
//----------------------------------------------------------------------------
// D3DDisassemble10Effect:
// -----------------------
// Takes a D3D10 effect interface and returns a
// buffer containing text assembly.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DDisassemble10Effect(__in interface ID3D10Effect *pEffect,
__in UINT Flags,
__out ID3DBlob** ppDisassembly);
//----------------------------------------------------------------------------
// D3DGetInputSignatureBlob:
// -----------------------
// Retrieve the input signature from a compilation result.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DGetInputSignatureBlob(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__out ID3DBlob** ppSignatureBlob);
//----------------------------------------------------------------------------
// D3DGetOutputSignatureBlob:
// -----------------------
// Retrieve the output signature from a compilation result.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DGetOutputSignatureBlob(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__out ID3DBlob** ppSignatureBlob);
//----------------------------------------------------------------------------
// D3DGetInputAndOutputSignatureBlob:
// -----------------------
// Retrieve the input and output signatures from a compilation result.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DGetInputAndOutputSignatureBlob(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__out ID3DBlob** ppSignatureBlob);
//----------------------------------------------------------------------------
// D3DStripShader:
// -----------------------
// Removes unwanted blobs from a compilation result
//----------------------------------------------------------------------------
typedef enum D3DCOMPILER_STRIP_FLAGS
{
D3DCOMPILER_STRIP_REFLECTION_DATA = 1,
D3DCOMPILER_STRIP_DEBUG_INFO = 2,
D3DCOMPILER_STRIP_TEST_BLOBS = 4,
D3DCOMPILER_STRIP_FORCE_DWORD = 0x7fffffff,
} D3DCOMPILER_STRIP_FLAGS;
HRESULT WINAPI
D3DStripShader(__in_bcount(BytecodeLength) LPCVOID pShaderBytecode,
__in SIZE_T BytecodeLength,
__in UINT uStripFlags,
__out ID3DBlob** ppStrippedBlob);
//----------------------------------------------------------------------------
// D3DGetBlobPart:
// -----------------------
// Extracts information from a compilation result.
//----------------------------------------------------------------------------
typedef enum D3D_BLOB_PART
{
D3D_BLOB_INPUT_SIGNATURE_BLOB,
D3D_BLOB_OUTPUT_SIGNATURE_BLOB,
D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB,
D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB,
D3D_BLOB_ALL_SIGNATURE_BLOB,
D3D_BLOB_DEBUG_INFO,
D3D_BLOB_LEGACY_SHADER,
D3D_BLOB_XNA_PREPASS_SHADER,
D3D_BLOB_XNA_SHADER,
// Test parts are only produced by special compiler versions and so
// are usually not present in shaders.
D3D_BLOB_TEST_ALTERNATE_SHADER = 0x8000,
D3D_BLOB_TEST_COMPILE_DETAILS,
D3D_BLOB_TEST_COMPILE_PERF,
} D3D_BLOB_PART;
HRESULT WINAPI
D3DGetBlobPart(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__in D3D_BLOB_PART Part,
__in UINT Flags,
__out ID3DBlob** ppPart);
//----------------------------------------------------------------------------
// D3DCompressShaders:
// -----------------------
// Compresses a set of shaders into a more compact form.
//----------------------------------------------------------------------------
typedef struct _D3D_SHADER_DATA
{
LPCVOID pBytecode;
SIZE_T BytecodeLength;
} D3D_SHADER_DATA;
#define D3D_COMPRESS_SHADER_KEEP_ALL_PARTS 0x00000001
HRESULT WINAPI
D3DCompressShaders(__in UINT uNumShaders,
__in_ecount(uNumShaders) D3D_SHADER_DATA* pShaderData,
__in UINT uFlags,
__out ID3DBlob** ppCompressedData);
//----------------------------------------------------------------------------
// D3DDecompressShaders:
// -----------------------
// Decompresses one or more shaders from a compressed set.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DDecompressShaders(__in_bcount(SrcDataSize) LPCVOID pSrcData,
__in SIZE_T SrcDataSize,
__in UINT uNumShaders,
__in UINT uStartIndex,
__in_ecount_opt(uNumShaders) UINT* pIndices,
__in UINT uFlags,
__out_ecount(uNumShaders) ID3DBlob** ppShaders,
__out_opt UINT* pTotalShaders);
//----------------------------------------------------------------------------
// D3DCreateBlob:
// -----------------------
// Create an ID3DBlob instance.
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DCreateBlob(__in SIZE_T Size,
__out ID3DBlob** ppBlob);
#ifdef __cplusplus
}
#endif //__cplusplus
#endif // #ifndef __D3DCOMPILER_H__