Rico Schüller : include: Move D3D_SHADER_VARIABLE_TYPE to d3dcommon.h.
Alexandre Julliard
julliard at winehq.org
Thu Oct 28 12:19:49 CDT 2010
Module: wine
Branch: master
Commit: f5f6bd7c3f22d3fe7569444ddf9d1a68ee8d6933
URL: http://source.winehq.org/git/wine.git/?a=commit;h=f5f6bd7c3f22d3fe7569444ddf9d1a68ee8d6933
Author: Rico Schüller <kgbricola at web.de>
Date: Wed Oct 27 21:33:36 2010 +0200
include: Move D3D_SHADER_VARIABLE_TYPE to d3dcommon.h.
---
include/d3d10shader.h | 37 +---------------
include/d3dcommon.idl | 109 +++++++++++++++++++++++++++++++++++++++++++++++++
2 files changed, 112 insertions(+), 34 deletions(-)
diff --git a/include/d3d10shader.h b/include/d3d10shader.h
index b18b75e..2566d42 100644
--- a/include/d3d10shader.h
+++ b/include/d3d10shader.h
@@ -43,40 +43,6 @@
#define D3D10_SHADER_OPTIMIZATION_LEVEL2 0xC000
#define D3D10_SHADER_OPTIMIZATION_LEVEL3 0x8000
-typedef enum _D3D10_SHADER_VARIABLE_TYPE
-{
- D3D10_SVT_VOID = 0,
- D3D10_SVT_BOOL = 1,
- D3D10_SVT_INT = 2,
- D3D10_SVT_FLOAT = 3,
- D3D10_SVT_STRING = 4,
- D3D10_SVT_TEXTURE = 5,
- D3D10_SVT_TEXTURE1D = 6,
- D3D10_SVT_TEXTURE2D = 7,
- D3D10_SVT_TEXTURE3D = 8,
- D3D10_SVT_TEXTURECUBE = 9,
- D3D10_SVT_SAMPLER = 10,
- D3D10_SVT_PIXELSHADER = 15,
- D3D10_SVT_VERTEXSHADER = 16,
- D3D10_SVT_UINT = 19,
- D3D10_SVT_UINT8 = 20,
- D3D10_SVT_GEOMETRYSHADER = 21,
- D3D10_SVT_RASTERIZER = 22,
- D3D10_SVT_DEPTHSTENCIL = 23,
- D3D10_SVT_BLEND = 24,
- D3D10_SVT_BUFFER = 25,
- D3D10_SVT_CBUFFER = 26,
- D3D10_SVT_TBUFFER = 27,
- D3D10_SVT_TEXTURE1DARRAY = 28,
- D3D10_SVT_TEXTURE2DARRAY = 29,
- D3D10_SVT_RENDERTARGETVIEW = 30,
- D3D10_SVT_DEPTHSTENCILVIEW = 31,
- D3D10_SVT_TEXTURE2DMS = 32,
- D3D10_SVT_TEXTURE2DMSARRAY = 33,
- D3D10_SVT_TEXTURECUBEARRAY = 34,
- D3D10_SVT_FORCE_DWORD = 0x7fffffff
-} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
-
/* These are defined as version-neutral in d3dcommon.h */
typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
@@ -96,6 +62,9 @@ typedef D3D_NAME D3D10_NAME;
typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
+typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
+typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
+
typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
typedef ID3DInclude ID3D10Include;
typedef ID3DInclude *LPD3D10INCLUDE;
diff --git a/include/d3dcommon.idl b/include/d3dcommon.idl
index cbd0cb6..7ecb3a2 100644
--- a/include/d3dcommon.idl
+++ b/include/d3dcommon.idl
@@ -89,6 +89,115 @@ typedef enum _D3D_SHADER_VARIABLE_CLASS
D3D_SVC_FORCE_DWORD = 0x7fffffff,
} D3D_SHADER_VARIABLE_CLASS;
+typedef enum _D3D_SHADER_VARIABLE_TYPE
+{
+ D3D_SVT_VOID,
+ D3D_SVT_BOOL,
+ D3D_SVT_INT,
+ D3D_SVT_FLOAT,
+ D3D_SVT_STRING,
+ D3D_SVT_TEXTURE,
+ D3D_SVT_TEXTURE1D,
+ D3D_SVT_TEXTURE2D,
+ D3D_SVT_TEXTURE3D,
+ D3D_SVT_TEXTURECUBE,
+ D3D_SVT_SAMPLER,
+ D3D_SVT_SAMPLER1D,
+ D3D_SVT_SAMPLER2D,
+ D3D_SVT_SAMPLER3D,
+ D3D_SVT_SAMPLERCUBE,
+ D3D_SVT_PIXELSHADER,
+ D3D_SVT_VERTEXSHADER,
+ D3D_SVT_PIXELFRAGMENT,
+ D3D_SVT_VERTEXFRAGMENT,
+ D3D_SVT_UINT,
+ D3D_SVT_UINT8,
+ D3D_SVT_GEOMETRYSHADER,
+ D3D_SVT_RASTERIZER,
+ D3D_SVT_DEPTHSTENCIL,
+ D3D_SVT_BLEND,
+ D3D_SVT_BUFFER,
+ D3D_SVT_CBUFFER,
+ D3D_SVT_TBUFFER,
+ D3D_SVT_TEXTURE1DARRAY,
+ D3D_SVT_TEXTURE2DARRAY,
+ D3D_SVT_RENDERTARGETVIEW,
+ D3D_SVT_DEPTHSTENCILVIEW,
+ D3D_SVT_TEXTURE2DMS,
+ D3D_SVT_TEXTURE2DMSARRAY,
+ D3D_SVT_TEXTURECUBEARRAY,
+ D3D_SVT_HULLSHADER,
+ D3D_SVT_DOMAINSHADER,
+ D3D_SVT_INTERFACE_POINTER,
+ D3D_SVT_COMPUTESHADER,
+ D3D_SVT_DOUBLE,
+ D3D_SVT_RWTEXTURE1D,
+ D3D_SVT_RWTEXTURE1DARRAY,
+ D3D_SVT_RWTEXTURE2D,
+ D3D_SVT_RWTEXTURE2DARRAY,
+ D3D_SVT_RWTEXTURE3D,
+ D3D_SVT_RWBUFFER,
+ D3D_SVT_BYTEADDRESS_BUFFER,
+ D3D_SVT_RWBYTEADDRESS_BUFFER,
+ D3D_SVT_STRUCTURED_BUFFER,
+ D3D_SVT_RWSTRUCTURED_BUFFER,
+ D3D_SVT_APPEND_STRUCTURED_BUFFER,
+ D3D_SVT_CONSUME_STRUCTURED_BUFFER,
+ D3D10_SVT_VOID = 0,
+ D3D10_SVT_BOOL,
+ D3D10_SVT_INT,
+ D3D10_SVT_FLOAT,
+ D3D10_SVT_STRING,
+ D3D10_SVT_TEXTURE,
+ D3D10_SVT_TEXTURE1D,
+ D3D10_SVT_TEXTURE2D,
+ D3D10_SVT_TEXTURE3D,
+ D3D10_SVT_TEXTURECUBE,
+ D3D10_SVT_SAMPLER,
+ D3D10_SVT_SAMPLER1D,
+ D3D10_SVT_SAMPLER2D,
+ D3D10_SVT_SAMPLER3D,
+ D3D10_SVT_SAMPLERCUBE,
+ D3D10_SVT_PIXELSHADER,
+ D3D10_SVT_VERTEXSHADER,
+ D3D10_SVT_PIXELFRAGMENT,
+ D3D10_SVT_VERTEXFRAGMENT,
+ D3D10_SVT_UINT,
+ D3D10_SVT_UINT8,
+ D3D10_SVT_GEOMETRYSHADER,
+ D3D10_SVT_RASTERIZER,
+ D3D10_SVT_DEPTHSTENCIL,
+ D3D10_SVT_BLEND,
+ D3D10_SVT_BUFFER,
+ D3D10_SVT_CBUFFER,
+ D3D10_SVT_TBUFFER,
+ D3D10_SVT_TEXTURE1DARRAY,
+ D3D10_SVT_TEXTURE2DARRAY,
+ D3D10_SVT_RENDERTARGETVIEW,
+ D3D10_SVT_DEPTHSTENCILVIEW,
+ D3D10_SVT_TEXTURE2DMS,
+ D3D10_SVT_TEXTURE2DMSARRAY,
+ D3D10_SVT_TEXTURECUBEARRAY,
+ D3D11_SVT_HULLSHADER,
+ D3D11_SVT_DOMAINSHADER,
+ D3D11_SVT_INTERFACE_POINTER,
+ D3D11_SVT_COMPUTESHADER,
+ D3D11_SVT_DOUBLE,
+ D3D11_SVT_RWTEXTURE1D,
+ D3D11_SVT_RWTEXTURE1DARRAY,
+ D3D11_SVT_RWTEXTURE2D,
+ D3D11_SVT_RWTEXTURE2DARRAY,
+ D3D11_SVT_RWTEXTURE3D,
+ D3D11_SVT_RWBUFFER,
+ D3D11_SVT_BYTEADDRESS_BUFFER,
+ D3D11_SVT_RWBYTEADDRESS_BUFFER,
+ D3D11_SVT_STRUCTURED_BUFFER,
+ D3D11_SVT_RWSTRUCTURED_BUFFER,
+ D3D11_SVT_APPEND_STRUCTURED_BUFFER,
+ D3D11_SVT_CONSUME_STRUCTURED_BUFFER,
+ D3D_SVT_FORCE_DWORD = 0x7fffffff,
+} D3D_SHADER_VARIABLE_TYPE;
+
typedef enum D3D_CBUFFER_TYPE
{
D3D_CT_CBUFFER,
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