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mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-22 02:32:36 +01:00

d3d12: Move d3d12 files to separate solution.

It simplify solution configurations.
This commit is contained in:
Vincent Lejeune 2015-10-06 16:02:51 +02:00
parent 77bf86eaa5
commit a462b4518c
68 changed files with 85737 additions and 367 deletions

7183
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/*=========================================================================*\
Copyright (c) Microsoft Corporation. All rights reserved.
File: D2D1_1Helper.h
Module Name: D2D
Description: Helper files over the D2D interfaces and APIs.
\*=========================================================================*/
#pragma once
#ifndef _D2D1_1HELPER_H_
#define _D2D1_1HELPER_H_
#ifndef _D2D1_1_H_
#include <d2d1_1.h>
#endif // #ifndef _D2D1_H_
#ifndef D2D_USE_C_DEFINITIONS
#include <winapifamily.h>
#pragma region Application Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
namespace D2D1
{
template<>
struct TypeTraits<INT32>
{
typedef D2D1_POINT_2L Point;
typedef D2D1_RECT_L Rect;
};
template<>
struct TypeTraits<LONG>
{
typedef D2D1_POINT_2L Point;
typedef D2D1_RECT_L Rect;
};
class Matrix4x3F : public D2D1_MATRIX_4X3_F
{
public:
COM_DECLSPEC_NOTHROW
inline
Matrix4x3F(
FLOAT m11, FLOAT m12, FLOAT m13,
FLOAT m21, FLOAT m22, FLOAT m23,
FLOAT m31, FLOAT m32, FLOAT m33,
FLOAT m41, FLOAT m42, FLOAT m43
)
{
_11 = m11;
_12 = m12;
_13 = m13;
_21 = m21;
_22 = m22;
_23 = m23;
_31 = m31;
_32 = m32;
_33 = m33;
_41 = m41;
_42 = m42;
_43 = m43;
}
COM_DECLSPEC_NOTHROW
inline
Matrix4x3F()
{
_11 = 1;
_12 = 0;
_13 = 0;
_21 = 0;
_22 = 1;
_23 = 0;
_31 = 0;
_32 = 0;
_33 = 1;
_41 = 0;
_42 = 0;
_43 = 0;
}
};
class Matrix4x4F : public D2D1_MATRIX_4X4_F
{
public:
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F(
FLOAT m11, FLOAT m12, FLOAT m13, FLOAT m14,
FLOAT m21, FLOAT m22, FLOAT m23, FLOAT m24,
FLOAT m31, FLOAT m32, FLOAT m33, FLOAT m34,
FLOAT m41, FLOAT m42, FLOAT m43, FLOAT m44
)
{
_11 = m11;
_12 = m12;
_13 = m13;
_14 = m14;
_21 = m21;
_22 = m22;
_23 = m23;
_24 = m24;
_31 = m31;
_32 = m32;
_33 = m33;
_34 = m34;
_41 = m41;
_42 = m42;
_43 = m43;
_44 = m44;
}
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F()
{
_11 = 1;
_12 = 0;
_13 = 0;
_14 = 0;
_21 = 0;
_22 = 1;
_23 = 0;
_24 = 0;
_31 = 0;
_32 = 0;
_33 = 1;
_34 = 0;
_41 = 0;
_42 = 0;
_43 = 0;
_44 = 1;
}
COM_DECLSPEC_NOTHROW
inline
bool
operator==(
const Matrix4x4F& r
) const
{
return _11 == r._11 && _12 == r._12 && _13 == r._13 && _14 == r._14 &&
_21 == r._21 && _22 == r._22 && _23 == r._23 && _24 == r._24 &&
_31 == r._31 && _32 == r._32 && _33 == r._33 && _34 == r._34 &&
_41 == r._41 && _42 == r._42 && _43 == r._43 && _44 == r._44;
}
COM_DECLSPEC_NOTHROW
inline
bool
operator!=(
const Matrix4x4F& r
) const
{
return !(*this == r);
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
Translation(FLOAT x, FLOAT y, FLOAT z)
{
Matrix4x4F translation;
translation._11 = 1.0; translation._12 = 0.0; translation._13 = 0.0; translation._14 = 0.0;
translation._21 = 0.0; translation._22 = 1.0; translation._23 = 0.0; translation._24 = 0.0;
translation._31 = 0.0; translation._32 = 0.0; translation._33 = 1.0; translation._34 = 0.0;
translation._41 = x; translation._42 = y; translation._43 = z; translation._44 = 1.0;
return translation;
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
Scale(FLOAT x, FLOAT y, FLOAT z)
{
Matrix4x4F scale;
scale._11 = x; scale._12 = 0.0; scale._13 = 0.0; scale._14 = 0.0;
scale._21 = 0.0; scale._22 = y; scale._23 = 0.0; scale._24 = 0.0;
scale._31 = 0.0; scale._32 = 0.0; scale._33 = z; scale._34 = 0.0;
scale._41 = 0.0; scale._42 = 0.0; scale._43 = 0.0; scale._44 = 1.0;
return scale;
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
RotationX(FLOAT degreeX)
{
FLOAT angleInRadian = degreeX * (3.141592654f / 180.0f);
FLOAT sinAngle = 0.0;
FLOAT cosAngle = 0.0;
D2D1SinCos(angleInRadian, &sinAngle, &cosAngle);
Matrix4x4F rotationX(
1, 0, 0, 0,
0, cosAngle, sinAngle, 0,
0, -sinAngle, cosAngle, 0,
0, 0, 0, 1
);
return rotationX;
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
RotationY(FLOAT degreeY)
{
FLOAT angleInRadian = degreeY * (3.141592654f / 180.0f);
FLOAT sinAngle = 0.0;
FLOAT cosAngle = 0.0;
D2D1SinCos(angleInRadian, &sinAngle, &cosAngle);
Matrix4x4F rotationY(
cosAngle, 0, -sinAngle, 0,
0, 1, 0, 0,
sinAngle, 0, cosAngle, 0,
0, 0, 0, 1
);
return rotationY;
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
RotationZ(FLOAT degreeZ)
{
FLOAT angleInRadian = degreeZ * (3.141592654f / 180.0f);
FLOAT sinAngle = 0.0;
FLOAT cosAngle = 0.0;
D2D1SinCos(angleInRadian, &sinAngle, &cosAngle);
Matrix4x4F rotationZ(
cosAngle, sinAngle, 0, 0,
-sinAngle, cosAngle, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return rotationZ;
}
//
// 3D Rotation matrix for an arbitrary axis specified by x, y and z
//
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
RotationArbitraryAxis(FLOAT x, FLOAT y, FLOAT z, FLOAT degree)
{
// Normalize the vector represented by x, y, and z
FLOAT magnitude = D2D1Vec3Length(x, y, z);
x /= magnitude;
y /= magnitude;
z /= magnitude;
FLOAT angleInRadian = degree * (3.141592654f / 180.0f);
FLOAT sinAngle = 0.0;
FLOAT cosAngle = 0.0;
D2D1SinCos(angleInRadian, &sinAngle, &cosAngle);
FLOAT oneMinusCosAngle = 1 - cosAngle;
Matrix4x4F rotationArb(
1 + oneMinusCosAngle * (x * x - 1),
z * sinAngle + oneMinusCosAngle * x * y,
-y * sinAngle + oneMinusCosAngle * x * z,
0,
-z * sinAngle + oneMinusCosAngle * y * x,
1 + oneMinusCosAngle * (y * y - 1),
x * sinAngle + oneMinusCosAngle * y * z,
0,
y * sinAngle + oneMinusCosAngle * z * x,
-x * sinAngle + oneMinusCosAngle * z * y,
1 + oneMinusCosAngle * (z * z - 1) ,
0,
0, 0, 0, 1
);
return rotationArb;
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
SkewX(FLOAT degreeX)
{
FLOAT angleInRadian = degreeX * (3.141592654f / 180.0f);
FLOAT tanAngle = D2D1Tan(angleInRadian);
Matrix4x4F skewX(
1, 0, 0, 0,
tanAngle, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return skewX;
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
SkewY(FLOAT degreeY)
{
FLOAT angleInRadian = degreeY * (3.141592654f / 180.0f);
FLOAT tanAngle = D2D1Tan(angleInRadian);
Matrix4x4F skewY(
1, tanAngle, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return skewY;
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
PerspectiveProjection(FLOAT depth)
{
float proj = 0;
if (depth > 0)
{
proj = -1/depth;
}
Matrix4x4F projection(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, proj,
0, 0, 0, 1
);
return projection;
}
//
// Functions for convertion from the base D2D1_MATRIX_4X4_f to
// this type without making a copy
//
static
COM_DECLSPEC_NOTHROW
inline
const Matrix4x4F*
ReinterpretBaseType(const D2D1_MATRIX_4X4_F *pMatrix)
{
return static_cast<const Matrix4x4F *>(pMatrix);
}
static
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F*
ReinterpretBaseType(D2D1_MATRIX_4X4_F *pMatrix)
{
return static_cast<Matrix4x4F *>(pMatrix);
}
COM_DECLSPEC_NOTHROW
inline
FLOAT
Determinant() const
{
FLOAT minor1 = _41 * (_12 * (_23 * _34 - _33 * _24) - _13 * (_22 * _34 - _24 * _32) + _14 * (_22 * _33 - _23 * _32));
FLOAT minor2 = _42 * (_11 * (_21 * _34 - _31 * _24) - _13 * (_21 * _34 - _24 * _31) + _14 * (_21 * _33 - _23 * _31));
FLOAT minor3 = _43 * (_11 * (_22 * _34 - _32 * _24) - _12 * (_21 * _34 - _24 * _31) + _14 * (_21 * _32 - _22 * _31));
FLOAT minor4 = _44 * (_11 * (_22 * _33 - _32 * _23) - _12 * (_21 * _33 - _23 * _31) + _13 * (_21 * _32 - _22 * _31));
return minor1 - minor2 + minor3 - minor4;
}
COM_DECLSPEC_NOTHROW
inline
bool
IsIdentity() const
{
return _11 == 1.f && _12 == 0.f && _13 == 0.f && _14 == 0.f
&& _21 == 0.f && _22 == 1.f && _23 == 0.f && _24 == 0.f
&& _31 == 0.f && _32 == 0.f && _33 == 1.f && _34 == 0.f
&& _41 == 0.f && _42 == 0.f && _43 == 0.f && _44 == 1.f;
}
COM_DECLSPEC_NOTHROW
inline
void
SetProduct(const Matrix4x4F &a, const Matrix4x4F &b)
{
_11 = a._11 * b._11 + a._12 * b._21 + a._13 * b._31 + a._14 * b._41;
_12 = a._11 * b._12 + a._12 * b._22 + a._13 * b._32 + a._14 * b._42;
_13 = a._11 * b._13 + a._12 * b._23 + a._13 * b._33 + a._14 * b._43;
_14 = a._11 * b._14 + a._12 * b._24 + a._13 * b._34 + a._14 * b._44;
_21 = a._21 * b._11 + a._22 * b._21 + a._23 * b._31 + a._24 * b._41;
_22 = a._21 * b._12 + a._22 * b._22 + a._23 * b._32 + a._24 * b._42;
_23 = a._21 * b._13 + a._22 * b._23 + a._23 * b._33 + a._24 * b._43;
_24 = a._21 * b._14 + a._22 * b._24 + a._23 * b._34 + a._24 * b._44;
_31 = a._31 * b._11 + a._32 * b._21 + a._33 * b._31 + a._34 * b._41;
_32 = a._31 * b._12 + a._32 * b._22 + a._33 * b._32 + a._34 * b._42;
_33 = a._31 * b._13 + a._32 * b._23 + a._33 * b._33 + a._34 * b._43;
_34 = a._31 * b._14 + a._32 * b._24 + a._33 * b._34 + a._34 * b._44;
_41 = a._41 * b._11 + a._42 * b._21 + a._43 * b._31 + a._44 * b._41;
_42 = a._41 * b._12 + a._42 * b._22 + a._43 * b._32 + a._44 * b._42;
_43 = a._41 * b._13 + a._42 * b._23 + a._43 * b._33 + a._44 * b._43;
_44 = a._41 * b._14 + a._42 * b._24 + a._43 * b._34 + a._44 * b._44;
}
COM_DECLSPEC_NOTHROW
inline
Matrix4x4F
operator*(const Matrix4x4F &matrix) const
{
Matrix4x4F result;
result.SetProduct(*this, matrix);
return result;
}
};
class Matrix5x4F : public D2D1_MATRIX_5X4_F
{
public:
COM_DECLSPEC_NOTHROW
inline
Matrix5x4F(
FLOAT m11, FLOAT m12, FLOAT m13, FLOAT m14,
FLOAT m21, FLOAT m22, FLOAT m23, FLOAT m24,
FLOAT m31, FLOAT m32, FLOAT m33, FLOAT m34,
FLOAT m41, FLOAT m42, FLOAT m43, FLOAT m44,
FLOAT m51, FLOAT m52, FLOAT m53, FLOAT m54
)
{
_11 = m11;
_12 = m12;
_13 = m13;
_14 = m14;
_21 = m21;
_22 = m22;
_23 = m23;
_24 = m24;
_31 = m31;
_32 = m32;
_33 = m33;
_34 = m34;
_41 = m41;
_42 = m42;
_43 = m43;
_44 = m44;
_51 = m51;
_52 = m52;
_53 = m53;
_54 = m54;
}
COM_DECLSPEC_NOTHROW
inline
Matrix5x4F()
{
_11 = 1;
_12 = 0;
_13 = 0;
_14 = 0;
_21 = 0;
_22 = 1;
_23 = 0;
_24 = 0;
_31 = 0;
_32 = 0;
_33 = 1;
_34 = 0;
_41 = 0;
_42 = 0;
_43 = 0;
_44 = 1;
_51 = 0;
_52 = 0;
_53 = 0;
_54 = 0;
}
};
COM_DECLSPEC_NOTHROW
inline
D2D1_COLOR_F
ConvertColorSpace(
D2D1_COLOR_SPACE sourceColorSpace,
D2D1_COLOR_SPACE destinationColorSpace,
const D2D1_COLOR_F& color
)
{
return D2D1ConvertColorSpace(
sourceColorSpace,
destinationColorSpace,
&color
);
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_DRAWING_STATE_DESCRIPTION1
DrawingStateDescription1(
D2D1_ANTIALIAS_MODE antialiasMode = D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
D2D1_TEXT_ANTIALIAS_MODE textAntialiasMode = D2D1_TEXT_ANTIALIAS_MODE_DEFAULT,
D2D1_TAG tag1 = 0,
D2D1_TAG tag2 = 0,
_In_ const D2D1_MATRIX_3X2_F &transform = D2D1::IdentityMatrix(),
D2D1_PRIMITIVE_BLEND primitiveBlend = D2D1_PRIMITIVE_BLEND_SOURCE_OVER,
D2D1_UNIT_MODE unitMode = D2D1_UNIT_MODE_DIPS
)
{
D2D1_DRAWING_STATE_DESCRIPTION1 drawingStateDescription1;
drawingStateDescription1.antialiasMode = antialiasMode;
drawingStateDescription1.textAntialiasMode = textAntialiasMode;
drawingStateDescription1.tag1 = tag1;
drawingStateDescription1.tag2 = tag2;
drawingStateDescription1.transform = transform;
drawingStateDescription1.primitiveBlend = primitiveBlend;
drawingStateDescription1.unitMode = unitMode;
return drawingStateDescription1;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_DRAWING_STATE_DESCRIPTION1
DrawingStateDescription1(
_In_ const D2D1_DRAWING_STATE_DESCRIPTION &desc,
D2D1_PRIMITIVE_BLEND primitiveBlend = D2D1_PRIMITIVE_BLEND_SOURCE_OVER,
D2D1_UNIT_MODE unitMode = D2D1_UNIT_MODE_DIPS
)
{
D2D1_DRAWING_STATE_DESCRIPTION1 drawingStateDescription1;
drawingStateDescription1.antialiasMode = desc.antialiasMode;
drawingStateDescription1.textAntialiasMode = desc.textAntialiasMode;
drawingStateDescription1.tag1 = desc.tag1;
drawingStateDescription1.tag2 = desc.tag2;
drawingStateDescription1.transform = desc.transform;
drawingStateDescription1.primitiveBlend = primitiveBlend;
drawingStateDescription1.unitMode = unitMode;
return drawingStateDescription1;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_BITMAP_PROPERTIES1
BitmapProperties1(
D2D1_BITMAP_OPTIONS bitmapOptions = D2D1_BITMAP_OPTIONS_NONE,
_In_ CONST D2D1_PIXEL_FORMAT pixelFormat = D2D1::PixelFormat(),
FLOAT dpiX = 96.0f,
FLOAT dpiY = 96.0f,
_In_opt_ ID2D1ColorContext *colorContext = NULL
)
{
D2D1_BITMAP_PROPERTIES1 bitmapProperties =
{
pixelFormat,
dpiX, dpiY,
bitmapOptions,
colorContext
};
return bitmapProperties;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_LAYER_PARAMETERS1
LayerParameters1(
_In_ CONST D2D1_RECT_F &contentBounds = D2D1::InfiniteRect(),
_In_opt_ ID2D1Geometry *geometricMask = NULL,
D2D1_ANTIALIAS_MODE maskAntialiasMode = D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
D2D1_MATRIX_3X2_F maskTransform = D2D1::IdentityMatrix(),
FLOAT opacity = 1.0,
_In_opt_ ID2D1Brush *opacityBrush = NULL,
D2D1_LAYER_OPTIONS1 layerOptions = D2D1_LAYER_OPTIONS1_NONE
)
{
D2D1_LAYER_PARAMETERS1 layerParameters = { 0 };
layerParameters.contentBounds = contentBounds;
layerParameters.geometricMask = geometricMask;
layerParameters.maskAntialiasMode = maskAntialiasMode;
layerParameters.maskTransform = maskTransform;
layerParameters.opacity = opacity;
layerParameters.opacityBrush = opacityBrush;
layerParameters.layerOptions = layerOptions;
return layerParameters;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_STROKE_STYLE_PROPERTIES1
StrokeStyleProperties1(
D2D1_CAP_STYLE startCap = D2D1_CAP_STYLE_FLAT,
D2D1_CAP_STYLE endCap = D2D1_CAP_STYLE_FLAT,
D2D1_CAP_STYLE dashCap = D2D1_CAP_STYLE_FLAT,
D2D1_LINE_JOIN lineJoin = D2D1_LINE_JOIN_MITER,
FLOAT miterLimit = 10.0f,
D2D1_DASH_STYLE dashStyle = D2D1_DASH_STYLE_SOLID,
FLOAT dashOffset = 0.0f,
D2D1_STROKE_TRANSFORM_TYPE transformType = D2D1_STROKE_TRANSFORM_TYPE_NORMAL
)
{
D2D1_STROKE_STYLE_PROPERTIES1 strokeStyleProperties;
strokeStyleProperties.startCap = startCap;
strokeStyleProperties.endCap = endCap;
strokeStyleProperties.dashCap = dashCap;
strokeStyleProperties.lineJoin = lineJoin;
strokeStyleProperties.miterLimit = miterLimit;
strokeStyleProperties.dashStyle = dashStyle;
strokeStyleProperties.dashOffset = dashOffset;
strokeStyleProperties.transformType = transformType;
return strokeStyleProperties;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_IMAGE_BRUSH_PROPERTIES
ImageBrushProperties(
D2D1_RECT_F sourceRectangle,
D2D1_EXTEND_MODE extendModeX = D2D1_EXTEND_MODE_CLAMP,
D2D1_EXTEND_MODE extendModeY = D2D1_EXTEND_MODE_CLAMP,
D2D1_INTERPOLATION_MODE interpolationMode = D2D1_INTERPOLATION_MODE_LINEAR
)
{
D2D1_IMAGE_BRUSH_PROPERTIES imageBrushProperties;
imageBrushProperties.extendModeX = extendModeX;
imageBrushProperties.extendModeY = extendModeY;
imageBrushProperties.interpolationMode = interpolationMode;
imageBrushProperties.sourceRectangle = sourceRectangle;
return imageBrushProperties;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_BITMAP_BRUSH_PROPERTIES1
BitmapBrushProperties1(
D2D1_EXTEND_MODE extendModeX = D2D1_EXTEND_MODE_CLAMP,
D2D1_EXTEND_MODE extendModeY = D2D1_EXTEND_MODE_CLAMP,
D2D1_INTERPOLATION_MODE interpolationMode = D2D1_INTERPOLATION_MODE_LINEAR
)
{
D2D1_BITMAP_BRUSH_PROPERTIES1 bitmapBrush1Properties;
bitmapBrush1Properties.extendModeX = extendModeX;
bitmapBrush1Properties.extendModeY = extendModeY;
bitmapBrush1Properties.interpolationMode = interpolationMode;
return bitmapBrush1Properties;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_PRINT_CONTROL_PROPERTIES
PrintControlProperties(
D2D1_PRINT_FONT_SUBSET_MODE fontSubsetMode = D2D1_PRINT_FONT_SUBSET_MODE_DEFAULT,
FLOAT rasterDpi = 150.0f,
D2D1_COLOR_SPACE colorSpace = D2D1_COLOR_SPACE_SRGB
)
{
D2D1_PRINT_CONTROL_PROPERTIES printControlProps;
printControlProps.fontSubset = fontSubsetMode;
printControlProps.rasterDPI = rasterDpi;
printControlProps.colorSpace = colorSpace;
return printControlProps;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_RENDERING_CONTROLS
RenderingControls(
D2D1_BUFFER_PRECISION bufferPrecision,
D2D1_SIZE_U tileSize
)
{
D2D1_RENDERING_CONTROLS renderingControls;
renderingControls.bufferPrecision = bufferPrecision;
renderingControls.tileSize = tileSize;
return renderingControls;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_EFFECT_INPUT_DESCRIPTION
EffectInputDescription(
ID2D1Effect *effect,
UINT32 inputIndex,
D2D1_RECT_F inputRectangle
)
{
D2D1_EFFECT_INPUT_DESCRIPTION description;
description.effect = effect;
description.inputIndex = inputIndex;
description.inputRectangle = inputRectangle;
return description;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_CREATION_PROPERTIES
CreationProperties(
D2D1_THREADING_MODE threadingMode,
D2D1_DEBUG_LEVEL debugLevel,
D2D1_DEVICE_CONTEXT_OPTIONS options
)
{
D2D1_CREATION_PROPERTIES creationProperties;
creationProperties.threadingMode = threadingMode;
creationProperties.debugLevel = debugLevel;
creationProperties.options = options;
return creationProperties;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_VECTOR_2F
Vector2F(
FLOAT x = 0.0f,
FLOAT y = 0.0f
)
{
D2D1_VECTOR_2F vec2 = {x, y};
return vec2;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_VECTOR_3F
Vector3F(
FLOAT x = 0.0f,
FLOAT y = 0.0f,
FLOAT z = 0.0f
)
{
D2D1_VECTOR_3F vec3 = {x, y, z};
return vec3;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_VECTOR_4F
Vector4F(
FLOAT x = 0.0f,
FLOAT y = 0.0f,
FLOAT z = 0.0f,
FLOAT w = 0.0f
)
{
D2D1_VECTOR_4F vec4 = {x, y, z, w};
return vec4;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_POINT_2L
Point2L(
INT32 x = 0,
INT32 y = 0
)
{
return Point2<INT32>(x, y);
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_RECT_L
RectL(
INT32 left = 0.f,
INT32 top = 0.f,
INT32 right = 0.f,
INT32 bottom = 0.f
)
{
return Rect<INT32>(left, top, right, bottom);
}
//
// Sets a bitmap as an effect input, while inserting a DPI compensation effect
// to preserve visual appearance as the device context's DPI changes.
//
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
HRESULT
SetDpiCompensatedEffectInput(
_In_ ID2D1DeviceContext *deviceContext,
_In_ ID2D1Effect *effect,
UINT32 inputIndex,
_In_opt_ ID2D1Bitmap *inputBitmap,
D2D1_INTERPOLATION_MODE interpolationMode = D2D1_INTERPOLATION_MODE_LINEAR,
D2D1_BORDER_MODE borderMode = D2D1_BORDER_MODE_HARD
)
{
HRESULT hr = S_OK;
ID2D1Effect *dpiCompensationEffect = NULL;
if (!inputBitmap)
{
effect->SetInput(inputIndex, NULL);
return hr;
}
hr = deviceContext->CreateEffect(CLSID_D2D1DpiCompensation, &dpiCompensationEffect);
if (SUCCEEDED(hr))
{
if (SUCCEEDED(hr))
{
dpiCompensationEffect->SetInput(0, inputBitmap);
D2D1_POINT_2F bitmapDpi;
inputBitmap->GetDpi(&bitmapDpi.x, &bitmapDpi.y);
hr = dpiCompensationEffect->SetValue(D2D1_DPICOMPENSATION_PROP_INPUT_DPI, bitmapDpi);
}
if (SUCCEEDED(hr))
{
hr = dpiCompensationEffect->SetValue(D2D1_DPICOMPENSATION_PROP_INTERPOLATION_MODE, interpolationMode);
}
if (SUCCEEDED(hr))
{
hr = dpiCompensationEffect->SetValue(D2D1_DPICOMPENSATION_PROP_BORDER_MODE, borderMode);
}
if (SUCCEEDED(hr))
{
effect->SetInputEffect(inputIndex, dpiCompensationEffect);
}
if (dpiCompensationEffect)
{
dpiCompensationEffect->Release();
}
}
return hr;
}
} // namespace D2D1
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
#endif // #ifndef D2D_USE_C_DEFINITIONS
#endif // #ifndef _D2D1_HELPER_H_

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@ -0,0 +1,809 @@
//---------------------------------------------------------------------------
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// This file is automatically generated. Please do not edit it directly.
//
// File name: D2D1_2.h
//---------------------------------------------------------------------------
#ifdef _MSC_VER
#pragma once
#endif // #ifdef _MSC_VER
#ifndef _D2D1_2_H_
#define _D2D1_2_H_
#ifndef _D2D1_1_H_
#include <d2d1_1.h>
#endif // #ifndef _D2D1_1_H_
#ifndef _D2D1_EFFECTS_1_
#include <d2d1effects_1.h>
#endif // #ifndef _D2D1_EFFECTS_1_
#include <winapifamily.h>
#pragma region Application Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
#ifndef D2D_USE_C_DEFINITIONS
interface ID2D1Device1;
#else
typedef interface ID2D1Device1 ID2D1Device1;
#endif
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_RENDERING_PRIORITY
//
// Synopsis:
// Specifies the extent to which D2D will throttle work sent to the GPU.
//
//------------------------------------------------------------------------------
typedef enum D2D1_RENDERING_PRIORITY
{
D2D1_RENDERING_PRIORITY_NORMAL = 0,
D2D1_RENDERING_PRIORITY_LOW = 1,
D2D1_RENDERING_PRIORITY_FORCE_DWORD = 0xffffffff
} D2D1_RENDERING_PRIORITY;
#ifndef D2D_USE_C_DEFINITIONS
//+-----------------------------------------------------------------------------
//
// Interface:
// ID2D1GeometryRealization
//
//------------------------------------------------------------------------------
interface DX_DECLARE_INTERFACE("a16907d7-bc02-4801-99e8-8cf7f485f774") ID2D1GeometryRealization : public ID2D1Resource
{
}; // interface ID2D1GeometryRealization
//+-----------------------------------------------------------------------------
//
// Interface:
// ID2D1DeviceContext1
//
//------------------------------------------------------------------------------
interface DX_DECLARE_INTERFACE("d37f57e4-6908-459f-a199-e72f24f79987") ID2D1DeviceContext1 : public ID2D1DeviceContext
{
STDMETHOD(CreateFilledGeometryRealization)(
_In_ ID2D1Geometry *geometry,
FLOAT flatteningTolerance,
_Outptr_ ID2D1GeometryRealization **geometryRealization
) PURE;
STDMETHOD(CreateStrokedGeometryRealization)(
_In_ ID2D1Geometry *geometry,
FLOAT flatteningTolerance,
FLOAT strokeWidth,
_In_opt_ ID2D1StrokeStyle *strokeStyle,
_Outptr_ ID2D1GeometryRealization **geometryRealization
) PURE;
STDMETHOD_(void, DrawGeometryRealization)(
_In_ ID2D1GeometryRealization *geometryRealization,
_In_ ID2D1Brush *brush
) PURE;
}; // interface ID2D1DeviceContext1
//+-----------------------------------------------------------------------------
//
// Interface:
// ID2D1Device1
//
//------------------------------------------------------------------------------
interface DX_DECLARE_INTERFACE("d21768e1-23a4-4823-a14b-7c3eba85d658") ID2D1Device1 : public ID2D1Device
{
//
// Retrieves the rendering priority currently set on the device.
//
STDMETHOD_(D2D1_RENDERING_PRIORITY, GetRenderingPriority)(
) PURE;
//
// Sets the rendering priority of the device.
//
STDMETHOD_(void, SetRenderingPriority)(
D2D1_RENDERING_PRIORITY renderingPriority
) PURE;
//
// Creates a new device context with no initially assigned target.
//
STDMETHOD(CreateDeviceContext)(
D2D1_DEVICE_CONTEXT_OPTIONS options,
_Outptr_ ID2D1DeviceContext1 **deviceContext1
) PURE;
using ID2D1Device::CreateDeviceContext;
}; // interface ID2D1Device1
//+-----------------------------------------------------------------------------
//
// Interface:
// ID2D1Factory2
//
//------------------------------------------------------------------------------
interface DX_DECLARE_INTERFACE("94f81a73-9212-4376-9c58-b16a3a0d3992") ID2D1Factory2 : public ID2D1Factory1
{
//
// This creates a new Direct2D device from the given IDXGIDevice.
//
STDMETHOD(CreateDevice)(
_In_ IDXGIDevice *dxgiDevice,
_Outptr_ ID2D1Device1 **d2dDevice1
) PURE;
using ID2D1Factory1::CreateDevice;
}; // interface ID2D1Factory2
//+-----------------------------------------------------------------------------
//
// Interface:
// ID2D1CommandSink1
//
//------------------------------------------------------------------------------
interface DX_DECLARE_INTERFACE("9eb767fd-4269-4467-b8c2-eb30cb305743") ID2D1CommandSink1 : public ID2D1CommandSink
{
//
// This method is called if primitiveBlend value was added after Windows 8.
// SetPrimitiveBlend method is used for Win8 values (_SOURCE_OVER and _COPY).
//
STDMETHOD(SetPrimitiveBlend1)(
D2D1_PRIMITIVE_BLEND primitiveBlend
) PURE;
}; // interface ID2D1CommandSink1
#endif
EXTERN_C CONST IID IID_ID2D1GeometryRealization;
EXTERN_C CONST IID IID_ID2D1DeviceContext1;
EXTERN_C CONST IID IID_ID2D1Device1;
EXTERN_C CONST IID IID_ID2D1Factory2;
EXTERN_C CONST IID IID_ID2D1CommandSink1;
#ifdef D2D_USE_C_DEFINITIONS
typedef interface ID2D1GeometryRealization ID2D1GeometryRealization;
typedef struct ID2D1GeometryRealizationVtbl
{
ID2D1ResourceVtbl Base;
} ID2D1GeometryRealizationVtbl;
interface ID2D1GeometryRealization
{
CONST struct ID2D1GeometryRealizationVtbl *lpVtbl;
};
#define ID2D1GeometryRealization_QueryInterface(This, riid, ppv) \
((This)->lpVtbl->Base.Base.QueryInterface((IUnknown *)This, riid, ppv))
#define ID2D1GeometryRealization_AddRef(This) \
((This)->lpVtbl->Base.Base.AddRef((IUnknown *)This))
#define ID2D1GeometryRealization_Release(This) \
((This)->lpVtbl->Base.Base.Release((IUnknown *)This))
#define ID2D1GeometryRealization_GetFactory(This, factory) \
((This)->lpVtbl->Base.GetFactory((ID2D1Resource *)This, factory))
typedef interface ID2D1DeviceContext1 ID2D1DeviceContext1;
typedef struct ID2D1DeviceContext1Vtbl
{
ID2D1DeviceContextVtbl Base;
STDMETHOD(CreateFilledGeometryRealization)(
ID2D1DeviceContext1 *This,
_In_ ID2D1Geometry *geometry,
FLOAT flatteningTolerance,
_Outptr_ ID2D1GeometryRealization **geometryRealization
) PURE;
STDMETHOD(CreateStrokedGeometryRealization)(
ID2D1DeviceContext1 *This,
_In_ ID2D1Geometry *geometry,
FLOAT flatteningTolerance,
FLOAT strokeWidth,
_In_opt_ ID2D1StrokeStyle *strokeStyle,
_Outptr_ ID2D1GeometryRealization **geometryRealization
) PURE;
STDMETHOD_(void, DrawGeometryRealization)(
ID2D1DeviceContext1 *This,
_In_ ID2D1GeometryRealization *geometryRealization,
_In_ ID2D1Brush *brush
) PURE;
} ID2D1DeviceContext1Vtbl;
interface ID2D1DeviceContext1
{
CONST struct ID2D1DeviceContext1Vtbl *lpVtbl;
};
#define ID2D1DeviceContext1_QueryInterface(This, riid, ppv) \
((This)->lpVtbl->Base.Base.Base.Base.QueryInterface((IUnknown *)This, riid, ppv))
#define ID2D1DeviceContext1_AddRef(This) \
((This)->lpVtbl->Base.Base.Base.Base.AddRef((IUnknown *)This))
#define ID2D1DeviceContext1_Release(This) \
((This)->lpVtbl->Base.Base.Base.Base.Release((IUnknown *)This))
#define ID2D1DeviceContext1_GetFactory(This, factory) \
((This)->lpVtbl->Base.Base.Base.GetFactory((ID2D1Resource *)This, factory))
#define ID2D1DeviceContext1_CreateSharedBitmap(This, riid, data, bitmapProperties, bitmap) \
((This)->lpVtbl->Base.Base.CreateSharedBitmap((ID2D1RenderTarget *)This, riid, data, bitmapProperties, bitmap))
#define ID2D1DeviceContext1_CreateSolidColorBrush(This, color, brushProperties, solidColorBrush) \
((This)->lpVtbl->Base.Base.CreateSolidColorBrush((ID2D1RenderTarget *)This, color, brushProperties, solidColorBrush))
#define ID2D1DeviceContext1_CreateLinearGradientBrush(This, linearGradientBrushProperties, brushProperties, gradientStopCollection, linearGradientBrush) \
((This)->lpVtbl->Base.Base.CreateLinearGradientBrush((ID2D1RenderTarget *)This, linearGradientBrushProperties, brushProperties, gradientStopCollection, linearGradientBrush))
#define ID2D1DeviceContext1_CreateRadialGradientBrush(This, radialGradientBrushProperties, brushProperties, gradientStopCollection, radialGradientBrush) \
((This)->lpVtbl->Base.Base.CreateRadialGradientBrush((ID2D1RenderTarget *)This, radialGradientBrushProperties, brushProperties, gradientStopCollection, radialGradientBrush))
#define ID2D1DeviceContext1_CreateCompatibleRenderTarget(This, desiredSize, desiredPixelSize, desiredFormat, options, bitmapRenderTarget) \
((This)->lpVtbl->Base.Base.CreateCompatibleRenderTarget((ID2D1RenderTarget *)This, desiredSize, desiredPixelSize, desiredFormat, options, bitmapRenderTarget))
#define ID2D1DeviceContext1_CreateLayer(This, size, layer) \
((This)->lpVtbl->Base.Base.CreateLayer((ID2D1RenderTarget *)This, size, layer))
#define ID2D1DeviceContext1_CreateMesh(This, mesh) \
((This)->lpVtbl->Base.Base.CreateMesh((ID2D1RenderTarget *)This, mesh))
#define ID2D1DeviceContext1_DrawLine(This, point0, point1, brush, strokeWidth, strokeStyle) \
((This)->lpVtbl->Base.Base.DrawLine((ID2D1RenderTarget *)This, point0, point1, brush, strokeWidth, strokeStyle))
#define ID2D1DeviceContext1_DrawRectangle(This, rect, brush, strokeWidth, strokeStyle) \
((This)->lpVtbl->Base.Base.DrawRectangle((ID2D1RenderTarget *)This, rect, brush, strokeWidth, strokeStyle))
#define ID2D1DeviceContext1_FillRectangle(This, rect, brush) \
((This)->lpVtbl->Base.Base.FillRectangle((ID2D1RenderTarget *)This, rect, brush))
#define ID2D1DeviceContext1_DrawRoundedRectangle(This, roundedRect, brush, strokeWidth, strokeStyle) \
((This)->lpVtbl->Base.Base.DrawRoundedRectangle((ID2D1RenderTarget *)This, roundedRect, brush, strokeWidth, strokeStyle))
#define ID2D1DeviceContext1_FillRoundedRectangle(This, roundedRect, brush) \
((This)->lpVtbl->Base.Base.FillRoundedRectangle((ID2D1RenderTarget *)This, roundedRect, brush))
#define ID2D1DeviceContext1_DrawEllipse(This, ellipse, brush, strokeWidth, strokeStyle) \
((This)->lpVtbl->Base.Base.DrawEllipse((ID2D1RenderTarget *)This, ellipse, brush, strokeWidth, strokeStyle))
#define ID2D1DeviceContext1_FillEllipse(This, ellipse, brush) \
((This)->lpVtbl->Base.Base.FillEllipse((ID2D1RenderTarget *)This, ellipse, brush))
#define ID2D1DeviceContext1_DrawGeometry(This, geometry, brush, strokeWidth, strokeStyle) \
((This)->lpVtbl->Base.Base.DrawGeometry((ID2D1RenderTarget *)This, geometry, brush, strokeWidth, strokeStyle))
#define ID2D1DeviceContext1_FillGeometry(This, geometry, brush, opacityBrush) \
((This)->lpVtbl->Base.Base.FillGeometry((ID2D1RenderTarget *)This, geometry, brush, opacityBrush))
#define ID2D1DeviceContext1_FillMesh(This, mesh, brush) \
((This)->lpVtbl->Base.Base.FillMesh((ID2D1RenderTarget *)This, mesh, brush))
#define ID2D1DeviceContext1_DrawText(This, string, stringLength, textFormat, layoutRect, defaultForegroundBrush, options, measuringMode) \
((This)->lpVtbl->Base.Base.DrawText((ID2D1RenderTarget *)This, string, stringLength, textFormat, layoutRect, defaultForegroundBrush, options, measuringMode))
#define ID2D1DeviceContext1_DrawTextLayout(This, origin, textLayout, defaultForegroundBrush, options) \
((This)->lpVtbl->Base.Base.DrawTextLayout((ID2D1RenderTarget *)This, origin, textLayout, defaultForegroundBrush, options))
#define ID2D1DeviceContext1_SetTransform(This, transform) \
((This)->lpVtbl->Base.Base.SetTransform((ID2D1RenderTarget *)This, transform))
#define ID2D1DeviceContext1_GetTransform(This, transform) \
((This)->lpVtbl->Base.Base.GetTransform((ID2D1RenderTarget *)This, transform))
#define ID2D1DeviceContext1_SetAntialiasMode(This, antialiasMode) \
((This)->lpVtbl->Base.Base.SetAntialiasMode((ID2D1RenderTarget *)This, antialiasMode))
#define ID2D1DeviceContext1_GetAntialiasMode(This) \
((This)->lpVtbl->Base.Base.GetAntialiasMode((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_SetTextAntialiasMode(This, textAntialiasMode) \
((This)->lpVtbl->Base.Base.SetTextAntialiasMode((ID2D1RenderTarget *)This, textAntialiasMode))
#define ID2D1DeviceContext1_GetTextAntialiasMode(This) \
((This)->lpVtbl->Base.Base.GetTextAntialiasMode((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_SetTextRenderingParams(This, textRenderingParams) \
((This)->lpVtbl->Base.Base.SetTextRenderingParams((ID2D1RenderTarget *)This, textRenderingParams))
#define ID2D1DeviceContext1_GetTextRenderingParams(This, textRenderingParams) \
((This)->lpVtbl->Base.Base.GetTextRenderingParams((ID2D1RenderTarget *)This, textRenderingParams))
#define ID2D1DeviceContext1_SetTags(This, tag1, tag2) \
((This)->lpVtbl->Base.Base.SetTags((ID2D1RenderTarget *)This, tag1, tag2))
#define ID2D1DeviceContext1_GetTags(This, tag1, tag2) \
((This)->lpVtbl->Base.Base.GetTags((ID2D1RenderTarget *)This, tag1, tag2))
#define ID2D1DeviceContext1_PopLayer(This) \
((This)->lpVtbl->Base.Base.PopLayer((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_Flush(This, tag1, tag2) \
((This)->lpVtbl->Base.Base.Flush((ID2D1RenderTarget *)This, tag1, tag2))
#define ID2D1DeviceContext1_SaveDrawingState(This, drawingStateBlock) \
((This)->lpVtbl->Base.Base.SaveDrawingState((ID2D1RenderTarget *)This, drawingStateBlock))
#define ID2D1DeviceContext1_RestoreDrawingState(This, drawingStateBlock) \
((This)->lpVtbl->Base.Base.RestoreDrawingState((ID2D1RenderTarget *)This, drawingStateBlock))
#define ID2D1DeviceContext1_PushAxisAlignedClip(This, clipRect, antialiasMode) \
((This)->lpVtbl->Base.Base.PushAxisAlignedClip((ID2D1RenderTarget *)This, clipRect, antialiasMode))
#define ID2D1DeviceContext1_PopAxisAlignedClip(This) \
((This)->lpVtbl->Base.Base.PopAxisAlignedClip((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_Clear(This, clearColor) \
((This)->lpVtbl->Base.Base.Clear((ID2D1RenderTarget *)This, clearColor))
#define ID2D1DeviceContext1_BeginDraw(This) \
((This)->lpVtbl->Base.Base.BeginDraw((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_EndDraw(This, tag1, tag2) \
((This)->lpVtbl->Base.Base.EndDraw((ID2D1RenderTarget *)This, tag1, tag2))
#define ID2D1DeviceContext1_GetPixelFormat(This) \
((This)->lpVtbl->Base.Base.GetPixelFormat((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_SetDpi(This, dpiX, dpiY) \
((This)->lpVtbl->Base.Base.SetDpi((ID2D1RenderTarget *)This, dpiX, dpiY))
#define ID2D1DeviceContext1_GetDpi(This, dpiX, dpiY) \
((This)->lpVtbl->Base.Base.GetDpi((ID2D1RenderTarget *)This, dpiX, dpiY))
#define ID2D1DeviceContext1_GetSize(This) \
((This)->lpVtbl->Base.Base.GetSize((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_GetPixelSize(This) \
((This)->lpVtbl->Base.Base.GetPixelSize((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_GetMaximumBitmapSize(This) \
((This)->lpVtbl->Base.Base.GetMaximumBitmapSize((ID2D1RenderTarget *)This))
#define ID2D1DeviceContext1_IsSupported(This, renderTargetProperties) \
((This)->lpVtbl->Base.Base.IsSupported((ID2D1RenderTarget *)This, renderTargetProperties))
#define ID2D1DeviceContext1_CreateBitmap(This, size, sourceData, pitch, bitmapProperties, bitmap) \
((This)->lpVtbl->Base.CreateBitmap((ID2D1DeviceContext *)This, size, sourceData, pitch, bitmapProperties, bitmap))
#define ID2D1DeviceContext1_CreateBitmapFromWicBitmap(This, wicBitmapSource, bitmapProperties, bitmap) \
((This)->lpVtbl->Base.CreateBitmapFromWicBitmap((ID2D1DeviceContext *)This, wicBitmapSource, bitmapProperties, bitmap))
#define ID2D1DeviceContext1_CreateColorContext(This, space, profile, profileSize, colorContext) \
((This)->lpVtbl->Base.CreateColorContext((ID2D1DeviceContext *)This, space, profile, profileSize, colorContext))
#define ID2D1DeviceContext1_CreateColorContextFromFilename(This, filename, colorContext) \
((This)->lpVtbl->Base.CreateColorContextFromFilename((ID2D1DeviceContext *)This, filename, colorContext))
#define ID2D1DeviceContext1_CreateColorContextFromWicColorContext(This, wicColorContext, colorContext) \
((This)->lpVtbl->Base.CreateColorContextFromWicColorContext((ID2D1DeviceContext *)This, wicColorContext, colorContext))
#define ID2D1DeviceContext1_CreateBitmapFromDxgiSurface(This, surface, bitmapProperties, bitmap) \
((This)->lpVtbl->Base.CreateBitmapFromDxgiSurface((ID2D1DeviceContext *)This, surface, bitmapProperties, bitmap))
#define ID2D1DeviceContext1_CreateEffect(This, effectId, effect) \
((This)->lpVtbl->Base.CreateEffect((ID2D1DeviceContext *)This, effectId, effect))
#define ID2D1DeviceContext1_CreateGradientStopCollection(This, straightAlphaGradientStops, straightAlphaGradientStopsCount, preInterpolationSpace, postInterpolationSpace, bufferPrecision, extendMode, colorInterpolationMode, gradientStopCollection1) \
((This)->lpVtbl->Base.CreateGradientStopCollection((ID2D1DeviceContext *)This, straightAlphaGradientStops, straightAlphaGradientStopsCount, preInterpolationSpace, postInterpolationSpace, bufferPrecision, extendMode, colorInterpolationMode, gradientStopCollection1))
#define ID2D1DeviceContext1_CreateImageBrush(This, image, imageBrushProperties, brushProperties, imageBrush) \
((This)->lpVtbl->Base.CreateImageBrush((ID2D1DeviceContext *)This, image, imageBrushProperties, brushProperties, imageBrush))
#define ID2D1DeviceContext1_CreateBitmapBrush(This, bitmap, bitmapBrushProperties, brushProperties, bitmapBrush) \
((This)->lpVtbl->Base.CreateBitmapBrush((ID2D1DeviceContext *)This, bitmap, bitmapBrushProperties, brushProperties, bitmapBrush))
#define ID2D1DeviceContext1_CreateCommandList(This, commandList) \
((This)->lpVtbl->Base.CreateCommandList((ID2D1DeviceContext *)This, commandList))
#define ID2D1DeviceContext1_IsDxgiFormatSupported(This, format) \
((This)->lpVtbl->Base.IsDxgiFormatSupported((ID2D1DeviceContext *)This, format))
#define ID2D1DeviceContext1_IsBufferPrecisionSupported(This, bufferPrecision) \
((This)->lpVtbl->Base.IsBufferPrecisionSupported((ID2D1DeviceContext *)This, bufferPrecision))
#define ID2D1DeviceContext1_GetImageLocalBounds(This, image, localBounds) \
((This)->lpVtbl->Base.GetImageLocalBounds((ID2D1DeviceContext *)This, image, localBounds))
#define ID2D1DeviceContext1_GetImageWorldBounds(This, image, worldBounds) \
((This)->lpVtbl->Base.GetImageWorldBounds((ID2D1DeviceContext *)This, image, worldBounds))
#define ID2D1DeviceContext1_GetGlyphRunWorldBounds(This, baselineOrigin, glyphRun, measuringMode, bounds) \
((This)->lpVtbl->Base.GetGlyphRunWorldBounds((ID2D1DeviceContext *)This, baselineOrigin, glyphRun, measuringMode, bounds))
#define ID2D1DeviceContext1_GetDevice(This, device) \
((This)->lpVtbl->Base.GetDevice((ID2D1DeviceContext *)This, device))
#define ID2D1DeviceContext1_SetTarget(This, image) \
((This)->lpVtbl->Base.SetTarget((ID2D1DeviceContext *)This, image))
#define ID2D1DeviceContext1_GetTarget(This, image) \
((This)->lpVtbl->Base.GetTarget((ID2D1DeviceContext *)This, image))
#define ID2D1DeviceContext1_SetRenderingControls(This, renderingControls) \
((This)->lpVtbl->Base.SetRenderingControls((ID2D1DeviceContext *)This, renderingControls))
#define ID2D1DeviceContext1_GetRenderingControls(This, renderingControls) \
((This)->lpVtbl->Base.GetRenderingControls((ID2D1DeviceContext *)This, renderingControls))
#define ID2D1DeviceContext1_SetPrimitiveBlend(This, primitiveBlend) \
((This)->lpVtbl->Base.SetPrimitiveBlend((ID2D1DeviceContext *)This, primitiveBlend))
#define ID2D1DeviceContext1_GetPrimitiveBlend(This) \
((This)->lpVtbl->Base.GetPrimitiveBlend((ID2D1DeviceContext *)This))
#define ID2D1DeviceContext1_SetUnitMode(This, unitMode) \
((This)->lpVtbl->Base.SetUnitMode((ID2D1DeviceContext *)This, unitMode))
#define ID2D1DeviceContext1_GetUnitMode(This) \
((This)->lpVtbl->Base.GetUnitMode((ID2D1DeviceContext *)This))
#define ID2D1DeviceContext1_DrawGlyphRun(This, baselineOrigin, glyphRun, glyphRunDescription, foregroundBrush, measuringMode) \
((This)->lpVtbl->Base.DrawGlyphRun((ID2D1DeviceContext *)This, baselineOrigin, glyphRun, glyphRunDescription, foregroundBrush, measuringMode))
#define ID2D1DeviceContext1_DrawImage(This, image, targetOffset, imageRectangle, interpolationMode, compositeMode) \
((This)->lpVtbl->Base.DrawImage((ID2D1DeviceContext *)This, image, targetOffset, imageRectangle, interpolationMode, compositeMode))
#define ID2D1DeviceContext1_DrawGdiMetafile(This, gdiMetafile, targetOffset) \
((This)->lpVtbl->Base.DrawGdiMetafile((ID2D1DeviceContext *)This, gdiMetafile, targetOffset))
#define ID2D1DeviceContext1_DrawBitmap(This, bitmap, destinationRectangle, opacity, interpolationMode, sourceRectangle, perspectiveTransform) \
((This)->lpVtbl->Base.DrawBitmap((ID2D1DeviceContext *)This, bitmap, destinationRectangle, opacity, interpolationMode, sourceRectangle, perspectiveTransform))
#define ID2D1DeviceContext1_PushLayer(This, layerParameters, layer) \
((This)->lpVtbl->Base.PushLayer((ID2D1DeviceContext *)This, layerParameters, layer))
#define ID2D1DeviceContext1_InvalidateEffectInputRectangle(This, effect, input, inputRectangle) \
((This)->lpVtbl->Base.InvalidateEffectInputRectangle((ID2D1DeviceContext *)This, effect, input, inputRectangle))
#define ID2D1DeviceContext1_GetEffectInvalidRectangleCount(This, effect, rectangleCount) \
((This)->lpVtbl->Base.GetEffectInvalidRectangleCount((ID2D1DeviceContext *)This, effect, rectangleCount))
#define ID2D1DeviceContext1_GetEffectInvalidRectangles(This, effect, rectangles, rectanglesCount) \
((This)->lpVtbl->Base.GetEffectInvalidRectangles((ID2D1DeviceContext *)This, effect, rectangles, rectanglesCount))
#define ID2D1DeviceContext1_GetEffectRequiredInputRectangles(This, renderEffect, renderImageRectangle, inputDescriptions, requiredInputRects, inputCount) \
((This)->lpVtbl->Base.GetEffectRequiredInputRectangles((ID2D1DeviceContext *)This, renderEffect, renderImageRectangle, inputDescriptions, requiredInputRects, inputCount))
#define ID2D1DeviceContext1_FillOpacityMask(This, opacityMask, brush, destinationRectangle, sourceRectangle) \
((This)->lpVtbl->Base.FillOpacityMask((ID2D1DeviceContext *)This, opacityMask, brush, destinationRectangle, sourceRectangle))
#define ID2D1DeviceContext1_CreateFilledGeometryRealization(This, geometry, flatteningTolerance, geometryRealization) \
((This)->lpVtbl->CreateFilledGeometryRealization(This, geometry, flatteningTolerance, geometryRealization))
#define ID2D1DeviceContext1_CreateStrokedGeometryRealization(This, geometry, flatteningTolerance, strokeWidth, strokeStyle, geometryRealization) \
((This)->lpVtbl->CreateStrokedGeometryRealization(This, geometry, flatteningTolerance, strokeWidth, strokeStyle, geometryRealization))
#define ID2D1DeviceContext1_DrawGeometryRealization(This, geometryRealization, brush) \
((This)->lpVtbl->DrawGeometryRealization(This, geometryRealization, brush))
typedef interface ID2D1Device1 ID2D1Device1;
typedef struct ID2D1Device1Vtbl
{
ID2D1DeviceVtbl Base;
STDMETHOD_(D2D1_RENDERING_PRIORITY, GetRenderingPriority)(
ID2D1Device1 *This
) PURE;
STDMETHOD_(void, SetRenderingPriority)(
ID2D1Device1 *This,
D2D1_RENDERING_PRIORITY renderingPriority
) PURE;
STDMETHOD(CreateDeviceContext)(
ID2D1Device1 *This,
D2D1_DEVICE_CONTEXT_OPTIONS options,
_Outptr_ ID2D1DeviceContext1 **deviceContext1
) PURE;
} ID2D1Device1Vtbl;
interface ID2D1Device1
{
CONST struct ID2D1Device1Vtbl *lpVtbl;
};
#define ID2D1Device1_QueryInterface(This, riid, ppv) \
((This)->lpVtbl->Base.Base.Base.QueryInterface((IUnknown *)This, riid, ppv))
#define ID2D1Device1_AddRef(This) \
((This)->lpVtbl->Base.Base.Base.AddRef((IUnknown *)This))
#define ID2D1Device1_Release(This) \
((This)->lpVtbl->Base.Base.Base.Release((IUnknown *)This))
#define ID2D1Device1_GetFactory(This, factory) \
((This)->lpVtbl->Base.Base.GetFactory((ID2D1Resource *)This, factory))
#define ID2D1Device1_CreatePrintControl(This, wicFactory, documentTarget, printControlProperties, printControl) \
((This)->lpVtbl->Base.CreatePrintControl((ID2D1Device *)This, wicFactory, documentTarget, printControlProperties, printControl))
#define ID2D1Device1_SetMaximumTextureMemory(This, maximumInBytes) \
((This)->lpVtbl->Base.SetMaximumTextureMemory((ID2D1Device *)This, maximumInBytes))
#define ID2D1Device1_GetMaximumTextureMemory(This) \
((This)->lpVtbl->Base.GetMaximumTextureMemory((ID2D1Device *)This))
#define ID2D1Device1_ClearResources(This, millisecondsSinceUse) \
((This)->lpVtbl->Base.ClearResources((ID2D1Device *)This, millisecondsSinceUse))
#define ID2D1Device1_GetRenderingPriority(This) \
((This)->lpVtbl->GetRenderingPriority(This))
#define ID2D1Device1_SetRenderingPriority(This, renderingPriority) \
((This)->lpVtbl->SetRenderingPriority(This, renderingPriority))
#define ID2D1Device1_CreateDeviceContext(This, options, deviceContext1) \
((This)->lpVtbl->CreateDeviceContext(This, options, deviceContext1))
typedef interface ID2D1Factory2 ID2D1Factory2;
typedef struct ID2D1Factory2Vtbl
{
ID2D1Factory1Vtbl Base;
STDMETHOD(CreateDevice)(
ID2D1Factory2 *This,
_In_ IDXGIDevice *dxgiDevice,
_Outptr_ ID2D1Device1 **d2dDevice1
) PURE;
} ID2D1Factory2Vtbl;
interface ID2D1Factory2
{
CONST struct ID2D1Factory2Vtbl *lpVtbl;
};
#define ID2D1Factory2_QueryInterface(This, riid, ppv) \
((This)->lpVtbl->Base.Base.Base.QueryInterface((IUnknown *)This, riid, ppv))
#define ID2D1Factory2_AddRef(This) \
((This)->lpVtbl->Base.Base.Base.AddRef((IUnknown *)This))
#define ID2D1Factory2_Release(This) \
((This)->lpVtbl->Base.Base.Base.Release((IUnknown *)This))
#define ID2D1Factory2_ReloadSystemMetrics(This) \
((This)->lpVtbl->Base.Base.ReloadSystemMetrics((ID2D1Factory *)This))
#define ID2D1Factory2_GetDesktopDpi(This, dpiX, dpiY) \
((This)->lpVtbl->Base.Base.GetDesktopDpi((ID2D1Factory *)This, dpiX, dpiY))
#define ID2D1Factory2_CreateRectangleGeometry(This, rectangle, rectangleGeometry) \
((This)->lpVtbl->Base.Base.CreateRectangleGeometry((ID2D1Factory *)This, rectangle, rectangleGeometry))
#define ID2D1Factory2_CreateRoundedRectangleGeometry(This, roundedRectangle, roundedRectangleGeometry) \
((This)->lpVtbl->Base.Base.CreateRoundedRectangleGeometry((ID2D1Factory *)This, roundedRectangle, roundedRectangleGeometry))
#define ID2D1Factory2_CreateEllipseGeometry(This, ellipse, ellipseGeometry) \
((This)->lpVtbl->Base.Base.CreateEllipseGeometry((ID2D1Factory *)This, ellipse, ellipseGeometry))
#define ID2D1Factory2_CreateGeometryGroup(This, fillMode, geometries, geometriesCount, geometryGroup) \
((This)->lpVtbl->Base.Base.CreateGeometryGroup((ID2D1Factory *)This, fillMode, geometries, geometriesCount, geometryGroup))
#define ID2D1Factory2_CreateTransformedGeometry(This, sourceGeometry, transform, transformedGeometry) \
((This)->lpVtbl->Base.Base.CreateTransformedGeometry((ID2D1Factory *)This, sourceGeometry, transform, transformedGeometry))
#define ID2D1Factory2_CreateWicBitmapRenderTarget(This, target, renderTargetProperties, renderTarget) \
((This)->lpVtbl->Base.Base.CreateWicBitmapRenderTarget((ID2D1Factory *)This, target, renderTargetProperties, renderTarget))
#define ID2D1Factory2_CreateHwndRenderTarget(This, renderTargetProperties, hwndRenderTargetProperties, hwndRenderTarget) \
((This)->lpVtbl->Base.Base.CreateHwndRenderTarget((ID2D1Factory *)This, renderTargetProperties, hwndRenderTargetProperties, hwndRenderTarget))
#define ID2D1Factory2_CreateDxgiSurfaceRenderTarget(This, dxgiSurface, renderTargetProperties, renderTarget) \
((This)->lpVtbl->Base.Base.CreateDxgiSurfaceRenderTarget((ID2D1Factory *)This, dxgiSurface, renderTargetProperties, renderTarget))
#define ID2D1Factory2_CreateDCRenderTarget(This, renderTargetProperties, dcRenderTarget) \
((This)->lpVtbl->Base.Base.CreateDCRenderTarget((ID2D1Factory *)This, renderTargetProperties, dcRenderTarget))
#define ID2D1Factory2_CreateStrokeStyle(This, strokeStyleProperties, dashes, dashesCount, strokeStyle) \
((This)->lpVtbl->Base.CreateStrokeStyle((ID2D1Factory1 *)This, strokeStyleProperties, dashes, dashesCount, strokeStyle))
#define ID2D1Factory2_CreatePathGeometry(This, pathGeometry) \
((This)->lpVtbl->Base.CreatePathGeometry((ID2D1Factory1 *)This, pathGeometry))
#define ID2D1Factory2_CreateDrawingStateBlock(This, drawingStateDescription, textRenderingParams, drawingStateBlock) \
((This)->lpVtbl->Base.CreateDrawingStateBlock((ID2D1Factory1 *)This, drawingStateDescription, textRenderingParams, drawingStateBlock))
#define ID2D1Factory2_CreateGdiMetafile(This, metafileStream, metafile) \
((This)->lpVtbl->Base.CreateGdiMetafile((ID2D1Factory1 *)This, metafileStream, metafile))
#define ID2D1Factory2_RegisterEffectFromStream(This, classId, propertyXml, bindings, bindingsCount, effectFactory) \
((This)->lpVtbl->Base.RegisterEffectFromStream((ID2D1Factory1 *)This, classId, propertyXml, bindings, bindingsCount, effectFactory))
#define ID2D1Factory2_RegisterEffectFromString(This, classId, propertyXml, bindings, bindingsCount, effectFactory) \
((This)->lpVtbl->Base.RegisterEffectFromString((ID2D1Factory1 *)This, classId, propertyXml, bindings, bindingsCount, effectFactory))
#define ID2D1Factory2_UnregisterEffect(This, classId) \
((This)->lpVtbl->Base.UnregisterEffect((ID2D1Factory1 *)This, classId))
#define ID2D1Factory2_GetRegisteredEffects(This, effects, effectsCount, effectsReturned, effectsRegistered) \
((This)->lpVtbl->Base.GetRegisteredEffects((ID2D1Factory1 *)This, effects, effectsCount, effectsReturned, effectsRegistered))
#define ID2D1Factory2_GetEffectProperties(This, effectId, properties) \
((This)->lpVtbl->Base.GetEffectProperties((ID2D1Factory1 *)This, effectId, properties))
#define ID2D1Factory2_CreateDevice(This, dxgiDevice, d2dDevice1) \
((This)->lpVtbl->CreateDevice(This, dxgiDevice, d2dDevice1))
typedef interface ID2D1CommandSink1 ID2D1CommandSink1;
typedef struct ID2D1CommandSink1Vtbl
{
ID2D1CommandSinkVtbl Base;
STDMETHOD(SetPrimitiveBlend1)(
ID2D1CommandSink1 *This,
D2D1_PRIMITIVE_BLEND primitiveBlend
) PURE;
} ID2D1CommandSink1Vtbl;
interface ID2D1CommandSink1
{
CONST struct ID2D1CommandSink1Vtbl *lpVtbl;
};
#define ID2D1CommandSink1_QueryInterface(This, riid, ppv) \
((This)->lpVtbl->Base.Base.QueryInterface((IUnknown *)This, riid, ppv))
#define ID2D1CommandSink1_AddRef(This) \
((This)->lpVtbl->Base.Base.AddRef((IUnknown *)This))
#define ID2D1CommandSink1_Release(This) \
((This)->lpVtbl->Base.Base.Release((IUnknown *)This))
#define ID2D1CommandSink1_BeginDraw(This) \
((This)->lpVtbl->Base.BeginDraw((ID2D1CommandSink *)This))
#define ID2D1CommandSink1_EndDraw(This) \
((This)->lpVtbl->Base.EndDraw((ID2D1CommandSink *)This))
#define ID2D1CommandSink1_SetAntialiasMode(This, antialiasMode) \
((This)->lpVtbl->Base.SetAntialiasMode((ID2D1CommandSink *)This, antialiasMode))
#define ID2D1CommandSink1_SetTags(This, tag1, tag2) \
((This)->lpVtbl->Base.SetTags((ID2D1CommandSink *)This, tag1, tag2))
#define ID2D1CommandSink1_SetTextAntialiasMode(This, textAntialiasMode) \
((This)->lpVtbl->Base.SetTextAntialiasMode((ID2D1CommandSink *)This, textAntialiasMode))
#define ID2D1CommandSink1_SetTextRenderingParams(This, textRenderingParams) \
((This)->lpVtbl->Base.SetTextRenderingParams((ID2D1CommandSink *)This, textRenderingParams))
#define ID2D1CommandSink1_SetTransform(This, transform) \
((This)->lpVtbl->Base.SetTransform((ID2D1CommandSink *)This, transform))
#define ID2D1CommandSink1_SetPrimitiveBlend(This, primitiveBlend) \
((This)->lpVtbl->Base.SetPrimitiveBlend((ID2D1CommandSink *)This, primitiveBlend))
#define ID2D1CommandSink1_SetUnitMode(This, unitMode) \
((This)->lpVtbl->Base.SetUnitMode((ID2D1CommandSink *)This, unitMode))
#define ID2D1CommandSink1_Clear(This, color) \
((This)->lpVtbl->Base.Clear((ID2D1CommandSink *)This, color))
#define ID2D1CommandSink1_DrawGlyphRun(This, baselineOrigin, glyphRun, glyphRunDescription, foregroundBrush, measuringMode) \
((This)->lpVtbl->Base.DrawGlyphRun((ID2D1CommandSink *)This, baselineOrigin, glyphRun, glyphRunDescription, foregroundBrush, measuringMode))
#define ID2D1CommandSink1_DrawLine(This, point0, point1, brush, strokeWidth, strokeStyle) \
((This)->lpVtbl->Base.DrawLine((ID2D1CommandSink *)This, point0, point1, brush, strokeWidth, strokeStyle))
#define ID2D1CommandSink1_DrawGeometry(This, geometry, brush, strokeWidth, strokeStyle) \
((This)->lpVtbl->Base.DrawGeometry((ID2D1CommandSink *)This, geometry, brush, strokeWidth, strokeStyle))
#define ID2D1CommandSink1_DrawRectangle(This, rect, brush, strokeWidth, strokeStyle) \
((This)->lpVtbl->Base.DrawRectangle((ID2D1CommandSink *)This, rect, brush, strokeWidth, strokeStyle))
#define ID2D1CommandSink1_DrawBitmap(This, bitmap, destinationRectangle, opacity, interpolationMode, sourceRectangle, perspectiveTransform) \
((This)->lpVtbl->Base.DrawBitmap((ID2D1CommandSink *)This, bitmap, destinationRectangle, opacity, interpolationMode, sourceRectangle, perspectiveTransform))
#define ID2D1CommandSink1_DrawImage(This, image, targetOffset, imageRectangle, interpolationMode, compositeMode) \
((This)->lpVtbl->Base.DrawImage((ID2D1CommandSink *)This, image, targetOffset, imageRectangle, interpolationMode, compositeMode))
#define ID2D1CommandSink1_DrawGdiMetafile(This, gdiMetafile, targetOffset) \
((This)->lpVtbl->Base.DrawGdiMetafile((ID2D1CommandSink *)This, gdiMetafile, targetOffset))
#define ID2D1CommandSink1_FillMesh(This, mesh, brush) \
((This)->lpVtbl->Base.FillMesh((ID2D1CommandSink *)This, mesh, brush))
#define ID2D1CommandSink1_FillOpacityMask(This, opacityMask, brush, destinationRectangle, sourceRectangle) \
((This)->lpVtbl->Base.FillOpacityMask((ID2D1CommandSink *)This, opacityMask, brush, destinationRectangle, sourceRectangle))
#define ID2D1CommandSink1_FillGeometry(This, geometry, brush, opacityBrush) \
((This)->lpVtbl->Base.FillGeometry((ID2D1CommandSink *)This, geometry, brush, opacityBrush))
#define ID2D1CommandSink1_FillRectangle(This, rect, brush) \
((This)->lpVtbl->Base.FillRectangle((ID2D1CommandSink *)This, rect, brush))
#define ID2D1CommandSink1_PushAxisAlignedClip(This, clipRect, antialiasMode) \
((This)->lpVtbl->Base.PushAxisAlignedClip((ID2D1CommandSink *)This, clipRect, antialiasMode))
#define ID2D1CommandSink1_PushLayer(This, layerParameters1, layer) \
((This)->lpVtbl->Base.PushLayer((ID2D1CommandSink *)This, layerParameters1, layer))
#define ID2D1CommandSink1_PopAxisAlignedClip(This) \
((This)->lpVtbl->Base.PopAxisAlignedClip((ID2D1CommandSink *)This))
#define ID2D1CommandSink1_PopLayer(This) \
((This)->lpVtbl->Base.PopLayer((ID2D1CommandSink *)This))
#define ID2D1CommandSink1_SetPrimitiveBlend1(This, primitiveBlend) \
((This)->lpVtbl->SetPrimitiveBlend1(This, primitiveBlend))
#endif
#ifdef __cplusplus
extern "C"
{
#endif
#if NTDDI_VERSION >= NTDDI_WINBLUE
FLOAT WINAPI
D2D1ComputeMaximumScaleFactor(
_In_ CONST D2D1_MATRIX_3X2_F *matrix
);
#endif // #if NTDDI_VERSION >= NTDDI_WINBLUE
#ifdef __cplusplus
}
#endif
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
#include <d2d1_2helper.h>
#endif // #ifndef _D2D1_2_H_

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/*=========================================================================*\
Copyright (c) Microsoft Corporation. All rights reserved.
File: D2D1_2Helper.h
Module Name: D2D
Description: Helper files over the D2D interfaces and APIs.
\*=========================================================================*/
#ifdef _MSC_VER
#pragma once
#endif // _MSC_VER
#ifndef _D2D1_2HELPER_H_
#define _D2D1_2HELPER_H_
#if NTDDI_VERSION >= NTDDI_WINBLUE
#ifndef _D2D1_2_H_
#include <d2d1_2.h>
#endif // #ifndef _D2D1_2_H_
#ifndef D2D_USE_C_DEFINITIONS
#include <winapifamily.h>
#pragma region Application Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
namespace D2D1
{
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
FLOAT
ComputeFlatteningTolerance(
_In_ CONST D2D1_MATRIX_3X2_F &matrix,
FLOAT dpiX = 96.0f,
FLOAT dpiY = 96.0f,
FLOAT maxZoomFactor = 1.0f
)
{
D2D1_MATRIX_3X2_F dpiDependentTransform =
matrix * D2D1::Matrix3x2F::Scale(dpiX / 96.0f, dpiY / 96.0f);
FLOAT absMaxZoomFactor = (maxZoomFactor > 0) ? maxZoomFactor : -maxZoomFactor;
return D2D1_DEFAULT_FLATTENING_TOLERANCE /
(absMaxZoomFactor * D2D1ComputeMaximumScaleFactor(&dpiDependentTransform));
}
} // namespace D2D1
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
#endif // #ifndef D2D_USE_C_DEFINITIONS
#endif // #if NTDDI_VERSION >= NTDDI_WINBLUE
#endif // #ifndef _D2D1_HELPER_H_

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minidx12/Include/d2d1_3.h Normal file

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/*=========================================================================*\
Copyright (c) Microsoft Corporation. All rights reserved.
File: D2D1_3Helper.h
Module Name: D2D
Description: Helper files over the D2D interfaces and APIs.
\*=========================================================================*/
#ifdef _MSC_VER
#pragma once
#endif // _MSC_VER
#ifndef _D2D1_3HELPER_H_
#define _D2D1_3HELPER_H_
#if NTDDI_VERSION >= NTDDI_WINTHRESHOLD
#ifndef _D2D1_3_H_
#include <d2d1_3.h>
#endif // #ifndef _D2D1_3_H_
#ifndef D2D_USE_C_DEFINITIONS
#include <winapifamily.h>
#pragma region Application Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
namespace D2D1
{
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_GRADIENT_MESH_PATCH
GradientMeshPatch(
D2D1_POINT_2F point00,
D2D1_POINT_2F point01,
D2D1_POINT_2F point02,
D2D1_POINT_2F point03,
D2D1_POINT_2F point10,
D2D1_POINT_2F point11,
D2D1_POINT_2F point12,
D2D1_POINT_2F point13,
D2D1_POINT_2F point20,
D2D1_POINT_2F point21,
D2D1_POINT_2F point22,
D2D1_POINT_2F point23,
D2D1_POINT_2F point30,
D2D1_POINT_2F point31,
D2D1_POINT_2F point32,
D2D1_POINT_2F point33,
D2D1_COLOR_F color00,
D2D1_COLOR_F color03,
D2D1_COLOR_F color30,
D2D1_COLOR_F color33,
D2D1_PATCH_EDGE_MODE topEdgeMode,
D2D1_PATCH_EDGE_MODE leftEdgeMode,
D2D1_PATCH_EDGE_MODE bottomEdgeMode,
D2D1_PATCH_EDGE_MODE rightEdgeMode
)
{
D2D1_GRADIENT_MESH_PATCH newPatch;
newPatch.point00 = point00;
newPatch.point01 = point01;
newPatch.point02 = point02;
newPatch.point03 = point03;
newPatch.point10 = point10;
newPatch.point11 = point11;
newPatch.point12 = point12;
newPatch.point13 = point13;
newPatch.point20 = point20;
newPatch.point21 = point21;
newPatch.point22 = point22;
newPatch.point23 = point23;
newPatch.point30 = point30;
newPatch.point31 = point31;
newPatch.point32 = point32;
newPatch.point33 = point33;
newPatch.color00 = color00;
newPatch.color03 = color03;
newPatch.color30 = color30;
newPatch.color33 = color33;
newPatch.topEdgeMode = topEdgeMode;
newPatch.leftEdgeMode = leftEdgeMode;
newPatch.bottomEdgeMode = bottomEdgeMode;
newPatch.rightEdgeMode = rightEdgeMode;
return newPatch;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_GRADIENT_MESH_PATCH
GradientMeshPatchFromCoonsPatch(
D2D1_POINT_2F point0,
D2D1_POINT_2F point1,
D2D1_POINT_2F point2,
D2D1_POINT_2F point3,
D2D1_POINT_2F point4,
D2D1_POINT_2F point5,
D2D1_POINT_2F point6,
D2D1_POINT_2F point7,
D2D1_POINT_2F point8,
D2D1_POINT_2F point9,
D2D1_POINT_2F point10,
D2D1_POINT_2F point11,
D2D1_COLOR_F color0,
D2D1_COLOR_F color1,
D2D1_COLOR_F color2,
D2D1_COLOR_F color3,
D2D1_PATCH_EDGE_MODE topEdgeMode,
D2D1_PATCH_EDGE_MODE leftEdgeMode,
D2D1_PATCH_EDGE_MODE bottomEdgeMode,
D2D1_PATCH_EDGE_MODE rightEdgeMode
)
{
D2D1_GRADIENT_MESH_PATCH newPatch;
newPatch.point00 = point0;
newPatch.point01 = point1;
newPatch.point02 = point2;
newPatch.point03 = point3;
newPatch.point13 = point4;
newPatch.point23 = point5;
newPatch.point33 = point6;
newPatch.point32 = point7;
newPatch.point31 = point8;
newPatch.point30 = point9;
newPatch.point20 = point10;
newPatch.point10 = point11;
D2D1GetGradientMeshInteriorPointsFromCoonsPatch(
&point0,
&point1,
&point2,
&point3,
&point4,
&point5,
&point6,
&point7,
&point8,
&point9,
&point10,
&point11,
&newPatch.point11,
&newPatch.point12,
&newPatch.point21,
&newPatch.point22
);
newPatch.color00 = color0;
newPatch.color03 = color1;
newPatch.color33 = color2;
newPatch.color30 = color3;
newPatch.topEdgeMode = topEdgeMode;
newPatch.leftEdgeMode = leftEdgeMode;
newPatch.bottomEdgeMode = bottomEdgeMode;
newPatch.rightEdgeMode = rightEdgeMode;
return newPatch;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_INK_POINT
InkPoint(
const D2D1_POINT_2F &point,
FLOAT radius
)
{
D2D1_INK_POINT inkPoint;
inkPoint.x = point.x;
inkPoint.y = point.y;
inkPoint.radius = radius;
return inkPoint;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_INK_BEZIER_SEGMENT
InkBezierSegment(
const D2D1_INK_POINT &point1,
const D2D1_INK_POINT &point2,
const D2D1_INK_POINT &point3
)
{
D2D1_INK_BEZIER_SEGMENT inkBezierSegment;
inkBezierSegment.point1 = point1;
inkBezierSegment.point2 = point2;
inkBezierSegment.point3 = point3;
return inkBezierSegment;
}
COM_DECLSPEC_NOTHROW
D2D1FORCEINLINE
D2D1_INK_STYLE_PROPERTIES
InkStyleProperties(
D2D1_INK_NIB_SHAPE nibShape,
const D2D1_MATRIX_3X2_F &nibTransform
)
{
D2D1_INK_STYLE_PROPERTIES inkStyleProperties;
inkStyleProperties.nibShape = nibShape;
inkStyleProperties.nibTransform = nibTransform;
return inkStyleProperties;
}
} // namespace D2D1
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
#endif // #ifndef D2D_USE_C_DEFINITIONS
#endif // #if NTDDI_VERSION >= NTDDI_WINTHRESHOLD
#endif // #ifndef _D2D1_HELPER_H_

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//---------------------------------------------------------------------------
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// This file is automatically generated. Please do not edit it directly.
//
// File name: D2D1Effects_1.h
//---------------------------------------------------------------------------
#ifdef _MSC_VER
#pragma once
#endif // #ifdef _MSC_VER
#ifndef _D2D1_EFFECTS_1_
#define _D2D1_EFFECTS_1_
#ifndef _D2D1_EFFECTS_
#include <d2d1effects.h>
#endif // #ifndef _D2D1_EFFECTS_
#include <winapifamily.h>
#pragma region Application Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
// Built in effect CLSIDs
DEFINE_GUID(CLSID_D2D1YCbCr, 0x99503cc1, 0x66c7, 0x45c9, 0xa8, 0x75, 0x8a, 0xd8, 0xa7, 0x91, 0x44, 0x01);
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_YCBCR_PROP
//
// Synopsis:
// The enumeration of the YCbCr effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_YCBCR_PROP
{
//
// Property Name: "ChromaSubsampling"
// Property Type: D2D1_YCBCR_CHROMA_SUBSAMPLING
//
D2D1_YCBCR_PROP_CHROMA_SUBSAMPLING = 0,
//
// Property Name: "TransformMatrix"
// Property Type: D2D1_MATRIX_3X2_F
//
D2D1_YCBCR_PROP_TRANSFORM_MATRIX = 1,
//
// Property Name: "InterpolationMode"
// Property Type: D2D1_YCBCR_INTERPOLATION_MODE
//
D2D1_YCBCR_PROP_INTERPOLATION_MODE = 2,
D2D1_YCBCR_PROP_FORCE_DWORD = 0xffffffff
} D2D1_YCBCR_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_YCBCR_CHROMA_SUBSAMPLING
//
//------------------------------------------------------------------------------
typedef enum D2D1_YCBCR_CHROMA_SUBSAMPLING
{
D2D1_YCBCR_CHROMA_SUBSAMPLING_AUTO = 0,
D2D1_YCBCR_CHROMA_SUBSAMPLING_420 = 1,
D2D1_YCBCR_CHROMA_SUBSAMPLING_422 = 2,
D2D1_YCBCR_CHROMA_SUBSAMPLING_444 = 3,
D2D1_YCBCR_CHROMA_SUBSAMPLING_440 = 4,
D2D1_YCBCR_CHROMA_SUBSAMPLING_FORCE_DWORD = 0xffffffff
} D2D1_YCBCR_CHROMA_SUBSAMPLING;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_YCBCR_INTERPOLATION_MODE
//
//------------------------------------------------------------------------------
typedef enum D2D1_YCBCR_INTERPOLATION_MODE
{
D2D1_YCBCR_INTERPOLATION_MODE_NEAREST_NEIGHBOR = 0,
D2D1_YCBCR_INTERPOLATION_MODE_LINEAR = 1,
D2D1_YCBCR_INTERPOLATION_MODE_CUBIC = 2,
D2D1_YCBCR_INTERPOLATION_MODE_MULTI_SAMPLE_LINEAR = 3,
D2D1_YCBCR_INTERPOLATION_MODE_ANISOTROPIC = 4,
D2D1_YCBCR_INTERPOLATION_MODE_HIGH_QUALITY_CUBIC = 5,
D2D1_YCBCR_INTERPOLATION_MODE_FORCE_DWORD = 0xffffffff
} D2D1_YCBCR_INTERPOLATION_MODE;
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
#endif // #ifndef _D2D1_EFFECTS_1_

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//---------------------------------------------------------------------------
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// This file is automatically generated. Please do not edit it directly.
//
// File name: D2D1Effects_2.h
//---------------------------------------------------------------------------
#ifdef _MSC_VER
#pragma once
#endif // #ifdef _MSC_VER
#ifndef _D2D1_EFFECTS_2_
#define _D2D1_EFFECTS_2_
#ifndef _D2D1_EFFECTS_1_
#include <d2d1effects_1.h>
#endif // #ifndef _D2D1_EFFECTS_1_
#include <winapifamily.h>
#pragma region Application Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
// Built in effect CLSIDs
DEFINE_GUID(CLSID_D2D1Contrast, 0xb648a78a, 0x0ed5, 0x4f80, 0xa9, 0x4a, 0x8e, 0x82, 0x5a, 0xca, 0x6b, 0x77);
DEFINE_GUID(CLSID_D2D1RgbToHue, 0x23f3e5ec, 0x91e8, 0x4d3d, 0xad, 0x0a, 0xaf, 0xad, 0xc1, 0x00, 0x4a, 0xa1);
DEFINE_GUID(CLSID_D2D1HueToRgb, 0x7b78a6bd, 0x0141, 0x4def, 0x8a, 0x52, 0x63, 0x56, 0xee, 0x0c, 0xbd, 0xd5);
DEFINE_GUID(CLSID_D2D1ChromaKey, 0x74C01F5B, 0x2A0D, 0x408C, 0x88, 0xE2, 0xC7, 0xA3, 0xC7, 0x19, 0x77, 0x42);
DEFINE_GUID(CLSID_D2D1Emboss, 0xb1c5eb2b, 0x0348, 0x43f0, 0x81, 0x07, 0x49, 0x57, 0xca, 0xcb, 0xa2, 0xae);
DEFINE_GUID(CLSID_D2D1Exposure, 0xb56c8cfa, 0xf634, 0x41ee, 0xbe, 0xe0, 0xff, 0xa6, 0x17, 0x10, 0x60, 0x04);
DEFINE_GUID(CLSID_D2D1Grayscale, 0x36DDE0EB, 0x3725, 0x42E0, 0x83, 0x6D, 0x52, 0xFB, 0x20, 0xAE, 0xE6, 0x44);
DEFINE_GUID(CLSID_D2D1Invert, 0xe0c3784d, 0xcb39, 0x4e84, 0xb6, 0xfd, 0x6b, 0x72, 0xf0, 0x81, 0x02, 0x63);
DEFINE_GUID(CLSID_D2D1Posterize, 0x2188945e, 0x33a3, 0x4366, 0xb7, 0xbc, 0x08, 0x6b, 0xd0, 0x2d, 0x08, 0x84);
DEFINE_GUID(CLSID_D2D1Sepia, 0x3a1af410, 0x5f1d, 0x4dbe, 0x84, 0xdf, 0x91, 0x5d, 0xa7, 0x9b, 0x71, 0x53);
DEFINE_GUID(CLSID_D2D1Sharpen, 0xC9B887CB, 0xC5FF, 0x4DC5, 0x97, 0x79, 0x27, 0x3D, 0xCF, 0x41, 0x7C, 0x7D);
DEFINE_GUID(CLSID_D2D1Straighten, 0x4da47b12, 0x79a3, 0x4fb0, 0x82, 0x37, 0xbb, 0xc3, 0xb2, 0xa4, 0xde, 0x08);
DEFINE_GUID(CLSID_D2D1TemperatureTint, 0x89176087, 0x8AF9, 0x4A08, 0xAE, 0xB1, 0x89, 0x5F, 0x38, 0xDB, 0x17, 0x66);
DEFINE_GUID(CLSID_D2D1Vignette, 0xc00c40be, 0x5e67, 0x4ca3, 0x95, 0xb4, 0xf4, 0xb0, 0x2c, 0x11, 0x51, 0x35);
DEFINE_GUID(CLSID_D2D1EdgeDetection, 0xEFF583CA, 0xCB07, 0x4AA9, 0xAC, 0x5D, 0x2C, 0xC4, 0x4C, 0x76, 0x46, 0x0F);
DEFINE_GUID(CLSID_D2D1HighlightsShadows, 0xCADC8384, 0x323F, 0x4C7E, 0xA3, 0x61, 0x2E, 0x2B, 0x24, 0xDF, 0x6E, 0xE4);
DEFINE_GUID(CLSID_D2D1LookupTable3D, 0x349E0EDA, 0x0088, 0x4A79, 0x9C, 0xA3, 0xC7, 0xE3, 0x00, 0x20, 0x20, 0x20);
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_CONTRAST_PROP
//
// Synopsis:
// The enumeration of the Contrast effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_CONTRAST_PROP
{
//
// Property Name: "Contrast"
// Property Type: FLOAT
//
D2D1_CONTRAST_PROP_CONTRAST = 0,
//
// Property Name: "ClampInput"
// Property Type: BOOL
//
D2D1_CONTRAST_PROP_CLAMP_INPUT = 1,
D2D1_CONTRAST_PROP_FORCE_DWORD = 0xffffffff
} D2D1_CONTRAST_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_RGBTOHUE_PROP
//
// Synopsis:
// The enumeration of the RgbToHue effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_RGBTOHUE_PROP
{
//
// Property Name: "OutputColorSpace"
// Property Type: D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE
//
D2D1_RGBTOHUE_PROP_OUTPUT_COLOR_SPACE = 0,
D2D1_RGBTOHUE_PROP_FORCE_DWORD = 0xffffffff
} D2D1_RGBTOHUE_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE
//
//------------------------------------------------------------------------------
typedef enum D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE
{
D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE_HUE_SATURATION_VALUE = 0,
D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE_HUE_SATURATION_LIGHTNESS = 1,
D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE_FORCE_DWORD = 0xffffffff
} D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_HUETORGB_PROP
//
// Synopsis:
// The enumeration of the HueToRgb effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_HUETORGB_PROP
{
//
// Property Name: "InputColorSpace"
// Property Type: D2D1_HUETORGB_INPUT_COLOR_SPACE
//
D2D1_HUETORGB_PROP_INPUT_COLOR_SPACE = 0,
D2D1_HUETORGB_PROP_FORCE_DWORD = 0xffffffff
} D2D1_HUETORGB_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_HUETORGB_INPUT_COLOR_SPACE
//
//------------------------------------------------------------------------------
typedef enum D2D1_HUETORGB_INPUT_COLOR_SPACE
{
D2D1_HUETORGB_INPUT_COLOR_SPACE_HUE_SATURATION_VALUE = 0,
D2D1_HUETORGB_INPUT_COLOR_SPACE_HUE_SATURATION_LIGHTNESS = 1,
D2D1_HUETORGB_INPUT_COLOR_SPACE_FORCE_DWORD = 0xffffffff
} D2D1_HUETORGB_INPUT_COLOR_SPACE;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_CHROMAKEY_PROP
//
// Synopsis:
// The enumeration of the Chroma Key effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_CHROMAKEY_PROP
{
//
// Property Name: "Color"
// Property Type: D2D1_VECTOR_3F
//
D2D1_CHROMAKEY_PROP_COLOR = 0,
//
// Property Name: "Tolerance"
// Property Type: FLOAT
//
D2D1_CHROMAKEY_PROP_TOLERANCE = 1,
//
// Property Name: "InvertAlpha"
// Property Type: BOOL
//
D2D1_CHROMAKEY_PROP_INVERT_ALPHA = 2,
//
// Property Name: "Feather"
// Property Type: BOOL
//
D2D1_CHROMAKEY_PROP_FEATHER = 3,
D2D1_CHROMAKEY_PROP_FORCE_DWORD = 0xffffffff
} D2D1_CHROMAKEY_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_EMBOSS_PROP
//
// Synopsis:
// The enumeration of the Emboss effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_EMBOSS_PROP
{
//
// Property Name: "Height"
// Property Type: FLOAT
//
D2D1_EMBOSS_PROP_HEIGHT = 0,
//
// Property Name: "Direction"
// Property Type: FLOAT
//
D2D1_EMBOSS_PROP_DIRECTION = 1,
D2D1_EMBOSS_PROP_FORCE_DWORD = 0xffffffff
} D2D1_EMBOSS_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_EXPOSURE_PROP
//
// Synopsis:
// The enumeration of the Exposure effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_EXPOSURE_PROP
{
//
// Property Name: "ExposureValue"
// Property Type: FLOAT
//
D2D1_EXPOSURE_PROP_EXPOSURE_VALUE = 0,
D2D1_EXPOSURE_PROP_FORCE_DWORD = 0xffffffff
} D2D1_EXPOSURE_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_POSTERIZE_PROP
//
// Synopsis:
// The enumeration of the Posterize effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_POSTERIZE_PROP
{
//
// Property Name: "RedValueCount"
// Property Type: UINT32
//
D2D1_POSTERIZE_PROP_RED_VALUE_COUNT = 0,
//
// Property Name: "GreenValueCount"
// Property Type: UINT32
//
D2D1_POSTERIZE_PROP_GREEN_VALUE_COUNT = 1,
//
// Property Name: "BlueValueCount"
// Property Type: UINT32
//
D2D1_POSTERIZE_PROP_BLUE_VALUE_COUNT = 2,
D2D1_POSTERIZE_PROP_FORCE_DWORD = 0xffffffff
} D2D1_POSTERIZE_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_SEPIA_PROP
//
// Synopsis:
// The enumeration of the Sepia effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_SEPIA_PROP
{
//
// Property Name: "Intensity"
// Property Type: FLOAT
//
D2D1_SEPIA_PROP_INTENSITY = 0,
//
// Property Name: "AlphaMode"
// Property Type: D2D1_ALPHA_MODE
//
D2D1_SEPIA_PROP_ALPHA_MODE = 1,
D2D1_SEPIA_PROP_FORCE_DWORD = 0xffffffff
} D2D1_SEPIA_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_SHARPEN_PROP
//
// Synopsis:
// The enumeration of the Sharpen effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_SHARPEN_PROP
{
//
// Property Name: "Sharpness"
// Property Type: FLOAT
//
D2D1_SHARPEN_PROP_SHARPNESS = 0,
//
// Property Name: "Threshold"
// Property Type: FLOAT
//
D2D1_SHARPEN_PROP_THRESHOLD = 1,
D2D1_SHARPEN_PROP_FORCE_DWORD = 0xffffffff
} D2D1_SHARPEN_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_STRAIGHTEN_PROP
//
// Synopsis:
// The enumeration of the Straighten effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_STRAIGHTEN_PROP
{
//
// Property Name: "Angle"
// Property Type: FLOAT
//
D2D1_STRAIGHTEN_PROP_ANGLE = 0,
//
// Property Name: "MaintainSize"
// Property Type: BOOL
//
D2D1_STRAIGHTEN_PROP_MAINTAIN_SIZE = 1,
//
// Property Name: "ScaleMode"
// Property Type: D2D1_STRAIGHTEN_SCALE_MODE
//
D2D1_STRAIGHTEN_PROP_SCALE_MODE = 2,
D2D1_STRAIGHTEN_PROP_FORCE_DWORD = 0xffffffff
} D2D1_STRAIGHTEN_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_STRAIGHTEN_SCALE_MODE
//
//------------------------------------------------------------------------------
typedef enum D2D1_STRAIGHTEN_SCALE_MODE
{
D2D1_STRAIGHTEN_SCALE_MODE_NEAREST_NEIGHBOR = 0,
D2D1_STRAIGHTEN_SCALE_MODE_LINEAR = 1,
D2D1_STRAIGHTEN_SCALE_MODE_CUBIC = 2,
D2D1_STRAIGHTEN_SCALE_MODE_MULTI_SAMPLE_LINEAR = 3,
D2D1_STRAIGHTEN_SCALE_MODE_ANISOTROPIC = 4,
D2D1_STRAIGHTEN_SCALE_MODE_FORCE_DWORD = 0xffffffff
} D2D1_STRAIGHTEN_SCALE_MODE;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_TEMPERATUREANDTINT_PROP
//
// Synopsis:
// The enumeration of the Temperature And Tint effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_TEMPERATUREANDTINT_PROP
{
//
// Property Name: "Temperature"
// Property Type: FLOAT
//
D2D1_TEMPERATUREANDTINT_PROP_TEMPERATURE = 0,
//
// Property Name: "Tint"
// Property Type: FLOAT
//
D2D1_TEMPERATUREANDTINT_PROP_TINT = 1,
D2D1_TEMPERATUREANDTINT_PROP_FORCE_DWORD = 0xffffffff
} D2D1_TEMPERATUREANDTINT_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_VIGNETTE_PROP
//
// Synopsis:
// The enumeration of the Vignette effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_VIGNETTE_PROP
{
//
// Property Name: "Color"
// Property Type: D2D1_VECTOR_4F
//
D2D1_VIGNETTE_PROP_COLOR = 0,
//
// Property Name: "TransitionSize"
// Property Type: FLOAT
//
D2D1_VIGNETTE_PROP_TRANSITION_SIZE = 1,
//
// Property Name: "Strength"
// Property Type: FLOAT
//
D2D1_VIGNETTE_PROP_STRENGTH = 2,
D2D1_VIGNETTE_PROP_FORCE_DWORD = 0xffffffff
} D2D1_VIGNETTE_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_EDGEDETECTION_PROP
//
// Synopsis:
// The enumeration of the Edge Detection effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_EDGEDETECTION_PROP
{
//
// Property Name: "Strength"
// Property Type: FLOAT
//
D2D1_EDGEDETECTION_PROP_STRENGTH = 0,
//
// Property Name: "BlurRadius"
// Property Type: FLOAT
//
D2D1_EDGEDETECTION_PROP_BLUR_RADIUS = 1,
//
// Property Name: "Mode"
// Property Type: D2D1_EDGEDETECTION_MODE
//
D2D1_EDGEDETECTION_PROP_MODE = 2,
//
// Property Name: "OverlayEdges"
// Property Type: BOOL
//
D2D1_EDGEDETECTION_PROP_OVERLAY_EDGES = 3,
//
// Property Name: "AlphaMode"
// Property Type: D2D1_ALPHA_MODE
//
D2D1_EDGEDETECTION_PROP_ALPHA_MODE = 4,
D2D1_EDGEDETECTION_PROP_FORCE_DWORD = 0xffffffff
} D2D1_EDGEDETECTION_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_EDGEDETECTION_MODE
//
//------------------------------------------------------------------------------
typedef enum D2D1_EDGEDETECTION_MODE
{
D2D1_EDGEDETECTION_MODE_SOBEL = 0,
D2D1_EDGEDETECTION_MODE_PREWITT = 1,
D2D1_EDGEDETECTION_MODE_FORCE_DWORD = 0xffffffff
} D2D1_EDGEDETECTION_MODE;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_HIGHLIGHTSANDSHADOWS_PROP
//
// Synopsis:
// The enumeration of the Highlights and Shadows effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_HIGHLIGHTSANDSHADOWS_PROP
{
//
// Property Name: "Highlights"
// Property Type: FLOAT
//
D2D1_HIGHLIGHTSANDSHADOWS_PROP_HIGHLIGHTS = 0,
//
// Property Name: "Shadows"
// Property Type: FLOAT
//
D2D1_HIGHLIGHTSANDSHADOWS_PROP_SHADOWS = 1,
//
// Property Name: "Clarity"
// Property Type: FLOAT
//
D2D1_HIGHLIGHTSANDSHADOWS_PROP_CLARITY = 2,
//
// Property Name: "InputGamma"
// Property Type: D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA
//
D2D1_HIGHLIGHTSANDSHADOWS_PROP_INPUT_GAMMA = 3,
//
// Property Name: "MaskBlurRadius"
// Property Type: FLOAT
//
D2D1_HIGHLIGHTSANDSHADOWS_PROP_MASK_BLUR_RADIUS = 4,
D2D1_HIGHLIGHTSANDSHADOWS_PROP_FORCE_DWORD = 0xffffffff
} D2D1_HIGHLIGHTSANDSHADOWS_PROP;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA
//
//------------------------------------------------------------------------------
typedef enum D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA
{
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_LINEAR = 0,
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_SRGB = 1,
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_FORCE_DWORD = 0xffffffff
} D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_LOOKUPTABLE3D_PROP
//
// Synopsis:
// The enumeration of the Lookup Table 3D effect's top level properties.
//
//------------------------------------------------------------------------------
typedef enum D2D1_LOOKUPTABLE3D_PROP
{
//
// Property Name: "Lut"
// Property Type: IUnknown *
//
D2D1_LOOKUPTABLE3D_PROP_LUT = 0,
//
// Property Name: "AlphaMode"
// Property Type: D2D1_ALPHA_MODE
//
D2D1_LOOKUPTABLE3D_PROP_ALPHA_MODE = 1,
D2D1_LOOKUPTABLE3D_PROP_FORCE_DWORD = 0xffffffff
} D2D1_LOOKUPTABLE3D_PROP;
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
#endif // #ifndef _D2D1_EFFECTS_2_

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//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3D10_1Shader.h
// Content: D3D10.1 Shader Types and APIs
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3D10_1SHADER_H__
#define __D3D10_1SHADER_H__
#include "d3d10shader.h"
#include <winapifamily.h>
//----------------------------------------------------------------------------
// Shader debugging structures
//----------------------------------------------------------------------------
typedef enum _D3D10_SHADER_DEBUG_REGTYPE
{
D3D10_SHADER_DEBUG_REG_INPUT,
D3D10_SHADER_DEBUG_REG_OUTPUT,
D3D10_SHADER_DEBUG_REG_CBUFFER,
D3D10_SHADER_DEBUG_REG_TBUFFER,
D3D10_SHADER_DEBUG_REG_TEMP,
D3D10_SHADER_DEBUG_REG_TEMPARRAY,
D3D10_SHADER_DEBUG_REG_TEXTURE,
D3D10_SHADER_DEBUG_REG_SAMPLER,
D3D10_SHADER_DEBUG_REG_IMMEDIATECBUFFER,
D3D10_SHADER_DEBUG_REG_LITERAL,
D3D10_SHADER_DEBUG_REG_UNUSED,
D3D11_SHADER_DEBUG_REG_INTERFACE_POINTERS,
D3D11_SHADER_DEBUG_REG_UAV,
D3D10_SHADER_DEBUG_REG_FORCE_DWORD = 0x7fffffff,
} D3D10_SHADER_DEBUG_REGTYPE;
typedef enum _D3D10_SHADER_DEBUG_SCOPETYPE
{
D3D10_SHADER_DEBUG_SCOPE_GLOBAL,
D3D10_SHADER_DEBUG_SCOPE_BLOCK,
D3D10_SHADER_DEBUG_SCOPE_FORLOOP,
D3D10_SHADER_DEBUG_SCOPE_STRUCT,
D3D10_SHADER_DEBUG_SCOPE_FUNC_PARAMS,
D3D10_SHADER_DEBUG_SCOPE_STATEBLOCK,
D3D10_SHADER_DEBUG_SCOPE_NAMESPACE,
D3D10_SHADER_DEBUG_SCOPE_ANNOTATION,
D3D10_SHADER_DEBUG_SCOPE_FORCE_DWORD = 0x7fffffff,
} D3D10_SHADER_DEBUG_SCOPETYPE;
typedef enum _D3D10_SHADER_DEBUG_VARTYPE
{
D3D10_SHADER_DEBUG_VAR_VARIABLE,
D3D10_SHADER_DEBUG_VAR_FUNCTION,
D3D10_SHADER_DEBUG_VAR_FORCE_DWORD = 0x7fffffff,
} D3D10_SHADER_DEBUG_VARTYPE;
/////////////////////////////////////////////////////////////////////
// These are the serialized structures that get written to the file
/////////////////////////////////////////////////////////////////////
typedef struct _D3D10_SHADER_DEBUG_TOKEN_INFO
{
UINT File; // offset into file list
UINT Line; // line #
UINT Column; // column #
UINT TokenLength;
UINT TokenId; // offset to LPCSTR of length TokenLength in string datastore
} D3D10_SHADER_DEBUG_TOKEN_INFO;
// Variable list
typedef struct _D3D10_SHADER_DEBUG_VAR_INFO
{
// Index into token list for declaring identifier
UINT TokenId;
D3D10_SHADER_VARIABLE_TYPE Type;
// register and component for this variable, only valid/necessary for arrays
UINT Register;
UINT Component;
// gives the original variable that declared this variable
UINT ScopeVar;
// this variable's offset in its ScopeVar
UINT ScopeVarOffset;
} D3D10_SHADER_DEBUG_VAR_INFO;
typedef struct _D3D10_SHADER_DEBUG_INPUT_INFO
{
// index into array of variables of variable to initialize
UINT Var;
// input, cbuffer, tbuffer
D3D10_SHADER_DEBUG_REGTYPE InitialRegisterSet;
// set to cbuffer or tbuffer slot, geometry shader input primitive #,
// identifying register for indexable temp, or -1
UINT InitialBank;
// -1 if temp, otherwise gives register in register set
UINT InitialRegister;
// -1 if temp, otherwise gives component
UINT InitialComponent;
// initial value if literal
UINT InitialValue;
} D3D10_SHADER_DEBUG_INPUT_INFO;
typedef struct _D3D10_SHADER_DEBUG_SCOPEVAR_INFO
{
// Index into variable token
UINT TokenId;
D3D10_SHADER_DEBUG_VARTYPE VarType; // variable or function (different namespaces)
D3D10_SHADER_VARIABLE_CLASS Class;
UINT Rows; // number of rows (matrices)
UINT Columns; // number of columns (vectors and matrices)
// In an array of structures, one struct member scope is provided, and
// you'll have to add the array stride times the index to the variable
// index you find, then find that variable in this structure's list of
// variables.
// gives a scope to look up struct members. -1 if not a struct
UINT StructMemberScope;
// number of array indices
UINT uArrayIndices; // a[3][2][1] has 3 indices
// maximum array index for each index
// offset to UINT[uArrayIndices] in UINT datastore
UINT ArrayElements; // a[3][2][1] has {3, 2, 1}
// how many variables each array index moves
// offset to UINT[uArrayIndices] in UINT datastore
UINT ArrayStrides; // a[3][2][1] has {2, 1, 1}
UINT uVariables;
// index of the first variable, later variables are offsets from this one
UINT uFirstVariable;
} D3D10_SHADER_DEBUG_SCOPEVAR_INFO;
// scope data, this maps variable names to debug variables (useful for the watch window)
typedef struct _D3D10_SHADER_DEBUG_SCOPE_INFO
{
D3D10_SHADER_DEBUG_SCOPETYPE ScopeType;
UINT Name; // offset to name of scope in strings list
UINT uNameLen; // length of name string
UINT uVariables;
UINT VariableData; // Offset to UINT[uVariables] indexing the Scope Variable list
} D3D10_SHADER_DEBUG_SCOPE_INFO;
// instruction outputs
typedef struct _D3D10_SHADER_DEBUG_OUTPUTVAR
{
// index variable being written to, if -1 it's not going to a variable
UINT Var;
// range data that the compiler expects to be true
UINT uValueMin, uValueMax;
INT iValueMin, iValueMax;
FLOAT fValueMin, fValueMax;
BOOL bNaNPossible, bInfPossible;
} D3D10_SHADER_DEBUG_OUTPUTVAR;
typedef struct _D3D10_SHADER_DEBUG_OUTPUTREG_INFO
{
// Only temp, indexable temp, and output are valid here
D3D10_SHADER_DEBUG_REGTYPE OutputRegisterSet;
// -1 means no output
UINT OutputReg;
// if a temp array, identifier for which one
UINT TempArrayReg;
// -1 means masked out
UINT OutputComponents[4];
D3D10_SHADER_DEBUG_OUTPUTVAR OutputVars[4];
// when indexing the output, get the value of this register, then add
// that to uOutputReg. If uIndexReg is -1, then there is no index.
// find the variable whose register is the sum (by looking in the ScopeVar)
// and component matches, then set it. This should only happen for indexable
// temps and outputs.
UINT IndexReg;
UINT IndexComp;
} D3D10_SHADER_DEBUG_OUTPUTREG_INFO;
// per instruction data
typedef struct _D3D10_SHADER_DEBUG_INST_INFO
{
UINT Id; // Which instruction this is in the bytecode
UINT Opcode; // instruction type
// 0, 1, or 2
UINT uOutputs;
// up to two outputs per instruction
D3D10_SHADER_DEBUG_OUTPUTREG_INFO pOutputs[2];
// index into the list of tokens for this instruction's token
UINT TokenId;
// how many function calls deep this instruction is
UINT NestingLevel;
// list of scopes from outer-most to inner-most
// Number of scopes
UINT Scopes;
UINT ScopeInfo; // Offset to UINT[uScopes] specifying indices of the ScopeInfo Array
// list of variables accessed by this instruction
// Number of variables
UINT AccessedVars;
UINT AccessedVarsInfo; // Offset to UINT[AccessedVars] specifying indices of the ScopeVariableInfo Array
} D3D10_SHADER_DEBUG_INST_INFO;
typedef struct _D3D10_SHADER_DEBUG_FILE_INFO
{
UINT FileName; // Offset to LPCSTR for file name
UINT FileNameLen; // Length of file name
UINT FileData; // Offset to LPCSTR of length FileLen
UINT FileLen; // Length of file
} D3D10_SHADER_DEBUG_FILE_INFO;
typedef struct _D3D10_SHADER_DEBUG_INFO
{
UINT Size; // sizeof(D3D10_SHADER_DEBUG_INFO)
UINT Creator; // Offset to LPCSTR for compiler version
UINT EntrypointName; // Offset to LPCSTR for Entry point name
UINT ShaderTarget; // Offset to LPCSTR for shader target
UINT CompileFlags; // flags used to compile
UINT Files; // number of included files
UINT FileInfo; // Offset to D3D10_SHADER_DEBUG_FILE_INFO[Files]
UINT Instructions; // number of instructions
UINT InstructionInfo; // Offset to D3D10_SHADER_DEBUG_INST_INFO[Instructions]
UINT Variables; // number of variables
UINT VariableInfo; // Offset to D3D10_SHADER_DEBUG_VAR_INFO[Variables]
UINT InputVariables; // number of variables to initialize before running
UINT InputVariableInfo; // Offset to D3D10_SHADER_DEBUG_INPUT_INFO[InputVariables]
UINT Tokens; // number of tokens to initialize
UINT TokenInfo; // Offset to D3D10_SHADER_DEBUG_TOKEN_INFO[Tokens]
UINT Scopes; // number of scopes
UINT ScopeInfo; // Offset to D3D10_SHADER_DEBUG_SCOPE_INFO[Scopes]
UINT ScopeVariables; // number of variables declared
UINT ScopeVariableInfo; // Offset to D3D10_SHADER_DEBUG_SCOPEVAR_INFO[Scopes]
UINT UintOffset; // Offset to the UINT datastore, all UINT offsets are from this offset
UINT StringOffset; // Offset to the string datastore, all string offsets are from this offset
} D3D10_SHADER_DEBUG_INFO;
//----------------------------------------------------------------------------
// ID3D10ShaderReflection1:
//----------------------------------------------------------------------------
//
// Interface definitions
//
typedef interface ID3D10ShaderReflection1 ID3D10ShaderReflection1;
typedef interface ID3D10ShaderReflection1 *LPD3D10SHADERREFLECTION1;
// {C3457783-A846-47CE-9520-CEA6F66E7447}
DEFINE_GUID(IID_ID3D10ShaderReflection1,
0xc3457783, 0xa846, 0x47ce, 0x95, 0x20, 0xce, 0xa6, 0xf6, 0x6e, 0x74, 0x47);
#undef INTERFACE
#define INTERFACE ID3D10ShaderReflection1
DECLARE_INTERFACE_(ID3D10ShaderReflection1, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_DESC *pDesc) PURE;
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDescByName)(THIS_ LPCSTR Name, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetMovInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
STDMETHOD(GetMovcInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
STDMETHOD(GetConversionInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
STDMETHOD(GetBitwiseInstructionCount)(THIS_ _Out_ UINT* pCount) PURE;
STDMETHOD(GetGSInputPrimitive)(THIS_ _Out_ D3D10_PRIMITIVE* pPrim) PURE;
STDMETHOD(IsLevel9Shader)(THIS_ _Out_ BOOL* pbLevel9Shader) PURE;
STDMETHOD(IsSampleFrequencyShader)(THIS_ _Out_ BOOL* pbSampleFrequency) PURE;
};
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3D10_1SHADER_H__

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/*-------------------------------------------------------------------------------------
*
* Copyright (c) Microsoft Corporation
*
*-------------------------------------------------------------------------------------*/
/* this ALWAYS GENERATED file contains the definitions for the interfaces */
/* File created by MIDL compiler version 8.00.0613 */
/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 500
#endif
/* verify that the <rpcsal.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCSAL_H_VERSION__
#define __REQUIRED_RPCSAL_H_VERSION__ 100
#endif
#include "rpc.h"
#include "rpcndr.h"
#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif /* __RPCNDR_H_VERSION__ */
#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/
#ifndef __d3d11on12_h__
#define __d3d11on12_h__
#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
/* Forward Declarations */
#ifndef __ID3D11On12Device_FWD_DEFINED__
#define __ID3D11On12Device_FWD_DEFINED__
typedef interface ID3D11On12Device ID3D11On12Device;
#endif /* __ID3D11On12Device_FWD_DEFINED__ */
/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#include "d3d11.h"
#include "d3d12.h"
#ifdef __cplusplus
extern "C"{
#endif
/* interface __MIDL_itf_d3d11on12_0000_0000 */
/* [local] */
#include <winapifamily.h>
#pragma region App Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
///////////////////////////////////////////////////////////////////////////
// D3D11On12CreateDevice
// ------------------
//
// pDevice
// Specifies a pre-existing D3D12 device to use for D3D11 interop.
// May not be NULL.
// Flags
// Any of those documented for D3D11CreateDeviceAndSwapChain.
// pFeatureLevels
// Array of any of the following:
// D3D_FEATURE_LEVEL_12_1
// D3D_FEATURE_LEVEL_12_0
// D3D_FEATURE_LEVEL_11_1
// D3D_FEATURE_LEVEL_11_0
// D3D_FEATURE_LEVEL_10_1
// D3D_FEATURE_LEVEL_10_0
// D3D_FEATURE_LEVEL_9_3
// D3D_FEATURE_LEVEL_9_2
// D3D_FEATURE_LEVEL_9_1
// The first feature level which is less than or equal to the
// D3D12 device's feature level will be used to perform D3D11 validation.
// Creation will fail if no acceptable feature levels are provided.
// Providing NULL will default to the D3D12 device's feature level.
// FeatureLevels
// Size of feature levels array.
// ppCommandQueues
// Array of unique queues for D3D11On12 to use. Valid queue types:
// 3D command queue.
// Flags must be compatible with device flags, and its NodeMask must
// be a subset of the NodeMask provided to this API.
// NumQueues
// Size of command queue array.
// NodeMask
// Which node of the D3D12 device to use. Only 1 bit may be set.
// ppDevice
// Pointer to returned interface. May be NULL.
// ppImmediateContext
// Pointer to returned interface. May be NULL.
// pChosenFeatureLevel
// Pointer to returned feature level. May be NULL.
//
// Return Values
// Any of those documented for
// D3D11CreateDevice
//
///////////////////////////////////////////////////////////////////////////
typedef HRESULT (WINAPI* PFN_D3D11ON12_CREATE_DEVICE)( _In_ IUnknown*, UINT,
_In_reads_opt_( FeatureLevels ) CONST D3D_FEATURE_LEVEL*, UINT FeatureLevels,
_In_reads_opt_( NumQueues ) IUnknown* CONST*, UINT NumQueues,
UINT, _COM_Outptr_opt_ ID3D11Device**, _COM_Outptr_opt_ ID3D11DeviceContext**,
_Out_opt_ D3D_FEATURE_LEVEL* );
HRESULT WINAPI D3D11On12CreateDevice(
_In_ IUnknown* pDevice,
UINT Flags,
_In_reads_opt_( FeatureLevels ) CONST D3D_FEATURE_LEVEL* pFeatureLevels,
UINT FeatureLevels,
_In_reads_opt_( NumQueues ) IUnknown* CONST* ppCommandQueues,
UINT NumQueues,
UINT NodeMask,
_COM_Outptr_opt_ ID3D11Device** ppDevice,
_COM_Outptr_opt_ ID3D11DeviceContext** ppImmediateContext,
_Out_opt_ D3D_FEATURE_LEVEL* pChosenFeatureLevel );
typedef struct D3D11_RESOURCE_FLAGS
{
UINT BindFlags;
UINT MiscFlags;
UINT CPUAccessFlags;
UINT StructureByteStride;
} D3D11_RESOURCE_FLAGS;
extern RPC_IF_HANDLE __MIDL_itf_d3d11on12_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11on12_0000_0000_v0_0_s_ifspec;
#ifndef __ID3D11On12Device_INTERFACE_DEFINED__
#define __ID3D11On12Device_INTERFACE_DEFINED__
/* interface ID3D11On12Device */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D11On12Device;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("85611e73-70a9-490e-9614-a9e302777904")
ID3D11On12Device : public IUnknown
{
public:
virtual HRESULT STDMETHODCALLTYPE CreateWrappedResource(
_In_ IUnknown *pResource12,
_In_ const D3D11_RESOURCE_FLAGS *pFlags11,
D3D12_RESOURCE_STATES InState,
D3D12_RESOURCE_STATES OutState,
REFIID riid,
_COM_Outptr_opt_ void **ppResource11) = 0;
virtual void STDMETHODCALLTYPE ReleaseWrappedResources(
_In_reads_( NumResources ) ID3D11Resource *const *ppResources,
UINT NumResources) = 0;
virtual void STDMETHODCALLTYPE AcquireWrappedResources(
_In_reads_( NumResources ) ID3D11Resource *const *ppResources,
UINT NumResources) = 0;
};
#else /* C style interface */
typedef struct ID3D11On12DeviceVtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D11On12Device * This,
REFIID riid,
_COM_Outptr_ void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D11On12Device * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D11On12Device * This);
HRESULT ( STDMETHODCALLTYPE *CreateWrappedResource )(
ID3D11On12Device * This,
_In_ IUnknown *pResource12,
_In_ const D3D11_RESOURCE_FLAGS *pFlags11,
D3D12_RESOURCE_STATES InState,
D3D12_RESOURCE_STATES OutState,
REFIID riid,
_COM_Outptr_opt_ void **ppResource11);
void ( STDMETHODCALLTYPE *ReleaseWrappedResources )(
ID3D11On12Device * This,
_In_reads_( NumResources ) ID3D11Resource *const *ppResources,
UINT NumResources);
void ( STDMETHODCALLTYPE *AcquireWrappedResources )(
ID3D11On12Device * This,
_In_reads_( NumResources ) ID3D11Resource *const *ppResources,
UINT NumResources);
END_INTERFACE
} ID3D11On12DeviceVtbl;
interface ID3D11On12Device
{
CONST_VTBL struct ID3D11On12DeviceVtbl *lpVtbl;
};
#ifdef COBJMACROS
#define ID3D11On12Device_QueryInterface(This,riid,ppvObject) \
( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )
#define ID3D11On12Device_AddRef(This) \
( (This)->lpVtbl -> AddRef(This) )
#define ID3D11On12Device_Release(This) \
( (This)->lpVtbl -> Release(This) )
#define ID3D11On12Device_CreateWrappedResource(This,pResource12,pFlags11,InState,OutState,riid,ppResource11) \
( (This)->lpVtbl -> CreateWrappedResource(This,pResource12,pFlags11,InState,OutState,riid,ppResource11) )
#define ID3D11On12Device_ReleaseWrappedResources(This,ppResources,NumResources) \
( (This)->lpVtbl -> ReleaseWrappedResources(This,ppResources,NumResources) )
#define ID3D11On12Device_AcquireWrappedResources(This,ppResources,NumResources) \
( (This)->lpVtbl -> AcquireWrappedResources(This,ppResources,NumResources) )
#endif /* COBJMACROS */
#endif /* C style interface */
#endif /* __ID3D11On12Device_INTERFACE_DEFINED__ */
/* interface __MIDL_itf_d3d11on12_0000_0001 */
/* [local] */
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
DEFINE_GUID(IID_ID3D11On12Device,0x85611e73,0x70a9,0x490e,0x96,0x14,0xa9,0xe3,0x02,0x77,0x79,0x04);
extern RPC_IF_HANDLE __MIDL_itf_d3d11on12_0000_0001_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11on12_0000_0001_v0_0_s_ifspec;
/* Additional Prototypes for ALL interfaces */
/* end of Additional Prototypes */
#ifdef __cplusplus
}
#endif
#endif

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//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3D11Shader.h
// Content: D3D11 Shader Types and APIs
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3D11SHADER_H__
#define __D3D11SHADER_H__
#include "d3dcommon.h"
typedef enum D3D11_SHADER_VERSION_TYPE
{
D3D11_SHVER_PIXEL_SHADER = 0,
D3D11_SHVER_VERTEX_SHADER = 1,
D3D11_SHVER_GEOMETRY_SHADER = 2,
// D3D11 Shaders
D3D11_SHVER_HULL_SHADER = 3,
D3D11_SHVER_DOMAIN_SHADER = 4,
D3D11_SHVER_COMPUTE_SHADER = 5,
D3D11_SHVER_RESERVED0 = 0xFFF0,
} D3D11_SHADER_VERSION_TYPE;
#define D3D11_SHVER_GET_TYPE(_Version) \
(((_Version) >> 16) & 0xffff)
#define D3D11_SHVER_GET_MAJOR(_Version) \
(((_Version) >> 4) & 0xf)
#define D3D11_SHVER_GET_MINOR(_Version) \
(((_Version) >> 0) & 0xf)
// Slot ID for library function return
#define D3D_RETURN_PARAMETER_INDEX (-1)
typedef D3D_RESOURCE_RETURN_TYPE D3D11_RESOURCE_RETURN_TYPE;
typedef D3D_CBUFFER_TYPE D3D11_CBUFFER_TYPE;
typedef struct _D3D11_SIGNATURE_PARAMETER_DESC
{
LPCSTR SemanticName; // Name of the semantic
UINT SemanticIndex; // Index of the semantic
UINT Register; // Number of member variables
D3D_NAME SystemValueType;// A predefined system value, or D3D_NAME_UNDEFINED if not applicable
D3D_REGISTER_COMPONENT_TYPE ComponentType; // Scalar type (e.g. uint, float, etc.)
BYTE Mask; // Mask to indicate which components of the register
// are used (combination of D3D10_COMPONENT_MASK values)
BYTE ReadWriteMask; // Mask to indicate whether a given component is
// never written (if this is an output signature) or
// always read (if this is an input signature).
// (combination of D3D_MASK_* values)
UINT Stream; // Stream index
D3D_MIN_PRECISION MinPrecision; // Minimum desired interpolation precision
} D3D11_SIGNATURE_PARAMETER_DESC;
typedef struct _D3D11_SHADER_BUFFER_DESC
{
LPCSTR Name; // Name of the constant buffer
D3D_CBUFFER_TYPE Type; // Indicates type of buffer content
UINT Variables; // Number of member variables
UINT Size; // Size of CB (in bytes)
UINT uFlags; // Buffer description flags
} D3D11_SHADER_BUFFER_DESC;
typedef struct _D3D11_SHADER_VARIABLE_DESC
{
LPCSTR Name; // Name of the variable
UINT StartOffset; // Offset in constant buffer's backing store
UINT Size; // Size of variable (in bytes)
UINT uFlags; // Variable flags
LPVOID DefaultValue; // Raw pointer to default value
UINT StartTexture; // First texture index (or -1 if no textures used)
UINT TextureSize; // Number of texture slots possibly used.
UINT StartSampler; // First sampler index (or -1 if no textures used)
UINT SamplerSize; // Number of sampler slots possibly used.
} D3D11_SHADER_VARIABLE_DESC;
typedef struct _D3D11_SHADER_TYPE_DESC
{
D3D_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
D3D_SHADER_VARIABLE_TYPE Type; // Variable type (e.g. float, sampler, etc.)
UINT Rows; // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
UINT Columns; // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
UINT Elements; // Number of elements (0 if not an array)
UINT Members; // Number of members (0 if not a structure)
UINT Offset; // Offset from the start of structure (0 if not a structure member)
LPCSTR Name; // Name of type, can be NULL
} D3D11_SHADER_TYPE_DESC;
typedef D3D_TESSELLATOR_DOMAIN D3D11_TESSELLATOR_DOMAIN;
typedef D3D_TESSELLATOR_PARTITIONING D3D11_TESSELLATOR_PARTITIONING;
typedef D3D_TESSELLATOR_OUTPUT_PRIMITIVE D3D11_TESSELLATOR_OUTPUT_PRIMITIVE;
typedef struct _D3D11_SHADER_DESC
{
UINT Version; // Shader version
LPCSTR Creator; // Creator string
UINT Flags; // Shader compilation/parse flags
UINT ConstantBuffers; // Number of constant buffers
UINT BoundResources; // Number of bound resources
UINT InputParameters; // Number of parameters in the input signature
UINT OutputParameters; // Number of parameters in the output signature
UINT InstructionCount; // Number of emitted instructions
UINT TempRegisterCount; // Number of temporary registers used
UINT TempArrayCount; // Number of temporary arrays used
UINT DefCount; // Number of constant defines
UINT DclCount; // Number of declarations (input + output)
UINT TextureNormalInstructions; // Number of non-categorized texture instructions
UINT TextureLoadInstructions; // Number of texture load instructions
UINT TextureCompInstructions; // Number of texture comparison instructions
UINT TextureBiasInstructions; // Number of texture bias instructions
UINT TextureGradientInstructions; // Number of texture gradient instructions
UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
UINT StaticFlowControlCount; // Number of static flow control instructions used
UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
UINT MacroInstructionCount; // Number of macro instructions used
UINT ArrayInstructionCount; // Number of array instructions used
UINT CutInstructionCount; // Number of cut instructions used
UINT EmitInstructionCount; // Number of emit instructions used
D3D_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
D3D_PRIMITIVE InputPrimitive; // GS/HS input primitive
UINT PatchConstantParameters; // Number of parameters in the patch constant signature
UINT cGSInstanceCount; // Number of Geometry shader instances
UINT cControlPoints; // Number of control points in the HS->DS stage
D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive; // Primitive output by the tessellator
D3D_TESSELLATOR_PARTITIONING HSPartitioning; // Partitioning mode of the tessellator
D3D_TESSELLATOR_DOMAIN TessellatorDomain; // Domain of the tessellator (quad, tri, isoline)
// instruction counts
UINT cBarrierInstructions; // Number of barrier instructions in a compute shader
UINT cInterlockedInstructions; // Number of interlocked instructions
UINT cTextureStoreInstructions; // Number of texture writes
} D3D11_SHADER_DESC;
typedef struct _D3D11_SHADER_INPUT_BIND_DESC
{
LPCSTR Name; // Name of the resource
D3D_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture, cbuffer, etc.)
UINT BindPoint; // Starting bind point
UINT BindCount; // Number of contiguous bind points (for arrays)
UINT uFlags; // Input binding flags
D3D_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
D3D_SRV_DIMENSION Dimension; // Dimension (if texture)
UINT NumSamples; // Number of samples (0 if not MS texture)
} D3D11_SHADER_INPUT_BIND_DESC;
#define D3D_SHADER_REQUIRES_DOUBLES 0x00000001
#define D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL 0x00000002
#define D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE 0x00000004
#define D3D_SHADER_REQUIRES_64_UAVS 0x00000008
#define D3D_SHADER_REQUIRES_MINIMUM_PRECISION 0x00000010
#define D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS 0x00000020
#define D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS 0x00000040
#define D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING 0x00000080
#define D3D_SHADER_REQUIRES_TILED_RESOURCES 0x00000100
typedef struct _D3D11_LIBRARY_DESC
{
LPCSTR Creator; // The name of the originator of the library.
UINT Flags; // Compilation flags.
UINT FunctionCount; // Number of functions exported from the library.
} D3D11_LIBRARY_DESC;
typedef struct _D3D11_FUNCTION_DESC
{
UINT Version; // Shader version
LPCSTR Creator; // Creator string
UINT Flags; // Shader compilation/parse flags
UINT ConstantBuffers; // Number of constant buffers
UINT BoundResources; // Number of bound resources
UINT InstructionCount; // Number of emitted instructions
UINT TempRegisterCount; // Number of temporary registers used
UINT TempArrayCount; // Number of temporary arrays used
UINT DefCount; // Number of constant defines
UINT DclCount; // Number of declarations (input + output)
UINT TextureNormalInstructions; // Number of non-categorized texture instructions
UINT TextureLoadInstructions; // Number of texture load instructions
UINT TextureCompInstructions; // Number of texture comparison instructions
UINT TextureBiasInstructions; // Number of texture bias instructions
UINT TextureGradientInstructions; // Number of texture gradient instructions
UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
UINT StaticFlowControlCount; // Number of static flow control instructions used
UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
UINT MacroInstructionCount; // Number of macro instructions used
UINT ArrayInstructionCount; // Number of array instructions used
UINT MovInstructionCount; // Number of mov instructions used
UINT MovcInstructionCount; // Number of movc instructions used
UINT ConversionInstructionCount; // Number of type conversion instructions used
UINT BitwiseInstructionCount; // Number of bitwise arithmetic instructions used
D3D_FEATURE_LEVEL MinFeatureLevel; // Min target of the function byte code
UINT64 RequiredFeatureFlags; // Required feature flags
LPCSTR Name; // Function name
INT FunctionParameterCount; // Number of logical parameters in the function signature (not including return)
BOOL HasReturn; // TRUE, if function returns a value, false - it is a subroutine
BOOL Has10Level9VertexShader; // TRUE, if there is a 10L9 VS blob
BOOL Has10Level9PixelShader; // TRUE, if there is a 10L9 PS blob
} D3D11_FUNCTION_DESC;
typedef struct _D3D11_PARAMETER_DESC
{
LPCSTR Name; // Parameter name.
LPCSTR SemanticName; // Parameter semantic name (+index).
D3D_SHADER_VARIABLE_TYPE Type; // Element type.
D3D_SHADER_VARIABLE_CLASS Class; // Scalar/Vector/Matrix.
UINT Rows; // Rows are for matrix parameters.
UINT Columns; // Components or Columns in matrix.
D3D_INTERPOLATION_MODE InterpolationMode; // Interpolation mode.
D3D_PARAMETER_FLAGS Flags; // Parameter modifiers.
UINT FirstInRegister; // The first input register for this parameter.
UINT FirstInComponent; // The first input register component for this parameter.
UINT FirstOutRegister; // The first output register for this parameter.
UINT FirstOutComponent; // The first output register component for this parameter.
} D3D11_PARAMETER_DESC;
//////////////////////////////////////////////////////////////////////////////
// Interfaces ////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
typedef interface ID3D11ShaderReflectionType ID3D11ShaderReflectionType;
typedef interface ID3D11ShaderReflectionType *LPD3D11SHADERREFLECTIONTYPE;
typedef interface ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable;
typedef interface ID3D11ShaderReflectionVariable *LPD3D11SHADERREFLECTIONVARIABLE;
typedef interface ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer;
typedef interface ID3D11ShaderReflectionConstantBuffer *LPD3D11SHADERREFLECTIONCONSTANTBUFFER;
typedef interface ID3D11ShaderReflection ID3D11ShaderReflection;
typedef interface ID3D11ShaderReflection *LPD3D11SHADERREFLECTION;
typedef interface ID3D11LibraryReflection ID3D11LibraryReflection;
typedef interface ID3D11LibraryReflection *LPD3D11LIBRARYREFLECTION;
typedef interface ID3D11FunctionReflection ID3D11FunctionReflection;
typedef interface ID3D11FunctionReflection *LPD3D11FUNCTIONREFLECTION;
typedef interface ID3D11FunctionParameterReflection ID3D11FunctionParameterReflection;
typedef interface ID3D11FunctionParameterReflection *LPD3D11FUNCTIONPARAMETERREFLECTION;
// {6E6FFA6A-9BAE-4613-A51E-91652D508C21}
interface DECLSPEC_UUID("6E6FFA6A-9BAE-4613-A51E-91652D508C21") ID3D11ShaderReflectionType;
DEFINE_GUID(IID_ID3D11ShaderReflectionType,
0x6e6ffa6a, 0x9bae, 0x4613, 0xa5, 0x1e, 0x91, 0x65, 0x2d, 0x50, 0x8c, 0x21);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflectionType
DECLARE_INTERFACE(ID3D11ShaderReflectionType)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_SHADER_TYPE_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ _In_ UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetMemberTypeByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ _In_ UINT Index) PURE;
STDMETHOD(IsEqual)(THIS_ _In_ ID3D11ShaderReflectionType* pType) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetSubType)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetBaseClass)(THIS) PURE;
STDMETHOD_(UINT, GetNumInterfaces)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetInterfaceByIndex)(THIS_ _In_ UINT uIndex) PURE;
STDMETHOD(IsOfType)(THIS_ _In_ ID3D11ShaderReflectionType* pType) PURE;
STDMETHOD(ImplementsInterface)(THIS_ _In_ ID3D11ShaderReflectionType* pBase) PURE;
};
// {51F23923-F3E5-4BD1-91CB-606177D8DB4C}
interface DECLSPEC_UUID("51F23923-F3E5-4BD1-91CB-606177D8DB4C") ID3D11ShaderReflectionVariable;
DEFINE_GUID(IID_ID3D11ShaderReflectionVariable,
0x51f23923, 0xf3e5, 0x4bd1, 0x91, 0xcb, 0x60, 0x61, 0x77, 0xd8, 0xdb, 0x4c);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflectionVariable
DECLARE_INTERFACE(ID3D11ShaderReflectionVariable)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_SHADER_VARIABLE_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionType*, GetType)(THIS) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE;
STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ _In_ UINT uArrayIndex) PURE;
};
// {EB62D63D-93DD-4318-8AE8-C6F83AD371B8}
interface DECLSPEC_UUID("EB62D63D-93DD-4318-8AE8-C6F83AD371B8") ID3D11ShaderReflectionConstantBuffer;
DEFINE_GUID(IID_ID3D11ShaderReflectionConstantBuffer,
0xeb62d63d, 0x93dd, 0x4318, 0x8a, 0xe8, 0xc6, 0xf8, 0x3a, 0xd3, 0x71, 0xb8);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflectionConstantBuffer
DECLARE_INTERFACE(ID3D11ShaderReflectionConstantBuffer)
{
STDMETHOD(GetDesc)(THIS_ D3D11_SHADER_BUFFER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByIndex)(THIS_ _In_ UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
};
// The ID3D11ShaderReflection IID may change from SDK version to SDK version
// if the reflection API changes. This prevents new code with the new API
// from working with an old binary. Recompiling with the new header
// will pick up the new IID.
// 8d536ca1-0cca-4956-a837-786963755584
interface DECLSPEC_UUID("8d536ca1-0cca-4956-a837-786963755584") ID3D11ShaderReflection;
DEFINE_GUID(IID_ID3D11ShaderReflection,
0x8d536ca1, 0x0cca, 0x4956, 0xa8, 0x37, 0x78, 0x69, 0x63, 0x75, 0x55, 0x84);
#undef INTERFACE
#define INTERFACE ID3D11ShaderReflection
DECLARE_INTERFACE_(ID3D11ShaderReflection, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid,
_Out_ LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_SHADER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ _In_ UINT Index) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ _In_ UINT ResourceIndex,
_Out_ D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ _In_ UINT ParameterIndex,
_Out_ D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ _In_ UINT ParameterIndex,
_Out_ D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetPatchConstantParameterDesc)(THIS_ _In_ UINT ParameterIndex,
_Out_ D3D11_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable*, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDescByName)(THIS_ _In_ LPCSTR Name,
_Out_ D3D11_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD_(UINT, GetMovInstructionCount)(THIS) PURE;
STDMETHOD_(UINT, GetMovcInstructionCount)(THIS) PURE;
STDMETHOD_(UINT, GetConversionInstructionCount)(THIS) PURE;
STDMETHOD_(UINT, GetBitwiseInstructionCount)(THIS) PURE;
STDMETHOD_(D3D_PRIMITIVE, GetGSInputPrimitive)(THIS) PURE;
STDMETHOD_(BOOL, IsSampleFrequencyShader)(THIS) PURE;
STDMETHOD_(UINT, GetNumInterfaceSlots)(THIS) PURE;
STDMETHOD(GetMinFeatureLevel)(THIS_ _Out_ enum D3D_FEATURE_LEVEL* pLevel) PURE;
STDMETHOD_(UINT, GetThreadGroupSize)(THIS_
_Out_opt_ UINT* pSizeX,
_Out_opt_ UINT* pSizeY,
_Out_opt_ UINT* pSizeZ) PURE;
STDMETHOD_(UINT64, GetRequiresFlags)(THIS) PURE;
};
// {54384F1B-5B3E-4BB7-AE01-60BA3097CBB6}
interface DECLSPEC_UUID("54384F1B-5B3E-4BB7-AE01-60BA3097CBB6") ID3D11LibraryReflection;
DEFINE_GUID(IID_ID3D11LibraryReflection,
0x54384f1b, 0x5b3e, 0x4bb7, 0xae, 0x1, 0x60, 0xba, 0x30, 0x97, 0xcb, 0xb6);
#undef INTERFACE
#define INTERFACE ID3D11LibraryReflection
DECLARE_INTERFACE_(ID3D11LibraryReflection, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_LIBRARY_DESC * pDesc) PURE;
STDMETHOD_(ID3D11FunctionReflection *, GetFunctionByIndex)(THIS_ _In_ INT FunctionIndex) PURE;
};
// {207BCECB-D683-4A06-A8A3-9B149B9F73A4}
interface DECLSPEC_UUID("207BCECB-D683-4A06-A8A3-9B149B9F73A4") ID3D11FunctionReflection;
DEFINE_GUID(IID_ID3D11FunctionReflection,
0x207bcecb, 0xd683, 0x4a06, 0xa8, 0xa3, 0x9b, 0x14, 0x9b, 0x9f, 0x73, 0xa4);
#undef INTERFACE
#define INTERFACE ID3D11FunctionReflection
DECLARE_INTERFACE(ID3D11FunctionReflection)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_FUNCTION_DESC * pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ _In_ UINT BufferIndex) PURE;
STDMETHOD_(ID3D11ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ _In_ UINT ResourceIndex,
_Out_ D3D11_SHADER_INPUT_BIND_DESC * pDesc) PURE;
STDMETHOD_(ID3D11ShaderReflectionVariable *, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDescByName)(THIS_ _In_ LPCSTR Name,
_Out_ D3D11_SHADER_INPUT_BIND_DESC * pDesc) PURE;
// Use D3D_RETURN_PARAMETER_INDEX to get description of the return value.
STDMETHOD_(ID3D11FunctionParameterReflection *, GetFunctionParameter)(THIS_ _In_ INT ParameterIndex) PURE;
};
// {42757488-334F-47FE-982E-1A65D08CC462}
interface DECLSPEC_UUID("42757488-334F-47FE-982E-1A65D08CC462") ID3D11FunctionParameterReflection;
DEFINE_GUID(IID_ID3D11FunctionParameterReflection,
0x42757488, 0x334f, 0x47fe, 0x98, 0x2e, 0x1a, 0x65, 0xd0, 0x8c, 0xc4, 0x62);
#undef INTERFACE
#define INTERFACE ID3D11FunctionParameterReflection
DECLARE_INTERFACE(ID3D11FunctionParameterReflection)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D11_PARAMETER_DESC * pDesc) PURE;
};
// {CAC701EE-80FC-4122-8242-10B39C8CEC34}
interface DECLSPEC_UUID("CAC701EE-80FC-4122-8242-10B39C8CEC34") ID3D11Module;
DEFINE_GUID(IID_ID3D11Module,
0xcac701ee, 0x80fc, 0x4122, 0x82, 0x42, 0x10, 0xb3, 0x9c, 0x8c, 0xec, 0x34);
#undef INTERFACE
#define INTERFACE ID3D11Module
DECLARE_INTERFACE_(ID3D11Module, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// Create an instance of a module for resource re-binding.
STDMETHOD(CreateInstance)(THIS_ _In_opt_ LPCSTR pNamespace,
_COM_Outptr_ interface ID3D11ModuleInstance ** ppModuleInstance) PURE;
};
// {469E07F7-045A-48D5-AA12-68A478CDF75D}
interface DECLSPEC_UUID("469E07F7-045A-48D5-AA12-68A478CDF75D") ID3D11ModuleInstance;
DEFINE_GUID(IID_ID3D11ModuleInstance,
0x469e07f7, 0x45a, 0x48d5, 0xaa, 0x12, 0x68, 0xa4, 0x78, 0xcd, 0xf7, 0x5d);
#undef INTERFACE
#define INTERFACE ID3D11ModuleInstance
DECLARE_INTERFACE_(ID3D11ModuleInstance, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
//
// Resource binding API.
//
STDMETHOD(BindConstantBuffer)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT cbDstOffset) PURE;
STDMETHOD(BindConstantBufferByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT cbDstOffset) PURE;
STDMETHOD(BindResource)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindResourceByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindSampler)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindSamplerByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindUnorderedAccessView)(THIS_ _In_ UINT uSrcSlot, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindUnorderedAccessViewByName)(THIS_ _In_ LPCSTR pName, _In_ UINT uDstSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindResourceAsUnorderedAccessView)(THIS_ _In_ UINT uSrcSrvSlot, _In_ UINT uDstUavSlot, _In_ UINT uCount) PURE;
STDMETHOD(BindResourceAsUnorderedAccessViewByName)(THIS_ _In_ LPCSTR pSrvName, _In_ UINT uDstUavSlot, _In_ UINT uCount) PURE;
};
// {59A6CD0E-E10D-4C1F-88C0-63ABA1DAF30E}
interface DECLSPEC_UUID("59A6CD0E-E10D-4C1F-88C0-63ABA1DAF30E") ID3D11Linker;
DEFINE_GUID(IID_ID3D11Linker,
0x59a6cd0e, 0xe10d, 0x4c1f, 0x88, 0xc0, 0x63, 0xab, 0xa1, 0xda, 0xf3, 0xe);
#undef INTERFACE
#define INTERFACE ID3D11Linker
DECLARE_INTERFACE_(ID3D11Linker, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// Link the shader and produce a shader blob suitable to D3D runtime.
STDMETHOD(Link)(THIS_ _In_ interface ID3D11ModuleInstance * pEntry,
_In_ LPCSTR pEntryName,
_In_ LPCSTR pTargetName,
_In_ UINT uFlags,
_COM_Outptr_ ID3DBlob ** ppShaderBlob,
_Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE;
// Add an instance of a library module to be used for linking.
STDMETHOD(UseLibrary)(THIS_ _In_ interface ID3D11ModuleInstance * pLibraryMI) PURE;
// Add a clip plane with the plane coefficients taken from a cbuffer entry for 10L9 shaders.
STDMETHOD(AddClipPlaneFromCBuffer)(THIS_ _In_ UINT uCBufferSlot, _In_ UINT uCBufferEntry) PURE;
};
// {D80DD70C-8D2F-4751-94A1-03C79B3556DB}
interface DECLSPEC_UUID("D80DD70C-8D2F-4751-94A1-03C79B3556DB") ID3D11LinkingNode;
DEFINE_GUID(IID_ID3D11LinkingNode,
0xd80dd70c, 0x8d2f, 0x4751, 0x94, 0xa1, 0x3, 0xc7, 0x9b, 0x35, 0x56, 0xdb);
#undef INTERFACE
#define INTERFACE ID3D11LinkingNode
DECLARE_INTERFACE_(ID3D11LinkingNode, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
};
// {54133220-1CE8-43D3-8236-9855C5CEECFF}
interface DECLSPEC_UUID("54133220-1CE8-43D3-8236-9855C5CEECFF") ID3D11FunctionLinkingGraph;
DEFINE_GUID(IID_ID3D11FunctionLinkingGraph,
0x54133220, 0x1ce8, 0x43d3, 0x82, 0x36, 0x98, 0x55, 0xc5, 0xce, 0xec, 0xff);
#undef INTERFACE
#define INTERFACE ID3D11FunctionLinkingGraph
DECLARE_INTERFACE_(ID3D11FunctionLinkingGraph, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ _In_ REFIID iid, _Out_ LPVOID * ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// Create a shader module out of FLG description.
STDMETHOD(CreateModuleInstance)(THIS_ _COM_Outptr_ interface ID3D11ModuleInstance ** ppModuleInstance,
_Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE;
STDMETHOD(SetInputSignature)(THIS_ __in_ecount(cInputParameters) const D3D11_PARAMETER_DESC * pInputParameters,
_In_ UINT cInputParameters,
_COM_Outptr_ interface ID3D11LinkingNode ** ppInputNode) PURE;
STDMETHOD(SetOutputSignature)(THIS_ __in_ecount(cOutputParameters) const D3D11_PARAMETER_DESC * pOutputParameters,
_In_ UINT cOutputParameters,
_COM_Outptr_ interface ID3D11LinkingNode ** ppOutputNode) PURE;
STDMETHOD(CallFunction)(THIS_ _In_opt_ LPCSTR pModuleInstanceNamespace,
_In_ interface ID3D11Module * pModuleWithFunctionPrototype,
_In_ LPCSTR pFunctionName,
_COM_Outptr_ interface ID3D11LinkingNode ** ppCallNode) PURE;
STDMETHOD(PassValue)(THIS_ _In_ interface ID3D11LinkingNode * pSrcNode,
_In_ INT SrcParameterIndex,
_In_ interface ID3D11LinkingNode * pDstNode,
_In_ INT DstParameterIndex) PURE;
STDMETHOD(PassValueWithSwizzle)(THIS_ _In_ interface ID3D11LinkingNode * pSrcNode,
_In_ INT SrcParameterIndex,
_In_ LPCSTR pSrcSwizzle,
_In_ interface ID3D11LinkingNode * pDstNode,
_In_ INT DstParameterIndex,
_In_ LPCSTR pDstSwizzle) PURE;
STDMETHOD(GetLastError)(THIS_ _Always_(_Outptr_opt_result_maybenull_) ID3DBlob ** ppErrorBuffer) PURE;
STDMETHOD(GenerateHlsl)(THIS_ _In_ UINT uFlags, // uFlags is reserved for future use.
_COM_Outptr_ ID3DBlob ** ppBuffer) PURE;
};
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3D11SHADER_H__

6265
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@ -0,0 +1,882 @@
/* this ALWAYS GENERATED file contains the definitions for the interfaces */
/* File created by MIDL compiler version 8.00.0613 */
/* @@MIDL_FILE_HEADING( ) */
/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 500
#endif
/* verify that the <rpcsal.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCSAL_H_VERSION__
#define __REQUIRED_RPCSAL_H_VERSION__ 100
#endif
#include "rpc.h"
#include "rpcndr.h"
#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif /* __RPCNDR_H_VERSION__ */
#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/
#ifndef __d3dcommon_h__
#define __d3dcommon_h__
#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
/* Forward Declarations */
#ifndef __ID3D10Blob_FWD_DEFINED__
#define __ID3D10Blob_FWD_DEFINED__
typedef interface ID3D10Blob ID3D10Blob;
#endif /* __ID3D10Blob_FWD_DEFINED__ */
/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#ifdef __cplusplus
extern "C"{
#endif
/* interface __MIDL_itf_d3dcommon_0000_0000 */
/* [local] */
typedef
enum D3D_DRIVER_TYPE
{
D3D_DRIVER_TYPE_UNKNOWN = 0,
D3D_DRIVER_TYPE_HARDWARE = ( D3D_DRIVER_TYPE_UNKNOWN + 1 ) ,
D3D_DRIVER_TYPE_REFERENCE = ( D3D_DRIVER_TYPE_HARDWARE + 1 ) ,
D3D_DRIVER_TYPE_NULL = ( D3D_DRIVER_TYPE_REFERENCE + 1 ) ,
D3D_DRIVER_TYPE_SOFTWARE = ( D3D_DRIVER_TYPE_NULL + 1 ) ,
D3D_DRIVER_TYPE_WARP = ( D3D_DRIVER_TYPE_SOFTWARE + 1 )
} D3D_DRIVER_TYPE;
typedef
enum D3D_FEATURE_LEVEL
{
D3D_FEATURE_LEVEL_9_1 = 0x9100,
D3D_FEATURE_LEVEL_9_2 = 0x9200,
D3D_FEATURE_LEVEL_9_3 = 0x9300,
D3D_FEATURE_LEVEL_10_0 = 0xa000,
D3D_FEATURE_LEVEL_10_1 = 0xa100,
D3D_FEATURE_LEVEL_11_0 = 0xb000,
D3D_FEATURE_LEVEL_11_1 = 0xb100,
D3D_FEATURE_LEVEL_12_0 = 0xc000,
D3D_FEATURE_LEVEL_12_1 = 0xc100
} D3D_FEATURE_LEVEL;
#define D3D_FL9_1_REQ_TEXTURE1D_U_DIMENSION 2048
#define D3D_FL9_3_REQ_TEXTURE1D_U_DIMENSION 4096
#define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048
#define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096
#define D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION 512
#define D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION 4096
#define D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 256
#define D3D_FL9_1_DEFAULT_MAX_ANISOTROPY 2
#define D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT 65535
#define D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT 1048575
#define D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT 1
#define D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT 4
#define D3D_FL9_1_MAX_TEXTURE_REPEAT 128
#define D3D_FL9_2_MAX_TEXTURE_REPEAT 2048
#define D3D_FL9_3_MAX_TEXTURE_REPEAT 8192
typedef
enum D3D_PRIMITIVE_TOPOLOGY
{
D3D_PRIMITIVE_TOPOLOGY_UNDEFINED = 0,
D3D_PRIMITIVE_TOPOLOGY_POINTLIST = 1,
D3D_PRIMITIVE_TOPOLOGY_LINELIST = 2,
D3D_PRIMITIVE_TOPOLOGY_LINESTRIP = 3,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5,
D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10,
D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13,
D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST = 33,
D3D_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLIST = 34,
D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST = 35,
D3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST = 36,
D3D_PRIMITIVE_TOPOLOGY_5_CONTROL_POINT_PATCHLIST = 37,
D3D_PRIMITIVE_TOPOLOGY_6_CONTROL_POINT_PATCHLIST = 38,
D3D_PRIMITIVE_TOPOLOGY_7_CONTROL_POINT_PATCHLIST = 39,
D3D_PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLIST = 40,
D3D_PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLIST = 41,
D3D_PRIMITIVE_TOPOLOGY_10_CONTROL_POINT_PATCHLIST = 42,
D3D_PRIMITIVE_TOPOLOGY_11_CONTROL_POINT_PATCHLIST = 43,
D3D_PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLIST = 44,
D3D_PRIMITIVE_TOPOLOGY_13_CONTROL_POINT_PATCHLIST = 45,
D3D_PRIMITIVE_TOPOLOGY_14_CONTROL_POINT_PATCHLIST = 46,
D3D_PRIMITIVE_TOPOLOGY_15_CONTROL_POINT_PATCHLIST = 47,
D3D_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST = 48,
D3D_PRIMITIVE_TOPOLOGY_17_CONTROL_POINT_PATCHLIST = 49,
D3D_PRIMITIVE_TOPOLOGY_18_CONTROL_POINT_PATCHLIST = 50,
D3D_PRIMITIVE_TOPOLOGY_19_CONTROL_POINT_PATCHLIST = 51,
D3D_PRIMITIVE_TOPOLOGY_20_CONTROL_POINT_PATCHLIST = 52,
D3D_PRIMITIVE_TOPOLOGY_21_CONTROL_POINT_PATCHLIST = 53,
D3D_PRIMITIVE_TOPOLOGY_22_CONTROL_POINT_PATCHLIST = 54,
D3D_PRIMITIVE_TOPOLOGY_23_CONTROL_POINT_PATCHLIST = 55,
D3D_PRIMITIVE_TOPOLOGY_24_CONTROL_POINT_PATCHLIST = 56,
D3D_PRIMITIVE_TOPOLOGY_25_CONTROL_POINT_PATCHLIST = 57,
D3D_PRIMITIVE_TOPOLOGY_26_CONTROL_POINT_PATCHLIST = 58,
D3D_PRIMITIVE_TOPOLOGY_27_CONTROL_POINT_PATCHLIST = 59,
D3D_PRIMITIVE_TOPOLOGY_28_CONTROL_POINT_PATCHLIST = 60,
D3D_PRIMITIVE_TOPOLOGY_29_CONTROL_POINT_PATCHLIST = 61,
D3D_PRIMITIVE_TOPOLOGY_30_CONTROL_POINT_PATCHLIST = 62,
D3D_PRIMITIVE_TOPOLOGY_31_CONTROL_POINT_PATCHLIST = 63,
D3D_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST = 64,
D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED,
D3D10_PRIMITIVE_TOPOLOGY_POINTLIST = D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
D3D10_PRIMITIVE_TOPOLOGY_LINELIST = D3D_PRIMITIVE_TOPOLOGY_LINELIST,
D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
D3D10_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED,
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST = D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
D3D11_PRIMITIVE_TOPOLOGY_LINELIST = D3D_PRIMITIVE_TOPOLOGY_LINELIST,
D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_5_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_5_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_6_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_6_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_7_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_7_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_10_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_10_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_11_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_11_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_13_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_13_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_14_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_14_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_15_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_15_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_17_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_17_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_18_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_18_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_19_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_19_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_20_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_20_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_21_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_21_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_22_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_22_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_23_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_23_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_24_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_24_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_25_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_25_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_26_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_26_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_27_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_27_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_28_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_28_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_29_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_29_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_30_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_30_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_31_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_31_CONTROL_POINT_PATCHLIST,
D3D11_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST = D3D_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST
} D3D_PRIMITIVE_TOPOLOGY;
typedef
enum D3D_PRIMITIVE
{
D3D_PRIMITIVE_UNDEFINED = 0,
D3D_PRIMITIVE_POINT = 1,
D3D_PRIMITIVE_LINE = 2,
D3D_PRIMITIVE_TRIANGLE = 3,
D3D_PRIMITIVE_LINE_ADJ = 6,
D3D_PRIMITIVE_TRIANGLE_ADJ = 7,
D3D_PRIMITIVE_1_CONTROL_POINT_PATCH = 8,
D3D_PRIMITIVE_2_CONTROL_POINT_PATCH = 9,
D3D_PRIMITIVE_3_CONTROL_POINT_PATCH = 10,
D3D_PRIMITIVE_4_CONTROL_POINT_PATCH = 11,
D3D_PRIMITIVE_5_CONTROL_POINT_PATCH = 12,
D3D_PRIMITIVE_6_CONTROL_POINT_PATCH = 13,
D3D_PRIMITIVE_7_CONTROL_POINT_PATCH = 14,
D3D_PRIMITIVE_8_CONTROL_POINT_PATCH = 15,
D3D_PRIMITIVE_9_CONTROL_POINT_PATCH = 16,
D3D_PRIMITIVE_10_CONTROL_POINT_PATCH = 17,
D3D_PRIMITIVE_11_CONTROL_POINT_PATCH = 18,
D3D_PRIMITIVE_12_CONTROL_POINT_PATCH = 19,
D3D_PRIMITIVE_13_CONTROL_POINT_PATCH = 20,
D3D_PRIMITIVE_14_CONTROL_POINT_PATCH = 21,
D3D_PRIMITIVE_15_CONTROL_POINT_PATCH = 22,
D3D_PRIMITIVE_16_CONTROL_POINT_PATCH = 23,
D3D_PRIMITIVE_17_CONTROL_POINT_PATCH = 24,
D3D_PRIMITIVE_18_CONTROL_POINT_PATCH = 25,
D3D_PRIMITIVE_19_CONTROL_POINT_PATCH = 26,
D3D_PRIMITIVE_20_CONTROL_POINT_PATCH = 27,
D3D_PRIMITIVE_21_CONTROL_POINT_PATCH = 28,
D3D_PRIMITIVE_22_CONTROL_POINT_PATCH = 29,
D3D_PRIMITIVE_23_CONTROL_POINT_PATCH = 30,
D3D_PRIMITIVE_24_CONTROL_POINT_PATCH = 31,
D3D_PRIMITIVE_25_CONTROL_POINT_PATCH = 32,
D3D_PRIMITIVE_26_CONTROL_POINT_PATCH = 33,
D3D_PRIMITIVE_27_CONTROL_POINT_PATCH = 34,
D3D_PRIMITIVE_28_CONTROL_POINT_PATCH = 35,
D3D_PRIMITIVE_29_CONTROL_POINT_PATCH = 36,
D3D_PRIMITIVE_30_CONTROL_POINT_PATCH = 37,
D3D_PRIMITIVE_31_CONTROL_POINT_PATCH = 38,
D3D_PRIMITIVE_32_CONTROL_POINT_PATCH = 39,
D3D10_PRIMITIVE_UNDEFINED = D3D_PRIMITIVE_UNDEFINED,
D3D10_PRIMITIVE_POINT = D3D_PRIMITIVE_POINT,
D3D10_PRIMITIVE_LINE = D3D_PRIMITIVE_LINE,
D3D10_PRIMITIVE_TRIANGLE = D3D_PRIMITIVE_TRIANGLE,
D3D10_PRIMITIVE_LINE_ADJ = D3D_PRIMITIVE_LINE_ADJ,
D3D10_PRIMITIVE_TRIANGLE_ADJ = D3D_PRIMITIVE_TRIANGLE_ADJ,
D3D11_PRIMITIVE_UNDEFINED = D3D_PRIMITIVE_UNDEFINED,
D3D11_PRIMITIVE_POINT = D3D_PRIMITIVE_POINT,
D3D11_PRIMITIVE_LINE = D3D_PRIMITIVE_LINE,
D3D11_PRIMITIVE_TRIANGLE = D3D_PRIMITIVE_TRIANGLE,
D3D11_PRIMITIVE_LINE_ADJ = D3D_PRIMITIVE_LINE_ADJ,
D3D11_PRIMITIVE_TRIANGLE_ADJ = D3D_PRIMITIVE_TRIANGLE_ADJ,
D3D11_PRIMITIVE_1_CONTROL_POINT_PATCH = D3D_PRIMITIVE_1_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_2_CONTROL_POINT_PATCH = D3D_PRIMITIVE_2_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_3_CONTROL_POINT_PATCH = D3D_PRIMITIVE_3_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_4_CONTROL_POINT_PATCH = D3D_PRIMITIVE_4_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_5_CONTROL_POINT_PATCH = D3D_PRIMITIVE_5_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_6_CONTROL_POINT_PATCH = D3D_PRIMITIVE_6_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_7_CONTROL_POINT_PATCH = D3D_PRIMITIVE_7_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_8_CONTROL_POINT_PATCH = D3D_PRIMITIVE_8_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_9_CONTROL_POINT_PATCH = D3D_PRIMITIVE_9_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_10_CONTROL_POINT_PATCH = D3D_PRIMITIVE_10_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_11_CONTROL_POINT_PATCH = D3D_PRIMITIVE_11_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_12_CONTROL_POINT_PATCH = D3D_PRIMITIVE_12_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_13_CONTROL_POINT_PATCH = D3D_PRIMITIVE_13_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_14_CONTROL_POINT_PATCH = D3D_PRIMITIVE_14_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_15_CONTROL_POINT_PATCH = D3D_PRIMITIVE_15_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_16_CONTROL_POINT_PATCH = D3D_PRIMITIVE_16_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_17_CONTROL_POINT_PATCH = D3D_PRIMITIVE_17_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_18_CONTROL_POINT_PATCH = D3D_PRIMITIVE_18_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_19_CONTROL_POINT_PATCH = D3D_PRIMITIVE_19_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_20_CONTROL_POINT_PATCH = D3D_PRIMITIVE_20_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_21_CONTROL_POINT_PATCH = D3D_PRIMITIVE_21_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_22_CONTROL_POINT_PATCH = D3D_PRIMITIVE_22_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_23_CONTROL_POINT_PATCH = D3D_PRIMITIVE_23_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_24_CONTROL_POINT_PATCH = D3D_PRIMITIVE_24_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_25_CONTROL_POINT_PATCH = D3D_PRIMITIVE_25_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_26_CONTROL_POINT_PATCH = D3D_PRIMITIVE_26_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_27_CONTROL_POINT_PATCH = D3D_PRIMITIVE_27_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_28_CONTROL_POINT_PATCH = D3D_PRIMITIVE_28_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_29_CONTROL_POINT_PATCH = D3D_PRIMITIVE_29_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_30_CONTROL_POINT_PATCH = D3D_PRIMITIVE_30_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_31_CONTROL_POINT_PATCH = D3D_PRIMITIVE_31_CONTROL_POINT_PATCH,
D3D11_PRIMITIVE_32_CONTROL_POINT_PATCH = D3D_PRIMITIVE_32_CONTROL_POINT_PATCH
} D3D_PRIMITIVE;
typedef
enum D3D_SRV_DIMENSION
{
D3D_SRV_DIMENSION_UNKNOWN = 0,
D3D_SRV_DIMENSION_BUFFER = 1,
D3D_SRV_DIMENSION_TEXTURE1D = 2,
D3D_SRV_DIMENSION_TEXTURE1DARRAY = 3,
D3D_SRV_DIMENSION_TEXTURE2D = 4,
D3D_SRV_DIMENSION_TEXTURE2DARRAY = 5,
D3D_SRV_DIMENSION_TEXTURE2DMS = 6,
D3D_SRV_DIMENSION_TEXTURE2DMSARRAY = 7,
D3D_SRV_DIMENSION_TEXTURE3D = 8,
D3D_SRV_DIMENSION_TEXTURECUBE = 9,
D3D_SRV_DIMENSION_TEXTURECUBEARRAY = 10,
D3D_SRV_DIMENSION_BUFFEREX = 11,
D3D10_SRV_DIMENSION_UNKNOWN = D3D_SRV_DIMENSION_UNKNOWN,
D3D10_SRV_DIMENSION_BUFFER = D3D_SRV_DIMENSION_BUFFER,
D3D10_SRV_DIMENSION_TEXTURE1D = D3D_SRV_DIMENSION_TEXTURE1D,
D3D10_SRV_DIMENSION_TEXTURE1DARRAY = D3D_SRV_DIMENSION_TEXTURE1DARRAY,
D3D10_SRV_DIMENSION_TEXTURE2D = D3D_SRV_DIMENSION_TEXTURE2D,
D3D10_SRV_DIMENSION_TEXTURE2DARRAY = D3D_SRV_DIMENSION_TEXTURE2DARRAY,
D3D10_SRV_DIMENSION_TEXTURE2DMS = D3D_SRV_DIMENSION_TEXTURE2DMS,
D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY = D3D_SRV_DIMENSION_TEXTURE2DMSARRAY,
D3D10_SRV_DIMENSION_TEXTURE3D = D3D_SRV_DIMENSION_TEXTURE3D,
D3D10_SRV_DIMENSION_TEXTURECUBE = D3D_SRV_DIMENSION_TEXTURECUBE,
D3D10_1_SRV_DIMENSION_UNKNOWN = D3D_SRV_DIMENSION_UNKNOWN,
D3D10_1_SRV_DIMENSION_BUFFER = D3D_SRV_DIMENSION_BUFFER,
D3D10_1_SRV_DIMENSION_TEXTURE1D = D3D_SRV_DIMENSION_TEXTURE1D,
D3D10_1_SRV_DIMENSION_TEXTURE1DARRAY = D3D_SRV_DIMENSION_TEXTURE1DARRAY,
D3D10_1_SRV_DIMENSION_TEXTURE2D = D3D_SRV_DIMENSION_TEXTURE2D,
D3D10_1_SRV_DIMENSION_TEXTURE2DARRAY = D3D_SRV_DIMENSION_TEXTURE2DARRAY,
D3D10_1_SRV_DIMENSION_TEXTURE2DMS = D3D_SRV_DIMENSION_TEXTURE2DMS,
D3D10_1_SRV_DIMENSION_TEXTURE2DMSARRAY = D3D_SRV_DIMENSION_TEXTURE2DMSARRAY,
D3D10_1_SRV_DIMENSION_TEXTURE3D = D3D_SRV_DIMENSION_TEXTURE3D,
D3D10_1_SRV_DIMENSION_TEXTURECUBE = D3D_SRV_DIMENSION_TEXTURECUBE,
D3D10_1_SRV_DIMENSION_TEXTURECUBEARRAY = D3D_SRV_DIMENSION_TEXTURECUBEARRAY,
D3D11_SRV_DIMENSION_UNKNOWN = D3D_SRV_DIMENSION_UNKNOWN,
D3D11_SRV_DIMENSION_BUFFER = D3D_SRV_DIMENSION_BUFFER,
D3D11_SRV_DIMENSION_TEXTURE1D = D3D_SRV_DIMENSION_TEXTURE1D,
D3D11_SRV_DIMENSION_TEXTURE1DARRAY = D3D_SRV_DIMENSION_TEXTURE1DARRAY,
D3D11_SRV_DIMENSION_TEXTURE2D = D3D_SRV_DIMENSION_TEXTURE2D,
D3D11_SRV_DIMENSION_TEXTURE2DARRAY = D3D_SRV_DIMENSION_TEXTURE2DARRAY,
D3D11_SRV_DIMENSION_TEXTURE2DMS = D3D_SRV_DIMENSION_TEXTURE2DMS,
D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY = D3D_SRV_DIMENSION_TEXTURE2DMSARRAY,
D3D11_SRV_DIMENSION_TEXTURE3D = D3D_SRV_DIMENSION_TEXTURE3D,
D3D11_SRV_DIMENSION_TEXTURECUBE = D3D_SRV_DIMENSION_TEXTURECUBE,
D3D11_SRV_DIMENSION_TEXTURECUBEARRAY = D3D_SRV_DIMENSION_TEXTURECUBEARRAY,
D3D11_SRV_DIMENSION_BUFFEREX = D3D_SRV_DIMENSION_BUFFEREX
} D3D_SRV_DIMENSION;
typedef struct _D3D_SHADER_MACRO
{
LPCSTR Name;
LPCSTR Definition;
} D3D_SHADER_MACRO;
typedef struct _D3D_SHADER_MACRO *LPD3D_SHADER_MACRO;
DEFINE_GUID(IID_ID3D10Blob, 0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2);
extern RPC_IF_HANDLE __MIDL_itf_d3dcommon_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3dcommon_0000_0000_v0_0_s_ifspec;
#ifndef __ID3D10Blob_INTERFACE_DEFINED__
#define __ID3D10Blob_INTERFACE_DEFINED__
/* interface ID3D10Blob */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10Blob;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("8BA5FB08-5195-40e2-AC58-0D989C3A0102")
ID3D10Blob : public IUnknown
{
public:
virtual LPVOID STDMETHODCALLTYPE GetBufferPointer( void) = 0;
virtual SIZE_T STDMETHODCALLTYPE GetBufferSize( void) = 0;
};
#else /* C style interface */
typedef struct ID3D10BlobVtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D10Blob * This,
/* [in] */ REFIID riid,
/* [annotation][iid_is][out] */
_COM_Outptr_ void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D10Blob * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D10Blob * This);
LPVOID ( STDMETHODCALLTYPE *GetBufferPointer )(
ID3D10Blob * This);
SIZE_T ( STDMETHODCALLTYPE *GetBufferSize )(
ID3D10Blob * This);
END_INTERFACE
} ID3D10BlobVtbl;
interface ID3D10Blob
{
CONST_VTBL struct ID3D10BlobVtbl *lpVtbl;
};
#ifdef COBJMACROS
#define ID3D10Blob_QueryInterface(This,riid,ppvObject) \
( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )
#define ID3D10Blob_AddRef(This) \
( (This)->lpVtbl -> AddRef(This) )
#define ID3D10Blob_Release(This) \
( (This)->lpVtbl -> Release(This) )
#define ID3D10Blob_GetBufferPointer(This) \
( (This)->lpVtbl -> GetBufferPointer(This) )
#define ID3D10Blob_GetBufferSize(This) \
( (This)->lpVtbl -> GetBufferSize(This) )
#endif /* COBJMACROS */
#endif /* C style interface */
#endif /* __ID3D10Blob_INTERFACE_DEFINED__ */
/* interface __MIDL_itf_d3dcommon_0000_0001 */
/* [local] */
typedef interface ID3D10Blob* LPD3D10BLOB;
typedef ID3D10Blob ID3DBlob;
typedef ID3DBlob* LPD3DBLOB;
#define IID_ID3DBlob IID_ID3D10Blob
typedef
enum _D3D_INCLUDE_TYPE
{
D3D_INCLUDE_LOCAL = 0,
D3D_INCLUDE_SYSTEM = ( D3D_INCLUDE_LOCAL + 1 ) ,
D3D10_INCLUDE_LOCAL = D3D_INCLUDE_LOCAL,
D3D10_INCLUDE_SYSTEM = D3D_INCLUDE_SYSTEM,
D3D_INCLUDE_FORCE_DWORD = 0x7fffffff
} D3D_INCLUDE_TYPE;
typedef interface ID3DInclude ID3DInclude;
#undef INTERFACE
#define INTERFACE ID3DInclude
DECLARE_INTERFACE(ID3DInclude)
{
STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE;
STDMETHOD(Close)(THIS_ LPCVOID pData) PURE;
};
typedef ID3DInclude* LPD3DINCLUDE;
typedef
enum _D3D_SHADER_VARIABLE_CLASS
{
D3D_SVC_SCALAR = 0,
D3D_SVC_VECTOR = ( D3D_SVC_SCALAR + 1 ) ,
D3D_SVC_MATRIX_ROWS = ( D3D_SVC_VECTOR + 1 ) ,
D3D_SVC_MATRIX_COLUMNS = ( D3D_SVC_MATRIX_ROWS + 1 ) ,
D3D_SVC_OBJECT = ( D3D_SVC_MATRIX_COLUMNS + 1 ) ,
D3D_SVC_STRUCT = ( D3D_SVC_OBJECT + 1 ) ,
D3D_SVC_INTERFACE_CLASS = ( D3D_SVC_STRUCT + 1 ) ,
D3D_SVC_INTERFACE_POINTER = ( D3D_SVC_INTERFACE_CLASS + 1 ) ,
D3D10_SVC_SCALAR = D3D_SVC_SCALAR,
D3D10_SVC_VECTOR = D3D_SVC_VECTOR,
D3D10_SVC_MATRIX_ROWS = D3D_SVC_MATRIX_ROWS,
D3D10_SVC_MATRIX_COLUMNS = D3D_SVC_MATRIX_COLUMNS,
D3D10_SVC_OBJECT = D3D_SVC_OBJECT,
D3D10_SVC_STRUCT = D3D_SVC_STRUCT,
D3D11_SVC_INTERFACE_CLASS = D3D_SVC_INTERFACE_CLASS,
D3D11_SVC_INTERFACE_POINTER = D3D_SVC_INTERFACE_POINTER,
D3D_SVC_FORCE_DWORD = 0x7fffffff
} D3D_SHADER_VARIABLE_CLASS;
typedef
enum _D3D_SHADER_VARIABLE_FLAGS
{
D3D_SVF_USERPACKED = 1,
D3D_SVF_USED = 2,
D3D_SVF_INTERFACE_POINTER = 4,
D3D_SVF_INTERFACE_PARAMETER = 8,
D3D10_SVF_USERPACKED = D3D_SVF_USERPACKED,
D3D10_SVF_USED = D3D_SVF_USED,
D3D11_SVF_INTERFACE_POINTER = D3D_SVF_INTERFACE_POINTER,
D3D11_SVF_INTERFACE_PARAMETER = D3D_SVF_INTERFACE_PARAMETER,
D3D_SVF_FORCE_DWORD = 0x7fffffff
} D3D_SHADER_VARIABLE_FLAGS;
typedef
enum _D3D_SHADER_VARIABLE_TYPE
{
D3D_SVT_VOID = 0,
D3D_SVT_BOOL = 1,
D3D_SVT_INT = 2,
D3D_SVT_FLOAT = 3,
D3D_SVT_STRING = 4,
D3D_SVT_TEXTURE = 5,
D3D_SVT_TEXTURE1D = 6,
D3D_SVT_TEXTURE2D = 7,
D3D_SVT_TEXTURE3D = 8,
D3D_SVT_TEXTURECUBE = 9,
D3D_SVT_SAMPLER = 10,
D3D_SVT_SAMPLER1D = 11,
D3D_SVT_SAMPLER2D = 12,
D3D_SVT_SAMPLER3D = 13,
D3D_SVT_SAMPLERCUBE = 14,
D3D_SVT_PIXELSHADER = 15,
D3D_SVT_VERTEXSHADER = 16,
D3D_SVT_PIXELFRAGMENT = 17,
D3D_SVT_VERTEXFRAGMENT = 18,
D3D_SVT_UINT = 19,
D3D_SVT_UINT8 = 20,
D3D_SVT_GEOMETRYSHADER = 21,
D3D_SVT_RASTERIZER = 22,
D3D_SVT_DEPTHSTENCIL = 23,
D3D_SVT_BLEND = 24,
D3D_SVT_BUFFER = 25,
D3D_SVT_CBUFFER = 26,
D3D_SVT_TBUFFER = 27,
D3D_SVT_TEXTURE1DARRAY = 28,
D3D_SVT_TEXTURE2DARRAY = 29,
D3D_SVT_RENDERTARGETVIEW = 30,
D3D_SVT_DEPTHSTENCILVIEW = 31,
D3D_SVT_TEXTURE2DMS = 32,
D3D_SVT_TEXTURE2DMSARRAY = 33,
D3D_SVT_TEXTURECUBEARRAY = 34,
D3D_SVT_HULLSHADER = 35,
D3D_SVT_DOMAINSHADER = 36,
D3D_SVT_INTERFACE_POINTER = 37,
D3D_SVT_COMPUTESHADER = 38,
D3D_SVT_DOUBLE = 39,
D3D_SVT_RWTEXTURE1D = 40,
D3D_SVT_RWTEXTURE1DARRAY = 41,
D3D_SVT_RWTEXTURE2D = 42,
D3D_SVT_RWTEXTURE2DARRAY = 43,
D3D_SVT_RWTEXTURE3D = 44,
D3D_SVT_RWBUFFER = 45,
D3D_SVT_BYTEADDRESS_BUFFER = 46,
D3D_SVT_RWBYTEADDRESS_BUFFER = 47,
D3D_SVT_STRUCTURED_BUFFER = 48,
D3D_SVT_RWSTRUCTURED_BUFFER = 49,
D3D_SVT_APPEND_STRUCTURED_BUFFER = 50,
D3D_SVT_CONSUME_STRUCTURED_BUFFER = 51,
D3D_SVT_MIN8FLOAT = 52,
D3D_SVT_MIN10FLOAT = 53,
D3D_SVT_MIN16FLOAT = 54,
D3D_SVT_MIN12INT = 55,
D3D_SVT_MIN16INT = 56,
D3D_SVT_MIN16UINT = 57,
D3D10_SVT_VOID = D3D_SVT_VOID,
D3D10_SVT_BOOL = D3D_SVT_BOOL,
D3D10_SVT_INT = D3D_SVT_INT,
D3D10_SVT_FLOAT = D3D_SVT_FLOAT,
D3D10_SVT_STRING = D3D_SVT_STRING,
D3D10_SVT_TEXTURE = D3D_SVT_TEXTURE,
D3D10_SVT_TEXTURE1D = D3D_SVT_TEXTURE1D,
D3D10_SVT_TEXTURE2D = D3D_SVT_TEXTURE2D,
D3D10_SVT_TEXTURE3D = D3D_SVT_TEXTURE3D,
D3D10_SVT_TEXTURECUBE = D3D_SVT_TEXTURECUBE,
D3D10_SVT_SAMPLER = D3D_SVT_SAMPLER,
D3D10_SVT_SAMPLER1D = D3D_SVT_SAMPLER1D,
D3D10_SVT_SAMPLER2D = D3D_SVT_SAMPLER2D,
D3D10_SVT_SAMPLER3D = D3D_SVT_SAMPLER3D,
D3D10_SVT_SAMPLERCUBE = D3D_SVT_SAMPLERCUBE,
D3D10_SVT_PIXELSHADER = D3D_SVT_PIXELSHADER,
D3D10_SVT_VERTEXSHADER = D3D_SVT_VERTEXSHADER,
D3D10_SVT_PIXELFRAGMENT = D3D_SVT_PIXELFRAGMENT,
D3D10_SVT_VERTEXFRAGMENT = D3D_SVT_VERTEXFRAGMENT,
D3D10_SVT_UINT = D3D_SVT_UINT,
D3D10_SVT_UINT8 = D3D_SVT_UINT8,
D3D10_SVT_GEOMETRYSHADER = D3D_SVT_GEOMETRYSHADER,
D3D10_SVT_RASTERIZER = D3D_SVT_RASTERIZER,
D3D10_SVT_DEPTHSTENCIL = D3D_SVT_DEPTHSTENCIL,
D3D10_SVT_BLEND = D3D_SVT_BLEND,
D3D10_SVT_BUFFER = D3D_SVT_BUFFER,
D3D10_SVT_CBUFFER = D3D_SVT_CBUFFER,
D3D10_SVT_TBUFFER = D3D_SVT_TBUFFER,
D3D10_SVT_TEXTURE1DARRAY = D3D_SVT_TEXTURE1DARRAY,
D3D10_SVT_TEXTURE2DARRAY = D3D_SVT_TEXTURE2DARRAY,
D3D10_SVT_RENDERTARGETVIEW = D3D_SVT_RENDERTARGETVIEW,
D3D10_SVT_DEPTHSTENCILVIEW = D3D_SVT_DEPTHSTENCILVIEW,
D3D10_SVT_TEXTURE2DMS = D3D_SVT_TEXTURE2DMS,
D3D10_SVT_TEXTURE2DMSARRAY = D3D_SVT_TEXTURE2DMSARRAY,
D3D10_SVT_TEXTURECUBEARRAY = D3D_SVT_TEXTURECUBEARRAY,
D3D11_SVT_HULLSHADER = D3D_SVT_HULLSHADER,
D3D11_SVT_DOMAINSHADER = D3D_SVT_DOMAINSHADER,
D3D11_SVT_INTERFACE_POINTER = D3D_SVT_INTERFACE_POINTER,
D3D11_SVT_COMPUTESHADER = D3D_SVT_COMPUTESHADER,
D3D11_SVT_DOUBLE = D3D_SVT_DOUBLE,
D3D11_SVT_RWTEXTURE1D = D3D_SVT_RWTEXTURE1D,
D3D11_SVT_RWTEXTURE1DARRAY = D3D_SVT_RWTEXTURE1DARRAY,
D3D11_SVT_RWTEXTURE2D = D3D_SVT_RWTEXTURE2D,
D3D11_SVT_RWTEXTURE2DARRAY = D3D_SVT_RWTEXTURE2DARRAY,
D3D11_SVT_RWTEXTURE3D = D3D_SVT_RWTEXTURE3D,
D3D11_SVT_RWBUFFER = D3D_SVT_RWBUFFER,
D3D11_SVT_BYTEADDRESS_BUFFER = D3D_SVT_BYTEADDRESS_BUFFER,
D3D11_SVT_RWBYTEADDRESS_BUFFER = D3D_SVT_RWBYTEADDRESS_BUFFER,
D3D11_SVT_STRUCTURED_BUFFER = D3D_SVT_STRUCTURED_BUFFER,
D3D11_SVT_RWSTRUCTURED_BUFFER = D3D_SVT_RWSTRUCTURED_BUFFER,
D3D11_SVT_APPEND_STRUCTURED_BUFFER = D3D_SVT_APPEND_STRUCTURED_BUFFER,
D3D11_SVT_CONSUME_STRUCTURED_BUFFER = D3D_SVT_CONSUME_STRUCTURED_BUFFER,
D3D_SVT_FORCE_DWORD = 0x7fffffff
} D3D_SHADER_VARIABLE_TYPE;
typedef
enum _D3D_SHADER_INPUT_FLAGS
{
D3D_SIF_USERPACKED = 0x1,
D3D_SIF_COMPARISON_SAMPLER = 0x2,
D3D_SIF_TEXTURE_COMPONENT_0 = 0x4,
D3D_SIF_TEXTURE_COMPONENT_1 = 0x8,
D3D_SIF_TEXTURE_COMPONENTS = 0xc,
D3D_SIF_UNUSED = 0x10,
D3D10_SIF_USERPACKED = D3D_SIF_USERPACKED,
D3D10_SIF_COMPARISON_SAMPLER = D3D_SIF_COMPARISON_SAMPLER,
D3D10_SIF_TEXTURE_COMPONENT_0 = D3D_SIF_TEXTURE_COMPONENT_0,
D3D10_SIF_TEXTURE_COMPONENT_1 = D3D_SIF_TEXTURE_COMPONENT_1,
D3D10_SIF_TEXTURE_COMPONENTS = D3D_SIF_TEXTURE_COMPONENTS,
D3D_SIF_FORCE_DWORD = 0x7fffffff
} D3D_SHADER_INPUT_FLAGS;
typedef
enum _D3D_SHADER_INPUT_TYPE
{
D3D_SIT_CBUFFER = 0,
D3D_SIT_TBUFFER = ( D3D_SIT_CBUFFER + 1 ) ,
D3D_SIT_TEXTURE = ( D3D_SIT_TBUFFER + 1 ) ,
D3D_SIT_SAMPLER = ( D3D_SIT_TEXTURE + 1 ) ,
D3D_SIT_UAV_RWTYPED = ( D3D_SIT_SAMPLER + 1 ) ,
D3D_SIT_STRUCTURED = ( D3D_SIT_UAV_RWTYPED + 1 ) ,
D3D_SIT_UAV_RWSTRUCTURED = ( D3D_SIT_STRUCTURED + 1 ) ,
D3D_SIT_BYTEADDRESS = ( D3D_SIT_UAV_RWSTRUCTURED + 1 ) ,
D3D_SIT_UAV_RWBYTEADDRESS = ( D3D_SIT_BYTEADDRESS + 1 ) ,
D3D_SIT_UAV_APPEND_STRUCTURED = ( D3D_SIT_UAV_RWBYTEADDRESS + 1 ) ,
D3D_SIT_UAV_CONSUME_STRUCTURED = ( D3D_SIT_UAV_APPEND_STRUCTURED + 1 ) ,
D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER = ( D3D_SIT_UAV_CONSUME_STRUCTURED + 1 ) ,
D3D10_SIT_CBUFFER = D3D_SIT_CBUFFER,
D3D10_SIT_TBUFFER = D3D_SIT_TBUFFER,
D3D10_SIT_TEXTURE = D3D_SIT_TEXTURE,
D3D10_SIT_SAMPLER = D3D_SIT_SAMPLER,
D3D11_SIT_UAV_RWTYPED = D3D_SIT_UAV_RWTYPED,
D3D11_SIT_STRUCTURED = D3D_SIT_STRUCTURED,
D3D11_SIT_UAV_RWSTRUCTURED = D3D_SIT_UAV_RWSTRUCTURED,
D3D11_SIT_BYTEADDRESS = D3D_SIT_BYTEADDRESS,
D3D11_SIT_UAV_RWBYTEADDRESS = D3D_SIT_UAV_RWBYTEADDRESS,
D3D11_SIT_UAV_APPEND_STRUCTURED = D3D_SIT_UAV_APPEND_STRUCTURED,
D3D11_SIT_UAV_CONSUME_STRUCTURED = D3D_SIT_UAV_CONSUME_STRUCTURED,
D3D11_SIT_UAV_RWSTRUCTURED_WITH_COUNTER = D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER
} D3D_SHADER_INPUT_TYPE;
typedef
enum _D3D_SHADER_CBUFFER_FLAGS
{
D3D_CBF_USERPACKED = 1,
D3D10_CBF_USERPACKED = D3D_CBF_USERPACKED,
D3D_CBF_FORCE_DWORD = 0x7fffffff
} D3D_SHADER_CBUFFER_FLAGS;
typedef
enum _D3D_CBUFFER_TYPE
{
D3D_CT_CBUFFER = 0,
D3D_CT_TBUFFER = ( D3D_CT_CBUFFER + 1 ) ,
D3D_CT_INTERFACE_POINTERS = ( D3D_CT_TBUFFER + 1 ) ,
D3D_CT_RESOURCE_BIND_INFO = ( D3D_CT_INTERFACE_POINTERS + 1 ) ,
D3D10_CT_CBUFFER = D3D_CT_CBUFFER,
D3D10_CT_TBUFFER = D3D_CT_TBUFFER,
D3D11_CT_CBUFFER = D3D_CT_CBUFFER,
D3D11_CT_TBUFFER = D3D_CT_TBUFFER,
D3D11_CT_INTERFACE_POINTERS = D3D_CT_INTERFACE_POINTERS,
D3D11_CT_RESOURCE_BIND_INFO = D3D_CT_RESOURCE_BIND_INFO
} D3D_CBUFFER_TYPE;
typedef
enum D3D_NAME
{
D3D_NAME_UNDEFINED = 0,
D3D_NAME_POSITION = 1,
D3D_NAME_CLIP_DISTANCE = 2,
D3D_NAME_CULL_DISTANCE = 3,
D3D_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
D3D_NAME_VIEWPORT_ARRAY_INDEX = 5,
D3D_NAME_VERTEX_ID = 6,
D3D_NAME_PRIMITIVE_ID = 7,
D3D_NAME_INSTANCE_ID = 8,
D3D_NAME_IS_FRONT_FACE = 9,
D3D_NAME_SAMPLE_INDEX = 10,
D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR = 11,
D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = 12,
D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR = 13,
D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 14,
D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 15,
D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 16,
D3D_NAME_TARGET = 64,
D3D_NAME_DEPTH = 65,
D3D_NAME_COVERAGE = 66,
D3D_NAME_DEPTH_GREATER_EQUAL = 67,
D3D_NAME_DEPTH_LESS_EQUAL = 68,
D3D_NAME_STENCIL_REF = 69,
D3D_NAME_INNER_COVERAGE = 70,
D3D10_NAME_UNDEFINED = D3D_NAME_UNDEFINED,
D3D10_NAME_POSITION = D3D_NAME_POSITION,
D3D10_NAME_CLIP_DISTANCE = D3D_NAME_CLIP_DISTANCE,
D3D10_NAME_CULL_DISTANCE = D3D_NAME_CULL_DISTANCE,
D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = D3D_NAME_RENDER_TARGET_ARRAY_INDEX,
D3D10_NAME_VIEWPORT_ARRAY_INDEX = D3D_NAME_VIEWPORT_ARRAY_INDEX,
D3D10_NAME_VERTEX_ID = D3D_NAME_VERTEX_ID,
D3D10_NAME_PRIMITIVE_ID = D3D_NAME_PRIMITIVE_ID,
D3D10_NAME_INSTANCE_ID = D3D_NAME_INSTANCE_ID,
D3D10_NAME_IS_FRONT_FACE = D3D_NAME_IS_FRONT_FACE,
D3D10_NAME_SAMPLE_INDEX = D3D_NAME_SAMPLE_INDEX,
D3D10_NAME_TARGET = D3D_NAME_TARGET,
D3D10_NAME_DEPTH = D3D_NAME_DEPTH,
D3D10_NAME_COVERAGE = D3D_NAME_COVERAGE,
D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR = D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR = D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR,
D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR = D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR = D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR = D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
D3D11_NAME_DEPTH_GREATER_EQUAL = D3D_NAME_DEPTH_GREATER_EQUAL,
D3D11_NAME_DEPTH_LESS_EQUAL = D3D_NAME_DEPTH_LESS_EQUAL,
D3D11_NAME_STENCIL_REF = D3D_NAME_STENCIL_REF,
D3D11_NAME_INNER_COVERAGE = D3D_NAME_INNER_COVERAGE
} D3D_NAME;
typedef
enum D3D_RESOURCE_RETURN_TYPE
{
D3D_RETURN_TYPE_UNORM = 1,
D3D_RETURN_TYPE_SNORM = 2,
D3D_RETURN_TYPE_SINT = 3,
D3D_RETURN_TYPE_UINT = 4,
D3D_RETURN_TYPE_FLOAT = 5,
D3D_RETURN_TYPE_MIXED = 6,
D3D_RETURN_TYPE_DOUBLE = 7,
D3D_RETURN_TYPE_CONTINUED = 8,
D3D10_RETURN_TYPE_UNORM = D3D_RETURN_TYPE_UNORM,
D3D10_RETURN_TYPE_SNORM = D3D_RETURN_TYPE_SNORM,
D3D10_RETURN_TYPE_SINT = D3D_RETURN_TYPE_SINT,
D3D10_RETURN_TYPE_UINT = D3D_RETURN_TYPE_UINT,
D3D10_RETURN_TYPE_FLOAT = D3D_RETURN_TYPE_FLOAT,
D3D10_RETURN_TYPE_MIXED = D3D_RETURN_TYPE_MIXED,
D3D11_RETURN_TYPE_UNORM = D3D_RETURN_TYPE_UNORM,
D3D11_RETURN_TYPE_SNORM = D3D_RETURN_TYPE_SNORM,
D3D11_RETURN_TYPE_SINT = D3D_RETURN_TYPE_SINT,
D3D11_RETURN_TYPE_UINT = D3D_RETURN_TYPE_UINT,
D3D11_RETURN_TYPE_FLOAT = D3D_RETURN_TYPE_FLOAT,
D3D11_RETURN_TYPE_MIXED = D3D_RETURN_TYPE_MIXED,
D3D11_RETURN_TYPE_DOUBLE = D3D_RETURN_TYPE_DOUBLE,
D3D11_RETURN_TYPE_CONTINUED = D3D_RETURN_TYPE_CONTINUED
} D3D_RESOURCE_RETURN_TYPE;
typedef
enum D3D_REGISTER_COMPONENT_TYPE
{
D3D_REGISTER_COMPONENT_UNKNOWN = 0,
D3D_REGISTER_COMPONENT_UINT32 = 1,
D3D_REGISTER_COMPONENT_SINT32 = 2,
D3D_REGISTER_COMPONENT_FLOAT32 = 3,
D3D10_REGISTER_COMPONENT_UNKNOWN = D3D_REGISTER_COMPONENT_UNKNOWN,
D3D10_REGISTER_COMPONENT_UINT32 = D3D_REGISTER_COMPONENT_UINT32,
D3D10_REGISTER_COMPONENT_SINT32 = D3D_REGISTER_COMPONENT_SINT32,
D3D10_REGISTER_COMPONENT_FLOAT32 = D3D_REGISTER_COMPONENT_FLOAT32
} D3D_REGISTER_COMPONENT_TYPE;
typedef
enum D3D_TESSELLATOR_DOMAIN
{
D3D_TESSELLATOR_DOMAIN_UNDEFINED = 0,
D3D_TESSELLATOR_DOMAIN_ISOLINE = 1,
D3D_TESSELLATOR_DOMAIN_TRI = 2,
D3D_TESSELLATOR_DOMAIN_QUAD = 3,
D3D11_TESSELLATOR_DOMAIN_UNDEFINED = D3D_TESSELLATOR_DOMAIN_UNDEFINED,
D3D11_TESSELLATOR_DOMAIN_ISOLINE = D3D_TESSELLATOR_DOMAIN_ISOLINE,
D3D11_TESSELLATOR_DOMAIN_TRI = D3D_TESSELLATOR_DOMAIN_TRI,
D3D11_TESSELLATOR_DOMAIN_QUAD = D3D_TESSELLATOR_DOMAIN_QUAD
} D3D_TESSELLATOR_DOMAIN;
typedef
enum D3D_TESSELLATOR_PARTITIONING
{
D3D_TESSELLATOR_PARTITIONING_UNDEFINED = 0,
D3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
D3D_TESSELLATOR_PARTITIONING_POW2 = 2,
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
D3D11_TESSELLATOR_PARTITIONING_UNDEFINED = D3D_TESSELLATOR_PARTITIONING_UNDEFINED,
D3D11_TESSELLATOR_PARTITIONING_INTEGER = D3D_TESSELLATOR_PARTITIONING_INTEGER,
D3D11_TESSELLATOR_PARTITIONING_POW2 = D3D_TESSELLATOR_PARTITIONING_POW2,
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD,
D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
} D3D_TESSELLATOR_PARTITIONING;
typedef
enum D3D_TESSELLATOR_OUTPUT_PRIMITIVE
{
D3D_TESSELLATOR_OUTPUT_UNDEFINED = 0,
D3D_TESSELLATOR_OUTPUT_POINT = 1,
D3D_TESSELLATOR_OUTPUT_LINE = 2,
D3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
D3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
D3D11_TESSELLATOR_OUTPUT_UNDEFINED = D3D_TESSELLATOR_OUTPUT_UNDEFINED,
D3D11_TESSELLATOR_OUTPUT_POINT = D3D_TESSELLATOR_OUTPUT_POINT,
D3D11_TESSELLATOR_OUTPUT_LINE = D3D_TESSELLATOR_OUTPUT_LINE,
D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW = D3D_TESSELLATOR_OUTPUT_TRIANGLE_CW,
D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW = D3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
} D3D_TESSELLATOR_OUTPUT_PRIMITIVE;
typedef
enum D3D_MIN_PRECISION
{
D3D_MIN_PRECISION_DEFAULT = 0,
D3D_MIN_PRECISION_FLOAT_16 = 1,
D3D_MIN_PRECISION_FLOAT_2_8 = 2,
D3D_MIN_PRECISION_RESERVED = 3,
D3D_MIN_PRECISION_SINT_16 = 4,
D3D_MIN_PRECISION_UINT_16 = 5,
D3D_MIN_PRECISION_ANY_16 = 0xf0,
D3D_MIN_PRECISION_ANY_10 = 0xf1
} D3D_MIN_PRECISION;
typedef
enum D3D_INTERPOLATION_MODE
{
D3D_INTERPOLATION_UNDEFINED = 0,
D3D_INTERPOLATION_CONSTANT = 1,
D3D_INTERPOLATION_LINEAR = 2,
D3D_INTERPOLATION_LINEAR_CENTROID = 3,
D3D_INTERPOLATION_LINEAR_NOPERSPECTIVE = 4,
D3D_INTERPOLATION_LINEAR_NOPERSPECTIVE_CENTROID = 5,
D3D_INTERPOLATION_LINEAR_SAMPLE = 6,
D3D_INTERPOLATION_LINEAR_NOPERSPECTIVE_SAMPLE = 7
} D3D_INTERPOLATION_MODE;
typedef
enum _D3D_PARAMETER_FLAGS
{
D3D_PF_NONE = 0,
D3D_PF_IN = 0x1,
D3D_PF_OUT = 0x2,
D3D_PF_FORCE_DWORD = 0x7fffffff
} D3D_PARAMETER_FLAGS;
DEFINE_GUID(WKPDID_D3DDebugObjectName,0x429b8c22,0x9188,0x4b0c,0x87,0x42,0xac,0xb0,0xbf,0x85,0xc2,0x00);
DEFINE_GUID(WKPDID_D3DDebugObjectNameW,0x4cca5fd8,0x921f,0x42c8,0x85,0x66,0x70,0xca,0xf2,0xa9,0xb7,0x41);
DEFINE_GUID(WKPDID_CommentStringW,0xd0149dc0,0x90e8,0x4ec8,0x81, 0x44, 0xe9, 0x00, 0xad, 0x26, 0x6b, 0xb2);
#define D3D_SET_OBJECT_NAME_N_A(pObject, Chars, pName) (pObject)->SetPrivateData(WKPDID_D3DDebugObjectName, Chars, pName)
#define D3D_SET_OBJECT_NAME_A(pObject, pName) D3D_SET_OBJECT_NAME_N_A(pObject, lstrlenA(pName), pName)
#define D3D_SET_OBJECT_NAME_N_W(pObject, Chars, pName) (pObject)->SetPrivateData(WKPDID_D3DDebugObjectNameW, Chars*2, pName)
#define D3D_SET_OBJECT_NAME_W(pObject, pName) D3D_SET_OBJECT_NAME_N_W(pObject, wcslen(pName), pName)
#define D3D_COMPONENT_MASK_X 1
#define D3D_COMPONENT_MASK_Y 2
#define D3D_COMPONENT_MASK_Z 4
#define D3D_COMPONENT_MASK_W 8
extern RPC_IF_HANDLE __MIDL_itf_d3dcommon_0000_0001_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3dcommon_0000_0001_v0_0_s_ifspec;
/* Additional Prototypes for ALL interfaces */
/* end of Additional Prototypes */
#ifdef __cplusplus
}
#endif
#endif

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//+--------------------------------------------------------------------------
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// Abstract:
// Public API definitions for DWrite, D2D and DImage.
//
//----------------------------------------------------------------------------
#pragma once
#ifndef DCOMMON_H_INCLUDED
#define DCOMMON_H_INCLUDED
#include <dxgiformat.h>
#ifndef DX_DECLARE_INTERFACE
#define DX_DECLARE_INTERFACE(x) DECLSPEC_UUID(x) DECLSPEC_NOVTABLE
#endif
#ifndef CHECKMETHOD
#define CHECKMETHOD(method) virtual DECLSPEC_NOTHROW _Must_inspect_result_ HRESULT STDMETHODCALLTYPE method
#endif
//
// Forward declarations
//
interface IDXGISurface;
//+----------------------------------------------------------------------------
//
// Enum:
// DWRITE_MEASURING_MODE
//
// Synopsis:
// The measuring method used for text layout.
//
//-------------------------------------------------------------------------------
typedef enum DWRITE_MEASURING_MODE
{
//
// Text is measured using glyph ideal metrics whose values are independent to the current display resolution.
//
DWRITE_MEASURING_MODE_NATURAL,
//
// Text is measured using glyph display compatible metrics whose values tuned for the current display resolution.
//
DWRITE_MEASURING_MODE_GDI_CLASSIC,
//
// Text is measured using the same glyph display metrics as text measured by GDI using a font
// created with CLEARTYPE_NATURAL_QUALITY.
//
DWRITE_MEASURING_MODE_GDI_NATURAL
} DWRITE_MEASURING_MODE;
//+-----------------------------------------------------------------------------
//
// Enum:
// D2D1_ALPHA_MODE
//
// Synopsis:
// Qualifies how alpha is to be treated in a bitmap or render target containing
// alpha.
//
//------------------------------------------------------------------------------
typedef enum D2D1_ALPHA_MODE
{
//
// Alpha mode should be determined implicitly. Some target surfaces do not supply
// or imply this information in which case alpha must be specified.
//
D2D1_ALPHA_MODE_UNKNOWN = 0,
//
// Treat the alpha as premultipled.
//
D2D1_ALPHA_MODE_PREMULTIPLIED = 1,
//
// Opacity is in the 'A' component only.
//
D2D1_ALPHA_MODE_STRAIGHT = 2,
//
// Ignore any alpha channel information.
//
D2D1_ALPHA_MODE_IGNORE = 3,
D2D1_ALPHA_MODE_FORCE_DWORD = 0xffffffff
} D2D1_ALPHA_MODE;
//+-----------------------------------------------------------------------------
//
// Struct:
// D2D1_PIXEL_FORMAT
//
//------------------------------------------------------------------------------
typedef struct D2D1_PIXEL_FORMAT
{
DXGI_FORMAT format;
D2D1_ALPHA_MODE alphaMode;
} D2D1_PIXEL_FORMAT;
#endif /* DCOMMON_H_INCLUDED */

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//+--------------------------------------------------------------------------
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// Abstract:
// DirectX Typography Services public API definitions.
//
//----------------------------------------------------------------------------
#ifndef DWRITE_2_H_INCLUDED
#define DWRITE_2_H_INCLUDED
#if _MSC_VER > 1000
#pragma once
#endif
#include <DWrite_1.h>
interface IDWriteFontFallback;
/// <summary>
/// How to align glyphs to the margin.
/// </summary>
enum DWRITE_OPTICAL_ALIGNMENT
{
/// <summary>
/// Align to the default metrics of the glyph.
/// </summary>
DWRITE_OPTICAL_ALIGNMENT_NONE,
/// <summary>
/// Align glyphs to the margins. Without this, some small whitespace
/// may be present between the text and the margin from the glyph's side
/// bearing values. Note that glyphs may still overhang outside the
/// margin, such as flourishes or italic slants.
/// </summary>
DWRITE_OPTICAL_ALIGNMENT_NO_SIDE_BEARINGS,
};
/// <summary>
/// Whether to enable grid-fitting of glyph outlines (a.k.a. hinting).
/// </summary>
enum DWRITE_GRID_FIT_MODE
{
/// <summary>
/// Choose grid fitting base on the font's gasp table information.
/// </summary>
DWRITE_GRID_FIT_MODE_DEFAULT,
/// <summary>
/// Always disable grid fitting, using the ideal glyph outlines.
/// </summary>
DWRITE_GRID_FIT_MODE_DISABLED,
/// <summary>
/// Enable grid fitting, adjusting glyph outlines for device pixel display.
/// </summary>
DWRITE_GRID_FIT_MODE_ENABLED
};
/// <summary>
/// Overall metrics associated with text after layout.
/// All coordinates are in device independent pixels (DIPs).
/// </summary>
struct DWRITE_TEXT_METRICS1 : DWRITE_TEXT_METRICS
{
/// <summary>
/// The height of the formatted text taking into account the
/// trailing whitespace at the end of each line, which will
/// matter for vertical reading directions.
/// </summary>
FLOAT heightIncludingTrailingWhitespace;
};
/// <summary>
/// The text renderer interface represents a set of application-defined
/// callbacks that perform rendering of text, inline objects, and decorations
/// such as underlines.
/// </summary>
interface DWRITE_DECLARE_INTERFACE("D3E0E934-22A0-427E-AAE4-7D9574B59DB1") IDWriteTextRenderer1 : public IDWriteTextRenderer
{
/// <summary>
/// IDWriteTextLayout::Draw calls this function to instruct the client to
/// render a run of glyphs.
/// </summary>
/// <param name="clientDrawingContext">The context passed to
/// IDWriteTextLayout::Draw.</param>
/// <param name="baselineOriginX">X-coordinate of the baseline.</param>
/// <param name="baselineOriginY">Y-coordinate of the baseline.</param>
/// <param name="orientationAngle">Orientation of the glyph run.</param>
/// <param name="measuringMode">Specifies measuring method for glyphs in
/// the run. Renderer implementations may choose different rendering
/// modes for given measuring methods, but best results are seen when
/// the rendering mode matches the corresponding measuring mode:
/// DWRITE_RENDERING_MODE_CLEARTYPE_NATURAL for DWRITE_MEASURING_MODE_NATURAL
/// DWRITE_RENDERING_MODE_CLEARTYPE_GDI_CLASSIC for DWRITE_MEASURING_MODE_GDI_CLASSIC
/// DWRITE_RENDERING_MODE_CLEARTYPE_GDI_NATURAL for DWRITE_MEASURING_MODE_GDI_NATURAL
/// </param>
/// <param name="glyphRun">The glyph run to draw.</param>
/// <param name="glyphRunDescription">Properties of the characters
/// associated with this run.</param>
/// <param name="clientDrawingEffect">The drawing effect set in
/// IDWriteTextLayout::SetDrawingEffect.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
/// <remarks>
/// If a non-identity orientation is passed, the glyph run should be
/// rotated around the given baseline x and y coordinates. The function
/// IDWriteAnalyzer2::GetGlyphOrientationTransform will return the
/// necessary transform for you, which can be combined with any existing
/// world transform on the drawing context.
/// </remarks>
STDMETHOD(DrawGlyphRun)(
_In_opt_ void* clientDrawingContext,
FLOAT baselineOriginX,
FLOAT baselineOriginY,
DWRITE_GLYPH_ORIENTATION_ANGLE orientationAngle,
DWRITE_MEASURING_MODE measuringMode,
_In_ DWRITE_GLYPH_RUN const* glyphRun,
_In_ DWRITE_GLYPH_RUN_DESCRIPTION const* glyphRunDescription,
_In_opt_ IUnknown* clientDrawingEffect
) PURE;
/// <summary>
/// IDWriteTextLayout::Draw calls this function to instruct the client to draw
/// an underline.
/// </summary>
/// <param name="clientDrawingContext">The context passed to
/// IDWriteTextLayout::Draw.</param>
/// <param name="baselineOriginX">X-coordinate of the baseline.</param>
/// <param name="baselineOriginY">Y-coordinate of the baseline.</param>
/// <param name="orientationAngle">Orientation of the underline.</param>
/// <param name="underline">Underline logical information.</param>
/// <param name="clientDrawingEffect">The drawing effect set in
/// IDWriteTextLayout::SetDrawingEffect.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
/// <remarks>
/// A single underline can be broken into multiple calls, depending on
/// how the formatting changes attributes. If font sizes/styles change
/// within an underline, the thickness and offset will be averaged
/// weighted according to characters.
///
/// To get the correct top coordinate of the underline rect, add
/// underline::offset to the baseline's Y. Otherwise the underline will
/// be immediately under the text. The x coordinate will always be passed
/// as the left side, regardless of text directionality. This simplifies
/// drawing and reduces the problem of round-off that could potentially
/// cause gaps or a double stamped alpha blend. To avoid alpha overlap,
/// round the end points to the nearest device pixel.
/// </remarks>
STDMETHOD(DrawUnderline)(
_In_opt_ void* clientDrawingContext,
FLOAT baselineOriginX,
FLOAT baselineOriginY,
DWRITE_GLYPH_ORIENTATION_ANGLE orientationAngle,
_In_ DWRITE_UNDERLINE const* underline,
_In_opt_ IUnknown* clientDrawingEffect
) PURE;
/// <summary>
/// IDWriteTextLayout::Draw calls this function to instruct the client to draw
/// a strikethrough.
/// </summary>
/// <param name="clientDrawingContext">The context passed to
/// IDWriteTextLayout::Draw.</param>
/// <param name="baselineOriginX">X-coordinate of the baseline.</param>
/// <param name="baselineOriginY">Y-coordinate of the baseline.</param>
/// <param name="orientationAngle">Orientation of the strikethrough.</param>
/// <param name="strikethrough">Strikethrough logical information.</param>
/// <param name="clientDrawingEffect">The drawing effect set in
/// IDWriteTextLayout::SetDrawingEffect.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
/// <remarks>
/// A single strikethrough can be broken into multiple calls, depending on
/// how the formatting changes attributes. Strikethrough is not averaged
/// across font sizes/styles changes.
/// To get the correct top coordinate of the strikethrough rect,
/// add strikethrough::offset to the baseline's Y.
/// Like underlines, the x coordinate will always be passed as the left side,
/// regardless of text directionality.
/// </remarks>
STDMETHOD(DrawStrikethrough)(
_In_opt_ void* clientDrawingContext,
FLOAT baselineOriginX,
FLOAT baselineOriginY,
DWRITE_GLYPH_ORIENTATION_ANGLE orientationAngle,
_In_ DWRITE_STRIKETHROUGH const* strikethrough,
_In_opt_ IUnknown* clientDrawingEffect
) PURE;
/// <summary>
/// IDWriteTextLayout::Draw calls this application callback when it needs to
/// draw an inline object.
/// </summary>
/// <param name="clientDrawingContext">The context passed to
/// IDWriteTextLayout::Draw.</param>
/// <param name="originX">X-coordinate at the top-left corner of the
/// inline object.</param>
/// <param name="originY">Y-coordinate at the top-left corner of the
/// inline object.</param>
/// <param name="orientationAngle">Orientation of the inline object.</param>
/// <param name="inlineObject">The object set using IDWriteTextLayout::SetInlineObject.</param>
/// <param name="isSideways">The object should be drawn on its side.</param>
/// <param name="isRightToLeft">The object is in an right-to-left context
/// and should be drawn flipped.</param>
/// <param name="clientDrawingEffect">The drawing effect set in
/// IDWriteTextLayout::SetDrawingEffect.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
/// <remarks>
/// The right-to-left flag is a hint to draw the appropriate visual for
/// that reading direction. For example, it would look strange to draw an
/// arrow pointing to the right to indicate a submenu. The sideways flag
/// similarly hints that the object is drawn in a different orientation.
/// If a non-identity orientation is passed, the top left of the inline
/// object should be rotated around the given x and y coordinates.
/// IDWriteAnalyzer2::GetGlyphOrientationTransform returns the necessary
/// transform for this.
/// </remarks>
STDMETHOD(DrawInlineObject)(
_In_opt_ void* clientDrawingContext,
FLOAT originX,
FLOAT originY,
DWRITE_GLYPH_ORIENTATION_ANGLE orientationAngle,
_In_ IDWriteInlineObject* inlineObject,
BOOL isSideways,
BOOL isRightToLeft,
_In_opt_ IUnknown* clientDrawingEffect
) PURE;
};
/// <summary>
/// The format of text used for text layout.
/// </summary>
/// <remarks>
/// This object may not be thread-safe and it may carry the state of text format change.
/// </remarks>
interface DWRITE_DECLARE_INTERFACE("5F174B49-0D8B-4CFB-8BCA-F1CCE9D06C67") IDWriteTextFormat1 : public IDWriteTextFormat
{
/// <summary>
/// Set the preferred orientation of glyphs when using a vertical reading direction.
/// </summary>
/// <param name="glyphOrientation">Preferred glyph orientation.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(SetVerticalGlyphOrientation)(
DWRITE_VERTICAL_GLYPH_ORIENTATION glyphOrientation
) PURE;
/// <summary>
/// Get the preferred orientation of glyphs when using a vertical reading
/// direction.
/// </summary>
STDMETHOD_(DWRITE_VERTICAL_GLYPH_ORIENTATION, GetVerticalGlyphOrientation)() PURE;
/// <summary>
/// Set whether or not the last word on the last line is wrapped.
/// </summary>
/// <param name="isLastLineWrappingEnabled">Line wrapping option.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(SetLastLineWrapping)(
BOOL isLastLineWrappingEnabled
) PURE;
/// <summary>
/// Get whether or not the last word on the last line is wrapped.
/// </summary>
STDMETHOD_(BOOL, GetLastLineWrapping)() PURE;
/// <summary>
/// Set how the glyphs align to the edges the margin. Default behavior is
/// to align glyphs using their default glyphs metrics which include side
/// bearings.
/// </summary>
/// <param name="opticalAlignment">Optical alignment option.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(SetOpticalAlignment)(
DWRITE_OPTICAL_ALIGNMENT opticalAlignment
) PURE;
/// <summary>
/// Get how the glyphs align to the edges the margin.
/// </summary>
STDMETHOD_(DWRITE_OPTICAL_ALIGNMENT, GetOpticalAlignment)() PURE;
/// <summary>
/// Apply a custom font fallback onto layout. If none is specified,
/// layout uses the system fallback list.
/// </summary>
/// <param name="fontFallback">Custom font fallback created from
/// IDWriteFontFallbackBuilder::CreateFontFallback or from
/// IDWriteFactory2::GetSystemFontFallback.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(SetFontFallback)(
IDWriteFontFallback* fontFallback
) PURE;
/// <summary>
/// Get the current font fallback object.
/// </summary>
STDMETHOD(GetFontFallback)(
__out IDWriteFontFallback** fontFallback
) PURE;
};
/// <summary>
/// The text layout interface represents a block of text after it has
/// been fully analyzed and formatted.
///
/// All coordinates are in device independent pixels (DIPs).
/// </summary>
interface DWRITE_DECLARE_INTERFACE("1093C18F-8D5E-43F0-B064-0917311B525E") IDWriteTextLayout2 : public IDWriteTextLayout1
{
/// <summary>
/// GetMetrics retrieves overall metrics for the formatted string.
/// </summary>
/// <param name="textMetrics">The returned metrics.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
/// <remarks>
/// Drawing effects like underline and strikethrough do not contribute
/// to the text size, which is essentially the sum of advance widths and
/// line heights. Additionally, visible swashes and other graphic
/// adornments may extend outside the returned width and height.
/// </remarks>
STDMETHOD(GetMetrics)(
_Out_ DWRITE_TEXT_METRICS1* textMetrics
) PURE;
using IDWriteTextLayout::GetMetrics;
/// <summary>
/// Set the preferred orientation of glyphs when using a vertical reading direction.
/// </summary>
/// <param name="glyphOrientation">Preferred glyph orientation.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(SetVerticalGlyphOrientation)(
DWRITE_VERTICAL_GLYPH_ORIENTATION glyphOrientation
) PURE;
/// <summary>
/// Get the preferred orientation of glyphs when using a vertical reading
/// direction.
/// </summary>
STDMETHOD_(DWRITE_VERTICAL_GLYPH_ORIENTATION, GetVerticalGlyphOrientation)() PURE;
/// <summary>
/// Set whether or not the last word on the last line is wrapped.
/// </summary>
/// <param name="isLastLineWrappingEnabled">Line wrapping option.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(SetLastLineWrapping)(
BOOL isLastLineWrappingEnabled
) PURE;
/// <summary>
/// Get whether or not the last word on the last line is wrapped.
/// </summary>
STDMETHOD_(BOOL, GetLastLineWrapping)() PURE;
/// <summary>
/// Set how the glyphs align to the edges the margin. Default behavior is
/// to align glyphs using their default glyphs metrics which include side
/// bearings.
/// </summary>
/// <param name="opticalAlignment">Optical alignment option.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(SetOpticalAlignment)(
DWRITE_OPTICAL_ALIGNMENT opticalAlignment
) PURE;
/// <summary>
/// Get how the glyphs align to the edges the margin.
/// </summary>
STDMETHOD_(DWRITE_OPTICAL_ALIGNMENT, GetOpticalAlignment)() PURE;
/// <summary>
/// Apply a custom font fallback onto layout. If none is specified,
/// layout uses the system fallback list.
/// </summary>
/// <param name="fontFallback">Custom font fallback created from
/// IDWriteFontFallbackBuilder::CreateFontFallback or
/// IDWriteFactory2::GetSystemFontFallback.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(SetFontFallback)(
IDWriteFontFallback* fontFallback
) PURE;
/// <summary>
/// Get the current font fallback object.
/// </summary>
STDMETHOD(GetFontFallback)(
__out IDWriteFontFallback** fontFallback
) PURE;
};
/// <summary>
/// The text analyzer interface represents a set of application-defined
/// callbacks that perform rendering of text, inline objects, and decorations
/// such as underlines.
/// </summary>
interface DWRITE_DECLARE_INTERFACE("553A9FF3-5693-4DF7-B52B-74806F7F2EB9") IDWriteTextAnalyzer2 : public IDWriteTextAnalyzer1
{
/// <summary>
/// Returns 2x3 transform matrix for the respective angle to draw the
/// glyph run or other object.
/// </summary>
/// <param name="glyphOrientationAngle">The angle reported to one of the application callbacks,
/// including IDWriteTextAnalysisSink1::SetGlyphOrientation and IDWriteTextRenderer1::Draw*.</param>
/// <param name="isSideways">Whether the run's glyphs are sideways or not.</param>
/// <param name="originX">X origin of the element, be it a glyph run or underline or other.</param>
/// <param name="originY">Y origin of the element, be it a glyph run or underline or other.</param>
/// <param name="transform">Returned transform.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
/// <remarks>
/// This rotates around the given origin x and y, returning a translation component
/// such that the glyph run, text decoration, or inline object is drawn with the
/// right orientation at the expected coordinate.
/// </remarks>
STDMETHOD(GetGlyphOrientationTransform)(
DWRITE_GLYPH_ORIENTATION_ANGLE glyphOrientationAngle,
BOOL isSideways,
FLOAT originX,
FLOAT originY,
_Out_ DWRITE_MATRIX* transform
) PURE;
/// <summary>
/// Returns a list of typographic feature tags for the given script and language.
/// </summary>
/// <param name="fontFace">The font face to get features from.</param>
/// <param name="scriptAnalysis">Script analysis result from AnalyzeScript.</param>
/// <param name="localeName">The locale to use when selecting the feature,
/// such en-us or ja-jp.</param>
/// <param name="maxTagCount">Maximum tag count.</param>
/// <param name="actualTagCount">Actual tag count. If greater than
/// maxTagCount, E_NOT_SUFFICIENT_BUFFER is returned, and the call
/// should be retried with a larger buffer.</param>
/// <param name="tags">Feature tag list.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(GetTypographicFeatures)(
IDWriteFontFace* fontFace,
DWRITE_SCRIPT_ANALYSIS scriptAnalysis,
_In_opt_z_ WCHAR const* localeName,
UINT32 maxTagCount,
_Out_ UINT32* actualTagCount,
_Out_writes_(maxTagCount) DWRITE_FONT_FEATURE_TAG* tags
) PURE;
/// <summary>
/// Returns an array of which glyphs are affected by a given feature.
/// </summary>
/// <param name="fontFace">The font face to read glyph information from.</param>
/// <param name="scriptAnalysis">Script analysis result from AnalyzeScript.</param>
/// <param name="localeName">The locale to use when selecting the feature,
/// such en-us or ja-jp.</param>
/// <param name="featureTag">OpenType feature name to use, which may be one
/// of the DWRITE_FONT_FEATURE_TAG values or a custom feature using
/// DWRITE_MAKE_OPENTYPE_TAG.</param>
/// <param name="glyphCount">Number of glyph indices to check.</param>
/// <param name="glyphIndices">Glyph indices to check for feature application.</param>
/// <param name="featureApplies">Output of which glyphs are affected by the
/// feature, where for each glyph affected, the respective array index
/// will be 1. The result is returned per-glyph without regard to
/// neighboring context of adjacent glyphs.</param>
/// </remarks>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(CheckTypographicFeature)(
IDWriteFontFace* fontFace,
DWRITE_SCRIPT_ANALYSIS scriptAnalysis,
_In_opt_z_ WCHAR const* localeName,
DWRITE_FONT_FEATURE_TAG featureTag,
UINT32 glyphCount,
_In_reads_(glyphCount) UINT16 const* glyphIndices,
_Out_writes_(glyphCount) UINT8* featureApplies
) PURE;
};
/// <summary>
/// A font fallback definition used for mapping characters to fonts capable of
/// supporting them.
/// </summary>
interface DWRITE_DECLARE_INTERFACE("EFA008F9-F7A1-48BF-B05C-F224713CC0FF") IDWriteFontFallback : public IUnknown
{
/// <summary>
/// Determines an appropriate font to use to render the range of text.
/// </summary>
/// <param name="source">The text source implementation holds the text and
/// locale.</param>
/// <param name="textLength">Length of the text to analyze.</param>
/// <param name="baseFontCollection">Default font collection to use.</param>
/// <param name="baseFont">Base font to check (optional).</param>
/// <param name="baseFamilyName">Family name of the base font. If you pass
/// null, no matching will be done against the family.</param>
/// <param name="baseWeight">Desired weight.</param>
/// <param name="baseStyle">Desired style.</param>
/// <param name="baseStretch">Desired stretch.</param>
/// <param name="mappedLength">Length of text mapped to the mapped font.
/// This will always be less or equal to the input text length and
/// greater than zero (if the text length is non-zero) so that the
/// caller advances at least one character each call.</param>
/// <param name="mappedFont">The font that should be used to render the
/// first mappedLength characters of the text. If it returns NULL,
/// then no known font can render the text, and mappedLength is the
/// number of unsupported characters to skip.</param>
/// <param name="scale">Scale factor to multiply the em size of the
/// returned font by.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(MapCharacters)(
IDWriteTextAnalysisSource* analysisSource,
UINT32 textPosition,
UINT32 textLength,
_In_opt_ IDWriteFontCollection* baseFontCollection,
_In_opt_z_ wchar_t const* baseFamilyName,
DWRITE_FONT_WEIGHT baseWeight,
DWRITE_FONT_STYLE baseStyle,
DWRITE_FONT_STRETCH baseStretch,
_Deref_out_range_(0, textLength) UINT32* mappedLength,
_COM_Outptr_ IDWriteFont** mappedFont,
_Out_ FLOAT* scale
) PURE;
};
/// <summary>
/// Builder used to create a font fallback definition by appending a series of
/// fallback mappings, followed by a creation call.
/// </summary>
/// <remarks>
/// This object may not be thread-safe.
/// </remarks>
interface DWRITE_DECLARE_INTERFACE("FD882D06-8ABA-4FB8-B849-8BE8B73E14DE") IDWriteFontFallbackBuilder : public IUnknown
{
/// <summary>
/// Appends a single mapping to the list. Call this once for each additional mapping.
/// </summary>
/// <param name="ranges">Unicode ranges that apply to this mapping.</param>
/// <param name="rangesCount">Number of Unicode ranges.</param>
/// <param name="localeName">Locale of the context (e.g. document locale).</param>
/// <param name="baseFamilyName">Base family name to match against, if applicable.</param>
/// <param name="fontCollection">Explicit font collection for this mapping (optional).</param>
/// <param name="targetFamilyNames">List of target family name strings.</param>
/// <param name="targetFamilyNamesCount">Number of target family names.</param>
/// <param name="scale">Scale factor to multiply the result target font by.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(AddMapping)(
_In_reads_(rangesCount) DWRITE_UNICODE_RANGE const* ranges,
UINT32 rangesCount,
_In_reads_(targetFamilyNamesCount) WCHAR const** targetFamilyNames,
UINT32 targetFamilyNamesCount,
_In_opt_ IDWriteFontCollection* fontCollection = NULL,
_In_opt_z_ WCHAR const* localeName = NULL,
_In_opt_z_ WCHAR const* baseFamilyName = NULL,
FLOAT scale = 1.0f
) PURE;
/// <summary>
/// Appends all the mappings from an existing font fallback object.
/// </summary>
/// <param name="fontFallback">Font fallback to read mappings from.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(AddMappings)(
IDWriteFontFallback* fontFallback
) PURE;
/// <summary>
/// Creates the finalized fallback object from the mappings added.
/// </summary>
/// <param name="fontFallback">Created fallback list.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(CreateFontFallback)(
_COM_Outptr_ IDWriteFontFallback** fontFallback
) PURE;
};
/// <summary>
/// DWRITE_COLOR_F
/// </summary>
#ifndef D3DCOLORVALUE_DEFINED
typedef struct _D3DCOLORVALUE {
union {
FLOAT r;
FLOAT dvR;
};
union {
FLOAT g;
FLOAT dvG;
};
union {
FLOAT b;
FLOAT dvB;
};
union {
FLOAT a;
FLOAT dvA;
};
} D3DCOLORVALUE;
#define D3DCOLORVALUE_DEFINED
#endif D3DCOLORVALUE_DEFINED
typedef D3DCOLORVALUE DWRITE_COLOR_F;
/// <summary>
/// The IDWriteFont interface represents a physical font in a font collection.
/// </summary>
interface DWRITE_DECLARE_INTERFACE("29748ed6-8c9c-4a6a-be0b-d912e8538944") IDWriteFont2 : public IDWriteFont1
{
/// <summary>
/// Returns TRUE if the font contains color information (COLR and CPAL tables),
/// or FALSE if not.
/// </summary>
STDMETHOD_(BOOL, IsColorFont)() PURE;
};
/// <summary>
/// The interface that represents an absolute reference to a font face.
/// It contains font face type, appropriate file references and face identification data.
/// Various font data such as metrics, names and glyph outlines is obtained from IDWriteFontFace.
/// </summary>
interface DWRITE_DECLARE_INTERFACE("d8b768ff-64bc-4e66-982b-ec8e87f693f7") IDWriteFontFace2 : public IDWriteFontFace1
{
/// <summary>
/// Returns TRUE if the font contains color information (COLR and CPAL tables),
/// or FALSE if not.
/// </summary>
STDMETHOD_(BOOL, IsColorFont)() PURE;
/// <summary>
/// Returns the number of color palettes defined by the font. The return
/// value is zero if the font has no color information. Color fonts must
/// have at least one palette, with palette index zero being the default.
/// </summary>
STDMETHOD_(UINT32, GetColorPaletteCount)() PURE;
/// <summary>
/// Returns the number of entries in each color palette. All color palettes
/// in a font have the same number of palette entries. The return value is
/// zero if the font has no color information.
/// </summary>
STDMETHOD_(UINT32, GetPaletteEntryCount)() PURE;
/// <summary>
/// Reads color values from the font's color palette.
/// </summary>
/// <param name="colorPaletteIndex">Zero-based index of the color palette. If the
/// font does not have a palette with the specified index, the method returns
/// DWRITE_E_NOCOLOR.<param>
/// <param name="firstEntryIndex">Zero-based index of the first palette entry
/// to read.</param>
/// <param name="entryCount">Number of palette entries to read.</param>
/// <param name="paletteEntries">Array that receives the color values.<param>
/// <returns>
/// Standard HRESULT error code.
/// The return value is E_INVALIDARG if firstEntryIndex + entryCount is greater
/// than the actual number of palette entries as returned by GetPaletteEntryCount.
/// The return value is DWRITE_E_NOCOLOR if the font does not have a palette
/// with the specified palette index.
/// </returns>
STDMETHOD(GetPaletteEntries)(
UINT32 colorPaletteIndex,
UINT32 firstEntryIndex,
UINT32 entryCount,
_Out_writes_(entryCount) DWRITE_COLOR_F* paletteEntries
) PURE;
/// <summary>
/// Determines the recommended text rendering and grid-fit mode to be used based on the
/// font, size, world transform, and measuring mode.
/// </summary>
/// <param name="fontEmSize">Logical font size in DIPs.</param>
/// <param name="dpiX">Number of pixels per logical inch in the horizontal direction.</param>
/// <param name="dpiY">Number of pixels per logical inch in the vertical direction.</param>
/// <param name="transform">Specifies the world transform.</param>
/// <param name="outlineThreshold">Specifies the quality of the graphics system's outline rendering,
/// affects the size threshold above which outline rendering is used.</param>
/// <param name="measuringMode">Specifies the method used to measure during text layout. For proper
/// glyph spacing, the function returns a rendering mode that is compatible with the specified
/// measuring mode.</param>
/// <param name="renderingParams">Rendering parameters object. This parameter is necessary in case the rendering parameters
/// object overrides the rendering mode.</param>
/// <param name="renderingMode">Receives the recommended rendering mode.</param>
/// <param name="gridFitMode">Receives the recommended grid-fit mode.</param>
/// <remarks>
/// This method should be used to determine the actual rendering mode in cases where the rendering
/// mode of the rendering params object is DWRITE_RENDERING_MODE_DEFAULT, and the actual grid-fit
/// mode when the rendering params object is DWRITE_GRID_FIT_MODE_DEFAULT.
/// </remarks>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(GetRecommendedRenderingMode)(
FLOAT fontEmSize,
FLOAT dpiX,
FLOAT dpiY,
_In_opt_ DWRITE_MATRIX const* transform,
BOOL isSideways,
DWRITE_OUTLINE_THRESHOLD outlineThreshold,
DWRITE_MEASURING_MODE measuringMode,
_In_opt_ IDWriteRenderingParams* renderingParams,
_Out_ DWRITE_RENDERING_MODE* renderingMode,
_Out_ DWRITE_GRID_FIT_MODE* gridFitMode
) PURE;
};
/// <summary>
/// Represents a color glyph run. The IDWriteFactory2::TranslateColorGlyphRun
/// method returns an ordered collection of color glyph runs, which can be
/// layered on top of each other to produce a color representation of the
/// given base glyph run.
/// </summary>
struct DWRITE_COLOR_GLYPH_RUN
{
/// <summary>
/// Glyph run to render.
/// </summary>
DWRITE_GLYPH_RUN glyphRun;
/// <summary>
/// Optional glyph run description.
/// </summary>
_Maybenull_ DWRITE_GLYPH_RUN_DESCRIPTION* glyphRunDescription;
/// <summary>
/// Location at which to draw this glyph run.
/// </summary>
FLOAT baselineOriginX;
FLOAT baselineOriginY;
/// <summary>
/// Color to use for this layer, if any. This is the same color that
/// IDWriteFontFace2::GetPaletteEntries would return for the current
/// palette index if the paletteIndex member is less than 0xFFFF. If
/// the paletteIndex member is 0xFFFF then there is no associated
/// palette entry, this member is set to { 0, 0, 0, 0 }, and the client
/// should use the current foreground brush.
/// </summary>
DWRITE_COLOR_F runColor;
/// <summary>
/// Zero-based index of this layer's color entry in the current color
/// palette, or 0xFFFF if this layer is to be rendered using
/// the current foreground brush.
/// </summary>
UINT16 paletteIndex;
};
/// <summary>
/// Enumerator for an ordered collection of color glyph runs.
/// </summary>
interface DWRITE_DECLARE_INTERFACE("d31fbe17-f157-41a2-8d24-cb779e0560e8") IDWriteColorGlyphRunEnumerator : public IUnknown
{
/// <summary>
/// Advances to the first or next color run. The runs are enumerated
/// in order from back to front.
/// </summary>
/// <param name="hasRun">Receives TRUE if there is a current run or
/// FALSE if the end of the sequence has been reached.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(MoveNext)(
_Out_ BOOL* hasRun
) PURE;
/// <summary>
/// Gets the current color glyph run.
/// </summary>
/// <param name="colorGlyphRun">Receives a pointer to the color
/// glyph run. The pointer remains valid until the next call to
/// MoveNext or until the interface is released.</param>
/// <returns>
/// Standard HRESULT error code. An error is returned if there is
/// no current glyph run, i.e., if MoveNext has not yet been called
/// or if the end of the sequence has been reached.
/// </returns>
STDMETHOD(GetCurrentRun)(
_Outptr_ DWRITE_COLOR_GLYPH_RUN const** colorGlyphRun
) PURE;
};
/// <summary>
/// The interface that represents text rendering settings for glyph rasterization and filtering.
/// </summary>
interface DWRITE_DECLARE_INTERFACE("F9D711C3-9777-40AE-87E8-3E5AF9BF0948") IDWriteRenderingParams2 : public IDWriteRenderingParams1
{
/// <summary>
/// Gets the grid fitting mode.
/// </summary>
STDMETHOD_(DWRITE_GRID_FIT_MODE, GetGridFitMode)() PURE;
};
/// <summary>
/// The root factory interface for all DWrite objects.
/// </summary>
interface DWRITE_DECLARE_INTERFACE("0439fc60-ca44-4994-8dee-3a9af7b732ec") IDWriteFactory2 : public IDWriteFactory1
{
/// <summary>
/// Get the system-appropriate font fallback mapping list.
/// </summary>
/// <param name="fontFallback">The system fallback list.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(GetSystemFontFallback)(
_COM_Outptr_ IDWriteFontFallback** fontFallback
) PURE;
/// <summary>
/// Create a custom font fallback builder.
/// </summary>
/// <param name="fontFallbackBuilder">Empty font fallback builder.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(CreateFontFallbackBuilder)(
_COM_Outptr_ IDWriteFontFallbackBuilder** fontFallbackBuilder
) PURE;
/// <summary>
/// Translates a glyph run to a sequence of color glyph runs, which can be
/// rendered to produce a color representation of the original "base" run.
/// </summary>
/// <param name="baselineOriginX">Horizontal origin of the base glyph run in
/// pre-transform coordinates.</param>
/// <param name="baselineOriginY">Vertical origin of the base glyph run in
/// pre-transform coordinates.</param>
/// <param name="glyphRun">Pointer to the original "base" glyph run.</param>
/// <param name="glyphRunDescription">Optional glyph run description.</param>
/// <param name="measuringMode">Measuring mode, needed to compute the origins
/// of each glyph.</param>
/// <param name="worldToDeviceTransform">Matrix converting from the client's
/// coordinate space to device coordinates (pixels), i.e., the world transform
/// multiplied by any DPI scaling.</param>
/// <param name="colorPaletteIndex">Zero-based index of the color palette to use.
/// Valid indices are less than the number of palettes in the font, as returned
/// by IDWriteFontFace2::GetColorPaletteCount.</param>
/// <param name="colorLayers">If the function succeeds, receives a pointer
/// to an enumerator object that can be used to obtain the color glyph runs.
/// If the base run has no color glyphs, then the output pointer is NULL
/// and the method returns DWRITE_E_NOCOLOR.</param>
/// <returns>
/// Returns DWRITE_E_NOCOLOR if the font has no color information, the base
/// glyph run does not contain any color glyphs, or the specified color palette
/// index is out of range. In this case, the client should render the base glyph
/// run. Otherwise, returns a standard HRESULT error code.
/// </returns>
STDMETHOD(TranslateColorGlyphRun)(
FLOAT baselineOriginX,
FLOAT baselineOriginY,
_In_ DWRITE_GLYPH_RUN const* glyphRun,
_In_opt_ DWRITE_GLYPH_RUN_DESCRIPTION const* glyphRunDescription,
DWRITE_MEASURING_MODE measuringMode,
_In_opt_ DWRITE_MATRIX const* worldToDeviceTransform,
UINT32 colorPaletteIndex,
_COM_Outptr_ IDWriteColorGlyphRunEnumerator** colorLayers
) PURE;
/// <summary>
/// Creates a rendering parameters object with the specified properties.
/// </summary>
/// <param name="gamma">The gamma value used for gamma correction, which must be greater than zero and cannot exceed 256.</param>
/// <param name="enhancedContrast">The amount of contrast enhancement, zero or greater.</param>
/// <param name="clearTypeLevel">The degree of ClearType level, from 0.0f (no ClearType) to 1.0f (full ClearType).</param>
/// <param name="pixelGeometry">The geometry of a device pixel.</param>
/// <param name="renderingMode">Method of rendering glyphs. In most cases, this should be DWRITE_RENDERING_MODE_DEFAULT to automatically use an appropriate mode.</param>
/// <param name="gridFitMode">How to grid fit glyph outlines. In most cases, this should be DWRITE_GRID_FIT_DEFAULT to automatically choose an appropriate mode.</param>
/// <param name="renderingParams">Holds the newly created rendering parameters object, or NULL in case of failure.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(CreateCustomRenderingParams)(
FLOAT gamma,
FLOAT enhancedContrast,
FLOAT grayscaleEnhancedContrast,
FLOAT clearTypeLevel,
DWRITE_PIXEL_GEOMETRY pixelGeometry,
DWRITE_RENDERING_MODE renderingMode,
DWRITE_GRID_FIT_MODE gridFitMode,
_COM_Outptr_ IDWriteRenderingParams2** renderingParams
) PURE;
using IDWriteFactory::CreateCustomRenderingParams;
using IDWriteFactory1::CreateCustomRenderingParams;
/// <summary>
/// Creates a glyph run analysis object, which encapsulates information
/// used to render a glyph run.
/// </summary>
/// <param name="glyphRun">Structure specifying the properties of the glyph run.</param>
/// <param name="transform">Optional transform applied to the glyphs and their positions. This transform is applied after the
/// scaling specified by the emSize and pixelsPerDip.</param>
/// <param name="renderingMode">Specifies the rendering mode, which must be one of the raster rendering modes (i.e., not default
/// and not outline).</param>
/// <param name="measuringMode">Specifies the method to measure glyphs.</param>
/// <param name="gridFitMode">How to grid-fit glyph outlines. This must be non-default.</param>
/// <param name="baselineOriginX">Horizontal position of the baseline origin, in DIPs.</param>
/// <param name="baselineOriginY">Vertical position of the baseline origin, in DIPs.</param>
/// <param name="glyphRunAnalysis">Receives a pointer to the newly created object.</param>
/// <returns>
/// Standard HRESULT error code.
/// </returns>
STDMETHOD(CreateGlyphRunAnalysis)(
_In_ DWRITE_GLYPH_RUN const* glyphRun,
_In_opt_ DWRITE_MATRIX const* transform,
DWRITE_RENDERING_MODE renderingMode,
DWRITE_MEASURING_MODE measuringMode,
DWRITE_GRID_FIT_MODE gridFitMode,
DWRITE_TEXT_ANTIALIAS_MODE antialiasMode,
FLOAT baselineOriginX,
FLOAT baselineOriginY,
_COM_Outptr_ IDWriteGlyphRunAnalysis** glyphRunAnalysis
) PURE;
using IDWriteFactory::CreateGlyphRunAnalysis;
};
#endif /* DWRITE_2_H_INCLUDED */

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//
// Copyright (C) Microsoft. All rights reserved.
//
#ifndef __dxgiformat_h__
#define __dxgiformat_h__
#define DXGI_FORMAT_DEFINED 1
typedef enum DXGI_FORMAT
{
DXGI_FORMAT_UNKNOWN = 0,
DXGI_FORMAT_R32G32B32A32_TYPELESS = 1,
DXGI_FORMAT_R32G32B32A32_FLOAT = 2,
DXGI_FORMAT_R32G32B32A32_UINT = 3,
DXGI_FORMAT_R32G32B32A32_SINT = 4,
DXGI_FORMAT_R32G32B32_TYPELESS = 5,
DXGI_FORMAT_R32G32B32_FLOAT = 6,
DXGI_FORMAT_R32G32B32_UINT = 7,
DXGI_FORMAT_R32G32B32_SINT = 8,
DXGI_FORMAT_R16G16B16A16_TYPELESS = 9,
DXGI_FORMAT_R16G16B16A16_FLOAT = 10,
DXGI_FORMAT_R16G16B16A16_UNORM = 11,
DXGI_FORMAT_R16G16B16A16_UINT = 12,
DXGI_FORMAT_R16G16B16A16_SNORM = 13,
DXGI_FORMAT_R16G16B16A16_SINT = 14,
DXGI_FORMAT_R32G32_TYPELESS = 15,
DXGI_FORMAT_R32G32_FLOAT = 16,
DXGI_FORMAT_R32G32_UINT = 17,
DXGI_FORMAT_R32G32_SINT = 18,
DXGI_FORMAT_R32G8X24_TYPELESS = 19,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT = 20,
DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS = 21,
DXGI_FORMAT_X32_TYPELESS_G8X24_UINT = 22,
DXGI_FORMAT_R10G10B10A2_TYPELESS = 23,
DXGI_FORMAT_R10G10B10A2_UNORM = 24,
DXGI_FORMAT_R10G10B10A2_UINT = 25,
DXGI_FORMAT_R11G11B10_FLOAT = 26,
DXGI_FORMAT_R8G8B8A8_TYPELESS = 27,
DXGI_FORMAT_R8G8B8A8_UNORM = 28,
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB = 29,
DXGI_FORMAT_R8G8B8A8_UINT = 30,
DXGI_FORMAT_R8G8B8A8_SNORM = 31,
DXGI_FORMAT_R8G8B8A8_SINT = 32,
DXGI_FORMAT_R16G16_TYPELESS = 33,
DXGI_FORMAT_R16G16_FLOAT = 34,
DXGI_FORMAT_R16G16_UNORM = 35,
DXGI_FORMAT_R16G16_UINT = 36,
DXGI_FORMAT_R16G16_SNORM = 37,
DXGI_FORMAT_R16G16_SINT = 38,
DXGI_FORMAT_R32_TYPELESS = 39,
DXGI_FORMAT_D32_FLOAT = 40,
DXGI_FORMAT_R32_FLOAT = 41,
DXGI_FORMAT_R32_UINT = 42,
DXGI_FORMAT_R32_SINT = 43,
DXGI_FORMAT_R24G8_TYPELESS = 44,
DXGI_FORMAT_D24_UNORM_S8_UINT = 45,
DXGI_FORMAT_R24_UNORM_X8_TYPELESS = 46,
DXGI_FORMAT_X24_TYPELESS_G8_UINT = 47,
DXGI_FORMAT_R8G8_TYPELESS = 48,
DXGI_FORMAT_R8G8_UNORM = 49,
DXGI_FORMAT_R8G8_UINT = 50,
DXGI_FORMAT_R8G8_SNORM = 51,
DXGI_FORMAT_R8G8_SINT = 52,
DXGI_FORMAT_R16_TYPELESS = 53,
DXGI_FORMAT_R16_FLOAT = 54,
DXGI_FORMAT_D16_UNORM = 55,
DXGI_FORMAT_R16_UNORM = 56,
DXGI_FORMAT_R16_UINT = 57,
DXGI_FORMAT_R16_SNORM = 58,
DXGI_FORMAT_R16_SINT = 59,
DXGI_FORMAT_R8_TYPELESS = 60,
DXGI_FORMAT_R8_UNORM = 61,
DXGI_FORMAT_R8_UINT = 62,
DXGI_FORMAT_R8_SNORM = 63,
DXGI_FORMAT_R8_SINT = 64,
DXGI_FORMAT_A8_UNORM = 65,
DXGI_FORMAT_R1_UNORM = 66,
DXGI_FORMAT_R9G9B9E5_SHAREDEXP = 67,
DXGI_FORMAT_R8G8_B8G8_UNORM = 68,
DXGI_FORMAT_G8R8_G8B8_UNORM = 69,
DXGI_FORMAT_BC1_TYPELESS = 70,
DXGI_FORMAT_BC1_UNORM = 71,
DXGI_FORMAT_BC1_UNORM_SRGB = 72,
DXGI_FORMAT_BC2_TYPELESS = 73,
DXGI_FORMAT_BC2_UNORM = 74,
DXGI_FORMAT_BC2_UNORM_SRGB = 75,
DXGI_FORMAT_BC3_TYPELESS = 76,
DXGI_FORMAT_BC3_UNORM = 77,
DXGI_FORMAT_BC3_UNORM_SRGB = 78,
DXGI_FORMAT_BC4_TYPELESS = 79,
DXGI_FORMAT_BC4_UNORM = 80,
DXGI_FORMAT_BC4_SNORM = 81,
DXGI_FORMAT_BC5_TYPELESS = 82,
DXGI_FORMAT_BC5_UNORM = 83,
DXGI_FORMAT_BC5_SNORM = 84,
DXGI_FORMAT_B5G6R5_UNORM = 85,
DXGI_FORMAT_B5G5R5A1_UNORM = 86,
DXGI_FORMAT_B8G8R8A8_UNORM = 87,
DXGI_FORMAT_B8G8R8X8_UNORM = 88,
DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM = 89,
DXGI_FORMAT_B8G8R8A8_TYPELESS = 90,
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB = 91,
DXGI_FORMAT_B8G8R8X8_TYPELESS = 92,
DXGI_FORMAT_B8G8R8X8_UNORM_SRGB = 93,
DXGI_FORMAT_BC6H_TYPELESS = 94,
DXGI_FORMAT_BC6H_UF16 = 95,
DXGI_FORMAT_BC6H_SF16 = 96,
DXGI_FORMAT_BC7_TYPELESS = 97,
DXGI_FORMAT_BC7_UNORM = 98,
DXGI_FORMAT_BC7_UNORM_SRGB = 99,
DXGI_FORMAT_AYUV = 100,
DXGI_FORMAT_Y410 = 101,
DXGI_FORMAT_Y416 = 102,
DXGI_FORMAT_NV12 = 103,
DXGI_FORMAT_P010 = 104,
DXGI_FORMAT_P016 = 105,
DXGI_FORMAT_420_OPAQUE = 106,
DXGI_FORMAT_YUY2 = 107,
DXGI_FORMAT_Y210 = 108,
DXGI_FORMAT_Y216 = 109,
DXGI_FORMAT_NV11 = 110,
DXGI_FORMAT_AI44 = 111,
DXGI_FORMAT_IA44 = 112,
DXGI_FORMAT_P8 = 113,
DXGI_FORMAT_A8P8 = 114,
DXGI_FORMAT_B4G4R4A4_UNORM = 115,
DXGI_FORMAT_P208 = 130,
DXGI_FORMAT_V208 = 131,
DXGI_FORMAT_V408 = 132,
DXGI_FORMAT_FORCE_UINT = 0xffffffff
} DXGI_FORMAT;
#endif // __dxgiformat_h__

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//
// Copyright (C) Microsoft. All rights reserved.
//
#ifndef __dxgitype_h__
#define __dxgitype_h__
#include "dxgiformat.h"
#define _FACDXGI 0x87a
#define MAKE_DXGI_HRESULT(code) MAKE_HRESULT(1, _FACDXGI, code)
#define MAKE_DXGI_STATUS(code) MAKE_HRESULT(0, _FACDXGI, code)
// DXGI error messages have moved to winerror.h
#define DXGI_CPU_ACCESS_NONE ( 0 )
#define DXGI_CPU_ACCESS_DYNAMIC ( 1 )
#define DXGI_CPU_ACCESS_READ_WRITE ( 2 )
#define DXGI_CPU_ACCESS_SCRATCH ( 3 )
#define DXGI_CPU_ACCESS_FIELD 15
typedef struct DXGI_RGB
{
float Red;
float Green;
float Blue;
} DXGI_RGB;
#ifndef D3DCOLORVALUE_DEFINED
typedef struct _D3DCOLORVALUE {
float r;
float g;
float b;
float a;
} D3DCOLORVALUE;
#define D3DCOLORVALUE_DEFINED
#endif
typedef D3DCOLORVALUE DXGI_RGBA;
typedef struct DXGI_GAMMA_CONTROL
{
DXGI_RGB Scale;
DXGI_RGB Offset;
DXGI_RGB GammaCurve[ 1025 ];
} DXGI_GAMMA_CONTROL;
typedef struct DXGI_GAMMA_CONTROL_CAPABILITIES
{
BOOL ScaleAndOffsetSupported;
float MaxConvertedValue;
float MinConvertedValue;
UINT NumGammaControlPoints;
float ControlPointPositions[1025];
} DXGI_GAMMA_CONTROL_CAPABILITIES;
typedef struct DXGI_RATIONAL
{
UINT Numerator;
UINT Denominator;
} DXGI_RATIONAL;
typedef enum DXGI_MODE_SCANLINE_ORDER
{
DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED = 0,
DXGI_MODE_SCANLINE_ORDER_PROGRESSIVE = 1,
DXGI_MODE_SCANLINE_ORDER_UPPER_FIELD_FIRST = 2,
DXGI_MODE_SCANLINE_ORDER_LOWER_FIELD_FIRST = 3
} DXGI_MODE_SCANLINE_ORDER;
typedef enum DXGI_MODE_SCALING
{
DXGI_MODE_SCALING_UNSPECIFIED = 0,
DXGI_MODE_SCALING_CENTERED = 1,
DXGI_MODE_SCALING_STRETCHED = 2
} DXGI_MODE_SCALING;
typedef enum DXGI_MODE_ROTATION
{
DXGI_MODE_ROTATION_UNSPECIFIED = 0,
DXGI_MODE_ROTATION_IDENTITY = 1,
DXGI_MODE_ROTATION_ROTATE90 = 2,
DXGI_MODE_ROTATION_ROTATE180 = 3,
DXGI_MODE_ROTATION_ROTATE270 = 4
} DXGI_MODE_ROTATION;
typedef struct DXGI_MODE_DESC
{
UINT Width;
UINT Height;
DXGI_RATIONAL RefreshRate;
DXGI_FORMAT Format;
DXGI_MODE_SCANLINE_ORDER ScanlineOrdering;
DXGI_MODE_SCALING Scaling;
} DXGI_MODE_DESC;
// The following values are used with DXGI_SAMPLE_DESC::Quality:
#define DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN 0xffffffff
#define DXGI_CENTER_MULTISAMPLE_QUALITY_PATTERN 0xfffffffe
typedef struct DXGI_SAMPLE_DESC
{
UINT Count;
UINT Quality;
} DXGI_SAMPLE_DESC;
typedef enum DXGI_COLOR_SPACE_TYPE
{
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 = 0,
DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 = 1,
DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P709 = 2,
DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P2020 = 3,
DXGI_COLOR_SPACE_RESERVED = 4,
DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601 = 5,
DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601 = 6,
DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P601 = 7,
DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709 = 8,
DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P709 = 9,
DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020 = 10,
DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020 = 11,
DXGI_COLOR_SPACE_CUSTOM = 0xFFFFFFFF
} DXGI_COLOR_SPACE_TYPE;
typedef struct DXGI_JPEG_DC_HUFFMAN_TABLE
{
BYTE CodeCounts[12];
BYTE CodeValues[12];
} DXGI_JPEG_DC_HUFFMAN_TABLE;
typedef struct DXGI_JPEG_AC_HUFFMAN_TABLE
{
BYTE CodeCounts[16];
BYTE CodeValues[162];
} DXGI_JPEG_AC_HUFFMAN_TABLE;
typedef struct DXGI_JPEG_QUANTIZATION_TABLE
{
BYTE Elements[64];
} DXGI_JPEG_QUANTIZATION_TABLE;
#endif // __dxgitype_h__

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@ -112,6 +112,7 @@ ${LLVM_INCLUDE_DIRS}
)
if(WIN32)
include_directories(BEFORE "${RPCS3_SRC_DIR}/../minidx9/Include")
include_directories(BEFORE "${RPCS3_SRC_DIR}/../minidx12/Include")
endif()
if(LLVM_FOUND)
@ -129,7 +130,7 @@ if(LLVM_FOUND)
endif()
endif()
link_directories("${RPCS3_SRC_DIR}/../ffmpeg/${PLATFORM_ARCH}/lib" "${RPCS3_SRC_DIR}/../asmjit/")
link_directories("${RPCS3_SRC_DIR}/../ffmpeg/${PLATFORM_ARCH}/lib" "${RPCS3_SRC_DIR}/../asmjit/" "${RPCS3_SRC_DIR}/../minidx12/")
get_property(dirs DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY INCLUDE_DIRECTORIES)
foreach(dir ${dirs})
@ -160,7 +161,7 @@ else()
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /SUBSYSTEM:WINDOWS /NODEFAULTLIB:libc.lib /NODEFAULTLIB:libcmt.lib /NODEFAULTLIB:libcd.lib /NODEFAULTLIB:libcmtd.lib /NODEFAULTLIB:msvcrtd.lib")
endif()
if(WIN32) # I'm not sure we need all of these libs, but we link them in vs
target_link_libraries(rpcs3 odbc32.lib odbccp32.lib comctl32.lib ws2_32.lib shlwapi.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib)
target_link_libraries(rpcs3 odbc32.lib odbccp32.lib comctl32.lib ws2_32.lib shlwapi.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib dxgi.lib d2d1.lib dwrite.lib d3dcompiler.lib)
if(LLVM_FOUND)
target_link_libraries(rpcs3 asmjit.lib ${wxWidgets_LIBRARIES} ${OPENAL_LIBRARY} avformat.lib avcodec.lib avutil.lib swresample.lib swscale.lib ${LLVM_LIBS} ${ADDITIONAL_LIBS})
else()

164
rpcs3/D3D12GSRender.vcxproj Normal file
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@ -0,0 +1,164 @@
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<ClCompile Include="Emu\RSX\D3D12\D3D12Utils.cpp" />
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@ -0,0 +1,87 @@
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@ -1,6 +1,5 @@
#pragma once
#include "stdafx.h"
const class thread_ctrl_t* get_current_thread_ctrl();

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@ -1,6 +1,5 @@
#pragma once
#if defined(DX12_SUPPORT)
#ifdef _WIN64
#include <d3d12.h>
#include <cassert>
#include <wrl/client.h>
@ -8,8 +7,6 @@
#include "Emu/Memory/vm.h"
#include "Emu/RSX/GCM.h"
#pragma comment (lib, "dxgi.lib")
using namespace Microsoft::WRL;
#define SAFE_RELEASE(x) if (x) x->Release();
@ -282,5 +279,4 @@ inline DXGI_FORMAT getTextureDXGIFormat(int format)
return DXGI_FORMAT_R8G8_B8G8_UNORM;
}
}
#endif
#endif

View File

@ -1,5 +1,5 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12Buffer.h"
#include "Utilities/Log.h"
@ -419,6 +419,4 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer(size_t descriptorIndex)
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)descriptorIndex, g_descriptorStrideSRVCBVUAV));
}
#endif
#endif

View File

@ -1,9 +1,8 @@
#pragma once
#if defined(DX12_SUPPORT)
#ifdef _WIN64
#include <d3d12.h>
#include "Emu/Memory/vm.h"
#include "Emu/RSX/RSXThread.h"
std::vector<D3D12_INPUT_ELEMENT_DESC> getIALayout(ID3D12Device *device, bool indexedDraw, const rsx::data_array_format_info *vertexData);
#endif

View File

@ -1,4 +1,5 @@
#include "stdafx.h"
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12CommonDecompiler.h"
std::string getFloatTypeNameImp(size_t elementCount)
@ -68,4 +69,5 @@ std::string compareFunctionImp(COMPARE f, const std::string &Op0, const std::str
case COMPARE::FUNCTION_SNE:
return "(" + Op0 + " != " + Op1 + ")";
}
}
}
#endif

View File

@ -1,6 +1,8 @@
#pragma once
#ifdef _WIN64
#include "../Common/ShaderParam.h"
std::string getFloatTypeNameImp(size_t elementCount);
std::string getFunctionImp(FUNCTION f);
std::string compareFunctionImp(COMPARE f, const std::string &Op0, const std::string &Op1);
std::string compareFunctionImp(COMPARE f, const std::string &Op0, const std::string &Op1);
#endif

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@ -1,5 +1,5 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12FragmentProgramDecompiler.h"
#include "D3D12CommonDecompiler.h"
#include "Utilities/Log.h"
@ -149,5 +149,4 @@ void D3D12FragmentDecompiler::insertMainEnd(std::stringstream & OS)
OS << " return Out;" << std::endl;
OS << "}" << std::endl;
}
#endif

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@ -1,5 +1,5 @@
#pragma once
#if defined(DX12_SUPPORT)
#ifdef _WIN64
#include "Emu/RSX/RSXFragmentProgram.h"
#include <sstream>
@ -22,5 +22,4 @@ protected:
public:
D3D12FragmentDecompiler(u32 addr, u32& size, u32 ctrl);
};
#endif

View File

@ -1,5 +1,5 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12GSRender.h"
#include <wrl/client.h>
#include <dxgi1_4.h>
@ -559,32 +559,32 @@ void D3D12GSRender::end()
};
getCurrentResourceStorage().m_commandList->RSSetScissorRects(1, &box);
switch (draw_mode - 1)
switch (draw_mode)
{
case GL_POINTS:
case CELL_GCM_PRIMITIVE_POINTS:
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
break;
case GL_LINES:
case CELL_GCM_PRIMITIVE_LINES:
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
break;
case GL_LINE_LOOP:
case CELL_GCM_PRIMITIVE_LINE_LOOP:
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ);
break;
case GL_LINE_STRIP:
case CELL_GCM_PRIMITIVE_LINE_STRIP:
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP);
break;
case GL_TRIANGLES:
case CELL_GCM_PRIMITIVE_TRIANGLES:
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
break;
case GL_TRIANGLE_STRIP:
case CELL_GCM_PRIMITIVE_TRIANGLE_STRIP:
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
break;
case GL_TRIANGLE_FAN:
case GL_QUADS:
case CELL_GCM_PRIMITIVE_TRIANGLE_FAN:
case CELL_GCM_PRIMITIVE_QUADS:
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
break;
case GL_QUAD_STRIP:
case GL_POLYGON:
case CELL_GCM_PRIMITIVE_QUAD_STRIP:
case CELL_GCM_PRIMITIVE_POLYGON:
default:
getCurrentResourceStorage().m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
LOG_ERROR(RSX, "Unsupported primitive type");
@ -1009,7 +1009,7 @@ void D3D12GSRender::semaphore_PGRAPH_backend_release()
invalidateAddress(rsx::get_address(rsx::method_registers[NV4097_SET_SURFACE_ZETA_OFFSET], m_context_dma_z - 0xfeed0000));
}
ID3D12Resource *rtt0, *rtt1, *rtt2, *rtt3;
ID3D12Resource *rtt0 = nullptr, *rtt1 = nullptr, *rtt2 = nullptr, *rtt3 = nullptr;
if (rpcs3::state.config.rsx.opengl.write_color_buffers)
{
switch (rsx::method_registers[NV4097_SET_SURFACE_COLOR_TARGET])
@ -1146,4 +1146,4 @@ void D3D12GSRender::semaphore_PGRAPH_backend_release()
}
}
}
#endif
#endif

View File

@ -1,6 +1,5 @@
#pragma once
#if defined(DX12_SUPPORT)
#ifdef _WIN64
#include "D3D12.h"
#include "rpcs3/Ini.h"
#include "Utilities/rPlatform.h" // only for rImage
@ -15,9 +14,6 @@
#include "D3D12Buffer.h"
#include "d3dx12.h"
// Some constants are the same between RSX and GL
#include <GL\GL.h>
/**
* TODO: If you want to improve this backend, a small list of things that are unimplemented atm :
@ -510,5 +506,4 @@ protected:
virtual void load_vertex_data(u32 first, u32 count) override;
};
#endif

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@ -1,5 +1,5 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12GSRender.h"
#include <d2d1_3.h>
#include <dwrite_3.h>
@ -20,9 +20,6 @@ ComPtr<ID2D1Bitmap1> m_d2dRenderTargets[2];
ComPtr<IDWriteTextFormat> m_textFormat;
ComPtr<ID2D1SolidColorBrush> m_textBrush;
#pragma comment (lib, "d2d1.lib")
#pragma comment (lib, "dwrite.lib")
extern PFN_D3D11ON12_CREATE_DEVICE wrapD3D11On12CreateDevice;
void D3D12GSRender::InitD2DStructures()
@ -214,5 +211,4 @@ void D3D12GSRender::renderOverlay()
// Flush to submit the 11 command list to the shared command queue.
m_d3d11DeviceContext->Flush();
}
#endif

View File

@ -1,6 +1,5 @@
#include "stdafx.h"
#if defined (DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12PipelineState.h"
#include <d3dcompiler.h>
#include "D3D12GSRender.h"
@ -57,24 +56,24 @@ bool D3D12GSRender::LoadProgram()
fragment_program.ctrl = rsx::method_registers[NV4097_SET_SHADER_CONTROL];
D3D12PipelineProperties prop = {};
switch (draw_mode - 1)
switch (draw_mode)
{
case GL_POINTS:
case CELL_GCM_PRIMITIVE_POINTS:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
break;
case GL_LINES:
case GL_LINE_LOOP:
case GL_LINE_STRIP:
case CELL_GCM_PRIMITIVE_LINES:
case CELL_GCM_PRIMITIVE_LINE_LOOP:
case CELL_GCM_PRIMITIVE_LINE_STRIP:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
break;
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case CELL_GCM_PRIMITIVE_TRIANGLES:
case CELL_GCM_PRIMITIVE_TRIANGLE_STRIP:
case CELL_GCM_PRIMITIVE_TRIANGLE_FAN:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
break;
case GL_QUADS:
case GL_QUAD_STRIP:
case GL_POLYGON:
case CELL_GCM_PRIMITIVE_QUADS:
case CELL_GCM_PRIMITIVE_QUAD_STRIP:
case CELL_GCM_PRIMITIVE_POLYGON:
default:
// LOG_ERROR(RSX, "Unsupported primitive type");
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
@ -296,6 +295,4 @@ bool D3D12GSRender::LoadProgram()
m_PSO = m_cachePSO.getGraphicPipelineState(&vertex_program, &fragment_program, prop, std::make_pair(m_device.Get(), m_rootSignatures));
return m_PSO != nullptr;
}
#endif

View File

@ -1,6 +1,5 @@
#pragma once
#if defined (DX12_SUPPORT)
#ifdef _WIN64
#include "D3D12.h"
#include "../Common/ProgramStateCache.h"
#include "D3D12VertexProgramDecompiler.h"
@ -203,7 +202,4 @@ struct D3D12Traits
class PipelineStateObjectCache : public ProgramStateCache<D3D12Traits>
{
};
#endif

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@ -1,5 +1,5 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12RenderTargetSets.h"
#include "rpcs3/Ini.h"
#include "Utilities/rPlatform.h" // only for rImage

View File

@ -1,6 +1,5 @@
#pragma once
#if defined(DX12_SUPPORT)
#ifdef _WIN64
#include <d3d12.h>
struct RenderTargets

View File

@ -1,5 +1,5 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12GSRender.h"
#include "d3dx12.h"
#include "../Common/TextureUtils.h"
@ -469,5 +469,4 @@ size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t
return usedTexture;
}
#endif

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@ -1 +1 @@
#pragma once
#pragma once

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@ -1,8 +1,8 @@
/**
* Contains utility shaders
*/
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12GSRender.h"
#include <d3dcompiler.h>
#include "d3dx12.h"

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@ -1,5 +1,5 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "stdafx_d3d12.h"
#ifdef _WIN64
#include "D3D12VertexProgramDecompiler.h"
#include "D3D12CommonDecompiler.h"
#include "Utilities/Log.h"
@ -162,5 +162,4 @@ D3D12VertexProgramDecompiler::D3D12VertexProgramDecompiler(std::vector<u32>& dat
VertexProgramDecompiler(data)
{
}
#endif
#endif

View File

@ -1,5 +1,5 @@
#pragma once
#if defined(DX12_SUPPORT)
#ifdef _WIN64
#include <vector>
#include <sstream>
#include "../Common/VertexProgramDecompiler.h"

View File

@ -7,9 +7,6 @@
#include "GSManager.h"
#include "Null/NullGSRender.h"
#include "GL/GLGSRender.h"
#ifdef WIN32
#include "D3D12/D3D12GSRender.h"
#endif
void GSInfo::Init()
{
@ -26,21 +23,15 @@ GSManager::GSManager() : m_render(nullptr)
{
}
extern GSRender * createGSRender(u8);
void GSManager::Init()
{
if(m_render) return;
m_info.Init();
switch(Ini.GSRenderMode.GetValue())
{
default:
case 0: m_render = new NullGSRender(); break;
case 1: m_render = new GLGSRender(); break;
#if defined(DX12_SUPPORT)
case 2: m_render = new D3D12GSRender(); break;
#endif
}
m_render = createGSRender(Ini.GSRenderMode.GetValue());
//m_render->Init(GetInfo().outresolution.width, GetInfo().outresolution.height);
}

View File

@ -1,14 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug - DX12|x64">
<Configuration>Debug - DX12</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug - LLVM DX12|x64">
<Configuration>Debug - LLVM DX12</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug - LLVM|x64">
<Configuration>Debug - LLVM</Configuration>
<Platform>x64</Platform>
@ -21,14 +13,6 @@
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release - DX12|x64">
<Configuration>Release - DX12</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release - LLVM DX12|x64">
<Configuration>Release - LLVM DX12</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release - LLVM|x64">
<Configuration>Release - LLVM</Configuration>
<Platform>x64</Platform>
@ -68,16 +52,6 @@
<ClCompile Include="Emu\RSX\Common\ShaderParam.cpp" />
<ClCompile Include="Emu\RSX\Common\TextureUtils.cpp" />
<ClCompile Include="Emu\RSX\Common\VertexProgramDecompiler.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12Buffer.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12FragmentProgramDecompiler.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12GSRender.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12Overlay.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12PipelineState.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12RenderTargetSets.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12Texture.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12Utils.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.cpp" />
<ClCompile Include="Emu\RSX\D3D12\D3D12CommonDecompiler.cpp" />
<ClCompile Include="Emu\RSX\GL\GLCommonDecompiler.cpp" />
<ClCompile Include="Emu\RSX\GL\gl_helpers.cpp" />
<ClCompile Include="Emu\RSX\Null\NullGSRender.cpp" />
@ -101,13 +75,9 @@
<ClCompile Include="Crypto\lz.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug - MemLeak|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug - DX12|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM DX12|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release - DX12|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release - LLVM|x64'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release - LLVM DX12|x64'">NotUsing</PrecompiledHeader>
</ClCompile>
<ClCompile Include="Crypto\sha1.cpp" />
<ClCompile Include="Crypto\unedat.cpp" />
@ -187,10 +157,8 @@
<ClCompile Include="Emu\Cell\PPCDecoder.cpp" />
<ClCompile Include="Emu\Cell\PPULLVMRecompilerTests.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug - DX12|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug - MemLeak|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release - DX12|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="Emu\Cell\PPUThread.cpp" />
<ClCompile Include="Emu\Cell\RawSPUThread.cpp" />
@ -362,21 +330,15 @@
<ClCompile Include="Loader\TRP.cpp" />
<ClCompile Include="Emu\Cell\PPULLVMRecompiler.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug - DX12|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug - MemLeak|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release - DX12|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug - MemLeak|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug - DX12|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM DX12|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release - DX12|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release - LLVM|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release - LLVM DX12|x64'">Create</PrecompiledHeader>
</ClCompile>
</ItemGroup>
<ItemGroup>
@ -550,16 +512,6 @@
<ClInclude Include="Emu\RSX\Common\ShaderParam.h" />
<ClInclude Include="Emu\RSX\Common\TextureUtils.h" />
<ClInclude Include="Emu\RSX\Common\VertexProgramDecompiler.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12Buffer.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12FragmentProgramDecompiler.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12GSRender.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12PipelineState.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12RenderTargetSets.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12Texture.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.h" />
<ClInclude Include="Emu\RSX\D3D12\D3D12CommonDecompiler.h" />
<ClInclude Include="Emu\RSX\D3D12\d3dx12.h" />
<ClInclude Include="Emu\RSX\GCM.h" />
<ClInclude Include="Emu\RSX\GL\GLBuffers.h" />
<ClInclude Include="Emu\RSX\GL\GLCommonDecompiler.h" />
@ -701,24 +653,12 @@
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - DX12|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM DX12|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - MemLeak|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
@ -732,13 +672,6 @@
<WholeProgramOptimization>false</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release - DX12|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<WholeProgramOptimization>false</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release - LLVM|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
@ -746,43 +679,24 @@
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<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release - LLVM DX12|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<WholeProgramOptimization>false</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug - DX12|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM DX12|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release - DX12|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release - LLVM|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release - LLVM DX12|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<IncludePath>.\;..\;..\asmjit\src\asmjit;..\wxWidgets\include\msvc;..\wxWidgets\include;.\OpenAL\include;..\ffmpeg\WindowsInclude;..\ffmpeg\Windows\x86_64\Include;$(VC_IncludePath);$(WindowsSDK_IncludePath);..\llvm\include;..\llvm_build\include;$(UniversalCRT_IncludePath);..\minidx9\Include</IncludePath>
@ -790,24 +704,12 @@
<LibraryPath>$(UniversalCRT_LibraryPath_x64);$(LibraryPath)</LibraryPath>
<ExcludePath>$(ExcludePath)</ExcludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - DX12|x64'">
<IncludePath>.\;..\;..\asmjit\src\asmjit;..\wxWidgets\include\msvc;..\wxWidgets\include;.\OpenAL\include;..\ffmpeg\WindowsInclude;..\ffmpeg\Windows\x86_64\Include;$(VC_IncludePath);$(WindowsSDK_IncludePath);..\llvm\include;..\llvm_build\include;$(UniversalCRT_IncludePath);..\minidx9\Include</IncludePath>
<IntDir>$(Platform)\$(Configuration)\emucore\</IntDir>
<LibraryPath>$(UniversalCRT_LibraryPath_x64);$(LibraryPath)</LibraryPath>
<ExcludePath>$(ExcludePath)</ExcludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM|x64'">
<IncludePath>.\;..\;..\asmjit\src\asmjit;..\wxWidgets\include\msvc;..\wxWidgets\include;.\OpenAL\include;..\ffmpeg\WindowsInclude;..\ffmpeg\Windows\x86_64\Include;$(VC_IncludePath);$(WindowsSDK_IncludePath);..\llvm\include;..\llvm_build\include;$(UniversalCRT_IncludePath);..\minidx9\Include</IncludePath>
<IntDir>$(Platform)\$(Configuration)\emucore\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath>
<ExcludePath>$(ExcludePath)</ExcludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM DX12|x64'">
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<IntDir>$(Platform)\$(Configuration)\emucore\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath>
<ExcludePath>$(ExcludePath)</ExcludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug - MemLeak|x64'">
<IncludePath>.\;..\;..\asmjit\src\asmjit;..\wxWidgets\include\msvc;..\wxWidgets\include;.\OpenAL\include;..\ffmpeg\WindowsInclude;..\ffmpeg\Windows\x86_64\Include;$(VC_IncludePath);$(WindowsSDK_IncludePath);..\llvm\include;..\llvm_build\include;$(UniversalCRT_IncludePath);..\minidx9\Include</IncludePath>
<IntDir>$(Platform)\$(Configuration)\emucore\</IntDir>
@ -820,24 +722,12 @@
<LibraryPath>$(UniversalCRT_LibraryPath_x64);$(LibraryPath)</LibraryPath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release - DX12|x64'">
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<IntDir>$(Platform)\$(Configuration)\emucore\</IntDir>
<LibraryPath>$(UniversalCRT_LibraryPath_x64);$(LibraryPath)</LibraryPath>
<ExcludePath>$(ExcludePath)</ExcludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release - LLVM|x64'">
<IncludePath>.\;..\;..\asmjit\src\asmjit;..\wxWidgets\include\msvc;..\wxWidgets\include;.\OpenAL\include;..\ffmpeg\WindowsInclude;..\ffmpeg\Windows\x86_64\Include;$(VC_IncludePath);$(WindowsSDK_IncludePath);..\llvm\include;..\llvm_build\include;$(UniversalCRT_IncludePath);..\minidx9\Include</IncludePath>
<IntDir>$(Platform)\$(Configuration)\emucore\</IntDir>
<LibraryPath>$(UniversalCRT_LibraryPath_x64);$(LibraryPath)</LibraryPath>
<ExcludePath>$(ExcludePath)</ExcludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release - LLVM DX12|x64'">
<IncludePath>.\;..\;..\asmjit\src\asmjit;..\wxWidgets\include\msvc;..\wxWidgets\include;.\OpenAL\include;..\ffmpeg\WindowsInclude;..\ffmpeg\Windows\x86_64\Include;$(VC_IncludePath);$(WindowsSDK_IncludePath);..\llvm\include;..\llvm_build\include;$(UniversalCRT_IncludePath);..\minidx9\Include</IncludePath>
<IntDir>$(Platform)\$(Configuration)\emucore\</IntDir>
<LibraryPath>$(UniversalCRT_LibraryPath_x64);$(LibraryPath)</LibraryPath>
<ExcludePath>$(ExcludePath)</ExcludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
@ -855,23 +745,6 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug - DX12|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>false</SDLCheck>
<PrecompiledHeader>Use</PrecompiledHeader>
<PreprocessorDefinitions>_UNICODE;UNICODE;DX12_SUPPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
<ExceptionHandling>Async</ExceptionHandling>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<AdditionalIncludeDirectories>../glm</AdditionalIncludeDirectories>
<IgnoreStandardIncludePath>false</IgnoreStandardIncludePath>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
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</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
@ -892,26 +765,6 @@
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM DX12|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>false</SDLCheck>
<PrecompiledHeader>Use</PrecompiledHeader>
<PreprocessorDefinitions>_UNICODE;UNICODE;LLVM_AVAILABLE;DX12_SUPPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
<ExceptionHandling>Async</ExceptionHandling>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<AdditionalIncludeDirectories>../glm</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalLibraryDirectories>..\llvm_build\Debug\lib</AdditionalLibraryDirectories>
<AdditionalDependencies>LLVMMCJIT.lib;LLVMRuntimeDyld.lib;LLVMVectorize.lib;LLVMX86CodeGen.lib;LLVMX86Disassembler.lib;LLVMExecutionEngine.lib;LLVMAsmPrinter.lib;LLVMSelectionDAG.lib;LLVMCodeGen.lib;LLVMScalarOpts.lib;LLVMInstCombine.lib;LLVMTransformUtils.lib;LLVMipa.lib;LLVMAnalysis.lib;LLVMTarget.lib;LLVMX86Desc.lib;LLVMX86AsmPrinter.lib;LLVMObject.lib;LLVMMCParser.lib;LLVMBitReader.lib;LLVMCore.lib;LLVMX86Utils.lib;LLVMMC.lib;LLVMX86Info.lib;LLVMSupport.lib;LLVMMCDisassembler.lib</AdditionalDependencies>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug - MemLeak|x64'">
<ClCompile>
<WarningLevel>Level2</WarningLevel>
@ -948,27 +801,6 @@
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release - DX12|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>false</SDLCheck>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
<ExceptionHandling>Async</ExceptionHandling>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<AdditionalIncludeDirectories>../glm</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_UNICODE;UNICODE;DX12_SUPPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<OpenMPSupport>false</OpenMPSupport>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
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<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>false</SDLCheck>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
<ExceptionHandling>Async</ExceptionHandling>
<PreprocessorDefinitions>LLVM_AVAILABLE;DX12_SUPPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<AdditionalIncludeDirectories>../glm</AdditionalIncludeDirectories>
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<Link>
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<Lib>
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<ImportGroup Label="ExtensionTargets">
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View File

@ -87,9 +87,6 @@
<Filter Include="Emu\GPU\RSX\Common">
<UniqueIdentifier>{2a8841dc-bce0-41bb-9fcb-5bf1f8dda213}</UniqueIdentifier>
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<Filter Include="Emu\GPU\RSX\D3D12">
<UniqueIdentifier>{25818cb6-10d5-4ae3-8c5e-9dd79c306e53}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Crypto\aes.cpp">
@ -938,36 +935,6 @@
<ClCompile Include="Emu\SysCalls\Modules\sys_spu_.cpp">
<Filter>Emu\SysCalls\Modules</Filter>
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<ClCompile Include="Emu\RSX\D3D12\D3D12GSRender.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
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<ClCompile Include="Emu\RSX\D3D12\D3D12Buffer.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
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<ClCompile Include="Emu\RSX\D3D12\D3D12PipelineState.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
<ClCompile Include="Emu\RSX\D3D12\D3D12RenderTargetSets.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
<ClCompile Include="Emu\RSX\D3D12\D3D12FragmentProgramDecompiler.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
<ClCompile Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
<ClCompile Include="Emu\RSX\D3D12\D3D12CommonDecompiler.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
<ClCompile Include="Emu\RSX\D3D12\D3D12Texture.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
<ClCompile Include="Emu\RSX\D3D12\D3D12Utils.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
<ClCompile Include="Emu\RSX\D3D12\D3D12Overlay.cpp">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClCompile>
<ClCompile Include="Emu\IdManager.cpp">
<Filter>Emu</Filter>
</ClCompile>
@ -1844,33 +1811,6 @@
<ClInclude Include="Emu\SysCalls\Modules\sceNp2.h">
<Filter>Emu\SysCalls\Modules</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12GSRender.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12RenderTargetSets.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12Buffer.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12PipelineState.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12FragmentProgramDecompiler.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12VertexProgramDecompiler.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12CommonDecompiler.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12Texture.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\D3D12.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="..\Utilities\SleepQueue.h">
<Filter>Utilities</Filter>
</ClInclude>
@ -1901,9 +1841,6 @@
<ClInclude Include="..\Utilities\Atomic.h">
<Filter>Utilities</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\D3D12\d3dx12.h">
<Filter>Emu\GPU\RSX\D3D12</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\Common\TextureUtils.h">
<Filter>Emu\GPU\RSX\Common</Filter>
</ClInclude>

View File

@ -22,6 +22,12 @@
#include "Emu/Io/XInput/XInputPadHandler.h"
#endif
#include "Emu/RSX/Null/NullGSRender.h"
#include "Emu/RSX/GL/GLGSRender.h"
#if defined(DX12_SUPPORT)
#include "Emu/RSX/D3D12/D3D12GSRender.h"
#endif
#include "Gui/MsgDialog.h"
#include "Gui/SaveDataDialog.h"
@ -222,3 +228,16 @@ Rpcs3App::Rpcs3App()
}
GameInfo CurGameInfo;
GSRender * createGSRender(u8 id)
{
switch (id)
{
default:
case 0: return new NullGSRender(); break;
case 1: return new GLGSRender(); break;
#if defined(DX12_SUPPORT)
case 2: return new D3D12GSRender(); break;
#endif
}
}

View File

@ -274,7 +274,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>wxmsw31ud_adv.lib;wxbase31ud.lib;wxmsw31ud_core.lib;wxmsw31ud_aui.lib;wxtiffd.lib;wxjpegd.lib;wxpngd.lib;wxzlibd.lib;odbc32.lib;odbccp32.lib;comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;rpcrt4.lib;avcodec.lib;avformat.lib;avutil.lib;swresample.lib;swscale.lib;OpenAL32.lib;asmjit.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>dxgi.lib;d2d1.lib;dwrite.lib;d3dcompiler.lib;wxmsw31ud_adv.lib;wxbase31ud.lib;wxmsw31ud_core.lib;wxmsw31ud_aui.lib;wxtiffd.lib;wxjpegd.lib;wxpngd.lib;wxzlibd.lib;odbc32.lib;odbccp32.lib;comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;rpcrt4.lib;avcodec.lib;avformat.lib;avutil.lib;swresample.lib;swscale.lib;OpenAL32.lib;asmjit.lib;$(SolutionDir)$(Platform)\Debug\D3D12GsRender.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreSpecificDefaultLibraries>%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
<DataExecutionPrevention>true</DataExecutionPrevention>
<AdditionalLibraryDirectories>..\wxWidgets\lib\vc_x64_lib;..\ffmpeg\Windows\x86_64\lib;..\OpenAL\libs\Win64</AdditionalLibraryDirectories>
@ -304,7 +304,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>wxmsw31ud_adv.lib;wxbase31ud.lib;wxmsw31ud_core.lib;wxmsw31ud_aui.lib;wxtiffd.lib;wxjpegd.lib;wxpngd.lib;wxzlibd.lib;odbc32.lib;odbccp32.lib;comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;rpcrt4.lib;avcodec.lib;avformat.lib;avutil.lib;swresample.lib;swscale.lib;OpenAL32.lib;asmjit.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>dxgi.lib;d2d1.lib;dwrite.lib;d3dcompiler.lib;wxmsw31ud_adv.lib;wxbase31ud.lib;wxmsw31ud_core.lib;wxmsw31ud_aui.lib;wxtiffd.lib;wxjpegd.lib;wxpngd.lib;wxzlibd.lib;odbc32.lib;odbccp32.lib;comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;rpcrt4.lib;avcodec.lib;avformat.lib;avutil.lib;swresample.lib;swscale.lib;OpenAL32.lib;asmjit.lib;$(SolutionDir)$(Platform)\Debug\D3D12GsRender.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreSpecificDefaultLibraries>%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
<DataExecutionPrevention>true</DataExecutionPrevention>
<AdditionalLibraryDirectories>..\wxWidgets\lib\vc_x64_lib;..\ffmpeg\Windows\x86_64\lib;..\OpenAL\libs\Win64</AdditionalLibraryDirectories>
@ -450,7 +450,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>wxmsw31u_adv.lib;wxbase31u.lib;wxmsw31u_core.lib;wxmsw31u_aui.lib;odbc32.lib;odbccp32.lib;comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;rpcrt4.lib;wxtiff.lib;wxjpeg.lib;wxpng.lib;wxzlib.lib;wxregexu.lib;wxexpat.lib;wsock32.lib;wininet.lib;avcodec.lib;avformat.lib;avutil.lib;swresample.lib;swscale.lib;OpenAL32.lib;asmjit.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>dxgi.lib;d2d1.lib;dwrite.lib;d3dcompiler.lib;wxmsw31u_adv.lib;wxbase31u.lib;wxmsw31u_core.lib;wxmsw31u_aui.lib;odbc32.lib;odbccp32.lib;comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;rpcrt4.lib;wxtiff.lib;wxjpeg.lib;wxpng.lib;wxzlib.lib;wxregexu.lib;wxexpat.lib;wsock32.lib;wininet.lib;avcodec.lib;avformat.lib;avutil.lib;swresample.lib;swscale.lib;OpenAL32.lib;asmjit.lib;$(SolutionDir)$(Platform)\Release\D3D12GsRender.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>
</IgnoreAllDefaultLibraries>
<IgnoreSpecificDefaultLibraries>libc.lib;libcmt.lib;libcd.lib;libcmtd.lib;msvcrtd.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
@ -489,7 +489,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>wxmsw31u_adv.lib;wxbase31u.lib;wxmsw31u_core.lib;wxmsw31u_aui.lib;odbc32.lib;odbccp32.lib;comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;rpcrt4.lib;wxtiff.lib;wxjpeg.lib;wxpng.lib;wxzlib.lib;wxregexu.lib;wxexpat.lib;wsock32.lib;wininet.lib;avcodec.lib;avformat.lib;avutil.lib;swresample.lib;swscale.lib;OpenAL32.lib;asmjit.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>dxgi.lib;d2d1.lib;dwrite.lib;d3dcompiler.lib;wxmsw31u_adv.lib;wxbase31u.lib;wxmsw31u_core.lib;wxmsw31u_aui.lib;odbc32.lib;odbccp32.lib;comctl32.lib;ws2_32.lib;shlwapi.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;rpcrt4.lib;wxtiff.lib;wxjpeg.lib;wxpng.lib;wxzlib.lib;wxregexu.lib;wxexpat.lib;wsock32.lib;wininet.lib;avcodec.lib;avformat.lib;avutil.lib;swresample.lib;swscale.lib;OpenAL32.lib;asmjit.lib;$(SolutionDir)$(Platform)\Release\D3D12GsRender.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>
</IgnoreAllDefaultLibraries>
<IgnoreSpecificDefaultLibraries>libc.lib;libcmt.lib;libcd.lib;libcmtd.lib;msvcrtd.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
@ -587,6 +587,9 @@
<ClInclude Include="stdafx_gui.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="D3D12GSRender.vcxproj">
<Project>{fac9b17b-f4b8-4b75-8aeb-c8c7cb92b078}</Project>
</ProjectReference>
<ProjectReference Include="emucore.vcxproj">
<Project>{c4a10229-4712-4bd2-b63e-50d93c67a038}</Project>
</ProjectReference>

1
rpcs3/stdafx_d3d12.cpp Normal file
View File

@ -0,0 +1 @@
#include "stdafx_d3d12.h"

2
rpcs3/stdafx_d3d12.h Normal file
View File

@ -0,0 +1,2 @@
#pragma once
#include "stdafx.h"