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