1 USING: alien.c-types alien.syntax classes.struct windows.com
2 windows.com.syntax windows.directx.d3d10 windows.directx.d3d10shader
4 IN: windows.directx.d3d10_1shader
8 CONSTANT: D3D10_SHADER_DEBUG_REG_INPUT 0
9 CONSTANT: D3D10_SHADER_DEBUG_REG_OUTPUT 1
10 CONSTANT: D3D10_SHADER_DEBUG_REG_CBUFFER 2
11 CONSTANT: D3D10_SHADER_DEBUG_REG_TBUFFER 3
12 CONSTANT: D3D10_SHADER_DEBUG_REG_TEMP 4
13 CONSTANT: D3D10_SHADER_DEBUG_REG_TEMPARRAY 5
14 CONSTANT: D3D10_SHADER_DEBUG_REG_TEXTURE 6
15 CONSTANT: D3D10_SHADER_DEBUG_REG_SAMPLER 7
16 CONSTANT: D3D10_SHADER_DEBUG_REG_IMMEDIATECBUFFER 8
17 CONSTANT: D3D10_SHADER_DEBUG_REG_LITERAL 9
18 CONSTANT: D3D10_SHADER_DEBUG_REG_UNUSED 10
19 CONSTANT: D3D11_SHADER_DEBUG_REG_INTERFACE_POINTERS 11
20 CONSTANT: D3D10_SHADER_DEBUG_REG_FORCE_DWORD HEX: 7fffffff
21 TYPEDEF: int D3D10_SHADER_DEBUG_REGTYPE
23 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_GLOBAL 0
24 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_BLOCK 1
25 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_FORLOOP 2
26 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_STRUCT 3
27 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_FUNC_PARAMS 4
28 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_STATEBLOCK 5
29 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_NAMESPACE 6
30 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_ANNOTATION 7
31 CONSTANT: D3D10_SHADER_DEBUG_SCOPE_FORCE_DWORD HEX: 7fffffff
32 TYPEDEF: int D3D10_SHADER_DEBUG_SCOPETYPE
34 CONSTANT: D3D10_SHADER_DEBUG_VAR_VARIABLE 0
35 CONSTANT: D3D10_SHADER_DEBUG_VAR_FUNCTION 1
36 CONSTANT: D3D10_SHADER_DEBUG_VAR_FORCE_DWORD HEX: 7fffffff
37 TYPEDEF: int D3D10_SHADER_DEBUG_VARTYPE
39 STRUCT: D3D10_SHADER_DEBUG_TOKEN_INFO
46 STRUCT: D3D10_SHADER_DEBUG_VAR_INFO
48 { Type D3D10_SHADER_VARIABLE_TYPE }
52 { ScopeVarOffset UINT } ;
54 STRUCT: D3D10_SHADER_DEBUG_INPUT_INFO
56 { InitialRegisterSet D3D10_SHADER_DEBUG_REGTYPE }
58 { InitialRegister UINT }
59 { InitialComponent UINT }
60 { InitialValue UINT } ;
62 STRUCT: D3D10_SHADER_DEBUG_SCOPEVAR_INFO
64 { VarType D3D10_SHADER_DEBUG_VARTYPE }
65 { Class D3D10_SHADER_VARIABLE_CLASS }
68 { StructMemberScope UINT }
69 { uArrayIndices UINT }
70 { ArrayElements UINT }
73 { uFirstVariable UINT } ;
75 STRUCT: D3D10_SHADER_DEBUG_SCOPE_INFO
76 { ScopeType D3D10_SHADER_DEBUG_SCOPETYPE }
80 { VariableData UINT } ;
82 STRUCT: D3D10_SHADER_DEBUG_OUTPUTVAR
91 { bInfPossible BOOL } ;
93 STRUCT: D3D10_SHADER_DEBUG_OUTPUTREG_INFO
94 { OutputRegisterSet D3D10_SHADER_DEBUG_REGTYPE }
97 { OutputComponents UINT[4] }
98 { OutputVars D3D10_SHADER_DEBUG_OUTPUTVAR[4] }
102 STRUCT: D3D10_SHADER_DEBUG_INST_INFO
106 { pOutputs D3D10_SHADER_DEBUG_OUTPUTREG_INFO[2] }
108 { NestingLevel UINT }
111 { AccessedVars UINT }
112 { AccessedVarsInfo UINT } ;
114 STRUCT: D3D10_SHADER_DEBUG_FILE_INFO
120 STRUCT: D3D10_SHADER_DEBUG_INFO
123 { EntrypointName UINT }
124 { ShaderTarget UINT }
125 { CompileFlags UINT }
128 { Instructions UINT }
129 { InstructionInfo UINT }
131 { VariableInfo UINT }
132 { InputVariables UINT }
133 { InputVariableInfo UINT }
138 { ScopeVariables UINT }
139 { ScopeVariableInfo UINT }
141 { StringOffset UINT } ;
143 C-TYPE: ID3D10ShaderReflection1
144 TYPEDEF: ID3D10ShaderReflection1* LPD3D10SHADERREFLECTION1
146 COM-INTERFACE: ID3D10ShaderReflection1 IUnknown {C3457783-A846-47CE-9520-CEA6F66E7447}
147 HRESULT GetDesc ( D3D10_SHADER_DESC* pDesc )
148 ID3D10ShaderReflectionConstantBuffer* GetConstantBufferByIndex ( UINT Index )
149 ID3D10ShaderReflectionConstantBuffer* GetConstantBufferByName ( LPCSTR Name )
150 HRESULT GetResourceBindingDesc ( UINT ResourceIndex, D3D10_SHADER_INPUT_BIND_DESC* pDesc )
151 HRESULT GetInputParameterDesc ( UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC* pDesc )
152 HRESULT GetOutputParameterDesc ( UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC* pDesc )
153 ID3D10ShaderReflectionVariable* GetVariableByName ( LPCSTR Name )
154 HRESULT GetResourceBindingDescByName ( LPCSTR Name, D3D10_SHADER_INPUT_BIND_DESC* pDesc )
155 HRESULT GetMovInstructionCount ( UINT* pCount )
156 HRESULT GetMovcInstructionCount ( UINT* pCount )
157 HRESULT GetConversionInstructionCount ( UINT* pCount )
158 HRESULT GetBitwiseInstructionCount ( UINT* pCount )
159 HRESULT GetGSInputPrimitive ( D3D10_PRIMITIVE* pPrim )
160 HRESULT IsLevel9Shader ( BOOL* pbLevel9Shader )
161 HRESULT IsSampleFrequencyShader ( BOOL* pbSampleFrequency ) ;