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source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/wine/include/d3d10_1.idl

最後變更 在這個檔案是 53206,由 vboxsync 提交於 10 年 前

Devices/vmsvga: header fixes

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  • 屬性 svn:keywords 設為 Author Date Id Revision
檔案大小: 4.0 KB
 
1/*
2 * Copyright 2010 Jacek Caban for CodeWeavers
3 *
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
8 *
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
13 *
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
17 */
18
19/*
20 * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
21 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
22 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
23 * a choice of LGPL license versions is made available with the language indicating
24 * that LGPLv2 or any later version may be used, or where a choice of which version
25 * of the LGPL is applied is otherwise unspecified.
26 */
27
28import "oaidl.idl";
29import "ocidl.idl";
30
31import "d3d10.idl";
32cpp_quote("#include <d3d10_1shader.h>")
33
34const UINT D3D10_1_SHADER_MAJOR_VERSION = 4;
35const UINT D3D10_1_SHADER_MINOR_VERSION = 1;
36
37typedef enum D3D10_FEATURE_LEVEL1
38{
39 D3D10_FEATURE_LEVEL_10_0 = 0xa000,
40 D3D10_FEATURE_LEVEL_10_1 = 0xa100,
41 D3D10_FEATURE_LEVEL_9_1 = 0x9100,
42 D3D10_FEATURE_LEVEL_9_2 = 0x9200,
43 D3D10_FEATURE_LEVEL_9_3 = 0x9300
44} D3D10_FEATURE_LEVEL1;
45
46typedef struct D3D10_RENDER_TARGET_BLEND_DESC1
47{
48 BOOL BlendEnable;
49 D3D10_BLEND SrcBlend;
50 D3D10_BLEND DestBlend;
51 D3D10_BLEND_OP BlendOp;
52 D3D10_BLEND SrcBlendAlpha;
53 D3D10_BLEND DestBlendAlpha;
54 D3D10_BLEND_OP BlendOpAlpha;
55 UINT8 RenderTargetWriteMask;
56} D3D10_RENDER_TARGET_BLEND_DESC1;
57
58typedef struct D3D10_BLEND_DESC1
59{
60 BOOL AlphaToCoverageEnable;
61 BOOL IndependentBlendEnable;
62 D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
63} D3D10_BLEND_DESC1;
64
65[
66 uuid(edad8d99-8a35-4d6d-8566-2ea276cde161),
67 object,
68 local,
69 pointer_default(unique)
70]
71interface ID3D10BlendState1 : ID3D10BlendState
72{
73 void GetDesc1([out] D3D10_BLEND_DESC1 *pDesc);
74}
75
76typedef struct D3D10_TEXCUBE_ARRAY_SRV1
77{
78 UINT MostDetailedMip;
79 UINT MipLevels;
80 UINT First2DArrayFace;
81 UINT NumCubes;
82} D3D10_TEXCUBE_ARRAY_SRV1;
83
84typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
85
86typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1
87{
88 DXGI_FORMAT Format;
89 D3D10_SRV_DIMENSION1 ViewDimension;
90 union {
91 D3D10_BUFFER_SRV Buffer;
92 D3D10_TEX1D_SRV Texture1D;
93 D3D10_TEX1D_ARRAY_SRV Texture1DArray;
94 D3D10_TEX2D_SRV Texture2D;
95 D3D10_TEX2D_ARRAY_SRV Texture2DArray;
96 D3D10_TEX2DMS_SRV Texture2DMS;
97 D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
98 D3D10_TEX3D_SRV Texture3D;
99 D3D10_TEXCUBE_SRV TextureCube;
100 D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
101 };
102} D3D10_SHADER_RESOURCE_VIEW_DESC1;
103
104[
105 uuid(9b7e4c87-342c-4106-a19f-4f2704f689f0),
106 object,
107 local,
108 pointer_default(unique)
109]
110interface ID3D10ShaderResourceView1 : ID3D10ShaderResourceView
111{
112 void GetDesc1([out] D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
113}
114
115[
116 uuid(9b7e4c8f-342c-4106-a19f-4f2704f689f0),
117 object,
118 local,
119 pointer_default(unique)
120]
121interface ID3D10Device1 : ID3D10Device
122{
123 HRESULT CreateShaderResourceView1(
124 [in] ID3D10Resource *pResource,
125 [in, out] const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
126 [out] ID3D10ShaderResourceView1 **ppSRView);
127
128 HRESULT CreateBlendState1(
129 [in] const D3D10_BLEND_DESC1 *pBlendStateDesc,
130 [out] ID3D10BlendState1 **ppBlendState);
131
132 D3D10_FEATURE_LEVEL1 GetFeatureLevel();
133}
134
135const UINT D3D10_1_SDK_VERSION = 0x20;
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