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ReactOS Development > Doxygen

d3dx9shader.h File Reference
#include "d3dx9.h"

Go to the source code of this file.

Data Structures

struct  LPD3DXCONSTANTTABLE_DESC
struct  LPD3DXCONSTANT_DESC
struct  LPD3DXMACRO

Defines

#define D3DXSHADER_DEBUG   0x1
#define D3DXSHADER_SKIPVALIDATION   0x2
#define D3DXSHADER_SKIPOPTIMIZATION   0x4
#define D3DXSHADER_PACKMATRIX_ROWMAJOR   0x8
#define D3DXSHADER_PACKMATRIX_COLUMNMAJOR   0x10
#define D3DXSHADER_PARTIALPRECISION   0x20
#define D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT   0x40
#define D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT   0x80
#define D3DXSHADER_NO_PRESHADER   0x100
#define D3DXSHADER_AVOID_FLOW_CONTROL   0x200
#define D3DXSHADER_PREFER_FLOW_CONTROL   0x400
#define D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY   0x1000
#define D3DXSHADER_IEEE_STRICTNESS   0x2000
#define D3DXSHADER_OPTIMIZATION_LEVEL0   0x4000
#define D3DXSHADER_OPTIMIZATION_LEVEL1   0x0
#define D3DXSHADER_OPTIMIZATION_LEVEL2   0xC000
#define D3DXSHADER_OPTIMIZATION_LEVEL3   0x8000
#define D3DXSHADER_USE_LEGACY_D3DX9_31_DLL   0x10000
#define INTERFACE   ID3DXConstantTable
#define ID3DXConstantTable_QueryInterface(p, a, b)   (p)->lpVtbl->QueryInterface(p,a,b)
#define ID3DXConstantTable_AddRef(p)   (p)->lpVtbl->AddRef(p)
#define ID3DXConstantTable_Release(p)   (p)->lpVtbl->Release(p)
#define ID3DXConstantTable_GetBufferPointer(p)   (p)->lpVtbl->GetBufferPointer(p)
#define ID3DXConstantTable_GetBufferSize(p)   (p)->lpVtbl->GetBufferSize(p)
#define ID3DXConstantTable_GetDesc(p, a)   (p)->lpVtbl->GetDesc(p,a)
#define ID3DXConstantTable_GetConstantDesc(p, a, b, c)   (p)->lpVtbl->GetConstantDesc(p,a,b,c)
#define ID3DXConstantTable_GetConstant(p, a, b)   (p)->lpVtbl->GetConstant(p,a,b)
#define ID3DXConstantTable_GetConstantByName(p, a, b)   (p)->lpVtbl->GetConstantByName(p,a,b)
#define ID3DXConstantTable_GetConstantElement(p, a, b)   (p)->lpVtbl->GetConstantElement(p,a,b)
#define ID3DXConstantTable_SetDefaults(p, a)   (p)->lpVtbl->SetDefaults(p,a)
#define ID3DXConstantTable_SetValue(p, a, b, c, d)   (p)->lpVtbl->SetValue(p,a,b,c,d)
#define ID3DXConstantTable_SetBool(p, a, b, c)   (p)->lpVtbl->SetBool(p,a,b,c)
#define ID3DXConstantTable_SetBoolArray(p, a, b, c, d)   (p)->lpVtbl->SetBoolArray(p,a,b,c,d)
#define ID3DXConstantTable_SetInt(p, a, b, c)   (p)->lpVtbl->SetInt(p,a,b,c)
#define ID3DXConstantTable_SetIntArray(p, a, b, c, d)   (p)->lpVtbl->SetIntArray(p,a,b,c,d)
#define ID3DXConstantTable_SetFloat(p, a, b, c)   (p)->lpVtbl->SetFloat(p,a,b,c)
#define ID3DXConstantTable_SetFloatArray(p, a, b, c, d)   (p)->lpVtbl->SetFloatArray(p,a,b,c,d)
#define ID3DXConstantTable_SetVector(p, a, b, c)   (p)->lpVtbl->SetVector(p,a,b,c)
#define ID3DXConstantTable_SetVectorArray(p, a, b, c, d)   (p)->lpVtbl->SetVectorArray(p,a,b,c,d)
#define ID3DXConstantTable_SetMatrix(p, a, b, c)   (p)->lpVtbl->SetMatrix(p,a,b,c)
#define ID3DXConstantTable_SetMatrixArray(p, a, b, c, d)   (p)->lpVtbl->SetMatrixArray(p,a,b,c,d)
#define ID3DXConstantTable_SetMatrixPointerArray(p, a, b, c, d)   (p)->lpVtbl->SetMatrixPointerArray(p,a,b,c,d)
#define ID3DXConstantTable_SetMatrixTranspose(p, a, b, c)   (p)->lpVtbl->SetMatrixTranspose(p,a,b,c)
#define ID3DXConstantTable_SetMatrixTransposeArray(p, a, b, c, d)   (p)->lpVtbl->SetMatrixTransposeArray(p,a,b,c,d)
#define ID3DXConstantTable_SetMatrixTransposePointerArray(p, a, b, c, d)   (p)->lpVtbl->SetMatrixTransposePointerArray(p,a,b,c,d)
#define INTERFACE   ID3DXInclude
#define ID3DXInclude_Open(p, a, b, c, d, e)   (p)->lpVtbl->Open(p,a,b,c,d,e)
#define ID3DXInclude_Close(p, a)   (p)->lpVtbl->Close(p,a)

Typedefs

typedef LPCSTR D3DXHANDLE
typedef enum _D3DXREGISTER_SET * LPD3DXREGISTER_SET
typedef enum D3DXPARAMETER_CLASSLPD3DXPARAMETER_CLASS
typedef enum D3DXPARAMETER_TYPELPD3DXPARAMETER_TYPE
typedef struct ID3DXConstantTable * LPD3DXCONSTANTTABLE
typedef enum _D3DXINCLUDE_TYPE * LPD3DXINCLUDE_TYPE
typedef struct ID3DXInclude * LPD3DXINCLUDE

Enumerations

enum  D3DXREGISTER_SET {
  D3DXRS_BOOL, D3DXRS_INT4, D3DXRS_FLOAT4, D3DXRS_SAMPLER,
  D3DXRS_FORCE_DWORD = 0x7fffffff
}
enum  D3DXPARAMETER_CLASS {
  D3DXPC_SCALAR, D3DXPC_VECTOR, D3DXPC_MATRIX_ROWS, D3DXPC_MATRIX_COLUMNS,
  D3DXPC_OBJECT, D3DXPC_STRUCT, D3DXPC_FORCE_DWORD = 0x7fffffff
}
enum  D3DXPARAMETER_TYPE {
  D3DXPT_VOID, D3DXPT_BOOL, D3DXPT_INT, D3DXPT_FLOAT,
  D3DXPT_STRING, D3DXPT_TEXTURE, D3DXPT_TEXTURE1D, D3DXPT_TEXTURE2D,
  D3DXPT_TEXTURE3D, D3DXPT_TEXTURECUBE, D3DXPT_SAMPLER, D3DXPT_SAMPLER1D,
  D3DXPT_SAMPLER2D, D3DXPT_SAMPLER3D, D3DXPT_SAMPLERCUBE, D3DXPT_PIXELSHADER,
  D3DXPT_VERTEXSHADER, D3DXPT_PIXELFRAGMENT, D3DXPT_VERTEXFRAGMENT, D3DXPT_UNSUPPORTED,
  D3DXPT_FORCE_DWORD = 0x7fffffff
}
enum  D3DXINCLUDE_TYPE { D3DXINC_LOCAL, D3DXINC_SYSTEM, D3DXINC_FORCE_DWORD = 0x7fffffff }

Functions

 DEFINE_GUID (IID_ID3DXConstantTable, 0x9dca3190, 0x38b9, 0x4fc3, 0x92, 0xe3, 0x39, 0xc6, 0xdd, 0xfb, 0x35, 0x8b)
 DECLARE_INTERFACE_ (ID3DXConstantTable, ID3DXBuffer)
 DECLARE_INTERFACE (ID3DXInclude)
LPCSTR WINAPI D3DXGetPixelShaderProfile (LPDIRECT3DDEVICE9 device)
UINT WINAPI D3DXGetShaderSize (const DWORD *byte_code)
DWORD WINAPI D3DXGetShaderVersion (const DWORD *byte_code)
LPCSTR WINAPI D3DXGetVertexShaderProfile (LPDIRECT3DDEVICE9 device)
HRESULT WINAPI D3DXFindShaderComment (CONST DWORD *byte_code, DWORD fourcc, LPCVOID *data, UINT *size)
HRESULT WINAPI D3DXAssembleShaderFromFileA (LPCSTR filename, CONST D3DXMACRO *defines, LPD3DXINCLUDE include, DWORD flags, LPD3DXBUFFER *shader, LPD3DXBUFFER *error_messages)
HRESULT WINAPI D3DXAssembleShaderFromFileW (LPCWSTR filename, CONST D3DXMACRO *defines, LPD3DXINCLUDE include, DWORD flags, LPD3DXBUFFER *shader, LPD3DXBUFFER *error_messages)
HRESULT WINAPI D3DXAssembleShaderFromResourceA (HMODULE module, LPCSTR resource, CONST D3DXMACRO *defines, LPD3DXINCLUDE include, DWORD flags, LPD3DXBUFFER *shader, LPD3DXBUFFER *error_messages)
HRESULT WINAPI D3DXAssembleShaderFromResourceW (HMODULE module, LPCWSTR resource, CONST D3DXMACRO *defines, LPD3DXINCLUDE include, DWORD flags, LPD3DXBUFFER *shader, LPD3DXBUFFER *error_messages)
HRESULT WINAPI D3DXAssembleShader (LPCSTR data, UINT data_len, CONST D3DXMACRO *defines, LPD3DXINCLUDE include, DWORD flags, LPD3DXBUFFER *shader, LPD3DXBUFFER *error_messages)
HRESULT WINAPI D3DXGetShaderConstantTableEx (CONST DWORD *byte_code, DWORD flags, LPD3DXCONSTANTTABLE *constant_table)
HRESULT WINAPI D3DXGetShaderConstantTable (CONST DWORD *byte_code, LPD3DXCONSTANTTABLE *constant_table)

Generated on Sun May 27 2012 05:35:20 for ReactOS by doxygen 1.7.6.1

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