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-rw-r--r--thirdparty/directx_headers/include/directx/d3d12shader.h490
1 files changed, 490 insertions, 0 deletions
diff --git a/thirdparty/directx_headers/include/directx/d3d12shader.h b/thirdparty/directx_headers/include/directx/d3d12shader.h
new file mode 100644
index 0000000000..0acf584e32
--- /dev/null
+++ b/thirdparty/directx_headers/include/directx/d3d12shader.h
@@ -0,0 +1,490 @@
+//////////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) Microsoft Corporation.
+// Licensed under the MIT license.
+//
+// File: D3D12Shader.h
+// Content: D3D12 Shader Types and APIs
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#ifndef __D3D12SHADER_H__
+#define __D3D12SHADER_H__
+
+#include "d3dcommon.h"
+
+typedef enum D3D12_SHADER_VERSION_TYPE
+{
+ D3D12_SHVER_PIXEL_SHADER = 0,
+ D3D12_SHVER_VERTEX_SHADER = 1,
+ D3D12_SHVER_GEOMETRY_SHADER = 2,
+
+ // D3D11 Shaders
+ D3D12_SHVER_HULL_SHADER = 3,
+ D3D12_SHVER_DOMAIN_SHADER = 4,
+ D3D12_SHVER_COMPUTE_SHADER = 5,
+
+ // D3D12 Shaders
+ D3D12_SHVER_LIBRARY = 6,
+
+ D3D12_SHVER_RAY_GENERATION_SHADER = 7,
+ D3D12_SHVER_INTERSECTION_SHADER = 8,
+ D3D12_SHVER_ANY_HIT_SHADER = 9,
+ D3D12_SHVER_CLOSEST_HIT_SHADER = 10,
+ D3D12_SHVER_MISS_SHADER = 11,
+ D3D12_SHVER_CALLABLE_SHADER = 12,
+
+ D3D12_SHVER_MESH_SHADER = 13,
+ D3D12_SHVER_AMPLIFICATION_SHADER = 14,
+
+ D3D12_SHVER_RESERVED0 = 0xFFF0,
+} D3D12_SHADER_VERSION_TYPE;
+
+#define D3D12_SHVER_GET_TYPE(_Version) \
+ (((_Version) >> 16) & 0xffff)
+#define D3D12_SHVER_GET_MAJOR(_Version) \
+ (((_Version) >> 4) & 0xf)
+#define D3D12_SHVER_GET_MINOR(_Version) \
+ (((_Version) >> 0) & 0xf)
+
+// Slot ID for library function return
+#define D3D_RETURN_PARAMETER_INDEX (-1)
+
+typedef D3D_RESOURCE_RETURN_TYPE D3D12_RESOURCE_RETURN_TYPE;
+
+typedef D3D_CBUFFER_TYPE D3D12_CBUFFER_TYPE;
+
+
+typedef struct _D3D12_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
+} D3D12_SIGNATURE_PARAMETER_DESC;
+
+typedef struct _D3D12_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
+} D3D12_SHADER_BUFFER_DESC;
+
+typedef struct _D3D12_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.
+} D3D12_SHADER_VARIABLE_DESC;
+
+typedef struct _D3D12_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
+} D3D12_SHADER_TYPE_DESC;
+
+typedef D3D_TESSELLATOR_DOMAIN D3D12_TESSELLATOR_DOMAIN;
+
+typedef D3D_TESSELLATOR_PARTITIONING D3D12_TESSELLATOR_PARTITIONING;
+
+typedef D3D_TESSELLATOR_OUTPUT_PRIMITIVE D3D12_TESSELLATOR_OUTPUT_PRIMITIVE;
+
+typedef struct _D3D12_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
+} D3D12_SHADER_DESC;
+
+typedef struct _D3D12_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)
+ UINT Space; // Register space
+ UINT uID; // Range ID in the bytecode
+} D3D12_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
+#define D3D_SHADER_REQUIRES_STENCIL_REF 0x00000200
+#define D3D_SHADER_REQUIRES_INNER_COVERAGE 0x00000400
+#define D3D_SHADER_REQUIRES_TYPED_UAV_LOAD_ADDITIONAL_FORMATS 0x00000800
+#define D3D_SHADER_REQUIRES_ROVS 0x00001000
+#define D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER 0x00002000
+#define D3D_SHADER_REQUIRES_WAVE_OPS 0x00004000
+#define D3D_SHADER_REQUIRES_INT64_OPS 0x00008000
+#define D3D_SHADER_REQUIRES_VIEW_ID 0x00010000
+#define D3D_SHADER_REQUIRES_BARYCENTRICS 0x00020000
+#define D3D_SHADER_REQUIRES_NATIVE_16BIT_OPS 0x00040000
+#define D3D_SHADER_REQUIRES_SHADING_RATE 0x00080000
+#define D3D_SHADER_REQUIRES_RAYTRACING_TIER_1_1 0x00100000
+#define D3D_SHADER_REQUIRES_SAMPLER_FEEDBACK 0x00200000
+#define D3D_SHADER_REQUIRES_ATOMIC_INT64_ON_TYPED_RESOURCE 0x00400000
+#define D3D_SHADER_REQUIRES_ATOMIC_INT64_ON_GROUP_SHARED 0x00800000
+#define D3D_SHADER_REQUIRES_DERIVATIVES_IN_MESH_AND_AMPLIFICATION_SHADERS 0x01000000
+#define D3D_SHADER_REQUIRES_RESOURCE_DESCRIPTOR_HEAP_INDEXING 0x02000000
+#define D3D_SHADER_REQUIRES_SAMPLER_DESCRIPTOR_HEAP_INDEXING 0x04000000
+#define D3D_SHADER_REQUIRES_WAVE_MMA 0x08000000
+#define D3D_SHADER_REQUIRES_ATOMIC_INT64_ON_DESCRIPTOR_HEAP_RESOURCE 0x10000000
+#define D3D_SHADER_FEATURE_ADVANCED_TEXTURE_OPS 0x20000000
+#define D3D_SHADER_FEATURE_WRITEABLE_MSAA_TEXTURES 0x40000000
+
+
+typedef struct _D3D12_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.
+} D3D12_LIBRARY_DESC;
+
+typedef struct _D3D12_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
+} D3D12_FUNCTION_DESC;
+
+typedef struct _D3D12_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.
+} D3D12_PARAMETER_DESC;
+
+
+//////////////////////////////////////////////////////////////////////////////
+// Interfaces ////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+
+typedef interface ID3D12ShaderReflectionType ID3D12ShaderReflectionType;
+typedef interface ID3D12ShaderReflectionType *LPD3D12SHADERREFLECTIONTYPE;
+
+typedef interface ID3D12ShaderReflectionVariable ID3D12ShaderReflectionVariable;
+typedef interface ID3D12ShaderReflectionVariable *LPD3D12SHADERREFLECTIONVARIABLE;
+
+typedef interface ID3D12ShaderReflectionConstantBuffer ID3D12ShaderReflectionConstantBuffer;
+typedef interface ID3D12ShaderReflectionConstantBuffer *LPD3D12SHADERREFLECTIONCONSTANTBUFFER;
+
+typedef interface ID3D12ShaderReflection ID3D12ShaderReflection;
+typedef interface ID3D12ShaderReflection *LPD3D12SHADERREFLECTION;
+
+typedef interface ID3D12LibraryReflection ID3D12LibraryReflection;
+typedef interface ID3D12LibraryReflection *LPD3D12LIBRARYREFLECTION;
+
+typedef interface ID3D12FunctionReflection ID3D12FunctionReflection;
+typedef interface ID3D12FunctionReflection *LPD3D12FUNCTIONREFLECTION;
+
+typedef interface ID3D12FunctionParameterReflection ID3D12FunctionParameterReflection;
+typedef interface ID3D12FunctionParameterReflection *LPD3D12FUNCTIONPARAMETERREFLECTION;
+
+
+// {E913C351-783D-48CA-A1D1-4F306284AD56}
+interface DECLSPEC_UUID("E913C351-783D-48CA-A1D1-4F306284AD56") ID3D12ShaderReflectionType;
+DEFINE_GUID(IID_ID3D12ShaderReflectionType,
+0xe913c351, 0x783d, 0x48ca, 0xa1, 0xd1, 0x4f, 0x30, 0x62, 0x84, 0xad, 0x56);
+
+#undef INTERFACE
+#define INTERFACE ID3D12ShaderReflectionType
+
+DECLARE_INTERFACE(ID3D12ShaderReflectionType)
+{
+ STDMETHOD(GetDesc)(THIS_ _Out_ D3D12_SHADER_TYPE_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D12ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ _In_ UINT Index) PURE;
+ STDMETHOD_(ID3D12ShaderReflectionType*, GetMemberTypeByName)(THIS_ _In_ LPCSTR Name) PURE;
+ STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ _In_ UINT Index) PURE;
+
+ STDMETHOD(IsEqual)(THIS_ _In_ ID3D12ShaderReflectionType* pType) PURE;
+ STDMETHOD_(ID3D12ShaderReflectionType*, GetSubType)(THIS) PURE;
+ STDMETHOD_(ID3D12ShaderReflectionType*, GetBaseClass)(THIS) PURE;
+ STDMETHOD_(UINT, GetNumInterfaces)(THIS) PURE;
+ STDMETHOD_(ID3D12ShaderReflectionType*, GetInterfaceByIndex)(THIS_ _In_ UINT uIndex) PURE;
+ STDMETHOD(IsOfType)(THIS_ _In_ ID3D12ShaderReflectionType* pType) PURE;
+ STDMETHOD(ImplementsInterface)(THIS_ _In_ ID3D12ShaderReflectionType* pBase) PURE;
+};
+
+// {8337A8A6-A216-444A-B2F4-314733A73AEA}
+interface DECLSPEC_UUID("8337A8A6-A216-444A-B2F4-314733A73AEA") ID3D12ShaderReflectionVariable;
+DEFINE_GUID(IID_ID3D12ShaderReflectionVariable,
+0x8337a8a6, 0xa216, 0x444a, 0xb2, 0xf4, 0x31, 0x47, 0x33, 0xa7, 0x3a, 0xea);
+
+#undef INTERFACE
+#define INTERFACE ID3D12ShaderReflectionVariable
+
+DECLARE_INTERFACE(ID3D12ShaderReflectionVariable)
+{
+ STDMETHOD(GetDesc)(THIS_ _Out_ D3D12_SHADER_VARIABLE_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D12ShaderReflectionType*, GetType)(THIS) PURE;
+ STDMETHOD_(ID3D12ShaderReflectionConstantBuffer*, GetBuffer)(THIS) PURE;
+
+ STDMETHOD_(UINT, GetInterfaceSlot)(THIS_ _In_ UINT uArrayIndex) PURE;
+};
+
+// {C59598B4-48B3-4869-B9B1-B1618B14A8B7}
+interface DECLSPEC_UUID("C59598B4-48B3-4869-B9B1-B1618B14A8B7") ID3D12ShaderReflectionConstantBuffer;
+DEFINE_GUID(IID_ID3D12ShaderReflectionConstantBuffer,
+0xc59598b4, 0x48b3, 0x4869, 0xb9, 0xb1, 0xb1, 0x61, 0x8b, 0x14, 0xa8, 0xb7);
+
+#undef INTERFACE
+#define INTERFACE ID3D12ShaderReflectionConstantBuffer
+
+DECLARE_INTERFACE(ID3D12ShaderReflectionConstantBuffer)
+{
+ STDMETHOD(GetDesc)(THIS_ D3D12_SHADER_BUFFER_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D12ShaderReflectionVariable*, GetVariableByIndex)(THIS_ _In_ UINT Index) PURE;
+ STDMETHOD_(ID3D12ShaderReflectionVariable*, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
+};
+
+// The ID3D12ShaderReflection 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.
+
+// {5A58797D-A72C-478D-8BA2-EFC6B0EFE88E}
+interface DECLSPEC_UUID("5A58797D-A72C-478D-8BA2-EFC6B0EFE88E") ID3D12ShaderReflection;
+DEFINE_GUID(IID_ID3D12ShaderReflection,
+0x5a58797d, 0xa72c, 0x478d, 0x8b, 0xa2, 0xef, 0xc6, 0xb0, 0xef, 0xe8, 0x8e);
+
+#undef INTERFACE
+#define INTERFACE ID3D12ShaderReflection
+
+DECLARE_INTERFACE_(ID3D12ShaderReflection, 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_ D3D12_SHADER_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D12ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ _In_ UINT Index) PURE;
+ STDMETHOD_(ID3D12ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ _In_ LPCSTR Name) PURE;
+
+ STDMETHOD(GetResourceBindingDesc)(THIS_ _In_ UINT ResourceIndex,
+ _Out_ D3D12_SHADER_INPUT_BIND_DESC *pDesc) PURE;
+
+ STDMETHOD(GetInputParameterDesc)(THIS_ _In_ UINT ParameterIndex,
+ _Out_ D3D12_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
+ STDMETHOD(GetOutputParameterDesc)(THIS_ _In_ UINT ParameterIndex,
+ _Out_ D3D12_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
+ STDMETHOD(GetPatchConstantParameterDesc)(THIS_ _In_ UINT ParameterIndex,
+ _Out_ D3D12_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D12ShaderReflectionVariable*, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
+
+ STDMETHOD(GetResourceBindingDescByName)(THIS_ _In_ LPCSTR Name,
+ _Out_ D3D12_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;
+};
+
+// {8E349D19-54DB-4A56-9DC9-119D87BDB804}
+interface DECLSPEC_UUID("8E349D19-54DB-4A56-9DC9-119D87BDB804") ID3D12LibraryReflection;
+DEFINE_GUID(IID_ID3D12LibraryReflection,
+0x8e349d19, 0x54db, 0x4a56, 0x9d, 0xc9, 0x11, 0x9d, 0x87, 0xbd, 0xb8, 0x4);
+
+#undef INTERFACE
+#define INTERFACE ID3D12LibraryReflection
+
+DECLARE_INTERFACE_(ID3D12LibraryReflection, 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_ D3D12_LIBRARY_DESC * pDesc) PURE;
+
+ STDMETHOD_(ID3D12FunctionReflection *, GetFunctionByIndex)(THIS_ _In_ INT FunctionIndex) PURE;
+};
+
+// {1108795C-2772-4BA9-B2A8-D464DC7E2799}
+interface DECLSPEC_UUID("1108795C-2772-4BA9-B2A8-D464DC7E2799") ID3D12FunctionReflection;
+DEFINE_GUID(IID_ID3D12FunctionReflection,
+0x1108795c, 0x2772, 0x4ba9, 0xb2, 0xa8, 0xd4, 0x64, 0xdc, 0x7e, 0x27, 0x99);
+
+#undef INTERFACE
+#define INTERFACE ID3D12FunctionReflection
+
+DECLARE_INTERFACE(ID3D12FunctionReflection)
+{
+ STDMETHOD(GetDesc)(THIS_ _Out_ D3D12_FUNCTION_DESC * pDesc) PURE;
+
+ STDMETHOD_(ID3D12ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ _In_ UINT BufferIndex) PURE;
+ STDMETHOD_(ID3D12ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ _In_ LPCSTR Name) PURE;
+
+ STDMETHOD(GetResourceBindingDesc)(THIS_ _In_ UINT ResourceIndex,
+ _Out_ D3D12_SHADER_INPUT_BIND_DESC * pDesc) PURE;
+
+ STDMETHOD_(ID3D12ShaderReflectionVariable *, GetVariableByName)(THIS_ _In_ LPCSTR Name) PURE;
+
+ STDMETHOD(GetResourceBindingDescByName)(THIS_ _In_ LPCSTR Name,
+ _Out_ D3D12_SHADER_INPUT_BIND_DESC * pDesc) PURE;
+
+ // Use D3D_RETURN_PARAMETER_INDEX to get description of the return value.
+ STDMETHOD_(ID3D12FunctionParameterReflection *, GetFunctionParameter)(THIS_ _In_ INT ParameterIndex) PURE;
+};
+
+// {EC25F42D-7006-4F2B-B33E-02CC3375733F}
+interface DECLSPEC_UUID("EC25F42D-7006-4F2B-B33E-02CC3375733F") ID3D12FunctionParameterReflection;
+DEFINE_GUID(IID_ID3D12FunctionParameterReflection,
+0xec25f42d, 0x7006, 0x4f2b, 0xb3, 0x3e, 0x2, 0xcc, 0x33, 0x75, 0x73, 0x3f);
+
+#undef INTERFACE
+#define INTERFACE ID3D12FunctionParameterReflection
+
+DECLARE_INTERFACE(ID3D12FunctionParameterReflection)
+{
+ STDMETHOD(GetDesc)(THIS_ _Out_ D3D12_PARAMETER_DESC * pDesc) PURE;
+};
+
+
+//////////////////////////////////////////////////////////////////////////////
+// APIs //////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+
+#ifdef __cplusplus
+extern "C" {
+#endif //__cplusplus
+
+#ifdef __cplusplus
+}
+#endif //__cplusplus
+
+#endif //__D3D12SHADER_H__
+