vkd3d/include/vkd3d_shader.h
Zebediah Figura 72984bddcd include: Document struct vkd3d_shader_interface_info.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2020-09-02 16:22:58 +02:00

1180 lines
42 KiB
C

/*
* Copyright 2017-2019 Józef Kucia for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __VKD3D_SHADER_H
#define __VKD3D_SHADER_H
#include <stdbool.h>
#include <stdint.h>
#include <vkd3d_types.h>
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/**
* \file vkd3d_shader.h
*
* \since 1.2
*
* This file contains definitions for the vkd3d-shader library.
*
* The vkd3d-shader library provides multiple utilities related to the
* compilation, transformation, and reflection of GPU shaders.
*/
/** The type of a chained structure. */
enum vkd3d_shader_structure_type
{
/** The structure is a vkd3d_shader_compile_info structure. */
VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO,
/** The structure is a vkd3d_shader_interface_info structure. */
VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO,
/** The structure is a vkd3d_shader_scan_descriptor_info structure. */
VKD3D_SHADER_STRUCTURE_TYPE_SCAN_DESCRIPTOR_INFO,
/** The structure is a vkd3d_shader_spirv_domain_shader_target_info structure. */
VKD3D_SHADER_STRUCTURE_TYPE_SPIRV_DOMAIN_SHADER_TARGET_INFO,
/** The structure is a vkd3d_shader_spirv_target_info structure. */
VKD3D_SHADER_STRUCTURE_TYPE_SPIRV_TARGET_INFO,
/** The structure is a vkd3d_shader_transform_feedback_info structure. */
VKD3D_SHADER_STRUCTURE_TYPE_TRANSFORM_FEEDBACK_INFO,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_STRUCTURE_TYPE),
};
/**
* Determines how buffer UAVs are stored.
*
* This also affects UAV counters in Vulkan environments. In OpenGL
* environments, atomic counter buffers are always used for UAV counters.
*/
enum vkd3d_shader_compile_option_buffer_uav
{
/** Use buffer textures for buffer UAVs. This is the default value. */
VKD3D_SHADER_COMPILE_OPTION_BUFFER_UAV_STORAGE_TEXEL_BUFFER = 0x00000000,
/** Use storage buffers for buffer UAVs. */
VKD3D_SHADER_COMPILE_OPTION_BUFFER_UAV_STORAGE_BUFFER = 0x00000001,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPILE_OPTION_BUFFER_UAV),
};
enum vkd3d_shader_compile_option_name
{
/**
* If \a value is nonzero, do not include debug information in the
* compiled shader. The default value is zero.
*
* This option is supported by vkd3d_shader_compile(). However, not all
* compilers support generating debug information.
*/
VKD3D_SHADER_COMPILE_OPTION_STRIP_DEBUG = 0x00000001,
/** \a value is a member of enum vkd3d_shader_compile_option_buffer_uav. */
VKD3D_SHADER_COMPILE_OPTION_BUFFER_UAV = 0x00000002,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPILE_OPTION_NAME),
};
/**
* Various settings which may affect shader compilation or scanning, passed as
* part of struct vkd3d_shader_compile_info. For more details, see the
* documentation for individual options.
*/
struct vkd3d_shader_compile_option
{
/** Name of the option. */
enum vkd3d_shader_compile_option_name name;
/**
* A value associated with the option. The type and interpretation of the
* value depends on the option in question.
*/
unsigned int value;
};
/** Describes which shader stages a resource is visible to. */
enum vkd3d_shader_visibility
{
/** The resource is visible to all shader stages. */
VKD3D_SHADER_VISIBILITY_ALL = 0,
/** The resource is visible only to the vertex shader. */
VKD3D_SHADER_VISIBILITY_VERTEX = 1,
/** The resource is visible only to the hull shader. */
VKD3D_SHADER_VISIBILITY_HULL = 2,
/** The resource is visible only to the domain shader. */
VKD3D_SHADER_VISIBILITY_DOMAIN = 3,
/** The resource is visible only to the geometry shader. */
VKD3D_SHADER_VISIBILITY_GEOMETRY = 4,
/** The resource is visible only to the pixel shader. */
VKD3D_SHADER_VISIBILITY_PIXEL = 5,
/** The resource is visible only to the compute shader. */
VKD3D_SHADER_VISIBILITY_COMPUTE = 1000000000,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_VISIBILITY),
};
/** A generic structure containing a GPU shader, in text or byte-code format. */
struct vkd3d_shader_code
{
/** Pointer to the code. */
const void *code;
/** Size of \a code, in bytes. */
size_t size;
};
/** The type of a shader resource descriptor. */
enum vkd3d_shader_descriptor_type
{
/**
* The descriptor is a shader resource view. In Direct3D assembly, this is
* bound to a t# register.
*/
VKD3D_SHADER_DESCRIPTOR_TYPE_SRV = 0x0,
/**
* The descriptor is an unordered access view. In Direct3D assembly, this is
* bound to a u# register.
*/
VKD3D_SHADER_DESCRIPTOR_TYPE_UAV = 0x1,
/**
* The descriptor is a constant buffer view. In Direct3D assembly, this is
* bound to a cb# register.
*/
VKD3D_SHADER_DESCRIPTOR_TYPE_CBV = 0x2,
/**
* The descriptor is a sampler. In Direct3D assembly, this is bound to an s#
* register.
*/
VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER = 0x3,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_TYPE),
};
/**
* A common structure describing the bind point of a descriptor or descriptor
* array in the target environment.
*/
struct vkd3d_shader_descriptor_binding
{
/**
* The set of the descriptor. If the target environment does not support
* descriptor sets, this value must be set to 0.
*/
unsigned int set;
/** The binding index of the descriptor. */
unsigned int binding;
/**
* The size of this descriptor array. Descriptor arrays are not supported in
* this version of vkd3d-shader, and therefore this value must be 1.
*/
unsigned int count;
};
enum vkd3d_shader_binding_flag
{
VKD3D_SHADER_BINDING_FLAG_BUFFER = 0x00000001,
VKD3D_SHADER_BINDING_FLAG_IMAGE = 0x00000002,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_BINDING_FLAG),
};
enum vkd3d_shader_parameter_type
{
VKD3D_SHADER_PARAMETER_TYPE_UNKNOWN,
VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT,
VKD3D_SHADER_PARAMETER_TYPE_SPECIALIZATION_CONSTANT,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_PARAMETER_TYPE),
};
enum vkd3d_shader_parameter_data_type
{
VKD3D_SHADER_PARAMETER_DATA_TYPE_UNKNOWN,
VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_PARAMETER_DATA_TYPE),
};
enum vkd3d_shader_parameter_name
{
VKD3D_SHADER_PARAMETER_NAME_UNKNOWN,
VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_PARAMETER_NAME),
};
struct vkd3d_shader_parameter_immediate_constant
{
union
{
uint32_t u32;
} u;
};
struct vkd3d_shader_parameter_specialization_constant
{
uint32_t id;
};
struct vkd3d_shader_parameter
{
enum vkd3d_shader_parameter_name name;
enum vkd3d_shader_parameter_type type;
enum vkd3d_shader_parameter_data_type data_type;
union
{
struct vkd3d_shader_parameter_immediate_constant immediate_constant;
struct vkd3d_shader_parameter_specialization_constant specialization_constant;
} u;
};
/**
* Describes the mapping of a single resource or resource array to its binding
* point in the target environment.
*
* For example, to map a Direct3D SRV with register space 2, register "t3" to
* a Vulkan descriptor in set 4 and with binding 5, set the following members:
* - \a type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV
* - \a register_space = 2
* - \a register_index = 3
* - \a binding.set = 4
* - \a binding.binding = 5
* - \a binding.count = 1
*
* This structure is used in struct vkd3d_shader_interface_info.
*/
struct vkd3d_shader_resource_binding
{
/** The type of this descriptor. */
enum vkd3d_shader_descriptor_type type;
/**
* Register space of the Direct3D resource. If the source format does not
* support multiple register spaces, this parameter must be set to 0.
*/
unsigned int register_space;
/** Register index of the DXBC resource. */
unsigned int register_index;
/** Shader stage(s) to which the resource is visible. */
enum vkd3d_shader_visibility shader_visibility;
/** A combination of zero or more elements of vkd3d_shader_binding_flag. */
unsigned int flags;
/** The binding in the target environment. */
struct vkd3d_shader_descriptor_binding binding;
};
#define VKD3D_SHADER_DUMMY_SAMPLER_INDEX ~0u
/**
* Describes the mapping of a Direct3D resource-sampler pair to a combined
* sampler (i.e. sampled image).
*
* This structure is used in struct vkd3d_shader_interface_info.
*/
struct vkd3d_shader_combined_resource_sampler
{
/**
* Register space of the Direct3D resource. If the source format does not
* support multiple register spaces, this parameter must be set to 0.
*/
unsigned int resource_space;
/** Register index of the Direct3D resource. */
unsigned int resource_index;
/**
* Register space of the Direct3D sampler. If the source format does not
* support multiple register spaces, this parameter must be set to 0.
*/
unsigned int sampler_space;
/** Register index of the Direct3D sampler. */
unsigned int sampler_index;
/** Shader stage(s) to which the resource is visible. */
enum vkd3d_shader_visibility shader_visibility;
/** A combination of zero or more elements of vkd3d_shader_binding_flag. */
unsigned int flags;
/** The binding in the target environment. */
struct vkd3d_shader_descriptor_binding binding;
};
/**
* Describes the mapping of a single Direct3D UAV counter.
*
* This structure is used in struct vkd3d_shader_interface_info.
*/
struct vkd3d_shader_uav_counter_binding
{
/**
* Register space of the Direct3D UAV descriptor. If the source format does
* not support multiple register spaces, this parameter must be set to 0.
*/
unsigned int register_space;
/** Register index of the Direct3D UAV descriptor. */
unsigned int register_index;
/** Shader stage(s) to which the UAV counter is visible. */
enum vkd3d_shader_visibility shader_visibility;
/** The binding in the target environment. */
struct vkd3d_shader_descriptor_binding binding;
unsigned int offset;
};
/**
* Describes the mapping of a Direct3D constant buffer to a range of push
* constants in the target environment.
*
* This structure is used in struct vkd3d_shader_interface_info.
*/
struct vkd3d_shader_push_constant_buffer
{
/**
* Register space of the Direct3D resource. If the source format does not
* support multiple register spaces, this parameter must be set to 0.
*/
unsigned int register_space;
/** Register index of the Direct3D resource. */
unsigned int register_index;
/** Shader stage(s) to which the resource is visible. */
enum vkd3d_shader_visibility shader_visibility;
/** Offset, in bytes, of the target push constants. */
unsigned int offset;
/** Size, in bytes, of the target push constants. */
unsigned int size;
};
/**
* A chained structure describing the interface between a compiled shader and
* the target environment.
*
* For example, when compiling Direct3D shader byte code to SPIR-V, this
* structure contains mappings from Direct3D descriptor registers to SPIR-V
* descriptor bindings.
*
* This structure is optional. If omitted, vkd3d_shader_compile() will use a
* default mapping, in which resources are mapped to sequential bindings in
* register set 0.
*
* This structure extends vkd3d_shader_compile_info.
*
* This structure contains only input parameters.
*/
struct vkd3d_shader_interface_info
{
/** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO. */
enum vkd3d_shader_structure_type type;
/** Optional pointer to a structure containing further parameters. */
const void *next;
/** Pointer to an array of bindings for shader resource descriptors. */
const struct vkd3d_shader_resource_binding *bindings;
/** Size, in elements, of \ref bindings. */
unsigned int binding_count;
/** Pointer to an array of bindings for push constant buffers. */
const struct vkd3d_shader_push_constant_buffer *push_constant_buffers;
/** Size, in elements, of \ref push_constant_buffers. */
unsigned int push_constant_buffer_count;
/** Pointer to an array of bindings for combined samplers. */
const struct vkd3d_shader_combined_resource_sampler *combined_samplers;
/** Size, in elements, of \ref combined_samplers. */
unsigned int combined_sampler_count;
/** Pointer to an array of bindings for UAV counters. */
const struct vkd3d_shader_uav_counter_binding *uav_counters;
/** Size, in elements, of \ref uav_counters. */
unsigned int uav_counter_count;
};
struct vkd3d_shader_transform_feedback_element
{
unsigned int stream_index;
const char *semantic_name;
unsigned int semantic_index;
uint8_t component_index;
uint8_t component_count;
uint8_t output_slot;
};
/* Extends vkd3d_shader_interface_info. */
struct vkd3d_shader_transform_feedback_info
{
enum vkd3d_shader_structure_type type;
const void *next;
const struct vkd3d_shader_transform_feedback_element *elements;
unsigned int element_count;
const unsigned int *buffer_strides;
unsigned int buffer_stride_count;
};
/** The format of a shader to be compiled or scanned. */
enum vkd3d_shader_source_type
{
/**
* The shader has no type or is to be ignored. This is not a valid value
* for vkd3d_shader_compile() or vkd3d_shader_scan().
*/
VKD3D_SHADER_SOURCE_NONE,
/**
* A 'Tokenized Program Format' shader embedded in a DXBC container. This is
* the format used for Direct3D shader model 4 and 5 shaders.
*/
VKD3D_SHADER_SOURCE_DXBC_TPF,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SOURCE_TYPE),
};
/** The output format of a compiled shader. */
enum vkd3d_shader_target_type
{
/**
* The shader has no type or is to be ignored. This is not a valid value
* for vkd3d_shader_compile() or vkd3d_shader_scan().
*/
VKD3D_SHADER_TARGET_NONE,
/**
* A SPIR-V shader in binary form. This is the format used for Vulkan
* shaders.
*/
VKD3D_SHADER_TARGET_SPIRV_BINARY,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_TARGET_TYPE),
};
/**
* Describes the maximum severity of compilation messages returned by
* vkd3d_shader_compile() and similar functions.
*/
enum vkd3d_shader_log_level
{
/** No messages will be returned. */
VKD3D_SHADER_LOG_NONE,
/** Only fatal errors which prevent successful compilation will be returned. */
VKD3D_SHADER_LOG_ERROR,
/** Non-fatal warnings and fatal errors will be returned. */
VKD3D_SHADER_LOG_WARNING,
/**
* All messages, including general informational messages, will be returned.
*/
VKD3D_SHADER_LOG_INFO,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_LOG_LEVEL),
};
/**
* A chained structure containing compilation parameters.
*/
struct vkd3d_shader_compile_info
{
/** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO. */
enum vkd3d_shader_structure_type type;
/**
* Optional pointer to a structure containing further parameters. For a list
* of valid structures, refer to the respective function documentation. If
* no further parameters are needed, this field should be set to NULL.
*/
const void *next;
/** Input source code or byte code. */
struct vkd3d_shader_code source;
/** Format of the input code passed in \ref source. */
enum vkd3d_shader_source_type source_type;
/** Desired output format. */
enum vkd3d_shader_target_type target_type;
/**
* Pointer to an array of compilation options. This field is ignored if
* \ref option_count is zero, but must be valid otherwise.
*
* If the same option is specified multiple times, only the last value is
* used.
*
* Options not relevant to or not supported by a particular shader compiler
* or scanner will be ignored.
*/
const struct vkd3d_shader_compile_option *options;
/** Size, in elements, of \ref options. */
unsigned int option_count;
/** Minimum severity of messages returned from the shader function. */
enum vkd3d_shader_log_level log_level;
/**
* Name of the initial source file, which may be used in error messages or
* debug information. This parameter is optional and may be NULL.
*/
const char *source_name;
};
enum vkd3d_shader_spirv_environment
{
VKD3D_SHADER_SPIRV_ENVIRONMENT_NONE,
VKD3D_SHADER_SPIRV_ENVIRONMENT_OPENGL_4_5,
VKD3D_SHADER_SPIRV_ENVIRONMENT_VULKAN_1_0, /* default target */
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SPIRV_ENVIRONMENT),
};
enum vkd3d_shader_spirv_extension
{
VKD3D_SHADER_SPIRV_EXTENSION_NONE,
VKD3D_SHADER_SPIRV_EXTENSION_EXT_DEMOTE_TO_HELPER_INVOCATION,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SPIRV_EXTENSION),
};
/* Extends vkd3d_shader_compile_info. */
struct vkd3d_shader_spirv_target_info
{
enum vkd3d_shader_structure_type type;
const void *next;
const char *entry_point; /* "main" if NULL. */
enum vkd3d_shader_spirv_environment environment;
const enum vkd3d_shader_spirv_extension *extensions;
unsigned int extension_count;
const struct vkd3d_shader_parameter *parameters;
unsigned int parameter_count;
bool dual_source_blending;
const unsigned int *output_swizzles;
unsigned int output_swizzle_count;
};
enum vkd3d_shader_tessellator_output_primitive
{
VKD3D_SHADER_TESSELLATOR_OUTPUT_POINT = 0x1,
VKD3D_SHADER_TESSELLATOR_OUTPUT_LINE = 0x2,
VKD3D_SHADER_TESSELLATOR_OUTPUT_TRIANGLE_CW = 0x3,
VKD3D_SHADER_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 0x4,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_TESSELLATOR_OUTPUT_PRIMITIVE),
};
enum vkd3d_shader_tessellator_partitioning
{
VKD3D_SHADER_TESSELLATOR_PARTITIONING_INTEGER = 0x1,
VKD3D_SHADER_TESSELLATOR_PARTITIONING_POW2 = 0x2,
VKD3D_SHADER_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 0x3,
VKD3D_SHADER_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 0x4,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_TESSELLATOR_PARTITIONING),
};
/* Extends vkd3d_shader_spirv_target_info. */
struct vkd3d_shader_spirv_domain_shader_target_info
{
enum vkd3d_shader_structure_type type;
const void *next;
enum vkd3d_shader_tessellator_output_primitive output_primitive;
enum vkd3d_shader_tessellator_partitioning partitioning;
};
/* root signature 1.0 */
enum vkd3d_shader_filter
{
VKD3D_SHADER_FILTER_MIN_MAG_MIP_POINT = 0x000,
VKD3D_SHADER_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x001,
VKD3D_SHADER_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x004,
VKD3D_SHADER_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x005,
VKD3D_SHADER_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x010,
VKD3D_SHADER_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x011,
VKD3D_SHADER_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x014,
VKD3D_SHADER_FILTER_MIN_MAG_MIP_LINEAR = 0x015,
VKD3D_SHADER_FILTER_ANISOTROPIC = 0x055,
VKD3D_SHADER_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x080,
VKD3D_SHADER_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x081,
VKD3D_SHADER_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x084,
VKD3D_SHADER_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x085,
VKD3D_SHADER_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x090,
VKD3D_SHADER_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x091,
VKD3D_SHADER_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x094,
VKD3D_SHADER_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x095,
VKD3D_SHADER_FILTER_COMPARISON_ANISOTROPIC = 0x0d5,
VKD3D_SHADER_FILTER_MINIMUM_MIN_MAG_MIP_POINT = 0x100,
VKD3D_SHADER_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x101,
VKD3D_SHADER_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x104,
VKD3D_SHADER_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x105,
VKD3D_SHADER_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x110,
VKD3D_SHADER_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x111,
VKD3D_SHADER_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x114,
VKD3D_SHADER_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR = 0x115,
VKD3D_SHADER_FILTER_MINIMUM_ANISOTROPIC = 0x155,
VKD3D_SHADER_FILTER_MAXIMUM_MIN_MAG_MIP_POINT = 0x180,
VKD3D_SHADER_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x181,
VKD3D_SHADER_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x184,
VKD3D_SHADER_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x185,
VKD3D_SHADER_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x190,
VKD3D_SHADER_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x191,
VKD3D_SHADER_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x194,
VKD3D_SHADER_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR = 0x195,
VKD3D_SHADER_FILTER_MAXIMUM_ANISOTROPIC = 0x1d5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_FILTER),
};
enum vkd3d_shader_texture_address_mode
{
VKD3D_SHADER_TEXTURE_ADDRESS_MODE_WRAP = 0x1,
VKD3D_SHADER_TEXTURE_ADDRESS_MODE_MIRROR = 0x2,
VKD3D_SHADER_TEXTURE_ADDRESS_MODE_CLAMP = 0x3,
VKD3D_SHADER_TEXTURE_ADDRESS_MODE_BORDER = 0x4,
VKD3D_SHADER_TEXTURE_ADDRESS_MODE_MIRROR_ONCE = 0x5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_TEXTURE_ADDRESS_MODE),
};
enum vkd3d_shader_comparison_func
{
VKD3D_SHADER_COMPARISON_FUNC_NEVER = 0x1,
VKD3D_SHADER_COMPARISON_FUNC_LESS = 0x2,
VKD3D_SHADER_COMPARISON_FUNC_EQUAL = 0x3,
VKD3D_SHADER_COMPARISON_FUNC_LESS_EQUAL = 0x4,
VKD3D_SHADER_COMPARISON_FUNC_GREATER = 0x5,
VKD3D_SHADER_COMPARISON_FUNC_NOT_EQUAL = 0x6,
VKD3D_SHADER_COMPARISON_FUNC_GREATER_EQUAL = 0x7,
VKD3D_SHADER_COMPARISON_FUNC_ALWAYS = 0x8,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPARISON_FUNC),
};
enum vkd3d_shader_static_border_colour
{
VKD3D_SHADER_STATIC_BORDER_COLOUR_TRANSPARENT_BLACK = 0x0,
VKD3D_SHADER_STATIC_BORDER_COLOUR_OPAQUE_BLACK = 0x1,
VKD3D_SHADER_STATIC_BORDER_COLOUR_OPAQUE_WHITE = 0x2,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_STATIC_BORDER_COLOUR),
};
struct vkd3d_shader_static_sampler_desc
{
enum vkd3d_shader_filter filter;
enum vkd3d_shader_texture_address_mode address_u;
enum vkd3d_shader_texture_address_mode address_v;
enum vkd3d_shader_texture_address_mode address_w;
float mip_lod_bias;
unsigned int max_anisotropy;
enum vkd3d_shader_comparison_func comparison_func;
enum vkd3d_shader_static_border_colour border_colour;
float min_lod;
float max_lod;
unsigned int shader_register;
unsigned int register_space;
enum vkd3d_shader_visibility shader_visibility;
};
struct vkd3d_shader_descriptor_range
{
enum vkd3d_shader_descriptor_type range_type;
unsigned int descriptor_count;
unsigned int base_shader_register;
unsigned int register_space;
unsigned int descriptor_table_offset;
};
struct vkd3d_shader_root_descriptor_table
{
unsigned int descriptor_range_count;
const struct vkd3d_shader_descriptor_range *descriptor_ranges;
};
struct vkd3d_shader_root_constants
{
unsigned int shader_register;
unsigned int register_space;
unsigned int value_count;
};
struct vkd3d_shader_root_descriptor
{
unsigned int shader_register;
unsigned int register_space;
};
enum vkd3d_shader_root_parameter_type
{
VKD3D_SHADER_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE = 0x0,
VKD3D_SHADER_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS = 0x1,
VKD3D_SHADER_ROOT_PARAMETER_TYPE_CBV = 0x2,
VKD3D_SHADER_ROOT_PARAMETER_TYPE_SRV = 0x3,
VKD3D_SHADER_ROOT_PARAMETER_TYPE_UAV = 0x4,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_ROOT_PARAMETER_TYPE),
};
struct vkd3d_shader_root_parameter
{
enum vkd3d_shader_root_parameter_type parameter_type;
union
{
struct vkd3d_shader_root_descriptor_table descriptor_table;
struct vkd3d_shader_root_constants constants;
struct vkd3d_shader_root_descriptor descriptor;
} u;
enum vkd3d_shader_visibility shader_visibility;
};
enum vkd3d_shader_root_signature_flags
{
VKD3D_SHADER_ROOT_SIGNATURE_FLAG_NONE = 0x00,
VKD3D_SHADER_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT = 0x01,
VKD3D_SHADER_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS = 0x02,
VKD3D_SHADER_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS = 0x04,
VKD3D_SHADER_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS = 0x08,
VKD3D_SHADER_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS = 0x10,
VKD3D_SHADER_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS = 0x20,
VKD3D_SHADER_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT = 0x40,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_ROOT_SIGNATURE_FLAGS),
};
struct vkd3d_shader_root_signature_desc
{
unsigned int parameter_count;
const struct vkd3d_shader_root_parameter *parameters;
unsigned int static_sampler_count;
const struct vkd3d_shader_static_sampler_desc *static_samplers;
enum vkd3d_shader_root_signature_flags flags;
};
/* root signature 1.1 */
enum vkd3d_shader_root_descriptor_flags
{
VKD3D_SHADER_ROOT_DESCRIPTOR_FLAG_NONE = 0x0,
VKD3D_SHADER_ROOT_DESCRIPTOR_FLAG_DATA_VOLATILE = 0x2,
VKD3D_SHADER_ROOT_DESCRIPTOR_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE = 0x4,
VKD3D_SHADER_ROOT_DESCRIPTOR_FLAG_DATA_STATIC = 0x8,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_ROOT_DESCRIPTOR_FLAGS),
};
enum vkd3d_shader_descriptor_range_flags
{
VKD3D_SHADER_DESCRIPTOR_RANGE_FLAG_NONE = 0x0,
VKD3D_SHADER_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_VOLATILE = 0x1,
VKD3D_SHADER_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE = 0x2,
VKD3D_SHADER_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE = 0x4,
VKD3D_SHADER_DESCRIPTOR_RANGE_FLAG_DATA_STATIC = 0x8,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_RANGE_FLAGS),
};
struct vkd3d_shader_descriptor_range1
{
enum vkd3d_shader_descriptor_type range_type;
unsigned int descriptor_count;
unsigned int base_shader_register;
unsigned int register_space;
enum vkd3d_shader_descriptor_range_flags flags;
unsigned int descriptor_table_offset;
};
struct vkd3d_shader_root_descriptor_table1
{
unsigned int descriptor_range_count;
const struct vkd3d_shader_descriptor_range1 *descriptor_ranges;
};
struct vkd3d_shader_root_descriptor1
{
unsigned int shader_register;
unsigned int register_space;
enum vkd3d_shader_root_descriptor_flags flags;
};
struct vkd3d_shader_root_parameter1
{
enum vkd3d_shader_root_parameter_type parameter_type;
union
{
struct vkd3d_shader_root_descriptor_table1 descriptor_table;
struct vkd3d_shader_root_constants constants;
struct vkd3d_shader_root_descriptor1 descriptor;
} u;
enum vkd3d_shader_visibility shader_visibility;
};
struct vkd3d_shader_root_signature_desc1
{
unsigned int parameter_count;
const struct vkd3d_shader_root_parameter1 *parameters;
unsigned int static_sampler_count;
const struct vkd3d_shader_static_sampler_desc *static_samplers;
enum vkd3d_shader_root_signature_flags flags;
};
enum vkd3d_shader_root_signature_version
{
VKD3D_SHADER_ROOT_SIGNATURE_VERSION_1_0 = 0x1,
VKD3D_SHADER_ROOT_SIGNATURE_VERSION_1_1 = 0x2,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_ROOT_SIGNATURE_VERSION),
};
struct vkd3d_shader_versioned_root_signature_desc
{
enum vkd3d_shader_root_signature_version version;
union
{
struct vkd3d_shader_root_signature_desc v_1_0;
struct vkd3d_shader_root_signature_desc1 v_1_1;
} u;
};
enum vkd3d_shader_resource_type
{
VKD3D_SHADER_RESOURCE_NONE = 0x0,
VKD3D_SHADER_RESOURCE_BUFFER = 0x1,
VKD3D_SHADER_RESOURCE_TEXTURE_1D = 0x2,
VKD3D_SHADER_RESOURCE_TEXTURE_2D = 0x3,
VKD3D_SHADER_RESOURCE_TEXTURE_2DMS = 0x4,
VKD3D_SHADER_RESOURCE_TEXTURE_3D = 0x5,
VKD3D_SHADER_RESOURCE_TEXTURE_CUBE = 0x6,
VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY = 0x7,
VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY = 0x8,
VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY = 0x9,
VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY = 0xa,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_RESOURCE_TYPE),
};
enum vkd3d_shader_resource_data_type
{
VKD3D_SHADER_RESOURCE_DATA_UNORM = 0x1,
VKD3D_SHADER_RESOURCE_DATA_SNORM = 0x2,
VKD3D_SHADER_RESOURCE_DATA_INT = 0x3,
VKD3D_SHADER_RESOURCE_DATA_UINT = 0x4,
VKD3D_SHADER_RESOURCE_DATA_FLOAT = 0x5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_RESOURCE_DATA_TYPE),
};
enum vkd3d_shader_descriptor_info_flag
{
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER = 0x00000001,
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ = 0x00000002,
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE = 0x00000004,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_INFO_FLAG),
};
struct vkd3d_shader_descriptor_info
{
enum vkd3d_shader_descriptor_type type;
unsigned int register_space;
unsigned int register_index;
enum vkd3d_shader_resource_type resource_type;
enum vkd3d_shader_resource_data_type resource_data_type;
unsigned int flags; /* vkd3d_shader_descriptor_info_flag */
unsigned int count;
};
/* Extends vkd3d_shader_compile_info. */
struct vkd3d_shader_scan_descriptor_info
{
enum vkd3d_shader_structure_type type;
const void *next;
struct vkd3d_shader_descriptor_info *descriptors;
unsigned int descriptor_count;
};
enum vkd3d_shader_component_type
{
VKD3D_SHADER_COMPONENT_VOID = 0x0,
VKD3D_SHADER_COMPONENT_UINT = 0x1,
VKD3D_SHADER_COMPONENT_INT = 0x2,
VKD3D_SHADER_COMPONENT_FLOAT = 0x3,
VKD3D_SHADER_COMPONENT_BOOL = 0x4,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPONENT_TYPE),
};
enum vkd3d_shader_sysval_semantic
{
VKD3D_SHADER_SV_NONE = 0x00,
VKD3D_SHADER_SV_POSITION = 0x01,
VKD3D_SHADER_SV_CLIP_DISTANCE = 0x02,
VKD3D_SHADER_SV_CULL_DISTANCE = 0x03,
VKD3D_SHADER_SV_RENDER_TARGET_ARRAY_INDEX = 0x04,
VKD3D_SHADER_SV_VIEWPORT_ARRAY_INDEX = 0x05,
VKD3D_SHADER_SV_VERTEX_ID = 0x06,
VKD3D_SHADER_SV_PRIMITIVE_ID = 0x07,
VKD3D_SHADER_SV_INSTANCE_ID = 0x08,
VKD3D_SHADER_SV_IS_FRONT_FACE = 0x09,
VKD3D_SHADER_SV_SAMPLE_INDEX = 0x0a,
VKD3D_SHADER_SV_TESS_FACTOR_QUADEDGE = 0x0b,
VKD3D_SHADER_SV_TESS_FACTOR_QUADINT = 0x0c,
VKD3D_SHADER_SV_TESS_FACTOR_TRIEDGE = 0x0d,
VKD3D_SHADER_SV_TESS_FACTOR_TRIINT = 0x0e,
VKD3D_SHADER_SV_TESS_FACTOR_LINEDET = 0x0f,
VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN = 0x10,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SYSVAL_SEMANTIC),
};
enum vkd3d_shader_minimum_precision
{
VKD3D_SHADER_MINIMUM_PRECISION_NONE = 0,
VKD3D_SHADER_MINIMUM_PRECISION_FLOAT_16 = 1,
VKD3D_SHADER_MINIMUM_PRECISION_FLOAT_8_2 = 2,
VKD3D_SHADER_MINIMUM_PRECISION_INT_16 = 4,
VKD3D_SHADER_MINIMUM_PRECISION_UINT_16 = 5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_MINIMUM_PRECISION),
};
struct vkd3d_shader_signature_element
{
const char *semantic_name;
unsigned int semantic_index;
unsigned int stream_index;
enum vkd3d_shader_sysval_semantic sysval_semantic;
enum vkd3d_shader_component_type component_type;
unsigned int register_index;
unsigned int mask;
enum vkd3d_shader_minimum_precision min_precision;
};
struct vkd3d_shader_signature
{
struct vkd3d_shader_signature_element *elements;
unsigned int element_count;
};
/* swizzle bits fields: wwzzyyxx */
enum vkd3d_shader_swizzle_component
{
VKD3D_SHADER_SWIZZLE_X = 0x0,
VKD3D_SHADER_SWIZZLE_Y = 0x1,
VKD3D_SHADER_SWIZZLE_Z = 0x2,
VKD3D_SHADER_SWIZZLE_W = 0x3,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SWIZZLE_COMPONENT),
};
#define VKD3D_SHADER_SWIZZLE_MASK (0xffu)
#define VKD3D_SHADER_SWIZZLE_SHIFT(idx) (8u * (idx))
#define VKD3D_SHADER_SWIZZLE(x, y, z, w) \
vkd3d_shader_create_swizzle(VKD3D_SHADER_SWIZZLE_ ## x, \
VKD3D_SHADER_SWIZZLE_ ## y, \
VKD3D_SHADER_SWIZZLE_ ## z, \
VKD3D_SHADER_SWIZZLE_ ## w)
#define VKD3D_SHADER_NO_SWIZZLE VKD3D_SHADER_SWIZZLE(X, Y, Z, W)
static inline uint32_t vkd3d_shader_create_swizzle(enum vkd3d_shader_swizzle_component x,
enum vkd3d_shader_swizzle_component y, enum vkd3d_shader_swizzle_component z,
enum vkd3d_shader_swizzle_component w)
{
return ((x & VKD3D_SHADER_SWIZZLE_MASK) << VKD3D_SHADER_SWIZZLE_SHIFT(0))
| ((y & VKD3D_SHADER_SWIZZLE_MASK) << VKD3D_SHADER_SWIZZLE_SHIFT(1))
| ((z & VKD3D_SHADER_SWIZZLE_MASK) << VKD3D_SHADER_SWIZZLE_SHIFT(2))
| ((w & VKD3D_SHADER_SWIZZLE_MASK) << VKD3D_SHADER_SWIZZLE_SHIFT(3));
}
#ifndef VKD3D_SHADER_NO_PROTOTYPES
const char *vkd3d_shader_get_version(unsigned int *major, unsigned int *minor);
/**
* Returns the source types supported, with any target type, by
* vkd3d_shader_compile().
*
* Use vkd3d_shader_get_supported_target_types() to determine which target types
* are supported for each source type.
*
* \param count Output location for the size, in elements, of the returned
* array.
*
* \return Pointer to an array of source types supported by this version of
* vkd3d-shader. This array may be a pointer to static data in libvkd3d-shader;
* it should not be freed.
*/
const enum vkd3d_shader_source_type *vkd3d_shader_get_supported_source_types(unsigned int *count);
/**
* Returns the target types supported, with the given source type, by
* vkd3d_shader_compile().
*
* \param source_type Source type for which to enumerate supported target types.
*
* \param count Output location for the size, in elements, of the returned
* array.
*
* \return Pointer to an array of target types supported by this version of
* vkd3d-shader. This array may be a pointer to static data in libvkd3d-shader;
* it should not be freed.
*/
const enum vkd3d_shader_target_type *vkd3d_shader_get_supported_target_types(
enum vkd3d_shader_source_type source_type, unsigned int *count);
/**
* Transform a form of GPU shader source code or byte code into another form of
* source code or byte code.
*
* This version of vkd3d-shader supports the following transformations:
* - VKD3D_SHADER_SOURCE_DXBC_TPF to VKD3D_SHADER_TARGET_SPIRV_BINARY
*
* Supported transformations can also be detected at runtime with the functions
* vkd3d_shader_get_supported_source_types() and
* vkd3d_shader_get_supported_target_types().
*
* Depending on the source and target types, this function may support the
* following chained structures:
* - vkd3d_shader_interface_info
* - vkd3d_shader_spirv_domain_shader_target_info
* - vkd3d_shader_spirv_target_info
* - vkd3d_shader_transform_feedback_info
*
* \param compile_info A chained structure containing compilation parameters.
*
* \param out A pointer to a vkd3d_shader_code structure in which the compiled
* code will be stored.
* \n
* The compiled shader is allocated by vkd3d-shader and should be freed with
* vkd3d_shader_free_shader_code() when no longer needed.
*
* \param messages Optional output location for error or informational messages
* produced by the compiler.
* \n
* This string is null-terminated and UTF-8 encoded.
* \n
* The messages are allocated by vkd3d-shader and should be freed with
* vkd3d_shader_free_messages() when no longer needed.
* \n
* The messages returned can be regulated with the \a log_level member of struct
* vkd3d_shader_compile_info. Regardless of the requested level, if this
* parameter is NULL, no compilation messages will be returned.
* \n
* If no compilation messages are produced by the compiler, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*/
int vkd3d_shader_compile(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, char **messages);
/**
* Free shader messages allocated by another vkd3d-shader function, such as
* vkd3d_shader_compile().
*
* \param messages Messages to free. This pointer is optional and may be NULL,
* in which case no action will be taken.
*/
void vkd3d_shader_free_messages(char *messages);
/**
* Free shader code allocated by another vkd3d-shader function, such as
* vkd3d_shader_compile().
*
* This function frees the \ref vkd3d_shader_code.code member, but does not free
* the structure itself.
*
* \param code Code to free.
*/
void vkd3d_shader_free_shader_code(struct vkd3d_shader_code *code);
int vkd3d_shader_parse_root_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_versioned_root_signature_desc *root_signature, char **messages);
void vkd3d_shader_free_root_signature(struct vkd3d_shader_versioned_root_signature_desc *root_signature);
int vkd3d_shader_serialize_root_signature(const struct vkd3d_shader_versioned_root_signature_desc *root_signature,
struct vkd3d_shader_code *dxbc, char **messages);
int vkd3d_shader_convert_root_signature(struct vkd3d_shader_versioned_root_signature_desc *dst,
enum vkd3d_shader_root_signature_version version, const struct vkd3d_shader_versioned_root_signature_desc *src);
/**
* Parse shader source code or byte code, returning various types of requested
* information.
*
* Currently this function supports the following code types:
* - VKD3D_SHADER_SOURCE_DXBC_TPF
*
* \param compile_info A chained structure containing scan parameters.
* \n
* The DXBC_TPF scanner supports the following chained structures:
* - vkd3d_shader_scan_descriptor_info
* \n
* Although the \a compile_info parameter is read-only, chained structures
* passed to this function need not be, and may serve as output parameters,
* depending on their structure type.
*
* \param messages Optional output location for error or informational messages
* produced by the compiler.
* \n
* This parameter behaves identically to the \a messages parameter of
* vkd3d_shader_compile().
*
* \return A member of \ref vkd3d_result.
*/
int vkd3d_shader_scan(const struct vkd3d_shader_compile_info *compile_info, char **messages);
void vkd3d_shader_free_scan_descriptor_info(struct vkd3d_shader_scan_descriptor_info *scan_descriptor_info);
int vkd3d_shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_signature *signature, char **messages);
struct vkd3d_shader_signature_element *vkd3d_shader_find_signature_element(
const struct vkd3d_shader_signature *signature, const char *semantic_name,
unsigned int semantic_index, unsigned int stream_index);
void vkd3d_shader_free_shader_signature(struct vkd3d_shader_signature *signature);
#endif /* VKD3D_SHADER_NO_PROTOTYPES */
/*
* Function pointer typedefs for vkd3d-shader functions.
*/
typedef const char *(*PFN_vkd3d_shader_get_version)(unsigned int *major, unsigned int *minor);
typedef const enum vkd3d_shader_source_type *(*PFN_vkd3d_shader_get_supported_source_types)(unsigned int *count);
typedef const enum vkd3d_shader_target_type *(*PFN_vkd3d_shader_get_supported_target_types)(
enum vkd3d_shader_source_type source_type, unsigned int *count);
typedef int (*PFN_vkd3d_shader_compile)(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, char **messages);
typedef void (*PFN_vkd3d_shader_free_messages)(char *messages);
typedef void (*PFN_vkd3d_shader_free_shader_code)(struct vkd3d_shader_code *code);
typedef int (*PFN_vkd3d_shader_parse_root_signature)(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_versioned_root_signature_desc *root_signature, char **messages);
typedef void (*PFN_vkd3d_shader_free_root_signature)(struct vkd3d_shader_versioned_root_signature_desc *root_signature);
typedef int (*PFN_vkd3d_shader_serialize_root_signature)(
const struct vkd3d_shader_versioned_root_signature_desc *root_signature,
struct vkd3d_shader_code *dxbc, char **messages);
typedef int (*PFN_vkd3d_shader_convert_root_signature)(struct vkd3d_shader_versioned_root_signature_desc *dst,
enum vkd3d_shader_root_signature_version version, const struct vkd3d_shader_versioned_root_signature_desc *src);
typedef int (*PFN_vkd3d_shader_scan)(const struct vkd3d_shader_compile_info *compile_info, char **messages);
typedef void (*PFN_vkd3d_shader_free_scan_descriptor_info)(
struct vkd3d_shader_scan_descriptor_info *scan_descriptor_info);
typedef int (*PFN_vkd3d_shader_parse_input_signature)(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_signature *signature, char **messages);
typedef struct vkd3d_shader_signature_element * (*PFN_vkd3d_shader_find_signature_element)(
const struct vkd3d_shader_signature *signature, const char *semantic_name,
unsigned int semantic_index, unsigned int stream_index);
typedef void (*PFN_vkd3d_shader_free_shader_signature)(struct vkd3d_shader_signature *signature);
#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* __VKD3D_SHADER_H */