vkd3d/include/vkd3d_shader.h
2023-09-21 19:16:32 +02:00

2393 lines
88 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
*
* 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.
*
* \since 1.2
*/
/** \since 1.3 */
enum vkd3d_shader_api_version
{
VKD3D_SHADER_API_VERSION_1_0,
VKD3D_SHADER_API_VERSION_1_1,
VKD3D_SHADER_API_VERSION_1_2,
VKD3D_SHADER_API_VERSION_1_3,
VKD3D_SHADER_API_VERSION_1_4,
VKD3D_SHADER_API_VERSION_1_5,
VKD3D_SHADER_API_VERSION_1_6,
VKD3D_SHADER_API_VERSION_1_7,
VKD3D_SHADER_API_VERSION_1_8,
VKD3D_SHADER_API_VERSION_1_9,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_API_VERSION),
};
/** 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,
/**
* The structure is a vkd3d_shader_hlsl_source_info structure.
* \since 1.3
*/
VKD3D_SHADER_STRUCTURE_TYPE_HLSL_SOURCE_INFO,
/**
* The structure is a vkd3d_shader_preprocess_info structure.
* \since 1.3
*/
VKD3D_SHADER_STRUCTURE_TYPE_PREPROCESS_INFO,
/**
* The structure is a vkd3d_shader_descriptor_offset_info structure.
* \since 1.3
*/
VKD3D_SHADER_STRUCTURE_TYPE_DESCRIPTOR_OFFSET_INFO,
/**
* The structure is a vkd3d_shader_scan_signature_info structure.
* \since 1.9
*/
VKD3D_SHADER_STRUCTURE_TYPE_SCAN_SIGNATURE_INFO,
/**
* The structure is a vkd3d_shader_varying_map_info structure.
* \since 1.9
*/
VKD3D_SHADER_STRUCTURE_TYPE_VARYING_MAP_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),
};
/**
* Determines how typed UAVs are declared.
* \since 1.5
*/
enum vkd3d_shader_compile_option_typed_uav
{
/** Use R32(u)i/R32f format for UAVs which are read from. This is the default value. */
VKD3D_SHADER_COMPILE_OPTION_TYPED_UAV_READ_FORMAT_R32 = 0x00000000,
/**
* Use Unknown format for UAVs which are read from. This should only be set if
* shaderStorageImageReadWithoutFormat is enabled in the target environment.
*/
VKD3D_SHADER_COMPILE_OPTION_TYPED_UAV_READ_FORMAT_UNKNOWN = 0x00000001,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPILE_OPTION_TYPED_UAV),
};
enum vkd3d_shader_compile_option_formatting_flags
{
VKD3D_SHADER_COMPILE_OPTION_FORMATTING_NONE = 0x00000000,
VKD3D_SHADER_COMPILE_OPTION_FORMATTING_COLOUR = 0x00000001,
VKD3D_SHADER_COMPILE_OPTION_FORMATTING_INDENT = 0x00000002,
VKD3D_SHADER_COMPILE_OPTION_FORMATTING_OFFSETS = 0x00000004,
VKD3D_SHADER_COMPILE_OPTION_FORMATTING_HEADER = 0x00000008,
VKD3D_SHADER_COMPILE_OPTION_FORMATTING_RAW_IDS = 0x00000010,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPILE_OPTION_FORMATTING_FLAGS),
};
/** Determines how matrices are stored. \since 1.9 */
enum vkd3d_shader_compile_option_pack_matrix_order
{
VKD3D_SHADER_COMPILE_OPTION_PACK_MATRIX_ROW_MAJOR = 0x00000001,
VKD3D_SHADER_COMPILE_OPTION_PACK_MATRIX_COLUMN_MAJOR = 0x00000002,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPILE_OPTION_PACK_MATRIX_ORDER),
};
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,
/** \a value is a member of enum vkd3d_shader_compile_option_formatting_flags. */
VKD3D_SHADER_COMPILE_OPTION_FORMATTING = 0x00000003,
/** \a value is a member of enum vkd3d_shader_api_version. \since 1.3 */
VKD3D_SHADER_COMPILE_OPTION_API_VERSION = 0x00000004,
/** \a value is a member of enum vkd3d_shader_compile_option_typed_uav. \since 1.5 */
VKD3D_SHADER_COMPILE_OPTION_TYPED_UAV = 0x00000005,
/**
* If \a value is nonzero, write the point size for Vulkan tessellation and
* geometry shaders. This option should be enabled if and only if the
* shaderTessellationAndGeometryPointSize feature is enabled. The default
* value is nonzero, i.e. write the point size.
*
* This option is supported by vkd3d_shader_compile() for the SPIR-V target
* type and Vulkan targets; it should not be enabled otherwise.
*
* \since 1.7
*/
VKD3D_SHADER_COMPILE_OPTION_WRITE_TESS_GEOM_POINT_SIZE = 0x00000006,
/**
* This option specifies default matrix packing order for HLSL sources.
* Explicit variable modifiers or pragmas will take precedence.
*
* \a value is a member of enum vkd3d_shader_compile_option_pack_matrix_order.
*
* \since 1.9
*/
VKD3D_SHADER_COMPILE_OPTION_PACK_MATRIX_ORDER = 0x00000007,
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. Note that textual formats are not null-terminated.
* Therefore \a size should not include a null terminator, when this
* structure is passed as input to a vkd3d-shader function, and the
* allocated string will not include a null terminator when this structure
* is used as output.
*/
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. If an offset is specified for this
* binding by the vkd3d_shader_descriptor_offset_info structure, counting
* starts at that offset.
*/
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;
};
/**
* Symbolic register indices for mapping uniform constant register sets in
* legacy Direct3D bytecode to constant buffer views in the target environment.
*
* Members of this enumeration are used in
* \ref vkd3d_shader_resource_binding.register_index.
*
* \since 1.9
*/
enum vkd3d_shader_d3dbc_constant_register
{
/** The float constant register set, c# in Direct3D assembly. */
VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER = 0x0,
/** The integer constant register set, i# in Direct3D assembly. */
VKD3D_SHADER_D3DBC_INT_CONSTANT_REGISTER = 0x1,
/** The boolean constant register set, b# in Direct3D assembly. */
VKD3D_SHADER_D3DBC_BOOL_CONSTANT_REGISTER = 0x2,
};
/**
* 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 Direct3D resource.
*
* For legacy Direct3D shaders, vkd3d-shader maps each constant register
* set to a single constant buffer view. This parameter names the register
* set to map, and must be a member of
* enum vkd3d_shader_d3dbc_constant_register.
*/
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;
};
struct vkd3d_shader_descriptor_offset
{
unsigned int static_offset;
unsigned int dynamic_offset_index;
};
/**
* A chained structure containing descriptor offsets.
*
* This structure is optional.
*
* This structure extends vkd3d_shader_interface_info.
*
* This structure contains only input parameters.
*
* \since 1.3
*/
struct vkd3d_shader_descriptor_offset_info
{
/** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_DESCRIPTOR_OFFSET_INFO. */
enum vkd3d_shader_structure_type type;
/** Optional pointer to a structure containing further parameters. */
const void *next;
/**
* Byte offset within the push constants of an array of 32-bit
* descriptor array offsets. See the description of 'binding_offsets'
* below.
*/
unsigned int descriptor_table_offset;
/** Size, in elements, of the descriptor table push constant array. */
unsigned int descriptor_table_count;
/**
* Pointer to an array of struct vkd3d_shader_descriptor_offset objects.
* The 'static_offset' field contains an offset into the descriptor arrays
* referenced by the 'bindings' array in struct vkd3d_shader_interface_info.
* This allows mapping multiple shader resource arrays to a single binding
* point in the target environment.
*
* 'dynamic_offset_index' in struct vkd3d_shader_descriptor_offset allows
* offsets to be set at runtime. The 32-bit descriptor table push constant
* at this index will be added to 'static_offset' to calculate the final
* binding offset.
*
* If runtime offsets are not required, set all 'dynamic_offset_index'
* values to \c ~0u and 'descriptor_table_count' to zero.
*
* For example, to map Direct3D constant buffer registers 'cb0[0:3]' and
* 'cb1[6:7]' to descriptors 8-12 and 4-5 in the Vulkan descriptor array in
* descriptor set 3 and with binding 2, set the following values in the
* 'bindings' array in struct vkd3d_shader_interface_info:
*
* \code
* type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV
* register_space = 0
* register_index = 0
* binding.set = 3
* binding.binding = 2
* binding.count = 4
*
* type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV
* register_space = 0
* register_index = 6
* binding.set = 3
* binding.binding = 2
* binding.count = 2
* \endcode
*
* and then pass \c {8, \c 4} as static binding offsets here.
*
* This field may be NULL, in which case the corresponding offsets are
* specified to be 0.
*/
const struct vkd3d_shader_descriptor_offset *binding_offsets;
/**
* Pointer to an array of offsets into the descriptor arrays referenced by
* the 'uav_counters' array in struct vkd3d_shader_interface_info. This
* works the same way as \ref binding_offsets above.
*/
const struct vkd3d_shader_descriptor_offset *uav_counter_offsets;
};
/** 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,
/** High-Level Shader Language source code. \since 1.3 */
VKD3D_SHADER_SOURCE_HLSL,
/**
* Legacy Direct3D byte-code. This is the format used for Direct3D shader
* model 1, 2, and 3 shaders. \since 1.3
*/
VKD3D_SHADER_SOURCE_D3D_BYTECODE,
/**
* A 'DirectX Intermediate Language' shader embedded in a DXBC container. This is
* the format used for Direct3D shader model 6 shaders. \since 1.9
*/
VKD3D_SHADER_SOURCE_DXBC_DXIL,
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().
*/
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_SHADER_TARGET_SPIRV_TEXT,
/**
* Direct3D shader assembly. \since 1.3
*/
VKD3D_SHADER_TARGET_D3D_ASM,
/**
* Legacy Direct3D byte-code. This is the format used for Direct3D shader
* model 1, 2, and 3 shaders. \since 1.3
*/
VKD3D_SHADER_TARGET_D3D_BYTECODE,
/**
* A 'Tokenized Program Format' shader embedded in a DXBC container. This is
* the format used for Direct3D shader model 4 and 5 shaders. \since 1.3
*/
VKD3D_SHADER_TARGET_DXBC_TPF,
/**
* An 'OpenGL Shading Language' shader. \since 1.3
*/
VKD3D_SHADER_TARGET_GLSL,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_TARGET_TYPE),
};
/**
* Describes the minimum 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,
/** \since 1.3 */
VKD3D_SHADER_SPIRV_EXTENSION_EXT_DESCRIPTOR_INDEXING,
/** \since 1.3 */
VKD3D_SHADER_SPIRV_EXTENSION_EXT_STENCIL_EXPORT,
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;
};
/**
* A single preprocessor macro, passed as part of struct
* vkd3d_shader_preprocess_info.
*/
struct vkd3d_shader_macro
{
/**
* Pointer to a null-terminated string containing the name of a macro. This
* macro must not be a parameterized (i.e. function-like) macro. If this
* field is not a valid macro identifier, this macro will be ignored.
*/
const char *name;
/**
* Optional pointer to a null-terminated string containing the expansion of
* the macro. This field may be set to NULL, in which case the macro has an
* empty expansion.
*/
const char *value;
};
/**
* Type of a callback function which will be used to open preprocessor includes.
*
* This callback function is passed as part of struct
* vkd3d_shader_preprocess_info.
*
* If this function fails, vkd3d-shader will emit a compilation error, and the
* \a pfn_close_include callback will not be called.
*
* \param filename Unquoted string used as an argument to the \#include
* directive.
*
* \param local Whether the \#include directive is requesting a local (i.e.
* double-quoted) or system (i.e. angle-bracketed) include.
*
* \param parent_data Unprocessed source code of the file in which this
* \#include directive is evaluated. This parameter may be NULL.
*
* \param context The user-defined pointer passed to struct
* vkd3d_shader_preprocess_info.
*
* \param out Output location for the full contents of the included file. The
* code need not be allocated using standard vkd3d functions, but must remain
* valid until the corresponding call to \a pfn_close_include. If this function
* fails, the contents of this parameter are ignored.
*
* \return A member of \ref vkd3d_result.
*/
typedef int (*PFN_vkd3d_shader_open_include)(const char *filename, bool local,
const char *parent_data, void *context, struct vkd3d_shader_code *out);
/**
* Type of a callback function which will be used to close preprocessor
* includes.
*
* This callback function is passed as part of struct
* vkd3d_shader_preprocess_info.
*
* \param code Contents of the included file, which were allocated by the
* \ref pfn_open_include callback. The user must free them.
*
* \param context The user-defined pointer passed to struct
* vkd3d_shader_preprocess_info.
*/
typedef void (*PFN_vkd3d_shader_close_include)(const struct vkd3d_shader_code *code, void *context);
/**
* A chained structure containing preprocessing parameters.
*
* This structure is optional.
*
* This structure extends vkd3d_shader_compile_info.
*
* This structure contains only input parameters.
*
* \since 1.3
*/
struct vkd3d_shader_preprocess_info
{
/** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_PREPROCESS_INFO. */
enum vkd3d_shader_structure_type type;
/** Optional pointer to a structure containing further parameters. */
const void *next;
/**
* Pointer to an array of predefined macros. Each macro in this array will
* be expanded as if a corresponding #define statement were prepended to the
* source code.
*
* If the same macro is specified multiple times, only the last value is
* used.
*/
const struct vkd3d_shader_macro *macros;
/** Size, in elements, of \ref macros. */
unsigned int macro_count;
/**
* Optional pointer to a callback function, which will be called in order to
* evaluate \#include directives. The function receives parameters
* corresponding to the directive's arguments, and should return the
* complete text of the included file.
*
* If this field is set to NULL, or if this structure is omitted,
* vkd3d-shader will attempt to open included files using POSIX file APIs.
*
* If this field is set to NULL, the \ref pfn_close_include field must also
* be set to NULL.
*/
PFN_vkd3d_shader_open_include pfn_open_include;
/**
* Optional pointer to a callback function, which will be called whenever an
* included file is closed. This function will be called exactly once for
* each successful call to \ref pfn_open_include, and should be used to free
* any resources allocated thereby.
*
* If this field is set to NULL, the \ref pfn_open_include field must also
* be set to NULL.
*/
PFN_vkd3d_shader_close_include pfn_close_include;
/**
* User-defined pointer which will be passed unmodified to the
* \ref pfn_open_include and \ref pfn_close_include callbacks.
*/
void *include_context;
};
/**
* A chained structure containing HLSL compilation parameters.
*
* This structure is optional.
*
* This structure extends vkd3d_shader_compile_info.
*
* This structure contains only input parameters.
*
* \since 1.3
*/
struct vkd3d_shader_hlsl_source_info
{
/** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_HLSL_SOURCE_INFO. */
enum vkd3d_shader_structure_type type;
/** Optional pointer to a structure containing further parameters. */
const void *next;
/**
* Optional pointer to a null-terminated string containing the shader entry
* point.
*
* If this parameter is NULL, vkd3d-shader uses the entry point "main".
*/
const char *entry_point;
struct vkd3d_shader_code secondary_code;
/**
* Pointer to a null-terminated string containing the target shader
* profile.
*/
const char *profile;
};
/* 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;
};
/**
* The type of a shader resource, returned as part of struct
* vkd3d_shader_descriptor_info.
*/
enum vkd3d_shader_resource_type
{
/**
* The type is invalid or not applicable for this descriptor. This value is
* returned for samplers.
*/
VKD3D_SHADER_RESOURCE_NONE = 0x0,
/** Dimensionless buffer. */
VKD3D_SHADER_RESOURCE_BUFFER = 0x1,
/** 1-dimensional texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_1D = 0x2,
/** 2-dimensional texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_2D = 0x3,
/** Multisampled 2-dimensional texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_2DMS = 0x4,
/** 3-dimensional texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_3D = 0x5,
/** Cubemap texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_CUBE = 0x6,
/** 1-dimensional array texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY = 0x7,
/** 2-dimensional array texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY = 0x8,
/** Multisampled 2-dimensional array texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY = 0x9,
/** Cubemap array texture. */
VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY = 0xa,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_RESOURCE_TYPE),
};
/**
* The type of the data contained in a shader resource, returned as part of
* struct vkd3d_shader_descriptor_info. All formats are 32-bit.
*/
enum vkd3d_shader_resource_data_type
{
/** Unsigned normalized integer. */
VKD3D_SHADER_RESOURCE_DATA_UNORM = 0x1,
/** Signed normalized integer. */
VKD3D_SHADER_RESOURCE_DATA_SNORM = 0x2,
/** Signed integer. */
VKD3D_SHADER_RESOURCE_DATA_INT = 0x3,
/** Unsigned integer. */
VKD3D_SHADER_RESOURCE_DATA_UINT = 0x4,
/** IEEE single-precision floating-point. */
VKD3D_SHADER_RESOURCE_DATA_FLOAT = 0x5,
/** Undefined/type-less. \since 1.3 */
VKD3D_SHADER_RESOURCE_DATA_MIXED = 0x6,
/** IEEE double-precision floating-point. \since 1.3 */
VKD3D_SHADER_RESOURCE_DATA_DOUBLE = 0x7,
/** Continuation of the previous component. For example, 64-bit
* double-precision floating-point data may be returned as two 32-bit
* components, with the first component (containing the LSB) specified as
* VKD3D_SHADER_RESOURCE_DATA_DOUBLE, and the second component specified
* as VKD3D_SHADER_RESOURCE_DATA_CONTINUED. \since 1.3 */
VKD3D_SHADER_RESOURCE_DATA_CONTINUED = 0x8,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_RESOURCE_DATA_TYPE),
};
/**
* Additional flags describing a shader descriptor, returned as part of struct
* vkd3d_shader_descriptor_info.
*/
enum vkd3d_shader_descriptor_info_flag
{
/**
* The descriptor is a UAV resource, whose counter is read from or written
* to by the shader.
*/
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER = 0x00000001,
/** The descriptor is a UAV resource, which is read from by the shader. */
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ = 0x00000002,
/** The descriptor is a comparison sampler. */
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE = 0x00000004,
/** The descriptor is a UAV resource, on which the shader performs
* atomic ops. \since 1.6 */
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_ATOMICS = 0x00000008,
/** The descriptor is a raw (byte-addressed) buffer. \since 1.9 */
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_RAW_BUFFER = 0x00000010,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_INFO_FLAG),
};
/**
* Describes a single shader descriptor; returned as part of
* struct vkd3d_shader_scan_descriptor_info.
*/
struct vkd3d_shader_descriptor_info
{
/** Type of the descriptor (for example, SRV, CBV, UAV, or sampler). */
enum vkd3d_shader_descriptor_type type;
/**
* Register space of the resource, or 0 if the shader does not
* support multiple register spaces.
*/
unsigned int register_space;
/** Register index of the descriptor. */
unsigned int register_index;
/** Resource type, if applicable, including its dimension. */
enum vkd3d_shader_resource_type resource_type;
/** Data type contained in the resource (for example, float or integer). */
enum vkd3d_shader_resource_data_type resource_data_type;
/**
* Bitwise combination of zero or more members of
* \ref vkd3d_shader_descriptor_info_flag.
*/
unsigned int flags;
/**
* Size of this descriptor array, or 1 if a single descriptor.
* For an unbounded array this value is ~0u.
*/
unsigned int count;
};
/**
* A chained structure enumerating the descriptors declared by a shader.
*
* This structure extends vkd3d_shader_compile_info.
*
* When scanning a legacy Direct3D shader, vkd3d-shader enumerates each
* constant register set used by the shader as a single constant buffer
* descriptor, as follows:
* - The \ref vkd3d_shader_descriptor_info.type field is set to
* VKD3D_SHADER_DESCRIPTOR_TYPE_CBV.
* - The \ref vkd3d_shader_descriptor_info.register_space field is set to zero.
* - The \ref vkd3d_shader_descriptor_info.register_index field is set to a
* member of enum vkd3d_shader_d3dbc_constant_register denoting which set
* is used.
* - The \ref vkd3d_shader_descriptor_info.count field is set to one.
*
* In summary, there may be up to three such descriptors, one for each register
* set used by the shader: float, integer, and boolean.
*/
struct vkd3d_shader_scan_descriptor_info
{
/**
* Input; must be set to VKD3D_SHADER_STRUCTURE_TYPE_SCAN_DESCRIPTOR_INFO.
*/
enum vkd3d_shader_structure_type type;
/** Input; optional pointer to a structure containing further parameters. */
const void *next;
/** Output; returns a pointer to an array of descriptors. */
struct vkd3d_shader_descriptor_info *descriptors;
/** Output; size, in elements, of \ref descriptors. */
unsigned int descriptor_count;
};
/**
* Data type of a shader varying, returned as part of struct
* vkd3d_shader_signature_element.
*/
enum vkd3d_shader_component_type
{
/** The varying has no type. */
VKD3D_SHADER_COMPONENT_VOID = 0x0,
/** 32-bit unsigned integer. */
VKD3D_SHADER_COMPONENT_UINT = 0x1,
/** 32-bit signed integer. */
VKD3D_SHADER_COMPONENT_INT = 0x2,
/** 32-bit IEEE floating-point. */
VKD3D_SHADER_COMPONENT_FLOAT = 0x3,
/** Boolean. */
VKD3D_SHADER_COMPONENT_BOOL = 0x4,
/** 64-bit IEEE floating-point. */
VKD3D_SHADER_COMPONENT_DOUBLE = 0x5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPONENT_TYPE),
};
/** System value semantic, returned as part of struct vkd3d_shader_signature. */
enum vkd3d_shader_sysval_semantic
{
/** No system value. */
VKD3D_SHADER_SV_NONE = 0x00,
/** Vertex position; SV_Position in Direct3D. */
VKD3D_SHADER_SV_POSITION = 0x01,
/** Clip distance; SV_ClipDistance in Direct3D. */
VKD3D_SHADER_SV_CLIP_DISTANCE = 0x02,
/** Cull distance; SV_CullDistance in Direct3D. */
VKD3D_SHADER_SV_CULL_DISTANCE = 0x03,
/** Render target layer; SV_RenderTargetArrayIndex in Direct3D. */
VKD3D_SHADER_SV_RENDER_TARGET_ARRAY_INDEX = 0x04,
/** Viewport index; SV_ViewportArrayIndex in Direct3D. */
VKD3D_SHADER_SV_VIEWPORT_ARRAY_INDEX = 0x05,
/** Vertex ID; SV_VertexID in Direct3D. */
VKD3D_SHADER_SV_VERTEX_ID = 0x06,
/** Primtive ID; SV_PrimitiveID in Direct3D. */
VKD3D_SHADER_SV_PRIMITIVE_ID = 0x07,
/** Instance ID; SV_InstanceID in Direct3D. */
VKD3D_SHADER_SV_INSTANCE_ID = 0x08,
/** Whether the triangle is front-facing; SV_IsFrontFace in Direct3D. */
VKD3D_SHADER_SV_IS_FRONT_FACE = 0x09,
/** Sample index; SV_SampleIndex in Direct3D. */
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,
/** Render target; SV_Target in Direct3D. \since 1.9 */
VKD3D_SHADER_SV_TARGET = 0x40,
/** Depth; SV_Depth in Direct3D. \since 1.9 */
VKD3D_SHADER_SV_DEPTH = 0x41,
/** Sample mask; SV_Coverage in Direct3D. \since 1.9 */
VKD3D_SHADER_SV_COVERAGE = 0x42,
/**
* Depth, which is guaranteed to be greater than or equal to the current
* depth; SV_DepthGreaterEqual in Direct3D. \since 1.9
*/
VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL = 0x43,
/**
* Depth, which is guaranteed to be less than or equal to the current
* depth; SV_DepthLessEqual in Direct3D. \since 1.9
*/
VKD3D_SHADER_SV_DEPTH_LESS_EQUAL = 0x44,
/** Stencil reference; SV_StencilRef in Direct3D. \since 1.9 */
VKD3D_SHADER_SV_STENCIL_REF = 0x45,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SYSVAL_SEMANTIC),
};
/**
* Minimum interpolation precision of a shader varying, returned as part of
* struct vkd3d_shader_signature_element.
*/
enum vkd3d_shader_minimum_precision
{
VKD3D_SHADER_MINIMUM_PRECISION_NONE = 0,
/** 16-bit floating-point. */
VKD3D_SHADER_MINIMUM_PRECISION_FLOAT_16 = 1,
/** 10-bit fixed point (2 integer and 8 fractional bits). */
VKD3D_SHADER_MINIMUM_PRECISION_FIXED_8_2 = 2,
/** 16-bit signed integer. */
VKD3D_SHADER_MINIMUM_PRECISION_INT_16 = 4,
/** 16-bit unsigned integer. */
VKD3D_SHADER_MINIMUM_PRECISION_UINT_16 = 5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_MINIMUM_PRECISION),
};
/**
* A single shader varying, returned as part of struct vkd3d_shader_signature.
*/
struct vkd3d_shader_signature_element
{
/** Semantic name. */
const char *semantic_name;
/** Semantic index, or 0 if the semantic is not indexed. */
unsigned int semantic_index;
/**
* Stream index of a geometry shader output semantic. If the signature is
* not a geometry shader output signature, this field will be set to 0.
*/
unsigned int stream_index;
/**
* System value semantic. If the varying is not a system value, this field
* will be set to VKD3D_SHADER_SV_NONE.
*/
enum vkd3d_shader_sysval_semantic sysval_semantic;
/** Data type. */
enum vkd3d_shader_component_type component_type;
/** Register index. */
unsigned int register_index;
/** Mask of the register components allocated to this varying. */
unsigned int mask;
/**
* Subset of \ref mask which the shader reads from or writes to. Unlike
* Direct3D shader bytecode, the mask for output and tessellation signatures
* is not inverted, i.e. bits set in this field denote components which are
* written to.
*/
unsigned int used_mask;
/** Minimum interpolation precision. */
enum vkd3d_shader_minimum_precision min_precision;
};
/**
* Description of a shader input or output signature. This structure is
* populated by vkd3d_shader_parse_input_signature().
*
* The helper function vkd3d_shader_find_signature_element() will look up a
* varying element by its semantic name, semantic index, and stream index.
*/
struct vkd3d_shader_signature
{
/** Pointer to an array of varyings. */
struct vkd3d_shader_signature_element *elements;
/** Size, in elements, of \ref elements. */
unsigned int element_count;
};
/** Possible values for a single component of a vkd3d-shader swizzle. */
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),
};
/**
* A description of a DXBC section.
*
* \since 1.7
*/
struct vkd3d_shader_dxbc_section_desc
{
/** The section tag. */
uint32_t tag;
/** The contents of the section. */
struct vkd3d_shader_code data;
};
/**
* A description of a DXBC blob, as returned by vkd3d_shader_parse_dxbc().
*
* \since 1.7
*/
struct vkd3d_shader_dxbc_desc
{
/**
* The DXBC tag. This will always be "DXBC" in structures returned by
* this version of vkd3d-shader.
*/
uint32_t tag;
/** A checksum of the DXBC contents. */
uint32_t checksum[4];
/**
* The DXBC version. This will always be 1 in structures returned by this
* version of vkd3d-shader.
*/
unsigned int version;
/** The total size of the DXBC blob. */
size_t size;
/** The number of sections contained in the DXBC. */
size_t section_count;
/** Descriptions of the sections contained in the DXBC. */
struct vkd3d_shader_dxbc_section_desc *sections;
};
/**
* A mask selecting one component from a vkd3d-shader swizzle. The component has
* type \ref vkd3d_shader_swizzle_component.
*/
#define VKD3D_SHADER_SWIZZLE_MASK (0xffu)
/** The offset, in bits, of the nth parameter of a vkd3d-shader swizzle. */
#define VKD3D_SHADER_SWIZZLE_SHIFT(idx) (8u * (idx))
/**
* A helper macro which returns a vkd3d-shader swizzle with the given
* components. The components are specified as the suffixes to members of
* \ref vkd3d_shader_swizzle_component. For example, the swizzle ".xwyy" can be
* represented as:
* \code
* VKD3D_SHADER_SWIZZLE(X, W, Y, Y)
* \endcode
*/
#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)
/** The identity swizzle ".xyzw". */
#define VKD3D_SHADER_NO_SWIZZLE VKD3D_SHADER_SWIZZLE(X, Y, Z, W)
/** Build a vkd3d-shader swizzle with the given components. */
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));
}
/**
* A chained structure containing descriptions of shader inputs and outputs.
*
* This structure is currently implemented only for DXBC and legacy D3D bytecode
* source types.
* For DXBC shaders, the returned information is parsed directly from the
* signatures embedded in the DXBC shader.
* For legacy D3D shaders, the returned information is synthesized based on
* registers declared or used by shader instructions.
* For all other shader types, the structure is zeroed.
*
* All members (except for \ref type and \ref next) are output-only.
*
* This structure is passed to vkd3d_shader_scan() and extends
* vkd3d_shader_compile_info.
*
* Members of this structure are allocated by vkd3d-shader and should be freed
* with vkd3d_shader_free_scan_signature_info() when no longer needed.
*
* All signatures may contain pointers into the input shader, and should only
* be accessed while the input shader remains valid.
*
* Signature elements are synthesized from legacy Direct3D bytecode as follows:
* - The \ref vkd3d_shader_signature_element.semantic_name field is set to an
* uppercase string corresponding to the HLSL name for the usage, e.g.
* "POSITION", "BLENDWEIGHT", "COLOR", "PSIZE", etc.
* - The \ref vkd3d_shader_signature_element.semantic_index field is set to the
* usage index.
* - The \ref vkd3d_shader_signature_element.stream_index is always 0.
*
* Signature elements are synthesized for any input or output register declared
* or used in a legacy Direct3D bytecode shader, including the following:
* - Shader model 1 and 2 colour and texture coordinate registers.
* - The shader model 1 pixel shader output register.
* - Shader model 1 and 2 vertex shader output registers (position, fog, and
* point size).
* - Shader model 3 pixel shader system value input registers (pixel position
* and face).
*
* \since 1.9
*/
struct vkd3d_shader_scan_signature_info
{
/** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_SCAN_SIGNATURE_INFO. */
enum vkd3d_shader_structure_type type;
/** Optional pointer to a structure containing further parameters. */
const void *next;
/** The shader input varyings. */
struct vkd3d_shader_signature input;
/** The shader output varyings. */
struct vkd3d_shader_signature output;
/** The shader patch constant varyings. */
struct vkd3d_shader_signature patch_constant;
};
/**
* Describes the mapping of a output varying register in a shader stage,
* to an input varying register in the following shader stage.
*
* This structure is used in struct vkd3d_shader_varying_map_info.
*/
struct vkd3d_shader_varying_map
{
/**
* The signature index (in the output signature) of the output varying.
* If greater than or equal to the number of elements in the output
* signature, signifies that the varying is consumed by the next stage but
* not written by this one.
*/
unsigned int output_signature_index;
/** The register index of the input varying to map this register to. */
unsigned int input_register_index;
/** The mask consumed by the destination register. */
unsigned int input_mask;
};
/**
* A chained structure which describes how output varyings in this shader stage
* should be mapped to input varyings in the next stage.
*
* This structure is optional. It should not be provided if there is no shader
* stage.
* However, depending on the input and output formats, this structure may be
* necessary in order to generate shaders which correctly match each other.
*
* If this structure is absent, vkd3d-shader will map varyings from one stage
* to another based on their register index.
* For Direct3D shader model 3.0, such a default mapping will be incorrect
* unless the registers are allocated in the same order, and hence this
* field is necessary to correctly match inter-stage varyings.
* This mapping may also be necessary under other circumstances where the
* varying interface does not match exactly.
*
* This structure is passed to vkd3d_shader_compile() and extends
* vkd3d_shader_compile_info.
*
* This structure contains only input parameters.
*
* \since 1.9
*/
struct vkd3d_shader_varying_map_info
{
/** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_VARYING_MAP_INFO. */
enum vkd3d_shader_structure_type type;
/** Optional pointer to a structure containing further parameters. */
const void *next;
/**
* A mapping of output varyings in this shader stage to input varyings
* in the next shader stage.
*
* This mapping should include exactly one element for each varying
* consumed by the next shader stage.
* If this shader stage outputs a varying that is not consumed by the next
* shader stage, that varying should be absent from this array.
*
* This mapping may be constructed by vkd3d_shader_build_varying_map().
*/
const struct vkd3d_shader_varying_map *varying_map;
/** The number of registers provided in \ref varying_map. */
unsigned int varying_count;
};
#ifdef LIBVKD3D_SHADER_SOURCE
# define VKD3D_SHADER_API VKD3D_EXPORT
#else
# define VKD3D_SHADER_API VKD3D_IMPORT
#endif
#ifndef VKD3D_SHADER_NO_PROTOTYPES
/**
* Returns the current version of this library.
*
* \param major Output location for the major version of this library.
*
* \param minor Output location for the minor version of this library.
*
* \return A human-readable string describing the library name and version. This
* string is null-terminated and UTF-8 encoded. This may be a pointer to static
* data in libvkd3d-shader; it should not be freed.
*/
VKD3D_SHADER_API 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(). Future versions of the library may introduce
* additional source types; callers should ignore unrecognised source types.
*
* 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.
*/
VKD3D_SHADER_API 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(). Future versions of the library may introduce
* additional target types; callers should ignore unrecognised target types.
*
* \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.
*/
VKD3D_SHADER_API 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
* - VKD3D_SHADER_SOURCE_DXBC_TPF to VKD3D_SHADER_TARGET_SPIRV_TEXT
* (if vkd3d was compiled with SPIRV-Tools)
* - VKD3D_SHADER_SOURCE_DXBC_TPF to VKD3D_SHADER_TARGET_D3D_ASM
* - VKD3D_SHADER_SOURCE_D3D_BYTECODE to VKD3D_SHADER_TARGET_D3D_ASM
* - VKD3D_SHADER_SOURCE_HLSL to VKD3D_SHADER_TARGET_DXBC_TPF
* - VKD3D_SHADER_SOURCE_HLSL to VKD3D_SHADER_TARGET_D3D_BYTECODE
*
* 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_hlsl_source_info
* - vkd3d_shader_interface_info
* - vkd3d_shader_varying_map_info
* - vkd3d_shader_scan_descriptor_info
* - vkd3d_shader_scan_signature_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 messages are produced by the compiler, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*/
VKD3D_SHADER_API 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.
*/
VKD3D_SHADER_API 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.
*/
VKD3D_SHADER_API void vkd3d_shader_free_shader_code(struct vkd3d_shader_code *code);
/**
* Convert a byte code description of a shader root signature to a structural
* description which can be easily parsed by C code.
*
* This function corresponds to
* ID3D12VersionedRootSignatureDeserializer::GetUnconvertedRootSignatureDesc().
*
* This function performs the reverse transformation of
* vkd3d_shader_serialize_root_signature().
*
* This function parses a standalone root signature, and should not be confused
* with vkd3d_shader_parse_input_signature().
*
* \param dxbc Compiled byte code, in DXBC format.
*
* \param root_signature Output location in which the decompiled root signature
* will be stored.
* \n
* Members of \a root_signature may be allocated by vkd3d-shader. The signature
* should be freed with vkd3d_shader_free_root_signature() when no longer
* needed.
*
* \param messages Optional output location for error or informational messages
* produced by the parser.
* \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
* If no messages are produced by the parser, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*/
VKD3D_SHADER_API int vkd3d_shader_parse_root_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_versioned_root_signature_desc *root_signature, char **messages);
/**
* Free a structural representation of a shader root signature allocated by
* vkd3d_shader_convert_root_signature() or vkd3d_shader_parse_root_signature().
*
* This function may free members of struct
* vkd3d_shader_versioned_root_signature_desc, but does not free the structure
* itself.
*
* \param root_signature Signature description to free.
*/
VKD3D_SHADER_API void vkd3d_shader_free_root_signature(
struct vkd3d_shader_versioned_root_signature_desc *root_signature);
/**
* Convert a structural description of a shader root signature to a byte code
* format capable of being read by ID3D12Device::CreateRootSignature. The
* compiled signature is compatible with Microsoft D3D 12.
*
* This function corresponds to D3D12SerializeVersionedRootSignature().
*
* \param root_signature Description of the root signature.
*
* \param dxbc A pointer to a vkd3d_shader_code structure in which the compiled
* code will be stored.
* \n
* The compiled signature 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 serializer.
* \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
* If no messages are produced by the serializer, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*/
VKD3D_SHADER_API int vkd3d_shader_serialize_root_signature(
const struct vkd3d_shader_versioned_root_signature_desc *root_signature,
struct vkd3d_shader_code *dxbc, char **messages);
/**
* Convert a structural representation of a root signature to a different
* version of structural representation.
*
* This function corresponds to
* ID3D12VersionedRootSignatureDeserializer::GetRootSignatureDescAtVersion().
*
* \param dst A pointer to a vkd3d_shader_versioned_root_signature_desc
* structure in which the converted signature will be stored.
* \n
* Members of \a dst may be allocated by vkd3d-shader. The signature should be
* freed with vkd3d_shader_free_root_signature() when no longer needed.
*
* \param version The desired version to convert \a src to. This version must
* not be equal to \a src->version.
*
* \param src Input root signature description.
*
* \return A member of \ref vkd3d_result.
*/
VKD3D_SHADER_API 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.
*
* The \a source_type member of \a compile_info must be set to the type of the
* shader.
*
* The \a target_type member may be set to VKD3D_SHADER_TARGET_NONE, in which
* case vkd3d_shader_scan() will return information about the shader in
* isolation. Alternatively, it may be set to a valid compilation target for the
* shader, in which case vkd3d_shader_scan() will return information that
* reflects the interface for a shader as it will be compiled to that target.
* In this case other chained structures may be appended to \a compile_info as
* they would be passed to vkd3d_shader_compile(), and interpreted accordingly,
* such as vkd3d_shader_spirv_target_info.
*
* (For a hypothetical example, suppose the source shader distinguishes float
* and integer texture data, but the target environment does not support integer
* textures. In this case vkd3d_shader_compile() might translate integer
* operations to float. Accordingly using VKD3D_SHADER_TARGET_NONE would
* accurately report whether the texture expects integer or float data, but
* using the relevant specific target type would report
* VKD3D_SHADER_RESOURCE_DATA_FLOAT.)
*
* 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
* - vkd3d_shader_scan_signature_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 parser.
* \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 messages are produced by the parser, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*/
VKD3D_SHADER_API int vkd3d_shader_scan(const struct vkd3d_shader_compile_info *compile_info, char **messages);
/**
* Free members of struct vkd3d_shader_scan_descriptor_info() allocated by
* vkd3d_shader_scan().
*
* This function may free members of vkd3d_shader_scan_descriptor_info, but
* does not free the structure itself.
*
* \param scan_descriptor_info Descriptor information to free.
*/
VKD3D_SHADER_API void vkd3d_shader_free_scan_descriptor_info(
struct vkd3d_shader_scan_descriptor_info *scan_descriptor_info);
/**
* Read the input signature of a compiled DXBC shader, returning a structural
* description which can be easily parsed by C code.
*
* This function parses a compiled shader. To parse a standalone root signature,
* use vkd3d_shader_parse_root_signature().
*
* This function only parses DXBC shaders, and only retrieves the input
* signature. To retrieve signatures from other shader types, or other signature
* types, use vkd3d_shader_scan() and struct vkd3d_shader_scan_signature_info.
* This function returns the same input signature that is returned in
* struct vkd3d_shader_scan_signature_info.
*
* \param dxbc Compiled byte code, in DXBC format.
*
* \param signature Output location in which the parsed root signature will be
* stored.
* \n
* Members of \a signature may be allocated by vkd3d-shader. The signature
* should be freed with vkd3d_shader_free_shader_signature() when no longer
* needed.
* \n
* The signature may contain pointers into the input shader, and should only be
* accessed while the input shader remains valid.
*
* \param messages Optional output location for error or informational messages
* produced by the parser.
* \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
* If no messages are produced by the parser, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*/
VKD3D_SHADER_API int vkd3d_shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_signature *signature, char **messages);
/**
* Find a single element of a parsed input signature.
*
* \param signature The parsed input signature. This structure is normally
* populated by vkd3d_shader_parse_input_signature().
*
* \param semantic_name Semantic name of the desired element. This function
* performs a case-insensitive comparison with respect to the ASCII plane.
*
* \param semantic_index Semantic index of the desired element.
*
* \param stream_index Geometry shader stream index of the desired element. If
* the signature is not a geometry shader output signature, this parameter must
* be set to 0.
*
* \return A description of the element matching the requested parameters, or
* NULL if no such element was found. If not NULL, the return value points into
* the \a signature parameter and should not be explicitly freed.
*/
VKD3D_SHADER_API 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);
/**
* Free a structural representation of a shader input signature allocated by
* vkd3d_shader_parse_input_signature().
*
* This function may free members of struct vkd3d_shader_signature, but does not
* free the structure itself.
*
* \param signature Signature description to free.
*/
VKD3D_SHADER_API void vkd3d_shader_free_shader_signature(struct vkd3d_shader_signature *signature);
/* 1.3 */
/**
* Preprocess the given source code.
*
* This function supports the following chained structures:
* - vkd3d_shader_preprocess_info
*
* \param compile_info A chained structure containing compilation parameters.
*
* \param out A pointer to a vkd3d_shader_code structure in which the
* preprocessed code will be stored.
* \n
* The preprocessed 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 preprocessor.
* \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 messages are produced by the preprocessor, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*
* \since 1.3
*/
VKD3D_SHADER_API int vkd3d_shader_preprocess(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, char **messages);
/**
* Set a callback to be called when vkd3d-shader outputs debug logging.
*
* If NULL, or if this function has not been called, libvkd3d-shader will print
* all enabled log output to stderr.
*
* \param callback Callback function to set.
*
* \since 1.4
*/
VKD3D_SHADER_API void vkd3d_shader_set_log_callback(PFN_vkd3d_log callback);
/**
* Free the contents of a vkd3d_shader_dxbc_desc structure allocated by
* another vkd3d-shader function, such as vkd3d_shader_parse_dxbc().
*
* This function may free the \ref vkd3d_shader_dxbc_desc.sections member, but
* does not free the structure itself.
*
* \param dxbc The vkd3d_shader_dxbc_desc structure to free.
*
* \since 1.7
*/
VKD3D_SHADER_API void vkd3d_shader_free_dxbc(struct vkd3d_shader_dxbc_desc *dxbc);
/**
* Parse a DXBC blob contained in a vkd3d_shader_code structure.
*
* \param dxbc A vkd3d_shader_code structure containing the DXBC blob to parse.
*
* \param flags A set of flags modifying the behaviour of the function. No
* flags are defined for this version of vkd3d-shader, and this parameter
* should be set to 0.
*
* \param desc A vkd3d_shader_dxbc_desc structure describing the contents of
* the DXBC blob. Its vkd3d_shader_dxbc_section_desc structures will contain
* pointers into the input blob; its contents are only valid while the input
* blob is valid. The contents of this structure should be freed with
* vkd3d_shader_free_dxbc() when no longer needed.
*
* \param messages Optional output location for error or informational messages
* produced by the parser.
* \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
* If no messages are produced by the parser, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*
* \since 1.7
*/
VKD3D_SHADER_API int vkd3d_shader_parse_dxbc(const struct vkd3d_shader_code *dxbc,
uint32_t flags, struct vkd3d_shader_dxbc_desc *desc, char **messages);
/**
* Serialize a DXBC description into a blob stored in a vkd3d_shader_code
* structure.
*
* \param section_count The number of DXBC sections to serialize.
*
* \param sections An array of vkd3d_shader_dxbc_section_desc structures
* to serialize.
*
* \param dxbc A pointer to a vkd3d_shader_code structure in which the
* serialized blob will be stored.
* \n
* The output blob 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 serializer.
* \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
* If no messages are produced by the serializer, this parameter may
* receive NULL instead of a valid string pointer.
*
* \return A member of \ref vkd3d_result.
*
* \since 1.7
*/
VKD3D_SHADER_API int vkd3d_shader_serialize_dxbc(size_t section_count,
const struct vkd3d_shader_dxbc_section_desc *sections, struct vkd3d_shader_code *dxbc, char **messages);
/**
* Free members of struct vkd3d_shader_scan_signature_info allocated by
* vkd3d_shader_scan().
*
* This function may free members of vkd3d_shader_scan_signature_info, but
* does not free the structure itself.
*
* \param info Scan information to free.
*
* \since 1.9
*/
VKD3D_SHADER_API void vkd3d_shader_free_scan_signature_info(struct vkd3d_shader_scan_signature_info *info);
/**
* Build a mapping of output varyings in a shader stage to input varyings in
* the following shader stage.
*
* This mapping should be used in struct vkd3d_shader_varying_map_info to
* compile the first shader.
*
* \param output_signature The output signature of the first shader.
*
* \param input_signature The input signature of the second shader.
*
* \param count On output, contains the number of entries written into
* \ref varyings.
*
* \param varyings Pointer to an output array of varyings.
* This must point to space for N varyings, where N is the number of elements
* in the input signature.
*
* \remark Valid legacy Direct3D pixel shaders have at most 12 varying inputs:
* 10 inter-stage varyings, face, and position.
* Therefore, in practice, it is safe to call this function with a
* pre-allocated array with a fixed size of 12.
*
* \since 1.9
*/
VKD3D_SHADER_API void vkd3d_shader_build_varying_map(const struct vkd3d_shader_signature *output_signature,
const struct vkd3d_shader_signature *input_signature,
unsigned int *count, struct vkd3d_shader_varying_map *varyings);
#endif /* VKD3D_SHADER_NO_PROTOTYPES */
/** Type of vkd3d_shader_get_version(). */
typedef const char *(*PFN_vkd3d_shader_get_version)(unsigned int *major, unsigned int *minor);
/** Type of vkd3d_shader_get_supported_source_types(). */
typedef const enum vkd3d_shader_source_type *(*PFN_vkd3d_shader_get_supported_source_types)(unsigned int *count);
/** Type of vkd3d_shader_get_supported_target_types(). */
typedef const enum vkd3d_shader_target_type *(*PFN_vkd3d_shader_get_supported_target_types)(
enum vkd3d_shader_source_type source_type, unsigned int *count);
/** Type of vkd3d_shader_compile(). */
typedef int (*PFN_vkd3d_shader_compile)(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, char **messages);
/** Type of vkd3d_shader_free_messages(). */
typedef void (*PFN_vkd3d_shader_free_messages)(char *messages);
/** Type of vkd3d_shader_free_shader_code(). */
typedef void (*PFN_vkd3d_shader_free_shader_code)(struct vkd3d_shader_code *code);
/** Type of vkd3d_shader_parse_root_signature(). */
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);
/** Type of vkd3d_shader_free_root_signature(). */
typedef void (*PFN_vkd3d_shader_free_root_signature)(struct vkd3d_shader_versioned_root_signature_desc *root_signature);
/** Type of vkd3d_shader_serialize_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);
/** Type of vkd3d_shader_convert_root_signature(). */
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);
/** Type of vkd3d_shader_scan(). */
typedef int (*PFN_vkd3d_shader_scan)(const struct vkd3d_shader_compile_info *compile_info, char **messages);
/** Type of vkd3d_shader_free_scan_descriptor_info(). */
typedef void (*PFN_vkd3d_shader_free_scan_descriptor_info)(
struct vkd3d_shader_scan_descriptor_info *scan_descriptor_info);
/** Type of vkd3d_shader_parse_input_signature(). */
typedef int (*PFN_vkd3d_shader_parse_input_signature)(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_signature *signature, char **messages);
/** Type of vkd3d_shader_find_signature_element(). */
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);
/** Type of vkd3d_shader_free_shader_signature(). */
typedef void (*PFN_vkd3d_shader_free_shader_signature)(struct vkd3d_shader_signature *signature);
/** Type of vkd3d_shader_preprocess(). \since 1.3 */
typedef void (*PFN_vkd3d_shader_preprocess)(struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, char **messages);
/** Type of vkd3d_shader_set_log_callback(). \since 1.4 */
typedef void (*PFN_vkd3d_shader_set_log_callback)(PFN_vkd3d_log callback);
/** Type of vkd3d_shader_free_dxbc(). \since 1.7 */
typedef void (*PFN_vkd3d_shader_free_dxbc)(struct vkd3d_shader_dxbc_desc *dxbc);
/** Type of vkd3d_shader_parse_dxbc(). \since 1.7 */
typedef int (*PFN_vkd3d_shader_parse_dxbc)(const struct vkd3d_shader_code *dxbc,
uint32_t flags, struct vkd3d_shader_dxbc_desc *desc, char **messages);
/** Type of vkd3d_shader_serialize_dxbc(). \since 1.7 */
typedef int (*PFN_vkd3d_shader_serialize_dxbc)(size_t section_count,
const struct vkd3d_shader_dxbc_section_desc *sections, struct vkd3d_shader_code *dxbc, char **messages);
/** Type of vkd3d_shader_build_varying_map(). \since 1.9 */
typedef void (*PFN_vkd3d_shader_build_varying_map)(const struct vkd3d_shader_signature *output_signature,
const struct vkd3d_shader_signature *input_signature,
unsigned int *count, struct vkd3d_shader_varying_map *varyings);
/** Type of vkd3d_shader_free_scan_signature_info(). \since 1.9 */
typedef void (*PFN_vkd3d_shader_free_scan_signature_info)(struct vkd3d_shader_scan_signature_info *info);
#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* __VKD3D_SHADER_H */