1 module directx.d3d12shader;
2 //////////////////////////////////////////////////////////////////////////////
3 //
4 //  Copyright (c) Microsoft Corporation.  All rights reserved.
5 //
6 //  File:       D3D12Shader.h
7 //  Content:    D3D12 Shader Types and APIs
8 //
9 //////////////////////////////////////////////////////////////////////////////
10 
11 public import directx.d3dcommon;
12 
13 alias DWORD D3D12_SHADER_VERSION_TYPE;
14 enum : D3D12_SHADER_VERSION_TYPE
15 {
16     D3D12_SHVER_PIXEL_SHADER    = 0,
17     D3D12_SHVER_VERTEX_SHADER   = 1,
18     D3D12_SHVER_GEOMETRY_SHADER = 2,
19 
20     // D3D11 Shaders
21     D3D12_SHVER_HULL_SHADER     = 3,
22     D3D12_SHVER_DOMAIN_SHADER   = 4,
23     D3D12_SHVER_COMPUTE_SHADER  = 5,
24 
25     D3D12_SHVER_RESERVED0       = 0xFFF0,
26 }
27 
28 pure nothrow @safe @nogc {
29     DWORD D3D12_SHVER_GET_TYPE(DWORD _Version) {
30         return (_Version >> 16) & 0xffff;
31     }
32     DWORD D3D12_SHVER_GET_MAJOR(DWORD _Version) {
33         return (_Version >> 4) & 0xf;
34     }
35     DWORD D3D12_SHVER_GET_MINOR(DWORD _Version) {
36         return (_Version >> 0) & 0xf;
37     }
38 }
39 
40 // Slot ID for library function return
41 enum D3D_RETURN_PARAMETER_INDEX = (-1);
42 
43 alias D3D_RESOURCE_RETURN_TYPE D3D12_RESOURCE_RETURN_TYPE;
44 
45 alias D3D_CBUFFER_TYPE D3D12_CBUFFER_TYPE;
46 
47 struct D3D12_SIGNATURE_PARAMETER_DESC
48 {
49     LPCSTR                      SemanticName;   // Name of the semantic
50     UINT                        SemanticIndex;  // Index of the semantic
51     UINT                        Register;       // Number of member variables
52     D3D_NAME                    SystemValueType;// A predefined system value, or D3D_NAME_UNDEFINED if not applicable
53     D3D_REGISTER_COMPONENT_TYPE ComponentType;  // Scalar type (e.g. uint, float, etc.)
54     BYTE                        Mask;           // Mask to indicate which components of the register
55     // are used (combination of D3D10_COMPONENT_MASK values)
56     BYTE                        ReadWriteMask;  // Mask to indicate whether a given component is
57     // never written (if this is an output signature) or
58     // always read (if this is an input signature).
59     // (combination of D3D_MASK_* values)
60     UINT                        Stream;         // Stream index
61     D3D_MIN_PRECISION           MinPrecision;   // Minimum desired interpolation precision
62 }
63 
64 struct D3D12_SHADER_BUFFER_DESC
65 {
66     LPCSTR                  Name;           // Name of the constant buffer
67     D3D_CBUFFER_TYPE        Type;           // Indicates type of buffer content
68     UINT                    Variables;      // Number of member variables
69     UINT                    Size;           // Size of CB (in bytes)
70     UINT                    uFlags;         // Buffer description flags
71 }
72 
73 struct D3D12_SHADER_VARIABLE_DESC
74 {
75     LPCSTR                  Name;           // Name of the variable
76     UINT                    StartOffset;    // Offset in constant buffer's backing store
77     UINT                    Size;           // Size of variable (in bytes)
78     UINT                    uFlags;         // Variable flags
79     LPVOID                  DefaultValue;   // Raw pointer to default value
80     UINT                    StartTexture;   // First texture index (or -1 if no textures used)
81     UINT                    TextureSize;    // Number of texture slots possibly used.
82     UINT                    StartSampler;   // First sampler index (or -1 if no textures used)
83     UINT                    SamplerSize;    // Number of sampler slots possibly used.
84 }
85 
86 struct D3D12_SHADER_TYPE_DESC
87 {
88     D3D_SHADER_VARIABLE_CLASS   Class;          // Variable class (e.g. object, matrix, etc.)
89     D3D_SHADER_VARIABLE_TYPE    Type;           // Variable type (e.g. float, sampler, etc.)
90     UINT                        Rows;           // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
91     UINT                        Columns;        // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
92     UINT                        Elements;       // Number of elements (0 if not an array)
93     UINT                        Members;        // Number of members (0 if not a structure)
94     UINT                        Offset;         // Offset from the start of structure (0 if not a structure member)
95     LPCSTR                      Name;           // Name of type, can be NULL
96 }
97 
98 alias D3D12_TESSELLATOR_DOMAIN = D3D_TESSELLATOR_DOMAIN;
99 
100 alias D3D12_TESSELLATOR_PARTITIONING = D3D_TESSELLATOR_PARTITIONING;
101 
102 alias D3D12_TESSELLATOR_OUTPUT_PRIMITIVE = D3D_TESSELLATOR_OUTPUT_PRIMITIVE;
103 
104 struct D3D12_SHADER_DESC
105 {
106     UINT                    Version;                     // Shader version
107     LPCSTR                  Creator;                     // Creator string
108     UINT                    Flags;                       // Shader compilation/parse flags
109 
110     UINT                    ConstantBuffers;             // Number of constant buffers
111     UINT                    BoundResources;              // Number of bound resources
112     UINT                    InputParameters;             // Number of parameters in the input signature
113     UINT                    OutputParameters;            // Number of parameters in the output signature
114 
115     UINT                    InstructionCount;            // Number of emitted instructions
116     UINT                    TempRegisterCount;           // Number of temporary registers used
117     UINT                    TempArrayCount;              // Number of temporary arrays used
118     UINT                    DefCount;                    // Number of constant defines
119     UINT                    DclCount;                    // Number of declarations (input + output)
120     UINT                    TextureNormalInstructions;   // Number of non-categorized texture instructions
121     UINT                    TextureLoadInstructions;     // Number of texture load instructions
122     UINT                    TextureCompInstructions;     // Number of texture comparison instructions
123     UINT                    TextureBiasInstructions;     // Number of texture bias instructions
124     UINT                    TextureGradientInstructions; // Number of texture gradient instructions
125     UINT                    FloatInstructionCount;       // Number of floating point arithmetic instructions used
126     UINT                    IntInstructionCount;         // Number of signed integer arithmetic instructions used
127     UINT                    UintInstructionCount;        // Number of unsigned integer arithmetic instructions used
128     UINT                    StaticFlowControlCount;      // Number of static flow control instructions used
129     UINT                    DynamicFlowControlCount;     // Number of dynamic flow control instructions used
130     UINT                    MacroInstructionCount;       // Number of macro instructions used
131     UINT                    ArrayInstructionCount;       // Number of array instructions used
132     UINT                    CutInstructionCount;         // Number of cut instructions used
133     UINT                    EmitInstructionCount;        // Number of emit instructions used
134     D3D_PRIMITIVE_TOPOLOGY  GSOutputTopology;            // Geometry shader output topology
135     UINT                    GSMaxOutputVertexCount;      // Geometry shader maximum output vertex count
136     D3D_PRIMITIVE           InputPrimitive;              // GS/HS input primitive
137     UINT                    PatchConstantParameters;     // Number of parameters in the patch constant signature
138     UINT                    cGSInstanceCount;            // Number of Geometry shader instances
139     UINT                    cControlPoints;              // Number of control points in the HS->DS stage
140     D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive;  // Primitive output by the tessellator
141     D3D_TESSELLATOR_PARTITIONING HSPartitioning;         // Partitioning mode of the tessellator
142     D3D_TESSELLATOR_DOMAIN  TessellatorDomain;           // Domain of the tessellator (quad, tri, isoline)
143     // instruction counts
144     UINT cBarrierInstructions;                           // Number of barrier instructions in a compute shader
145     UINT cInterlockedInstructions;                       // Number of interlocked instructions
146     UINT cTextureStoreInstructions;                      // Number of texture writes
147 }
148 
149 struct D3D12_SHADER_INPUT_BIND_DESC
150 {
151     LPCSTR                      Name;           // Name of the resource
152     D3D_SHADER_INPUT_TYPE       Type;           // Type of resource (e.g. texture, cbuffer, etc.)
153     UINT                        BindPoint;      // Starting bind point
154     UINT                        BindCount;      // Number of contiguous bind points (for arrays)
155 
156     UINT                        uFlags;         // Input binding flags
157     D3D_RESOURCE_RETURN_TYPE    ReturnType;     // Return type (if texture)
158     D3D_SRV_DIMENSION           Dimension;      // Dimension (if texture)
159     UINT                        NumSamples;     // Number of samples (0 if not MS texture)
160     UINT                        Space;          // Register space
161     UINT uID;                                   // Range ID in the bytecode
162 }
163 
164 enum D3D_SHADER_REQUIRES_DOUBLES = 0x00000001;
165 enum D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL = 0x00000002;
166 enum D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE = 0x00000004;
167 enum D3D_SHADER_REQUIRES_64_UAVS = 0x00000008;
168 enum D3D_SHADER_REQUIRES_MINIMUM_PRECISION = 0x00000010;
169 enum D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS = 0x00000020;
170 enum D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS = 0x00000040;
171 enum D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING = 0x00000080;
172 enum D3D_SHADER_REQUIRES_TILED_RESOURCES = 0x00000100;
173 enum D3D_SHADER_REQUIRES_STENCIL_REF = 0x00000200;
174 enum D3D_SHADER_REQUIRES_INNER_COVERAGE = 0x00000400;
175 enum D3D_SHADER_REQUIRES_TYPED_UAV_LOAD_ADDITIONAL_FORMATS = 0x00000800;
176 enum D3D_SHADER_REQUIRES_ROVS = 0x00001000;
177 enum D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER = 0x00002000;
178 
179 struct D3D12_LIBRARY_DESC
180 {
181     LPCSTR    Creator;           // The name of the originator of the library.
182     UINT      Flags;             // Compilation flags.
183     UINT      FunctionCount;     // Number of functions exported from the library.
184 }
185 
186 struct D3D12_FUNCTION_DESC
187 {
188     UINT                    Version;                     // Shader version
189     LPCSTR                  Creator;                     // Creator string
190     UINT                    Flags;                       // Shader compilation/parse flags
191 
192     UINT                    ConstantBuffers;             // Number of constant buffers
193     UINT                    BoundResources;              // Number of bound resources
194 
195     UINT                    InstructionCount;            // Number of emitted instructions
196     UINT                    TempRegisterCount;           // Number of temporary registers used
197     UINT                    TempArrayCount;              // Number of temporary arrays used
198     UINT                    DefCount;                    // Number of constant defines
199     UINT                    DclCount;                    // Number of declarations (input + output)
200     UINT                    TextureNormalInstructions;   // Number of non-categorized texture instructions
201     UINT                    TextureLoadInstructions;     // Number of texture load instructions
202     UINT                    TextureCompInstructions;     // Number of texture comparison instructions
203     UINT                    TextureBiasInstructions;     // Number of texture bias instructions
204     UINT                    TextureGradientInstructions; // Number of texture gradient instructions
205     UINT                    FloatInstructionCount;       // Number of floating point arithmetic instructions used
206     UINT                    IntInstructionCount;         // Number of signed integer arithmetic instructions used
207     UINT                    UintInstructionCount;        // Number of unsigned integer arithmetic instructions used
208     UINT                    StaticFlowControlCount;      // Number of static flow control instructions used
209     UINT                    DynamicFlowControlCount;     // Number of dynamic flow control instructions used
210     UINT                    MacroInstructionCount;       // Number of macro instructions used
211     UINT                    ArrayInstructionCount;       // Number of array instructions used
212     UINT                    MovInstructionCount;         // Number of mov instructions used
213     UINT                    MovcInstructionCount;        // Number of movc instructions used
214     UINT                    ConversionInstructionCount;  // Number of type conversion instructions used
215     UINT                    BitwiseInstructionCount;     // Number of bitwise arithmetic instructions used
216     D3D_FEATURE_LEVEL       MinFeatureLevel;             // Min target of the function byte code
217     UINT64                  RequiredFeatureFlags;        // Required feature flags
218 
219     LPCSTR                  Name;                        // Function name
220     INT                     FunctionParameterCount;      // Number of logical parameters in the function signature (not including return)
221     BOOL                    HasReturn;                   // TRUE, if function returns a value, false - it is a subroutine
222     BOOL                    Has10Level9VertexShader;     // TRUE, if there is a 10L9 VS blob
223     BOOL                    Has10Level9PixelShader;      // TRUE, if there is a 10L9 PS blob
224 }
225 
226 struct D3D12_PARAMETER_DESC
227 {
228     LPCSTR                      Name;               // Parameter name.
229     LPCSTR                      SemanticName;       // Parameter semantic name (+index).
230     D3D_SHADER_VARIABLE_TYPE    Type;               // Element type.
231     D3D_SHADER_VARIABLE_CLASS   Class;              // Scalar/Vector/Matrix.
232     UINT                        Rows;               // Rows are for matrix parameters.
233     UINT                        Columns;            // Components or Columns in matrix.
234     D3D_INTERPOLATION_MODE      InterpolationMode;  // Interpolation mode.
235     D3D_PARAMETER_FLAGS         Flags;              // Parameter modifiers.
236 
237     UINT                        FirstInRegister;    // The first input register for this parameter.
238     UINT                        FirstInComponent;   // The first input register component for this parameter.
239     UINT                        FirstOutRegister;   // The first output register for this parameter.
240     UINT                        FirstOutComponent;  // The first output register component for this parameter.
241 }
242 
243 //////////////////////////////////////////////////////////////////////////////
244 // Interfaces ////////////////////////////////////////////////////////////////
245 //////////////////////////////////////////////////////////////////////////////
246 
247 mixin( uuid!(ID3D12ShaderReflectionType, "e913c351-783d-48ca-a1d1-4f306284ad56") );
248 extern (C++) interface ID3D12ShaderReflectionType : IUnknown
249 {
250     HRESULT GetDesc(D3D12_SHADER_TYPE_DESC* pDesc);
251 
252     ID3D12ShaderReflectionType GetMemberTypeByIndex(UINT Index);
253     ID3D12ShaderReflectionType GetMemberTypeByName(LPCSTR Name);
254     LPCSTR GetMemberTypeName(UINT Index);
255 
256     HRESULT IsEqual(ID3D12ShaderReflectionType pType);
257     ID3D12ShaderReflectionType GetSubType();
258     ID3D12ShaderReflectionType GetBaseClass();
259     UINT GetNumInterfaces();
260     ID3D12ShaderReflectionType GetInterfaceByIndex(UINT uIndex);
261     HRESULT IsOfType(ID3D12ShaderReflectionType pType);
262     HRESULT ImplementsInterface(ID3D12ShaderReflectionType pBase);
263 }
264 
265 mixin( uuid!(ID3D12ShaderReflectionVariable, "8337a8a6-a216-444a-b2f4-314733a73aea") );
266 extern (C++) interface ID3D12ShaderReflectionVariable : IUnknown
267 {
268     HRESULT GetDesc(D3D12_SHADER_VARIABLE_DESC* pDesc);
269 
270     ID3D12ShaderReflectionType GetType();
271     ID3D12ShaderReflectionConstantBuffer GetBuffer();
272 
273     UINT GetInterfaceSlot(UINT uArrayIndex);
274 }
275 
276 mixin( uuid!(ID3D12ShaderReflectionConstantBuffer, "c59598b4-48b3-4869-b9b1-b1618b14a8b7") );
277 extern (C++) interface ID3D12ShaderReflectionConstantBuffer : IUnknown
278 {
279     HRESULT GetDesc(D3D12_SHADER_BUFFER_DESC* pDesc);
280 
281     ID3D12ShaderReflectionVariable GetVariableByIndex(UINT Index);
282     ID3D12ShaderReflectionVariable GetVariableByName(LPCSTR Name);
283 }
284 
285 mixin( uuid!(ID3D12ShaderReflection, "5a58797d-a72c-478d-8ba2-efc6b0efe88e") );
286 extern (C++) interface ID3D12ShaderReflection : IUnknown
287 {
288     HRESULT GetDesc(D3D12_SHADER_DESC* pDesc);
289 
290     ID3D12ShaderReflectionConstantBuffer GetConstantBufferByIndex(UINT Index);
291     ID3D12ShaderReflectionConstantBuffer GetConstantBufferByName(LPCSTR Name);
292 
293     HRESULT GetResourceBindingDesc(UINT ResourceIndex,
294                                    D3D12_SHADER_INPUT_BIND_DESC* pDesc);
295 
296     HRESULT GetInputParameterDesc(UINT ParameterIndex,
297                                   D3D12_SIGNATURE_PARAMETER_DESC* pDesc);
298     HRESULT GetOutputParameterDesc(UINT ParameterIndex,
299                                    D3D12_SIGNATURE_PARAMETER_DESC* pDesc);
300     HRESULT GetPatchConstantParameterDesc(UINT ParameterIndex,
301                                           D3D12_SIGNATURE_PARAMETER_DESC* pDesc);
302 
303     ID3D12ShaderReflectionVariable GetVariableByName(LPCSTR Name);
304 
305     HRESULT GetResourceBindingDescByName(LPCSTR Name,
306                                          D3D12_SHADER_INPUT_BIND_DESC* pDesc);
307 
308     UINT GetMovInstructionCount();
309     UINT GetMovcInstructionCount();
310     UINT GetConversionInstructionCount();
311     UINT GetBitwiseInstructionCount();
312 
313     D3D_PRIMITIVE GetGSInputPrimitive();
314     BOOL IsSampleFrequencyShader();
315 
316     UINT GetNumInterfaceSlots();
317     HRESULT GetMinFeatureLevel(D3D_FEATURE_LEVEL* pLevel);
318 
319     UINT GetThreadGroupSize(
320         UINT* pSizeX,
321         UINT* pSizeY,
322         UINT* pSizeZ);
323 
324     UINT64 GetRequiresFlags();
325 }
326 
327 mixin( uuid!(ID3D12LibraryReflection, "8e349d19-54db-4a56-9dc9-119d87bdb804") );
328 extern (C++) interface ID3D12LibraryReflection : IUnknown
329 {
330     HRESULT GetDesc(D3D12_LIBRARY_DESC* pDesc);
331 
332     ID3D12FunctionReflection GetFunctionByIndex(INT FunctionIndex);
333 }
334 
335 mixin( uuid!(ID3D12FunctionReflection, "1108795c-2772-4ba9-b2a8-d464dc7e2799") );
336 extern (C++) interface ID3D12FunctionReflection : IUnknown
337 {
338     HRESULT GetDesc(D3D12_FUNCTION_DESC * pDesc);
339 
340     ID3D12ShaderReflectionConstantBuffer GetConstantBufferByIndex(UINT BufferIndex);
341     ID3D12ShaderReflectionConstantBuffer GetConstantBufferByName(LPCSTR Name);
342 
343     HRESULT GetResourceBindingDesc(UINT ResourceIndex,
344                                    D3D12_SHADER_INPUT_BIND_DESC* pDesc);
345 
346     ID3D12ShaderReflectionVariable GetVariableByName(LPCSTR Name);
347 
348     HRESULT GetResourceBindingDescByName(LPCSTR Name,
349                                          D3D12_SHADER_INPUT_BIND_DESC* pDesc);
350 
351     // Use D3D_RETURN_PARAMETER_INDEX to get description of the return value.
352     ID3D12FunctionParameterReflection GetFunctionParameter(INT ParameterIndex);
353 };
354 
355 mixin( uuid!(ID3D12FunctionParameterReflection, "ec25f42d-7006-4f2b-b33e-02cc3375733f") );
356 extern (C++) interface ID3D12FunctionParameterReflection : IUnknown
357 {
358     HRESULT GetDesc(D3D12_PARAMETER_DESC* pDesc);
359 }