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 version(Windows):
12 
13 public import directx.d3dcommon;
14 
15 alias DWORD D3D12_SHADER_VERSION_TYPE;
16 enum : D3D12_SHADER_VERSION_TYPE
17 {
18     D3D12_SHVER_PIXEL_SHADER    = 0,
19     D3D12_SHVER_VERTEX_SHADER   = 1,
20     D3D12_SHVER_GEOMETRY_SHADER = 2,
21 
22     // D3D11 Shaders
23     D3D12_SHVER_HULL_SHADER     = 3,
24     D3D12_SHVER_DOMAIN_SHADER   = 4,
25     D3D12_SHVER_COMPUTE_SHADER  = 5,
26 
27     D3D12_SHVER_RESERVED0       = 0xFFF0,
28 }
29 
30 pure nothrow @safe @nogc {
31     DWORD D3D12_SHVER_GET_TYPE(DWORD _Version) {
32         return (_Version >> 16) & 0xffff;
33     }
34     DWORD D3D12_SHVER_GET_MAJOR(DWORD _Version) {
35         return (_Version >> 4) & 0xf;
36     }
37     DWORD D3D12_SHVER_GET_MINOR(DWORD _Version) {
38         return (_Version >> 0) & 0xf;
39     }
40 }
41 
42 // Slot ID for library function return
43 enum D3D_RETURN_PARAMETER_INDEX = (-1);
44 
45 alias D3D_RESOURCE_RETURN_TYPE D3D12_RESOURCE_RETURN_TYPE;
46 
47 alias D3D_CBUFFER_TYPE D3D12_CBUFFER_TYPE;
48 
49 struct D3D12_SIGNATURE_PARAMETER_DESC
50 {
51     LPCSTR                      SemanticName;   // Name of the semantic
52     UINT                        SemanticIndex;  // Index of the semantic
53     UINT                        Register;       // Number of member variables
54     D3D_NAME                    SystemValueType;// A predefined system value, or D3D_NAME_UNDEFINED if not applicable
55     D3D_REGISTER_COMPONENT_TYPE ComponentType;  // Scalar type (e.g. uint, float, etc.)
56     BYTE                        Mask;           // Mask to indicate which components of the register
57     // are used (combination of D3D10_COMPONENT_MASK values)
58     BYTE                        ReadWriteMask;  // Mask to indicate whether a given component is
59     // never written (if this is an output signature) or
60     // always read (if this is an input signature).
61     // (combination of D3D_MASK_* values)
62     UINT                        Stream;         // Stream index
63     D3D_MIN_PRECISION           MinPrecision;   // Minimum desired interpolation precision
64 }
65 
66 struct D3D12_SHADER_BUFFER_DESC
67 {
68     LPCSTR                  Name;           // Name of the constant buffer
69     D3D_CBUFFER_TYPE        Type;           // Indicates type of buffer content
70     UINT                    Variables;      // Number of member variables
71     UINT                    Size;           // Size of CB (in bytes)
72     UINT                    uFlags;         // Buffer description flags
73 }
74 
75 struct D3D12_SHADER_VARIABLE_DESC
76 {
77     LPCSTR                  Name;           // Name of the variable
78     UINT                    StartOffset;    // Offset in constant buffer's backing store
79     UINT                    Size;           // Size of variable (in bytes)
80     UINT                    uFlags;         // Variable flags
81     LPVOID                  DefaultValue;   // Raw pointer to default value
82     UINT                    StartTexture;   // First texture index (or -1 if no textures used)
83     UINT                    TextureSize;    // Number of texture slots possibly used.
84     UINT                    StartSampler;   // First sampler index (or -1 if no textures used)
85     UINT                    SamplerSize;    // Number of sampler slots possibly used.
86 }
87 
88 struct D3D12_SHADER_TYPE_DESC
89 {
90     D3D_SHADER_VARIABLE_CLASS   Class;          // Variable class (e.g. object, matrix, etc.)
91     D3D_SHADER_VARIABLE_TYPE    Type;           // Variable type (e.g. float, sampler, etc.)
92     UINT                        Rows;           // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
93     UINT                        Columns;        // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
94     UINT                        Elements;       // Number of elements (0 if not an array)
95     UINT                        Members;        // Number of members (0 if not a structure)
96     UINT                        Offset;         // Offset from the start of structure (0 if not a structure member)
97     LPCSTR                      Name;           // Name of type, can be NULL
98 }
99 
100 alias D3D12_TESSELLATOR_DOMAIN = D3D_TESSELLATOR_DOMAIN;
101 
102 alias D3D12_TESSELLATOR_PARTITIONING = D3D_TESSELLATOR_PARTITIONING;
103 
104 alias D3D12_TESSELLATOR_OUTPUT_PRIMITIVE = D3D_TESSELLATOR_OUTPUT_PRIMITIVE;
105 
106 struct D3D12_SHADER_DESC
107 {
108     UINT                    Version;                     // Shader version
109     LPCSTR                  Creator;                     // Creator string
110     UINT                    Flags;                       // Shader compilation/parse flags
111 
112     UINT                    ConstantBuffers;             // Number of constant buffers
113     UINT                    BoundResources;              // Number of bound resources
114     UINT                    InputParameters;             // Number of parameters in the input signature
115     UINT                    OutputParameters;            // Number of parameters in the output signature
116 
117     UINT                    InstructionCount;            // Number of emitted instructions
118     UINT                    TempRegisterCount;           // Number of temporary registers used
119     UINT                    TempArrayCount;              // Number of temporary arrays used
120     UINT                    DefCount;                    // Number of constant defines
121     UINT                    DclCount;                    // Number of declarations (input + output)
122     UINT                    TextureNormalInstructions;   // Number of non-categorized texture instructions
123     UINT                    TextureLoadInstructions;     // Number of texture load instructions
124     UINT                    TextureCompInstructions;     // Number of texture comparison instructions
125     UINT                    TextureBiasInstructions;     // Number of texture bias instructions
126     UINT                    TextureGradientInstructions; // Number of texture gradient instructions
127     UINT                    FloatInstructionCount;       // Number of floating point arithmetic instructions used
128     UINT                    IntInstructionCount;         // Number of signed integer arithmetic instructions used
129     UINT                    UintInstructionCount;        // Number of unsigned integer arithmetic instructions used
130     UINT                    StaticFlowControlCount;      // Number of static flow control instructions used
131     UINT                    DynamicFlowControlCount;     // Number of dynamic flow control instructions used
132     UINT                    MacroInstructionCount;       // Number of macro instructions used
133     UINT                    ArrayInstructionCount;       // Number of array instructions used
134     UINT                    CutInstructionCount;         // Number of cut instructions used
135     UINT                    EmitInstructionCount;        // Number of emit instructions used
136     D3D_PRIMITIVE_TOPOLOGY  GSOutputTopology;            // Geometry shader output topology
137     UINT                    GSMaxOutputVertexCount;      // Geometry shader maximum output vertex count
138     D3D_PRIMITIVE           InputPrimitive;              // GS/HS input primitive
139     UINT                    PatchConstantParameters;     // Number of parameters in the patch constant signature
140     UINT                    cGSInstanceCount;            // Number of Geometry shader instances
141     UINT                    cControlPoints;              // Number of control points in the HS->DS stage
142     D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive;  // Primitive output by the tessellator
143     D3D_TESSELLATOR_PARTITIONING HSPartitioning;         // Partitioning mode of the tessellator
144     D3D_TESSELLATOR_DOMAIN  TessellatorDomain;           // Domain of the tessellator (quad, tri, isoline)
145     // instruction counts
146     UINT cBarrierInstructions;                           // Number of barrier instructions in a compute shader
147     UINT cInterlockedInstructions;                       // Number of interlocked instructions
148     UINT cTextureStoreInstructions;                      // Number of texture writes
149 }
150 
151 struct D3D12_SHADER_INPUT_BIND_DESC
152 {
153     LPCSTR                      Name;           // Name of the resource
154     D3D_SHADER_INPUT_TYPE       Type;           // Type of resource (e.g. texture, cbuffer, etc.)
155     UINT                        BindPoint;      // Starting bind point
156     UINT                        BindCount;      // Number of contiguous bind points (for arrays)
157 
158     UINT                        uFlags;         // Input binding flags
159     D3D_RESOURCE_RETURN_TYPE    ReturnType;     // Return type (if texture)
160     D3D_SRV_DIMENSION           Dimension;      // Dimension (if texture)
161     UINT                        NumSamples;     // Number of samples (0 if not MS texture)
162     UINT                        Space;          // Register space
163     UINT uID;                                   // Range ID in the bytecode
164 }
165 
166 enum D3D_SHADER_REQUIRES_DOUBLES = 0x00000001;
167 enum D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL = 0x00000002;
168 enum D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE = 0x00000004;
169 enum D3D_SHADER_REQUIRES_64_UAVS = 0x00000008;
170 enum D3D_SHADER_REQUIRES_MINIMUM_PRECISION = 0x00000010;
171 enum D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS = 0x00000020;
172 enum D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS = 0x00000040;
173 enum D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING = 0x00000080;
174 enum D3D_SHADER_REQUIRES_TILED_RESOURCES = 0x00000100;
175 enum D3D_SHADER_REQUIRES_STENCIL_REF = 0x00000200;
176 enum D3D_SHADER_REQUIRES_INNER_COVERAGE = 0x00000400;
177 enum D3D_SHADER_REQUIRES_TYPED_UAV_LOAD_ADDITIONAL_FORMATS = 0x00000800;
178 enum D3D_SHADER_REQUIRES_ROVS = 0x00001000;
179 enum D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER = 0x00002000;
180 
181 struct D3D12_LIBRARY_DESC
182 {
183     LPCSTR    Creator;           // The name of the originator of the library.
184     UINT      Flags;             // Compilation flags.
185     UINT      FunctionCount;     // Number of functions exported from the library.
186 }
187 
188 struct D3D12_FUNCTION_DESC
189 {
190     UINT                    Version;                     // Shader version
191     LPCSTR                  Creator;                     // Creator string
192     UINT                    Flags;                       // Shader compilation/parse flags
193 
194     UINT                    ConstantBuffers;             // Number of constant buffers
195     UINT                    BoundResources;              // Number of bound resources
196 
197     UINT                    InstructionCount;            // Number of emitted instructions
198     UINT                    TempRegisterCount;           // Number of temporary registers used
199     UINT                    TempArrayCount;              // Number of temporary arrays used
200     UINT                    DefCount;                    // Number of constant defines
201     UINT                    DclCount;                    // Number of declarations (input + output)
202     UINT                    TextureNormalInstructions;   // Number of non-categorized texture instructions
203     UINT                    TextureLoadInstructions;     // Number of texture load instructions
204     UINT                    TextureCompInstructions;     // Number of texture comparison instructions
205     UINT                    TextureBiasInstructions;     // Number of texture bias instructions
206     UINT                    TextureGradientInstructions; // Number of texture gradient instructions
207     UINT                    FloatInstructionCount;       // Number of floating point arithmetic instructions used
208     UINT                    IntInstructionCount;         // Number of signed integer arithmetic instructions used
209     UINT                    UintInstructionCount;        // Number of unsigned integer arithmetic instructions used
210     UINT                    StaticFlowControlCount;      // Number of static flow control instructions used
211     UINT                    DynamicFlowControlCount;     // Number of dynamic flow control instructions used
212     UINT                    MacroInstructionCount;       // Number of macro instructions used
213     UINT                    ArrayInstructionCount;       // Number of array instructions used
214     UINT                    MovInstructionCount;         // Number of mov instructions used
215     UINT                    MovcInstructionCount;        // Number of movc instructions used
216     UINT                    ConversionInstructionCount;  // Number of type conversion instructions used
217     UINT                    BitwiseInstructionCount;     // Number of bitwise arithmetic instructions used
218     D3D_FEATURE_LEVEL       MinFeatureLevel;             // Min target of the function byte code
219     UINT64                  RequiredFeatureFlags;        // Required feature flags
220 
221     LPCSTR                  Name;                        // Function name
222     INT                     FunctionParameterCount;      // Number of logical parameters in the function signature (not including return)
223     BOOL                    HasReturn;                   // TRUE, if function returns a value, false - it is a subroutine
224     BOOL                    Has10Level9VertexShader;     // TRUE, if there is a 10L9 VS blob
225     BOOL                    Has10Level9PixelShader;      // TRUE, if there is a 10L9 PS blob
226 }
227 
228 struct D3D12_PARAMETER_DESC
229 {
230     LPCSTR                      Name;               // Parameter name.
231     LPCSTR                      SemanticName;       // Parameter semantic name (+index).
232     D3D_SHADER_VARIABLE_TYPE    Type;               // Element type.
233     D3D_SHADER_VARIABLE_CLASS   Class;              // Scalar/Vector/Matrix.
234     UINT                        Rows;               // Rows are for matrix parameters.
235     UINT                        Columns;            // Components or Columns in matrix.
236     D3D_INTERPOLATION_MODE      InterpolationMode;  // Interpolation mode.
237     D3D_PARAMETER_FLAGS         Flags;              // Parameter modifiers.
238 
239     UINT                        FirstInRegister;    // The first input register for this parameter.
240     UINT                        FirstInComponent;   // The first input register component for this parameter.
241     UINT                        FirstOutRegister;   // The first output register for this parameter.
242     UINT                        FirstOutComponent;  // The first output register component for this parameter.
243 }
244 
245 //////////////////////////////////////////////////////////////////////////////
246 // Interfaces ////////////////////////////////////////////////////////////////
247 //////////////////////////////////////////////////////////////////////////////
248 
249 mixin( uuid!(ID3D12ShaderReflectionType, "e913c351-783d-48ca-a1d1-4f306284ad56") );
250 extern (C++) interface ID3D12ShaderReflectionType : IUnknown
251 {
252     HRESULT GetDesc(D3D12_SHADER_TYPE_DESC* pDesc);
253 
254     ID3D12ShaderReflectionType GetMemberTypeByIndex(UINT Index);
255     ID3D12ShaderReflectionType GetMemberTypeByName(LPCSTR Name);
256     LPCSTR GetMemberTypeName(UINT Index);
257 
258     HRESULT IsEqual(ID3D12ShaderReflectionType pType);
259     ID3D12ShaderReflectionType GetSubType();
260     ID3D12ShaderReflectionType GetBaseClass();
261     UINT GetNumInterfaces();
262     ID3D12ShaderReflectionType GetInterfaceByIndex(UINT uIndex);
263     HRESULT IsOfType(ID3D12ShaderReflectionType pType);
264     HRESULT ImplementsInterface(ID3D12ShaderReflectionType pBase);
265 }
266 
267 mixin( uuid!(ID3D12ShaderReflectionVariable, "8337a8a6-a216-444a-b2f4-314733a73aea") );
268 extern (C++) interface ID3D12ShaderReflectionVariable : IUnknown
269 {
270     HRESULT GetDesc(D3D12_SHADER_VARIABLE_DESC* pDesc);
271 
272     ID3D12ShaderReflectionType GetType();
273     ID3D12ShaderReflectionConstantBuffer GetBuffer();
274 
275     UINT GetInterfaceSlot(UINT uArrayIndex);
276 }
277 
278 mixin( uuid!(ID3D12ShaderReflectionConstantBuffer, "c59598b4-48b3-4869-b9b1-b1618b14a8b7") );
279 extern (C++) interface ID3D12ShaderReflectionConstantBuffer : IUnknown
280 {
281     HRESULT GetDesc(D3D12_SHADER_BUFFER_DESC* pDesc);
282 
283     ID3D12ShaderReflectionVariable GetVariableByIndex(UINT Index);
284     ID3D12ShaderReflectionVariable GetVariableByName(LPCSTR Name);
285 }
286 
287 mixin( uuid!(ID3D12ShaderReflection, "5a58797d-a72c-478d-8ba2-efc6b0efe88e") );
288 extern (C++) interface ID3D12ShaderReflection : IUnknown
289 {
290     HRESULT GetDesc(D3D12_SHADER_DESC* pDesc);
291 
292     ID3D12ShaderReflectionConstantBuffer GetConstantBufferByIndex(UINT Index);
293     ID3D12ShaderReflectionConstantBuffer GetConstantBufferByName(LPCSTR Name);
294 
295     HRESULT GetResourceBindingDesc(UINT ResourceIndex,
296                                    D3D12_SHADER_INPUT_BIND_DESC* pDesc);
297 
298     HRESULT GetInputParameterDesc(UINT ParameterIndex,
299                                   D3D12_SIGNATURE_PARAMETER_DESC* pDesc);
300     HRESULT GetOutputParameterDesc(UINT ParameterIndex,
301                                    D3D12_SIGNATURE_PARAMETER_DESC* pDesc);
302     HRESULT GetPatchConstantParameterDesc(UINT ParameterIndex,
303                                           D3D12_SIGNATURE_PARAMETER_DESC* pDesc);
304 
305     ID3D12ShaderReflectionVariable GetVariableByName(LPCSTR Name);
306 
307     HRESULT GetResourceBindingDescByName(LPCSTR Name,
308                                          D3D12_SHADER_INPUT_BIND_DESC* pDesc);
309 
310     UINT GetMovInstructionCount();
311     UINT GetMovcInstructionCount();
312     UINT GetConversionInstructionCount();
313     UINT GetBitwiseInstructionCount();
314 
315     D3D_PRIMITIVE GetGSInputPrimitive();
316     BOOL IsSampleFrequencyShader();
317 
318     UINT GetNumInterfaceSlots();
319     HRESULT GetMinFeatureLevel(D3D_FEATURE_LEVEL* pLevel);
320 
321     UINT GetThreadGroupSize(
322         UINT* pSizeX,
323         UINT* pSizeY,
324         UINT* pSizeZ);
325 
326     UINT64 GetRequiresFlags();
327 }
328 
329 mixin( uuid!(ID3D12LibraryReflection, "8e349d19-54db-4a56-9dc9-119d87bdb804") );
330 extern (C++) interface ID3D12LibraryReflection : IUnknown
331 {
332     HRESULT GetDesc(D3D12_LIBRARY_DESC* pDesc);
333 
334     ID3D12FunctionReflection GetFunctionByIndex(INT FunctionIndex);
335 }
336 
337 mixin( uuid!(ID3D12FunctionReflection, "1108795c-2772-4ba9-b2a8-d464dc7e2799") );
338 extern (C++) interface ID3D12FunctionReflection : IUnknown
339 {
340     HRESULT GetDesc(D3D12_FUNCTION_DESC * pDesc);
341 
342     ID3D12ShaderReflectionConstantBuffer GetConstantBufferByIndex(UINT BufferIndex);
343     ID3D12ShaderReflectionConstantBuffer GetConstantBufferByName(LPCSTR Name);
344 
345     HRESULT GetResourceBindingDesc(UINT ResourceIndex,
346                                    D3D12_SHADER_INPUT_BIND_DESC* pDesc);
347 
348     ID3D12ShaderReflectionVariable GetVariableByName(LPCSTR Name);
349 
350     HRESULT GetResourceBindingDescByName(LPCSTR Name,
351                                          D3D12_SHADER_INPUT_BIND_DESC* pDesc);
352 
353     // Use D3D_RETURN_PARAMETER_INDEX to get description of the return value.
354     ID3D12FunctionParameterReflection GetFunctionParameter(INT ParameterIndex);
355 };
356 
357 mixin( uuid!(ID3D12FunctionParameterReflection, "ec25f42d-7006-4f2b-b33e-02cc3375733f") );
358 extern (C++) interface ID3D12FunctionParameterReflection : IUnknown
359 {
360     HRESULT GetDesc(D3D12_PARAMETER_DESC* pDesc);
361 }