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/**************************************************************************
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*
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* Copyright 2012-2021 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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**************************************************************************/
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/*
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* Shader.h --
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* Functions that manipulate shader resources.
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*/
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#ifndef SHADER_H
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#define SHADER_H
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#include "DriverIncludes.h"
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struct Device;
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struct Shader;
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void *
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CreateEmptyShader(Device *pDevice,
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mesa_shader_stage processor);
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void
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DeleteEmptyShader(Device *pDevice,
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mesa_shader_stage processor, void *handle);
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unsigned
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ShaderFindOutputMapping(Shader *shader, unsigned registerIndex);
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SIZE_T APIENTRY
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CalcPrivateShaderSize(D3D10DDI_HDEVICE hDevice,
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__in_ecount (pShaderCode[1]) const UINT *pShaderCode,
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__in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures);
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void APIENTRY
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DestroyShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader);
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SIZE_T APIENTRY
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CalcPrivateSamplerSize(D3D10DDI_HDEVICE hDevice,
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__in const D3D10_DDI_SAMPLER_DESC *pSamplerDesc);
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void APIENTRY CreateSampler(D3D10DDI_HDEVICE hDevice,
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__in const D3D10_DDI_SAMPLER_DESC *pSamplerDesc,
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D3D10DDI_HSAMPLER hSampler, D3D10DDI_HRTSAMPLER hRTSampler);
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void APIENTRY DestroySampler(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSAMPLER hSampler);
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void APIENTRY CreateVertexShader(D3D10DDI_HDEVICE hDevice,
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__in_ecount (pShaderCode[1]) const UINT *pCode,
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D3D10DDI_HSHADER hShader, D3D10DDI_HRTSHADER hRTShader,
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__in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures);
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void APIENTRY VsSetShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader);
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void APIENTRY VsSetShaderResources(
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D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumViews,
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__in_ecount (NumViews) const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews);
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void APIENTRY VsSetConstantBuffers(D3D10DDI_HDEVICE hDevice, UINT StartBuffer, UINT NumBuffers,
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__in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers);
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void APIENTRY VsSetSamplers(D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumSamplers,
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__in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers);
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void APIENTRY CreateGeometryShader(D3D10DDI_HDEVICE hDevice,
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__in_ecount (pShaderCode[1]) const UINT *pCode,
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D3D10DDI_HSHADER hShader, D3D10DDI_HRTSHADER hRTShader,
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__in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures);
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void APIENTRY GsSetShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader);
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void APIENTRY GsSetShaderResources(
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D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumViews,
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__in_ecount (NumViews) const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews);
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void APIENTRY GsSetConstantBuffers(D3D10DDI_HDEVICE hDevice, UINT StartBuffer, UINT NumBuffers,
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__in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers);
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void APIENTRY GsSetSamplers(D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumSamplers,
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__in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers);
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SIZE_T APIENTRY CalcPrivateGeometryShaderWithStreamOutput(
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D3D10DDI_HDEVICE hDevice,
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__in const D3D10DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT *pCreateGeometryShaderWithStreamOutput,
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__in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures);
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void APIENTRY CreateGeometryShaderWithStreamOutput(
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D3D10DDI_HDEVICE hDevice,
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__in const D3D10DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT *pCreateGeometryShaderWithStreamOutput,
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D3D10DDI_HSHADER hShader, D3D10DDI_HRTSHADER hRTShader,
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__in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures);
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void APIENTRY SoSetTargets(D3D10DDI_HDEVICE hDevice, UINT SOTargets, UINT ClearTargets,
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__in_ecount (SOTargets) const D3D10DDI_HRESOURCE *phResource,
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__in_ecount (SOTargets) const UINT *pOffsets);
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void APIENTRY CreatePixelShader(D3D10DDI_HDEVICE hDevice,
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__in_ecount (pShaderCode[1]) const UINT *pCode,
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D3D10DDI_HSHADER hShader, D3D10DDI_HRTSHADER hRTShader,
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__in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures);
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void APIENTRY PsSetShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader);
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void APIENTRY PsSetShaderResources(
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D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumViews,
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__in_ecount (NumViews) const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews);
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void APIENTRY PsSetConstantBuffers(D3D10DDI_HDEVICE hDevice, UINT StartBuffer, UINT NumBuffers,
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__in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers);
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void APIENTRY PsSetSamplers(D3D10DDI_HDEVICE hDevice, UINT Offset, UINT NumSamplers,
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__in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers);
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void APIENTRY ShaderResourceViewReadAfterWriteHazard(
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D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,
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D3D10DDI_HRESOURCE hResource);
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SIZE_T APIENTRY CalcPrivateShaderResourceViewSize(
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D3D10DDI_HDEVICE hDevice,
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__in const D3D10DDIARG_CREATESHADERRESOURCEVIEW *pCreateShaderResourceView);
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void APIENTRY CreateShaderResourceView(
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D3D10DDI_HDEVICE hDevice,
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__in const D3D10DDIARG_CREATESHADERRESOURCEVIEW *pCreateShaderResourceView,
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D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,
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D3D10DDI_HRTSHADERRESOURCEVIEW hRTShaderResourceView);
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SIZE_T APIENTRY CalcPrivateShaderResourceViewSize1(
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D3D10DDI_HDEVICE hDevice,
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__in const D3D10_1DDIARG_CREATESHADERRESOURCEVIEW *pCreateShaderResourceView);
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void APIENTRY CreateShaderResourceView1(
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D3D10DDI_HDEVICE hDevice,
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__in const D3D10_1DDIARG_CREATESHADERRESOURCEVIEW *pCreateShaderResourceView,
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D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,
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D3D10DDI_HRTSHADERRESOURCEVIEW hRTShaderResourceView);
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void APIENTRY DestroyShaderResourceView(D3D10DDI_HDEVICE hDevice,
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D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView);
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void APIENTRY GenMips(D3D10DDI_HDEVICE hDevice,
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D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView);
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#endif /* SHADER_H */
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