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+//////////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//
+// File: D3D10Shader.h
+// Content: D3D10 Shader Types and APIs
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#ifndef __D3D10SHADER_H__
+#define __D3D10SHADER_H__
+
+#include "d3d10.h"
+
+
+//---------------------------------------------------------------------------
+// D3D10_TX_VERSION:
+// --------------
+// Version token used to create a procedural texture filler in effects
+// Used by D3D10Fill[]TX functions
+//---------------------------------------------------------------------------
+#define D3D10_TX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
+
+
+//----------------------------------------------------------------------------
+// D3D10SHADER flags:
+// -----------------
+// D3D10_SHADER_DEBUG
+// Insert debug file/line/type/symbol information.
+//
+// D3D10_SHADER_SKIP_VALIDATION
+// Do not validate the generated code against known capabilities and
+// constraints. This option is only recommended when compiling shaders
+// you KNOW will work. (ie. have compiled before without this option.)
+// Shaders are always validated by D3D before they are set to the device.
+//
+// D3D10_SHADER_SKIP_OPTIMIZATION
+// Instructs the compiler to skip optimization steps during code generation.
+// Unless you are trying to isolate a problem in your code using this option
+// is not recommended.
+//
+// D3D10_SHADER_PACK_MATRIX_ROW_MAJOR
+// Unless explicitly specified, matrices will be packed in row-major order
+// on input and output from the shader.
+//
+// D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR
+// Unless explicitly specified, matrices will be packed in column-major
+// order on input and output from the shader. This is generally more
+// efficient, since it allows vector-matrix multiplication to be performed
+// using a series of dot-products.
+//
+// D3D10_SHADER_PARTIAL_PRECISION
+// Force all computations in resulting shader to occur at partial precision.
+// This may result in faster evaluation of shaders on some hardware.
+//
+// D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT
+// Force compiler to compile against the next highest available software
+// target for vertex shaders. This flag also turns optimizations off,
+// and debugging on.
+//
+// D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT
+// Force compiler to compile against the next highest available software
+// target for pixel shaders. This flag also turns optimizations off,
+// and debugging on.
+//
+// D3D10_SHADER_NO_PRESHADER
+// Disables Preshaders. Using this flag will cause the compiler to not
+// pull out static expression for evaluation on the host cpu
+//
+// D3D10_SHADER_AVOID_FLOW_CONTROL
+// Hint compiler to avoid flow-control constructs where possible.
+//
+// D3D10_SHADER_PREFER_FLOW_CONTROL
+// Hint compiler to prefer flow-control constructs where possible.
+//
+// D3D10_SHADER_ENABLE_STRICTNESS
+// By default, the HLSL/Effect compilers are not strict on deprecated syntax.
+// Specifying this flag enables the strict mode. Deprecated syntax may be
+// removed in a future release, and enabling syntax is a good way to make sure
+// your shaders comply to the latest spec.
+//
+// D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
+// This enables older shaders to compile to 4_0 targets.
+//
+//----------------------------------------------------------------------------
+
+#define D3D10_SHADER_DEBUG (1 << 0)
+#define D3D10_SHADER_SKIP_VALIDATION (1 << 1)
+#define D3D10_SHADER_SKIP_OPTIMIZATION (1 << 2)
+#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR (1 << 3)
+#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR (1 << 4)
+#define D3D10_SHADER_PARTIAL_PRECISION (1 << 5)
+#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT (1 << 6)
+#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT (1 << 7)
+#define D3D10_SHADER_NO_PRESHADER (1 << 8)
+#define D3D10_SHADER_AVOID_FLOW_CONTROL (1 << 9)
+#define D3D10_SHADER_PREFER_FLOW_CONTROL (1 << 10)
+#define D3D10_SHADER_ENABLE_STRICTNESS (1 << 11)
+#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12)
+#define D3D10_SHADER_IEEE_STRICTNESS (1 << 13)
+#define D3D10_SHADER_WARNINGS_ARE_ERRORS (1 << 18)
+
+
+// optimization level flags
+#define D3D10_SHADER_OPTIMIZATION_LEVEL0 (1 << 14)
+#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0
+#define D3D10_SHADER_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15))
+#define D3D10_SHADER_OPTIMIZATION_LEVEL3 (1 << 15)
+
+
+
+
+typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
+typedef D3D10_SHADER_MACRO* LPD3D10_SHADER_MACRO;
+
+
+typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
+typedef D3D10_SHADER_VARIABLE_CLASS* LPD3D10_SHADER_VARIABLE_CLASS;
+
+typedef D3D_SHADER_VARIABLE_FLAGS D3D10_SHADER_VARIABLE_FLAGS;
+typedef D3D10_SHADER_VARIABLE_FLAGS* LPD3D10_SHADER_VARIABLE_FLAGS;
+
+typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
+typedef D3D10_SHADER_VARIABLE_TYPE* LPD3D10_SHADER_VARIABLE_TYPE;
+
+typedef D3D_SHADER_INPUT_FLAGS D3D10_SHADER_INPUT_FLAGS;
+typedef D3D10_SHADER_INPUT_FLAGS* LPD3D10_SHADER_INPUT_FLAGS;
+
+typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
+typedef D3D10_SHADER_INPUT_TYPE* LPD3D10_SHADER_INPUT_TYPE;
+
+typedef D3D_SHADER_CBUFFER_FLAGS D3D10_SHADER_CBUFFER_FLAGS;
+typedef D3D10_SHADER_CBUFFER_FLAGS* LPD3D10_SHADER_CBUFFER_FLAGS;
+
+typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
+typedef D3D10_CBUFFER_TYPE* LPD3D10_CBUFFER_TYPE;
+
+typedef D3D_NAME D3D10_NAME;
+
+typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
+
+typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
+
+typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
+
+// ID3D10Include has been made version-neutral and moved to d3dcommon.h.
+typedef interface ID3DInclude ID3D10Include;
+typedef interface ID3DInclude* LPD3D10INCLUDE;
+#define IID_ID3D10Include IID_ID3DInclude
+
+
+//----------------------------------------------------------------------------
+// ID3D10ShaderReflection:
+//----------------------------------------------------------------------------
+
+//
+// Structure definitions
+//
+
+typedef struct _D3D10_SHADER_DESC
+{
+ UINT Version; // Shader version
+ LPCSTR Creator; // Creator string
+ UINT Flags; // Shader compilation/parse flags
+
+ UINT ConstantBuffers; // Number of constant buffers
+ UINT BoundResources; // Number of bound resources
+ UINT InputParameters; // Number of parameters in the input signature
+ UINT OutputParameters; // Number of parameters in the output signature
+
+ UINT InstructionCount; // Number of emitted instructions
+ UINT TempRegisterCount; // Number of temporary registers used
+ UINT TempArrayCount; // Number of temporary arrays used
+ UINT DefCount; // Number of constant defines
+ UINT DclCount; // Number of declarations (input + output)
+ UINT TextureNormalInstructions; // Number of non-categorized texture instructions
+ UINT TextureLoadInstructions; // Number of texture load instructions
+ UINT TextureCompInstructions; // Number of texture comparison instructions
+ UINT TextureBiasInstructions; // Number of texture bias instructions
+ UINT TextureGradientInstructions; // Number of texture gradient instructions
+ UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
+ UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
+ UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
+ UINT StaticFlowControlCount; // Number of static flow control instructions used
+ UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
+ UINT MacroInstructionCount; // Number of macro instructions used
+ UINT ArrayInstructionCount; // Number of array instructions used
+ UINT CutInstructionCount; // Number of cut instructions used
+ UINT EmitInstructionCount; // Number of emit instructions used
+ D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
+ UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
+} D3D10_SHADER_DESC;
+
+typedef struct _D3D10_SHADER_BUFFER_DESC
+{
+ LPCSTR Name; // Name of the constant buffer
+ D3D10_CBUFFER_TYPE Type; // Indicates that this is a CBuffer or TBuffer
+ UINT Variables; // Number of member variables
+ UINT Size; // Size of CB (in bytes)
+ UINT uFlags; // Buffer description flags
+} D3D10_SHADER_BUFFER_DESC;
+
+typedef struct _D3D10_SHADER_VARIABLE_DESC
+{
+ LPCSTR Name; // Name of the variable
+ UINT StartOffset; // Offset in constant buffer's backing store
+ UINT Size; // Size of variable (in bytes)
+ UINT uFlags; // Variable flags
+ LPVOID DefaultValue; // Raw pointer to default value
+} D3D10_SHADER_VARIABLE_DESC;
+
+typedef struct _D3D10_SHADER_TYPE_DESC
+{
+ D3D10_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
+ D3D10_SHADER_VARIABLE_TYPE Type; // Variable type (e.g. float, sampler, etc.)
+ UINT Rows; // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
+ UINT Columns; // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
+ UINT Elements; // Number of elements (0 if not an array)
+ UINT Members; // Number of members (0 if not a structure)
+ UINT Offset; // Offset from the start of structure (0 if not a structure member)
+} D3D10_SHADER_TYPE_DESC;
+
+typedef struct _D3D10_SHADER_INPUT_BIND_DESC
+{
+ LPCSTR Name; // Name of the resource
+ D3D10_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture, cbuffer, etc.)
+ UINT BindPoint; // Starting bind point
+ UINT BindCount; // Number of contiguous bind points (for arrays)
+
+ UINT uFlags; // Input binding flags
+ D3D10_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
+ D3D10_SRV_DIMENSION Dimension; // Dimension (if texture)
+ UINT NumSamples; // Number of samples (0 if not MS texture)
+} D3D10_SHADER_INPUT_BIND_DESC;
+
+typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
+{
+ LPCSTR SemanticName; // Name of the semantic
+ UINT SemanticIndex; // Index of the semantic
+ UINT Register; // Number of member variables
+ D3D10_NAME SystemValueType;// A predefined system value, or D3D10_NAME_UNDEFINED if not applicable
+ D3D10_REGISTER_COMPONENT_TYPE ComponentType;// Scalar type (e.g. uint, float, etc.)
+ BYTE Mask; // Mask to indicate which components of the register
+ // are used (combination of D3D10_COMPONENT_MASK values)
+ BYTE ReadWriteMask; // Mask to indicate whether a given component is
+ // never written (if this is an output signature) or
+ // always read (if this is an input signature).
+ // (combination of D3D10_COMPONENT_MASK values)
+
+} D3D10_SIGNATURE_PARAMETER_DESC;
+
+
+//
+// Interface definitions
+//
+
+typedef interface ID3D10ShaderReflectionType ID3D10ShaderReflectionType;
+typedef interface ID3D10ShaderReflectionType *LPD3D10SHADERREFLECTIONTYPE;
+
+// {C530AD7D-9B16-4395-A979-BA2ECFF83ADD}
+DEFINE_GUID(IID_ID3D10ShaderReflectionType,
+0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
+
+#undef INTERFACE
+#define INTERFACE ID3D10ShaderReflectionType
+
+DECLARE_INTERFACE(ID3D10ShaderReflectionType)
+{
+ STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE;
+ STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE;
+ STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE;
+};
+
+typedef interface ID3D10ShaderReflectionVariable ID3D10ShaderReflectionVariable;
+typedef interface ID3D10ShaderReflectionVariable *LPD3D10SHADERREFLECTIONVARIABLE;
+
+// {1BF63C95-2650-405d-99C1-3636BD1DA0A1}
+DEFINE_GUID(IID_ID3D10ShaderReflectionVariable,
+0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
+
+#undef INTERFACE
+#define INTERFACE ID3D10ShaderReflectionVariable
+
+DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
+{
+ STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D10ShaderReflectionType*, GetType)(THIS) PURE;
+};
+
+typedef interface ID3D10ShaderReflectionConstantBuffer ID3D10ShaderReflectionConstantBuffer;
+typedef interface ID3D10ShaderReflectionConstantBuffer *LPD3D10SHADERREFLECTIONCONSTANTBUFFER;
+
+// {66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0}
+DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer,
+0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
+
+#undef INTERFACE
+#define INTERFACE ID3D10ShaderReflectionConstantBuffer
+
+DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
+{
+ STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE;
+ STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
+};
+
+typedef interface ID3D10ShaderReflection ID3D10ShaderReflection;
+typedef interface ID3D10ShaderReflection *LPD3D10SHADERREFLECTION;
+
+// {D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA}
+DEFINE_GUID(IID_ID3D10ShaderReflection,
+0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
+
+#undef INTERFACE
+#define INTERFACE ID3D10ShaderReflection
+
+DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
+{
+ STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
+ STDMETHOD_(ULONG, AddRef)(THIS) PURE;
+ STDMETHOD_(ULONG, Release)(THIS) PURE;
+
+ STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *pDesc) PURE;
+
+ STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
+ STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
+
+ STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
+
+ STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
+ STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
+
+};
+
+//////////////////////////////////////////////////////////////////////////////
+// APIs //////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+
+#ifdef __cplusplus
+extern "C" {
+#endif //__cplusplus
+
+
+//----------------------------------------------------------------------------
+// D3D10CompileShader:
+// ------------------
+// Compiles a shader.
+//
+// Parameters:
+// pSrcFile
+// Source file name.
+// hSrcModule
+// Module handle. if NULL, current module will be used.
+// pSrcResource
+// Resource name in module.
+// pSrcData
+// Pointer to source code.
+// SrcDataLen
+// Size of source code, in bytes.
+// pDefines
+// Optional NULL-terminated array of preprocessor macro definitions.
+// pInclude
+// Optional interface pointer to use for handling #include directives.
+// If this parameter is NULL, #includes will be honored when compiling
+// from file, and will error when compiling from resource or memory.
+// pFunctionName
+// Name of the entrypoint function where execution should begin.
+// pProfile
+// Instruction set to be used when generating code. The D3D10 entry
+// point currently supports only "vs_4_0", "ps_4_0", and "gs_4_0".
+// Flags
+// See D3D10_SHADER_xxx flags.
+// ppShader
+// Returns a buffer containing the created shader. This buffer contains
+// the compiled shader code, as well as any embedded debug and symbol
+// table info. (See D3D10GetShaderConstantTable)
+// ppErrorMsgs
+// Returns a buffer containing a listing of errors and warnings that were
+// encountered during the compile. If you are running in a debugger,
+// these are the same messages you will see in your debug output.
+//----------------------------------------------------------------------------
+
+HRESULT WINAPI D3D10CompileShader(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
+ LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
+
+//----------------------------------------------------------------------------
+// D3D10DisassembleShader:
+// ----------------------
+// Takes a binary shader, and returns a buffer containing text assembly.
+//
+// Parameters:
+// pShader
+// Pointer to the shader byte code.
+// BytecodeLength
+// Size of the shader byte code in bytes.
+// EnableColorCode
+// Emit HTML tags for color coding the output?
+// pComments
+// Pointer to a comment string to include at the top of the shader.
+// ppDisassembly
+// Returns a buffer containing the disassembled shader.
+//----------------------------------------------------------------------------
+
+HRESULT WINAPI D3D10DisassembleShader(CONST void *pShader, SIZE_T BytecodeLength, BOOL EnableColorCode, LPCSTR pComments, ID3D10Blob** ppDisassembly);
+
+
+//----------------------------------------------------------------------------
+// D3D10GetPixelShaderProfile/D3D10GetVertexShaderProfile/D3D10GetGeometryShaderProfile:
+// -----------------------------------------------------
+// Returns the name of the HLSL profile best suited to a given device.
+//
+// Parameters:
+// pDevice
+// Pointer to the device in question
+//----------------------------------------------------------------------------
+
+LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *pDevice);
+
+LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *pDevice);
+
+LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *pDevice);
+
+//----------------------------------------------------------------------------
+// D3D10ReflectShader:
+// ------------------
+// Creates a shader reflection object that can be used to retrieve information
+// about a compiled shader
+//
+// Parameters:
+// pShaderBytecode
+// Pointer to a compiled shader (same pointer that is passed into
+// ID3D10Device::CreateShader)
+// BytecodeLength
+// Length of the shader bytecode buffer
+// ppReflector
+// [out] Returns a ID3D10ShaderReflection object that can be used to
+// retrieve shader resource and constant buffer information
+//
+//----------------------------------------------------------------------------
+
+HRESULT WINAPI D3D10ReflectShader(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10ShaderReflection **ppReflector);
+
+//----------------------------------------------------------------------------
+// D3D10PreprocessShader
+// ---------------------
+// Creates a shader reflection object that can be used to retrieve information
+// about a compiled shader
+//
+// Parameters:
+// pSrcData
+// Pointer to source code
+// SrcDataLen
+// Size of source code, in bytes
+// pFileName
+// Source file name (used for error output)
+// pDefines
+// Optional NULL-terminated array of preprocessor macro definitions.
+// pInclude
+// Optional interface pointer to use for handling #include directives.
+// If this parameter is NULL, #includes will be honored when assembling
+// from file, and will error when assembling from resource or memory.
+// ppShaderText
+// Returns a buffer containing a single large string that represents
+// the resulting formatted token stream
+// ppErrorMsgs
+// Returns a buffer containing a listing of errors and warnings that were
+// encountered during assembly. If you are running in a debugger,
+// these are the same messages you will see in your debug output.
+//----------------------------------------------------------------------------
+
+HRESULT WINAPI D3D10PreprocessShader(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
+ LPD3D10INCLUDE pInclude, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs);
+
+//////////////////////////////////////////////////////////////////////////
+//
+// Shader blob manipulation routines
+// ---------------------------------
+//
+// void *pShaderBytecode - a buffer containing the result of an HLSL
+// compilation. Typically this opaque buffer contains several
+// discrete sections including the shader executable code, the input
+// signature, and the output signature. This can typically be retrieved
+// by calling ID3D10Blob::GetBufferPointer() on the returned blob
+// from HLSL's compile APIs.
+//
+// UINT BytecodeLength - the length of pShaderBytecode. This can
+// typically be retrieved by calling ID3D10Blob::GetBufferSize()
+// on the returned blob from HLSL's compile APIs.
+//
+// ID3D10Blob **ppSignatureBlob(s) - a newly created buffer that
+// contains only the signature portions of the original bytecode.
+// This is a copy; the original bytecode is not modified. You may
+// specify NULL for this parameter to have the bytecode validated
+// for the presence of the corresponding signatures without actually
+// copying them and creating a new blob.
+//
+// Returns E_INVALIDARG if any required parameters are NULL
+// Returns E_FAIL is the bytecode is corrupt or missing signatures
+// Returns S_OK on success
+//
+//////////////////////////////////////////////////////////////////////////
+
+HRESULT WINAPI D3D10GetInputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
+HRESULT WINAPI D3D10GetOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
+HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob **ppSignatureBlob);
+
+//----------------------------------------------------------------------------
+// D3D10GetShaderDebugInfo:
+// -----------------------
+// Gets shader debug info. Debug info is generated by D3D10CompileShader and is
+// embedded in the body of the shader.
+//
+// Parameters:
+// pShaderBytecode
+// Pointer to the function bytecode
+// BytecodeLength
+// Length of the shader bytecode buffer
+// ppDebugInfo
+// Buffer used to return debug info. For information about the layout
+// of this buffer, see definition of D3D10_SHADER_DEBUG_INFO above.
+//----------------------------------------------------------------------------
+
+HRESULT WINAPI D3D10GetShaderDebugInfo(CONST void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10Blob** ppDebugInfo);
+
+#ifdef __cplusplus
+}
+#endif //__cplusplus
+
+#endif //__D3D10SHADER_H__
+