Cxbx-Reloaded/Include/Win32/CxbxKrnl/xd3d8.h

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// ******************************************************************
// *
// * .,-::::: .,:: .::::::::. .,:: .:
// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
// * $$$ Y$$$P $$""""Y$$ Y$$$P
// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
// *
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// * Cxbx->Win32->CxbxKrnl->xd3d8.h
// *
// * This file is part of the Cxbx project.
// *
// * Cxbx and Cxbe are free software; you can redistribute them
// * and/or modify them under the terms of the GNU General Public
// * License as published by the Free Software Foundation; either
// * version 2 of the license, or (at your option) any later version.
// *
// * This program 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 General Public License for more details.
// *
// * You should have recieved a copy of the GNU General Public License
// * along with this program; see the file COPYING.
// * If not, write to the Free Software Foundation, Inc.,
// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
// *
// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
// *
// * All rights reserved
// *
// ******************************************************************
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#ifndef XD3D8_H
#define XD3D8_H
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#include <d3d8.h>
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#include <d3dx8tex.h>
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#include <windows.h>
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#include "Emu.h"
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// ******************************************************************
// * X_D3DFORMAT
// ******************************************************************
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// NOTE: HACK: These enumerations are not equivalent!
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typedef D3DFORMAT X_D3DFORMAT;
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// ******************************************************************
// * func: EmuXB2PC_D3DFormat
// ******************************************************************
inline D3DFORMAT EmuXB2PC_D3DFormat(X_D3DFORMAT Format)
{
if(Format == 0x07)
return D3DFMT_X8R8G8B8;
else if(Format == 0x06)
return D3DFMT_A8R8G8B8;
else if(Format == 0x2A)
return D3DFMT_D24S8;
else if(Format == 0x2C)
return D3DFMT_D16;
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EmuCleanup("EmuXB2PC_D3DFormat: Unknown Format (%d)", Format);
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return Format;
}
// ******************************************************************
// * func: EmuPC2XB_D3DFormat
// ******************************************************************
inline X_D3DFORMAT EmuPC2XB_D3DFormat(D3DFORMAT Format)
{
if(Format == D3DFMT_X8R8G8B8)
return (D3DFORMAT)0x07;
else if(Format == D3DFMT_A8R8G8B8)
return (D3DFORMAT)0x06;
EmuCleanup("EmuPC2XB_D3DFormat: Unknown Format");
return Format;
}
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// ******************************************************************
// * X_D3DRESOURCETYPE
// ******************************************************************
// NOTE: HACK: These enumerations are not equivalent when > 7!
typedef D3DRESOURCETYPE X_D3DRESOURCETYPE;
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// ******************************************************************
// * X_D3DDISPLAYMODE
// ******************************************************************
typedef struct _X_D3DDISPLAYMODE
{
UINT Width;
UINT Height;
UINT RefreshRate;
DWORD Flags;
X_D3DFORMAT Format;
}
X_D3DDISPLAYMODE;
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// ******************************************************************
// * X_D3DSURFACEDESC
// ******************************************************************
typedef struct _X_D3DSURFACE_DESC
{
X_D3DFORMAT Format;
X_D3DRESOURCETYPE Type;
DWORD Usage;
UINT Size;
D3DMULTISAMPLE_TYPE MultiSampleType;
UINT Width;
UINT Height;
}
X_D3DSURFACE_DESC;
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// ******************************************************************
// * X_D3DPRESENT_PARAMETERS
// ******************************************************************
typedef struct _X_D3DPRESENT_PARAMETERS
{
UINT BackBufferWidth;
UINT BackBufferHeight;
D3DFORMAT BackBufferFormat;
UINT BackBufferCount;
D3DMULTISAMPLE_TYPE MultiSampleType;
D3DSWAPEFFECT SwapEffect;
HWND hDeviceWindow;
BOOL Windowed;
BOOL EnableAutoDepthStencil;
D3DFORMAT AutoDepthStencilFormat;
DWORD Flags;
UINT FullScreen_RefreshRateInHz;
UINT FullScreen_PresentationInterval;
IDirect3DSurface8 *BufferSurfaces[3];
IDirect3DSurface8 *DepthStencilSurface;
}
X_D3DPRESENT_PARAMETERS;
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// ******************************************************************
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// * D3DResource "Common" Masks
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// ******************************************************************
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#define X_D3DCOMMON_REFCOUNT_MASK 0x0000FFFF
#define X_D3DCOMMON_TYPE_MASK 0x00070000
#define X_D3DCOMMON_TYPE_SHIFT 16
#define X_D3DCOMMON_TYPE_VERTEXBUFFER 0x00000000
#define X_D3DCOMMON_TYPE_INDEXBUFFER 0x00010000
#define X_D3DCOMMON_TYPE_PUSHBUFFER 0x00020000
#define X_D3DCOMMON_TYPE_PALETTE 0x00030000
#define X_D3DCOMMON_TYPE_TEXTURE 0x00040000
#define X_D3DCOMMON_TYPE_SURFACE 0x00050000
#define X_D3DCOMMON_TYPE_FIXUP 0x00060000
#define X_D3DCOMMON_INTREFCOUNT_MASK 0x00780000
#define X_D3DCOMMON_INTREFCOUNT_SHIFT 19
#define X_D3DCOMMON_D3DCREATED 0x01000000
#define X_D3DCOMMON_UNUSED_MASK 0xFE000000
#define X_D3DCOMMON_UNUSED_SHIFT 25
// ******************************************************************
// * X_D3DResource
// ******************************************************************
struct X_D3DResource
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{
DWORD Common;
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DWORD Data;
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union
{
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DWORD Lock;
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IDirect3DResource8 *EmuResource8;
IDirect3DBaseTexture8 *EmuBaseTexture8;
IDirect3DTexture8 *EmuTexture8;
IDirect3DSurface8 *EmuSurface8;
IDirect3DVertexBuffer8 *EmuVertexBuffer8;
};
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};
// ******************************************************************
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// * X_D3DVertexBuffer
// ******************************************************************
struct X_D3DVertexBuffer : public X_D3DResource
{
};
// ******************************************************************
// * X_D3DPixelContainer "Format" Masks
// ******************************************************************
#define X_D3DFORMAT_RESERVED1_MASK 0x00000003 // Must be zero
#define X_D3DFORMAT_DMACHANNEL_MASK 0x00000003
#define X_D3DFORMAT_DMACHANNEL_A 0x00000001 // DMA channel A - the default for all system memory
#define X_D3DFORMAT_DMACHANNEL_B 0x00000002 // DMA channel B - unused
#define X_D3DFORMAT_CUBEMAP 0x00000004 // Set if the texture if a cube map
#define X_D3DFORMAT_BORDERSOURCE_COLOR 0x00000008
#define X_D3DFORMAT_DIMENSION_MASK 0x000000F0 // # of dimensions
#define X_D3DFORMAT_DIMENSION_SHIFT 4
#define X_D3DFORMAT_FORMAT_MASK 0x0000FF00
#define X_D3DFORMAT_FORMAT_SHIFT 8
#define X_D3DFORMAT_MIPMAP_MASK 0x000F0000
#define X_D3DFORMAT_MIPMAP_SHIFT 16
#define X_D3DFORMAT_USIZE_MASK 0x00F00000 // Log 2 of the U size of the base texture
#define X_D3DFORMAT_USIZE_SHIFT 20
#define X_D3DFORMAT_VSIZE_MASK 0x0F000000 // Log 2 of the V size of the base texture
#define X_D3DFORMAT_VSIZE_SHIFT 24
#define X_D3DFORMAT_PSIZE_MASK 0xF0000000 // Log 2 of the P size of the base texture
#define X_D3DFORMAT_PSIZE_SHIFT 28
// ******************************************************************
// * X_D3DPixelContainer
// ******************************************************************
struct X_D3DPixelContainer : public X_D3DResource
{
X_D3DFORMAT Format;
DWORD Size;
};
// ******************************************************************
// * X_D3DBaseTexture
// ******************************************************************
struct X_D3DBaseTexture : public X_D3DPixelContainer
{
};
// ******************************************************************
// * X_D3DTexture
// ******************************************************************
struct X_D3DTexture : public X_D3DBaseTexture
{
};
// ******************************************************************
// * X_D3DSurface
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// ******************************************************************
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struct X_D3DSurface : public X_D3DPixelContainer
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{
};
// ******************************************************************
// * D3DVertexToPrimitive
// ******************************************************************
extern UINT D3DVertexToPrimitive[11][2];
// ******************************************************************
// * D3DVertexToPrimitiveCount
// ******************************************************************
#define D3DVertex2PrimitiveCount(PrimitiveType, VertexCount) \
(((VertexCount)-D3DVertexToPrimitive[PrimitiveType][1])/D3DVertexToPrimitive[PrimitiveType][0])
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// ******************************************************************
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// * EmuD3DDefferedRenderState
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// ******************************************************************
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extern DWORD *EmuD3DDefferedRenderState;
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// ******************************************************************
// * EmuPrimitiveType
// ******************************************************************
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extern D3DPRIMITIVETYPE EmuPrimitiveTypeLookup[];
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// ******************************************************************
// * EmuPrimitiveType
// ******************************************************************
static inline D3DPRIMITIVETYPE EmuPrimitiveType(int PrimitiveType)
{
if(PrimitiveType == 0x7FFFFFFF)
return D3DPT_FORCE_DWORD;
return EmuPrimitiveTypeLookup[PrimitiveType];
}
// ******************************************************************
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// * func: EmuIDirect3D8_CreateDevice
// ******************************************************************
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HRESULT WINAPI EmuIDirect3D8_CreateDevice
(
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UINT Adapter,
D3DDEVTYPE DeviceType,
HWND hFocusWindow,
DWORD BehaviorFlags,
X_D3DPRESENT_PARAMETERS *pPresentationParameters,
IDirect3DDevice8 **ppReturnedDeviceInterface
);
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// ******************************************************************
// * func: EmuIDirect3D8_GetAdapterDisplayMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_GetAdapterDisplayMode
(
UINT Adapter,
X_D3DDISPLAYMODE *pMode
);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_GetRenderTarget
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetRenderTarget
(
X_D3DSurface **ppRenderTarget
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetRenderTarget
// ******************************************************************
X_D3DSurface * WINAPI EmuIDirect3DDevice8_GetRenderTarget2();
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDepthStencilSurface
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetDepthStencilSurface
(
X_D3DSurface **ppZStencilSurface
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDepthStencilSurface
// ******************************************************************
X_D3DSurface * WINAPI EmuIDirect3DDevice8_GetDepthStencilSurface2();
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// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVertexShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateVertexShader
(
CONST DWORD *pDeclaration,
CONST DWORD *pFunction,
DWORD *pHandle,
DWORD Usage
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShaderConstant
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderConstant
(
INT Register,
CONST PVOID pConstantData,
DWORD ConstantCount
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreatePixelShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreatePixelShader
(
CONST DWORD *pFunction,
DWORD *pHandle
);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateTexture2
// ******************************************************************
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X_D3DResource * WINAPI EmuIDirect3DDevice8_CreateTexture2
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(
UINT Width,
UINT Height,
UINT Depth,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DRESOURCETYPE D3DResource
);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateTexture
(
UINT Width,
UINT Height,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
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X_D3DResource **ppTexture
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);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetTexture
(
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DWORD Stage,
X_D3DResource *pTexture
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);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDisplayMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetDisplayMode
(
X_D3DDISPLAYMODE *pMode
);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_Clear
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_Clear
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(
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DWORD Count,
CONST D3DRECT *pRects,
DWORD Flags,
D3DCOLOR Color,
float Z,
DWORD Stencil
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);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_Present
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Present
(
CONST RECT* pSourceRect,
CONST RECT* pDestRect,
PVOID pDummy1,
PVOID pDummy2
);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_Swap
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_Swap
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(
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DWORD Flags
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);
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// ******************************************************************
// * func: EmuIDirect3DResource8_Register
// ******************************************************************
HRESULT WINAPI EmuIDirect3DResource8_Register
(
X_D3DResource *pThis,
PVOID pBase
);
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// ******************************************************************
// * func: EmuIDirect3DResource8_Release
// ******************************************************************
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ULONG WINAPI EmuIDirect3DResource8_Release
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(
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X_D3DResource *pThis
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);
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// ******************************************************************
// * func: EmuIDirect3DSurface8_GetDesc
// ******************************************************************
HRESULT WINAPI EmuIDirect3DSurface8_GetDesc
(
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X_D3DResource *pThis,
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X_D3DSURFACE_DESC *pDesc
);
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// ******************************************************************
// * func: EmuIDirect3DSurface8_LockRect
// ******************************************************************
HRESULT WINAPI EmuIDirect3DSurface8_LockRect
(
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X_D3DResource *pThis,
D3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect,
DWORD Flags
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);
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// ******************************************************************
// * func: EmuIDirect3DBaseTexture8_GetLevelCount
// ******************************************************************
HRESULT WINAPI EmuIDirect3DBaseTexture8_GetLevelCount
(
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X_D3DBaseTexture *pThis
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);
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// ******************************************************************
// * func: EmuIDirect3DTexture8_GetSurfaceLevel
// ******************************************************************
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X_D3DResource * WINAPI EmuIDirect3DTexture8_GetSurfaceLevel2
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(
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X_D3DTexture *pThis,
UINT Level
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);
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// ******************************************************************
// * func: EmuIDirect3DTexture8_GetSurfaceLevel
// ******************************************************************
HRESULT WINAPI EmuIDirect3DTexture8_GetSurfaceLevel
(
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X_D3DTexture *pThis,
UINT Level,
X_D3DSurface **ppSurfaceLevel
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);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVertexBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateVertexBuffer
(
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UINT Length,
DWORD Usage,
DWORD FVF,
D3DPOOL Pool,
X_D3DVertexBuffer **ppVertexBuffer
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);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVertexBuffer
// ******************************************************************
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X_D3DVertexBuffer* WINAPI EmuIDirect3DDevice8_CreateVertexBuffer2
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(
UINT Length
);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_CullMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_CullMode
(
DWORD Value
);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ZEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ZEnable
(
DWORD Value
);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_MultiSampleAntiAlias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_MultiSampleAntiAlias
(
DWORD Value
);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTransform
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTransform
(
D3DTRANSFORMSTATETYPE State,
CONST D3DMATRIX *pMatrix
);
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// ******************************************************************
// * func: EmuIDirect3DVertexBuffer8_Lock
// ******************************************************************
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VOID WINAPI EmuIDirect3DVertexBuffer8_Lock
(
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X_D3DVertexBuffer *ppVertexBuffer,
UINT OffsetToLock,
UINT SizeToLock,
BYTE **ppbData,
DWORD Flags
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);
// ******************************************************************
// * func: EmuIDirect3DVertexBuffer8_Lock2
// ******************************************************************
BYTE* WINAPI EmuIDirect3DVertexBuffer8_Lock2
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(
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X_D3DVertexBuffer *ppVertexBuffer,
DWORD Flags
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);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetStreamSource
// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetStreamSource
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(
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UINT StreamNumber,
X_D3DVertexBuffer *pStreamData,
UINT Stride
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);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShader
// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShader
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(
DWORD Handle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawVertices
// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_DrawVertices
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(
D3DPRIMITIVETYPE PrimitiveType,
UINT StartVertex,
UINT VertexCount
);
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// ******************************************************************
// * func: EmuIDirect3DDevice8_SetLight
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetLight
(
DWORD Index,
CONST D3DLIGHT8 *pLight
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetMaterial
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetMaterial
(
CONST D3DMATERIAL8 *pMaterial
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_LightEnable
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_LightEnable
(
DWORD Index,
BOOL bEnable
);
#endif