Minor type changing

This commit is contained in:
sopskrutt 2004-04-10 11:22:02 +00:00
parent fb7c28b759
commit 3186e0e6eb
3 changed files with 42 additions and 41 deletions

View File

@ -276,7 +276,7 @@ VOID WINAPI EmuIDirect3DDevice8_GetViewportOffsetAndScale
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetShaderConstantMode
(
XTL::X_D3DSHADERCONSTANTMODE Mode
XTL::X_VERTEXSHADERCONSTANTMODE Mode
);
// ******************************************************************
@ -1296,8 +1296,8 @@ VOID WINAPI EmuIDirect3DDevice8_DeleteVertexShader
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SelectVertexShaderDirect
(
X_D3DVERTEXATTRIBUTEFORMAT *pVAF,
DWORD Address
X_VERTEXATTRIBUTEFORMAT *pVAF,
DWORD Address
);
// ******************************************************************
@ -1331,9 +1331,9 @@ VOID WINAPI EmuIDirect3DDevice8_GetVertexShaderConstant
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderInputDirect
(
X_D3DVERTEXATTRIBUTEFORMAT *pVAF,
UINT StreamCount,
X_D3DSTREAM_INPUT pStreamInputs
X_VERTEXATTRIBUTEFORMAT *pVAF,
UINT StreamCount,
X_STREAMINPUT *pStreamInputs
);
// ******************************************************************
@ -1343,7 +1343,7 @@ HRESULT WINAPI EmuIDirect3DDevice8_GetVertexShaderInput
(
DWORD *pHandle,
UINT *pStreamCount,
X_D3DSTREAM_INPUT *pStreamInputs
X_STREAMINPUT *pStreamInputs
);
// ******************************************************************
@ -1353,7 +1353,7 @@ HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderInput
(
DWORD Handle,
UINT StreamCount,
X_D3DSTREAM_INPUT *pStreamInputs
X_STREAMINPUT *pStreamInputs
);
// ******************************************************************

View File

@ -316,48 +316,48 @@ typedef void (__cdecl * D3DVBLANKCALLBACK)(D3DVBLANKDATA *pData);
// deferred texture stage state "unknown" flag
#define X_D3DTSS_UNK 0x7fffffff
typedef DWORD X_D3DSHADERCONSTANTMODE;
typedef DWORD X_VERTEXSHADERCONSTANTMODE;
#define X_D3DSCM_96CONSTANTS 0
#define X_D3DSCM_192CONSTANTS 1
#define X_D3DSCM_192CONSTANTSANDFIXEDPIPELINE 2
#define X_D3DSCM_NORESERVEDCONSTANTS 16
#define X_VSCM_96 0
#define X_VSCM_192 1
#define X_VSCM_192FIXEDPIPELINE 2
#define X_VSCM_NONERESERVED 16
// Vertex shader types
#define X_D3DSMT_VERTEXSHADER 1
#define X_D3DSMT_READWRITE_VERTEXSHADER 2
#define X_D3DSMT_VERTEXSTATESHADER 3
#define X_VST_NORMAL 1
#define X_VST_READWRITE 2
#define X_VST_STATE 3
// ******************************************************************
// * X_D3DVERTEXSHADERINPUT
// * X_VERTEXSHADERINPUT
// ******************************************************************
typedef struct _X_D3DVERTEXSHADERINPUT
typedef struct _X_VERTEXSHADERINPUT
{
DWORD StreamIndex;
DWORD IndexOfStream;
DWORD Offset;
DWORD Format;
BYTE TessType;
BYTE TessSource;
BYTE TesselationType;
BYTE TesselationSource;
}
X_D3DVERTEXSHADERINPUT;
X_VERTEXSHADERINPUT;
// ******************************************************************
// * X_D3DVERTEXATTRIBUTEFORMAT
// * X_VERTEXATTRIBUTEFORMAT
// ******************************************************************
typedef struct _X_D3DVERTEXATTRIBUTEFORMAT
typedef struct _X_VERTEXATTRIBUTEFORMAT
{
X_D3DVERTEXSHADERINPUT Input[16];
X_VERTEXSHADERINPUT pVertexShaderInput[16];
}
X_D3DVERTEXATTRIBUTEFORMAT;
X_VERTEXATTRIBUTEFORMAT;
// ******************************************************************
// * X_D3DSTREAM_INPUT
// * X_STREAMINPUT
// ******************************************************************
typedef struct _X_D3DSTREAM_INPUT
typedef struct _X_STREAMINPUT
{
X_D3DVertexBuffer *VertexBuffer;
UINT Stride;
UINT Offset;
} X_D3DSTREAM_INPUT;
} X_STREAMINPUT;
#endif

View File

@ -111,9 +111,10 @@ static DWORD g_VBLastSwap = 0;
static XTL::X_D3DSurface *g_pCachedRenderTarget = NULL;
static XTL::X_D3DSurface *g_pCachedZStencilSurface = NULL;
static DWORD g_dwVertexShaderUsage = 0;
static XTL::X_D3DSHADERCONSTANTMODE g_VertexShaderConstantMode = X_D3DSCM_192CONSTANTS;
static DWORD g_VertexShaderSlots[136];
static XTL::X_VERTEXSHADERCONSTANTMODE g_VertexShaderConstantMode = X_VSCM_192;
// cached Direct3D tiles
XTL::X_D3DTILE XTL::EmuD3DTileCache[0x08] = {0};
@ -1900,7 +1901,7 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_GetViewportOffsetAndScale
// ******************************************************************
HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetShaderConstantMode
(
XTL::X_D3DSHADERCONSTANTMODE Mode
XTL::X_VERTEXSHADERCONSTANTMODE Mode
)
{
EmuSwapFS(); // Win2k/XP FS
@ -2141,7 +2142,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateVertexShader
hRet = XTL::EmuRecompileVshFunction((DWORD*)pFunction,
&pRecompiledBuffer,
&VertexShaderSize,
g_VertexShaderConstantMode == X_D3DSCM_NORESERVEDCONSTANTS);
g_VertexShaderConstantMode == X_VSCM_NONERESERVED);
if(SUCCEEDED(hRet))
{
pRecompiledFunction = (DWORD*)pRecompiledBuffer->GetBufferPointer();
@ -2181,7 +2182,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateVertexShader
pVertexShader->FunctionSize = 0;
pVertexShader->pFunction = NULL;
pVertexShader->Type = X_D3DSMT_VERTEXSHADER;
pVertexShader->Type = X_VST_NORMAL;
pVertexShader->Size = (VertexShaderSize - sizeof(VSH_SHADER_HEADER)) / VSH_INSTRUCTION_SIZE_BYTES;
pVertexShader->DeclarationSize = DeclarationSize;
@ -6139,7 +6140,7 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_SetVertexShader
EmuIDirect3DDevice8_GetViewportOffsetAndScale(&vOffset, &vScale);
EmuSwapFS();
if(g_VertexShaderConstantMode != X_D3DSCM_NORESERVEDCONSTANTS)
if(g_VertexShaderConstantMode != X_VSCM_NONERESERVED)
{
//g_pD3DDevice8->SetVertexShaderConstant( 58, &vScale, 1 );
//g_pD3DDevice8->SetVertexShaderConstant( 59, &vOffset, 1 );
@ -6952,8 +6953,8 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_DeleteVertexShader
// ******************************************************************
VOID WINAPI XTL::EmuIDirect3DDevice8_SelectVertexShaderDirect
(
X_D3DVERTEXATTRIBUTEFORMAT *pVAF,
DWORD Address
X_VERTEXATTRIBUTEFORMAT *pVAF,
DWORD Address
)
{
EmuSwapFS(); // Win2k/XP FS
@ -7058,9 +7059,9 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_GetVertexShaderConstant
// ******************************************************************
HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetVertexShaderInputDirect
(
X_D3DVERTEXATTRIBUTEFORMAT *pVAF,
UINT StreamCount,
X_D3DSTREAM_INPUT pStreamInputs
X_VERTEXATTRIBUTEFORMAT *pVAF,
UINT StreamCount,
X_STREAMINPUT *pStreamInputs
)
{
EmuSwapFS(); // Win2k/XP FS
@ -7088,7 +7089,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_GetVertexShaderInput
(
DWORD *pHandle,
UINT *pStreamCount,
X_D3DSTREAM_INPUT *pStreamInputs
X_STREAMINPUT *pStreamInputs
)
{
EmuSwapFS(); // Win2k/XP FS
@ -7116,7 +7117,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetVertexShaderInput
(
DWORD Handle,
UINT StreamCount,
X_D3DSTREAM_INPUT *pStreamInputs
X_STREAMINPUT *pStreamInputs
)
{
EmuSwapFS(); // Win2k/XP FS