Cxbx-Reloaded/Include/Win32/CxbxKrnl/EmuD3D8.h

1446 lines
48 KiB
C

// ******************************************************************
// *
// * .,-::::: .,:: .::::::::. .,:: .:
// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
// * $$$ Y$$$P $$""""Y$$ Y$$$P
// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
// *
// * Cxbx->Win32->CxbxKrnl->EmuD3D8.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
// *
// ******************************************************************
#ifndef EMUD3D8_H
#define EMUD3D8_H
#include "Xbe.h"
#undef FIELD_OFFSET // prevent macro redefinition warnings
#include <windows.h>
#define DIRECT3D_VERSION 0x0800
#include <d3d8.h>
#include <d3dx8tex.h>
#include <d3d8types.h>
#define DIRECTDRAW_VERSION 0x0700
#include <ddraw.h>
#include "Emu.h"
// initialize direct3d
extern VOID EmuD3DInit(Xbe::Header *XbeHeader, uint32 XbeHeaderSize);
// cleanup direct3d
extern VOID EmuD3DCleanup();
// fixup xbox extensions to be compatible with PC direct3d
extern UINT EmuFixupVerticesA
(
DWORD PrimitiveType,
UINT &PrimitiveCount,
XTL::IDirect3DVertexBuffer8 *&pOrigVertexBuffer8,
XTL::IDirect3DVertexBuffer8 *&pHackVertexBuffer8,
UINT dwOffset,
PVOID pVertexStreamZeroData,
UINT uiVertexStreamZeroStride,
PVOID *ppNewVertexStreamZeroData
);
// fixup xbox extensions to be compatible with PC direct3d
extern VOID EmuFixupVerticesB
(
UINT nStride,
XTL::IDirect3DVertexBuffer8 *&pOrigVertexBuffer8,
XTL::IDirect3DVertexBuffer8 *&pHackVertexBuffer8
);
// TODO: Fill out these enumeration tables for convienance
typedef DWORD X_D3DFORMAT;
typedef DWORD X_D3DBLENDOP;
typedef DWORD X_D3DBLEND;
typedef DWORD X_D3DCMPFUNC;
typedef DWORD X_D3DFILLMODE;
typedef DWORD X_D3DPRIMITIVETYPE;
// NOTE: HACK: These enumerations are not equivalent when > 7!
typedef D3DRESOURCETYPE X_D3DRESOURCETYPE;
// convert from xbox to pc color formats
inline D3DFORMAT EmuXB2PC_D3DFormat(X_D3DFORMAT Format)
{
switch(Format)
{
case 0:
return (D3DFORMAT)NULL;
case 0x04: // Swizzled (X_D3DFMT_A4R4G4B4)
return D3DFMT_A4R4G4B4;
case 0x11: // Linear (X_D3DFMT_LIN_R5G6B5)
case 0x05: // Swizzled (X_D3DFMT_R5G6B5)
return D3DFMT_R5G6B5;
case 0x12: // Linear (X_D3DFMT_LIN_A8R8G8B8)
case 0x06: // Swizzled (X_D3DFMT_A8R8G8B8)
return D3DFMT_A8R8G8B8;
case 0x3F: // Linear (X_D3DFMT_LIN_A8B8G8R8)
return D3DFMT_A8R8G8B8; // NOTE: HACK: R<->B Swapped!
case 0x1E: // Linear (X_D3DFMT_LIN_X8R8G8B8)
case 0x07: // Swizzled (X_D3DFMT_X8R8G8B8)
return D3DFMT_X8R8G8B8;
case 0x0B: // Swizzled (X_D3DFMT_P8)
return D3DFMT_P8;
case 0x0C: // Compressed (X_D3DFMT_DXT1)
return D3DFMT_DXT1;
case 0x0E: // Compressed (X_D3DFMT_DXT2)
return D3DFMT_DXT2;
case 0x0F: // Compressed (X_D3DFMT_DXT3)
return D3DFMT_DXT3;
case 0x24: // Swizzled (X_D3DFMT_YUV2)
return D3DFMT_YUY2;
case 0x2E: // Linear (X_D3DFMT_LIN_D24S8)
case 0x2A: // Swizzled (X_D3DFMT_D24S8)
return D3DFMT_D24S8;
case 0x30: // Linear (X_D3DFMT_LIN_D16)
case 0x2C: // Swizzled (X_D3DFMT_D16)
return D3DFMT_D16;
}
EmuCleanup("EmuXB2PC_D3DFormat: Unknown Format (0x%.08X)", Format);
return (D3DFORMAT)Format;
}
// convert from pc to xbox color formats
inline X_D3DFORMAT EmuPC2XB_D3DFormat(D3DFORMAT Format)
{
switch(Format)
{
case D3DFMT_YUY2:
return 0x24;
case D3DFMT_R5G6B5:
return 0x05;
case D3DFMT_D24S8:
return 0x2A;
case D3DFMT_X8R8G8B8:
// return 0x1E; // Linear (X_D3DFMT_LIN_X8R8G8B8)
return 0x07;
case D3DFMT_A8R8G8B8:
// return 0x12; // Linear (X_D3DFMT_LIN_A8R8G8B8)
return 0x06;
}
EmuCleanup("EmuPC2XB_D3DFormat: Unknown Format (%d)", Format);
return Format;
}
/**
// Oops: Well, heres PC->Xbox if you ever need it... :]
// ******************************************************************
// * Convert from PC D3D to Xbox D3D enumeration
// ******************************************************************
// TODO: XDK-Specific Tables? So far they are the same
if((uint32)State < 4)
State = (D3DTRANSFORMSTATETYPE)(State - 2);
else if((uint32)State < 20)
State = (D3DTRANSFORMSTATETYPE)(State - 14);
else if((uint32)State > 255)
State = (D3DTRANSFORMSTATETYPE)(State - 250);
else
EmuCleanup("Unknown Transform State Type (%d)", State);
//*/
// convert from xbox to pc texture transform state types
inline D3DTRANSFORMSTATETYPE EmuXB2PC_D3DTS(D3DTRANSFORMSTATETYPE State)
{
if((uint32)State < 2)
return (D3DTRANSFORMSTATETYPE)(State + 2);
else if((uint32)State < 6)
return (D3DTRANSFORMSTATETYPE)(State + 14);
else if((uint32)State < 10)
return D3DTS_WORLDMATRIX(State-6);
EmuCleanup("Unknown Transform State Type (%d)", State);
return State;
}
// convert from xbox to pc blend ops
inline D3DBLENDOP EmuXB2PC_D3DBLENDOP(X_D3DBLENDOP Value)
{
switch(Value)
{
case 0x8006:
return D3DBLENDOP_ADD;
}
EmuCleanup("Unknown D3DBLENDOP (0x%.08X)", Value);
return (D3DBLENDOP)Value;
}
// convert from xbox to pc blend types
inline D3DBLEND EmuXB2PC_D3DBLEND(X_D3DBLEND Value)
{
if(Value < 2)
return (D3DBLEND)(Value + 1);
else if(Value < 0x309)
return (D3DBLEND)((Value & 0xF) + 3);
EmuCleanup("Unknown Xbox D3DBLEND Extension (0x%.08X)", Value);
return (D3DBLEND)Value;
}
// convert from xbox to pc comparison functions
inline D3DCMPFUNC EmuXB2PC_D3DCMPFUNC(X_D3DCMPFUNC Value)
{
return (D3DCMPFUNC)((Value & 0xF) + 1);
}
// convert from xbox to pc fill modes
inline D3DFILLMODE EmuXB2PC_D3DFILLMODE(X_D3DFILLMODE Value)
{
return (D3DFILLMODE)((Value & 0xF) + 1);
}
// ******************************************************************
// * X_D3DDISPLAYMODE
// ******************************************************************
typedef struct _X_D3DDISPLAYMODE
{
UINT Width;
UINT Height;
UINT RefreshRate;
DWORD Flags;
X_D3DFORMAT Format;
}
X_D3DDISPLAYMODE;
// ******************************************************************
// * 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;
// ******************************************************************
// * X_D3DPRESENT_PARAMETERS
// ******************************************************************
typedef struct _X_D3DPRESENT_PARAMETERS
{
UINT BackBufferWidth;
UINT BackBufferHeight;
X_D3DFORMAT BackBufferFormat;
UINT BackBufferCount;
D3DMULTISAMPLE_TYPE MultiSampleType;
D3DSWAPEFFECT SwapEffect;
HWND hDeviceWindow;
BOOL Windowed;
BOOL EnableAutoDepthStencil;
X_D3DFORMAT AutoDepthStencilFormat;
DWORD Flags;
UINT FullScreen_RefreshRateInHz;
UINT FullScreen_PresentationInterval;
IDirect3DSurface8 *BufferSurfaces[3];
IDirect3DSurface8 *DepthStencilSurface;
}
X_D3DPRESENT_PARAMETERS;
// ******************************************************************
// * X_D3DVertexShader
// ******************************************************************
struct X_D3DVertexShader
{
union
{
DWORD UnknownA;
DWORD Handle;
};
DWORD UnknownB;
DWORD Flags;
DWORD UnknownC[0x59];
};
// ******************************************************************
// * X_D3DResource
// ******************************************************************
struct X_D3DResource
{
DWORD Common;
DWORD Data;
union
{
DWORD Lock;
IDirect3DResource8 *EmuResource8;
IDirect3DBaseTexture8 *EmuBaseTexture8;
IDirect3DTexture8 *EmuTexture8;
IDirect3DVolumeTexture8 *EmuVolumeTexture8;
IDirect3DCubeTexture8 *EmuCubeTexture8;
IDirect3DSurface8 *EmuSurface8;
IDirect3DVertexBuffer8 *EmuVertexBuffer8;
IDirect3DIndexBuffer8 *EmuIndexBuffer8;
};
};
// d3d resource "common" masks
#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
// special resource data flags
#define X_D3DRESOURCE_DATA_FLAG_SURFACE 0xEFFFFFFF
// ******************************************************************
// * X_D3DVertexBuffer
// ******************************************************************
struct X_D3DVertexBuffer : public X_D3DResource
{
};
// ******************************************************************
// * X_D3DIndexBuffer
// ******************************************************************
struct X_D3DIndexBuffer : public X_D3DResource
{
};
// ******************************************************************
// * X_D3DPushBuffer
// ******************************************************************
struct X_D3DPushBuffer : public X_D3DResource
{
ULONG AllocationSize;
};
// ******************************************************************
// * X_D3DPalette
// ******************************************************************
struct X_D3DPalette : public X_D3DResource
{
};
// ******************************************************************
// * X_D3DPALETTESIZE
// ******************************************************************
typedef enum _X_D3DPALETTESIZE
{
D3DPALETTE_256 = 0,
D3DPALETTE_128 = 1,
D3DPALETTE_64 = 2,
D3DPALETTE_32 = 3,
D3DPALETTE_MAX = 4,
D3DPALETTE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
}
X_D3DPALETTESIZE;
// ******************************************************************
// * X_D3DPixelContainer
// ******************************************************************
struct X_D3DPixelContainer : public X_D3DResource
{
X_D3DFORMAT Format;
DWORD Size;
};
// pixel container "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
// pixel container "size" masks
#define X_D3DSIZE_WIDTH_MASK 0x00000FFF // Width (Texels - 1)
#define X_D3DSIZE_HEIGHT_MASK 0x00FFF000 // Height (Texels - 1)
#define X_D3DSIZE_HEIGHT_SHIFT 12
#define X_D3DSIZE_PITCH_MASK 0xFF000000 // Pitch / 64 - 1
#define X_D3DSIZE_PITCH_SHIFT 24
// ******************************************************************
// * X_D3DBaseTexture
// ******************************************************************
struct X_D3DBaseTexture : public X_D3DPixelContainer
{
};
// ******************************************************************
// * X_D3DTexture
// ******************************************************************
struct X_D3DTexture : public X_D3DBaseTexture
{
};
// ******************************************************************
// * X_D3DVolumeTexture
// ******************************************************************
struct X_D3DVolumeTexture : public X_D3DBaseTexture
{
};
// ******************************************************************
// * X_D3DCubeTexture
// ******************************************************************
struct X_D3DCubeTexture : public X_D3DBaseTexture
{
};
// ******************************************************************
// * X_D3DSurface
// ******************************************************************
struct X_D3DSurface : public X_D3DPixelContainer
{
};
// ******************************************************************
// * X_D3DTILE
// ******************************************************************
struct X_D3DTILE
{
DWORD Flags;
PVOID pMemory;
DWORD Size;
DWORD Pitch;
DWORD ZStartTag;
DWORD ZOffset;
};
// ******************************************************************
// * EmuD3DVertexToPrimitive
// ******************************************************************
extern UINT EmuD3DVertexToPrimitive[11][2];
// ******************************************************************
// * D3DVertexToPrimitiveCount
// ******************************************************************
#define EmuD3DVertex2PrimitiveCount(PrimitiveType, VertexCount) \
(((VertexCount)-EmuD3DVertexToPrimitive[PrimitiveType][1])/EmuD3DVertexToPrimitive[PrimitiveType][0])
// ******************************************************************
// * EmuD3DRenderStateSimpleEncoded
// ******************************************************************
#define X_D3DRSSE_UNK 0x7fffffff
extern CONST DWORD EmuD3DRenderStateSimpleEncoded[174];
// ******************************************************************
// * EmuD3DTileCache (8 Tiles Max)
// ******************************************************************
extern X_D3DTILE EmuD3DTileCache[0x08];
// ******************************************************************
// * EmuD3DDeferredRenderState
// ******************************************************************
#define X_D3DRS_UNK 0x7fffffff
extern DWORD *EmuD3DDeferredRenderState;
// ******************************************************************
// * EmuD3DDeferredTextureState
// ******************************************************************
#define X_D3DTSS_UNK 0x7fffffff
extern DWORD *EmuD3DDeferredTextureState;
// ******************************************************************
// * EmuPrimitiveType
// ******************************************************************
extern D3DPRIMITIVETYPE EmuPrimitiveTypeLookup[];
// ******************************************************************
// * EmuPrimitiveType
// ******************************************************************
static inline D3DPRIMITIVETYPE EmuPrimitiveType(X_D3DPRIMITIVETYPE PrimitiveType)
{
if((DWORD)PrimitiveType == 0x7FFFFFFF)
return D3DPT_FORCE_DWORD;
return EmuPrimitiveTypeLookup[PrimitiveType];
}
// ******************************************************************
// * func: EmuIDirect3D8_CreateDevice
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_CreateDevice
(
UINT Adapter,
D3DDEVTYPE DeviceType,
HWND hFocusWindow,
DWORD BehaviorFlags,
X_D3DPRESENT_PARAMETERS *pPresentationParameters,
IDirect3DDevice8 **ppReturnedDeviceInterface
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDeviceCaps
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetDeviceCaps
(
D3DCAPS8 *pCaps
);
// ******************************************************************
// * func: EmuIDirect3D8_GetAdapterModeCount
// ******************************************************************
UINT WINAPI EmuIDirect3D8_GetAdapterModeCount
(
UINT Adapter
);
// ******************************************************************
// * func: EmuIDirect3D8_GetAdapterDisplayMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_GetAdapterDisplayMode
(
UINT Adapter,
X_D3DDISPLAYMODE *pMode
);
// ******************************************************************
// * func: EmuIDirect3D8_EnumAdapterModes
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_EnumAdapterModes
(
UINT Adapter,
UINT Mode,
X_D3DDISPLAYMODE *pMode
);
// ******************************************************************
// * func: EmuIDirect3D8_KickOffAndWaitForIdle
// ******************************************************************
VOID WINAPI EmuIDirect3D8_KickOffAndWaitForIdle();
// ******************************************************************
// * func: EmuIDirect3DDevice8_AddRef
// ******************************************************************
ULONG WINAPI EmuIDirect3DDevice8_AddRef();
// ******************************************************************
// * func: EmuIDirect3DDevice8_BeginStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_BeginStateBlock();
// ******************************************************************
// * func: EmuIDirect3DDevice8_CaptureStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CaptureStateBlock(DWORD Token);
// ******************************************************************
// * func: EmuIDirect3DDevice8_ApplyStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_ApplyStateBlock(DWORD Token);
// ******************************************************************
// * func: EmuIDirect3DDevice8_EndStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_EndStateBlock(DWORD *pToken);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CopyRects
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CopyRects
(
X_D3DSurface *pSourceSurface,
CONST RECT *pSourceRectsArray,
UINT cRects,
X_D3DSurface *pDestinationSurface,
CONST POINT *pDestPointsArray
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateImageSurface
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateImageSurface
(
UINT Width,
UINT Height,
X_D3DFORMAT Format,
X_D3DSurface **ppBackBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetBackBuffer2
// ******************************************************************
X_D3DSurface* WINAPI EmuIDirect3DDevice8_GetBackBuffer2
(
INT BackBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetBackBuffer
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetBackBuffer
(
INT BackBuffer,
D3DBACKBUFFER_TYPE Type,
X_D3DSurface **ppBackBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetViewport
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetViewport
(
CONST D3DVIEWPORT8 *pViewport
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetShaderConstantMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetShaderConstantMode
(
DWORD Mode // TODO: Fill out enumeration
);
// ******************************************************************
// * 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();
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetTile
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetTile
(
DWORD Index,
X_D3DTILE *pTile
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTileNoWait
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetTileNoWait
(
DWORD Index,
CONST X_D3DTILE *pTile
);
// ******************************************************************
// * 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_SetVertexShaderConstant1
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetVertexShaderConstant1
(
INT Register,
CONST PVOID pConstantData
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShaderConstant4
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetVertexShaderConstant4
(
INT Register,
CONST PVOID pConstantData
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreatePixelShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreatePixelShader
(
CONST DWORD *pFunction,
DWORD *pHandle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetPixelShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetPixelShader
(
DWORD Handle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateTexture2
// ******************************************************************
X_D3DResource * WINAPI EmuIDirect3DDevice8_CreateTexture2
(
UINT Width,
UINT Height,
UINT Depth,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DRESOURCETYPE D3DResource
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateTexture
(
UINT Width,
UINT Height,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
X_D3DTexture **ppTexture
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVolumeTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateVolumeTexture
(
UINT Width,
UINT Height,
UINT Depth,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
X_D3DVolumeTexture **ppVolumeTexture
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateCubeTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateCubeTexture
(
UINT EdgeLength,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
X_D3DCubeTexture **ppCubeTexture
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateIndexBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateIndexBuffer
(
UINT Length,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
X_D3DIndexBuffer **ppIndexBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetIndices
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetIndices
(
X_D3DIndexBuffer *pIndexData,
UINT BaseVertexIndex
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetTexture
(
DWORD Stage,
X_D3DResource *pTexture
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SwitchTexture
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SwitchTexture
(
DWORD Method,
DWORD Data,
DWORD Format
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDisplayMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetDisplayMode
(
X_D3DDISPLAYMODE *pMode
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Begin
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Begin
(
X_D3DPRIMITIVETYPE PrimitiveType
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexData2f
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexData2f
(
int Register,
FLOAT a,
FLOAT b
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexData4f
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexData4f
(
int Register,
FLOAT a,
FLOAT b,
FLOAT c,
FLOAT d
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_End
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_End();
// ******************************************************************
// * func: EmuIDirect3DDevice8_Clear
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Clear
(
DWORD Count,
CONST D3DRECT *pRects,
DWORD Flags,
D3DCOLOR Color,
float Z,
DWORD Stencil
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Present
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Present
(
CONST RECT* pSourceRect,
CONST RECT* pDestRect,
PVOID pDummy1,
PVOID pDummy2
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Swap
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Swap
(
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DResource8_Register
// ******************************************************************
HRESULT WINAPI EmuIDirect3DResource8_Register
(
X_D3DResource *pThis,
PVOID pBase
);
// ******************************************************************
// * func: EmuIDirect3DResource8_Release
// ******************************************************************
ULONG WINAPI EmuIDirect3DResource8_Release
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuIDirect3DResource8_AddRef
// ******************************************************************
ULONG WINAPI EmuIDirect3DResource8_AddRef
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuIDirect3DResource8_IsBusy
// ******************************************************************
BOOL WINAPI EmuIDirect3DResource8_IsBusy
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuGet2DSurfaceDesc
// ******************************************************************
VOID WINAPI EmuGet2DSurfaceDesc
(
X_D3DPixelContainer *pPixelContainer,
DWORD dwLevel,
X_D3DSURFACE_DESC *pDesc
);
// ******************************************************************
// * func: EmuGet2DSurfaceDescD
// ******************************************************************
VOID WINAPI EmuGet2DSurfaceDescD
(
X_D3DPixelContainer *pPixelContainer,
X_D3DSURFACE_DESC *pDesc
);
// ******************************************************************
// * func: EmuIDirect3DSurface8_GetDesc
// ******************************************************************
HRESULT WINAPI EmuIDirect3DSurface8_GetDesc
(
X_D3DResource *pThis,
X_D3DSURFACE_DESC *pDesc
);
// ******************************************************************
// * func: EmuIDirect3DSurface8_LockRect
// ******************************************************************
HRESULT WINAPI EmuIDirect3DSurface8_LockRect
(
X_D3DResource *pThis,
D3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DBaseTexture8_GetLevelCount
// ******************************************************************
DWORD WINAPI EmuIDirect3DBaseTexture8_GetLevelCount
(
X_D3DBaseTexture *pThis
);
// ******************************************************************
// * func: EmuIDirect3DTexture8_GetSurfaceLevel
// ******************************************************************
X_D3DResource * WINAPI EmuIDirect3DTexture8_GetSurfaceLevel2
(
X_D3DTexture *pThis,
UINT Level
);
// ******************************************************************
// * func: EmuIDirect3DTexture8_LockRect
// ******************************************************************
HRESULT WINAPI EmuIDirect3DTexture8_LockRect
(
X_D3DTexture *pThis,
UINT Level,
D3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DTexture8_GetSurfaceLevel
// ******************************************************************
HRESULT WINAPI EmuIDirect3DTexture8_GetSurfaceLevel
(
X_D3DTexture *pThis,
UINT Level,
X_D3DSurface **ppSurfaceLevel
);
// ******************************************************************
// * func: EmuIDirect3DVolumeTexture8_LockBox
// ******************************************************************
HRESULT WINAPI EmuIDirect3DVolumeTexture8_LockBox
(
X_D3DVolumeTexture *pThis,
UINT Level,
D3DLOCKED_BOX *pLockedVolume,
CONST D3DBOX *pBox,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DCubeTexture8_LockRect
// ******************************************************************
HRESULT WINAPI EmuIDirect3DCubeTexture8_LockRect
(
X_D3DCubeTexture *pThis,
D3DCUBEMAP_FACES FaceType,
UINT Level,
D3DLOCKED_RECT *pLockedBox,
CONST RECT *pRect,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVertexBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateVertexBuffer
(
UINT Length,
DWORD Usage,
DWORD FVF,
D3DPOOL Pool,
X_D3DVertexBuffer **ppVertexBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVertexBuffer2
// ******************************************************************
X_D3DVertexBuffer* WINAPI EmuIDirect3DDevice8_CreateVertexBuffer2
(
UINT Length
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_EnableOverlay
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_EnableOverlay
(
BOOL Enable
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_UpdateOverlay
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_UpdateOverlay
(
X_D3DSurface *pSurface,
CONST RECT *SrcRect,
CONST RECT *DstRect,
BOOL EnableColorKey,
D3DCOLOR ColorKey
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetOverlayUpdateStatus
// ******************************************************************
BOOL WINAPI EmuIDirect3DDevice8_GetOverlayUpdateStatus();
// ******************************************************************
// * func: EmuIDirect3DDevice8_BlockUntilVerticalBlank
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_BlockUntilVerticalBlank();
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVerticalBlankCallback
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetVerticalBlankCallback(PVOID pCallback);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTextureState_TexCoordIndex
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTextureState_TexCoordIndex
(
DWORD Stage,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTextureState_BorderColor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTextureState_BorderColor
(
DWORD Stage,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_NormalizeNormals
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_NormalizeNormals
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_TextureFactor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_TextureFactor
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ZBias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ZBias
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FillMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_FillMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FogColor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_FogColor
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Simple
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetRenderState_Simple
(
DWORD Method,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_VertexBlend
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_VertexBlend
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_CullMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_CullMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ZEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ZEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_StencilEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_StencilEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_MultiSampleAntiAlias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_MultiSampleAntiAlias
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ShadowFunc
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ShadowFunc
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_YuvEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_YuvEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTransform
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTransform
(
D3DTRANSFORMSTATETYPE State,
CONST D3DMATRIX *pMatrix
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetTransform
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetTransform
(
D3DTRANSFORMSTATETYPE State,
D3DMATRIX *pMatrix
);
// ******************************************************************
// * func: EmuIDirect3DVertexBuffer8_Lock
// ******************************************************************
VOID WINAPI EmuIDirect3DVertexBuffer8_Lock
(
X_D3DVertexBuffer *ppVertexBuffer,
UINT OffsetToLock,
UINT SizeToLock,
BYTE **ppbData,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DVertexBuffer8_Lock2
// ******************************************************************
BYTE* WINAPI EmuIDirect3DVertexBuffer8_Lock2
(
X_D3DVertexBuffer *ppVertexBuffer,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetStreamSource
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetStreamSource
(
UINT StreamNumber,
X_D3DVertexBuffer *pStreamData,
UINT Stride
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShader
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetVertexShader
(
DWORD Handle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawVertices
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_DrawVertices
(
X_D3DPRIMITIVETYPE PrimitiveType,
UINT StartVertex,
UINT VertexCount
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawVerticesUP
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_DrawVerticesUP
(
X_D3DPRIMITIVETYPE PrimitiveType,
UINT VertexCount,
CONST PVOID pVertexStreamZeroData,
UINT VertexStreamZeroStride
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawIndexedVertices
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_DrawIndexedVertices
(
X_D3DPRIMITIVETYPE PrimitiveType,
UINT VertexCount,
CONST PWORD pIndexData
);
// ******************************************************************
// * 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
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Release
// ******************************************************************
ULONG WINAPI EmuIDirect3DDevice8_Release();
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreatePalette
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreatePalette
(
X_D3DPALETTESIZE Size,
X_D3DPalette **ppPalette
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_BlockUntilVerticalBlank
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_BlockUntilVerticalBlank();
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderTarget
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetRenderTarget
(
X_D3DSurface *pRenderTarget,
X_D3DSurface *pNewZStencil
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetPalette
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetPalette
(
DWORD Stage,
X_D3DPalette *pPalette
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetFlickerFilter
// ******************************************************************
void WINAPI EmuIDirect3DDevice8_SetFlickerFilter
(
DWORD Filter
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetSoftDisplayFilter
// ******************************************************************
void WINAPI EmuIDirect3DDevice8_SetSoftDisplayFilter
(
BOOL Enable
);
// ******************************************************************
// * func: EmuIDirect3DPalette8_Lock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DPalette8_Lock
(
X_D3DPalette *pThis,
D3DCOLOR **ppColors,
DWORD Flags
);
#endif