Sweden-Number/dlls/d3d8/d3d8_private.h

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/*
* Direct3D 8 private include file
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
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*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
#ifndef __WINE_D3D8_PRIVATE_H
#define __WINE_D3D8_PRIVATE_H
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#include <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "wine/debug.h"
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#include "d3d8.h"
#include "wine/wined3d.h"
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/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
/* ===========================================================================
Macros
=========================================================================== */
/* Not nice, but it lets wined3d support different versions of directx */
#define WINECAPSTOD3D8CAPS(_pD3D8Caps, _pWineCaps) \
_pD3D8Caps->DeviceType = (D3DDEVTYPE) _pWineCaps->DeviceType; \
_pD3D8Caps->AdapterOrdinal = _pWineCaps->AdapterOrdinal; \
_pD3D8Caps->Caps = _pWineCaps->Caps; \
_pD3D8Caps->Caps2 = _pWineCaps->Caps2; \
_pD3D8Caps->Caps3 = _pWineCaps->Caps3; \
_pD3D8Caps->PresentationIntervals = _pWineCaps->PresentationIntervals; \
_pD3D8Caps->CursorCaps = _pWineCaps->CursorCaps; \
_pD3D8Caps->DevCaps = _pWineCaps->DevCaps; \
_pD3D8Caps->PrimitiveMiscCaps = _pWineCaps->PrimitiveMiscCaps; \
_pD3D8Caps->RasterCaps = _pWineCaps->RasterCaps; \
_pD3D8Caps->ZCmpCaps = _pWineCaps->ZCmpCaps; \
_pD3D8Caps->SrcBlendCaps = _pWineCaps->SrcBlendCaps; \
_pD3D8Caps->DestBlendCaps = _pWineCaps->DestBlendCaps; \
_pD3D8Caps->AlphaCmpCaps = _pWineCaps->AlphaCmpCaps; \
_pD3D8Caps->ShadeCaps = _pWineCaps->ShadeCaps; \
_pD3D8Caps->TextureCaps = _pWineCaps->TextureCaps; \
_pD3D8Caps->TextureFilterCaps = _pWineCaps->TextureFilterCaps; \
_pD3D8Caps->CubeTextureFilterCaps = _pWineCaps->CubeTextureFilterCaps; \
_pD3D8Caps->VolumeTextureFilterCaps = _pWineCaps->VolumeTextureFilterCaps; \
_pD3D8Caps->TextureAddressCaps = _pWineCaps->TextureAddressCaps; \
_pD3D8Caps->VolumeTextureAddressCaps = _pWineCaps->VolumeTextureAddressCaps; \
_pD3D8Caps->LineCaps = _pWineCaps->LineCaps; \
_pD3D8Caps->MaxTextureWidth = _pWineCaps->MaxTextureWidth; \
_pD3D8Caps->MaxTextureHeight = _pWineCaps->MaxTextureHeight; \
_pD3D8Caps->MaxVolumeExtent = _pWineCaps->MaxVolumeExtent; \
_pD3D8Caps->MaxTextureRepeat = _pWineCaps->MaxTextureRepeat; \
_pD3D8Caps->MaxTextureAspectRatio = _pWineCaps->MaxTextureAspectRatio; \
_pD3D8Caps->MaxAnisotropy = _pWineCaps->MaxAnisotropy; \
_pD3D8Caps->MaxVertexW = _pWineCaps->MaxVertexW; \
_pD3D8Caps->GuardBandLeft = _pWineCaps->GuardBandLeft; \
_pD3D8Caps->GuardBandTop = _pWineCaps->GuardBandTop; \
_pD3D8Caps->GuardBandRight = _pWineCaps->GuardBandRight; \
_pD3D8Caps->GuardBandBottom = _pWineCaps->GuardBandBottom; \
_pD3D8Caps->ExtentsAdjust = _pWineCaps->ExtentsAdjust; \
_pD3D8Caps->StencilCaps = _pWineCaps->StencilCaps; \
_pD3D8Caps->FVFCaps = _pWineCaps->FVFCaps; \
_pD3D8Caps->TextureOpCaps = _pWineCaps->TextureOpCaps; \
_pD3D8Caps->MaxTextureBlendStages = _pWineCaps->MaxTextureBlendStages; \
_pD3D8Caps->MaxSimultaneousTextures = _pWineCaps->MaxSimultaneousTextures; \
_pD3D8Caps->VertexProcessingCaps = _pWineCaps->VertexProcessingCaps; \
_pD3D8Caps->MaxActiveLights = _pWineCaps->MaxActiveLights; \
_pD3D8Caps->MaxUserClipPlanes = _pWineCaps->MaxUserClipPlanes; \
_pD3D8Caps->MaxVertexBlendMatrices = _pWineCaps->MaxVertexBlendMatrices; \
_pD3D8Caps->MaxVertexBlendMatrixIndex = _pWineCaps->MaxVertexBlendMatrixIndex; \
_pD3D8Caps->MaxPointSize = _pWineCaps->MaxPointSize; \
_pD3D8Caps->MaxPrimitiveCount = _pWineCaps->MaxPrimitiveCount; \
_pD3D8Caps->MaxVertexIndex = _pWineCaps->MaxVertexIndex; \
_pD3D8Caps->MaxStreams = _pWineCaps->MaxStreams; \
_pD3D8Caps->MaxStreamStride = _pWineCaps->MaxStreamStride; \
_pD3D8Caps->VertexShaderVersion = _pWineCaps->VertexShaderVersion; \
_pD3D8Caps->MaxVertexShaderConst = _pWineCaps->MaxVertexShaderConst; \
_pD3D8Caps->PixelShaderVersion = _pWineCaps->PixelShaderVersion; \
_pD3D8Caps->MaxPixelShaderValue = _pWineCaps->PixelShader1xMaxValue;
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void fixup_caps(WINED3DCAPS *pWineCaps) DECLSPEC_HIDDEN;
/* Direct3D8 Interfaces: */
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typedef struct IDirect3DBaseTexture8Impl IDirect3DBaseTexture8Impl;
typedef struct IDirect3DVolumeTexture8Impl IDirect3DVolumeTexture8Impl;
typedef struct IDirect3D8Impl IDirect3D8Impl;
typedef struct IDirect3DDevice8Impl IDirect3DDevice8Impl;
typedef struct IDirect3DTexture8Impl IDirect3DTexture8Impl;
typedef struct IDirect3DCubeTexture8Impl IDirect3DCubeTexture8Impl;
typedef struct IDirect3DIndexBuffer8Impl IDirect3DIndexBuffer8Impl;
typedef struct IDirect3DSurface8Impl IDirect3DSurface8Impl;
typedef struct IDirect3DSwapChain8Impl IDirect3DSwapChain8Impl;
typedef struct IDirect3DResource8Impl IDirect3DResource8Impl;
typedef struct IDirect3DVolume8Impl IDirect3DVolume8Impl;
typedef struct IDirect3DVertexBuffer8Impl IDirect3DVertexBuffer8Impl;
typedef struct IDirect3DVertexShader8Impl IDirect3DVertexShader8Impl;
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/* ===========================================================================
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The interfaces themselves
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=========================================================================== */
/* ---------- */
/* IDirect3D8 */
/* ---------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
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extern const IDirect3D8Vtbl Direct3D8_Vtbl DECLSPEC_HIDDEN;
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/*****************************************************************************
* IDirect3D implementation structure
*/
struct IDirect3D8Impl
{
/* IUnknown fields */
const IDirect3D8Vtbl *lpVtbl;
LONG ref;
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/* The WineD3D device */
IWineD3D *WineD3D;
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};
/*****************************************************************************
* IDirect3DDevice8 implementation structure
*/
#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
#define D3D8_INVALID_HANDLE ~0U
enum d3d8_handle_type
{
D3D8_HANDLE_FREE,
D3D8_HANDLE_VS,
D3D8_HANDLE_PS,
D3D8_HANDLE_SB,
};
struct d3d8_handle_entry
{
void *object;
enum d3d8_handle_type type;
};
struct d3d8_handle_table
{
struct d3d8_handle_entry *entries;
struct d3d8_handle_entry *free_entries;
UINT table_size;
UINT entry_count;
};
struct FvfToDecl
{
DWORD fvf;
struct IDirect3DVertexDeclaration8 *decl;
};
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struct IDirect3DDevice8Impl
{
/* IUnknown fields */
const IDirect3DDevice8Vtbl *lpVtbl;
const IWineD3DDeviceParentVtbl *device_parent_vtbl;
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LONG ref;
/* But what about baseVertexIndex in state blocks? hmm... it may be a better idea to pass this to wined3d */
IWineD3DDevice *WineD3DDevice;
struct d3d8_handle_table handle_table;
/* FVF management */
struct FvfToDecl *decls;
UINT numConvertedDecls, declArraySize;
/* Avoids recursion with nested ReleaseRef to 0 */
BOOL inDestruction;
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};
HRESULT device_init(IDirect3DDevice8Impl *device, IWineD3D *wined3d, UINT adapter,
D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters) DECLSPEC_HIDDEN;
/* ---------------- */
/* IDirect3DVolume8 */
/* ---------------- */
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/*****************************************************************************
* IDirect3DVolume8 implementation structure
*/
struct IDirect3DVolume8Impl
{
/* IUnknown fields */
const IDirect3DVolume8Vtbl *lpVtbl;
LONG ref;
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/* IDirect3DVolume8 fields */
IWineD3DVolume *wineD3DVolume;
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/* The volume container */
IUnknown *container;
/* If set forward refcounting to this object */
IUnknown *forwardReference;
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};
HRESULT volume_init(IDirect3DVolume8Impl *volume, IDirect3DDevice8Impl *device, UINT width, UINT height,
UINT depth, DWORD usage, enum wined3d_format_id format, WINED3DPOOL pool) DECLSPEC_HIDDEN;
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/* ------------------- */
/* IDirect3DSwapChain8 */
/* ------------------- */
/*****************************************************************************
* IDirect3DSwapChain8 implementation structure
*/
struct IDirect3DSwapChain8Impl
{
/* IUnknown fields */
const IDirect3DSwapChain8Vtbl *lpVtbl;
LONG ref;
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/* IDirect3DSwapChain8 fields */
IWineD3DSwapChain *wineD3DSwapChain;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
};
HRESULT swapchain_init(IDirect3DSwapChain8Impl *swapchain, IDirect3DDevice8Impl *device,
D3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
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/* ----------------- */
/* IDirect3DSurface8 */
/* ----------------- */
/*****************************************************************************
* IDirect3DSurface8 implementation structure
*/
struct IDirect3DSurface8Impl
{
/* IUnknown fields */
const IDirect3DSurface8Vtbl *lpVtbl;
LONG ref;
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/* IDirect3DSurface8 fields */
IWineD3DSurface *wineD3DSurface;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
/* The surface container */
IUnknown *container;
/* If set forward refcounting to this object */
IUnknown *forwardReference;
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};
HRESULT surface_init(IDirect3DSurface8Impl *surface, IDirect3DDevice8Impl *device,
UINT width, UINT height, D3DFORMAT format, BOOL lockable, BOOL discard, UINT level,
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DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality) DECLSPEC_HIDDEN;
struct IDirect3DResource8Impl
{
/* IUnknown fields */
const IDirect3DResource8Vtbl *lpVtbl;
LONG ref;
/* IDirect3DResource8 fields */
IWineD3DResource *wineD3DResource;
};
/* ---------------------- */
/* IDirect3DVertexBuffer8 */
/* ---------------------- */
/*****************************************************************************
* IDirect3DVertexBuffer8 implementation structure
*/
struct IDirect3DVertexBuffer8Impl
{
/* IUnknown fields */
const IDirect3DVertexBuffer8Vtbl *lpVtbl;
LONG ref;
/* IDirect3DResource8 fields */
IWineD3DBuffer *wineD3DVertexBuffer;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
DWORD fvf;
};
HRESULT vertexbuffer_init(IDirect3DVertexBuffer8Impl *buffer, IDirect3DDevice8Impl *device,
UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN;
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/* --------------------- */
/* IDirect3DIndexBuffer8 */
/* --------------------- */
/*****************************************************************************
* IDirect3DIndexBuffer8 implementation structure
*/
struct IDirect3DIndexBuffer8Impl
{
/* IUnknown fields */
const IDirect3DIndexBuffer8Vtbl *lpVtbl;
LONG ref;
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/* IDirect3DResource8 fields */
IWineD3DBuffer *wineD3DIndexBuffer;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
enum wined3d_format_id format;
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};
HRESULT indexbuffer_init(IDirect3DIndexBuffer8Impl *buffer, IDirect3DDevice8Impl *device,
UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
/* --------------------- */
/* IDirect3DBaseTexture8 */
/* --------------------- */
/*****************************************************************************
* IDirect3DBaseTexture8 implementation structure
*/
struct IDirect3DBaseTexture8Impl
{
/* IUnknown fields */
const IDirect3DBaseTexture8Vtbl *lpVtbl;
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LONG ref;
/* IDirect3DResource8 fields */
IWineD3DBaseTexture *wineD3DBaseTexture;
};
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/* --------------------- */
/* IDirect3DCubeTexture8 */
/* --------------------- */
/*****************************************************************************
* IDirect3DCubeTexture8 implementation structure
*/
struct IDirect3DCubeTexture8Impl
{
/* IUnknown fields */
const IDirect3DCubeTexture8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DResource8 fields */
IWineD3DCubeTexture *wineD3DCubeTexture;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
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};
HRESULT cubetexture_init(IDirect3DCubeTexture8Impl *texture, IDirect3DDevice8Impl *device,
UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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/* ----------------- */
/* IDirect3DTexture8 */
/* ----------------- */
/*****************************************************************************
* IDirect3DTexture8 implementation structure
*/
struct IDirect3DTexture8Impl
{
/* IUnknown fields */
const IDirect3DTexture8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DResourc8 fields */
IWineD3DTexture *wineD3DTexture;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
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};
HRESULT texture_init(IDirect3DTexture8Impl *texture, IDirect3DDevice8Impl *device,
UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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/* ----------------------- */
/* IDirect3DVolumeTexture8 */
/* ----------------------- */
/*****************************************************************************
* IDirect3DVolumeTexture8 implementation structure
*/
struct IDirect3DVolumeTexture8Impl
{
/* IUnknown fields */
const IDirect3DVolumeTexture8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DResource8 fields */
IWineD3DVolumeTexture *wineD3DVolumeTexture;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
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};
HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device,
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
DEFINE_GUID(IID_IDirect3DVertexDeclaration8,
0x5dd7478d, 0xcbf3, 0x41a6, 0x8c, 0xfd, 0xfd, 0x19, 0x2b, 0x11, 0xc7, 0x90);
DEFINE_GUID(IID_IDirect3DVertexShader8,
0xefc5557e, 0x6265, 0x4613, 0x8a, 0x94, 0x43, 0x85, 0x78, 0x89, 0xeb, 0x36);
DEFINE_GUID(IID_IDirect3DPixelShader8,
0x6d3bdbdc, 0x5b02, 0x4415, 0xb8, 0x52, 0xce, 0x5e, 0x8b, 0xcc, 0xb2, 0x89);
/*****************************************************************************
* IDirect3DVertexDeclaration8 interface
*/
#define INTERFACE IDirect3DVertexDeclaration8
DECLARE_INTERFACE_(IDirect3DVertexDeclaration8, IUnknown)
{
/*** IUnknown methods ***/
STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** obj_ptr) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
};
#undef INTERFACE
/*** IUnknown methods ***/
#define IDirect3DVertexDeclaration8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirect3DVertexDeclaration8_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirect3DVertexDeclaration8_Release(p) (p)->lpVtbl->Release(p)
typedef struct {
const IDirect3DVertexDeclaration8Vtbl *lpVtbl;
LONG ref_count;
DWORD *elements;
DWORD elements_size; /* Size of elements, in bytes */
IWineD3DVertexDeclaration *wined3d_vertex_declaration;
DWORD shader_handle;
} IDirect3DVertexDeclaration8Impl;
HRESULT vertexdeclaration_init(IDirect3DVertexDeclaration8Impl *declaration,
IDirect3DDevice8Impl *device, const DWORD *elements, DWORD shader_handle) DECLSPEC_HIDDEN;
HRESULT vertexdeclaration_init_fvf(IDirect3DVertexDeclaration8Impl *declaration,
IDirect3DDevice8Impl *device, DWORD fvf) DECLSPEC_HIDDEN;
/*****************************************************************************
* IDirect3DVertexShader8 interface
*/
#define INTERFACE IDirect3DVertexShader8
DECLARE_INTERFACE_(IDirect3DVertexShader8, IUnknown)
{
/*** IUnknown methods ***/
STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
};
#undef INTERFACE
/*** IUnknown methods ***/
#define IDirect3DVertexShader8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirect3DVertexShader8_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirect3DVertexShader8_Release(p) (p)->lpVtbl->Release(p)
/* ------------------------- */
/* IDirect3DVertexShader8Impl */
/* ------------------------- */
/*****************************************************************************
* IDirect3DPixelShader8 interface
*/
#define INTERFACE IDirect3DPixelShader8
DECLARE_INTERFACE_(IDirect3DPixelShader8,IUnknown)
{
/*** IUnknown methods ***/
STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
};
#undef INTERFACE
/*** IUnknown methods ***/
#define IDirect3DPixelShader8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirect3DPixelShader8_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirect3DPixelShader8_Release(p) (p)->lpVtbl->Release(p)
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
struct IDirect3DVertexShader8Impl {
const IDirect3DVertexShader8Vtbl *lpVtbl;
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LONG ref;
IDirect3DVertexDeclaration8 *vertex_declaration;
IWineD3DVertexShader *wineD3DVertexShader;
};
HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN;
#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
typedef struct IDirect3DPixelShader8Impl {
const IDirect3DPixelShader8Vtbl *lpVtbl;
LONG ref;
DWORD handle;
IWineD3DPixelShader *wineD3DPixelShader;
} IDirect3DPixelShader8Impl;
HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN;
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void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader) DECLSPEC_HIDDEN;
size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN;
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#endif /* __WINE_D3DX8_PRIVATE_H */