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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __WINE_D3D8_PRIVATE_H
#define __WINE_D3D8_PRIVATE_H
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#ifndef __WINE_CONFIG_H
# error You must include config.h to use this header
#endif
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/* THIS FILE MUST NOT CONTAIN X11 or MESA DEFINES */
#define XMD_H /* This is to prevent the Xmd.h inclusion bug :-/ */
#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
#define GLX_GLXEXT_PROTOTYPES
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#include <GL/glx.h>
#ifdef HAVE_GL_GLEXT_H
# include <GL/glext.h>
#endif
#undef XMD_H
#undef APIENTRY
#undef CALLBACK
#undef WINAPI
/* Redefines the constants */
#define CALLBACK __stdcall
#define WINAPI __stdcall
#define APIENTRY WINAPI
/* X11 locking */
extern void (*wine_tsx11_lock_ptr)(void);
extern void (*wine_tsx11_unlock_ptr)(void);
/* As GLX relies on X, this is needed */
extern int num_lock;
#if 0
#define ENTER_GL() ++num_lock; TRACE("inc lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
#define LEAVE_GL() if (num_lock > 2) TRACE("fucking locks: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
#else
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#define ENTER_GL() wine_tsx11_lock_ptr()
#define LEAVE_GL() wine_tsx11_unlock_ptr()
#endif
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#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
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#include "d3d8.h"
#include "wine/wined3d_interface.h"
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extern int vs_mode;
#define VS_NONE 0
#define VS_HW 1
#define VS_SW 2
extern int ps_mode;
#define PS_NONE 0
#define PS_HW 1
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/* Device caps */
#define MAX_PALETTES 256
#define MAX_STREAMS 16
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#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
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/* Other useful values */
#define HIGHEST_RENDER_STATE 174
#define HIGHEST_TEXTURE_STATE 29
#define HIGHEST_TRANSFORMSTATE 512
#define D3DSBT_RECORDED 0xfffffffe
/* Performance changes - Only reapply what is necessary */
#define REAPPLY_ALPHAOP 0x0001
#define REAPPLY_ALL 0xFFFF
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
#define VERTEX_SHADER(Handle) \
((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*)) ? NULL : VertexShaders[Handle]) : VertexShaders[Handle - VS_HIGHESTFIXEDFXF])
#define VERTEX_SHADER_DECL(Handle) \
((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(VertexShaderDeclarations) / sizeof(IDirect3DVertexShaderDeclarationImpl*)) ? NULL : VertexShaderDeclarations[Handle]) : VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF])
#define PIXEL_SHADER(Handle) \
((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*)) ? NULL : PixelShaders[Handle]) : PixelShaders[Handle - VS_HIGHESTFIXEDFXF])
/* ===========================================================================
Macros
=========================================================================== */
/* Not nice, but it lets wined3d support different versions of directx */
#define D3D8CAPSTOWINECAPS(_pD3D8Caps, _pWineCaps) \
_pWineCaps->DeviceType = &_pD3D8Caps->DeviceType; \
_pWineCaps->AdapterOrdinal = &_pD3D8Caps->AdapterOrdinal; \
_pWineCaps->Caps = &_pD3D8Caps->Caps; \
_pWineCaps->Caps2 = &_pD3D8Caps->Caps2; \
_pWineCaps->Caps3 = &_pD3D8Caps->Caps3; \
_pWineCaps->PresentationIntervals = &_pD3D8Caps->PresentationIntervals; \
_pWineCaps->CursorCaps = &_pD3D8Caps->CursorCaps; \
_pWineCaps->DevCaps = &_pD3D8Caps->DevCaps; \
_pWineCaps->PrimitiveMiscCaps = &_pD3D8Caps->PrimitiveMiscCaps; \
_pWineCaps->RasterCaps = &_pD3D8Caps->RasterCaps; \
_pWineCaps->ZCmpCaps = &_pD3D8Caps->ZCmpCaps; \
_pWineCaps->SrcBlendCaps = &_pD3D8Caps->SrcBlendCaps; \
_pWineCaps->DestBlendCaps = &_pD3D8Caps->DestBlendCaps; \
_pWineCaps->AlphaCmpCaps = &_pD3D8Caps->AlphaCmpCaps; \
_pWineCaps->ShadeCaps = &_pD3D8Caps->ShadeCaps; \
_pWineCaps->TextureCaps = &_pD3D8Caps->TextureCaps; \
_pWineCaps->TextureFilterCaps = &_pD3D8Caps->TextureFilterCaps; \
_pWineCaps->CubeTextureFilterCaps = &_pD3D8Caps->CubeTextureFilterCaps; \
_pWineCaps->VolumeTextureFilterCaps = &_pD3D8Caps->VolumeTextureFilterCaps; \
_pWineCaps->TextureAddressCaps = &_pD3D8Caps->TextureAddressCaps; \
_pWineCaps->VolumeTextureAddressCaps = &_pD3D8Caps->VolumeTextureAddressCaps; \
_pWineCaps->LineCaps = &_pD3D8Caps->LineCaps; \
_pWineCaps->MaxTextureWidth = &_pD3D8Caps->MaxTextureWidth; \
_pWineCaps->MaxTextureHeight = &_pD3D8Caps->MaxTextureHeight; \
_pWineCaps->MaxVolumeExtent = &_pD3D8Caps->MaxVolumeExtent; \
_pWineCaps->MaxTextureRepeat = &_pD3D8Caps->MaxTextureRepeat; \
_pWineCaps->MaxTextureAspectRatio = &_pD3D8Caps->MaxTextureAspectRatio; \
_pWineCaps->MaxAnisotropy = &_pD3D8Caps->MaxAnisotropy; \
_pWineCaps->MaxVertexW = &_pD3D8Caps->MaxVertexW; \
_pWineCaps->GuardBandLeft = &_pD3D8Caps->GuardBandLeft; \
_pWineCaps->GuardBandTop = &_pD3D8Caps->GuardBandTop; \
_pWineCaps->GuardBandRight = &_pD3D8Caps->GuardBandRight; \
_pWineCaps->GuardBandBottom = &_pD3D8Caps->GuardBandBottom; \
_pWineCaps->ExtentsAdjust = &_pD3D8Caps->ExtentsAdjust; \
_pWineCaps->StencilCaps = &_pD3D8Caps->StencilCaps; \
_pWineCaps->FVFCaps = &_pD3D8Caps->FVFCaps; \
_pWineCaps->TextureOpCaps = &_pD3D8Caps->TextureOpCaps; \
_pWineCaps->MaxTextureBlendStages = &_pD3D8Caps->MaxTextureBlendStages; \
_pWineCaps->MaxSimultaneousTextures = &_pD3D8Caps->MaxSimultaneousTextures; \
_pWineCaps->VertexProcessingCaps = &_pD3D8Caps->VertexProcessingCaps; \
_pWineCaps->MaxActiveLights = &_pD3D8Caps->MaxActiveLights; \
_pWineCaps->MaxUserClipPlanes = &_pD3D8Caps->MaxUserClipPlanes; \
_pWineCaps->MaxVertexBlendMatrices = &_pD3D8Caps->MaxVertexBlendMatrices; \
_pWineCaps->MaxVertexBlendMatrixIndex = &_pD3D8Caps->MaxVertexBlendMatrixIndex; \
_pWineCaps->MaxPointSize = &_pD3D8Caps->MaxPointSize; \
_pWineCaps->MaxPrimitiveCount = &_pD3D8Caps->MaxPrimitiveCount; \
_pWineCaps->MaxVertexIndex = &_pD3D8Caps->MaxVertexIndex; \
_pWineCaps->MaxStreams = &_pD3D8Caps->MaxStreams; \
_pWineCaps->MaxStreamStride = &_pD3D8Caps->MaxStreamStride; \
_pWineCaps->VertexShaderVersion = &_pD3D8Caps->VertexShaderVersion; \
_pWineCaps->MaxVertexShaderConst = &_pD3D8Caps->MaxVertexShaderConst; \
_pWineCaps->PixelShaderVersion = &_pD3D8Caps->PixelShaderVersion; \
_pWineCaps->PixelShader1xMaxValue = &_pD3D8Caps->MaxPixelShaderValue;
/* 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;
/** Private Interfaces: */
typedef struct IDirect3DStateBlockImpl IDirect3DStateBlockImpl;
typedef struct IDirect3DVertexShaderImpl IDirect3DVertexShaderImpl;
typedef struct IDirect3DPixelShaderImpl IDirect3DPixelShaderImpl;
typedef struct IDirect3DVertexShaderDeclarationImpl IDirect3DVertexShaderDeclarationImpl;
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typedef struct D3DSHADERVECTOR {
float x;
float y;
float z;
float w;
} D3DSHADERVECTOR;
typedef struct D3DSHADERSCALAR {
float x;
} D3DSHADERSCALAR;
#define D3D8_VSHADER_MAX_CONSTANTS 96
typedef D3DSHADERVECTOR VSHADERCONSTANTS8[D3D8_VSHADER_MAX_CONSTANTS];
typedef struct VSHADERDATA8 {
/** Run Time Shader Function Constants */
/*D3DXBUFFER* constants;*/
VSHADERCONSTANTS8 C;
/** Shader Code as char ... */
CONST DWORD* code;
UINT codeLength;
} VSHADERDATA8;
/** temporary here waiting for buffer code */
typedef struct VSHADERINPUTDATA8 {
D3DSHADERVECTOR V[17];
} VSHADERINPUTDATA8;
/** temporary here waiting for buffer code */
typedef struct VSHADEROUTPUTDATA8 {
D3DSHADERVECTOR oPos;
D3DSHADERVECTOR oD[2];
D3DSHADERVECTOR oT[8];
D3DSHADERVECTOR oFog;
D3DSHADERVECTOR oPts;
} VSHADEROUTPUTDATA8;
#define D3D8_PSHADER_MAX_CONSTANTS 32
typedef D3DSHADERVECTOR PSHADERCONSTANTS8[D3D8_PSHADER_MAX_CONSTANTS];
typedef struct PSHADERDATA8 {
/** Run Time Shader Function Constants */
/*D3DXBUFFER* constants;*/
PSHADERCONSTANTS8 C;
/** Shader Code as char ... */
CONST DWORD* code;
UINT codeLength;
} PSHADERDATA8;
/** temporary here waiting for buffer code */
typedef struct PSHADERINPUTDATA8 {
D3DSHADERVECTOR V[2];
D3DSHADERVECTOR T[8];
D3DSHADERVECTOR S[16];
/*D3DSHADERVECTOR R[12];*/
} PSHADERINPUTDATA8;
/** temporary here waiting for buffer code */
typedef struct PSHADEROUTPUTDATA8 {
D3DSHADERVECTOR oC[4];
D3DSHADERVECTOR oDepth;
} PSHADEROUTPUTDATA8;
/*
* Private definitions for internal use only
*/
typedef struct PLIGHTINFOEL PLIGHTINFOEL;
struct PLIGHTINFOEL {
D3DLIGHT8 OriginalParms;
DWORD OriginalIndex;
LONG glIndex;
BOOL lightEnabled;
BOOL changed;
BOOL enabledChanged;
/* Converted parms to speed up swapping lights */
float lightPosn[4];
float lightDirn[4];
float exponent;
float cutoff;
PLIGHTINFOEL *next;
PLIGHTINFOEL *prev;
};
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/*
* Macros
*/
#define checkGLcall(A) \
{ \
GLint err = glGetError(); \
if (err != GL_NO_ERROR) { \
FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
} else { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
} \
}
#define vcheckGLcall(A) \
{ \
GLint err = glGetError(); \
if (err != GL_NO_ERROR) { \
FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
} else { \
VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
} \
}
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#include "d3dcore_gl.h"
#define GL_LIMITS(ExtName) (This->direct3d8->gl_info.max_##ExtName)
#define GL_SUPPORT(ExtName) (TRUE == This->direct3d8->gl_info.supported[ExtName])
#define GL_SUPPORT_DEV(ExtName, dev) (TRUE == (dev)->direct3d8->gl_info.supported[ExtName])
#define GL_EXTCALL(FuncName) (This->direct3d8->gl_info.FuncName)
#define GL_EXTCALL_DEV(FuncName, dev) ((dev)->direct3d8->gl_info.FuncName)
#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
#define D3DCOLORTOCOLORVALUE(dw, col) \
(col).r = D3DCOLOR_R(dw); \
(col).g = D3DCOLOR_G(dw); \
(col).b = D3DCOLOR_B(dw); \
(col).a = D3DCOLOR_A(dw);
#define D3DCOLORTOVECTOR4(dw, vec) \
(vec).x = D3DCOLOR_R(dw); \
(vec).y = D3DCOLOR_G(dw); \
(vec).z = D3DCOLOR_B(dw); \
(vec).w = D3DCOLOR_A(dw);
#define D3DCOLORTOGLFLOAT4(dw, vec) \
(vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw);
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/* ===========================================================================
The interfactes themselves
=========================================================================== */
/* ---------- */
/* IDirect3D8 */
/* ---------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3D8Vtbl Direct3D8_Vtbl;
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/*****************************************************************************
* IDirect3D implementation structure
*/
struct IDirect3D8Impl
{
/* IUnknown fields */
const IDirect3D8Vtbl *lpVtbl;
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LONG ref;
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/* The WineD3D device */
IWineD3D *WineD3D;
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/* IDirect3D8 fields */
GL_Info gl_info;
BOOL isGLInfoValid;
IDirect3D8Impl *direct3d8;
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3D8Impl_QueryInterface(LPDIRECT3D8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3D8Impl_AddRef(LPDIRECT3D8 iface);
extern ULONG WINAPI IDirect3D8Impl_Release(LPDIRECT3D8 iface);
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/* IDirect3d8: */
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extern HRESULT WINAPI IDirect3D8Impl_RegisterSoftwareDevice(LPDIRECT3D8 iface, void* pInitializeFunction);
extern UINT WINAPI IDirect3D8Impl_GetAdapterCount(LPDIRECT3D8 iface);
extern HRESULT WINAPI IDirect3D8Impl_GetAdapterIdentifier(LPDIRECT3D8 iface, UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER8* pIdentifier);
extern UINT WINAPI IDirect3D8Impl_GetAdapterModeCount(LPDIRECT3D8 iface, UINT Adapter);
extern HRESULT WINAPI IDirect3D8Impl_EnumAdapterModes(LPDIRECT3D8 iface, UINT Adapter, UINT Mode, D3DDISPLAYMODE* pMode);
extern HRESULT WINAPI IDirect3D8Impl_GetAdapterDisplayMode(LPDIRECT3D8 iface, UINT Adapter, D3DDISPLAYMODE* pMode);
extern HRESULT WINAPI IDirect3D8Impl_CheckDeviceType(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat,
D3DFORMAT BackBufferFormat, BOOL Windowed);
extern HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat);
extern HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat,
BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType);
extern HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat);
extern HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps);
extern HMONITOR WINAPI IDirect3D8Impl_GetAdapterMonitor(LPDIRECT3D8 iface, UINT Adapter);
extern HRESULT WINAPI IDirect3D8Impl_CreateDevice(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters,
IDirect3DDevice8** ppReturnedDeviceInterface);
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/* ---------------- */
/* IDirect3DDevice8 */
/* ---------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DDevice8Vtbl Direct3DDevice8_Vtbl;
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/*****************************************************************************
* IDirect3DDevice8 implementation structure
*/
struct IDirect3DDevice8Impl
{
/* IUnknown fields */
const IDirect3DDevice8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DDevice8 fields */
IDirect3D8Impl *direct3d8;
IWineD3DDevice *WineD3DDevice;
IDirect3DSurface8Impl *frontBuffer;
IDirect3DSurface8Impl *backBuffer;
IDirect3DSurface8Impl *depthStencilBuffer;
IDirect3DSurface8Impl *renderTarget;
IDirect3DSurface8Impl *stencilBufferTarget;
D3DPRESENT_PARAMETERS PresentParms;
D3DDEVICE_CREATION_PARAMETERS CreateParms;
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UINT adapterNo;
D3DDEVTYPE devType;
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UINT srcBlend;
UINT dstBlend;
UINT alphafunc;
UINT stencilfunc;
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/* State block related */
BOOL isRecordingState;
IDirect3DStateBlockImpl *StateBlock;
IDirect3DStateBlockImpl *UpdateStateBlock;
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/* palettes texture management */
PALETTEENTRY palettes[MAX_PALETTES][256];
UINT currentPalette;
BOOL texture_shader_active;
/* Optimization */
BOOL modelview_valid;
BOOL proj_valid;
BOOL view_ident; /* true iff view matrix is identity */
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
GLenum tracking_parm; /* Which source is tracking current colour */
LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
#define DISABLED_TRACKING 0 /* Disabled */
#define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
#define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
#define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
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/* OpenGL related */
GLXContext glCtx;
XVisualInfo *visInfo;
Display *display;
HWND win_handle;
Window win;
GLXContext render_ctx;
Drawable drawable;
GLint maxConcurrentLights;
/* OpenGL Extension related */
/* Cursor management */
BOOL bCursorVisible;
UINT xHotSpot;
UINT yHotSpot;
UINT xScreenSpace;
UINT yScreenSpace;
GLint cursor;
UINT dummyTextureName[8];
/* For rendering to a texture using glCopyTexImage */
BOOL renderUpsideDown;
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface, REFIID refiid, LPVOID *obj);
extern ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface);
extern ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface);
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/* IDirect3DDevice8: */
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extern HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface);
extern UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface);
extern HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS* pParameters);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap);
extern void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace, DWORD Flags);
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extern BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain);
extern HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters);
extern HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8** ppBackBuffer);
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extern HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus);
extern void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags, CONST D3DGAMMARAMP* pRamp);
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extern void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture8** ppTexture);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture8** ppVolumeTexture);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8** ppCubeTexture);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer8** ppVertexBuffer);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer8** ppIndexBuffer);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, BOOL Lockable, IDirect3DSurface8** ppSurface);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, IDirect3DSurface8** ppSurface);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, IDirect3DSurface8** ppSurface);
extern HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pSourceSurface, CONST RECT* pSourceRectsArray, UINT cRects, IDirect3DSurface8* pDestinationSurface, CONST POINT* pDestPointsArray);
extern HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture, IDirect3DBaseTexture8* pDestinationTexture);
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extern HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget, IDirect3DSurface8* pNewZStencil);
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extern HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface);
extern HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface);
extern HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface);
extern HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix);
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extern HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index, CONST D3DLIGHT8* pLight);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index, D3DLIGHT8* pLight);
extern HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index, BOOL Enable);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index, BOOL* pEnable);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index, CONST float* pPlane);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index, float* pPlane);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State, DWORD Value);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State, DWORD* pValue);
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extern HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface);
extern HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken);
extern HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token);
extern HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token);
extern HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type,DWORD* pToken);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage, IDirect3DBaseTexture8** ppTexture);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage, IDirect3DBaseTexture8* pTexture);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);
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extern HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID, void* pDevInfoStruct, DWORD DevInfoStructSize);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, PALETTEENTRY* pEntries);
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extern HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber);
extern HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
extern HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount);
extern HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
extern HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void* pIndexData, D3DFORMAT IndexDataFormat, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
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extern HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration,CONST DWORD* pFunction,DWORD* pHandle,DWORD Usage);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle);
extern HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,CONST void* pConstantData,DWORD ConstantCount);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,void* pConstantData,DWORD ConstantCount);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** ppStreamData,UINT* pStride);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex);
extern HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction,DWORD* pHandle);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle);
extern HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle);
extern HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,CONST void* pConstantData,DWORD ConstantCount);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,void* pConstantData,DWORD ConstantCount);
extern HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo);
extern HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo);
extern HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle);
/* internal Interfaces */
extern HRESULT WINAPI IDirect3DDevice8Impl_CleanRender(LPDIRECT3DDEVICE8 iface);
extern HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* RenderSurface, IDirect3DSurface8* StencilSurface);
/* ---------------- */
/* IDirect3DVolume8 */
/* ---------------- */
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/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DVolume8Vtbl Direct3DVolume8_Vtbl;
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/*****************************************************************************
* IDirect3DVolume8 implementation structure
*/
struct IDirect3DVolume8Impl
{
/* IUnknown fields */
const IDirect3DVolume8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DVolume8 fields */
IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
IUnknown *Container;
D3DVOLUME_DESC myDesc;
BYTE *allocatedMemory;
UINT textureName;
UINT bytesPerPixel;
BOOL lockable;
BOOL locked;
D3DBOX lockedBox;
D3DBOX dirtyBox;
BOOL Dirty;
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DVolume8Impl_QueryInterface(LPDIRECT3DVOLUME8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DVolume8Impl_AddRef(LPDIRECT3DVOLUME8 iface);
extern ULONG WINAPI IDirect3DVolume8Impl_Release(LPDIRECT3DVOLUME8 iface);
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/* IDirect3DVolume8: */
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extern HRESULT WINAPI IDirect3DVolume8Impl_GetDevice(LPDIRECT3DVOLUME8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DVolume8Impl_SetPrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IDirect3DVolume8Impl_GetPrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DVolume8Impl_FreePrivateData(LPDIRECT3DVOLUME8 iface, REFGUID refguid);
extern HRESULT WINAPI IDirect3DVolume8Impl_GetContainer(LPDIRECT3DVOLUME8 iface, REFIID riid, void** ppContainer);
extern HRESULT WINAPI IDirect3DVolume8Impl_GetDesc(LPDIRECT3DVOLUME8 iface, D3DVOLUME_DESC* pDesc);
extern HRESULT WINAPI IDirect3DVolume8Impl_LockBox(LPDIRECT3DVOLUME8 iface, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags);
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extern HRESULT WINAPI IDirect3DVolume8Impl_UnlockBox(LPDIRECT3DVOLUME8 iface);
/* internal Interfaces */
extern HRESULT WINAPI IDirect3DVolume8Impl_CleanDirtyBox(LPDIRECT3DVOLUME8 iface);
extern HRESULT WINAPI IDirect3DVolume8Impl_AddDirtyBox(LPDIRECT3DVOLUME8 iface, CONST D3DBOX* pDirtyBox);
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/* ------------------- */
/* IDirect3DSwapChain8 */
/* ------------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DSwapChain8Vtbl Direct3DSwapChain8_Vtbl;
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/*****************************************************************************
* IDirect3DSwapChain8 implementation structure
*/
struct IDirect3DSwapChain8Impl
{
/* IUnknown fields */
const IDirect3DSwapChain8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DSwapChain8 fields */
IDirect3DSurface8Impl *frontBuffer;
IDirect3DSurface8Impl *backBuffer;
IDirect3DSurface8Impl *depthStencilBuffer;
D3DPRESENT_PARAMETERS PresentParms;
/* OpenGL/GLX related */
GLXContext swap_ctx;
Drawable swap_drawable;
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/* ready for when we move over to wined3d */
IWineD3DSwapChain *wineD3DSwapChain;
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DSwapChain8Impl_QueryInterface(LPDIRECT3DSWAPCHAIN8 iface, REFIID refiid, LPVOID *obj);
extern ULONG WINAPI IDirect3DSwapChain8Impl_AddRef(LPDIRECT3DSWAPCHAIN8 iface);
extern ULONG WINAPI IDirect3DSwapChain8Impl_Release(LPDIRECT3DSWAPCHAIN8 iface);
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/* IDirect3DSwapChain8: */
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extern HRESULT WINAPI IDirect3DSwapChain8Impl_Present(LPDIRECT3DSWAPCHAIN8 iface, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
extern HRESULT WINAPI IDirect3DSwapChain8Impl_GetBackBuffer(LPDIRECT3DSWAPCHAIN8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer);
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/* ----------------- */
/* IDirect3DSurface8 */
/* ----------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl;
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/*****************************************************************************
* IDirect3DSurface8 implementation structure
*/
struct IDirect3DSurface8Impl
{
/* IUnknown fields */
const IDirect3DSurface8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DSurface8 fields */
IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
IUnknown *Container;
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D3DSURFACE_DESC myDesc;
BYTE *allocatedMemory;
UINT textureName;
UINT bytesPerPixel;
BOOL lockable;
BOOL locked;
RECT lockedRect;
RECT dirtyRect;
BOOL Dirty;
BOOL inTexture;
BOOL inPBuffer;
IWineD3DSurface *wineD3DSurface;
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface);
extern ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface);
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/* IDirect3DSurface8: */
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extern HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags);
extern HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid,void* pData,DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid);
extern HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid,void** ppContainer);
extern HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc);
extern HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect,DWORD Flags);
extern HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface);
/* internal Interfaces */
extern HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, GLenum gl_target, GLenum gl_level);
extern HRESULT WINAPI IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface, const char* filename);
extern HRESULT WINAPI IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface);
extern HRESULT WINAPI IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface, CONST RECT* pDirtyRect);
/* ------------------ */
/* IDirect3DResource8 */
/* ------------------ */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DResource8Vtbl Direct3DResource8_Vtbl;
/*****************************************************************************
* IDirect3DResource8 implementation structure
*/
struct IDirect3DResource8Impl
{
/* IUnknown fields */
const IDirect3DResource8Vtbl *lpVtbl;
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LONG ref;
/* IDirect3DResource8 fields */
IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DResource8Impl_QueryInterface(LPDIRECT3DRESOURCE8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DResource8Impl_AddRef(LPDIRECT3DRESOURCE8 iface);
extern ULONG WINAPI IDirect3DResource8Impl_Release(LPDIRECT3DRESOURCE8 iface);
/* IDirect3DResource8: */
extern HRESULT WINAPI IDirect3DResource8Impl_GetDevice(LPDIRECT3DRESOURCE8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DResource8Impl_SetPrivateData(LPDIRECT3DRESOURCE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IDirect3DResource8Impl_GetPrivateData(LPDIRECT3DRESOURCE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DResource8Impl_FreePrivateData(LPDIRECT3DRESOURCE8 iface, REFGUID refguid);
extern DWORD WINAPI IDirect3DResource8Impl_SetPriority(LPDIRECT3DRESOURCE8 iface, DWORD PriorityNew);
extern DWORD WINAPI IDirect3DResource8Impl_GetPriority(LPDIRECT3DRESOURCE8 iface);
extern void WINAPI IDirect3DResource8Impl_PreLoad(LPDIRECT3DRESOURCE8 iface);
extern D3DRESOURCETYPE WINAPI IDirect3DResource8Impl_GetType(LPDIRECT3DRESOURCE8 iface);
/* internal Interfaces */
extern D3DPOOL WINAPI IDirect3DResource8Impl_GetPool(LPDIRECT3DRESOURCE8 iface);
/* ---------------------- */
/* IDirect3DVertexBuffer8 */
/* ---------------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl;
/*****************************************************************************
* IDirect3DVertexBuffer8 implementation structure
*/
struct IDirect3DVertexBuffer8Impl
{
/* IUnknown fields */
const IDirect3DVertexBuffer8Vtbl *lpVtbl;
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LONG ref;
LONG refInt;
/* IDirect3DResource8 fields */
IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
/* IDirect3DVertexBuffer8 fields */
BYTE *allocatedMemory;
D3DVERTEXBUFFER_DESC currentDesc;
};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DVertexBuffer8Impl_QueryInterface(LPDIRECT3DVERTEXBUFFER8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DVertexBuffer8Impl_AddRef(LPDIRECT3DVERTEXBUFFER8 iface);
extern ULONG WINAPI IDirect3DVertexBuffer8Impl_Release(LPDIRECT3DVERTEXBUFFER8 iface);
/* Internal */
extern ULONG WINAPI IDirect3DVertexBuffer8Impl_AddRefInt(LPDIRECT3DVERTEXBUFFER8 iface);
extern ULONG WINAPI IDirect3DVertexBuffer8Impl_ReleaseInt(LPDIRECT3DVERTEXBUFFER8 iface);
/* IDirect3DVertexBuffer8: (Inherited from IDirect3DResource8) */
extern HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDevice(LPDIRECT3DVERTEXBUFFER8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DVertexBuffer8Impl_SetPrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetPrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DVertexBuffer8Impl_FreePrivateData(LPDIRECT3DVERTEXBUFFER8 iface, REFGUID refguid);
extern DWORD WINAPI IDirect3DVertexBuffer8Impl_SetPriority(LPDIRECT3DVERTEXBUFFER8 iface, DWORD PriorityNew);
extern DWORD WINAPI IDirect3DVertexBuffer8Impl_GetPriority(LPDIRECT3DVERTEXBUFFER8 iface);
extern void WINAPI IDirect3DVertexBuffer8Impl_PreLoad(LPDIRECT3DVERTEXBUFFER8 iface);
extern D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer8Impl_GetType(LPDIRECT3DVERTEXBUFFER8 iface);
/* IDirect3DVertexBuffer8: */
extern HRESULT WINAPI IDirect3DVertexBuffer8Impl_Lock(LPDIRECT3DVERTEXBUFFER8 iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags);
extern HRESULT WINAPI IDirect3DVertexBuffer8Impl_Unlock(LPDIRECT3DVERTEXBUFFER8 iface);
extern HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDesc(LPDIRECT3DVERTEXBUFFER8 iface, D3DVERTEXBUFFER_DESC *pDesc);
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/* --------------------- */
/* IDirect3DIndexBuffer8 */
/* --------------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DIndexBuffer8Vtbl Direct3DIndexBuffer8_Vtbl;
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/*****************************************************************************
* IDirect3DIndexBuffer8 implementation structure
*/
struct IDirect3DIndexBuffer8Impl
{
/* IUnknown fields */
const IDirect3DIndexBuffer8Vtbl *lpVtbl;
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LONG ref;
LONG refInt;
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/* IDirect3DResource8 fields */
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IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
/* IDirect3DIndexBuffer8 fields */
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void *allocatedMemory;
D3DINDEXBUFFER_DESC currentDesc;
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DIndexBuffer8Impl_QueryInterface(LPDIRECT3DINDEXBUFFER8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DIndexBuffer8Impl_AddRef(LPDIRECT3DINDEXBUFFER8 iface);
extern ULONG WINAPI IDirect3DIndexBuffer8Impl_Release(LPDIRECT3DINDEXBUFFER8 iface);
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/* Internal */
extern ULONG WINAPI IDirect3DIndexBuffer8Impl_AddRefInt(LPDIRECT3DINDEXBUFFER8 iface);
extern ULONG WINAPI IDirect3DIndexBuffer8Impl_ReleaseInt(LPDIRECT3DINDEXBUFFER8 iface);
/* IDirect3DIndexBuffer8: (Inherited from IDirect3DResource8) */
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extern HRESULT WINAPI IDirect3DIndexBuffer8Impl_GetDevice(LPDIRECT3DINDEXBUFFER8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DIndexBuffer8Impl_SetPrivateData(LPDIRECT3DINDEXBUFFER8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IDirect3DIndexBuffer8Impl_GetPrivateData(LPDIRECT3DINDEXBUFFER8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DIndexBuffer8Impl_FreePrivateData(LPDIRECT3DINDEXBUFFER8 iface, REFGUID refguid);
extern DWORD WINAPI IDirect3DIndexBuffer8Impl_SetPriority(LPDIRECT3DINDEXBUFFER8 iface, DWORD PriorityNew);
extern DWORD WINAPI IDirect3DIndexBuffer8Impl_GetPriority(LPDIRECT3DINDEXBUFFER8 iface);
extern void WINAPI IDirect3DIndexBuffer8Impl_PreLoad(LPDIRECT3DINDEXBUFFER8 iface);
extern D3DRESOURCETYPE WINAPI IDirect3DIndexBuffer8Impl_GetType(LPDIRECT3DINDEXBUFFER8 iface);
/* IDirect3DIndexBuffer8: */
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extern HRESULT WINAPI IDirect3DIndexBuffer8Impl_Lock(LPDIRECT3DINDEXBUFFER8 iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags);
extern HRESULT WINAPI IDirect3DIndexBuffer8Impl_Unlock(LPDIRECT3DINDEXBUFFER8 iface);
extern HRESULT WINAPI IDirect3DIndexBuffer8Impl_GetDesc(LPDIRECT3DINDEXBUFFER8 iface, D3DINDEXBUFFER_DESC *pDesc);
/* --------------------- */
/* IDirect3DBaseTexture8 */
/* --------------------- */
/*****************************************************************************
* IDirect3DBaseTexture8 implementation structure
*/
struct IDirect3DBaseTexture8Impl
{
/* IUnknown fields */
const IDirect3DBaseTexture8Vtbl *lpVtbl;
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LONG ref;
/* IDirect3DResource8 fields */
IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
/* IDirect3DBaseTexture8 fields */
BOOL Dirty;
D3DFORMAT format;
UINT levels;
/*
*BOOL isManaged;
*DWORD lod;
*/
};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DBaseTexture8Impl_QueryInterface(LPDIRECT3DBASETEXTURE8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DBaseTexture8Impl_AddRef(LPDIRECT3DBASETEXTURE8 iface);
extern ULONG WINAPI IDirect3DBaseTexture8Impl_Release(LPDIRECT3DBASETEXTURE8 iface);
/* IDirect3DBaseTexture8: (Inherited from IDirect3DResource8) */
extern HRESULT WINAPI IDirect3DBaseTexture8Impl_GetDevice(LPDIRECT3DBASETEXTURE8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DBaseTexture8Impl_SetPrivateData(LPDIRECT3DBASETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IDirect3DBaseTexture8Impl_GetPrivateData(LPDIRECT3DBASETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DBaseTexture8Impl_FreePrivateData(LPDIRECT3DBASETEXTURE8 iface, REFGUID refguid);
extern DWORD WINAPI IDirect3DBaseTexture8Impl_SetPriority(LPDIRECT3DBASETEXTURE8 iface, DWORD PriorityNew);
extern DWORD WINAPI IDirect3DBaseTexture8Impl_GetPriority(LPDIRECT3DBASETEXTURE8 iface);
extern void WINAPI IDirect3DBaseTexture8Impl_PreLoad(LPDIRECT3DBASETEXTURE8 iface);
extern D3DRESOURCETYPE WINAPI IDirect3DBaseTexture8Impl_GetType(LPDIRECT3DBASETEXTURE8 iface);
/* IDirect3DBaseTexture8: */
extern DWORD WINAPI IDirect3DBaseTexture8Impl_SetLOD(LPDIRECT3DBASETEXTURE8 iface, DWORD LODNew);
extern DWORD WINAPI IDirect3DBaseTexture8Impl_GetLOD(LPDIRECT3DBASETEXTURE8 iface);
extern DWORD WINAPI IDirect3DBaseTexture8Impl_GetLevelCount(LPDIRECT3DBASETEXTURE8 iface);
/* internal Interfaces */
extern BOOL WINAPI IDirect3DBaseTexture8Impl_IsDirty(LPDIRECT3DBASETEXTURE8 iface);
extern BOOL WINAPI IDirect3DBaseTexture8Impl_SetDirty(LPDIRECT3DBASETEXTURE8 iface, BOOL dirty);
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/* --------------------- */
/* IDirect3DCubeTexture8 */
/* --------------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DCubeTexture8Vtbl Direct3DCubeTexture8_Vtbl;
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/*****************************************************************************
* IDirect3DCubeTexture8 implementation structure
*/
struct IDirect3DCubeTexture8Impl
{
/* IUnknown fields */
const IDirect3DCubeTexture8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DResource8 fields */
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IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
/* IDirect3DBaseTexture8 fields */
BOOL Dirty;
D3DFORMAT format;
UINT levels;
/* IDirect3DCubeTexture8 fields */
UINT edgeLength;
DWORD usage;
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IDirect3DSurface8Impl *surfaces[6][MAX_LEVELS];
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_QueryInterface(LPDIRECT3DCUBETEXTURE8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DCubeTexture8Impl_AddRef(LPDIRECT3DCUBETEXTURE8 iface);
extern ULONG WINAPI IDirect3DCubeTexture8Impl_Release(LPDIRECT3DCUBETEXTURE8 iface);
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/* IDirect3DCubeTexture8: (Inherited from IDirect3DResource8) */
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extern HRESULT WINAPI IDirect3DCubeTexture8Impl_GetDevice(LPDIRECT3DCUBETEXTURE8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_SetPrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_GetPrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_FreePrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid);
extern DWORD WINAPI IDirect3DCubeTexture8Impl_SetPriority(LPDIRECT3DCUBETEXTURE8 iface, DWORD PriorityNew);
extern DWORD WINAPI IDirect3DCubeTexture8Impl_GetPriority(LPDIRECT3DCUBETEXTURE8 iface);
extern void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8 iface);
extern D3DRESOURCETYPE WINAPI IDirect3DCubeTexture8Impl_GetType(LPDIRECT3DCUBETEXTURE8 iface);
/* IDirect3DCubeTexture8: (Inherited from IDirect3DBaseTexture8) */
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extern DWORD WINAPI IDirect3DCubeTexture8Impl_SetLOD(LPDIRECT3DCUBETEXTURE8 iface, DWORD LODNew);
extern DWORD WINAPI IDirect3DCubeTexture8Impl_GetLOD(LPDIRECT3DCUBETEXTURE8 iface);
extern DWORD WINAPI IDirect3DCubeTexture8Impl_GetLevelCount(LPDIRECT3DCUBETEXTURE8 iface);
/* IDirect3DCubeTexture8 */
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_GetLevelDesc(LPDIRECT3DCUBETEXTURE8 iface, UINT Level, D3DSURFACE_DESC* pDesc);
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_GetCubeMapSurface(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level, IDirect3DSurface8** ppCubeMapSurface);
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_LockRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_UnlockRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level);
extern HRESULT WINAPI IDirect3DCubeTexture8Impl_AddDirtyRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect);
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/* ----------------- */
/* IDirect3DTexture8 */
/* ----------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DTexture8Vtbl Direct3DTexture8_Vtbl;
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/*****************************************************************************
* IDirect3DTexture8 implementation structure
*/
struct IDirect3DTexture8Impl
{
/* IUnknown fields */
const IDirect3DTexture8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DResourc8 fields */
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IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
/* IDirect3DBaseTexture8 fields */
BOOL Dirty;
D3DFORMAT format;
UINT levels;
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/* IDirect3DTexture8 fields */
UINT width;
UINT height;
DWORD usage;
IDirect3DSurface8Impl *surfaces[MAX_LEVELS];
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DTexture8Impl_QueryInterface(LPDIRECT3DTEXTURE8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DTexture8Impl_AddRef(LPDIRECT3DTEXTURE8 iface);
extern ULONG WINAPI IDirect3DTexture8Impl_Release(LPDIRECT3DTEXTURE8 iface);
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/* IDirect3DTexture8: (Inherited from IDirect3DResource8) */
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extern HRESULT WINAPI IDirect3DTexture8Impl_GetDevice(LPDIRECT3DTEXTURE8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DTexture8Impl_SetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IDirect3DTexture8Impl_GetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DTexture8Impl_FreePrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid);
extern DWORD WINAPI IDirect3DTexture8Impl_SetPriority(LPDIRECT3DTEXTURE8 iface, DWORD PriorityNew);
extern DWORD WINAPI IDirect3DTexture8Impl_GetPriority(LPDIRECT3DTEXTURE8 iface);
extern void WINAPI IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface);
extern D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface);
/* IDirect3DTexture8: (Inherited from IDirect3DBaseTexture8) */
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extern DWORD WINAPI IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew);
extern DWORD WINAPI IDirect3DTexture8Impl_GetLOD(LPDIRECT3DTEXTURE8 iface);
extern DWORD WINAPI IDirect3DTexture8Impl_GetLevelCount(LPDIRECT3DTEXTURE8 iface);
/* IDirect3DTexture8: */
extern HRESULT WINAPI IDirect3DTexture8Impl_GetLevelDesc(LPDIRECT3DTEXTURE8 iface, UINT Level, D3DSURFACE_DESC* pDesc);
extern HRESULT WINAPI IDirect3DTexture8Impl_GetSurfaceLevel(LPDIRECT3DTEXTURE8 iface, UINT Level, IDirect3DSurface8** ppSurfaceLevel);
extern HRESULT WINAPI IDirect3DTexture8Impl_LockRect(LPDIRECT3DTEXTURE8 iface, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
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extern HRESULT WINAPI IDirect3DTexture8Impl_UnlockRect(LPDIRECT3DTEXTURE8 iface, UINT Level);
extern HRESULT WINAPI IDirect3DTexture8Impl_AddDirtyRect(LPDIRECT3DTEXTURE8 iface, CONST RECT* pDirtyRect);
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/* ----------------------- */
/* IDirect3DVolumeTexture8 */
/* ----------------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl;
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/*****************************************************************************
* IDirect3DVolumeTexture8 implementation structure
*/
struct IDirect3DVolumeTexture8Impl
{
/* IUnknown fields */
const IDirect3DVolumeTexture8Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DResource8 fields */
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IDirect3DDevice8Impl *Device;
D3DRESOURCETYPE ResourceType;
/* IDirect3DBaseTexture8 fields */
BOOL Dirty;
D3DFORMAT format;
UINT levels;
/* IDirect3DVolumeTexture8 fields */
UINT width;
UINT height;
UINT depth;
DWORD usage;
IDirect3DVolume8Impl *volumes[MAX_LEVELS];
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};
/* IUnknown: */
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_QueryInterface(LPDIRECT3DVOLUMETEXTURE8 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(LPDIRECT3DVOLUMETEXTURE8 iface);
extern ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(LPDIRECT3DVOLUMETEXTURE8 iface);
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/* IDirect3DVolumeTexture8: (Inherited from IDirect3DResource8) */
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extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(LPDIRECT3DVOLUMETEXTURE8 iface, IDirect3DDevice8** ppDevice);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_SetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_FreePrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid);
extern DWORD WINAPI IDirect3DVolumeTexture8Impl_SetPriority(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD PriorityNew);
extern DWORD WINAPI IDirect3DVolumeTexture8Impl_GetPriority(LPDIRECT3DVOLUMETEXTURE8 iface);
extern void WINAPI IDirect3DVolumeTexture8Impl_PreLoad(LPDIRECT3DVOLUMETEXTURE8 iface);
extern D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(LPDIRECT3DVOLUMETEXTURE8 iface);
/* IDirect3DVolumeTexture8: (Inherited from IDirect3DBaseTexture8) */
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extern DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew);
extern DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLOD(LPDIRECT3DVOLUMETEXTURE8 iface);
extern DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLevelCount(LPDIRECT3DVOLUMETEXTURE8 iface);
/* IDirect3DVolumeTexture8: */
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetLevelDesc(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, D3DVOLUME_DESC *pDesc);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetVolumeLevel(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, IDirect3DVolume8** ppVolumeLevel);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags);
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extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level);
extern HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE8 iface, CONST D3DBOX* pDirtyBox);
/* ==============================================================================
Private interfactes: beginning of cleaning/splitting for HAL and d3d9 support
============================================================================== */
/* State Block for Begin/End/Capture/Create/Apply State Block */
/* Note: Very long winded but I do not believe gl Lists will */
/* resolve everything we need, so doing it manually for now */
typedef struct SAVEDSTATES {
BOOL Indices;
BOOL material;
BOOL stream_source[MAX_STREAMS];
BOOL textures[8];
BOOL transform[HIGHEST_TRANSFORMSTATE];
BOOL viewport;
BOOL vertexShader;
BOOL vertexShaderConstant;
BOOL vertexShaderDecl;
BOOL pixelShader;
BOOL pixelShaderConstant;
BOOL renderstate[HIGHEST_RENDER_STATE];
BOOL texture_state[8][HIGHEST_TEXTURE_STATE];
BOOL clipplane[MAX_CLIPPLANES];
} SAVEDSTATES;
/* ----------------------- */
/* IDirect3DStateBlockImpl */
/* ----------------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
/*extern const IDirect3DStateBlock9Vtbl Direct3DStateBlock9_Vtbl;*/
/*****************************************************************************
* IDirect3DStateBlock implementation structure
*/
struct IDirect3DStateBlockImpl {
/* IUnknown fields */
/*const IDirect3DStateBlock9Vtbl *lpVtbl;*/
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LONG ref;
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/* The device, to be replaced by an IDirect3DDeviceImpl */
IDirect3DDevice8Impl* device;
D3DSTATEBLOCKTYPE blockType;
SAVEDSTATES Changed;
SAVEDSTATES Set;
/* Clipping */
double clipplane[MAX_CLIPPLANES][4];
D3DCLIPSTATUS8 clip_status;
/* Stream Source */
UINT stream_stride[MAX_STREAMS];
IDirect3DVertexBuffer8 *stream_source[MAX_STREAMS];
BOOL streamIsUP;
/* Indices */
IDirect3DIndexBuffer8* pIndexData;
UINT baseVertexIndex;
/* Texture */
IDirect3DBaseTexture8 *textures[8];
int textureDimensions[8];
/* Texture State Stage */
DWORD texture_state[8][HIGHEST_TEXTURE_STATE];
/* Lights */
PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
/* Material */
D3DMATERIAL8 material;
/* RenderState */
DWORD renderstate[HIGHEST_RENDER_STATE];
/* Transform */
D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE];
/* ViewPort */
D3DVIEWPORT8 viewport;
/* Vertex Shader */
DWORD VertexShader;
/* Vertex Shader Declaration */
IDirect3DVertexShaderDeclarationImpl* vertexShaderDecl;
/* Pixel Shader */
DWORD PixelShader;
/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend;
FLOAT tween_factor;
/* Vertex Shader Constant */
D3DSHADERVECTOR vertexShaderConstant[D3D8_VSHADER_MAX_CONSTANTS];
/* Pixel Shader Constant */
D3DSHADERVECTOR pixelShaderConstant[D3D8_PSHADER_MAX_CONSTANTS];
};
/* exported Interfaces */
/* internal Interfaces */
/* temporary internal Interfaces */
extern HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This);
extern HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock);
extern HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB);
extern HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This);
extern HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock);
extern HRESULT WINAPI IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* iface, IDirect3DStateBlockImpl* pSB);
extern HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB);
/* ------------------------------------ */
/* IDirect3DVertexShaderDeclarationImpl */
/* ------------------------------------ */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
/*extern const IDirect3DVertexShaderDeclaration9Vtbl Direct3DVertexShaderDeclaration9_Vtbl;*/
/*****************************************************************************
* IDirect3DVertexShaderDeclaration implementation structure
*/
struct IDirect3DVertexShaderDeclarationImpl {
/* IUnknown fields */
/*const IDirect3DVertexShaderDeclaration9Vtbl *lpVtbl;*/
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LONG ref;
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/* The device, to be replaced by an IDirect3DDeviceImpl */
IDirect3DDevice8Impl* device;
/** precomputed fvf if simple declaration */
DWORD fvf[MAX_STREAMS];
DWORD allFVF;
/** dx8 compatible Declaration fields */
DWORD* pDeclaration8;
DWORD declaration8Length;
};
/* exported Interfaces */
extern HRESULT WINAPI IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl* This, DWORD* pData, UINT* pSizeOfData);
/*extern HRESULT IDirect3DVertexShaderDeclarationImpl_GetDeclaration9(IDirect3DVertexShaderDeclarationImpl* This, D3DVERTEXELEMENT9* pData, UINT* pNumElements);*/
/* internal Interfaces */
/* temporary internal Interfaces */
extern HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevice8Impl* This, CONST DWORD* pDeclaration8, IDirect3DVertexShaderDeclarationImpl** ppVertexShaderDecl);
/* ------------------------- */
/* IDirect3DVertexShaderImpl */
/* ------------------------- */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
/*extern const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl;*/
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
struct IDirect3DVertexShaderImpl {
/*const IDirect3DVertexShader9Vtbl *lpVtbl;*/
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LONG ref;
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/* The device, to be replaced by an IDirect3DDeviceImpl */
IDirect3DDevice8Impl* device;
DWORD* function;
UINT functionLength;
DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
DWORD version;
/** fields for hw vertex shader use */
GLuint prgId;
/* run time datas */
VSHADERDATA8* data;
VSHADERINPUTDATA8 input;
VSHADEROUTPUTDATA8 output;
};
/* exported Interfaces */
extern HRESULT WINAPI IDirect3DVertexShaderImpl_GetFunction(IDirect3DVertexShaderImpl* This, VOID* pData, UINT* pSizeOfData);
/*extern HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount);*/
/*extern HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST INT* pConstantData, UINT Vector4iCount);*/
extern HRESULT WINAPI IDirect3DVertexShaderImpl_SetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount);
/*extern HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantB(IDirect3DVertexShaderImpl* This, UINT StartRegister, BOOL* pConstantData, UINT BoolCount);*/
/*extern HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantI(IDirect3DVertexShaderImpl* This, UINT StartRegister, INT* pConstantData, UINT Vector4iCount);*/
extern HRESULT WINAPI IDirect3DVertexShaderImpl_GetConstantF(IDirect3DVertexShaderImpl* This, UINT StartRegister, FLOAT* pConstantData, UINT Vector4fCount);
/* internal Interfaces */
extern DWORD WINAPI IDirect3DVertexShaderImpl_GetVersion(IDirect3DVertexShaderImpl* This);
extern HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* This, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output);
/* temporary internal Interfaces */
extern HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader);
extern HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputSW(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader, DWORD SkipnStrides);
extern HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputArbHW(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader, DWORD SkipnStrides);
/* ------------------------ */
/* IDirect3DPixelShaderImpl */
/* ------------------------ */
/*****************************************************************************
* Predeclare the interface implementation structures
*/
/*extern const IDirect3DPixelShader9Vtbl Direct3DPixelShader9_Vtbl;*/
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
struct IDirect3DPixelShaderImpl {
/*const IDirect3DPixelShader9Vtbl *lpVtbl;*/
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LONG ref;
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/* The device, to be replaced by an IDirect3DDeviceImpl */
IDirect3DDevice8Impl* device;
DWORD* function;
UINT functionLength;
DWORD version;
/** fields for hw pixel shader use */
GLuint prgId;
/* run time datas */
PSHADERDATA8* data;
PSHADERINPUTDATA8 input;
PSHADEROUTPUTDATA8 output;
};
/* exported Interfaces */
extern HRESULT WINAPI IDirect3DPixelShaderImpl_GetFunction(IDirect3DPixelShaderImpl* This, VOID* pData, UINT* pSizeOfData);
extern HRESULT WINAPI IDirect3DPixelShaderImpl_SetConstantF(IDirect3DPixelShaderImpl* This, UINT StartRegister, CONST FLOAT* pConstantData, UINT Vector4fCount);
/* internal Interfaces */
extern DWORD WINAPI IDirect3DPixelShaderImpl_GetVersion(IDirect3DPixelShaderImpl* This);
/* temporary internal Interfaces */
extern HRESULT WINAPI IDirect3DDeviceImpl_CreatePixelShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, IDirect3DPixelShaderImpl** ppPixelShader);
/**
* Internals functions
*
* to see how not defined it here
*/
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage, DWORD Flags);
void set_tex_op(LPDIRECT3DDEVICE8 iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
SHORT D3DFmtGetBpp(IDirect3DDevice8Impl* This, D3DFORMAT fmt);
GLint D3DFmt2GLIntFmt(IDirect3DDevice8Impl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLFmt(IDirect3DDevice8Impl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLType(IDirect3DDevice8Impl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLDepthFmt(D3DFORMAT fmt);
GLenum D3DFmt2GLDepthType(D3DFORMAT fmt);
int D3DPrimitiveListGetVertexSize(D3DPRIMITIVETYPE PrimitiveType, int iNumPrim);
int D3DPrimitive2GLenum(D3DPRIMITIVETYPE PrimitiveType);
int D3DFVFGetSize(D3DFORMAT fvf);
int SOURCEx_RGB_EXT(DWORD arg);
int OPERANDx_RGB_EXT(DWORD arg);
int SOURCEx_ALPHA_EXT(DWORD arg);
int OPERANDx_ALPHA_EXT(DWORD arg);
GLenum StencilOp(DWORD op);
/**
* Internals debug functions
*/
const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
const char* debug_d3dusage(DWORD usage);
const char* debug_d3dformat(D3DFORMAT fmt);
const char* debug_d3dressourcetype(D3DRESOURCETYPE res);
const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
const char* debug_d3dpool(D3DPOOL Pool);
const char *debug_d3drenderstate(DWORD State);
const char *debug_d3dtexturestate(DWORD State);
/* Some #defines for additional diagnostics */
#if 0 /* NOTE: Must be 0 in cvs */
/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
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is enabled, and if it doesn't exists it is disabled. */
# define FRAME_DEBUGGING
/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
the file is deleted */
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
# define SINGLE_FRAME_DEBUGGING
# endif
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_FRAME_MAKEUP 1
# endif
/* The following, when enabled, lets you see the makeup of the all the textures used during each
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
The contents of the textures assigned to each stage are written into
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_TEXTURE_MAKEUP 0
# endif
extern BOOL isOn;
extern BOOL isDumpingFrames;
extern LONG primCounter;
#endif
/* Per-vertex trace: */
#if 0 /* NOTE: Must be 0 in cvs */
# define VTRACE(A) TRACE A
#else
# define VTRACE(A)
#endif
#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
#define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
#define DUMP_LIGHT_CHAIN() \
{ \
PLIGHTINFOEL *el = This->StateBlock->lights;\
while (el) { \
TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
el = el->next; \
} \
}
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#endif /* __WINE_D3DX8_PRIVATE_H */