Sweden-Number/dlls/ddraw/d3d_private.h

567 lines
20 KiB
C

/* Direct3D private include file
(c) 1998 Lionel ULMER
This files contains all the structure that are not exported
through d3d.h and all common macros. */
#ifndef __GRAPHICS_WINE_D3D_PRIVATE_H
#define __GRAPHICS_WINE_D3D_PRIVATE_H
/* THIS FILE MUST NOT CONTAIN X11 or MESA DEFINES */
#include "d3d.h"
/*****************************************************************************
* Predeclare the interface implementation structures
*/
typedef struct IDirect3DImpl IDirect3DImpl;
typedef struct IDirect3D2Impl IDirect3D2Impl;
typedef struct IDirect3D3Impl IDirect3D3Impl;
typedef struct IDirect3DLightImpl IDirect3DLightImpl;
typedef struct IDirect3DMaterial2Impl IDirect3DMaterial2Impl;
typedef struct IDirect3DTexture2Impl IDirect3DTexture2Impl;
typedef struct IDirect3DViewport2Impl IDirect3DViewport2Impl;
typedef struct IDirect3DExecuteBufferImpl IDirect3DExecuteBufferImpl;
typedef struct IDirect3DDeviceImpl IDirect3DDeviceImpl;
typedef struct IDirect3DDevice2Impl IDirect3DDevice2Impl;
#include "ddraw_private.h"
extern ICOM_VTABLE(IDirect3D) mesa_d3dvt;
extern ICOM_VTABLE(IDirect3D2) mesa_d3d2vt;
extern ICOM_VTABLE(IDirect3D3) mesa_d3d3vt;
/*****************************************************************************
* IDirect3D implementation structure
*/
struct IDirect3DImpl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3D);
DWORD ref;
/* IDirect3D fields */
IDirectDrawImpl* ddraw;
LPVOID private;
};
/*****************************************************************************
* IDirect3D2 implementation structure
*/
struct IDirect3D2Impl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3D2);
DWORD ref;
/* IDirect3D2 fields */
IDirectDrawImpl* ddraw;
LPVOID private;
};
struct IDirect3D3Impl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3D3);
DWORD ref;
/* IDirect3D2 fields */
IDirectDrawImpl* ddraw;
LPVOID private;
/* IDirect3D3 fields */
};
extern HRESULT WINAPI IDirect3DImpl_QueryInterface(
LPDIRECT3D iface,REFIID refiid,LPVOID *obj
);
extern ULONG WINAPI IDirect3DImpl_AddRef(LPDIRECT3D iface);
extern ULONG WINAPI IDirect3DImpl_Release(LPDIRECT3D iface)
;
extern HRESULT WINAPI IDirect3DImpl_Initialize(LPDIRECT3D iface,REFIID refiid);
extern HRESULT WINAPI IDirect3DImpl_EnumDevices(
LPDIRECT3D iface, LPD3DENUMDEVICESCALLBACK cb, LPVOID context
);
extern HRESULT WINAPI IDirect3DImpl_CreateLight(
LPDIRECT3D iface, LPDIRECT3DLIGHT *lplight, IUnknown *lpunk
);
extern HRESULT WINAPI IDirect3DImpl_CreateMaterial(
LPDIRECT3D iface, LPDIRECT3DMATERIAL *lpmaterial, IUnknown *lpunk
);
extern HRESULT WINAPI IDirect3DImpl_CreateViewport(
LPDIRECT3D iface, LPDIRECT3DVIEWPORT *lpviewport, IUnknown *lpunk
);
extern HRESULT WINAPI IDirect3DImpl_FindDevice(
LPDIRECT3D iface, LPD3DFINDDEVICESEARCH lpfinddevsrc,
LPD3DFINDDEVICERESULT lpfinddevrst)
;
extern HRESULT WINAPI IDirect3D2Impl_QueryInterface(LPDIRECT3D2 iface,REFIID refiid,LPVOID *obj);
extern ULONG WINAPI IDirect3D2Impl_AddRef(LPDIRECT3D2 iface);
extern ULONG WINAPI IDirect3D2Impl_Release(LPDIRECT3D2 iface);
extern HRESULT WINAPI IDirect3D2Impl_EnumDevices(
LPDIRECT3D2 iface,LPD3DENUMDEVICESCALLBACK cb, LPVOID context
);
extern HRESULT WINAPI IDirect3D2Impl_CreateLight(
LPDIRECT3D2 iface, LPDIRECT3DLIGHT *lplight, IUnknown *lpunk
);
extern HRESULT WINAPI IDirect3D2Impl_CreateMaterial(
LPDIRECT3D2 iface, LPDIRECT3DMATERIAL2 *lpmaterial, IUnknown *lpunk
);
extern HRESULT WINAPI IDirect3D2Impl_CreateViewport(
LPDIRECT3D2 iface, LPDIRECT3DVIEWPORT2 *lpviewport, IUnknown *lpunk
);
extern HRESULT WINAPI IDirect3D2Impl_FindDevice(
LPDIRECT3D2 iface, LPD3DFINDDEVICESEARCH lpfinddevsrc,
LPD3DFINDDEVICERESULT lpfinddevrst);
extern HRESULT WINAPI IDirect3D2Impl_CreateDevice(
LPDIRECT3D2 iface, REFCLSID rguid, LPDIRECTDRAWSURFACE surface,
LPDIRECT3DDEVICE2 *device);
/*****************************************************************************
* IDirect3DLight implementation structure
*/
struct IDirect3DLightImpl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3DLight);
DWORD ref;
/* IDirect3DLight fields */
union {
IDirect3DImpl* d3d1;
IDirect3D2Impl* d3d2;
} d3d;
int type;
D3DLIGHT2 light;
/* Chained list used for adding / removing from viewports */
IDirect3DLightImpl *next, *prev;
/* Activation function */
void (*activate)(IDirect3DLightImpl*);
int is_active;
LPVOID private;
};
/*****************************************************************************
* IDirect3DMaterial2 implementation structure
*/
struct IDirect3DMaterial2Impl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3DMaterial2);
DWORD ref;
/* IDirect3DMaterial2 fields */
union {
IDirect3DImpl* d3d1;
IDirect3D2Impl* d3d2;
} d3d;
union {
IDirect3DDeviceImpl* active_device1;
IDirect3DDevice2Impl* active_device2;
} device;
int use_d3d2;
D3DMATERIAL mat;
void (*activate)(IDirect3DMaterial2Impl* this);
LPVOID private;
};
/*****************************************************************************
* IDirect3DTexture2 implementation structure
*/
struct IDirect3DTexture2Impl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3DTexture2);
DWORD ref;
/* IDirect3DTexture2 fields */
void* D3Ddevice; /* (void *) to use the same pointer
* for both Direct3D and Direct3D2 */
IDirectDrawSurface4Impl* surface;
LPVOID private;
};
extern HRESULT WINAPI IDirect3DTexture2Impl_QueryInterface(
LPDIRECT3DTEXTURE2 iface, REFIID riid, LPVOID* ppvObj
);
extern ULONG WINAPI IDirect3DTexture2Impl_AddRef(LPDIRECT3DTEXTURE2 iface);
extern ULONG WINAPI IDirect3DTexture2Impl_Release(LPDIRECT3DTEXTURE2 iface);
extern HRESULT WINAPI IDirect3DTextureImpl_GetHandle(LPDIRECT3DTEXTURE iface,
LPDIRECT3DDEVICE lpD3DDevice,
LPD3DTEXTUREHANDLE lpHandle)
;
extern HRESULT WINAPI IDirect3DTextureImpl_Initialize(LPDIRECT3DTEXTURE iface,
LPDIRECT3DDEVICE lpD3DDevice,
LPDIRECTDRAWSURFACE lpSurface)
;
extern HRESULT WINAPI IDirect3DTextureImpl_Unload(LPDIRECT3DTEXTURE iface);
extern HRESULT WINAPI IDirect3DTexture2Impl_GetHandle(
LPDIRECT3DTEXTURE2 iface, LPDIRECT3DDEVICE2 lpD3DDevice2,
LPD3DTEXTUREHANDLE lpHandle
);
extern HRESULT WINAPI IDirect3DTexture2Impl_PaletteChanged(
LPDIRECT3DTEXTURE2 iface, DWORD dwStart, DWORD dwCount
);
extern HRESULT WINAPI IDirect3DTexture2Impl_Load(
LPDIRECT3DTEXTURE2 iface, LPDIRECT3DTEXTURE2 lpD3DTexture2
);
/*****************************************************************************
* IDirect3DViewport2 implementation structure
*/
struct IDirect3DViewport2Impl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3DViewport2);
DWORD ref;
/* IDirect3DViewport2 fields */
union {
IDirect3DImpl* d3d1;
IDirect3D2Impl* d3d2;
} d3d;
/* If this viewport is active for one device, put the device here */
union {
IDirect3DDeviceImpl* active_device1;
IDirect3DDevice2Impl* active_device2;
} device;
int use_d3d2;
union {
D3DVIEWPORT vp1;
D3DVIEWPORT2 vp2;
} viewport;
int use_vp2;
/* Activation function */
void (*activate)(IDirect3DViewport2Impl*);
/* Field used to chain viewports together */
IDirect3DViewport2Impl* next;
/* Lights list */
IDirect3DLightImpl* lights;
LPVOID private;
};
extern HRESULT WINAPI IDirect3DViewport2Impl_QueryInterface(
LPDIRECT3DVIEWPORT2 iface, REFIID riid, LPVOID* ppvObj
);
extern ULONG WINAPI IDirect3DViewport2Impl_AddRef(LPDIRECT3DVIEWPORT2 iface)
;
extern ULONG WINAPI IDirect3DViewport2Impl_Release(LPDIRECT3DVIEWPORT2 iface)
;
extern HRESULT WINAPI IDirect3DViewport2Impl_Initialize(
LPDIRECT3DVIEWPORT2 iface, LPDIRECT3D d3d
);
extern HRESULT WINAPI IDirect3DViewport2Impl_GetViewport(
LPDIRECT3DVIEWPORT2 iface, LPD3DVIEWPORT lpvp
);
extern HRESULT WINAPI IDirect3DViewport2Impl_SetViewport(
LPDIRECT3DVIEWPORT2 iface,LPD3DVIEWPORT lpvp
);
extern HRESULT WINAPI IDirect3DViewport2Impl_TransformVertices(
LPDIRECT3DVIEWPORT2 iface,DWORD dwVertexCount,LPD3DTRANSFORMDATA lpData,
DWORD dwFlags,LPDWORD lpOffScreen
);
extern HRESULT WINAPI IDirect3DViewport2Impl_LightElements(
LPDIRECT3DVIEWPORT2 iface,DWORD dwElementCount,LPD3DLIGHTDATA lpData
);
extern HRESULT WINAPI IDirect3DViewport2Impl_SetBackground(
LPDIRECT3DVIEWPORT2 iface, D3DMATERIALHANDLE hMat
);
extern HRESULT WINAPI IDirect3DViewport2Impl_GetBackground(
LPDIRECT3DVIEWPORT2 iface,LPD3DMATERIALHANDLE lphMat,LPBOOL lpValid
);
extern HRESULT WINAPI IDirect3DViewport2Impl_SetBackgroundDepth(
LPDIRECT3DVIEWPORT2 iface,LPDIRECTDRAWSURFACE lpDDSurface
);
extern HRESULT WINAPI IDirect3DViewport2Impl_GetBackgroundDepth(
LPDIRECT3DVIEWPORT2 iface,LPDIRECTDRAWSURFACE* lplpDDSurface,LPBOOL lpValid
);
extern HRESULT WINAPI IDirect3DViewport2Impl_Clear(
LPDIRECT3DVIEWPORT2 iface, DWORD dwCount, LPD3DRECT lpRects, DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DViewport2Impl_AddLight(
LPDIRECT3DVIEWPORT2 iface,LPDIRECT3DLIGHT lpLight
);
extern HRESULT WINAPI IDirect3DViewport2Impl_DeleteLight(
LPDIRECT3DVIEWPORT2 iface,LPDIRECT3DLIGHT lpLight
);
extern HRESULT WINAPI IDirect3DViewport2Impl_NextLight(
LPDIRECT3DVIEWPORT2 iface, LPDIRECT3DLIGHT lpLight,
LPDIRECT3DLIGHT* lplpLight, DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DViewport2Impl_GetViewport2(
LPDIRECT3DVIEWPORT2 iface, LPD3DVIEWPORT2 lpViewport2
);
extern HRESULT WINAPI IDirect3DViewport2Impl_SetViewport2(
LPDIRECT3DVIEWPORT2 iface, LPD3DVIEWPORT2 lpViewport2
);
/*****************************************************************************
* IDirect3DExecuteBuffer implementation structure
*/
struct IDirect3DExecuteBufferImpl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3DExecuteBuffer);
DWORD ref;
/* IDirect3DExecuteBuffer fields */
IDirect3DDeviceImpl* d3ddev;
D3DEXECUTEBUFFERDESC desc;
D3DEXECUTEDATA data;
/* This buffer will store the transformed vertices */
void* vertex_data;
D3DVERTEXTYPE vertex_type;
/* This flags is set to TRUE if we allocated ourselves the
data buffer */
BOOL need_free;
void (*execute)(IDirect3DExecuteBuffer* this,
IDirect3DDevice* dev,
IDirect3DViewport* vp);
LPVOID private;
};
extern LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(IDirect3DDeviceImpl* d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc);
/*****************************************************************************
* IDirect3DDevice implementation structure
*/
struct IDirect3DDeviceImpl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3DDevice);
DWORD ref;
/* IDirect3DDevice fields */
IDirect3DImpl* d3d;
IDirectDrawSurfaceImpl* surface;
IDirect3DViewport2Impl* viewport_list;
IDirect3DViewport2Impl* current_viewport;
void (*set_context)(IDirect3DDeviceImpl*);
LPVOID private;
};
/*****************************************************************************
* IDirect3DDevice2 implementation structure
*/
struct IDirect3DDevice2Impl
{
/* IUnknown fields */
ICOM_VFIELD(IDirect3DDevice2);
DWORD ref;
/* IDirect3DDevice fields */
IDirect3D2Impl* d3d;
IDirectDrawSurfaceImpl* surface;
IDirect3DViewport2Impl* viewport_list;
IDirect3DViewport2Impl* current_viewport;
void (*set_context)(IDirect3DDevice2Impl*);
LPVOID private;
};
extern HRESULT WINAPI IDirect3DDevice2Impl_QueryInterface(
LPDIRECT3DDEVICE2 iface, REFIID riid, LPVOID* ppvObj
);
extern ULONG WINAPI IDirect3DDevice2Impl_AddRef(LPDIRECT3DDEVICE2 iface);
extern ULONG WINAPI IDirect3DDevice2Impl_Release(LPDIRECT3DDEVICE2 iface)
;
extern HRESULT WINAPI IDirect3DDevice2Impl_GetCaps(
LPDIRECT3DDEVICE2 iface, LPD3DDEVICEDESC lpdescsoft,
LPD3DDEVICEDESC lpdeschard
);
extern HRESULT WINAPI IDirect3DDevice2Impl_SwapTextureHandles(
LPDIRECT3DDEVICE2 iface,LPDIRECT3DTEXTURE2 lptex1,LPDIRECT3DTEXTURE2 lptex2
);
extern HRESULT WINAPI IDirect3DDevice2Impl_GetStats(
LPDIRECT3DDEVICE2 iface, LPD3DSTATS lpstats)
;
extern HRESULT WINAPI IDirect3DDevice2Impl_AddViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 lpvp
);
extern HRESULT WINAPI IDirect3DDevice2Impl_DeleteViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 lpvp)
;
extern HRESULT WINAPI IDirect3DDevice2Impl_NextViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 lpvp,
LPDIRECT3DVIEWPORT2* lplpvp, DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DDevice2Impl_EnumTextureFormats(
LPDIRECT3DDEVICE2 iface, LPD3DENUMTEXTUREFORMATSCALLBACK cb, LPVOID context
);
extern HRESULT WINAPI IDirect3DDevice2Impl_BeginScene(LPDIRECT3DDEVICE2 iface);
extern HRESULT WINAPI IDirect3DDevice2Impl_EndScene(LPDIRECT3DDEVICE2 iface);
extern HRESULT WINAPI IDirect3DDevice2Impl_GetDirect3D(
LPDIRECT3DDEVICE2 iface, LPDIRECT3D2 *lpd3d2
);
extern HRESULT WINAPI IDirect3DDevice2Impl_SetCurrentViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 lpvp
);
extern HRESULT WINAPI IDirect3DDevice2Impl_GetCurrentViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 *lplpvp
);
extern HRESULT WINAPI IDirect3DDevice2Impl_SetRenderTarget(
LPDIRECT3DDEVICE2 iface, LPDIRECTDRAWSURFACE lpdds, DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DDevice2Impl_GetRenderTarget(
LPDIRECT3DDEVICE2 iface, LPDIRECTDRAWSURFACE *lplpdds
);
extern HRESULT WINAPI IDirect3DDevice2Impl_Begin(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DDevice2Impl_BeginIndexed(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
LPVOID lpvert, DWORD numvert, DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DDevice2Impl_Vertex(
LPDIRECT3DDEVICE2 iface,LPVOID lpvert
);
extern HRESULT WINAPI IDirect3DDevice2Impl_Index(LPDIRECT3DDEVICE2 iface, WORD index);
extern HRESULT WINAPI IDirect3DDevice2Impl_End(LPDIRECT3DDEVICE2 iface,DWORD dwFlags);
extern HRESULT WINAPI IDirect3DDevice2Impl_GetRenderState(
LPDIRECT3DDEVICE2 iface, D3DRENDERSTATETYPE d3drs, LPDWORD lprstate
);
extern HRESULT WINAPI IDirect3DDevice2Impl_SetRenderState(
LPDIRECT3DDEVICE2 iface, D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState
);
extern HRESULT WINAPI IDirect3DDevice2Impl_GetLightState(
LPDIRECT3DDEVICE2 iface, D3DLIGHTSTATETYPE d3dls, LPDWORD lplstate
);
extern HRESULT WINAPI IDirect3DDevice2Impl_SetLightState(
LPDIRECT3DDEVICE2 iface, D3DLIGHTSTATETYPE dwLightStateType,
DWORD dwLightState
);
extern HRESULT WINAPI IDirect3DDevice2Impl_SetTransform(
LPDIRECT3DDEVICE2 iface, D3DTRANSFORMSTATETYPE d3dts, LPD3DMATRIX lpmatrix
);
extern HRESULT WINAPI IDirect3DDevice2Impl_GetTransform(
LPDIRECT3DDEVICE2 iface, D3DTRANSFORMSTATETYPE d3dts, LPD3DMATRIX lpmatrix
);
extern HRESULT WINAPI IDirect3DDevice2Impl_MultiplyTransform(
LPDIRECT3DDEVICE2 iface, D3DTRANSFORMSTATETYPE d3dts, LPD3DMATRIX lpmatrix
);
extern HRESULT WINAPI IDirect3DDevice2Impl_DrawPrimitive(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
LPVOID lpvertex, DWORD vertcount, DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DDevice2Impl_DrawIndexedPrimitive(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
LPVOID lpvertex, DWORD vertcount, LPWORD lpindexes, DWORD indexcount,
DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DDevice2Impl_SetClipStatus(
LPDIRECT3DDEVICE2 iface, LPD3DCLIPSTATUS lpcs
);
extern HRESULT WINAPI IDirect3DDevice2Impl_GetClipStatus(
LPDIRECT3DDEVICE2 iface, LPD3DCLIPSTATUS lpcs
);
extern HRESULT WINAPI IDirect3DDeviceImpl_QueryInterface(
LPDIRECT3DDEVICE iface, REFIID riid, LPVOID* ppvObj
);
extern ULONG WINAPI IDirect3DDeviceImpl_AddRef(LPDIRECT3DDEVICE iface);
extern ULONG WINAPI IDirect3DDeviceImpl_Release(LPDIRECT3DDEVICE iface);
extern HRESULT WINAPI IDirect3DDeviceImpl_Initialize(
LPDIRECT3DDEVICE iface, LPDIRECT3D lpd3d, LPGUID lpGUID,
LPD3DDEVICEDESC lpd3ddvdesc
);
extern HRESULT WINAPI IDirect3DDeviceImpl_GetCaps(
LPDIRECT3DDEVICE iface, LPD3DDEVICEDESC lpD3DHWDevDesc,
LPD3DDEVICEDESC lpD3DSWDevDesc
);
extern HRESULT WINAPI IDirect3DDeviceImpl_SwapTextureHandles(
LPDIRECT3DDEVICE iface, LPDIRECT3DTEXTURE lpD3DTex1,
LPDIRECT3DTEXTURE lpD3DTex2
);
extern HRESULT WINAPI IDirect3DDeviceImpl_CreateExecuteBuffer(
LPDIRECT3DDEVICE iface, LPD3DEXECUTEBUFFERDESC lpDesc,
LPDIRECT3DEXECUTEBUFFER *lplpDirect3DExecuteBuffer, IUnknown *pUnkOuter
);
extern HRESULT WINAPI IDirect3DDeviceImpl_GetStats(
LPDIRECT3DDEVICE iface, LPD3DSTATS lpD3DStats
);
extern HRESULT WINAPI IDirect3DDeviceImpl_Execute(
LPDIRECT3DDEVICE iface, LPDIRECT3DEXECUTEBUFFER lpDirect3DExecuteBuffer,
LPDIRECT3DVIEWPORT lpDirect3DViewport, DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DDeviceImpl_AddViewport(
LPDIRECT3DDEVICE iface, LPDIRECT3DVIEWPORT lpvp
);
extern HRESULT WINAPI IDirect3DDeviceImpl_DeleteViewport(
LPDIRECT3DDEVICE iface, LPDIRECT3DVIEWPORT lpvp
);
extern HRESULT WINAPI IDirect3DDeviceImpl_NextViewport(
LPDIRECT3DDEVICE iface, LPDIRECT3DVIEWPORT lpvp,
LPDIRECT3DVIEWPORT* lplpvp, DWORD dwFlags
);
extern HRESULT WINAPI IDirect3DDeviceImpl_Pick(
LPDIRECT3DDEVICE iface, LPDIRECT3DEXECUTEBUFFER lpDirect3DExecuteBuffer,
LPDIRECT3DVIEWPORT lpDirect3DViewport, DWORD dwFlags, LPD3DRECT lpRect
);
extern HRESULT WINAPI IDirect3DDeviceImpl_GetPickRecords(
LPDIRECT3DDEVICE iface, LPDWORD lpCount, LPD3DPICKRECORD lpD3DPickRec
);
extern HRESULT WINAPI IDirect3DDeviceImpl_EnumTextureFormats(
LPDIRECT3DDEVICE iface,LPD3DENUMTEXTUREFORMATSCALLBACK lpd3dEnumTextureProc,
LPVOID lpArg
);
extern HRESULT WINAPI IDirect3DDeviceImpl_CreateMatrix(
LPDIRECT3DDEVICE iface, LPD3DMATRIXHANDLE lpD3DMatHandle
)
;
extern HRESULT WINAPI IDirect3DDeviceImpl_SetMatrix(
LPDIRECT3DDEVICE iface, D3DMATRIXHANDLE d3dMatHandle,
const LPD3DMATRIX lpD3DMatrix)
;
extern HRESULT WINAPI IDirect3DDeviceImpl_GetMatrix(
LPDIRECT3DDEVICE iface,D3DMATRIXHANDLE D3DMatHandle,LPD3DMATRIX lpD3DMatrix
);
extern HRESULT WINAPI IDirect3DDeviceImpl_DeleteMatrix(
LPDIRECT3DDEVICE iface, D3DMATRIXHANDLE d3dMatHandle
);
extern HRESULT WINAPI IDirect3DDeviceImpl_BeginScene(LPDIRECT3DDEVICE iface)
;
extern HRESULT WINAPI IDirect3DDeviceImpl_EndScene(LPDIRECT3DDEVICE iface)
;
extern HRESULT WINAPI IDirect3DDeviceImpl_GetDirect3D(
LPDIRECT3DDEVICE iface, LPDIRECT3D *lpDirect3D
);
/* All non-static functions 'exported' by various sub-objects */
extern LPDIRECT3DTEXTURE2 d3dtexture2_create(IDirectDrawSurface4Impl* surf);
extern LPDIRECT3DTEXTURE d3dtexture_create(IDirectDrawSurface4Impl* surf);
extern LPDIRECT3DLIGHT d3dlight_create_dx3(IDirect3DImpl* d3d1);
extern LPDIRECT3DLIGHT d3dlight_create(IDirect3D2Impl* d3d2);
extern LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(IDirect3DDeviceImpl* d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc);
extern LPDIRECT3DMATERIAL d3dmaterial_create(IDirect3DImpl* d3d1);
extern LPDIRECT3DMATERIAL2 d3dmaterial2_create(IDirect3D2Impl* d3d2);
extern LPDIRECT3DVIEWPORT d3dviewport_create(IDirect3DImpl* d3d1);
extern LPDIRECT3DVIEWPORT2 d3dviewport2_create(IDirect3D2Impl* d3d2);
extern int is_OpenGL_dx3(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDeviceImpl** device);
extern int d3d_OpenGL_dx3(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) ;
extern int d3d_OpenGL(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) ;
extern int is_OpenGL(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDevice2Impl** device, IDirect3D2Impl* d3d);
extern void _dump_renderstate(D3DRENDERSTATETYPE type, DWORD value);
#define dump_mat(mat) \
TRACE("%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
TRACE("%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
TRACE("%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
TRACE("%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44);
#endif /* __GRAPHICS_WINE_D3D_PRIVATE_H */