cxbx-shogun/src/CxbxKrnl/EmuD3D8.h

1955 lines
68 KiB
C

// ******************************************************************
// *
// * .,-::::: .,:: .::::::::. .,:: .:
// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
// * $$$ Y$$$P $$""""Y$$ Y$$$P
// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
// *
// * Cxbx->Win32->CxbxKrnl->EmuD3D8.h
// *
// * This file is part of the Cxbx project.
// *
// * Cxbx and Cxbe are free software; you can redistribute them
// * and/or modify them under the terms of the GNU General Public
// * License as published by the Free Software Foundation; either
// * version 2 of the license, or (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have recieved a copy of the GNU General Public License
// * along with this program; see the file COPYING.
// * If not, write to the Free Software Foundation, Inc.,
// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
// *
// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
// *
// * All rights reserved
// *
// ******************************************************************
#ifndef EMUD3D8_H
#define EMUD3D8_H
#include "EmuD3D8Types.h"
#include "Common/Xbe.h"
#include "Emu.h"
#define DIRECTDRAW_VERSION 0x0700
#include <ddraw.h>
// initialize direct3d
extern VOID EmuD3DInit(Xbe::Header *XbeHeader, uint32 XbeHeaderSize);
// cleanup direct3d
extern VOID EmuD3DCleanup();
// EmuD3DTileCache (8 tiles maximum)
extern X_D3DTILE EmuD3DTileCache[0x08];
// EmuD3DActiveTexture
extern X_D3DResource *EmuD3DActiveTexture[4];
// ******************************************************************
// * func: EmuIDirect3D8_CreateDevice
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_CreateDevice
(
UINT Adapter,
D3DDEVTYPE DeviceType,
HWND hFocusWindow,
DWORD BehaviorFlags,
X_D3DPRESENT_PARAMETERS *pPresentationParameters,
IDirect3DDevice8 **ppReturnedDeviceInterface
);
// ******************************************************************
// * func: EmuIDirect3DResource8_IsBusy
// ******************************************************************
BOOL WINAPI EmuIDirect3DDevice8_IsBusy();
// ******************************************************************
// * func: EmuIDirect3D8_CheckDeviceFormat
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters);
// ******************************************************************
// * func: EmuIDirect3D8_CheckDeviceFormat
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_CheckDeviceFormat
(
UINT Adapter,
D3DDEVTYPE DeviceType,
D3DFORMAT AdapterFormat,
DWORD Usage,
X_D3DRESOURCETYPE RType,
X_D3DFORMAT CheckFormat
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDeviceCaps
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetDeviceCaps
(
D3DCAPS8 *pCaps
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDisplayFieldStatus
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetDisplayFieldStatus(X_D3DFIELD_STATUS *pFieldStatus);
// ******************************************************************
// * func: EmuIDirect3DDevice8_BeginPush
// ******************************************************************
PDWORD WINAPI EmuIDirect3DDevice8_BeginPush(DWORD Count);
// ******************************************************************
// * func: EmuIDirect3DDevice8_EndPush
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_EndPush(DWORD *pPush);
// ******************************************************************
// * func: EmuIDirect3DDevice8_BeginVisibilityTest
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_BeginVisibilityTest();
// ******************************************************************
// * func: EmuIDirect3DDevice8_EndVisibilityTest
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_EndVisibilityTest
(
DWORD Index
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVisibilityTestResult
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetVisibilityTestResult
(
DWORD Index,
UINT *pResult,
ULONGLONG *pTimeStamp
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetBackBufferScale
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetBackBufferScale(FLOAT x, FLOAT y);
// ******************************************************************
// * func: EmuIDirect3DDevice8_LoadVertexShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_LoadVertexShader
(
DWORD Handle,
DWORD Address
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SelectVertexShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SelectVertexShader
(
DWORD Handle,
DWORD Address
);
// ******************************************************************
// * func: EmuIDirect3D8_GetAdapterModeCount
// ******************************************************************
UINT WINAPI EmuIDirect3D8_GetAdapterModeCount
(
UINT Adapter
);
// ******************************************************************
// * func: EmuIDirect3D8_GetAdapterDisplayMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_GetAdapterDisplayMode
(
UINT Adapter,
X_D3DDISPLAYMODE *pMode
);
// ******************************************************************
// * func: EmuIDirect3D8_EnumAdapterModes
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_EnumAdapterModes
(
UINT Adapter,
UINT Mode,
X_D3DDISPLAYMODE *pMode
);
// ******************************************************************
// * func: EmuIDirect3D8_KickOffAndWaitForIdle
// ******************************************************************
VOID WINAPI EmuIDirect3D8_KickOffAndWaitForIdle();
// ******************************************************************
// * func: EmuIDirect3D8_KickOffAndWaitForIdle
// ******************************************************************
VOID WINAPI EmuIDirect3D8_KickOffAndWaitForIdle2(DWORD dwDummy1, DWORD dwDummy2);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetGammaRamp
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetGammaRamp
(
DWORD dwFlags,
CONST X_D3DGAMMARAMP *pRamp
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_AddRef
// ******************************************************************
ULONG WINAPI EmuIDirect3DDevice8_AddRef();
// ******************************************************************
// * func: EmuIDirect3DDevice8_BeginStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_BeginStateBlock();
// ******************************************************************
// * func: EmuIDirect3DDevice8_CaptureStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CaptureStateBlock(DWORD Token);
// ******************************************************************
// * func: EmuIDirect3DDevice8_ApplyStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_ApplyStateBlock(DWORD Token);
// ******************************************************************
// * func: EmuIDirect3DDevice8_EndStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_EndStateBlock(DWORD *pToken);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CopyRects
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CopyRects
(
X_D3DSurface *pSourceSurface,
CONST RECT *pSourceRectsArray,
UINT cRects,
X_D3DSurface *pDestinationSurface,
CONST POINT *pDestPointsArray
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateImageSurface
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateImageSurface
(
UINT Width,
UINT Height,
X_D3DFORMAT Format,
X_D3DSurface **ppBackBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetGammaRamp
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetGammaRamp
(
X_D3DGAMMARAMP *pRamp
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetBackBuffer2
// ******************************************************************
X_D3DSurface* WINAPI EmuIDirect3DDevice8_GetBackBuffer2
(
INT BackBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetBackBuffer
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetBackBuffer
(
INT BackBuffer,
D3DBACKBUFFER_TYPE Type,
X_D3DSurface **ppBackBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetViewport
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetViewport
(
CONST D3DVIEWPORT8 *pViewport
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetViewport
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetViewport
(
D3DVIEWPORT8 *pViewport
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetViewportOffsetAndScale
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetViewportOffsetAndScale
(
D3DXVECTOR4 *pOffset,
D3DXVECTOR4 *pScale
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetShaderConstantMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetShaderConstantMode
(
XTL::X_VERTEXSHADERCONSTANTMODE Mode
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Reset
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Reset
(
X_D3DPRESENT_PARAMETERS *pPresentationParameters
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetRenderTarget
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetRenderTarget
(
X_D3DSurface **ppRenderTarget
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetRenderTarget
// ******************************************************************
X_D3DSurface * WINAPI EmuIDirect3DDevice8_GetRenderTarget2();
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDepthStencilSurface
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetDepthStencilSurface
(
X_D3DSurface **ppZStencilSurface
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDepthStencilSurface
// ******************************************************************
X_D3DSurface * WINAPI EmuIDirect3DDevice8_GetDepthStencilSurface2();
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetTile
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetTile
(
DWORD Index,
X_D3DTILE *pTile
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTileNoWait
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetTileNoWait
(
DWORD Index,
CONST X_D3DTILE *pTile
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVertexShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateVertexShader
(
CONST DWORD *pDeclaration,
CONST DWORD *pFunction,
DWORD *pHandle,
DWORD Usage
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetPixelShaderConstant
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetPixelShaderConstant
(
DWORD Register,
CONST PVOID pConstantData,
DWORD ConstantCount
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShaderConstant
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderConstant
(
INT Register,
CONST PVOID pConstantData,
DWORD ConstantCount
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShaderConstant1
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetVertexShaderConstant1
(
INT Register,
CONST PVOID pConstantData
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShaderConstant4
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetVertexShaderConstant4
(
INT Register,
CONST PVOID pConstantData
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShaderConstantNotInline
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetVertexShaderConstantNotInline
(
INT Register,
CONST PVOID pConstantData,
DWORD ConstantCount
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DeletePixelShader
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_DeletePixelShader
(
DWORD Handle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreatePixelShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreatePixelShader
(
X_D3DPIXELSHADERDEF *pPSDef,
DWORD *pHandle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetPixelShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetPixelShader
(
DWORD Handle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateTexture2
// ******************************************************************
X_D3DResource * WINAPI EmuIDirect3DDevice8_CreateTexture2
(
UINT Width,
UINT Height,
UINT Depth,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DRESOURCETYPE D3DResource
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateTexture
(
UINT Width,
UINT Height,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
X_D3DTexture **ppTexture
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVolumeTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateVolumeTexture
(
UINT Width,
UINT Height,
UINT Depth,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
X_D3DVolumeTexture **ppVolumeTexture
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateCubeTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateCubeTexture
(
UINT EdgeLength,
UINT Levels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
X_D3DCubeTexture **ppCubeTexture
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateIndexBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateIndexBuffer
(
UINT Length,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
X_D3DIndexBuffer **ppIndexBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateIndexBuffer2
// ******************************************************************
X_D3DIndexBuffer * WINAPI EmuIDirect3DDevice8_CreateIndexBuffer2(UINT Length);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetIndices
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetIndices
(
X_D3DIndexBuffer *pIndexData,
UINT BaseVertexIndex
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTexture
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetTexture
(
DWORD Stage,
X_D3DResource *pTexture
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SwitchTexture
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SwitchTexture
(
DWORD Method,
DWORD Data,
DWORD Format
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetDisplayMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetDisplayMode
(
X_D3DDISPLAYMODE *pMode
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Begin
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Begin
(
X_D3DPRIMITIVETYPE PrimitiveType
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexData2f
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexData2f
(
int Register,
FLOAT a,
FLOAT b
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexData2s
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexData2s
(
int Register,
SHORT a,
SHORT b
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexData4f
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexData4f
(
int Register,
FLOAT a,
FLOAT b,
FLOAT c,
FLOAT d
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexData4ub
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexData4ub
(
INT Register,
BYTE a,
BYTE b,
BYTE c,
BYTE d
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexData4s
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexData4s
(
INT Register,
SHORT a,
SHORT b,
SHORT c,
SHORT d
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexDataColor
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexDataColor
(
int Register,
D3DCOLOR Color
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_End
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_End();
// ******************************************************************
// * func: EmuIDirect3DDevice8_RunPushBuffer
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_RunPushBuffer
(
X_D3DPushBuffer *pPushBuffer,
X_D3DFixup *pFixup
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Clear
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Clear
(
DWORD Count,
CONST D3DRECT *pRects,
DWORD Flags,
D3DCOLOR Color,
float Z,
DWORD Stencil
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Present
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Present
(
CONST RECT* pSourceRect,
CONST RECT* pDestRect,
PVOID pDummy1,
PVOID pDummy2
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Swap
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_Swap
(
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DResource8_Register
// ******************************************************************
HRESULT WINAPI EmuIDirect3DResource8_Register
(
X_D3DResource *pThis,
PVOID pBase
);
// ******************************************************************
// * func: EmuIDirect3DResource8_Release
// ******************************************************************
ULONG WINAPI EmuIDirect3DResource8_Release
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuIDirect3DResource8_GetType
// ******************************************************************
X_D3DRESOURCETYPE WINAPI EmuIDirect3DResource8_GetType
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuIDirect3DResource8_AddRef
// ******************************************************************
ULONG WINAPI EmuIDirect3DResource8_AddRef
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuIDirect3DResource8_IsBusy
// ******************************************************************
BOOL WINAPI EmuIDirect3DResource8_IsBusy
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuLock2DSurface
// ******************************************************************
VOID WINAPI EmuLock2DSurface
(
X_D3DPixelContainer *pPixelContainer,
D3DCUBEMAP_FACES FaceType,
UINT Level,
D3DLOCKED_RECT *pLockedRect,
RECT *pRect,
DWORD Flags
);
// ******************************************************************
// * func: EmuLock3DSurface
// ******************************************************************
VOID WINAPI EmuLock3DSurface
(
X_D3DPixelContainer *pPixelContainer,
UINT Level,
D3DLOCKED_BOX *pLockedVolume,
D3DBOX *pBox,
DWORD Flags
);
// ******************************************************************
// * func: EmuGet2DSurfaceDesc
// ******************************************************************
VOID WINAPI EmuGet2DSurfaceDesc
(
X_D3DPixelContainer *pPixelContainer,
DWORD dwLevel,
X_D3DSURFACE_DESC *pDesc
);
// ******************************************************************
// * func: EmuGet2DSurfaceDescD
// ******************************************************************
VOID WINAPI EmuGet2DSurfaceDescD
(
X_D3DPixelContainer *pPixelContainer,
X_D3DSURFACE_DESC *pDesc
);
// ******************************************************************
// * func: EmuIDirect3DSurface8_GetDesc
// ******************************************************************
HRESULT WINAPI EmuIDirect3DSurface8_GetDesc
(
X_D3DResource *pThis,
X_D3DSURFACE_DESC *pDesc
);
// ******************************************************************
// * func: EmuIDirect3DSurface8_LockRect
// ******************************************************************
HRESULT WINAPI EmuIDirect3DSurface8_LockRect
(
X_D3DResource *pThis,
D3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DBaseTexture8_GetLevelCount
// ******************************************************************
DWORD WINAPI EmuIDirect3DBaseTexture8_GetLevelCount
(
X_D3DBaseTexture *pThis
);
// ******************************************************************
// * func: EmuIDirect3DTexture8_GetSurfaceLevel
// ******************************************************************
X_D3DResource * WINAPI EmuIDirect3DTexture8_GetSurfaceLevel2
(
X_D3DTexture *pThis,
UINT Level
);
// ******************************************************************
// * func: EmuIDirect3DTexture8_LockRect
// ******************************************************************
HRESULT WINAPI EmuIDirect3DTexture8_LockRect
(
X_D3DTexture *pThis,
UINT Level,
D3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DTexture8_GetSurfaceLevel
// ******************************************************************
HRESULT WINAPI EmuIDirect3DTexture8_GetSurfaceLevel
(
X_D3DTexture *pThis,
UINT Level,
X_D3DSurface **ppSurfaceLevel
);
// ******************************************************************
// * func: EmuIDirect3DVolumeTexture8_LockBox
// ******************************************************************
HRESULT WINAPI EmuIDirect3DVolumeTexture8_LockBox
(
X_D3DVolumeTexture *pThis,
UINT Level,
D3DLOCKED_BOX *pLockedVolume,
CONST D3DBOX *pBox,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DCubeTexture8_LockRect
// ******************************************************************
HRESULT WINAPI EmuIDirect3DCubeTexture8_LockRect
(
X_D3DCubeTexture *pThis,
D3DCUBEMAP_FACES FaceType,
UINT Level,
D3DLOCKED_RECT *pLockedBox,
CONST RECT *pRect,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVertexBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateVertexBuffer
(
UINT Length,
DWORD Usage,
DWORD FVF,
D3DPOOL Pool,
X_D3DVertexBuffer **ppVertexBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateVertexBuffer2
// ******************************************************************
X_D3DVertexBuffer* WINAPI EmuIDirect3DDevice8_CreateVertexBuffer2
(
UINT Length
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_EnableOverlay
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_EnableOverlay
(
BOOL Enable
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_UpdateOverlay
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_UpdateOverlay
(
X_D3DSurface *pSurface,
CONST RECT *SrcRect,
CONST RECT *DstRect,
BOOL EnableColorKey,
D3DCOLOR ColorKey
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetOverlayUpdateStatus
// ******************************************************************
BOOL WINAPI EmuIDirect3DDevice8_GetOverlayUpdateStatus();
// ******************************************************************
// * func: EmuIDirect3DDevice8_BlockUntilVerticalBlank
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_BlockUntilVerticalBlank();
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVerticalBlankCallback
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetVerticalBlankCallback
(
D3DVBLANKCALLBACK pCallback
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTextureState_TexCoordIndex
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTextureState_TexCoordIndex
(
DWORD Stage,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTextureState_TwoSidedLighting
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTextureState_TwoSidedLighting
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_BackFillMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_BackFillMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTextureState_BorderColor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTextureState_BorderColor
(
DWORD Stage,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTextureState_ColorKeyColor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTextureState_ColorKeyColor
(
DWORD Stage,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTextureState_BumpEnv
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetTextureState_BumpEnv
(
DWORD Stage,
X_D3DTEXTURESTAGESTATETYPE Type,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FrontFace
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_FrontFace
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_LogicOp
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_LogicOp
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_NormalizeNormals
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_NormalizeNormals
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_TextureFactor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_TextureFactor
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ZBias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ZBias
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FillMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_FillMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FogColor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_FogColor
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Simple
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetRenderState_Simple
(
DWORD Method,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_VertexBlend
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_VertexBlend
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_PSTextureModes
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_PSTextureModes
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_CullMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_CullMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_LineWidth
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_LineWidth
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_StencilFail
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_StencilFail
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_OcclusionCullEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_OcclusionCullEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_StencilCullEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_StencilCullEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_RopZCmpAlwaysRead
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_RopZCmpAlwaysRead
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_RopZRead
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_RopZRead
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_DoNotCullUncompressed
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_DoNotCullUncompressed
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ZEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ZEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_StencilEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_StencilEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_MultiSampleMask
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_MultiSampleMask
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_MultiSampleMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_MultiSampleMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_MultiSampleRenderTargetMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_MultiSampleRenderTargetMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_MultiSampleAntiAlias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_MultiSampleAntiAlias
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ShadowFunc
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ShadowFunc
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_YuvEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_YuvEnable
(
BOOL Enable
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetTransform
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetTransform
(
D3DTRANSFORMSTATETYPE State,
CONST D3DMATRIX *pMatrix
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetTransform
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetTransform
(
D3DTRANSFORMSTATETYPE State,
D3DMATRIX *pMatrix
);
// ******************************************************************
// * func: EmuIDirect3DVertexBuffer8_Lock
// ******************************************************************
VOID WINAPI EmuIDirect3DVertexBuffer8_Lock
(
X_D3DVertexBuffer *ppVertexBuffer,
UINT OffsetToLock,
UINT SizeToLock,
BYTE **ppbData,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DVertexBuffer8_Lock2
// ******************************************************************
BYTE* WINAPI EmuIDirect3DVertexBuffer8_Lock2
(
X_D3DVertexBuffer *ppVertexBuffer,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetStreamSource2
// ******************************************************************
XTL::X_D3DVertexBuffer* WINAPI EmuIDirect3DDevice8_GetStreamSource2
(
UINT StreamNumber,
UINT *pStride
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetStreamSource
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetStreamSource
(
UINT StreamNumber,
X_D3DVertexBuffer *pStreamData,
UINT Stride
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShader
(
DWORD Handle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawVertices
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_DrawVertices
(
X_D3DPRIMITIVETYPE PrimitiveType,
UINT StartVertex,
UINT VertexCount
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawVerticesUP
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_DrawVerticesUP
(
X_D3DPRIMITIVETYPE PrimitiveType,
UINT VertexCount,
CONST PVOID pVertexStreamZeroData,
UINT VertexStreamZeroStride
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawIndexedVertices
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_DrawIndexedVertices
(
X_D3DPRIMITIVETYPE PrimitiveType,
UINT VertexCount,
CONST PWORD pIndexData
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawIndexedVerticesUP
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_DrawIndexedVerticesUP
(
X_D3DPRIMITIVETYPE PrimitiveType,
UINT VertexCount,
CONST PVOID pIndexData,
CONST PVOID pVertexStreamZeroData,
UINT VertexStreamZeroStride
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetLight
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetLight
(
DWORD Index,
CONST D3DLIGHT8 *pLight
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetMaterial
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetMaterial
(
CONST D3DMATERIAL8 *pMaterial
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_LightEnable
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_LightEnable
(
DWORD Index,
BOOL bEnable
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_Release
// ******************************************************************
ULONG WINAPI EmuIDirect3DDevice8_Release();
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreatePalette
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreatePalette
(
X_D3DPALETTESIZE Size,
X_D3DPalette **ppPalette
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreatePalette2
// ******************************************************************
X_D3DPalette * WINAPI EmuIDirect3DDevice8_CreatePalette2
(
X_D3DPALETTESIZE Size
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderTarget
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetRenderTarget
(
X_D3DSurface *pRenderTarget,
X_D3DSurface *pNewZStencil
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetPalette
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetPalette
(
DWORD Stage,
X_D3DPalette *pPalette
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetFlickerFilter
// ******************************************************************
void WINAPI EmuIDirect3DDevice8_SetFlickerFilter
(
DWORD Filter
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetSoftDisplayFilter
// ******************************************************************
void WINAPI EmuIDirect3DDevice8_SetSoftDisplayFilter
(
BOOL Enable
);
// ******************************************************************
// * func: EmuIDirect3DPalette8_Lock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DPalette8_Lock
(
X_D3DPalette *pThis,
D3DCOLOR **ppColors,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DPalette8_Lock2
// ******************************************************************
D3DCOLOR * WINAPI EmuIDirect3DPalette8_Lock2
(
X_D3DPalette *pThis,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVertexShaderSize
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetVertexShaderSize
(
DWORD Handle,
UINT* pSize
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DeleteVertexShader
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_DeleteVertexShader
(
DWORD Handle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SelectVertexShaderDirect
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SelectVertexShaderDirect
(
X_VERTEXATTRIBUTEFORMAT *pVAF,
DWORD Address
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetShaderConstantMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetShaderConstantMode
(
DWORD *pMode
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVertexShader
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetVertexShader
(
DWORD *pHandle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVertexShaderConstant
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetVertexShaderConstant
(
INT Register,
void *pConstantData,
DWORD ConstantCount
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetVertexShaderInputDirect
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderInputDirect
(
X_VERTEXATTRIBUTEFORMAT *pVAF,
UINT StreamCount,
X_STREAMINPUT *pStreamInputs
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVertexShaderInput
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetVertexShaderInput
(
DWORD *pHandle,
UINT *pStreamCount,
X_STREAMINPUT *pStreamInputs
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVertexShaderInput
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderInput
(
DWORD Handle,
UINT StreamCount,
X_STREAMINPUT *pStreamInputs
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_RunVertexStateShader
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_RunVertexStateShader
(
DWORD Address,
CONST FLOAT *pData
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_LoadVertexShaderProgram
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_LoadVertexShaderProgram
(
CONST DWORD *pFunction,
DWORD Address
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVertexShaderType
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_GetVertexShaderType
(
DWORD Handle,
DWORD *pType
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVertexShaderDeclaration
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetVertexShaderDeclaration
(
DWORD Handle,
PVOID pData,
DWORD *pSizeOfData
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetVertexShaderFunction
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetVertexShaderFunction
(
DWORD Handle,
PVOID *pData,
DWORD *pSizeOfData
);
// ******************************************************************
// * func: EmuIDirect3D8_AllocContiguousMemory
// ******************************************************************
PVOID WINAPI EmuIDirect3D8_AllocContiguousMemory
(
SIZE_T dwSize,
DWORD dwAllocAttributes
);
// ******************************************************************
// * func: IDirect3DTexture8_GetLevelDesc
// ******************************************************************
HRESULT WINAPI EmuIDirect3DTexture8_GetLevelDesc
(
UINT Level,
X_D3DSURFACE_DESC* pDesc
);
// ******************************************************************
// * func: EmuIDirect3D8_CheckDeviceMultiSampleType
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_CheckDeviceMultiSampleType
(
UINT Adapter,
D3DDEVTYPE DeviceType,
D3DFORMAT SurfaceFormat,
BOOL Windowed,
D3DMULTISAMPLE_TYPE MultiSampleType
);
// ******************************************************************
// * func: EmuIDirect3D8_GetDeviceCaps
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_GetDeviceCaps
(
UINT Adapter,
D3DDEVTYPE DeviceType,
D3DCAPS8 *pCaps
);
// ******************************************************************
// * func: EmuIDirect3D8_SetPushBufferSize
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_SetPushBufferSize
(
DWORD PushBufferSize,
DWORD KickOffSize
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_InsertFence
// ******************************************************************
DWORD WINAPI EmuIDirect3DDevice8_InsertFence();
// ******************************************************************
// * func: EmuIDirect3DDevice8_IsFencePending
// ******************************************************************
BOOL WINAPI EmuIDirect3DDevice8_IsFencePending
(
DWORD Fence
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_BlockOnFence
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_BlockOnFence
(
DWORD Fence
);
// ******************************************************************
// * func: EmuIDirect3DResource8_BlockUntilNotBusy
// ******************************************************************
VOID WINAPI EmuIDirect3DResource8_BlockUntilNotBusy
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuIDirect3DVertexBuffer8_GetDesc
// ******************************************************************
VOID WINAPI EmuIDirect3DVertexBuffer8_GetDesc
(
X_D3DVertexBuffer *pThis,
D3DVERTEXBUFFER_DESC *pDesc
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetScissors
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetScissors
(
DWORD Count,
BOOL Exclusive,
CONST D3DRECT *pRects
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetScreenSpaceOffset
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetScreenSpaceOffset
(
FLOAT x,
FLOAT y
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_InsertFence
// ******************************************************************
DWORD WINAPI EmuIDirect3DDevice8_InsertFence();
// ******************************************************************
// * func: EmuIDirect3DDevice8_BlockOnFence
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_BlockOnFence
(
DWORD Fence
);
// ******************************************************************
// * func: EmuIDirect3DResource8_BlockUntilNotBusy
// ******************************************************************
VOID WINAPI EmuIDirect3DResource8_BlockUntilNotBusy
(
X_D3DResource *pThis
);
// ******************************************************************
// * func: EmuIDirect3DVertexBuffer8_GetDesc
// ******************************************************************
VOID WINAPI EmuIDirect3DVertexBuffer8_GetDesc
(
X_D3DVertexBuffer *pThis,
D3DVERTEXBUFFER_DESC *pDesc
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetScissors
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetScissors
(
DWORD Count,
BOOL Exclusive,
CONST D3DRECT *pRects
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetPixelShaderProgram
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetPixelShaderProgram
(
X_D3DPIXELSHADERDEF *pPSDef
);
// ******************************************************************
// * func: EmuIDirect3DDevice_SetScreenSpaceOffset
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetScreenSpaceOffset
(
FLOAT x,
FLOAT y
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_CreateStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_CreateStateBlock
(
D3DSTATEBLOCKTYPE Type,
DWORD *pToken
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_InsertCallback
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_InsertCallback
(
X_D3DCALLBACKTYPE Type,
X_D3DCALLBACK pCallback,
DWORD Context
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DrawRectPatch
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_DrawRectPatch
(
UINT Handle,
CONST FLOAT *pNumSegs,
CONST D3DRECTPATCH_INFO *pRectPatchInfo
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetProjectionViewportMatrix
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetProjectionViewportMatrix
(
D3DXMATRIX *pProjectionViewport
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_BackFillMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_BackFillMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuD3DDevice_KickOff (D3D::CDevice::KickOff)
// ******************************************************************
VOID WINAPI EmuD3DDevice_KickOff();
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetTexture2
// ******************************************************************
X_D3DResource* WINAPI EmuIDirect3DDevice8_GetTexture2(DWORD Stage);
// ******************************************************************
// * func: EmuD3DDevice_SetStateVB (D3D::CDevice::SetStateVB)
// ******************************************************************
VOID WINAPI EmuD3DDevice_SetStateVB( ULONG Unknown1 );
// ******************************************************************
// * func: EmuD3DDevice_SetStateUP (D3D::CDevice::SetStateUP)
// ******************************************************************
VOID WINAPI EmuD3DDevice_SetStateUP();
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetStipple
// ******************************************************************
void WINAPI EmuIDirect3DDevice8_SetStipple( DWORD* pPattern );
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetSwapCallback
// ******************************************************************
void WINAPI EmuIDirect3DDevice8_SetSwapCallback
(
D3DSWAPCALLBACK pCallback
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_PersistDisplay
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_PersistDisplay();
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetPersistedSurface
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetPersistedSurface(X_D3DSurface **ppSurface);
X_D3DSurface* WINAPI EmuIDirect3DDevice8_GetPersistedSurface2();
// ******************************************************************
// * func: EmuIDirect3DDevice8_Unknown1
// ******************************************************************
void WINAPI EmuIDirect3DDevice8_Unknown1();
// ******************************************************************
// * func: EmuIDirect3DDevice8_PrimeVertexCache
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_PrimeVertexCache
(
UINT VertexCount,
WORD *pIndexData
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_SampleAlpha
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetRenderState_SampleAlpha
(
DWORD dwSampleAlpha
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Deferred
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetRenderState_Deferred
(
DWORD State,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_DeleteStateBlock
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_DeleteStateBlock
(
DWORD Token
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetModelView
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetModelView
(
CONST D3DMATRIX *pModelView,
CONST D3DMATRIX *pInverseModelView,
CONST D3DMATRIX *pComposite
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_FlushVertexCache
// ******************************************************************
void WINAPI EmuIDirect3DDevice8_FlushVertexCache();
// ******************************************************************
// * func: EmuIDirect3DDevice8_BeginPushBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_BeginPushBuffer
(
X_D3DPushBuffer *pPushBuffer
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_EndPushBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_EndPushBuffer();
// ******************************************************************
// * func: EmuXMETAL_StartPush
// ******************************************************************
void WINAPI EmuXMETAL_StartPush(void* Unknown);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetModelView
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetModelView(D3DXMATRIX* pModelView);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetBackMaterial
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetBackMaterial(D3DMATERIAL8* pMaterial);
// ******************************************************************
// * func: EmuIDirect3D8_GetAdapterIdentifier
// ******************************************************************
HRESULT WINAPI EmuIDirect3D8_GetAdapterIdentifier
(
UINT Adapter,
DWORD Flags,
D3DADAPTER_IDENTIFIER8* pIdentifier
);
// ******************************************************************
// * func: D3D::MakeRequestedSpace
// ******************************************************************
HRESULT WINAPI EmuD3D_MakeRequestedSpace( DWORD Unknown1, DWORD Unknown2 );
// ******************************************************************
// * func: D3DDevice_MakeSpace
// ******************************************************************
void WINAPI EmuD3DDevice_MakeSpace();
// ******************************************************************
// * func: D3D::SetCommonDebugRegisters
// ******************************************************************
void WINAPI EmuD3D_SetCommonDebugRegisters();
// ******************************************************************
// * func: D3D::BlockOnTime
// ******************************************************************
void WINAPI EmuD3D_BlockOnTime( DWORD Unknown1, int Unknown2 );
// ******************************************************************
// * func: D3D::BlockOnResource
// ******************************************************************
void WINAPI EmuD3D_BlockOnResource( X_D3DResource* pResource );
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetPushBufferOffset
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetPushBufferOffset
(
DWORD *pOffset
);
// ******************************************************************
// * func: EmuIDirect3DCubeTexture8_GetCubeMapSurface
// ******************************************************************
HRESULT WINAPI EmuIDirect3DCubeTexture8_GetCubeMapSurface
(
X_D3DCubeTexture* pThis,
D3DCUBEMAP_FACES FaceType,
UINT Level,
X_D3DSurface** ppCubeMapSurface
);
// ******************************************************************
// * func: EmuIDirect3DCubeTexture8_GetCubeMapSurface2
// ******************************************************************
X_D3DSurface* WINAPI EmuIDirect3DCubeTexture8_GetCubeMapSurface2
(
X_D3DCubeTexture* pThis,
D3DCUBEMAP_FACES FaceType,
UINT Level
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetPixelShader
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetPixelShader
(
DWORD Name,
DWORD* pHandle
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderTargetFast
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_SetRenderTargetFast
(
X_D3DSurface *pRenderTarget,
X_D3DSurface *pNewZStencil,
DWORD Flags
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetScissors
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetScissors
(
DWORD *pCount,
BOOL *pExclusive,
D3DRECT *pRects
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_GetBackMaterial
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_GetBackMaterial(D3DMATERIAL8* pMaterial);
#endif