mirror of
https://github.com/Echelon9/cxbx-shogun.git
synced 2024-06-12 17:37:20 -04:00
1955 lines
68 KiB
C
1955 lines
68 KiB
C
// ******************************************************************
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// *
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// * .,-::::: .,:: .::::::::. .,:: .:
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// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
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// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
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// * $$$ Y$$$P $$""""Y$$ Y$$$P
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// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
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// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
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// *
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// * Cxbx->Win32->CxbxKrnl->EmuD3D8.h
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// *
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// * This file is part of the Cxbx project.
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// *
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// * Cxbx and Cxbe are free software; you can redistribute them
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// * and/or modify them under the terms of the GNU General Public
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// * License as published by the Free Software Foundation; either
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// * version 2 of the license, or (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have recieved a copy of the GNU General Public License
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// * along with this program; see the file COPYING.
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// * If not, write to the Free Software Foundation, Inc.,
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// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
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// *
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// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
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// *
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// * All rights reserved
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// *
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// ******************************************************************
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#ifndef EMUD3D8_H
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#define EMUD3D8_H
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#include "EmuD3D8Types.h"
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#include "Common/Xbe.h"
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#include "Emu.h"
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#define DIRECTDRAW_VERSION 0x0700
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#include <ddraw.h>
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// initialize direct3d
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extern VOID EmuD3DInit(Xbe::Header *XbeHeader, uint32 XbeHeaderSize);
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// cleanup direct3d
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extern VOID EmuD3DCleanup();
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// EmuD3DTileCache (8 tiles maximum)
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extern X_D3DTILE EmuD3DTileCache[0x08];
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// EmuD3DActiveTexture
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extern X_D3DResource *EmuD3DActiveTexture[4];
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// ******************************************************************
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// * func: EmuIDirect3D8_CreateDevice
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3D8_CreateDevice
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(
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UINT Adapter,
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D3DDEVTYPE DeviceType,
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HWND hFocusWindow,
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DWORD BehaviorFlags,
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X_D3DPRESENT_PARAMETERS *pPresentationParameters,
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IDirect3DDevice8 **ppReturnedDeviceInterface
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);
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// ******************************************************************
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// * func: EmuIDirect3DResource8_IsBusy
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// ******************************************************************
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BOOL WINAPI EmuIDirect3DDevice8_IsBusy();
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// ******************************************************************
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// * func: EmuIDirect3D8_CheckDeviceFormat
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters);
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// ******************************************************************
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// * func: EmuIDirect3D8_CheckDeviceFormat
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3D8_CheckDeviceFormat
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(
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UINT Adapter,
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D3DDEVTYPE DeviceType,
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D3DFORMAT AdapterFormat,
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DWORD Usage,
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X_D3DRESOURCETYPE RType,
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X_D3DFORMAT CheckFormat
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetDeviceCaps
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_GetDeviceCaps
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(
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D3DCAPS8 *pCaps
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetDisplayFieldStatus
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_GetDisplayFieldStatus(X_D3DFIELD_STATUS *pFieldStatus);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_BeginPush
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// ******************************************************************
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PDWORD WINAPI EmuIDirect3DDevice8_BeginPush(DWORD Count);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_EndPush
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_EndPush(DWORD *pPush);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_BeginVisibilityTest
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_BeginVisibilityTest();
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_EndVisibilityTest
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_EndVisibilityTest
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(
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DWORD Index
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetVisibilityTestResult
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_GetVisibilityTestResult
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(
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DWORD Index,
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UINT *pResult,
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ULONGLONG *pTimeStamp
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetBackBufferScale
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_SetBackBufferScale(FLOAT x, FLOAT y);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_LoadVertexShader
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_LoadVertexShader
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(
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DWORD Handle,
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DWORD Address
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SelectVertexShader
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SelectVertexShader
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(
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DWORD Handle,
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DWORD Address
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);
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// ******************************************************************
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// * func: EmuIDirect3D8_GetAdapterModeCount
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// ******************************************************************
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UINT WINAPI EmuIDirect3D8_GetAdapterModeCount
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(
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UINT Adapter
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);
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// ******************************************************************
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// * func: EmuIDirect3D8_GetAdapterDisplayMode
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3D8_GetAdapterDisplayMode
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(
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UINT Adapter,
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X_D3DDISPLAYMODE *pMode
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);
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// ******************************************************************
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// * func: EmuIDirect3D8_EnumAdapterModes
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3D8_EnumAdapterModes
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(
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UINT Adapter,
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UINT Mode,
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X_D3DDISPLAYMODE *pMode
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);
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// ******************************************************************
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// * func: EmuIDirect3D8_KickOffAndWaitForIdle
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// ******************************************************************
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VOID WINAPI EmuIDirect3D8_KickOffAndWaitForIdle();
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// ******************************************************************
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// * func: EmuIDirect3D8_KickOffAndWaitForIdle
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// ******************************************************************
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VOID WINAPI EmuIDirect3D8_KickOffAndWaitForIdle2(DWORD dwDummy1, DWORD dwDummy2);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetGammaRamp
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_SetGammaRamp
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(
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DWORD dwFlags,
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CONST X_D3DGAMMARAMP *pRamp
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_AddRef
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// ******************************************************************
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ULONG WINAPI EmuIDirect3DDevice8_AddRef();
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_BeginStateBlock
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_BeginStateBlock();
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CaptureStateBlock
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CaptureStateBlock(DWORD Token);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_ApplyStateBlock
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_ApplyStateBlock(DWORD Token);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_EndStateBlock
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_EndStateBlock(DWORD *pToken);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CopyRects
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CopyRects
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(
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X_D3DSurface *pSourceSurface,
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CONST RECT *pSourceRectsArray,
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UINT cRects,
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X_D3DSurface *pDestinationSurface,
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CONST POINT *pDestPointsArray
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateImageSurface
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CreateImageSurface
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(
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UINT Width,
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UINT Height,
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X_D3DFORMAT Format,
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X_D3DSurface **ppBackBuffer
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetGammaRamp
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_GetGammaRamp
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(
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X_D3DGAMMARAMP *pRamp
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetBackBuffer2
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// ******************************************************************
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X_D3DSurface* WINAPI EmuIDirect3DDevice8_GetBackBuffer2
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(
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INT BackBuffer
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetBackBuffer
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_GetBackBuffer
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(
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INT BackBuffer,
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D3DBACKBUFFER_TYPE Type,
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X_D3DSurface **ppBackBuffer
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetViewport
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetViewport
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(
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CONST D3DVIEWPORT8 *pViewport
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetViewport
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_GetViewport
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(
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D3DVIEWPORT8 *pViewport
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetViewportOffsetAndScale
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_GetViewportOffsetAndScale
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(
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D3DXVECTOR4 *pOffset,
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D3DXVECTOR4 *pScale
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetShaderConstantMode
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetShaderConstantMode
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(
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XTL::X_VERTEXSHADERCONSTANTMODE Mode
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_Reset
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_Reset
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(
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X_D3DPRESENT_PARAMETERS *pPresentationParameters
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetRenderTarget
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_GetRenderTarget
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(
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X_D3DSurface **ppRenderTarget
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetRenderTarget
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// ******************************************************************
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X_D3DSurface * WINAPI EmuIDirect3DDevice8_GetRenderTarget2();
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetDepthStencilSurface
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_GetDepthStencilSurface
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(
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X_D3DSurface **ppZStencilSurface
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetDepthStencilSurface
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// ******************************************************************
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X_D3DSurface * WINAPI EmuIDirect3DDevice8_GetDepthStencilSurface2();
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_GetTile
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_GetTile
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(
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DWORD Index,
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X_D3DTILE *pTile
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetTileNoWait
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetTileNoWait
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(
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DWORD Index,
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CONST X_D3DTILE *pTile
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateVertexShader
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CreateVertexShader
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(
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CONST DWORD *pDeclaration,
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CONST DWORD *pFunction,
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DWORD *pHandle,
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DWORD Usage
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetPixelShaderConstant
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_SetPixelShaderConstant
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(
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DWORD Register,
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CONST PVOID pConstantData,
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DWORD ConstantCount
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetVertexShaderConstant
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderConstant
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(
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INT Register,
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CONST PVOID pConstantData,
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DWORD ConstantCount
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetVertexShaderConstant1
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// ******************************************************************
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VOID __fastcall EmuIDirect3DDevice8_SetVertexShaderConstant1
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(
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INT Register,
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CONST PVOID pConstantData
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetVertexShaderConstant4
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// ******************************************************************
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VOID __fastcall EmuIDirect3DDevice8_SetVertexShaderConstant4
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(
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INT Register,
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CONST PVOID pConstantData
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetVertexShaderConstantNotInline
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// ******************************************************************
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VOID __fastcall EmuIDirect3DDevice8_SetVertexShaderConstantNotInline
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(
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INT Register,
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CONST PVOID pConstantData,
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DWORD ConstantCount
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_DeletePixelShader
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_DeletePixelShader
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(
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DWORD Handle
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreatePixelShader
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CreatePixelShader
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(
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X_D3DPIXELSHADERDEF *pPSDef,
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DWORD *pHandle
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetPixelShader
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetPixelShader
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(
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DWORD Handle
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateTexture2
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// ******************************************************************
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X_D3DResource * WINAPI EmuIDirect3DDevice8_CreateTexture2
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(
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UINT Width,
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UINT Height,
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UINT Depth,
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UINT Levels,
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DWORD Usage,
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D3DFORMAT Format,
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D3DRESOURCETYPE D3DResource
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateTexture
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CreateTexture
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(
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UINT Width,
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UINT Height,
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UINT Levels,
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DWORD Usage,
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D3DFORMAT Format,
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D3DPOOL Pool,
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X_D3DTexture **ppTexture
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateVolumeTexture
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CreateVolumeTexture
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(
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UINT Width,
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UINT Height,
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UINT Depth,
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UINT Levels,
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DWORD Usage,
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D3DFORMAT Format,
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D3DPOOL Pool,
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X_D3DVolumeTexture **ppVolumeTexture
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateCubeTexture
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CreateCubeTexture
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(
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UINT EdgeLength,
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UINT Levels,
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DWORD Usage,
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D3DFORMAT Format,
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D3DPOOL Pool,
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X_D3DCubeTexture **ppCubeTexture
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateIndexBuffer
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CreateIndexBuffer
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(
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UINT Length,
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DWORD Usage,
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D3DFORMAT Format,
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D3DPOOL Pool,
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X_D3DIndexBuffer **ppIndexBuffer
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateIndexBuffer2
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// ******************************************************************
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X_D3DIndexBuffer * WINAPI EmuIDirect3DDevice8_CreateIndexBuffer2(UINT Length);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetIndices
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetIndices
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(
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X_D3DIndexBuffer *pIndexData,
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UINT BaseVertexIndex
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetTexture
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetTexture
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|
(
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DWORD Stage,
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X_D3DResource *pTexture
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);
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// ******************************************************************
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|
// * 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
|