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Simplify D3D9 headers
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@ -12,17 +12,6 @@
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#ifndef __D3DX9CORE_H__
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#define __D3DX9CORE_H__
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///////////////////////////////////////////////////////////////////////////
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// D3DX_SDK_VERSION:
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// -----------------
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// This identifier is passed to D3DXCheckVersion in order to ensure that an
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// application was built against the correct header files and lib files.
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// This number is incremented whenever a header (or other) change would
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// require applications to be rebuilt. If the version doesn't match,
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// D3DXCheckVersion will return FALSE. (The number itself has no meaning.)
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///////////////////////////////////////////////////////////////////////////
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#define D3DX_VERSION 0x0902
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#define D3DX_SDK_VERSION 43
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@ -34,45 +23,9 @@ extern "C" {
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BOOL WINAPI
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D3DXCheckVersion(UINT D3DSdkVersion, UINT D3DXSdkVersion);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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// D3DXDebugMute
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// Mutes D3DX and D3D debug spew (TRUE - mute, FALSE - not mute)
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//
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// returns previous mute value
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//
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///////////////////////////////////////////////////////////////////////////
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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BOOL WINAPI
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D3DXDebugMute(BOOL Mute);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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// D3DXGetDriverLevel:
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// Returns driver version information:
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//
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// 700 - DX7 level driver
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// 800 - DX8 level driver
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// 900 - DX9 level driver
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///////////////////////////////////////////////////////////////////////////
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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UINT WINAPI
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D3DXGetDriverLevel(LPDIRECT3DDEVICE9 pDevice);
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@ -80,19 +33,6 @@ UINT WINAPI
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}
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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// ID3DXBuffer:
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// ------------
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// The buffer object is used by D3DX to return arbitrary size data.
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//
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// GetBufferPointer -
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// Returns a pointer to the beginning of the buffer.
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//
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// GetBufferSize -
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// Returns the size of the buffer, in bytes.
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///////////////////////////////////////////////////////////////////////////
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typedef interface ID3DXBuffer ID3DXBuffer;
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typedef interface ID3DXBuffer *LPD3DXBUFFER;
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@ -115,43 +55,6 @@ DECLARE_INTERFACE_(ID3DXBuffer, IUnknown)
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STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
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};
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//////////////////////////////////////////////////////////////////////////////
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// D3DXSPRITE flags:
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// -----------------
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// D3DXSPRITE_DONOTSAVESTATE
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// Specifies device state is not to be saved and restored in Begin/End.
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// D3DXSPRITE_DONOTMODIFY_RENDERSTATE
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// Specifies device render state is not to be changed in Begin. The device
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// is assumed to be in a valid state to draw vertices containing POSITION0,
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// TEXCOORD0, and COLOR0 data.
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// D3DXSPRITE_OBJECTSPACE
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// The WORLD, VIEW, and PROJECTION transforms are NOT modified. The
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// transforms currently set to the device are used to transform the sprites
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// when the batch is drawn (at Flush or End). If this is not specified,
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// WORLD, VIEW, and PROJECTION transforms are modified so that sprites are
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// drawn in screenspace coordinates.
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// D3DXSPRITE_BILLBOARD
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// Rotates each sprite about its center so that it is facing the viewer.
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// D3DXSPRITE_ALPHABLEND
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// Enables ALPHABLEND(SRCALPHA, INVSRCALPHA) and ALPHATEST(alpha > 0).
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// ID3DXFont expects this to be set when drawing text.
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// D3DXSPRITE_SORT_TEXTURE
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// Sprites are sorted by texture prior to drawing. This is recommended when
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// drawing non-overlapping sprites of uniform depth. For example, drawing
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// screen-aligned text with ID3DXFont.
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// D3DXSPRITE_SORT_DEPTH_FRONTTOBACK
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// Sprites are sorted by depth front-to-back prior to drawing. This is
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// recommended when drawing opaque sprites of varying depths.
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// D3DXSPRITE_SORT_DEPTH_BACKTOFRONT
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// Sprites are sorted by depth back-to-front prior to drawing. This is
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// recommended when drawing transparent sprites of varying depths.
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// D3DXSPRITE_DO_NOT_ADDREF_TEXTURE
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// Disables calling AddRef() on every draw, and Release() on Flush() for
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// better performance.
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//////////////////////////////////////////////////////////////////////////////
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#define D3DXSPRITE_DONOTSAVESTATE (1 << 0)
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#define D3DXSPRITE_DONOTMODIFY_RENDERSTATE (1 << 1)
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#define D3DXSPRITE_OBJECTSPACE (1 << 2)
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@ -162,32 +65,6 @@ DECLARE_INTERFACE_(ID3DXBuffer, IUnknown)
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#define D3DXSPRITE_SORT_DEPTH_BACKTOFRONT (1 << 7)
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#define D3DXSPRITE_DO_NOT_ADDREF_TEXTURE (1 << 8)
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//////////////////////////////////////////////////////////////////////////////
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// ID3DXSprite:
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// ------------
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// This object intends to provide an easy way to drawing sprites using D3D.
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//
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// Begin -
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// Prepares device for drawing sprites.
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//
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// Draw -
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// Draws a sprite. Before transformation, the sprite is the size of
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// SrcRect, with its top-left corner specified by Position. The color
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// and alpha channels are modulated by Color.
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//
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// Flush -
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// Forces all batched sprites to submitted to the device.
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//
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// End -
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// Restores device state to how it was when Begin was called.
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//
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// OnLostDevice, OnResetDevice -
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// Call OnLostDevice() on this object before calling Reset() on the
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// device, so that this object can release any stateblocks and video
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// memory resources. After Reset(), the call OnResetDevice().
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//////////////////////////////////////////////////////////////////////////////
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typedef interface ID3DXSprite ID3DXSprite;
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typedef interface ID3DXSprite *LPD3DXSPRITE;
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@ -239,32 +116,6 @@ HRESULT WINAPI
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}
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#endif //__cplusplus
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//////////////////////////////////////////////////////////////////////////////
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// ID3DXFont:
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// ----------
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// Font objects contain the textures and resources needed to render a specific
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// font on a specific device.
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//
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// GetGlyphData -
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// Returns glyph cache data, for a given glyph.
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//
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// PreloadCharacters/PreloadGlyphs/PreloadText -
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// Preloads glyphs into the glyph cache textures.
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//
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// DrawText -
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// Draws formatted text on a D3D device. Some parameters are
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// surprisingly similar to those of GDI's DrawText function. See GDI
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// documentation for a detailed description of these parameters.
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// If pSprite is NULL, an internal sprite object will be used.
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//
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// OnLostDevice, OnResetDevice -
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// Call OnLostDevice() on this object before calling Reset() on the
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// device, so that this object can release any stateblocks and video
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// memory resources. After Reset(), the call OnResetDevice().
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//////////////////////////////////////////////////////////////////////////////
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typedef struct _D3DXFONT_DESCA
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{
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INT Height;
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@ -437,26 +288,6 @@ HRESULT WINAPI
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}
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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// ID3DXRenderToSurface:
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// ---------------------
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// This object abstracts rendering to surfaces. These surfaces do not
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// necessarily need to be render targets. If they are not, a compatible
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// render target is used, and the result copied into surface at end scene.
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//
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// BeginScene, EndScene -
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// Call BeginScene() and EndScene() at the beginning and ending of your
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// scene. These calls will setup and restore render targets, viewports,
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// etc..
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//
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// OnLostDevice, OnResetDevice -
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// Call OnLostDevice() on this object before calling Reset() on the
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// device, so that this object can release any stateblocks and video
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// memory resources. After Reset(), the call OnResetDevice().
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///////////////////////////////////////////////////////////////////////////
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typedef struct _D3DXRTS_DESC
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{
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UINT Width;
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@ -517,36 +348,6 @@ HRESULT WINAPI
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}
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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// ID3DXRenderToEnvMap:
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// --------------------
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// This object abstracts rendering to environment maps. These surfaces
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// do not necessarily need to be render targets. If they are not, a
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// compatible render target is used, and the result copied into the
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// environment map at end scene.
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//
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// BeginCube, BeginSphere, BeginHemisphere, BeginParabolic -
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// This function initiates the rendering of the environment map. As
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// parameters, you pass the textures in which will get filled in with
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// the resulting environment map.
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//
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// Face -
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// Call this function to initiate the drawing of each face. For each
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// environment map, you will call this six times.. once for each face
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// in D3DCUBEMAP_FACES.
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//
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// End -
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// This will restore all render targets, and if needed compose all the
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// rendered faces into the environment map surfaces.
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//
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// OnLostDevice, OnResetDevice -
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// Call OnLostDevice() on this object before calling Reset() on the
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// device, so that this object can release any stateblocks and video
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// memory resources. After Reset(), the call OnResetDevice().
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///////////////////////////////////////////////////////////////////////////
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typedef struct _D3DXRTE_DESC
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{
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UINT Size;
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@ -621,68 +422,6 @@ HRESULT WINAPI
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}
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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// ID3DXLine:
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// ------------
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// This object intends to provide an easy way to draw lines using D3D.
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//
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// Begin -
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// Prepares device for drawing lines
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//
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// Draw -
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// Draws a line strip in screen-space.
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// Input is in the form of a array defining points on the line strip. of D3DXVECTOR2
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//
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// DrawTransform -
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// Draws a line in screen-space with a specified input transformation matrix.
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//
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// End -
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// Restores device state to how it was when Begin was called.
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//
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// SetPattern -
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// Applies a stipple pattern to the line. Input is one 32-bit
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// DWORD which describes the stipple pattern. 1 is opaque, 0 is
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// transparent.
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//
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// SetPatternScale -
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// Stretches the stipple pattern in the u direction. Input is one
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// floating-point value. 0.0f is no scaling, whereas 1.0f doubles
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// the length of the stipple pattern.
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//
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// SetWidth -
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// Specifies the thickness of the line in the v direction. Input is
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// one floating-point value.
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//
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// SetAntialias -
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// Toggles line antialiasing. Input is a BOOL.
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// TRUE = Antialiasing on.
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// FALSE = Antialiasing off.
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//
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// SetGLLines -
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// Toggles non-antialiased OpenGL line emulation. Input is a BOOL.
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// TRUE = OpenGL line emulation on.
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// FALSE = OpenGL line emulation off.
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//
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// OpenGL line: Regular line:
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// *\ *\
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// | \ / \
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// | \ *\ \
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// *\ \ \ \
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// \ \ \ \
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// \ * \ *
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// \ | \ /
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// \| *
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// *
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//
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// OnLostDevice, OnResetDevice -
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// Call OnLostDevice() on this object before calling Reset() on the
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// device, so that this object can release any stateblocks and video
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// memory resources. After Reset(), the call OnResetDevice().
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///////////////////////////////////////////////////////////////////////////
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typedef interface ID3DXLine ID3DXLine;
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typedef interface ID3DXLine *LPD3DXLINE;
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