mirror of
https://github.com/CTCaer/RetroArch.git
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6904101c44
== DETAILS Really simple code cleanup, because my editor flags trailing whitespaces and it's pretty annoying.
177 lines
5.4 KiB
C
177 lines
5.4 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _D3D_COMMON_H
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#define _D3D_COMMON_H
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#include <boolean.h>
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#include <retro_common_api.h>
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#include "win32_common.h"
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#include "../../defines/d3d_defines.h"
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RETRO_BEGIN_DECLS
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bool d3d_swap(void *data, LPDIRECT3DDEVICE dev);
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LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev,
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unsigned length, unsigned usage, unsigned fvf,
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D3DPOOL pool, void *handle);
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void *d3d_vertex_buffer_lock(void *data);
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void d3d_vertex_buffer_unlock(void *data);
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void d3d_vertex_buffer_free(void *vertex_data, void *vertex_declaration);
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bool d3d_texture_get_level_desc(LPDIRECT3DTEXTURE tex,
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unsigned idx, void *_ppsurface_level);
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bool d3d_texture_get_surface_level(LPDIRECT3DTEXTURE tex,
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unsigned idx, void **_ppsurface_level);
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LPDIRECT3DTEXTURE d3d_texture_new(LPDIRECT3DDEVICE dev,
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const char *path, unsigned width, unsigned height,
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unsigned miplevels, unsigned usage, D3DFORMAT format,
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D3DPOOL pool, unsigned filter, unsigned mipfilter,
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D3DCOLOR color_key, void *src_info,
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PALETTEENTRY *palette);
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void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no,
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void *stream_vertbuf, unsigned offset_bytes,
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unsigned stride);
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void d3d_texture_free(LPDIRECT3DTEXTURE tex);
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void d3d_set_transform(LPDIRECT3DDEVICE dev,
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D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX *matrix);
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void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned value);
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void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned value);
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void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned value);
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void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned value);
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bool d3d_begin_scene(LPDIRECT3DDEVICE dev);
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void d3d_end_scene(LPDIRECT3DDEVICE dev);
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void d3d_draw_primitive(LPDIRECT3DDEVICE dev,
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D3DPRIMITIVETYPE type, unsigned start, unsigned count);
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void d3d_clear(LPDIRECT3DDEVICE dev,
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unsigned count, const D3DRECT *rects, unsigned flags,
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D3DCOLOR color, float z, unsigned stencil);
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bool d3d_lock_rectangle(LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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unsigned rectangle_height, unsigned flags);
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void d3d_lock_rectangle_clear(LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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unsigned rectangle_height, unsigned flags);
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void d3d_unlock_rectangle(LPDIRECT3DTEXTURE tex);
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void d3d_set_texture(LPDIRECT3DDEVICE dev, unsigned sampler,
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void *tex_data);
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HRESULT d3d_set_vertex_shader(LPDIRECT3DDEVICE dev, unsigned index,
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void *data);
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void d3d_texture_blit(unsigned pixel_size,
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LPDIRECT3DTEXTURE tex,
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D3DLOCKED_RECT *lr, const void *frame,
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unsigned width, unsigned height, unsigned pitch);
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bool d3d_vertex_declaration_new(LPDIRECT3DDEVICE dev,
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const void *vertex_data, void **decl_data);
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void d3d_vertex_declaration_free(void *data);
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void d3d_set_viewports(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp);
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void d3d_enable_blend_func(void *data);
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void d3d_disable_blend_func(void *data);
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void d3d_set_vertex_declaration(void *data, void *vertex_data);
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void d3d_enable_alpha_blend_texture_func(void *data);
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void d3d_frame_postprocess(void *data);
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void d3d_surface_free(void *data);
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bool d3d_device_get_render_target_data(LPDIRECT3DDEVICE dev,
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void *_src, void *_dst);
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bool d3d_device_get_render_target(LPDIRECT3DDEVICE dev,
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unsigned idx, void **data);
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void d3d_device_set_render_target(LPDIRECT3DDEVICE dev, unsigned idx,
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void *data);
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void d3d_set_render_state(void *data, D3DRENDERSTATETYPE state, DWORD value);
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void d3d_device_set_render_target(LPDIRECT3DDEVICE dev, unsigned idx,
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void *data);
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bool d3d_device_create_offscreen_plain_surface(
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LPDIRECT3DDEVICE dev,
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unsigned width,
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unsigned height,
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unsigned format,
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unsigned pool,
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void **surf_data,
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void *data);
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bool d3d_surface_lock_rect(void *data, void *data2);
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void d3d_surface_unlock_rect(void *data);
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void *d3d_matrix_transpose(void *_pout, const void *_pm);
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void *d3d_matrix_multiply(void *_pout,
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const void *_pm1, const void *_pm2);
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void *d3d_matrix_ortho_off_center_lh(void *_pout,
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float l, float r, float b, float t, float zn, float zf);
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void * d3d_matrix_identity(void *_pout);
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void *d3d_matrix_rotation_z(void *_pout, float angle);
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bool d3d_create_device(LPDIRECT3DDEVICE *dev,
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D3DPRESENT_PARAMETERS *d3dpp,
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LPDIRECT3D d3d,
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HWND focus_window,
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unsigned cur_mon_id);
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bool d3d_reset(LPDIRECT3DDEVICE dev, D3DPRESENT_PARAMETERS *d3dpp);
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void d3d_device_free(LPDIRECT3DDEVICE dev, LPDIRECT3D pd3d);
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D3DTEXTUREFILTERTYPE d3d_translate_filter(unsigned type);
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RETRO_END_DECLS
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#endif
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