RetroArch/gfx/common/d3d_common.h
gblues 6904101c44 Clean up trailing whitespace
== DETAILS

Really simple code cleanup, because my editor flags trailing whitespaces
and it's pretty annoying.
2017-12-12 00:24:18 -08:00

177 lines
5.4 KiB
C

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