RetroArch/gfx/common/d3d8_common.h
twinaphex b4a743fff4 Split up menu display drivers for D3D8/D3D9 into separate drivers;
split up d3d_common into separate files
2018-03-03 15:28:58 +01:00

213 lines
5.8 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 _D3D8_COMMON_H
#define _D3D8_COMMON_H
#include <boolean.h>
#include <retro_common_api.h>
#include "../video_driver.h"
RETRO_BEGIN_DECLS
bool d3d8_swap(void *data, void *dev);
void *d3d8_vertex_buffer_new(void *dev,
unsigned length, unsigned usage, unsigned fvf,
INT32 pool, void *handle);
void *d3d8_vertex_buffer_lock(void *data);
void d3d8_vertex_buffer_unlock(void *data);
void d3d8_vertex_buffer_free(void *vertex_data, void *vertex_declaration);
bool d3d8_texture_get_level_desc(void *tex,
unsigned idx, void *_ppsurface_level);
bool d3d8_texture_get_surface_level(void *tex,
unsigned idx, void **_ppsurface_level);
void *d3d8_texture_new(void *dev,
const char *path, unsigned width, unsigned height,
unsigned miplevels, unsigned usage, INT32 format,
INT32 pool, unsigned filter, unsigned mipfilter,
INT32 color_key, void *src_info,
PALETTEENTRY *palette, bool want_mipmap);
void d3d8_set_stream_source(void *dev, unsigned stream_no,
void *stream_vertbuf, unsigned offset_bytes,
unsigned stride);
void d3d8_texture_free(void *tex);
void d3d8_set_transform(void *dev,
INT32 state, const void *_matrix);
void d3d8_set_sampler_address_u(void *dev,
unsigned sampler, unsigned value);
void d3d8_set_sampler_address_v(void *dev,
unsigned sampler, unsigned value);
void d3d8_set_sampler_minfilter(void *dev,
unsigned sampler, unsigned value);
void d3d8_set_sampler_magfilter(void *dev,
unsigned sampler, unsigned value);
void d3d8_set_sampler_mipfilter(void *dev,
unsigned sampler, unsigned value);
bool d3d8_begin_scene(void *dev);
void d3d8_end_scene(void *dev);
void d3d8_draw_primitive(void *dev,
INT32 type, unsigned start, unsigned count);
void d3d8_clear(void *dev,
unsigned count, const void *rects, unsigned flags,
INT32 color, float z, unsigned stencil);
bool d3d8_lock_rectangle(void *tex,
unsigned level, void *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags);
void d3d8_lock_rectangle_clear(void *tex,
unsigned level, void *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags);
void d3d8_unlock_rectangle(void *tex);
void d3d8_set_texture(void *dev, unsigned sampler,
void *tex_data);
bool d3d8_create_vertex_shader(void *dev,
const DWORD *a, void **b);
bool d3d8_create_pixel_shader(void *dev,
const DWORD *a, void **b);
void d3d8_free_vertex_shader(void *dev, void *data);
bool d3d8_set_vertex_shader(void *dev, unsigned index,
void *data);
void d3d8_texture_blit(unsigned pixel_size,
void *tex,
void *lr, const void *frame,
unsigned width, unsigned height, unsigned pitch);
bool d3d8_vertex_declaration_new(void *dev,
const void *vertex_data, void **decl_data);
void d3d8_vertex_declaration_free(void *data);
void d3d8_set_viewports(void *dev, void *vp);
void d3d8_enable_blend_func(void *data);
void d3d8_disable_blend_func(void *data);
void d3d8_set_vertex_declaration(void *data, void *vertex_data);
void d3d8_enable_alpha_blend_texture_func(void *data);
void d3d8_frame_postprocess(void *data);
void d3d8_surface_free(void *data);
bool d3d8_device_get_render_target_data(void *dev,
void *_src, void *_dst);
bool d3d8_device_get_render_target(void *dev,
unsigned idx, void **data);
void d3d8_device_set_render_target(void *dev, unsigned idx,
void *data);
bool d3d8_get_render_state(void *data,
INT32 state, DWORD *value);
void d3d8_set_render_state(void *data,
INT32 state, DWORD value);
void d3d8_device_set_render_target(void *dev, unsigned idx,
void *data);
bool d3d8_device_create_offscreen_plain_surface(
void *dev,
unsigned width,
unsigned height,
unsigned format,
unsigned pool,
void **surf_data,
void *data);
bool d3d8_surface_lock_rect(void *data, void *data2);
void d3d8_surface_unlock_rect(void *data);
bool d3d8_get_adapter_display_mode(void *d3d,
unsigned idx,
void *display_mode);
bool d3d8_create_device(void *dev,
void *d3dpp,
void *d3d,
HWND focus_window,
unsigned cur_mon_id);
bool d3d8_reset(void *dev, void *d3dpp);
bool d3d8_device_get_backbuffer(void *dev,
unsigned idx, unsigned swapchain_idx,
unsigned backbuffer_type, void **data);
void d3d8_device_free(void *dev, void *pd3d);
void *d3d8_create(void);
bool d3d8_initialize_symbols(enum gfx_ctx_api api);
void d3d8_deinitialize_symbols(void);
bool d3d8_check_device_type(void *d3d,
unsigned idx,
INT32 disp_format,
INT32 backbuffer_format,
bool windowed_mode);
bool d3d8x_create_font_indirect(void *dev,
void *desc, void **font_data);
void d3d8x_font_draw_text(void *data, void *sprite_data, void *string_data,
unsigned count, void *rect_data, unsigned format, unsigned color);
void d3d8x_font_get_text_metrics(void *data, void *metrics);
void d3d8x_font_release(void *data);
INT32 d3d8_translate_filter(unsigned type);
INT32 d3d8_get_rgb565_format(void);
INT32 d3d8_get_argb8888_format(void);
INT32 d3d8_get_xrgb8888_format(void);
RETRO_END_DECLS
#endif