Some more D3D header fixes

This commit is contained in:
twinaphex 2018-01-01 08:11:41 +01:00
parent 2214e04784
commit 6f95823702
2 changed files with 20 additions and 21 deletions

View File

@ -148,7 +148,7 @@ typedef enum _D3DXCALLBACK_SEARCH_FLAGS
D3DXCALLBACK_SEARCH_EXCLUDING_INITIAL_POSITION = 0x01, /* exclude callbacks at the initial position from the search */
D3DXCALLBACK_SEARCH_BEHIND_INITIAL_POSITION = 0x02, /* reverse the callback search direction */
D3DXCALLBACK_SEARCH_FORCE_DWORD = 0x7fffffff,
D3DXCALLBACK_SEARCH_FORCE_DWORD = 0x7fffffff
} D3DXCALLBACK_SEARCH_FLAGS;
typedef interface ID3DXAnimationSet ID3DXAnimationSet;
@ -383,7 +383,7 @@ typedef enum _D3DXPRIORITY_TYPE
D3DXPRIORITY_LOW = 0, /* This track should be blended with all low priority tracks before mixed with the high priority result */
D3DXPRIORITY_HIGH = 1, /* This track should be blended with all high priority tracks before mixed with the low priority result */
D3DXPRIORITY_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
D3DXPRIORITY_FORCE_DWORD = 0x7fffffff /* force 32-bit size enum */
} D3DXPRIORITY_TYPE;
typedef struct _D3DXTRACK_DESC

View File

@ -1,18 +1,18 @@
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9mesh.h
// Content: D3DX mesh types and functions
//
//////////////////////////////////////////////////////////////////////////////
/*
*
* Copyright (C) Microsoft Corporation. All Rights Reserved.
*
* File: d3dx9mesh.h
* Content: D3DX mesh types and functions
*
*/
#include "d3dx9.h"
#ifndef __D3DX9MESH_H__
#define __D3DX9MESH_H__
// {7ED943DD-52E8-40b5-A8D8-76685C406330}
/* {7ED943DD-52E8-40b5-A8D8-76685C406330} */
DEFINE_GUID(IID_ID3DXBaseMesh,
0x7ed943dd, 0x52e8, 0x40b5, 0xa8, 0xd8, 0x76, 0x68, 0x5c, 0x40, 0x63, 0x30);
@ -72,7 +72,7 @@ enum _D3DXMESH {
D3DXMESH_MANAGED = 0x220, // D3DXMESH_VB_MANAGED | D3DXMESH_IB_MANAGED
D3DXMESH_WRITEONLY = 0x440, // D3DXMESH_VB_WRITEONLY | D3DXMESH_IB_WRITEONLY
D3DXMESH_DYNAMIC = 0x880, // D3DXMESH_VB_DYNAMIC | D3DXMESH_IB_DYNAMIC
D3DXMESH_SOFTWAREPROCESSING = 0x18000, // D3DXMESH_VB_SOFTWAREPROCESSING | D3DXMESH_IB_SOFTWAREPROCESSING
D3DXMESH_SOFTWAREPROCESSING = 0x18000 // D3DXMESH_VB_SOFTWAREPROCESSING | D3DXMESH_IB_SOFTWAREPROCESSING
};
@ -84,8 +84,7 @@ enum _D3DXPATCHMESH {
enum _D3DXMESHSIMP
{
D3DXMESHSIMP_VERTEX = 0x1,
D3DXMESHSIMP_FACE = 0x2,
D3DXMESHSIMP_FACE = 0x2
};
typedef enum _D3DXCLEANTYPE {
@ -95,7 +94,7 @@ typedef enum _D3DXCLEANTYPE {
// Helper options
D3DXCLEAN_SKINNING = D3DXCLEAN_BACKFACING, // Bowtie cleaning modifies geometry and breaks skinning
D3DXCLEAN_OPTIMIZATION = D3DXCLEAN_BACKFACING,
D3DXCLEAN_SIMPLIFICATION= D3DXCLEAN_BACKFACING | D3DXCLEAN_BOWTIES,
D3DXCLEAN_SIMPLIFICATION= D3DXCLEAN_BACKFACING | D3DXCLEAN_BOWTIES
} D3DXCLEANTYPE;
enum _MAX_FVF_DECL_SIZE
@ -116,7 +115,7 @@ typedef enum _D3DXTANGENT
D3DXTANGENT_WEIGHT_EQUAL = 0x080,
D3DXTANGENT_WIND_CW = 0x0100,
D3DXTANGENT_CALCULATE_NORMALS = 0x0200,
D3DXTANGENT_GENERATE_IN_PLACE = 0x0400,
D3DXTANGENT_GENERATE_IN_PLACE = 0x0400
} D3DXTANGENT;
// D3DXIMT_WRAP_U means the texture wraps in the U direction
@ -126,7 +125,7 @@ typedef enum _D3DXIMT
{
D3DXIMT_WRAP_U = 0x01,
D3DXIMT_WRAP_V = 0x02,
D3DXIMT_WRAP_UV = 0x03,
D3DXIMT_WRAP_UV = 0x03
} D3DXIMT;
// These options are only valid for UVAtlasCreate and UVAtlasPartition, we may add more for UVAtlasPack if necessary
@ -137,7 +136,7 @@ typedef enum _D3DXUVATLAS
{
D3DXUVATLAS_DEFAULT = 0x00,
D3DXUVATLAS_GEODESIC_FAST = 0x01,
D3DXUVATLAS_GEODESIC_QUALITY = 0x02,
D3DXUVATLAS_GEODESIC_QUALITY = 0x02
} D3DXUVATLAS;
typedef struct ID3DXBaseMesh *LPD3DXBASEMESH;
@ -215,7 +214,7 @@ enum _D3DXWELDEPSILONSFLAGS
// ONLY valid if D3DXWELDEPSILONS_WELDPARTIALMATCHES is set
// useful to modify vertices to be equal, but not allow vertices to be removed
D3DXWELDEPSILONS_DONOTSPLIT = 0x8, // instructs weld to specify the D3DXMESHOPT_DONOTSPLIT flag when doing an Optimize(ATTR_SORT)
D3DXWELDEPSILONS_DONOTSPLIT = 0x8 // instructs weld to specify the D3DXMESHOPT_DONOTSPLIT flag when doing an Optimize(ATTR_SORT)
// if this flag is not set, all vertices that are in separate attribute groups
// will remain split and not welded. Setting this flag can slow down software vertex processing
@ -440,7 +439,7 @@ enum _D3DXMESHOPT {
D3DXMESHOPT_STRIPREORDER = 0x08000000,
D3DXMESHOPT_IGNOREVERTS = 0x10000000, // optimize faces only, don't touch vertices
D3DXMESHOPT_DONOTSPLIT = 0x20000000, // do not split vertices shared between attribute groups when attribute sorting
D3DXMESHOPT_DEVICEINDEPENDENT = 0x00400000, // Only affects VCache. uses a static known good cache size for all cards
D3DXMESHOPT_DEVICEINDEPENDENT = 0x00400000 // Only affects VCache. uses a static known good cache size for all cards
// D3DXMESHOPT_SHAREVB has been removed, please use D3DXMESH_VB_SHARE instead
@ -3002,4 +3001,4 @@ typedef struct _XFILECOMPRESSEDANIMATIONSET
array DWORD attributeMispredicts[nAttributeMispredicts]; \
} "
#endif //__D3DX9MESH_H__
#endif /*__D3DX9MESH_H__ */