RetroArch
d3dx8core.h
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1 /*
2  *
3  * Copyright (C) Microsoft Corporation. All Rights Reserved.
4  *
5  * File: d3dx8core.h
6  * Content: D3DX core types and functions
7  */
8 
9 #include "d3dx8.h"
10 
11 #ifndef __D3DX8CORE_H__
12 #define __D3DX8CORE_H__
13 
14 
15 
16 /*
17  * ID3DXBuffer:
18  * ------------
19  * The buffer object is used by D3DX to return arbitrary size data.
20  *
21  * GetBufferPointer -
22  * Returns a pointer to the beginning of the buffer.
23  *
24  * GetBufferSize -
25  * Returns the size of the buffer, in bytes.
26  */
27 
28 typedef interface ID3DXBuffer ID3DXBuffer;
29 typedef interface ID3DXBuffer *LPD3DXBUFFER;
30 
31 /* {932E6A7E-C68E-45dd-A7BF-53D19C86DB1F} */
32 DEFINE_GUID(IID_ID3DXBuffer,
33 0x932e6a7e, 0xc68e, 0x45dd, 0xa7, 0xbf, 0x53, 0xd1, 0x9c, 0x86, 0xdb, 0x1f);
34 
35 #undef INTERFACE
36 #define INTERFACE ID3DXBuffer
37 
39 {
40  /* IUnknown */
41  STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
42  STDMETHOD_(ULONG, AddRef)(THIS) PURE;
43  STDMETHOD_(ULONG, Release)(THIS) PURE;
44 
45  /* ID3DXBuffer */
46  STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
47  STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
48 };
49 
50 /*
51  * ID3DXFont:
52  * ----------
53  * Font objects contain the textures and resources needed to render
54  * a specific font on a specific device.
55  *
56  * Begin -
57  * Prepartes device for drawing text. This is optional.. if DrawText
58  * is called outside of Begin/End, it will call Begin and End for you.
59  *
60  * DrawText -
61  * Draws formatted text on a D3D device. Some parameters are
62  * surprisingly similar to those of GDI's DrawText function. See GDI
63  * documentation for a detailed description of these parameters.
64  *
65  * End -
66  * Restores device state to how it was when Begin was called.
67  *
68  * OnLostDevice, OnResetDevice -
69  * Call OnLostDevice() on this object before calling Reset() on the
70  * device, so that this object can release any stateblocks and video
71  * memory resources. After Reset(), the call OnResetDevice().
72  *
73  */
74 
75 typedef interface ID3DXFont ID3DXFont;
76 typedef interface ID3DXFont *LPD3DXFONT;
77 
78 /* {89FAD6A5-024D-49af-8FE7-F51123B85E25} */
79 DEFINE_GUID( IID_ID3DXFont,
80 0x89fad6a5, 0x24d, 0x49af, 0x8f, 0xe7, 0xf5, 0x11, 0x23, 0xb8, 0x5e, 0x25);
81 
82 
83 #undef INTERFACE
84 #define INTERFACE ID3DXFont
85 
87 {
88  /* IUnknown */
89  STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
90  STDMETHOD_(ULONG, AddRef)(THIS) PURE;
91  STDMETHOD_(ULONG, Release)(THIS) PURE;
92 
93  /* ID3DXFont */
94  STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE8* ppDevice) PURE;
95  STDMETHOD(GetLogFont)(THIS_ LOGFONT* pLogFont) PURE;
96 
97  STDMETHOD(Begin)(THIS) PURE;
98  STDMETHOD_(INT, DrawTextA)(THIS_ LPCSTR pString, INT Count, LPRECT pRect, DWORD Format, D3DCOLOR Color) PURE;
99  STDMETHOD_(INT, DrawTextW)(THIS_ LPCWSTR pString, INT Count, LPRECT pRect, DWORD Format, D3DCOLOR Color) PURE;
100  STDMETHOD(End)(THIS) PURE;
101 
102  STDMETHOD(OnLostDevice)(THIS) PURE;
103  STDMETHOD(OnResetDevice)(THIS) PURE;
104 };
105 
106 #ifndef DrawText
107 #ifdef UNICODE
108 #define DrawText DrawTextW
109 #else
110 #define DrawText DrawTextA
111 #endif
112 #endif
113 
114 
115 #ifdef __cplusplus
116 extern "C" {
117 #endif /* __cplusplus */
118 
119 HRESULT WINAPI
121  LPDIRECT3DDEVICE8 pDevice,
122  HFONT hFont,
123  LPD3DXFONT* ppFont);
124 
125 
126 HRESULT WINAPI
128  LPDIRECT3DDEVICE8 pDevice,
129  CONST LOGFONT* pLogFont,
130  LPD3DXFONT* ppFont);
131 
132 #ifdef __cplusplus
133 }
134 #endif /* __cplusplus */
135 
136 /*
137  * ID3DXSprite:
138  * ------------
139  * This object intends to provide an easy way to drawing sprites using D3D.
140  *
141  * Begin -
142  * Prepares device for drawing sprites
143  *
144  * Draw, DrawAffine, DrawTransform -
145  * Draws a sprite in screen-space. Before transformation, the sprite is
146  * the size of SrcRect, with its top-left corner at the origin (0,0).
147  * The color and alpha channels are modulated by Color.
148  *
149  * End -
150  * Restores device state to how it was when Begin was called.
151  *
152  * OnLostDevice, OnResetDevice -
153  * Call OnLostDevice() on this object before calling Reset() on the
154  * device, so that this object can release any stateblocks and video
155  * memory resources. After Reset(), the call OnResetDevice().
156  */
157 
158 typedef interface ID3DXSprite ID3DXSprite;
159 typedef interface ID3DXSprite *LPD3DXSPRITE;
160 
161 
162 /* {13D69D15-F9B0-4e0f-B39E-C91EB33F6CE7} */
163 DEFINE_GUID( IID_ID3DXSprite,
164 0x13d69d15, 0xf9b0, 0x4e0f, 0xb3, 0x9e, 0xc9, 0x1e, 0xb3, 0x3f, 0x6c, 0xe7);
165 
166 
167 #undef INTERFACE
168 #define INTERFACE ID3DXSprite
169 
171 {
172  /* IUnknown */
173  STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
174  STDMETHOD_(ULONG, AddRef)(THIS) PURE;
175  STDMETHOD_(ULONG, Release)(THIS) PURE;
176 
177  /* ID3DXSprite */
178  STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE8* ppDevice) PURE;
179 
180  STDMETHOD(Begin)(THIS) PURE;
181 
182  STDMETHOD(Draw)(THIS_ LPDIRECT3DTEXTURE8 pSrcTexture,
183  CONST RECT* pSrcRect, CONST D3DXVECTOR2* pScaling,
184  CONST D3DXVECTOR2* pRotationCenter, FLOAT Rotation,
185  CONST D3DXVECTOR2* pTranslation, D3DCOLOR Color) PURE;
186 
187  STDMETHOD(DrawTransform)(THIS_ LPDIRECT3DTEXTURE8 pSrcTexture,
188  CONST RECT* pSrcRect, CONST D3DXMATRIX* pTransform,
189  D3DCOLOR Color) PURE;
190 
191  STDMETHOD(End)(THIS) PURE;
192 
193  STDMETHOD(OnLostDevice)(THIS) PURE;
194  STDMETHOD(OnResetDevice)(THIS) PURE;
195 };
196 
197 
198 #ifdef __cplusplus
199 extern "C" {
200 #endif /* __cplusplus */
201 
202 
203 HRESULT WINAPI
205  LPDIRECT3DDEVICE8 pDevice,
206  LPD3DXSPRITE* ppSprite);
207 
208 #ifdef __cplusplus
209 }
210 #endif /* __cplusplus */
211 
212 
213 
214 
215 /*
216  * ID3DXRenderToSurface:
217  * ---------------------
218  * This object abstracts rendering to surfaces. These surfaces do not
219  * necessarily need to be render targets. If they are not, a compatible
220  * render target is used, and the result copied into surface at end scene.
221  *
222  * BeginScene, EndScene -
223  * Call BeginScene() and EndScene() at the beginning and ending of your
224  * scene. These calls will setup and restore render targets, viewports,
225  * etc..
226  *
227  * OnLostDevice, OnResetDevice -
228  * Call OnLostDevice() on this object before calling Reset() on the
229  * device, so that this object can release any stateblocks and video
230  * memory resources. After Reset(), the call OnResetDevice().
231  */
232 
233 typedef struct _D3DXRTS_DESC
234 {
240 
241 } D3DXRTS_DESC;
242 
243 
246 
247 /* {82DF5B90-E34E-496e-AC1C-62117A6A5913} */
248 DEFINE_GUID( IID_ID3DXRenderToSurface,
249 0x82df5b90, 0xe34e, 0x496e, 0xac, 0x1c, 0x62, 0x11, 0x7a, 0x6a, 0x59, 0x13);
250 
251 #undef INTERFACE
252 #define INTERFACE ID3DXRenderToSurface
253 
255 {
256  /* IUnknown */
257  STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
258  STDMETHOD_(ULONG, AddRef)(THIS) PURE;
259  STDMETHOD_(ULONG, Release)(THIS) PURE;
260 
261  /* ID3DXRenderToSurface */
262  STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE8* ppDevice) PURE;
263  STDMETHOD(GetDesc)(THIS_ D3DXRTS_DESC* pDesc) PURE;
264 
265  STDMETHOD(BeginScene)(THIS_ LPDIRECT3DSURFACE8 pSurface, CONST D3DVIEWPORT8* pViewport) PURE;
266  STDMETHOD(EndScene)(THIS) PURE;
267 
268  STDMETHOD(OnLostDevice)(THIS) PURE;
269  STDMETHOD(OnResetDevice)(THIS) PURE;
270 };
271 
272 
273 #ifdef __cplusplus
274 extern "C" {
275 #endif /* __cplusplus */
276 
277 HRESULT WINAPI
279  LPDIRECT3DDEVICE8 pDevice,
280  UINT Width,
281  UINT Height,
283  BOOL DepthStencil,
284  D3DFORMAT DepthStencilFormat,
285  LPD3DXRENDERTOSURFACE* ppRenderToSurface);
286 
287 #ifdef __cplusplus
288 }
289 #endif /* __cplusplus */
290 
291 
292 
293 /*
294  * ID3DXRenderToEnvMap:
295  * --------------------
296  * This object abstracts rendering to environment maps. These surfaces
297  * do not necessarily need to be render targets. If they are not, a
298  * compatible render target is used, and the result copied into the
299  * environment map at end scene.
300  *
301  * BeginCube, BeginSphere, BeginHemisphere, BeginParabolic -
302  * This function initiates the rendering of the environment map. As
303  * parameters, you pass the textures in which will get filled in with
304  * the resulting environment map.
305  *
306  * Face -
307  * Call this function to initiate the drawing of each face. For each
308  * environment map, you will call this six times.. once for each face
309  * in D3DCUBEMAP_FACES.
310  *
311  * End -
312  * This will restore all render targets, and if needed compose all the
313  * rendered faces into the environment map surfaces.
314  *
315  * OnLostDevice, OnResetDevice -
316  * Call OnLostDevice() on this object before calling Reset() on the
317  * device, so that this object can release any stateblocks and video
318  * memory resources. After Reset(), the call OnResetDevice().
319  */
320 
321 typedef struct _D3DXRTE_DESC
322 {
327 } D3DXRTE_DESC;
328 
329 
332 
333 /* {4E42C623-9451-44b7-8C86-ABCCDE5D52C8} */
334 DEFINE_GUID( IID_ID3DXRenderToEnvMap,
335 0x4e42c623, 0x9451, 0x44b7, 0x8c, 0x86, 0xab, 0xcc, 0xde, 0x5d, 0x52, 0xc8);
336 
337 
338 #undef INTERFACE
339 #define INTERFACE ID3DXRenderToEnvMap
340 
342 {
343  /* IUnknown */
344  STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
345  STDMETHOD_(ULONG, AddRef)(THIS) PURE;
346  STDMETHOD_(ULONG, Release)(THIS) PURE;
347 
348  /* ID3DXRenderToEnvMap */
349  STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE8* ppDevice) PURE;
350  STDMETHOD(GetDesc)(THIS_ D3DXRTE_DESC* pDesc) PURE;
351 
352  STDMETHOD(BeginCube)(THIS_
353  LPDIRECT3DCUBETEXTURE8 pCubeTex) PURE;
354 
355  STDMETHOD(BeginSphere)(THIS_
356  LPDIRECT3DTEXTURE8 pTex) PURE;
357 
358  STDMETHOD(BeginHemisphere)(THIS_
359  LPDIRECT3DTEXTURE8 pTexZPos,
360  LPDIRECT3DTEXTURE8 pTexZNeg) PURE;
361 
362  STDMETHOD(BeginParabolic)(THIS_
363  LPDIRECT3DTEXTURE8 pTexZPos,
364  LPDIRECT3DTEXTURE8 pTexZNeg) PURE;
365 
366  STDMETHOD(Face)(THIS_ D3DCUBEMAP_FACES Face) PURE;
367  STDMETHOD(End)(THIS) PURE;
368 
369  STDMETHOD(OnLostDevice)(THIS) PURE;
370  STDMETHOD(OnResetDevice)(THIS) PURE;
371 };
372 
373 
374 #ifdef __cplusplus
375 extern "C" {
376 #endif /* __cplusplus */
377 
378 HRESULT WINAPI
380  LPDIRECT3DDEVICE8 pDevice,
381  UINT Size,
383  BOOL DepthStencil,
384  D3DFORMAT DepthStencilFormat,
385  LPD3DXRenderToEnvMap* ppRenderToEnvMap);
386 
387 #ifdef __cplusplus
388 }
389 #endif /* __cplusplus */
390 
391 
392 
393 /*
394  * Shader assemblers:
395  */
396 
397 /*
398  * D3DXASM flags:
399  * --------------
400  *
401  * D3DXASM_DEBUG
402  * Generate debug info.
403  *
404  * D3DXASM_SKIPVALIDATION
405  * Do not validate the generated code against known capabilities and
406  * constraints. This option is only recommended when assembling shaders
407  * you KNOW will work. (ie. have assembled before without this option.)
408  */
409 
410 #define D3DXASM_DEBUG (1 << 0)
411 #define D3DXASM_SKIPVALIDATION (1 << 1)
412 
413 
414 #ifdef __cplusplus
415 extern "C" {
416 #endif /* __cplusplus */
417 
418 /*
419  * D3DXAssembleShader:
420  * -------------------
421  * Assembles an ascii description of a vertex or pixel shader into
422  * binary form.
423  *
424  * Parameters:
425  * pSrcFile
426  * Source file name
427  * hSrcModule
428  * Module handle. if NULL, current module will be used.
429  * pSrcResource
430  * Resource name in module
431  * pSrcData
432  * Pointer to source code
433  * SrcDataLen
434  * Size of source code, in bytes
435  * Flags
436  * D3DXASM_xxx flags
437  * ppConstants
438  * Returns an ID3DXBuffer object containing constant declarations.
439  * ppCompiledShader
440  * Returns an ID3DXBuffer object containing the object code.
441  * ppCompilationErrors
442  * Returns an ID3DXBuffer object containing ascii error messages
443  */
444 
445 HRESULT WINAPI
447  LPCSTR pSrcFile,
448  DWORD Flags,
449  LPD3DXBUFFER* ppConstants,
450  LPD3DXBUFFER* ppCompiledShader,
451  LPD3DXBUFFER* ppCompilationErrors);
452 
453 HRESULT WINAPI
455  LPCWSTR pSrcFile,
456  DWORD Flags,
457  LPD3DXBUFFER* ppConstants,
458  LPD3DXBUFFER* ppCompiledShader,
459  LPD3DXBUFFER* ppCompilationErrors);
460 
461 #ifdef UNICODE
462 #define D3DXAssembleShaderFromFile D3DXAssembleShaderFromFileW
463 #else
464 #define D3DXAssembleShaderFromFile D3DXAssembleShaderFromFileA
465 #endif
466 
467 HRESULT WINAPI
469  HMODULE hSrcModule,
470  LPCSTR pSrcResource,
471  DWORD Flags,
472  LPD3DXBUFFER* ppConstants,
473  LPD3DXBUFFER* ppCompiledShader,
474  LPD3DXBUFFER* ppCompilationErrors);
475 
476 HRESULT WINAPI
478  HMODULE hSrcModule,
479  LPCWSTR pSrcResource,
480  DWORD Flags,
481  LPD3DXBUFFER* ppConstants,
482  LPD3DXBUFFER* ppCompiledShader,
483  LPD3DXBUFFER* ppCompilationErrors);
484 
485 #ifdef UNICODE
486 #define D3DXAssembleShaderFromResource D3DXAssembleShaderFromResourceW
487 #else
488 #define D3DXAssembleShaderFromResource D3DXAssembleShaderFromResourceA
489 #endif
490 
491 HRESULT WINAPI
493  LPCVOID pSrcData,
494  UINT SrcDataLen,
495  DWORD Flags,
496  LPD3DXBUFFER* ppConstants,
497  LPD3DXBUFFER* ppCompiledShader,
498  LPD3DXBUFFER* ppCompilationErrors);
499 
500 
501 #ifdef __cplusplus
502 }
503 #endif /* __cplusplus */
504 
505 
506 
507 /*
508  * Misc APIs:
509  */
510 
511 #ifdef __cplusplus
512 extern "C" {
513 #endif /* __cplusplus */
514 
515 /*
516  * D3DXGetErrorString:
517  * ------------------
518  * Returns the error string for given an hresult. Interprets all D3DX and
519  * D3D hresults.
520  *
521  * Parameters:
522  * hr
523  * The error code to be deciphered.
524  * pBuffer
525  * Pointer to the buffer to be filled in.
526  * BufferLen
527  * Count of characters in buffer. Any error message longer than this
528  * length will be truncated to fit.
529  */
530 HRESULT WINAPI
532  HRESULT hr,
533  LPSTR pBuffer,
534  UINT BufferLen);
535 
536 HRESULT WINAPI
538  HRESULT hr,
539  LPWSTR pBuffer,
540  UINT BufferLen);
541 
542 #ifdef UNICODE
543 #define D3DXGetErrorString D3DXGetErrorStringW
544 #else
545 #define D3DXGetErrorString D3DXGetErrorStringA
546 #endif
547 
548 
549 
550 #ifdef __cplusplus
551 }
552 #endif /* __cplusplus */
553 
554 #endif /* __D3DX8CORE_H__ */
struct _D3DXRTS_DESC D3DXRTS_DESC
struct IDirect3DDevice8 * LPDIRECT3DDEVICE8
Definition: d3d8.h:326
HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags, LPD3DXBUFFER *ppConstants, LPD3DXBUFFER *ppCompiledShader, LPD3DXBUFFER *ppCompilationErrors)
Definition: d3dx8core.h:321
Definition: d3d8types.h:92
BOOL DepthStencil
Definition: d3dx8core.h:238
struct IDirect3DSurface8 * LPDIRECT3DSURFACE8
Definition: d3d8.h:1020
Definition: d3d8types.h:77
Unknown compiler Device disconnected from port File already exists Saving to backup buffer Got connection Port Mapping Successful No arguments supplied and no menu displaying help Waiting for client You have joined as player u Player *s has left the game *s has joined with input devices *s The netplay peer is running an old version of RetroArch Cannot connect A netplay peer is running a different core Cannot connect This core does not support inter architecture netplay between these systems Enter netplay server Incorrect password A netplay client has disconnected You do not have permission to play The input devices requested are not available Netplay peer s paused Give hardware rendered cores their own private context Avoids having to assume hardware state changes inbetween frames Adjusts menu screen appearance settings Improves performance at the cost of latency and more video stuttering Use only if you cannot obtain full speed otherwise Autodetect Capabilities Connecting to port Password Username Accounts List Endpoint Achievements Resume Achievements Hardcore Mode Scan Content Import content Ask Block Frames Audio Driver Audio Enable Turbo Deadzone Audio Maximum Timing Skew Audio Output Dynamic Audio Rate Control Audio Audio Volume WASAPI Exclusive Mode WASAPI Shared Buffer Length Load Override Files Automatically Load Shader Presets Automatically Confirm Quit Scroll Up Toggle Keyboard Basic menu controls Info Scroll Up Toggle Keyboard Don t overwrite SaveRAM on loading savestate Buildbot Assets URL Allow Camera Cheat Start Search For New Cheat Code Cheat File Load Cheat Load Cheat Save Cheat File As Description Leaderboards Locked Locked Test Unofficial Achievements Unlocked Verbose Mode Close Content Load Configuration Save Configuration on Exit Database History List Size Quick Menu Downloads Core Counters Core Information Categories Core name Permissions System manufacturer Controls Install or Restore a Core Core installation succesful Core Automatically extract downloaded archive Core Updater CPU CPU Cursor Custom Ratio Database Selection Start directory< Default > Directory not found Disk Cycle Tray Status Disk Index Don t care Download a Core DPI Override Enable Driver Check for Missing Firmware Before Loading Dynamic Backgrounds Menu entry hover color False Favorites Include Memory Details Sync to Exact Content Frame Throttle Load Content Specific Core Options Automatically Save Game options file Audio Video Troubleshooting Basic Menu Controls Loading Content What Is A Core History Image Information All Users Control Menu Left analog Left analog Left Analog Y Left analog Right Analog X Right analog Right Analog Y Right analog Gun Trigger Gun Aux A Gun Aux C Gun Select Gun D pad Down Gun D pad Right Analog Stick Deadzone Bind All Bind Timeout Hide Unbound Core Input Descriptors Device Index Mouse Index Duty Cycle Keyboard Gamepad Mapping Enable B Down D pad L3 L Left D pad R3 R Right D pad Start button X Y Mouse Mouse Mouse Wheel Down Wheel Right Max Users Cheat index Cheat toggle Disk next Enable hotkeys Fast forward toggle FPS toggle Grab mouse toggle Desktop menu toggle Menu toggle Audio mute toggle On screen keyboard toggle Pause toggle Reset game Cheat Details Save state Next shader Slow motion hold Savestate slot Volume Display Overlay Show Inputs On Overlay Poll Type Behavior Late Prefer Front Touch Remap Binds Enable Input Touch Enable Turbo Period Latency Input Autoconfig Services Dutch Esperanto German Japanese Polish Russian Vietnamese Greek Core Core Logging Level Load Archive Load Content Allow Location Logging Main Menu Menu Color Theme Blue Grey Green Red Footer Opacity Menu Driver Settings Horizontal Animation Background Missing Mouse Support Music Navigation Wrap Around Netplay Netplay Check Frames Input Latency Frames Range Disconnect from netplay host Connect to netplay host Stop netplay host Scan local network Username Publicly Announce Netplay Disallow Non Slave Mode Clients Analog Input Sharing Average Share Vote No preference Netplay Stateless Mode Netplay Spectator Enable Netplay NAT Traversal Network Command Port Network Gamepad Network None No achievements to display No cores available No core options available No history available No items No networks found No playlists No settings found OFF Online Onscreen Display Adjust Bezels and Onscreen controls Adjust the Onscreen Notifications Optional Autoload Preferred Overlay Overlay Opacity Overlay Scale Use PAL60 Mode Pause when menu activated Performance Counters Playlist Touch Support Present MIDI Analog supported CERO Rating CRC32 Developer Edge Magazine Rating ELSPA Rating ESRB Rating Franchise MD5 Origin Publisher Releasedate Year Serial Start Content Reboot Recording Output Custom Record Config Record Driver Enable Recording Save Recordings in Output Dir Load Remap File Save Content Directory Remap File Delete Core Remap File Delete Game Content Directory Remap File Restart Resume RetroKeyboard RetroPad w Analog Rewind Enable Auto Apply Cheats During Game Load Rewind Buffer Size(MB)" ) MSG_HASH( MENU_ENUM_LABEL_VALUE_REWIND_BUFFER_SIZE_STEP
Definition: glslang_tab.cpp:129
HRESULT WINAPI D3DXCreateRenderToEnvMap(LPDIRECT3DDEVICE8 pDevice, UINT Size, D3DFORMAT Format, BOOL DepthStencil, D3DFORMAT DepthStencilFormat, LPD3DXRenderToEnvMap *ppRenderToEnvMap)
DEFINE_GUID(IID_ID3DXBuffer, 0x932e6a7e, 0xc68e, 0x45dd, 0xa7, 0xbf, 0x53, 0xd1, 0x9c, 0x86, 0xdb, 0x1f)
Definition: d3dx8core.h:233
struct _D3DXRTE_DESC D3DXRTE_DESC
interface ID3DXFont * LPD3DXFONT
Definition: d3dx8core.h:76
struct IDirect3DTexture8 * LPDIRECT3DTEXTURE8
Definition: d3d8.h:693
HRESULT WINAPI D3DXGetErrorStringW(HRESULT hr, LPWSTR pBuffer, UINT BufferLen)
typedef HRESULT(WINAPI *PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(_In_ const D3D12_ROOT_SIGNATURE_DESC *pRootSignature
HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT *ppFont)
interface ID3DXRenderToEnvMap ID3DXRenderToEnvMap
Definition: d3dx8core.h:330
UINT Height
Definition: d3dx8core.h:236
enum _D3DCUBEMAP_FACES D3DCUBEMAP_FACES
D3DFORMAT Format
Definition: d3dx8core.h:237
enum _D3DFORMAT D3DFORMAT
HRESULT WINAPI D3DXCreateFontIndirect(LPDIRECT3DDEVICE8 pDevice, CONST LOGFONT *pLogFont, LPD3DXFONT *ppFont)
HRESULT WINAPI D3DXGetErrorStringA(HRESULT hr, LPSTR pBuffer, UINT BufferLen)
HRESULT WINAPI D3DXAssembleShaderFromFileW(LPCWSTR pSrcFile, DWORD Flags, LPD3DXBUFFER *ppConstants, LPD3DXBUFFER *ppCompiledShader, LPD3DXBUFFER *ppCompilationErrors)
UINT Size
Definition: d3dx8core.h:323
D3DFORMAT DepthStencilFormat
Definition: d3dx8core.h:326
DWORD D3DCOLOR
Definition: d3d8types.h:32
D3DFORMAT Format
Definition: d3dx8core.h:324
HRESULT WINAPI D3DXAssembleShaderFromResourceW(HMODULE hSrcModule, LPCWSTR pSrcResource, DWORD Flags, LPD3DXBUFFER *ppConstants, LPD3DXBUFFER *ppCompiledShader, LPD3DXBUFFER *ppCompilationErrors)
interface ID3DXBuffer ID3DXBuffer
Definition: d3dx8core.h:28
static INLINE ULONG Release(void *object)
Definition: dxgi_common.h:253
Definition: d3dx8math.h:40
BOOL DepthStencil
Definition: d3dx8core.h:325
unsigned int BOOL
Definition: gctypes.h:51
HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE8 pDevice, LPD3DXSPRITE *ppSprite)
UINT Width
Definition: d3dx8core.h:235
interface ID3DXBuffer * LPD3DXBUFFER
Definition: d3dx8core.h:29
Definition: glslang_tab.cpp:135
interface ID3DXRenderToEnvMap * LPD3DXRenderToEnvMap
Definition: d3dx8core.h:331
interface ID3DXRenderToSurface * LPD3DXRENDERTOSURFACE
Definition: d3dx8core.h:245
Format
Definition: vulkan.hpp:7957
Definition: glslang_tab.cpp:136
D3DFORMAT DepthStencilFormat
Definition: d3dx8core.h:239
Definition: glslang_tab.cpp:133
HRESULT WINAPI D3DXAssembleShaderFromFileA(LPCSTR pSrcFile, DWORD Flags, LPD3DXBUFFER *ppConstants, LPD3DXBUFFER *ppCompiledShader, LPD3DXBUFFER *ppCompilationErrors)
interface ID3DXSprite * LPD3DXSPRITE
Definition: d3dx8core.h:159
HRESULT WINAPI D3DXAssembleShaderFromResourceA(HMODULE hSrcModule, LPCSTR pSrcResource, DWORD Flags, LPD3DXBUFFER *ppConstants, LPD3DXBUFFER *ppCompiledShader, LPD3DXBUFFER *ppCompilationErrors)
interface ID3DXSprite ID3DXSprite
Definition: d3dx8core.h:158
interface ID3DXFont ID3DXFont
Definition: d3dx8core.h:48
struct IDirect3DCubeTexture8 * LPDIRECT3DCUBETEXTURE8
Definition: d3d8.h:839
DECLARE_INTERFACE_(ID3DXBuffer, IUnknown)
Definition: d3dx8core.h:38
interface ID3DXRenderToSurface ID3DXRenderToSurface
Definition: d3dx8core.h:244
HRESULT WINAPI D3DXCreateRenderToSurface(LPDIRECT3DDEVICE8 pDevice, UINT Width, UINT Height, D3DFORMAT Format, BOOL DepthStencil, D3DFORMAT DepthStencilFormat, LPD3DXRENDERTOSURFACE *ppRenderToSurface)