The main release package of Ashita v3. Contains all the needed files for users to get up and running. Used by the launcher/injector to auto-update as well. https://ashitaxi.com/
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/*==========================================================================;
*
* Copyright (C) Microsoft Corporation. All Rights Reserved.
*
* File: d3d8types.h
* Content: Direct3D capabilities include file
*
***************************************************************************/
#ifndef _D3D8TYPES_H_
#define _D3D8TYPES_H_
#ifndef DIRECT3D_VERSION
#define DIRECT3D_VERSION 0x0800
#endif //DIRECT3D_VERSION
// include this file content only if compiling for DX8 interfaces
#if(DIRECT3D_VERSION >= 0x0800)
#include <float.h>
#if _MSC_VER >= 1200
#pragma warning(push)
#endif
#pragma warning(disable:4201) // anonymous unions warning
#if defined(_X86_) || defined(_IA64_)
#pragma pack(4)
#endif
// D3DCOLOR is equivalent to D3DFMT_A8R8G8B8
#ifndef D3DCOLOR_DEFINED
typedef DWORD D3DCOLOR;
#define D3DCOLOR_DEFINED
#endif
// maps unsigned 8 bits/channel to D3DCOLOR
#define D3DCOLOR_ARGB(a,r,g,b) \
((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
#define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)
#define D3DCOLOR_XRGB(r,g,b) D3DCOLOR_ARGB(0xff,r,g,b)
// maps floating point channels (0.f to 1.f range) to D3DCOLOR
#define D3DCOLOR_COLORVALUE(r,g,b,a) \
D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f))
#ifndef D3DVECTOR_DEFINED
typedef struct _D3DVECTOR {
float x;
float y;
float z;
} D3DVECTOR;
#define D3DVECTOR_DEFINED
#endif
#ifndef D3DCOLORVALUE_DEFINED
typedef struct _D3DCOLORVALUE {
float r;
float g;
float b;
float a;
} D3DCOLORVALUE;
#define D3DCOLORVALUE_DEFINED
#endif
#ifndef D3DRECT_DEFINED
typedef struct _D3DRECT {
LONG x1;
LONG y1;
LONG x2;
LONG y2;
} D3DRECT;
#define D3DRECT_DEFINED
#endif
#ifndef D3DMATRIX_DEFINED
typedef struct _D3DMATRIX {
union {
struct {
float _11, _12, _13, _14;
float _21, _22, _23, _24;
float _31, _32, _33, _34;
float _41, _42, _43, _44;
};
float m[4][4];
};
} D3DMATRIX;
#define D3DMATRIX_DEFINED
#endif
typedef struct _D3DVIEWPORT8 {
DWORD X;
DWORD Y; /* Viewport Top left */
DWORD Width;
DWORD Height; /* Viewport Dimensions */
float MinZ; /* Min/max of clip Volume */
float MaxZ;
} D3DVIEWPORT8;
/*
* Values for clip fields.
*/
// Max number of user clipping planes, supported in D3D.
#define D3DMAXUSERCLIPPLANES 32
// These bits could be ORed together to use with D3DRS_CLIPPLANEENABLE
//
#define D3DCLIPPLANE0 (1 << 0)
#define D3DCLIPPLANE1 (1 << 1)
#define D3DCLIPPLANE2 (1 << 2)
#define D3DCLIPPLANE3 (1 << 3)
#define D3DCLIPPLANE4 (1 << 4)
#define D3DCLIPPLANE5 (1 << 5)
// The following bits are used in the ClipUnion and ClipIntersection
// members of the D3DCLIPSTATUS8
//
#define D3DCS_LEFT 0x00000001L
#define D3DCS_RIGHT 0x00000002L
#define D3DCS_TOP 0x00000004L
#define D3DCS_BOTTOM 0x00000008L
#define D3DCS_FRONT 0x00000010L
#define D3DCS_BACK 0x00000020L
#define D3DCS_PLANE0 0x00000040L
#define D3DCS_PLANE1 0x00000080L
#define D3DCS_PLANE2 0x00000100L
#define D3DCS_PLANE3 0x00000200L
#define D3DCS_PLANE4 0x00000400L
#define D3DCS_PLANE5 0x00000800L
#define D3DCS_ALL (D3DCS_LEFT | \
D3DCS_RIGHT | \
D3DCS_TOP | \
D3DCS_BOTTOM | \
D3DCS_FRONT | \
D3DCS_BACK | \
D3DCS_PLANE0 | \
D3DCS_PLANE1 | \
D3DCS_PLANE2 | \
D3DCS_PLANE3 | \
D3DCS_PLANE4 | \
D3DCS_PLANE5)
typedef struct _D3DCLIPSTATUS8 {
DWORD ClipUnion;
DWORD ClipIntersection;
} D3DCLIPSTATUS8;
typedef struct _D3DMATERIAL8 {
D3DCOLORVALUE Diffuse; /* Diffuse color RGBA */
D3DCOLORVALUE Ambient; /* Ambient color RGB */
D3DCOLORVALUE Specular; /* Specular 'shininess' */
D3DCOLORVALUE Emissive; /* Emissive color RGB */
float Power; /* Sharpness if specular highlight */
} D3DMATERIAL8;
typedef enum _D3DLIGHTTYPE {
D3DLIGHT_POINT = 1,
D3DLIGHT_SPOT = 2,
D3DLIGHT_DIRECTIONAL = 3,
D3DLIGHT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DLIGHTTYPE;
typedef struct _D3DLIGHT8 {
D3DLIGHTTYPE Type; /* Type of light source */
D3DCOLORVALUE Diffuse; /* Diffuse color of light */
D3DCOLORVALUE Specular; /* Specular color of light */
D3DCOLORVALUE Ambient; /* Ambient color of light */
D3DVECTOR Position; /* Position in world space */
D3DVECTOR Direction; /* Direction in world space */
float Range; /* Cutoff range */
float Falloff; /* Falloff */
float Attenuation0; /* Constant attenuation */
float Attenuation1; /* Linear attenuation */
float Attenuation2; /* Quadratic attenuation */
float Theta; /* Inner angle of spotlight cone */
float Phi; /* Outer angle of spotlight cone */
} D3DLIGHT8;
/*
* Options for clearing
*/
#define D3DCLEAR_TARGET 0x00000001l /* Clear target surface */
#define D3DCLEAR_ZBUFFER 0x00000002l /* Clear target z buffer */
#define D3DCLEAR_STENCIL 0x00000004l /* Clear stencil planes */
/*
* The following defines the rendering states
*/
typedef enum _D3DSHADEMODE {
D3DSHADE_FLAT = 1,
D3DSHADE_GOURAUD = 2,
D3DSHADE_PHONG = 3,
D3DSHADE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DSHADEMODE;
typedef enum _D3DFILLMODE {
D3DFILL_POINT = 1,
D3DFILL_WIREFRAME = 2,
D3DFILL_SOLID = 3,
D3DFILL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DFILLMODE;
typedef struct _D3DLINEPATTERN {
WORD wRepeatFactor;
WORD wLinePattern;
} D3DLINEPATTERN;
typedef enum _D3DBLEND {
D3DBLEND_ZERO = 1,
D3DBLEND_ONE = 2,
D3DBLEND_SRCCOLOR = 3,
D3DBLEND_INVSRCCOLOR = 4,
D3DBLEND_SRCALPHA = 5,
D3DBLEND_INVSRCALPHA = 6,
D3DBLEND_DESTALPHA = 7,
D3DBLEND_INVDESTALPHA = 8,
D3DBLEND_DESTCOLOR = 9,
D3DBLEND_INVDESTCOLOR = 10,
D3DBLEND_SRCALPHASAT = 11,
D3DBLEND_BOTHSRCALPHA = 12,
D3DBLEND_BOTHINVSRCALPHA = 13,
D3DBLEND_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DBLEND;
typedef enum _D3DBLENDOP {
D3DBLENDOP_ADD = 1,
D3DBLENDOP_SUBTRACT = 2,
D3DBLENDOP_REVSUBTRACT = 3,
D3DBLENDOP_MIN = 4,
D3DBLENDOP_MAX = 5,
D3DBLENDOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DBLENDOP;
typedef enum _D3DTEXTUREADDRESS {
D3DTADDRESS_WRAP = 1,
D3DTADDRESS_MIRROR = 2,
D3DTADDRESS_CLAMP = 3,
D3DTADDRESS_BORDER = 4,
D3DTADDRESS_MIRRORONCE = 5,
D3DTADDRESS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DTEXTUREADDRESS;
typedef enum _D3DCULL {
D3DCULL_NONE = 1,
D3DCULL_CW = 2,
D3DCULL_CCW = 3,
D3DCULL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DCULL;
typedef enum _D3DCMPFUNC {
D3DCMP_NEVER = 1,
D3DCMP_LESS = 2,
D3DCMP_EQUAL = 3,
D3DCMP_LESSEQUAL = 4,
D3DCMP_GREATER = 5,
D3DCMP_NOTEQUAL = 6,
D3DCMP_GREATEREQUAL = 7,
D3DCMP_ALWAYS = 8,
D3DCMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DCMPFUNC;
typedef enum _D3DSTENCILOP {
D3DSTENCILOP_KEEP = 1,
D3DSTENCILOP_ZERO = 2,
D3DSTENCILOP_REPLACE = 3,
D3DSTENCILOP_INCRSAT = 4,
D3DSTENCILOP_DECRSAT = 5,
D3DSTENCILOP_INVERT = 6,
D3DSTENCILOP_INCR = 7,
D3DSTENCILOP_DECR = 8,
D3DSTENCILOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DSTENCILOP;
typedef enum _D3DFOGMODE {
D3DFOG_NONE = 0,
D3DFOG_EXP = 1,
D3DFOG_EXP2 = 2,
D3DFOG_LINEAR = 3,
D3DFOG_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DFOGMODE;
typedef enum _D3DZBUFFERTYPE {
D3DZB_FALSE = 0,
D3DZB_TRUE = 1, // Z buffering
D3DZB_USEW = 2, // W buffering
D3DZB_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DZBUFFERTYPE;
// Primitives supported by draw-primitive API
typedef enum _D3DPRIMITIVETYPE {
D3DPT_POINTLIST = 1,
D3DPT_LINELIST = 2,
D3DPT_LINESTRIP = 3,
D3DPT_TRIANGLELIST = 4,
D3DPT_TRIANGLESTRIP = 5,
D3DPT_TRIANGLEFAN = 6,
D3DPT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DPRIMITIVETYPE;
typedef enum _D3DTRANSFORMSTATETYPE {
D3DTS_VIEW = 2,
D3DTS_PROJECTION = 3,
D3DTS_TEXTURE0 = 16,
D3DTS_TEXTURE1 = 17,
D3DTS_TEXTURE2 = 18,
D3DTS_TEXTURE3 = 19,
D3DTS_TEXTURE4 = 20,
D3DTS_TEXTURE5 = 21,
D3DTS_TEXTURE6 = 22,
D3DTS_TEXTURE7 = 23,
D3DTS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DTRANSFORMSTATETYPE;
#define D3DTS_WORLDMATRIX(index) (D3DTRANSFORMSTATETYPE)(index + 256)
#define D3DTS_WORLD D3DTS_WORLDMATRIX(0)
#define D3DTS_WORLD1 D3DTS_WORLDMATRIX(1)
#define D3DTS_WORLD2 D3DTS_WORLDMATRIX(2)
#define D3DTS_WORLD3 D3DTS_WORLDMATRIX(3)
typedef enum _D3DRENDERSTATETYPE {
D3DRS_ZENABLE = 7, /* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) */
D3DRS_FILLMODE = 8, /* D3DFILLMODE */
D3DRS_SHADEMODE = 9, /* D3DSHADEMODE */
D3DRS_LINEPATTERN = 10, /* D3DLINEPATTERN */
D3DRS_ZWRITEENABLE = 14, /* TRUE to enable z writes */
D3DRS_ALPHATESTENABLE = 15, /* TRUE to enable alpha tests */
D3DRS_LASTPIXEL = 16, /* TRUE for last-pixel on lines */
D3DRS_SRCBLEND = 19, /* D3DBLEND */
D3DRS_DESTBLEND = 20, /* D3DBLEND */
D3DRS_CULLMODE = 22, /* D3DCULL */
D3DRS_ZFUNC = 23, /* D3DCMPFUNC */
D3DRS_ALPHAREF = 24, /* D3DFIXED */
D3DRS_ALPHAFUNC = 25, /* D3DCMPFUNC */
D3DRS_DITHERENABLE = 26, /* TRUE to enable dithering */
D3DRS_ALPHABLENDENABLE = 27, /* TRUE to enable alpha blending */
D3DRS_FOGENABLE = 28, /* TRUE to enable fog blending */
D3DRS_SPECULARENABLE = 29, /* TRUE to enable specular */
D3DRS_ZVISIBLE = 30, /* TRUE to enable z checking */
D3DRS_FOGCOLOR = 34, /* D3DCOLOR */
D3DRS_FOGTABLEMODE = 35, /* D3DFOGMODE */
D3DRS_FOGSTART = 36, /* Fog start (for both vertex and pixel fog) */
D3DRS_FOGEND = 37, /* Fog end */
D3DRS_FOGDENSITY = 38, /* Fog density */
D3DRS_EDGEANTIALIAS = 40, /* TRUE to enable edge antialiasing */
D3DRS_ZBIAS = 47, /* LONG Z bias */
D3DRS_RANGEFOGENABLE = 48, /* Enables range-based fog */
D3DRS_STENCILENABLE = 52, /* BOOL enable/disable stenciling */
D3DRS_STENCILFAIL = 53, /* D3DSTENCILOP to do if stencil test fails */
D3DRS_STENCILZFAIL = 54, /* D3DSTENCILOP to do if stencil test passes and Z test fails */
D3DRS_STENCILPASS = 55, /* D3DSTENCILOP to do if both stencil and Z tests pass */
D3DRS_STENCILFUNC = 56, /* D3DCMPFUNC fn. Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */
D3DRS_STENCILREF = 57, /* Reference value used in stencil test */
D3DRS_STENCILMASK = 58, /* Mask value used in stencil test */
D3DRS_STENCILWRITEMASK = 59, /* Write mask applied to values written to stencil buffer */
D3DRS_TEXTUREFACTOR = 60, /* D3DCOLOR used for multi-texture blend */
D3DRS_WRAP0 = 128, /* wrap for 1st texture coord. set */
D3DRS_WRAP1 = 129, /* wrap for 2nd texture coord. set */
D3DRS_WRAP2 = 130, /* wrap for 3rd texture coord. set */
D3DRS_WRAP3 = 131, /* wrap for 4th texture coord. set */
D3DRS_WRAP4 = 132, /* wrap for 5th texture coord. set */
D3DRS_WRAP5 = 133, /* wrap for 6th texture coord. set */
D3DRS_WRAP6 = 134, /* wrap for 7th texture coord. set */
D3DRS_WRAP7 = 135, /* wrap for 8th texture coord. set */
D3DRS_CLIPPING = 136,
D3DRS_LIGHTING = 137,
D3DRS_AMBIENT = 139,
D3DRS_FOGVERTEXMODE = 140,
D3DRS_COLORVERTEX = 141,
D3DRS_LOCALVIEWER = 142,
D3DRS_NORMALIZENORMALS = 143,
D3DRS_DIFFUSEMATERIALSOURCE = 145,
D3DRS_SPECULARMATERIALSOURCE = 146,
D3DRS_AMBIENTMATERIALSOURCE = 147,
D3DRS_EMISSIVEMATERIALSOURCE = 148,
D3DRS_VERTEXBLEND = 151,
D3DRS_CLIPPLANEENABLE = 152,
D3DRS_SOFTWAREVERTEXPROCESSING = 153,
D3DRS_POINTSIZE = 154, /* float point size */
D3DRS_POINTSIZE_MIN = 155, /* float point size min threshold */
D3DRS_POINTSPRITEENABLE = 156, /* BOOL point texture coord control */
D3DRS_POINTSCALEENABLE = 157, /* BOOL point size scale enable */
D3DRS_POINTSCALE_A = 158, /* float point attenuation A value */
D3DRS_POINTSCALE_B = 159, /* float point attenuation B value */
D3DRS_POINTSCALE_C = 160, /* float point attenuation C value */
D3DRS_MULTISAMPLEANTIALIAS = 161, // BOOL - set to do FSAA with multisample buffer
D3DRS_MULTISAMPLEMASK = 162, // DWORD - per-sample enable/disable
D3DRS_PATCHEDGESTYLE = 163, // Sets whether patch edges will use float style tessellation
D3DRS_PATCHSEGMENTS = 164, // Number of segments per edge when drawing patches
D3DRS_DEBUGMONITORTOKEN = 165, // DEBUG ONLY - token to debug monitor
D3DRS_POINTSIZE_MAX = 166, /* float point size max threshold */
D3DRS_INDEXEDVERTEXBLENDENABLE = 167,
D3DRS_COLORWRITEENABLE = 168, // per-channel write enable
D3DRS_TWEENFACTOR = 170, // float tween factor
D3DRS_BLENDOP = 171, // D3DBLENDOP setting
D3DRS_POSITIONORDER = 172, // NPatch position interpolation order. D3DORDER_LINEAR or D3DORDER_CUBIC (default)
D3DRS_NORMALORDER = 173, // NPatch normal interpolation order. D3DORDER_LINEAR (default) or D3DORDER_QUADRATIC
D3DRS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DRENDERSTATETYPE;
// Values for material source
typedef enum _D3DMATERIALCOLORSOURCE
{
D3DMCS_MATERIAL = 0, // Color from material is used
D3DMCS_COLOR1 = 1, // Diffuse vertex color is used
D3DMCS_COLOR2 = 2, // Specular vertex color is used
D3DMCS_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DMATERIALCOLORSOURCE;
// Bias to apply to the texture coordinate set to apply a wrap to.
#define D3DRENDERSTATE_WRAPBIAS 128UL
/* Flags to construct the WRAP render states */
#define D3DWRAP_U 0x00000001L
#define D3DWRAP_V 0x00000002L
#define D3DWRAP_W 0x00000004L
/* Flags to construct the WRAP render states for 1D thru 4D texture coordinates */
#define D3DWRAPCOORD_0 0x00000001L // same as D3DWRAP_U
#define D3DWRAPCOORD_1 0x00000002L // same as D3DWRAP_V
#define D3DWRAPCOORD_2 0x00000004L // same as D3DWRAP_W
#define D3DWRAPCOORD_3 0x00000008L
/* Flags to construct D3DRS_COLORWRITEENABLE */
#define D3DCOLORWRITEENABLE_RED (1L<<0)
#define D3DCOLORWRITEENABLE_GREEN (1L<<1)
#define D3DCOLORWRITEENABLE_BLUE (1L<<2)
#define D3DCOLORWRITEENABLE_ALPHA (1L<<3)
/*
* State enumerants for per-stage texture processing.
*/
typedef enum _D3DTEXTURESTAGESTATETYPE
{
D3DTSS_COLOROP = 1, /* D3DTEXTUREOP - per-stage blending controls for color channels */
D3DTSS_COLORARG1 = 2, /* D3DTA_* (texture arg) */
D3DTSS_COLORARG2 = 3, /* D3DTA_* (texture arg) */
D3DTSS_ALPHAOP = 4, /* D3DTEXTUREOP - per-stage blending controls for alpha channel */
D3DTSS_ALPHAARG1 = 5, /* D3DTA_* (texture arg) */
D3DTSS_ALPHAARG2 = 6, /* D3DTA_* (texture arg) */
D3DTSS_BUMPENVMAT00 = 7, /* float (bump mapping matrix) */
D3DTSS_BUMPENVMAT01 = 8, /* float (bump mapping matrix) */
D3DTSS_BUMPENVMAT10 = 9, /* float (bump mapping matrix) */
D3DTSS_BUMPENVMAT11 = 10, /* float (bump mapping matrix) */
D3DTSS_TEXCOORDINDEX = 11, /* identifies which set of texture coordinates index this texture */
D3DTSS_ADDRESSU = 13, /* D3DTEXTUREADDRESS for U coordinate */
D3DTSS_ADDRESSV = 14, /* D3DTEXTUREADDRESS for V coordinate */
D3DTSS_BORDERCOLOR = 15, /* D3DCOLOR */
D3DTSS_MAGFILTER = 16, /* D3DTEXTUREFILTER filter to use for magnification */
D3DTSS_MINFILTER = 17, /* D3DTEXTUREFILTER filter to use for minification */
D3DTSS_MIPFILTER = 18, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */
D3DTSS_MIPMAPLODBIAS = 19, /* float Mipmap LOD bias */
D3DTSS_MAXMIPLEVEL = 20, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */
D3DTSS_MAXANISOTROPY = 21, /* DWORD maximum anisotropy */
D3DTSS_BUMPENVLSCALE = 22, /* float scale for bump map luminance */
D3DTSS_BUMPENVLOFFSET = 23, /* float offset for bump map luminance */
D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */
D3DTSS_ADDRESSW = 25, /* D3DTEXTUREADDRESS for W coordinate */
D3DTSS_COLORARG0 = 26, /* D3DTA_* third arg for triadic ops */
D3DTSS_ALPHAARG0 = 27, /* D3DTA_* third arg for triadic ops */
D3DTSS_RESULTARG = 28, /* D3DTA_* arg for result (CURRENT or TEMP) */
D3DTSS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DTEXTURESTAGESTATETYPE;
// Values, used with D3DTSS_TEXCOORDINDEX, to specify that the vertex data(position
// and normal in the camera space) should be taken as texture coordinates
// Low 16 bits are used to specify texture coordinate index, to take the WRAP mode from
//
#define D3DTSS_TCI_PASSTHRU 0x00000000
#define D3DTSS_TCI_CAMERASPACENORMAL 0x00010000
#define D3DTSS_TCI_CAMERASPACEPOSITION 0x00020000
#define D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 0x00030000
/*
* Enumerations for COLOROP and ALPHAOP texture blending operations set in
* texture processing stage controls in D3DTSS.
*/
typedef enum _D3DTEXTUREOP
{
// Control
D3DTOP_DISABLE = 1, // disables stage
D3DTOP_SELECTARG1 = 2, // the default
D3DTOP_SELECTARG2 = 3,
// Modulate
D3DTOP_MODULATE = 4, // multiply args together
D3DTOP_MODULATE2X = 5, // multiply and 1 bit
D3DTOP_MODULATE4X = 6, // multiply and 2 bits
// Add
D3DTOP_ADD = 7, // add arguments together
D3DTOP_ADDSIGNED = 8, // add with -0.5 bias
D3DTOP_ADDSIGNED2X = 9, // as above but left 1 bit
D3DTOP_SUBTRACT = 10, // Arg1 - Arg2, with no saturation
D3DTOP_ADDSMOOTH = 11, // add 2 args, subtract product
// Arg1 + Arg2 - Arg1*Arg2
// = Arg1 + (1-Arg1)*Arg2
// Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha)
D3DTOP_BLENDDIFFUSEALPHA = 12, // iterated alpha
D3DTOP_BLENDTEXTUREALPHA = 13, // texture alpha
D3DTOP_BLENDFACTORALPHA = 14, // alpha from D3DRS_TEXTUREFACTOR
// Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha)
D3DTOP_BLENDTEXTUREALPHAPM = 15, // texture alpha
D3DTOP_BLENDCURRENTALPHA = 16, // by alpha of current color
// Specular mapping
D3DTOP_PREMODULATE = 17, // modulate with next texture before use
D3DTOP_MODULATEALPHA_ADDCOLOR = 18, // Arg1.RGB + Arg1.A*Arg2.RGB
// COLOROP only
D3DTOP_MODULATECOLOR_ADDALPHA = 19, // Arg1.RGB*Arg2.RGB + Arg1.A
// COLOROP only
D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20, // (1-Arg1.A)*Arg2.RGB + Arg1.RGB
// COLOROP only
D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21, // (1-Arg1.RGB)*Arg2.RGB + Arg1.A
// COLOROP only
// Bump mapping
D3DTOP_BUMPENVMAP = 22, // per pixel env map perturbation
D3DTOP_BUMPENVMAPLUMINANCE = 23, // with luminance channel
// This can do either diffuse or specular bump mapping with correct input.
// Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B)
// where each component has been scaled and offset to make it signed.
// The result is replicated into all four (including alpha) channels.
// This is a valid COLOROP only.
D3DTOP_DOTPRODUCT3 = 24,
// Triadic ops
D3DTOP_MULTIPLYADD = 25, // Arg0 + Arg1*Arg2
D3DTOP_LERP = 26, // (Arg0)*Arg1 + (1-Arg0)*Arg2
D3DTOP_FORCE_DWORD = 0x7fffffff,
} D3DTEXTUREOP;
/*
* Values for COLORARG0,1,2, ALPHAARG0,1,2, and RESULTARG texture blending
* operations set in texture processing stage controls in D3DRENDERSTATE.
*/
#define D3DTA_SELECTMASK 0x0000000f // mask for arg selector
#define D3DTA_DIFFUSE 0x00000000 // select diffuse color (read only)
#define D3DTA_CURRENT 0x00000001 // select stage destination register (read/write)
#define D3DTA_TEXTURE 0x00000002 // select texture color (read only)
#define D3DTA_TFACTOR 0x00000003 // select D3DRS_TEXTUREFACTOR (read only)
#define D3DTA_SPECULAR 0x00000004 // select specular color (read only)
#define D3DTA_TEMP 0x00000005 // select temporary register color (read/write)
#define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x (read modifier)
#define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier)
//
// Values for D3DTSS_***FILTER texture stage states
//
typedef enum _D3DTEXTUREFILTERTYPE
{
D3DTEXF_NONE = 0, // filtering disabled (valid for mip filter only)
D3DTEXF_POINT = 1, // nearest
D3DTEXF_LINEAR = 2, // linear interpolation
D3DTEXF_ANISOTROPIC = 3, // anisotropic
D3DTEXF_FLATCUBIC = 4, // cubic
D3DTEXF_GAUSSIANCUBIC = 5, // different cubic kernel
D3DTEXF_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DTEXTUREFILTERTYPE;
/* Bits for Flags in ProcessVertices call */
#define D3DPV_DONOTCOPYDATA (1 << 0)
//-------------------------------------------------------------------
// Flexible vertex format bits
//
#define D3DFVF_RESERVED0 0x001
#define D3DFVF_POSITION_MASK 0x00E
#define D3DFVF_XYZ 0x002
#define D3DFVF_XYZRHW 0x004
#define D3DFVF_XYZB1 0x006
#define D3DFVF_XYZB2 0x008
#define D3DFVF_XYZB3 0x00a
#define D3DFVF_XYZB4 0x00c
#define D3DFVF_XYZB5 0x00e
#define D3DFVF_NORMAL 0x010
#define D3DFVF_PSIZE 0x020
#define D3DFVF_DIFFUSE 0x040
#define D3DFVF_SPECULAR 0x080
#define D3DFVF_TEXCOUNT_MASK 0xf00
#define D3DFVF_TEXCOUNT_SHIFT 8
#define D3DFVF_TEX0 0x000
#define D3DFVF_TEX1 0x100
#define D3DFVF_TEX2 0x200
#define D3DFVF_TEX3 0x300
#define D3DFVF_TEX4 0x400
#define D3DFVF_TEX5 0x500
#define D3DFVF_TEX6 0x600
#define D3DFVF_TEX7 0x700
#define D3DFVF_TEX8 0x800
#define D3DFVF_LASTBETA_UBYTE4 0x1000
#define D3DFVF_RESERVED2 0xE000 // 4 reserved bits
//---------------------------------------------------------------------
// Vertex Shaders
//
/*
Vertex Shader Declaration
The declaration portion of a vertex shader defines the static external
interface of the shader. The information in the declaration includes:
- Assignments of vertex shader input registers to data streams. These
assignments bind a specific vertex register to a single component within a
vertex stream. A vertex stream element is identified by a byte offset
within the stream and a type. The type specifies the arithmetic data type
plus the dimensionality (1, 2, 3, or 4 values). Stream data which is
less than 4 values are always expanded out to 4 values with zero or more
0.F values and one 1.F value.
- Assignment of vertex shader input registers to implicit data from the
primitive tessellator. This controls the loading of vertex data which is
not loaded from a stream, but rather is generated during primitive
tessellation prior to the vertex shader.
- Loading data into the constant memory at the time a shader is set as the
current shader. Each token specifies values for one or more contiguous 4
DWORD constant registers. This allows the shader to update an arbitrary
subset of the constant memory, overwriting the device state (which
contains the current values of the constant memory). Note that these
values can be subsequently overwritten (between DrawPrimitive calls)
during the time a shader is bound to a device via the
SetVertexShaderConstant method.
Declaration arrays are single-dimensional arrays of DWORDs composed of
multiple tokens each of which is one or more DWORDs. The single-DWORD
token value 0xFFFFFFFF is a special token used to indicate the end of the
declaration array. The single DWORD token value 0x00000000 is a NOP token
with is ignored during the declaration parsing. Note that 0x00000000 is a
valid value for DWORDs following the first DWORD for multiple word tokens.
[31:29] TokenType
0x0 - NOP (requires all DWORD bits to be zero)
0x1 - stream selector
0x2 - stream data definition (map to vertex input memory)
0x3 - vertex input memory from tessellator
0x4 - constant memory from shader
0x5 - extension
0x6 - reserved
0x7 - end-of-array (requires all DWORD bits to be 1)
NOP Token (single DWORD token)
[31:29] 0x0
[28:00] 0x0
Stream Selector (single DWORD token)
[31:29] 0x1
[28] indicates whether this is a tessellator stream
[27:04] 0x0
[03:00] stream selector (0..15)
Stream Data Definition (single DWORD token)
Vertex Input Register Load
[31:29] 0x2
[28] 0x0
[27:20] 0x0
[19:16] type (dimensionality and data type)
[15:04] 0x0
[03:00] vertex register address (0..15)
Data Skip (no register load)
[31:29] 0x2
[28] 0x1
[27:20] 0x0
[19:16] count of DWORDS to skip over (0..15)
[15:00] 0x0
Vertex Input Memory from Tessellator Data (single DWORD token)
[31:29] 0x3
[28] indicates whether data is normals or u/v
[27:24] 0x0
[23:20] vertex register address (0..15)
[19:16] type (dimensionality)
[15:04] 0x0
[03:00] vertex register address (0..15)
Constant Memory from Shader (multiple DWORD token)
[31:29] 0x4
[28:25] count of 4*DWORD constants to load (0..15)
[24:07] 0x0
[06:00] constant memory address (0..95)
Extension Token (single or multiple DWORD token)
[31:29] 0x5
[28:24] count of additional DWORDs in token (0..31)
[23:00] extension-specific information
End-of-array token (single DWORD token)
[31:29] 0x7
[28:00] 0x1fffffff
The stream selector token must be immediately followed by a contiguous set of stream data definition tokens. This token sequence fully defines that stream, including the set of elements within the stream, the order in which the elements appear, the type of each element, and the vertex register into which to load an element.
Streams are allowed to include data which is not loaded into a vertex register, thus allowing data which is not used for this shader to exist in the vertex stream. This skipped data is defined only by a count of DWORDs to skip over, since the type information is irrelevant.
The token sequence:
Stream Select: stream=0
Stream Data Definition (Load): type=FLOAT3; register=3
Stream Data Definition (Load): type=FLOAT3; register=4
Stream Data Definition (Skip): count=2
Stream Data Definition (Load): type=FLOAT2; register=7
defines stream zero to consist of 4 elements, 3 of which are loaded into registers and the fourth skipped over. Register 3 is loaded with the first three DWORDs in each vertex interpreted as FLOAT data. Register 4 is loaded with the 4th, 5th, and 6th DWORDs interpreted as FLOAT data. The next two DWORDs (7th and 8th) are skipped over and not loaded into any vertex input register. Register 7 is loaded with the 9th and 10th DWORDS interpreted as FLOAT data.
Placing of tokens other than NOPs between the Stream Selector and Stream Data Definition tokens is disallowed.
*/
typedef enum _D3DVSD_TOKENTYPE
{
D3DVSD_TOKEN_NOP = 0, // NOP or extension
D3DVSD_TOKEN_STREAM, // stream selector
D3DVSD_TOKEN_STREAMDATA, // stream data definition (map to vertex input memory)
D3DVSD_TOKEN_TESSELLATOR, // vertex input memory from tessellator
D3DVSD_TOKEN_CONSTMEM, // constant memory from shader
D3DVSD_TOKEN_EXT, // extension
D3DVSD_TOKEN_END = 7, // end-of-array (requires all DWORD bits to be 1)
D3DVSD_FORCE_DWORD = 0x7fffffff,// force 32-bit size enum
} D3DVSD_TOKENTYPE;
#define D3DVSD_TOKENTYPESHIFT 29
#define D3DVSD_TOKENTYPEMASK (7 << D3DVSD_TOKENTYPESHIFT)
#define D3DVSD_STREAMNUMBERSHIFT 0
#define D3DVSD_STREAMNUMBERMASK (0xF << D3DVSD_STREAMNUMBERSHIFT)
#define D3DVSD_DATALOADTYPESHIFT 28
#define D3DVSD_DATALOADTYPEMASK (0x1 << D3DVSD_DATALOADTYPESHIFT)
#define D3DVSD_DATATYPESHIFT 16
#define D3DVSD_DATATYPEMASK (0xF << D3DVSD_DATATYPESHIFT)
#define D3DVSD_SKIPCOUNTSHIFT 16
#define D3DVSD_SKIPCOUNTMASK (0xF << D3DVSD_SKIPCOUNTSHIFT)
#define D3DVSD_VERTEXREGSHIFT 0
#define D3DVSD_VERTEXREGMASK (0x1F << D3DVSD_VERTEXREGSHIFT)
#define D3DVSD_VERTEXREGINSHIFT 20
#define D3DVSD_VERTEXREGINMASK (0xF << D3DVSD_VERTEXREGINSHIFT)
#define D3DVSD_CONSTCOUNTSHIFT 25
#define D3DVSD_CONSTCOUNTMASK (0xF << D3DVSD_CONSTCOUNTSHIFT)
#define D3DVSD_CONSTADDRESSSHIFT 0
#define D3DVSD_CONSTADDRESSMASK (0x7F << D3DVSD_CONSTADDRESSSHIFT)
#define D3DVSD_CONSTRSSHIFT 16
#define D3DVSD_CONSTRSMASK (0x1FFF << D3DVSD_CONSTRSSHIFT)
#define D3DVSD_EXTCOUNTSHIFT 24
#define D3DVSD_EXTCOUNTMASK (0x1F << D3DVSD_EXTCOUNTSHIFT)
#define D3DVSD_EXTINFOSHIFT 0
#define D3DVSD_EXTINFOMASK (0xFFFFFF << D3DVSD_EXTINFOSHIFT)
#define D3DVSD_MAKETOKENTYPE(tokenType) ((tokenType << D3DVSD_TOKENTYPESHIFT) & D3DVSD_TOKENTYPEMASK)
// macros for generation of CreateVertexShader Declaration token array
// Set current stream
// _StreamNumber [0..(MaxStreams-1)] stream to get data from
//
#define D3DVSD_STREAM( _StreamNumber ) \
(D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_STREAM) | (_StreamNumber))
// Set tessellator stream
//
#define D3DVSD_STREAMTESSSHIFT 28
#define D3DVSD_STREAMTESSMASK (1 << D3DVSD_STREAMTESSSHIFT)
#define D3DVSD_STREAM_TESS( ) \
(D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_STREAM) | (D3DVSD_STREAMTESSMASK))
// bind single vertex register to vertex element from vertex stream
//
// _VertexRegister [0..15] address of the vertex register
// _Type [D3DVSDT_*] dimensionality and arithmetic data type
#define D3DVSD_REG( _VertexRegister, _Type ) \
(D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_STREAMDATA) | \
((_Type) << D3DVSD_DATATYPESHIFT) | (_VertexRegister))
// Skip _DWORDCount DWORDs in vertex
//
#define D3DVSD_SKIP( _DWORDCount ) \
(D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_STREAMDATA) | 0x10000000 | \
((_DWORDCount) << D3DVSD_SKIPCOUNTSHIFT))
// load data into vertex shader constant memory
//
// _ConstantAddress [0..95] - address of constant array to begin filling data
// _Count [0..15] - number of constant vectors to load (4 DWORDs each)
// followed by 4*_Count DWORDS of data
//
#define D3DVSD_CONST( _ConstantAddress, _Count ) \
(D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_CONSTMEM) | \
((_Count) << D3DVSD_CONSTCOUNTSHIFT) | (_ConstantAddress))
// enable tessellator generated normals
//
// _VertexRegisterIn [0..15] address of vertex register whose input stream
// will be used in normal computation
// _VertexRegisterOut [0..15] address of vertex register to output the normal to
//
#define D3DVSD_TESSNORMAL( _VertexRegisterIn, _VertexRegisterOut ) \
(D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_TESSELLATOR) | \
((_VertexRegisterIn) << D3DVSD_VERTEXREGINSHIFT) | \
((0x02) << D3DVSD_DATATYPESHIFT) | (_VertexRegisterOut))
// enable tessellator generated surface parameters
//
// _VertexRegister [0..15] address of vertex register to output parameters
//
#define D3DVSD_TESSUV( _VertexRegister ) \
(D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_TESSELLATOR) | 0x10000000 | \
((0x01) << D3DVSD_DATATYPESHIFT) | (_VertexRegister))
// Generates END token
//
#define D3DVSD_END() 0xFFFFFFFF
// Generates NOP token
#define D3DVSD_NOP() 0x00000000
// bit declarations for _Type fields
#define D3DVSDT_FLOAT1 0x00 // 1D float expanded to (value, 0., 0., 1.)
#define D3DVSDT_FLOAT2 0x01 // 2D float expanded to (value, value, 0., 1.)
#define D3DVSDT_FLOAT3 0x02 // 3D float expanded to (value, value, value, 1.)
#define D3DVSDT_FLOAT4 0x03 // 4D float
#define D3DVSDT_D3DCOLOR 0x04 // 4D packed unsigned bytes mapped to 0. to 1. range
// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
#define D3DVSDT_UBYTE4 0x05 // 4D unsigned byte
#define D3DVSDT_SHORT2 0x06 // 2D signed short expanded to (value, value, 0., 1.)
#define D3DVSDT_SHORT4 0x07 // 4D signed short
// assignments of vertex input registers for fixed function vertex shader
//
#define D3DVSDE_POSITION 0
#define D3DVSDE_BLENDWEIGHT 1
#define D3DVSDE_BLENDINDICES 2
#define D3DVSDE_NORMAL 3
#define D3DVSDE_PSIZE 4
#define D3DVSDE_DIFFUSE 5
#define D3DVSDE_SPECULAR 6
#define D3DVSDE_TEXCOORD0 7
#define D3DVSDE_TEXCOORD1 8
#define D3DVSDE_TEXCOORD2 9
#define D3DVSDE_TEXCOORD3 10
#define D3DVSDE_TEXCOORD4 11
#define D3DVSDE_TEXCOORD5 12
#define D3DVSDE_TEXCOORD6 13
#define D3DVSDE_TEXCOORD7 14
#define D3DVSDE_POSITION2 15
#define D3DVSDE_NORMAL2 16
// Maximum supported number of texture coordinate sets
#define D3DDP_MAXTEXCOORD 8
//
// Instruction Token Bit Definitions
//
#define D3DSI_OPCODE_MASK 0x0000FFFF
typedef enum _D3DSHADER_INSTRUCTION_OPCODE_TYPE
{
D3DSIO_NOP = 0, // PS/VS
D3DSIO_MOV , // PS/VS
D3DSIO_ADD , // PS/VS
D3DSIO_SUB , // PS
D3DSIO_MAD , // PS/VS
D3DSIO_MUL , // PS/VS
D3DSIO_RCP , // VS
D3DSIO_RSQ , // VS
D3DSIO_DP3 , // PS/VS
D3DSIO_DP4 , // PS/VS
D3DSIO_MIN , // VS
D3DSIO_MAX , // VS
D3DSIO_SLT , // VS
D3DSIO_SGE , // VS
D3DSIO_EXP , // VS
D3DSIO_LOG , // VS
D3DSIO_LIT , // VS
D3DSIO_DST , // VS
D3DSIO_LRP , // PS
D3DSIO_FRC , // VS
D3DSIO_M4x4 , // VS
D3DSIO_M4x3 , // VS
D3DSIO_M3x4 , // VS
D3DSIO_M3x3 , // VS
D3DSIO_M3x2 , // VS
D3DSIO_TEXCOORD = 64, // PS
D3DSIO_TEXKILL , // PS
D3DSIO_TEX , // PS
D3DSIO_TEXBEM , // PS
D3DSIO_TEXBEML , // PS
D3DSIO_TEXREG2AR , // PS
D3DSIO_TEXREG2GB , // PS
D3DSIO_TEXM3x2PAD , // PS
D3DSIO_TEXM3x2TEX , // PS
D3DSIO_TEXM3x3PAD , // PS
D3DSIO_TEXM3x3TEX , // PS
D3DSIO_TEXM3x3DIFF , // PS
D3DSIO_TEXM3x3SPEC , // PS
D3DSIO_TEXM3x3VSPEC , // PS
D3DSIO_EXPP , // VS
D3DSIO_LOGP , // VS
D3DSIO_CND , // PS
D3DSIO_DEF , // PS
D3DSIO_TEXREG2RGB , // PS
D3DSIO_TEXDP3TEX , // PS
D3DSIO_TEXM3x2DEPTH , // PS
D3DSIO_TEXDP3 , // PS
D3DSIO_TEXM3x3 , // PS
D3DSIO_TEXDEPTH , // PS
D3DSIO_CMP , // PS
D3DSIO_BEM , // PS
D3DSIO_PHASE = 0xFFFD,
D3DSIO_COMMENT = 0xFFFE,
D3DSIO_END = 0xFFFF,
D3DSIO_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_INSTRUCTION_OPCODE_TYPE;
//
// Co-Issue Instruction Modifier - if set then this instruction is to be
// issued in parallel with the previous instruction(s) for which this bit
// is not set.
//
#define D3DSI_COISSUE 0x40000000
//
// Parameter Token Bit Definitions
//
#define D3DSP_REGNUM_MASK 0x00001FFF
// destination parameter write mask
#define D3DSP_WRITEMASK_0 0x00010000 // Component 0 (X;Red)
#define D3DSP_WRITEMASK_1 0x00020000 // Component 1 (Y;Green)
#define D3DSP_WRITEMASK_2 0x00040000 // Component 2 (Z;Blue)
#define D3DSP_WRITEMASK_3 0x00080000 // Component 3 (W;Alpha)
#define D3DSP_WRITEMASK_ALL 0x000F0000 // All Components
// destination parameter modifiers
#define D3DSP_DSTMOD_SHIFT 20
#define D3DSP_DSTMOD_MASK 0x00F00000
typedef enum _D3DSHADER_PARAM_DSTMOD_TYPE
{
D3DSPDM_NONE = 0<<D3DSP_DSTMOD_SHIFT, // nop
D3DSPDM_SATURATE= 1<<D3DSP_DSTMOD_SHIFT, // clamp to 0. to 1. range
D3DSPDM_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_PARAM_DSTMOD_TYPE;
// destination parameter
#define D3DSP_DSTSHIFT_SHIFT 24
#define D3DSP_DSTSHIFT_MASK 0x0F000000
// destination/source parameter register type
#define D3DSP_REGTYPE_SHIFT 28
#define D3DSP_REGTYPE_MASK 0x70000000
typedef enum _D3DSHADER_PARAM_REGISTER_TYPE
{
D3DSPR_TEMP = 0<<D3DSP_REGTYPE_SHIFT, // Temporary Register File
D3DSPR_INPUT = 1<<D3DSP_REGTYPE_SHIFT, // Input Register File
D3DSPR_CONST = 2<<D3DSP_REGTYPE_SHIFT, // Constant Register File
D3DSPR_ADDR = 3<<D3DSP_REGTYPE_SHIFT, // Address Register (VS)
D3DSPR_TEXTURE = 3<<D3DSP_REGTYPE_SHIFT, // Texture Register File (PS)
D3DSPR_RASTOUT = 4<<D3DSP_REGTYPE_SHIFT, // Rasterizer Register File
D3DSPR_ATTROUT = 5<<D3DSP_REGTYPE_SHIFT, // Attribute Output Register File
D3DSPR_TEXCRDOUT= 6<<D3DSP_REGTYPE_SHIFT, // Texture Coordinate Output Register File
D3DSPR_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_PARAM_REGISTER_TYPE;
// Register offsets in the Rasterizer Register File
//
typedef enum _D3DVS_RASTOUT_OFFSETS
{
D3DSRO_POSITION = 0,
D3DSRO_FOG,
D3DSRO_POINT_SIZE,
D3DSRO_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DVS_RASTOUT_OFFSETS;
// Source operand addressing modes
#define D3DVS_ADDRESSMODE_SHIFT 13
#define D3DVS_ADDRESSMODE_MASK (1 << D3DVS_ADDRESSMODE_SHIFT)
typedef enum _D3DVS_ADDRESSMODE_TYPE
{
D3DVS_ADDRMODE_ABSOLUTE = (0 << D3DVS_ADDRESSMODE_SHIFT),
D3DVS_ADDRMODE_RELATIVE = (1 << D3DVS_ADDRESSMODE_SHIFT), // Relative to register A0
D3DVS_ADDRMODE_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DVS_ADDRESSMODE_TYPE;
// Source operand swizzle definitions
//
#define D3DVS_SWIZZLE_SHIFT 16
#define D3DVS_SWIZZLE_MASK 0x00FF0000
// The following bits define where to take component X from:
#define D3DVS_X_X (0 << D3DVS_SWIZZLE_SHIFT)
#define D3DVS_X_Y (1 << D3DVS_SWIZZLE_SHIFT)
#define D3DVS_X_Z (2 << D3DVS_SWIZZLE_SHIFT)
#define D3DVS_X_W (3 << D3DVS_SWIZZLE_SHIFT)
// The following bits define where to take component Y from:
#define D3DVS_Y_X (0 << (D3DVS_SWIZZLE_SHIFT + 2))
#define D3DVS_Y_Y (1 << (D3DVS_SWIZZLE_SHIFT + 2))
#define D3DVS_Y_Z (2 << (D3DVS_SWIZZLE_SHIFT + 2))
#define D3DVS_Y_W (3 << (D3DVS_SWIZZLE_SHIFT + 2))
// The following bits define where to take component Z from:
#define D3DVS_Z_X (0 << (D3DVS_SWIZZLE_SHIFT + 4))
#define D3DVS_Z_Y (1 << (D3DVS_SWIZZLE_SHIFT + 4))
#define D3DVS_Z_Z (2 << (D3DVS_SWIZZLE_SHIFT + 4))
#define D3DVS_Z_W (3 << (D3DVS_SWIZZLE_SHIFT + 4))
// The following bits define where to take component W from:
#define D3DVS_W_X (0 << (D3DVS_SWIZZLE_SHIFT + 6))
#define D3DVS_W_Y (1 << (D3DVS_SWIZZLE_SHIFT + 6))
#define D3DVS_W_Z (2 << (D3DVS_SWIZZLE_SHIFT + 6))
#define D3DVS_W_W (3 << (D3DVS_SWIZZLE_SHIFT + 6))
// Value when there is no swizzle (X is taken from X, Y is taken from Y,
// Z is taken from Z, W is taken from W
//
#define D3DVS_NOSWIZZLE (D3DVS_X_X | D3DVS_Y_Y | D3DVS_Z_Z | D3DVS_W_W)
// source parameter swizzle
#define D3DSP_SWIZZLE_SHIFT 16
#define D3DSP_SWIZZLE_MASK 0x00FF0000
#define D3DSP_NOSWIZZLE \
( (0 << (D3DSP_SWIZZLE_SHIFT + 0)) | \
(1 << (D3DSP_SWIZZLE_SHIFT + 2)) | \
(2 << (D3DSP_SWIZZLE_SHIFT + 4)) | \
(3 << (D3DSP_SWIZZLE_SHIFT + 6)) )
// pixel-shader swizzle ops
#define D3DSP_REPLICATERED \
( (0 << (D3DSP_SWIZZLE_SHIFT + 0)) | \
(0 << (D3DSP_SWIZZLE_SHIFT + 2)) | \
(0 << (D3DSP_SWIZZLE_SHIFT + 4)) | \
(0 << (D3DSP_SWIZZLE_SHIFT + 6)) )
#define D3DSP_REPLICATEGREEN \
( (1 << (D3DSP_SWIZZLE_SHIFT + 0)) | \
(1 << (D3DSP_SWIZZLE_SHIFT + 2)) | \
(1 << (D3DSP_SWIZZLE_SHIFT + 4)) | \
(1 << (D3DSP_SWIZZLE_SHIFT + 6)) )
#define D3DSP_REPLICATEBLUE \
( (2 << (D3DSP_SWIZZLE_SHIFT + 0)) | \
(2 << (D3DSP_SWIZZLE_SHIFT + 2)) | \
(2 << (D3DSP_SWIZZLE_SHIFT + 4)) | \
(2 << (D3DSP_SWIZZLE_SHIFT + 6)) )
#define D3DSP_REPLICATEALPHA \
( (3 << (D3DSP_SWIZZLE_SHIFT + 0)) | \
(3 << (D3DSP_SWIZZLE_SHIFT + 2)) | \
(3 << (D3DSP_SWIZZLE_SHIFT + 4)) | \
(3 << (D3DSP_SWIZZLE_SHIFT + 6)) )
// source parameter modifiers
#define D3DSP_SRCMOD_SHIFT 24
#define D3DSP_SRCMOD_MASK 0x0F000000
typedef enum _D3DSHADER_PARAM_SRCMOD_TYPE
{
D3DSPSM_NONE = 0<<D3DSP_SRCMOD_SHIFT, // nop
D3DSPSM_NEG = 1<<D3DSP_SRCMOD_SHIFT, // negate
D3DSPSM_BIAS = 2<<D3DSP_SRCMOD_SHIFT, // bias
D3DSPSM_BIASNEG = 3<<D3DSP_SRCMOD_SHIFT, // bias and negate
D3DSPSM_SIGN = 4<<D3DSP_SRCMOD_SHIFT, // sign
D3DSPSM_SIGNNEG = 5<<D3DSP_SRCMOD_SHIFT, // sign and negate
D3DSPSM_COMP = 6<<D3DSP_SRCMOD_SHIFT, // complement
D3DSPSM_X2 = 7<<D3DSP_SRCMOD_SHIFT, // *2
D3DSPSM_X2NEG = 8<<D3DSP_SRCMOD_SHIFT, // *2 and negate
D3DSPSM_DZ = 9<<D3DSP_SRCMOD_SHIFT, // divide through by z component
D3DSPSM_DW = 10<<D3DSP_SRCMOD_SHIFT, // divide through by w component
D3DSPSM_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_PARAM_SRCMOD_TYPE;
// pixel shader version token
#define D3DPS_VERSION(_Major,_Minor) (0xFFFF0000|((_Major)<<8)|(_Minor))
// vertex shader version token
#define D3DVS_VERSION(_Major,_Minor) (0xFFFE0000|((_Major)<<8)|(_Minor))
// extract major/minor from version cap
#define D3DSHADER_VERSION_MAJOR(_Version) (((_Version)>>8)&0xFF)
#define D3DSHADER_VERSION_MINOR(_Version) (((_Version)>>0)&0xFF)
// destination/source parameter register type
#define D3DSI_COMMENTSIZE_SHIFT 16
#define D3DSI_COMMENTSIZE_MASK 0x7FFF0000
#define D3DSHADER_COMMENT(_DWordSize) \
((((_DWordSize)<<D3DSI_COMMENTSIZE_SHIFT)&D3DSI_COMMENTSIZE_MASK)|D3DSIO_COMMENT)
// pixel/vertex shader end token
#define D3DPS_END() 0x0000FFFF
#define D3DVS_END() 0x0000FFFF
//---------------------------------------------------------------------
// High order surfaces
//
typedef enum _D3DBASISTYPE
{
D3DBASIS_BEZIER = 0,
D3DBASIS_BSPLINE = 1,
D3DBASIS_INTERPOLATE = 2,
D3DBASIS_FORCE_DWORD = 0x7fffffff,
} D3DBASISTYPE;
typedef enum _D3DORDERTYPE
{
D3DORDER_LINEAR = 1,
D3DORDER_QUADRATIC = 2,
D3DORDER_CUBIC = 3,
D3DORDER_QUINTIC = 5,
D3DORDER_FORCE_DWORD = 0x7fffffff,
} D3DORDERTYPE;
typedef enum _D3DPATCHEDGESTYLE
{
D3DPATCHEDGE_DISCRETE = 0,
D3DPATCHEDGE_CONTINUOUS = 1,
D3DPATCHEDGE_FORCE_DWORD = 0x7fffffff,
} D3DPATCHEDGESTYLE;
typedef enum _D3DSTATEBLOCKTYPE
{
D3DSBT_ALL = 1, // capture all state
D3DSBT_PIXELSTATE = 2, // capture pixel state
D3DSBT_VERTEXSTATE = 3, // capture vertex state
D3DSBT_FORCE_DWORD = 0x7fffffff,
} D3DSTATEBLOCKTYPE;
// The D3DVERTEXBLENDFLAGS type is used with D3DRS_VERTEXBLEND state.
//
typedef enum _D3DVERTEXBLENDFLAGS
{
D3DVBF_DISABLE = 0, // Disable vertex blending
D3DVBF_1WEIGHTS = 1, // 2 matrix blending
D3DVBF_2WEIGHTS = 2, // 3 matrix blending
D3DVBF_3WEIGHTS = 3, // 4 matrix blending
D3DVBF_TWEENING = 255, // blending using D3DRS_TWEENFACTOR
D3DVBF_0WEIGHTS = 256, // one matrix is used with weight 1.0
D3DVBF_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DVERTEXBLENDFLAGS;
typedef enum _D3DTEXTURETRANSFORMFLAGS {
D3DTTFF_DISABLE = 0, // texture coordinates are passed directly
D3DTTFF_COUNT1 = 1, // rasterizer should expect 1-D texture coords
D3DTTFF_COUNT2 = 2, // rasterizer should expect 2-D texture coords
D3DTTFF_COUNT3 = 3, // rasterizer should expect 3-D texture coords
D3DTTFF_COUNT4 = 4, // rasterizer should expect 4-D texture coords
D3DTTFF_PROJECTED = 256, // texcoords to be divided by COUNTth element
D3DTTFF_FORCE_DWORD = 0x7fffffff,
} D3DTEXTURETRANSFORMFLAGS;
// Macros to set texture coordinate format bits in the FVF id
#define D3DFVF_TEXTUREFORMAT2 0 // Two floating point values
#define D3DFVF_TEXTUREFORMAT1 3 // One floating point value
#define D3DFVF_TEXTUREFORMAT3 1 // Three floating point values
#define D3DFVF_TEXTUREFORMAT4 2 // Four floating point values
#define D3DFVF_TEXCOORDSIZE3(CoordIndex) (D3DFVF_TEXTUREFORMAT3 << (CoordIndex*2 + 16))
#define D3DFVF_TEXCOORDSIZE2(CoordIndex) (D3DFVF_TEXTUREFORMAT2)
#define D3DFVF_TEXCOORDSIZE4(CoordIndex) (D3DFVF_TEXTUREFORMAT4 << (CoordIndex*2 + 16))
#define D3DFVF_TEXCOORDSIZE1(CoordIndex) (D3DFVF_TEXTUREFORMAT1 << (CoordIndex*2 + 16))
//---------------------------------------------------------------------
/* Direct3D8 Device types */
typedef enum _D3DDEVTYPE
{
D3DDEVTYPE_HAL = 1,
D3DDEVTYPE_REF = 2,
D3DDEVTYPE_SW = 3,
D3DDEVTYPE_FORCE_DWORD = 0x7fffffff
} D3DDEVTYPE;
/* Multi-Sample buffer types */
typedef enum _D3DMULTISAMPLE_TYPE
{
D3DMULTISAMPLE_NONE = 0,
D3DMULTISAMPLE_2_SAMPLES = 2,
D3DMULTISAMPLE_3_SAMPLES = 3,
D3DMULTISAMPLE_4_SAMPLES = 4,
D3DMULTISAMPLE_5_SAMPLES = 5,
D3DMULTISAMPLE_6_SAMPLES = 6,
D3DMULTISAMPLE_7_SAMPLES = 7,
D3DMULTISAMPLE_8_SAMPLES = 8,
D3DMULTISAMPLE_9_SAMPLES = 9,
D3DMULTISAMPLE_10_SAMPLES = 10,
D3DMULTISAMPLE_11_SAMPLES = 11,
D3DMULTISAMPLE_12_SAMPLES = 12,
D3DMULTISAMPLE_13_SAMPLES = 13,
D3DMULTISAMPLE_14_SAMPLES = 14,
D3DMULTISAMPLE_15_SAMPLES = 15,
D3DMULTISAMPLE_16_SAMPLES = 16,
D3DMULTISAMPLE_FORCE_DWORD = 0x7fffffff
} D3DMULTISAMPLE_TYPE;
/* Formats
* Most of these names have the following convention:
* A = Alpha
* R = Red
* G = Green
* B = Blue
* X = Unused Bits
* P = Palette
* L = Luminance
* U = dU coordinate for BumpMap
* V = dV coordinate for BumpMap
* S = Stencil
* D = Depth (e.g. Z or W buffer)
*
* Further, the order of the pieces are from MSB first; hence
* D3DFMT_A8L8 indicates that the high byte of this two byte
* format is alpha.
*
* D16 indicates:
* - An integer 16-bit value.
* - An app-lockable surface.
*
* All Depth/Stencil formats except D3DFMT_D16_LOCKABLE indicate:
* - no particular bit ordering per pixel, and
* - are not app lockable, and
* - the driver is allowed to consume more than the indicated
* number of bits per Depth channel (but not Stencil channel).
*/
#ifndef MAKEFOURCC
#define MAKEFOURCC(ch0, ch1, ch2, ch3) \
((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
#endif /* defined(MAKEFOURCC) */
typedef enum _D3DFORMAT
{
D3DFMT_UNKNOWN = 0,
D3DFMT_R8G8B8 = 20,
D3DFMT_A8R8G8B8 = 21,
D3DFMT_X8R8G8B8 = 22,
D3DFMT_R5G6B5 = 23,
D3DFMT_X1R5G5B5 = 24,
D3DFMT_A1R5G5B5 = 25,
D3DFMT_A4R4G4B4 = 26,
D3DFMT_R3G3B2 = 27,
D3DFMT_A8 = 28,
D3DFMT_A8R3G3B2 = 29,
D3DFMT_X4R4G4B4 = 30,
D3DFMT_A2B10G10R10 = 31,
D3DFMT_G16R16 = 34,
D3DFMT_A8P8 = 40,
D3DFMT_P8 = 41,
D3DFMT_L8 = 50,
D3DFMT_A8L8 = 51,
D3DFMT_A4L4 = 52,
D3DFMT_V8U8 = 60,
D3DFMT_L6V5U5 = 61,
D3DFMT_X8L8V8U8 = 62,
D3DFMT_Q8W8V8U8 = 63,
D3DFMT_V16U16 = 64,
D3DFMT_W11V11U10 = 65,
D3DFMT_A2W10V10U10 = 67,
D3DFMT_UYVY = MAKEFOURCC('U', 'Y', 'V', 'Y'),
D3DFMT_YUY2 = MAKEFOURCC('Y', 'U', 'Y', '2'),
D3DFMT_DXT1 = MAKEFOURCC('D', 'X', 'T', '1'),
D3DFMT_DXT2 = MAKEFOURCC('D', 'X', 'T', '2'),
D3DFMT_DXT3 = MAKEFOURCC('D', 'X', 'T', '3'),
D3DFMT_DXT4 = MAKEFOURCC('D', 'X', 'T', '4'),
D3DFMT_DXT5 = MAKEFOURCC('D', 'X', 'T', '5'),
D3DFMT_D16_LOCKABLE = 70,
D3DFMT_D32 = 71,
D3DFMT_D15S1 = 73,
D3DFMT_D24S8 = 75,
D3DFMT_D16 = 80,
D3DFMT_D24X8 = 77,
D3DFMT_D24X4S4 = 79,
D3DFMT_VERTEXDATA =100,
D3DFMT_INDEX16 =101,
D3DFMT_INDEX32 =102,
D3DFMT_FORCE_DWORD =0x7fffffff
} D3DFORMAT;
/* Display Modes */
typedef struct _D3DDISPLAYMODE
{
UINT Width;
UINT Height;
UINT RefreshRate;
D3DFORMAT Format;
} D3DDISPLAYMODE;
/* Creation Parameters */
typedef struct _D3DDEVICE_CREATION_PARAMETERS
{
UINT AdapterOrdinal;
D3DDEVTYPE DeviceType;
HWND hFocusWindow;
DWORD BehaviorFlags;
} D3DDEVICE_CREATION_PARAMETERS;
/* SwapEffects */
typedef enum _D3DSWAPEFFECT
{
D3DSWAPEFFECT_DISCARD = 1,
D3DSWAPEFFECT_FLIP = 2,
D3DSWAPEFFECT_COPY = 3,
D3DSWAPEFFECT_COPY_VSYNC = 4,
D3DSWAPEFFECT_FORCE_DWORD = 0x7fffffff
} D3DSWAPEFFECT;
/* Pool types */
typedef enum _D3DPOOL {
D3DPOOL_DEFAULT = 0,
D3DPOOL_MANAGED = 1,
D3DPOOL_SYSTEMMEM = 2,
D3DPOOL_SCRATCH = 3,
D3DPOOL_FORCE_DWORD = 0x7fffffff
} D3DPOOL;
/* RefreshRate pre-defines */
#define D3DPRESENT_RATE_DEFAULT 0x00000000
#define D3DPRESENT_RATE_UNLIMITED 0x7fffffff
/* Resize Optional Parameters */
typedef struct _D3DPRESENT_PARAMETERS_
{
UINT BackBufferWidth;
UINT BackBufferHeight;
D3DFORMAT BackBufferFormat;
UINT BackBufferCount;
D3DMULTISAMPLE_TYPE MultiSampleType;
D3DSWAPEFFECT SwapEffect;
HWND hDeviceWindow;
BOOL Windowed;
BOOL EnableAutoDepthStencil;
D3DFORMAT AutoDepthStencilFormat;
DWORD Flags;
/* Following elements must be zero for Windowed mode */
UINT FullScreen_RefreshRateInHz;
UINT FullScreen_PresentationInterval;
} D3DPRESENT_PARAMETERS;
// Values for D3DPRESENT_PARAMETERS.Flags
#define D3DPRESENTFLAG_LOCKABLE_BACKBUFFER 0x00000001
/* Gamma Ramp: Same as DX7 */
typedef struct _D3DGAMMARAMP
{
WORD red [256];
WORD green[256];
WORD blue [256];
} D3DGAMMARAMP;
/* Back buffer types */
typedef enum _D3DBACKBUFFER_TYPE
{
D3DBACKBUFFER_TYPE_MONO = 0,
D3DBACKBUFFER_TYPE_LEFT = 1,
D3DBACKBUFFER_TYPE_RIGHT = 2,
D3DBACKBUFFER_TYPE_FORCE_DWORD = 0x7fffffff
} D3DBACKBUFFER_TYPE;
/* Types */
typedef enum _D3DRESOURCETYPE {
D3DRTYPE_SURFACE = 1,
D3DRTYPE_VOLUME = 2,
D3DRTYPE_TEXTURE = 3,
D3DRTYPE_VOLUMETEXTURE = 4,
D3DRTYPE_CUBETEXTURE = 5,
D3DRTYPE_VERTEXBUFFER = 6,
D3DRTYPE_INDEXBUFFER = 7,
D3DRTYPE_FORCE_DWORD = 0x7fffffff
} D3DRESOURCETYPE;
/* Usages */
#define D3DUSAGE_RENDERTARGET (0x00000001L)
#define D3DUSAGE_DEPTHSTENCIL (0x00000002L)
/* Usages for Vertex/Index buffers */
#define D3DUSAGE_WRITEONLY (0x00000008L)
#define D3DUSAGE_SOFTWAREPROCESSING (0x00000010L)
#define D3DUSAGE_DONOTCLIP (0x00000020L)
#define D3DUSAGE_POINTS (0x00000040L)
#define D3DUSAGE_RTPATCHES (0x00000080L)
#define D3DUSAGE_NPATCHES (0x00000100L)
#define D3DUSAGE_DYNAMIC (0x00000200L)
/* CubeMap Face identifiers */
typedef enum _D3DCUBEMAP_FACES
{
D3DCUBEMAP_FACE_POSITIVE_X = 0,
D3DCUBEMAP_FACE_NEGATIVE_X = 1,
D3DCUBEMAP_FACE_POSITIVE_Y = 2,
D3DCUBEMAP_FACE_NEGATIVE_Y = 3,
D3DCUBEMAP_FACE_POSITIVE_Z = 4,
D3DCUBEMAP_FACE_NEGATIVE_Z = 5,
D3DCUBEMAP_FACE_FORCE_DWORD = 0x7fffffff
} D3DCUBEMAP_FACES;
/* Lock flags */
#define D3DLOCK_READONLY 0x00000010L
#define D3DLOCK_DISCARD 0x00002000L
#define D3DLOCK_NOOVERWRITE 0x00001000L
#define D3DLOCK_NOSYSLOCK 0x00000800L
#define D3DLOCK_NO_DIRTY_UPDATE 0x00008000L
/* Vertex Buffer Description */
typedef struct _D3DVERTEXBUFFER_DESC
{
D3DFORMAT Format;
D3DRESOURCETYPE Type;
DWORD Usage;
D3DPOOL Pool;
UINT Size;
DWORD FVF;
} D3DVERTEXBUFFER_DESC;
/* Index Buffer Description */
typedef struct _D3DINDEXBUFFER_DESC
{
D3DFORMAT Format;
D3DRESOURCETYPE Type;
DWORD Usage;
D3DPOOL Pool;
UINT Size;
} D3DINDEXBUFFER_DESC;
/* Surface Description */
typedef struct _D3DSURFACE_DESC
{
D3DFORMAT Format;
D3DRESOURCETYPE Type;
DWORD Usage;
D3DPOOL Pool;
UINT Size;
D3DMULTISAMPLE_TYPE MultiSampleType;
UINT Width;
UINT Height;
} D3DSURFACE_DESC;
typedef struct _D3DVOLUME_DESC
{
D3DFORMAT Format;
D3DRESOURCETYPE Type;
DWORD Usage;
D3DPOOL Pool;
UINT Size;
UINT Width;
UINT Height;
UINT Depth;
} D3DVOLUME_DESC;
/* Structure for LockRect */
typedef struct _D3DLOCKED_RECT
{
INT Pitch;
void* pBits;
} D3DLOCKED_RECT;
/* Structures for LockBox */
typedef struct _D3DBOX
{
UINT Left;
UINT Top;
UINT Right;
UINT Bottom;
UINT Front;
UINT Back;
} D3DBOX;
typedef struct _D3DLOCKED_BOX
{
INT RowPitch;
INT SlicePitch;
void* pBits;
} D3DLOCKED_BOX;
/* Structures for LockRange */
typedef struct _D3DRANGE
{
UINT Offset;
UINT Size;
} D3DRANGE;
/* Structures for high order primitives */
typedef struct _D3DRECTPATCH_INFO
{
UINT StartVertexOffsetWidth;
UINT StartVertexOffsetHeight;
UINT Width;
UINT Height;
UINT Stride;
D3DBASISTYPE Basis;
D3DORDERTYPE Order;
} D3DRECTPATCH_INFO;
typedef struct _D3DTRIPATCH_INFO
{
UINT StartVertexOffset;
UINT NumVertices;
D3DBASISTYPE Basis;
D3DORDERTYPE Order;
} D3DTRIPATCH_INFO;
/* Adapter Identifier */
#define MAX_DEVICE_IDENTIFIER_STRING 512
typedef struct _D3DADAPTER_IDENTIFIER8
{
char Driver[MAX_DEVICE_IDENTIFIER_STRING];
char Description[MAX_DEVICE_IDENTIFIER_STRING];
#ifdef _WIN32
LARGE_INTEGER DriverVersion; /* Defined for 32 bit components */
#else
DWORD DriverVersionLowPart; /* Defined for 16 bit driver components */
DWORD DriverVersionHighPart;
#endif
DWORD VendorId;
DWORD DeviceId;
DWORD SubSysId;
DWORD Revision;
GUID DeviceIdentifier;
DWORD WHQLLevel;
} D3DADAPTER_IDENTIFIER8;
/* Raster Status structure returned by GetRasterStatus */
typedef struct _D3DRASTER_STATUS
{
BOOL InVBlank;
UINT ScanLine;
} D3DRASTER_STATUS;
/* Debug monitor tokens (DEBUG only)
Note that if D3DRS_DEBUGMONITORTOKEN is set, the call is treated as
passing a token to the debug monitor. For example, if, after passing
D3DDMT_ENABLE/DISABLE to D3DRS_DEBUGMONITORTOKEN other token values
are passed in, the enabled/disabled state of the debug
monitor will still persist.
The debug monitor defaults to enabled.
Calling GetRenderState on D3DRS_DEBUGMONITORTOKEN is not of any use.
*/
typedef enum _D3DDEBUGMONITORTOKENS {
D3DDMT_ENABLE = 0, // enable debug monitor
D3DDMT_DISABLE = 1, // disable debug monitor
D3DDMT_FORCE_DWORD = 0x7fffffff,
} D3DDEBUGMONITORTOKENS;
// GetInfo IDs
#define D3DDEVINFOID_RESOURCEMANAGER 5 /* Used with D3DDEVINFO_RESOURCEMANAGER */
#define D3DDEVINFOID_VERTEXSTATS 6 /* Used with D3DDEVINFO_D3DVERTEXSTATS */
typedef struct _D3DRESOURCESTATS
{
// Data collected since last Present()
BOOL bThrashing; /* indicates if thrashing */
DWORD ApproxBytesDownloaded; /* Approximate number of bytes downloaded by resource manager */
DWORD NumEvicts; /* number of objects evicted */
DWORD NumVidCreates; /* number of objects created in video memory */
DWORD LastPri; /* priority of last object evicted */
DWORD NumUsed; /* number of objects set to the device */
DWORD NumUsedInVidMem; /* number of objects set to the device, which are already in video memory */
// Persistent data
DWORD WorkingSet; /* number of objects in video memory */
DWORD WorkingSetBytes; /* number of bytes in video memory */
DWORD TotalManaged; /* total number of managed objects */
DWORD TotalBytes; /* total number of bytes of managed objects */
} D3DRESOURCESTATS;
#define D3DRTYPECOUNT (D3DRTYPE_INDEXBUFFER+1)
typedef struct _D3DDEVINFO_RESOURCEMANAGER
{
D3DRESOURCESTATS stats[D3DRTYPECOUNT];
} D3DDEVINFO_RESOURCEMANAGER, *LPD3DDEVINFO_RESOURCEMANAGER;
typedef struct _D3DDEVINFO_D3DVERTEXSTATS
{
DWORD NumRenderedTriangles; /* total number of triangles that are not clipped in this frame */
DWORD NumExtraClippingTriangles; /* Number of new triangles generated by clipping */
} D3DDEVINFO_D3DVERTEXSTATS, *LPD3DDEVINFO_D3DVERTEXSTATS;
#pragma pack()
#if _MSC_VER >= 1200
#pragma warning(pop)
#else
#pragma warning(default:4201)
#endif
#endif /* (DIRECT3D_VERSION >= 0x0800) */
#endif /* _D3D8TYPES(P)_H_ */