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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/togl/linuxwin/dxabstract_types.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// TOGL CODE LICENSE
+//
+// Copyright 2011-2014 Valve Corporation
+// All Rights Reserved.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+// dxabstract_types.h
+//
+//==================================================================================================
+#ifndef DXABSTRACT_TYPES_H
+#define DXABSTRACT_TYPES_H
+
+#pragma once
+
+#if GL_BATCH_PERF_ANALYSIS
+ class simple_bitmap;
+#endif
+
+struct IUnknown;
+struct IDirect3D9;
+struct IDirect3DDevice9;
+struct IDirect3DResource9;
+struct IDirect3DBaseTexture9;
+struct IDirect3DTexture9;
+struct IDirect3DCubeTexture9;
+struct IDirect3DVolumeTexture9;
+struct IDirect3DSurface9;
+struct IDirect3DVertexDeclaration9;
+struct IDirect3DQuery9;
+struct IDirect3DVertexBuffer9;
+struct IDirect3DIndexBuffer9;
+struct IDirect3DPixelShader9;
+struct IDirect3DVertexShader9;
+struct IDirect3DDevice9Params;
+
+class GLMContext;
+struct GLMRect;
+struct GLMShaderPairInfo;
+class CGLMBuffer;
+class CGLMQuery;
+class CGLMTex;
+class CGLMProgram;
+class CGLMFBO;
+
+#ifdef TOGL_DLL_EXPORT
+ #define TOGL_INTERFACE DLL_EXPORT
+ #define TOGL_OVERLOAD DLL_GLOBAL_EXPORT
+ #define TOGL_CLASS DLL_CLASS_EXPORT
+ #define TOGL_GLOBAL DLL_GLOBAL_EXPORT
+#else
+ #define TOGL_INTERFACE DLL_IMPORT
+ #define TOGL_OVERLOAD DLL_GLOBAL_IMPORT
+ #define TOGL_CLASS DLL_CLASS_IMPORT
+ #define TOGL_GLOBAL DLL_GLOBAL_IMPORT
+#endif
+
+#define TOGLMETHODCALLTYPE __stdcall
+//#define TOGLMETHODCALLTYPE
+
+#define DXABSTRACT_BREAK_ON_ERROR() DebuggerBreak()
+
+typedef void* VD3DHWND;
+typedef void* VD3DHANDLE;
+
+#define MAKEFOURCC(ch0, ch1, ch2, ch3) ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
+
+//
+//
+// Stuff that would be in windows.h
+//
+//
+#if !defined(_WINNT_)
+
+ typedef int INT;
+ typedef unsigned long ULONG;
+ typedef long LONG;
+ typedef float FLOAT;
+ typedef unsigned int DWORD;
+ typedef unsigned short WORD;
+ typedef long long LONGLONG;
+ typedef unsigned int UINT;
+ typedef long HRESULT;
+ typedef unsigned char BYTE;
+ #define CONST const
+
+ #if defined(POSIX)
+ typedef size_t ULONG_PTR;
+ #else
+ typedef unsigned long ULONG_PTR;
+ #endif
+
+ typedef ULONG_PTR SIZE_T;
+
+ typedef const char* LPCSTR;
+ typedef char* LPSTR;
+ typedef DWORD* LPDWORD;
+
+ #define ZeroMemory RtlZeroMemory
+ #define RtlZeroMemory(Destination,Length) memset((Destination),0,(Length))
+
+ typedef union _LARGE_INTEGER
+ {
+ struct
+ {
+ DWORD LowPart;
+ LONG HighPart;
+ };
+ struct
+ {
+ DWORD LowPart;
+ LONG HighPart;
+ } u;
+ LONGLONG QuadPart;
+ } LARGE_INTEGER;
+
+ typedef struct _GUID
+ {
+ bool operator==( const struct _GUID &other ) const;
+
+ unsigned long Data1;
+ unsigned short Data2;
+ unsigned short Data3;
+ unsigned char Data4[ 8 ];
+ } GUID;
+
+ typedef struct _RECT
+ {
+ int left;
+ int top;
+ int right;
+ int bottom;
+ } RECT;
+
+ typedef struct tagPOINT
+ {
+ LONG x;
+ LONG y;
+ } POINT, *PPOINT, *LPPOINT;
+
+ typedef struct _MEMORYSTATUS
+ {
+ DWORD dwLength;
+ SIZE_T dwTotalPhys;
+ } MEMORYSTATUS, *LPMEMORYSTATUS;
+
+ typedef DWORD COLORREF;
+ #define RGB(r,g,b) ((COLORREF)(((BYTE)(r)|((WORD)((BYTE)(g))<<8))|(((DWORD)(BYTE)(b))<<16)))
+
+ #define MAKE_HRESULT(sev,fac,code) ((HRESULT) (((unsigned long)(sev)<<31) | ((unsigned long)(fac)<<16) | ((unsigned long)(code))) )
+
+ #define S_FALSE ((HRESULT)0x00000001L)
+ #define S_OK 0
+ #define E_FAIL ((HRESULT)0x80004005L)
+ #define E_OUTOFMEMORY ((HRESULT)0x8007000EL)
+
+ #define FAILED(hr) ((HRESULT)(hr) < 0)
+ #define SUCCEEDED(hr) ((HRESULT)(hr) >= 0)
+
+ struct RGNDATA
+ {
+ };
+
+ typedef const void* LPCVOID;
+#endif
+
+//-----------------------------------------------------------------------------
+
+typedef enum _D3DFORMAT D3DFORMAT;
+
+#define D3DSI_OPCODE_MASK 0x0000FFFF
+#define D3DSP_TEXTURETYPE_MASK 0x78000000
+
+#define D3DUSAGE_AUTOGENMIPMAP 0x00000400L
+#define D3DSP_DCL_USAGE_MASK 0x0000000f
+
+#define D3DSP_OPCODESPECIFICCONTROL_MASK 0x00ff0000
+#define D3DSP_OPCODESPECIFICCONTROL_SHIFT 16
+
+// Comparison for dynamic conditional instruction opcodes (i.e. if, breakc)
+typedef enum _D3DSHADER_COMPARISON
+{
+ // < = >
+ D3DSPC_RESERVED0= 0, // 0 0 0
+ D3DSPC_GT = 1, // 0 0 1
+ D3DSPC_EQ = 2, // 0 1 0
+ D3DSPC_GE = 3, // 0 1 1
+ D3DSPC_LT = 4, // 1 0 0
+ D3DSPC_NE = 5, // 1 0 1
+ D3DSPC_LE = 6, // 1 1 0
+ D3DSPC_RESERVED1= 7 // 1 1 1
+} D3DSHADER_COMPARISON;
+
+
+// Comparison is part of instruction opcode token:
+#define D3DSHADER_COMPARISON_SHIFT D3DSP_OPCODESPECIFICCONTROL_SHIFT
+#define D3DSHADER_COMPARISON_MASK (0x7<<D3DSHADER_COMPARISON_SHIFT)
+
+
+/* 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)
+
+#define D3DSGR_NO_CALIBRATION 0x00000000L
+
+#define D3DXINLINE inline
+
+#define D3D_SDK_VERSION 32
+
+#define _FACD3D 0x876
+#define MAKE_D3DHRESULT( code ) MAKE_HRESULT( 1, _FACD3D, code )
+
+#define D3DERR_NOTFOUND MAKE_D3DHRESULT(2150)
+#define D3DERR_DEVICELOST MAKE_D3DHRESULT(2152)
+#define D3DERR_NOTAVAILABLE MAKE_D3DHRESULT(2154)
+#define D3DERR_DEVICENOTRESET MAKE_D3DHRESULT(2153)
+#define D3DERR_INVALIDCALL MAKE_D3DHRESULT(2156)
+#define D3DERR_DRIVERINTERNALERROR MAKE_D3DHRESULT(2087)
+#define D3DERR_OUTOFVIDEOMEMORY MAKE_D3DHRESULT(380)
+#define D3D_OK S_OK
+
+#define D3DPRESENT_RATE_DEFAULT 0x00000000
+
+//
+// DevCaps
+//
+// we need to see who in Source land is interested in these values, as dxabstract is currently reporting zero for the whole Caps word
+#define D3DDEVCAPS_EXECUTESYSTEMMEMORY 0x00000010L /* Device can use execute buffers from system memory */
+#define D3DDEVCAPS_TLVERTEXSYSTEMMEMORY 0x00000040L /* Device can use TL buffers from system memory */
+#define D3DDEVCAPS_TLVERTEXVIDEOMEMORY 0x00000080L /* Device can use TL buffers from video memory */
+#define D3DDEVCAPS_TEXTURESYSTEMMEMORY 0x00000100L /* Device can texture from system memory */
+#define D3DDEVCAPS_TEXTUREVIDEOMEMORY 0x00000200L /* Device can texture from device memory */
+#define D3DDEVCAPS_DRAWPRIMTLVERTEX 0x00000400L /* Device can draw TLVERTEX primitives */
+#define D3DDEVCAPS_CANRENDERAFTERFLIP 0x00000800L /* Device can render without waiting for flip to complete */
+#define D3DDEVCAPS_TEXTURENONLOCALVIDMEM 0x00001000L /* Device can texture from nonlocal video memory */
+#define D3DDEVCAPS_SEPARATETEXTUREMEMORIES 0x00004000L /* Device is texturing from separate memory pools */
+#define D3DDEVCAPS_HWTRANSFORMANDLIGHT 0x00010000L /* Device can support transformation and lighting in hardware and DRAWPRIMITIVES2EX must be also */
+#define D3DDEVCAPS_CANBLTSYSTONONLOCAL 0x00020000L /* Device supports a Tex Blt from system memory to non-local vidmem */
+#define D3DDEVCAPS_HWRASTERIZATION 0x00080000L /* Device has HW acceleration for rasterization */
+#define D3DDEVCAPS_PUREDEVICE 0x00100000L /* Device supports D3DCREATE_PUREDEVICE */
+#define D3DDEVCAPS_QUINTICRTPATCHES 0x00200000L /* Device supports quintic Beziers and BSplines */
+#define D3DDEVCAPS_RTPATCHHANDLEZERO 0x00800000L /* Indicates that RT Patches may be drawn efficiently using handle 0 */
+#define D3DDEVCAPS_NPATCHES 0x01000000L /* Device supports N-Patches */
+
+//
+// PrimitiveMiscCaps
+//
+#define D3DPMISCCAPS_MASKZ 0x00000002L
+#define D3DPMISCCAPS_CULLNONE 0x00000010L
+#define D3DPMISCCAPS_CULLCW 0x00000020L
+#define D3DPMISCCAPS_CULLCCW 0x00000040L
+#define D3DPMISCCAPS_COLORWRITEENABLE 0x00000080L
+#define D3DPMISCCAPS_CLIPPLANESCALEDPOINTS 0x00000100L /* Device correctly clips scaled points to clip planes */
+#define D3DPMISCCAPS_CLIPTLVERTS 0x00000200L /* device will clip post-transformed vertex primitives */
+#define D3DPMISCCAPS_TSSARGTEMP 0x00000400L /* device supports D3DTA_TEMP for temporary register */
+#define D3DPMISCCAPS_BLENDOP 0x00000800L /* device supports D3DRS_BLENDOP */
+#define D3DPMISCCAPS_NULLREFERENCE 0x00001000L /* Reference Device that doesnt render */
+#define D3DPMISCCAPS_PERSTAGECONSTANT 0x00008000L /* Device supports per-stage constants */
+#define D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS 0x00040000L /* Device supports different bit depths for MRT */
+#define D3DPMISCCAPS_FOGVERTEXCLAMPED 0x00100000L /* Device clamps fog blend factor per vertex */
+
+// Flags field for Issue
+#define D3DISSUE_END (1 << 0) // Tells the runtime to issue the end of a query, changing it's state to "non-signaled".
+#define D3DISSUE_BEGIN (1 << 1) // Tells the runtime to issue the beginng of a query.
+
+
+#define D3DPRESENT_INTERVAL_ONE 0x00000001L
+#define D3DPRESENT_INTERVAL_IMMEDIATE 0x80000000L
+
+/*
+ * 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 */
+
+
+#define D3DENUM_WHQL_LEVEL 0x00000002L
+
+
+
+
+#define D3DPTEXTURECAPS_NOPROJECTEDBUMPENV 0x00200000L /* Device does not support projected bump env lookup operation
+ in programmable and fixed function pixel shaders */
+#define D3DDEVCAPS2_STREAMOFFSET 0x00000001L /* Device supports offsets in streams. Must be set by DX9 drivers */
+
+#define D3DDEVCAPS_PUREDEVICE 0x00100000L /* Device supports D3DCREATE_PUREDEVICE */
+
+#define D3DCREATE_PUREDEVICE 0x00000010L
+#define D3DCREATE_SOFTWARE_VERTEXPROCESSING 0x00000020L
+#define D3DCREATE_HARDWARE_VERTEXPROCESSING 0x00000040L
+#define D3DCREATE_FPU_PRESERVE 0x00000002L
+#define D3DPRASTERCAPS_FOGRANGE 0x00010000L
+#define D3DPRASTERCAPS_FOGTABLE 0x00000100L
+#define D3DPRASTERCAPS_FOGVERTEX 0x00000080L
+#define D3DPRASTERCAPS_WFOG 0x00100000L
+#define D3DPRASTERCAPS_ZFOG 0x00200000L
+#define D3DPRASTERCAPS_MIPMAPLODBIAS 0x00002000L
+#define D3DPRASTERCAPS_WBUFFER 0x00040000L
+#define D3DPRASTERCAPS_ZTEST 0x00000010L
+
+//
+// Caps2
+//
+#define D3DCAPS2_CANCALIBRATEGAMMA 0x00100000L
+#define D3DPRASTERCAPS_SCISSORTEST 0x01000000L
+#define D3DPTEXTURECAPS_MIPCUBEMAP 0x00010000L /* Device can do mipmapped cube maps */
+#define D3DPTEXTURECAPS_ALPHA 0x00000004L /* Alpha in texture pixels is supported */
+#define D3DPTEXTURECAPS_SQUAREONLY 0x00000020L /* Only square textures are supported */
+#define D3DCREATE_MULTITHREADED 0x00000004L
+#define D3DDEVCAPS_HWTRANSFORMANDLIGHT 0x00010000L /* Device can support transformation and lighting in hardware and DRAWPRIMITIVES2EX must be also */
+#define D3DPTFILTERCAPS_MINFANISOTROPIC 0x00000400L
+#define D3DPTFILTERCAPS_MAGFANISOTROPIC 0x04000000L
+#define D3DPTEXTURECAPS_CUBEMAP 0x00000800L /* Device can do cubemap textures */
+#define D3DPTEXTURECAPS_POW2 0x00000002L /* Power-of-2 texture dimensions are required - applies to non-Cube/Volume textures only. */
+#define D3DPTEXTURECAPS_NONPOW2CONDITIONAL 0x00000100L
+#define D3DPTEXTURECAPS_PROJECTED 0x00000400L /* Device can do D3DTTFF_PROJECTED */
+#define D3DTEXOPCAPS_ADD 0x00000040L
+#define D3DTEXOPCAPS_MODULATE2X 0x00000010L
+#define D3DPRASTERCAPS_DEPTHBIAS 0x04000000L
+#define D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS 0x02000000L
+#define D3DVTXPCAPS_TEXGEN_SPHEREMAP 0x00000100L /* device supports D3DTSS_TCI_SPHEREMAP */
+#define D3DCAPS2_DYNAMICTEXTURES 0x20000000L
+
+// The following usages are valid only for querying CheckDeviceFormat
+#define D3DUSAGE_QUERY_SRGBREAD (0x00010000L)
+#define D3DUSAGE_QUERY_FILTER (0x00020000L)
+#define D3DUSAGE_QUERY_SRGBWRITE (0x00040000L)
+#define D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING (0x00080000L)
+#define D3DUSAGE_QUERY_VERTEXTEXTURE (0x00100000L)
+
+/* 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)
+
+
+// Flags field for GetData
+#define D3DGETDATA_FLUSH (1 << 0) // Tells the runtime to flush if the query is outstanding.
+
+#define D3DFVF_XYZ 0x002
+
+
+#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_CONSTANT 0x00000006 // select texture stage constant
+#define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x (read modifier)
+#define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier)
+
+
+#define D3DUSAGE_RENDERTARGET (0x00000001L)
+#define D3DUSAGE_QUERY_VERTEXTEXTURE (0x00100000L)
+#define D3DUSAGE_QUERY_FILTER (0x00020000L)
+#define D3DUSAGE_DEPTHSTENCIL (0x00000002L)
+#define D3DUSAGE_WRITEONLY (0x00000008L)
+#define D3DUSAGE_SOFTWAREPROCESSING (0x00000010L)
+#define D3DUSAGE_DYNAMIC (0x00000200L)
+
+#define D3DSI_INSTLENGTH_MASK 0x0F000000
+#define D3DSI_INSTLENGTH_SHIFT 24
+#define D3DSP_TEXTURETYPE_SHIFT 27
+#define D3DSP_REGTYPE_SHIFT 28
+#define D3DSP_REGTYPE_SHIFT2 8
+#define D3DSP_REGTYPE_MASK 0x70000000
+#define D3DSP_REGTYPE_MASK2 0x00001800
+
+#define D3DSP_REGNUM_MASK 0x000007FF
+
+#define D3DSP_DSTMOD_SHIFT 20
+#define D3DSP_DSTMOD_MASK 0x00F00000
+#define D3DSPDM_MSAMPCENTROID (4<<D3DSP_DSTMOD_SHIFT) // Relevant to multisampling only:
+ // When the pixel center is not covered, sample
+ // attribute or compute gradients/LOD
+ // using multisample "centroid" location.
+ // "Centroid" is some location within the covered
+ // region of the pixel.
+
+#define D3DXSHADER_DEBUG (1 << 0)
+#define D3DXSHADER_AVOID_FLOW_CONTROL (1 << 9)
+
+
+#define D3DLOCK_READONLY 0x00000010L
+#define D3DLOCK_DISCARD 0x00002000L
+#define D3DLOCK_NOOVERWRITE 0x00001000L
+#define D3DLOCK_NOSYSLOCK 0x00000800L
+
+#define D3DLOCK_NO_DIRTY_UPDATE 0x00008000L
+
+
+#define D3DDMAPSAMPLER 256
+#define D3DVERTEXTEXTURESAMPLER0 (D3DDMAPSAMPLER+1)
+#define D3DSP_SRCMOD_SHIFT 24
+
+
+#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))
+
+#define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
+
+#define D3DSP_DCL_USAGEINDEX_SHIFT 16
+#define D3DSP_DCL_USAGEINDEX_MASK 0x000f0000
+
+// Bit masks for destination parameter modifiers
+#define D3DSPDM_NONE (0<<D3DSP_DSTMOD_SHIFT) // nop
+#define D3DSPDM_SATURATE (1<<D3DSP_DSTMOD_SHIFT) // clamp to 0. to 1. range
+#define D3DSPDM_PARTIALPRECISION (2<<D3DSP_DSTMOD_SHIFT) // Partial precision hint
+#define D3DSPDM_MSAMPCENTROID (4<<D3DSP_DSTMOD_SHIFT) // Relevant to multisampling only:
+ // When the pixel center is not covered, sample
+ // attribute or compute gradients/LOD
+ // using multisample "centroid" location.
+ // "Centroid" is some location within the covered
+ // region of the pixel.
+
+// 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)
+
+// extract major/minor from version cap
+#define D3DSHADER_VERSION_MAJOR(_Version) (((_Version)>>8)&0xFF)
+#define D3DSHADER_VERSION_MINOR(_Version) (((_Version)>>0)&0xFF)
+
+#define D3DSHADER_ADDRESSMODE_SHIFT 13
+#define D3DSHADER_ADDRESSMODE_MASK (1 << D3DSHADER_ADDRESSMODE_SHIFT)
+
+#define D3DPS_END() 0x0000FFFF
+
+// ps_2_0 texld controls
+#define D3DSI_TEXLD_PROJECT (0x01 << D3DSP_OPCODESPECIFICCONTROL_SHIFT)
+#define D3DSI_TEXLD_BIAS (0x02 << D3DSP_OPCODESPECIFICCONTROL_SHIFT)
+
+
+// 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
+
+#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))
+
+// source parameter modifiers
+#define D3DSP_SRCMOD_SHIFT 24
+#define D3DSP_SRCMOD_MASK 0x0F000000
+
+// ------------------------------------------------------------------------------------------------------------------------------ //
+// ENUMS
+// ------------------------------------------------------------------------------------------------------------------------------ //
+
+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_ABS = 11<<D3DSP_SRCMOD_SHIFT, // abs()
+ D3DSPSM_ABSNEG = 12<<D3DSP_SRCMOD_SHIFT, // -abs()
+ D3DSPSM_NOT = 13<<D3DSP_SRCMOD_SHIFT, // for predicate register: "!p0"
+ D3DSPSM_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
+} D3DSHADER_PARAM_SRCMOD_TYPE;
+
+
+typedef enum _D3DSAMPLER_TEXTURE_TYPE
+{
+ D3DSTT_UNKNOWN = 0<<D3DSP_TEXTURETYPE_SHIFT, // uninitialized value
+ D3DSTT_2D = 2<<D3DSP_TEXTURETYPE_SHIFT, // dcl_2d s# (for declaring a 2-D texture)
+ D3DSTT_CUBE = 3<<D3DSP_TEXTURETYPE_SHIFT, // dcl_cube s# (for declaring a cube texture)
+ D3DSTT_VOLUME = 4<<D3DSP_TEXTURETYPE_SHIFT, // dcl_volume s# (for declaring a volume texture)
+ D3DSTT_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
+} D3DSAMPLER_TEXTURE_TYPE;
+
+typedef enum _D3DSHADER_INSTRUCTION_OPCODE_TYPE
+{
+ D3DSIO_NOP = 0,
+ D3DSIO_MOV ,
+ D3DSIO_ADD ,
+ D3DSIO_SUB ,
+ D3DSIO_MAD ,
+ D3DSIO_MUL ,
+ D3DSIO_RCP ,
+ D3DSIO_RSQ ,
+ D3DSIO_DP3 ,
+ D3DSIO_DP4 ,
+ D3DSIO_MIN , //10
+ D3DSIO_MAX ,
+ D3DSIO_SLT ,
+ D3DSIO_SGE ,
+ D3DSIO_EXP ,
+ D3DSIO_LOG ,
+ D3DSIO_LIT ,
+ D3DSIO_DST ,
+ D3DSIO_LRP ,
+ D3DSIO_FRC ,
+ D3DSIO_M4x4 , //20
+ D3DSIO_M4x3 ,
+ D3DSIO_M3x4 ,
+ D3DSIO_M3x3 ,
+ D3DSIO_M3x2 ,
+ D3DSIO_CALL ,
+ D3DSIO_CALLNZ ,
+ D3DSIO_LOOP ,
+ D3DSIO_RET ,
+ D3DSIO_ENDLOOP ,
+ D3DSIO_LABEL , //30
+ D3DSIO_DCL ,
+ D3DSIO_POW ,
+ D3DSIO_CRS ,
+ D3DSIO_SGN ,
+ D3DSIO_ABS ,
+ D3DSIO_NRM ,
+ D3DSIO_SINCOS ,
+ D3DSIO_REP ,
+ D3DSIO_ENDREP ,
+ D3DSIO_IF , //40
+ D3DSIO_IFC ,
+ D3DSIO_ELSE ,
+ D3DSIO_ENDIF ,
+ D3DSIO_BREAK ,
+ D3DSIO_BREAKC ,
+ D3DSIO_MOVA ,
+ D3DSIO_DEFB ,
+ D3DSIO_DEFI ,
+
+ D3DSIO_TEXCOORD = 64,
+ D3DSIO_TEXKILL ,
+ D3DSIO_TEX ,
+ D3DSIO_TEXBEM ,
+ D3DSIO_TEXBEML ,
+ D3DSIO_TEXREG2AR ,
+ D3DSIO_TEXREG2GB ,
+ D3DSIO_TEXM3x2PAD ,
+ D3DSIO_TEXM3x2TEX ,
+ D3DSIO_TEXM3x3PAD ,
+ D3DSIO_TEXM3x3TEX ,
+ D3DSIO_RESERVED0 ,
+ D3DSIO_TEXM3x3SPEC ,
+ D3DSIO_TEXM3x3VSPEC ,
+ D3DSIO_EXPP ,
+ D3DSIO_LOGP ,
+ D3DSIO_CND ,
+ D3DSIO_DEF ,
+ D3DSIO_TEXREG2RGB ,
+ D3DSIO_TEXDP3TEX ,
+ D3DSIO_TEXM3x2DEPTH ,
+ D3DSIO_TEXDP3 ,
+ D3DSIO_TEXM3x3 ,
+ D3DSIO_TEXDEPTH ,
+ D3DSIO_CMP ,
+ D3DSIO_BEM ,
+ D3DSIO_DP2ADD ,
+ D3DSIO_DSX ,
+ D3DSIO_DSY ,
+ D3DSIO_TEXLDD ,
+ D3DSIO_SETP ,
+ D3DSIO_TEXLDL ,
+ D3DSIO_BREAKP ,
+
+ D3DSIO_PHASE = 0xFFFD,
+ D3DSIO_COMMENT = 0xFFFE,
+ D3DSIO_END = 0xFFFF,
+
+ D3DSIO_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
+} D3DSHADER_INSTRUCTION_OPCODE_TYPE;
+
+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;
+
+/* SwapEffects */
+typedef enum _D3DSWAPEFFECT
+{
+ D3DSWAPEFFECT_DISCARD = 1,
+ D3DSWAPEFFECT_COPY = 3,
+
+ D3DSWAPEFFECT_FORCE_DWORD = 0x7fffffff
+} D3DSWAPEFFECT;
+
+typedef enum _D3DRESOURCETYPE
+{
+ D3DRTYPE_SURFACE = 1,
+ D3DRTYPE_TEXTURE = 3,
+ D3DRTYPE_VOLUMETEXTURE = 4,
+ D3DRTYPE_CUBETEXTURE = 5,
+ D3DRTYPE_VERTEXBUFFER = 6,
+ D3DRTYPE_INDEXBUFFER = 7,
+
+ D3DRTYPE_FORCE_DWORD = 0x7fffffff
+} D3DRESOURCETYPE;
+
+typedef enum _D3DDEVTYPE
+{
+ D3DDEVTYPE_HAL = 1,
+ D3DDEVTYPE_REF = 2,
+
+ D3DDEVTYPE_NULLREF = 4,
+
+ D3DDEVTYPE_FORCE_DWORD = 0x7fffffff
+} D3DDEVTYPE;
+
+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 _D3DPATCHEDGESTYLE
+{
+ D3DPATCHEDGE_DISCRETE = 0,
+ D3DPATCHEDGE_CONTINUOUS = 1,
+ D3DPATCHEDGE_FORCE_DWORD = 0x7fffffff,
+} D3DPATCHEDGESTYLE;
+
+
+/* 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
+} D3DDEBUGMONITORTOKENS;
+
+typedef enum _D3DDEGREETYPE
+{
+ D3DDEGREE_LINEAR = 1,
+ D3DDEGREE_QUADRATIC = 2,
+ D3DDEGREE_CUBIC = 3,
+ D3DDEGREE_FORCE_DWORD = 0x7fffffff,
+} D3DDEGREETYPE;
+
+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 _D3DMULTISAMPLE_TYPE
+{
+ D3DMULTISAMPLE_NONE = 0,
+ D3DMULTISAMPLE_NONMASKABLE = 1,
+ 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;
+
+/* Pool types */
+typedef enum _D3DPOOL
+{
+ D3DPOOL_DEFAULT = 0,
+ D3DPOOL_MANAGED = 1,
+ D3DPOOL_SYSTEMMEM = 2,
+ D3DPOOL_SCRATCH = 3,
+
+ D3DPOOL_FORCE_DWORD = 0x7fffffff
+} D3DPOOL;
+
+typedef enum _D3DQUERYTYPE
+{
+ D3DQUERYTYPE_RESOURCEMANAGER = 5, /* D3DISSUE_END */
+ D3DQUERYTYPE_EVENT = 8, /* D3DISSUE_END */
+ D3DQUERYTYPE_OCCLUSION = 9, /* D3DISSUE_BEGIN, D3DISSUE_END */
+ D3DQUERYTYPE_TIMESTAMP = 10, /* D3DISSUE_END */
+ D3DQUERYTYPE_TIMESTAMPFREQ = 12, /* D3DISSUE_END */
+ D3DQUERYTYPE_INTERFACETIMINGS = 14, /* D3DISSUE_BEGIN, D3DISSUE_END */
+ D3DQUERYTYPE_PIXELTIMINGS = 16, /* D3DISSUE_BEGIN, D3DISSUE_END */
+ D3DQUERYTYPE_CACHEUTILIZATION = 18, /* D3DISSUE_BEGIN, D3DISSUE_END */
+} D3DQUERYTYPE;
+
+typedef enum _D3DRENDERSTATETYPE
+{
+ D3DRS_ZENABLE = 7, /* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) */
+ D3DRS_FILLMODE = 8, /* D3DFILLMODE */
+ D3DRS_SHADEMODE = 9, /* D3DSHADEMODE */
+ 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_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_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_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_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_POSITIONDEGREE = 172, // NPatch position interpolation degree. D3DDEGREE_LINEAR or D3DDEGREE_CUBIC (default)
+ D3DRS_NORMALDEGREE = 173, // NPatch normal interpolation degree. D3DDEGREE_LINEAR (default) or D3DDEGREE_QUADRATIC
+ D3DRS_SCISSORTESTENABLE = 174,
+ D3DRS_SLOPESCALEDEPTHBIAS = 175,
+ D3DRS_ANTIALIASEDLINEENABLE = 176,
+ D3DRS_MINTESSELLATIONLEVEL = 178,
+ D3DRS_MAXTESSELLATIONLEVEL = 179,
+ D3DRS_ADAPTIVETESS_X = 180,
+ D3DRS_ADAPTIVETESS_Y = 181,
+ D3DRS_ADAPTIVETESS_Z = 182,
+ D3DRS_ADAPTIVETESS_W = 183,
+ D3DRS_ENABLEADAPTIVETESSELLATION = 184,
+ D3DRS_TWOSIDEDSTENCILMODE = 185, /* BOOL enable/disable 2 sided stenciling */
+ D3DRS_CCW_STENCILFAIL = 186, /* D3DSTENCILOP to do if ccw stencil test fails */
+ D3DRS_CCW_STENCILZFAIL = 187, /* D3DSTENCILOP to do if ccw stencil test passes and Z test fails */
+ D3DRS_CCW_STENCILPASS = 188, /* D3DSTENCILOP to do if both ccw stencil and Z tests pass */
+ D3DRS_CCW_STENCILFUNC = 189, /* D3DCMPFUNC fn. ccw Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */
+ D3DRS_COLORWRITEENABLE1 = 190, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */
+ D3DRS_COLORWRITEENABLE2 = 191, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */
+ D3DRS_COLORWRITEENABLE3 = 192, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */
+ D3DRS_BLENDFACTOR = 193, /* D3DCOLOR used for a constant blend factor during alpha blending for devices that support D3DPBLENDCAPS_BLENDFACTOR */
+ D3DRS_SRGBWRITEENABLE = 194, /* Enable rendertarget writes to be DE-linearized to SRGB (for formats that expose D3DUSAGE_QUERY_SRGBWRITE) */
+ D3DRS_DEPTHBIAS = 195,
+ D3DRS_WRAP8 = 198, /* Additional wrap states for vs_3_0+ attributes with D3DDECLUSAGE_TEXCOORD */
+ D3DRS_WRAP9 = 199,
+ D3DRS_WRAP10 = 200,
+ D3DRS_WRAP11 = 201,
+ D3DRS_WRAP12 = 202,
+ D3DRS_WRAP13 = 203,
+ D3DRS_WRAP14 = 204,
+ D3DRS_WRAP15 = 205,
+ D3DRS_SEPARATEALPHABLENDENABLE = 206, /* TRUE to enable a separate blending function for the alpha channel */
+ D3DRS_SRCBLENDALPHA = 207, /* SRC blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
+ D3DRS_DESTBLENDALPHA = 208, /* DST blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
+ D3DRS_BLENDOPALPHA = 209, /* Blending operation for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
+
+
+ D3DRS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DRENDERSTATETYPE;
+
+typedef enum _D3DCULL
+{
+ D3DCULL_NONE = 1,
+ D3DCULL_CW = 2,
+ D3DCULL_CCW = 3,
+ D3DCULL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DCULL;
+
+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_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
+} D3DTEXTUREFILTERTYPE;
+
+typedef enum _D3DBACKBUFFER_TYPE
+{
+ D3DBACKBUFFER_TYPE_MONO = 0,
+
+ D3DBACKBUFFER_TYPE_FORCE_DWORD = 0x7fffffff
+} D3DBACKBUFFER_TYPE;
+
+#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 _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 _D3DZBUFFERTYPE
+{
+ D3DZB_FALSE = 0,
+ D3DZB_TRUE = 1, // Z buffering
+ D3DZB_USEW = 2, // W buffering
+ D3DZB_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DZBUFFERTYPE;
+
+typedef enum _D3DFILLMODE
+{
+ D3DFILL_POINT = 1,
+ D3DFILL_WIREFRAME = 2,
+ D3DFILL_SOLID = 3,
+ D3DFILL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DFILLMODE;
+
+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_BLENDFACTOR = 14, /* Only supported if D3DPBLENDCAPS_BLENDFACTOR is on */
+ D3DBLEND_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DBLEND;
+
+// 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;
+
+typedef enum _D3DCUBEMAP_FACES
+{
+ D3DCUBEMAP_FACE_POSITIVE_Z = 4,
+
+ D3DCUBEMAP_FACE_FORCE_DWORD = 0x7fffffff
+} D3DCUBEMAP_FACES;
+
+typedef enum _D3DTEXTURETRANSFORMFLAGS
+{
+ D3DTTFF_DISABLE = 0, // texture coordinates are passed directly
+ D3DTTFF_COUNT3 = 3, // rasterizer should expect 3-D texture coords
+ D3DTTFF_PROJECTED = 256, // texcoords to be divided by COUNTth element
+ D3DTTFF_FORCE_DWORD = 0x7fffffff,
+} D3DTEXTURETRANSFORMFLAGS;
+
+typedef enum _D3DTEXTUREADDRESS
+{
+ D3DTADDRESS_WRAP = 0,
+ D3DTADDRESS_CLAMP = 1,
+ D3DTADDRESS_BORDER = 2,
+ D3DTADDRESS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DTEXTUREADDRESS;
+
+typedef enum _D3DSHADEMODE
+{
+ D3DSHADE_FLAT = 1,
+ D3DSHADE_GOURAUD = 2,
+ D3DSHADE_PHONG = 3,
+ D3DSHADE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DSHADEMODE;
+
+typedef enum _D3DFOGMODE
+{
+ D3DFOG_NONE = 0,
+ D3DFOG_LINEAR = 3,
+ D3DFOG_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DFOGMODE;
+
+typedef struct _D3DRECT
+{
+ LONG x1;
+ LONG y1;
+ LONG x2;
+ LONG y2;
+} D3DRECT;
+
+typedef enum _D3DSHADER_PARAM_REGISTER_TYPE
+{
+ D3DSPR_TEMP = 0, // Temporary Register File
+ D3DSPR_INPUT = 1, // Input Register File
+ D3DSPR_CONST = 2, // Constant Register File
+ D3DSPR_ADDR = 3, // Address Register (VS)
+ D3DSPR_TEXTURE = 3, // Texture Register File (PS)
+ D3DSPR_RASTOUT = 4, // Rasterizer Register File
+ D3DSPR_ATTROUT = 5, // Attribute Output Register File
+ D3DSPR_TEXCRDOUT = 6, // Texture Coordinate Output Register File
+ D3DSPR_OUTPUT = 6, // Output register file for VS3.0+
+ D3DSPR_CONSTINT = 7, // Constant Integer Vector Register File
+ D3DSPR_COLOROUT = 8, // Color Output Register File
+ D3DSPR_DEPTHOUT = 9, // Depth Output Register File
+ D3DSPR_SAMPLER = 10, // Sampler State Register File
+ D3DSPR_CONST2 = 11, // Constant Register File 2048 - 4095
+ D3DSPR_CONST3 = 12, // Constant Register File 4096 - 6143
+ D3DSPR_CONST4 = 13, // Constant Register File 6144 - 8191
+ D3DSPR_CONSTBOOL = 14, // Constant Boolean register file
+ D3DSPR_LOOP = 15, // Loop counter register file
+ D3DSPR_TEMPFLOAT16 = 16, // 16-bit float temp register file
+ D3DSPR_MISCTYPE = 17, // Miscellaneous (single) registers.
+ D3DSPR_LABEL = 18, // Label
+ D3DSPR_PREDICATE = 19, // Predicate register
+ D3DSPR_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
+} D3DSHADER_PARAM_REGISTER_TYPE;
+
+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];
+
+ };
+
+#if defined( WIN32 )
+ operator void* ();
+ bool operator == ( CONST D3DMATRIX& src ) const;
+#endif
+};
+
+
+typedef struct _D3DVERTEXBUFFER_DESC
+{
+ D3DFORMAT Format;
+ D3DRESOURCETYPE Type;
+ DWORD Usage;
+ D3DPOOL Pool;
+ UINT Size;
+
+ DWORD FVF;
+
+} D3DVERTEXBUFFER_DESC;
+
+class TOGL_CLASS D3DXMATRIX : public D3DMATRIX
+{
+public:
+ D3DXMATRIX operator*( const D3DXMATRIX &o ) const;
+ operator FLOAT* ();
+ float& operator()( int row, int column );
+ const float& operator()( int row, int column ) const;
+ bool operator != ( CONST D3DXMATRIX& src ) const;
+};
+
+typedef DWORD D3DCOLOR;
+
+typedef enum _D3DSAMPLERSTATETYPE
+{
+ D3DSAMP_ADDRESSU = 1, /* D3DTEXTUREADDRESS for U coordinate */
+ D3DSAMP_ADDRESSV = 2, /* D3DTEXTUREADDRESS for V coordinate */
+ D3DSAMP_ADDRESSW = 3, /* D3DTEXTUREADDRESS for W coordinate */
+ D3DSAMP_BORDERCOLOR = 4, /* D3DCOLOR */
+ D3DSAMP_MAGFILTER = 5, /* D3DTEXTUREFILTER filter to use for magnification */
+ D3DSAMP_MINFILTER = 6, /* D3DTEXTUREFILTER filter to use for minification */
+ D3DSAMP_MIPFILTER = 7, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */
+ D3DSAMP_MIPMAPLODBIAS = 8, /* float Mipmap LOD bias */
+ D3DSAMP_MAXMIPLEVEL = 9, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */
+ D3DSAMP_MAXANISOTROPY = 10, /* DWORD maximum anisotropy */
+ D3DSAMP_SRGBTEXTURE = 11, /* Default = 0 (which means Gamma 1.0,
+ no correction required.) else correct for
+ Gamma = 2.2 */
+ D3DSAMP_SHADOWFILTER = 12, /* Tells the sampler that it should be doing shadow compares */
+ D3DSAMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DSAMPLERSTATETYPE;
+
+typedef enum _D3DDECLTYPE
+{
+ D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
+ D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
+ D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
+ D3DDECLTYPE_FLOAT4 = 3, // 4D float
+ D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
+ // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
+ D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte
+ D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.)
+ D3DDECLTYPE_SHORT4 = 7, // 4D signed short
+
+// The following types are valid only with vertex shaders >= 2.0
+
+
+ D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
+ D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
+ D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
+ D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
+ D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
+ D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
+ D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)
+ D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
+ D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
+ D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused.
+} D3DDECLTYPE;
+
+typedef enum _D3DDECLMETHOD
+{
+ D3DDECLMETHOD_DEFAULT = 0,
+ D3DDECLMETHOD_PARTIALU,
+ D3DDECLMETHOD_PARTIALV,
+ D3DDECLMETHOD_CROSSUV, // Normal
+ D3DDECLMETHOD_UV,
+ D3DDECLMETHOD_LOOKUP, // Lookup a displacement map
+ D3DDECLMETHOD_LOOKUPPRESAMPLED, // Lookup a pre-sampled displacement map
+} D3DDECLMETHOD;
+
+typedef enum _D3DDECLUSAGE
+{
+ D3DDECLUSAGE_POSITION = 0,
+ D3DDECLUSAGE_BLENDWEIGHT = 1,
+ D3DDECLUSAGE_BLENDINDICES = 2,
+ D3DDECLUSAGE_NORMAL = 3,
+ D3DDECLUSAGE_PSIZE = 4,
+ D3DDECLUSAGE_TEXCOORD = 5,
+ D3DDECLUSAGE_TANGENT = 6,
+ D3DDECLUSAGE_BINORMAL = 7,
+ D3DDECLUSAGE_TESSFACTOR = 8,
+ D3DDECLUSAGE_PLUGH = 9, // mystery value
+ D3DDECLUSAGE_COLOR = 10,
+ D3DDECLUSAGE_FOG = 11,
+ D3DDECLUSAGE_DEPTH = 12,
+ D3DDECLUSAGE_SAMPLE = 13,
+} D3DDECLUSAGE;
+
+typedef enum _D3DPRIMITIVETYPE
+{
+ D3DPT_POINTLIST = 1,
+ D3DPT_LINELIST = 2,
+ D3DPT_TRIANGLELIST = 4,
+ D3DPT_TRIANGLESTRIP = 5,
+ D3DPT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DPRIMITIVETYPE;
+
+// ------------------------------------------------------------------------------------------------------------------------------ //
+// STRUCTURES
+// ------------------------------------------------------------------------------------------------------------------------------ //
+
+typedef struct TOGL_CLASS D3DXPLANE
+{
+ float& operator[]( int i );
+ bool operator==( const D3DXPLANE &o );
+ bool operator!=( const D3DXPLANE &o );
+ operator float*();
+ operator const float*() const;
+
+ float a, b, c, d;
+} D3DXPLANE;
+
+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 struct _D3DINDEXBUFFER_DESC
+{
+ D3DFORMAT Format;
+ D3DRESOURCETYPE Type;
+ DWORD Usage;
+ D3DPOOL Pool;
+ UINT Size;
+} D3DINDEXBUFFER_DESC;
+
+typedef struct _D3DVERTEXELEMENT9
+{
+ WORD Stream; // Stream index
+ WORD Offset; // Offset in the stream in bytes
+ BYTE Type; // Data type
+ BYTE Method; // Processing method
+ BYTE Usage; // Semantics
+ BYTE UsageIndex; // Semantic index
+} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;
+
+
+#define MAX_DEVICE_IDENTIFIER_STRING 512
+typedef struct _D3DADAPTER_IDENTIFIER9
+{
+ char Driver[MAX_DEVICE_IDENTIFIER_STRING];
+ char Description[MAX_DEVICE_IDENTIFIER_STRING];
+ char DeviceName[32]; /* Device name for GDI (ex. \\.\DISPLAY1) */
+
+ LARGE_INTEGER DriverVersion; /* Defined for 32 bit components */
+
+ DWORD VendorId;
+ DWORD DeviceId;
+ DWORD SubSysId;
+ DWORD Revision;
+ DWORD VideoMemory;
+
+} D3DADAPTER_IDENTIFIER9;
+
+typedef struct _D3DCOLORVALUE
+{
+ float r;
+ float g;
+ float b;
+ float a;
+} D3DCOLORVALUE;
+
+typedef struct _D3DMATERIAL9
+{
+ 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 */
+} D3DMATERIAL9;
+
+typedef struct _D3DVOLUME_DESC
+{
+ D3DFORMAT Format;
+ D3DRESOURCETYPE Type;
+ DWORD Usage;
+ D3DPOOL Pool;
+
+ UINT Width;
+ UINT Height;
+ UINT Depth;
+} D3DVOLUME_DESC;
+
+typedef struct _D3DVIEWPORT9
+{
+ DWORD X;
+ DWORD Y; /* Viewport Top left */
+ DWORD Width;
+ DWORD Height; /* Viewport Dimensions */
+ float MinZ; /* Min/max of clip Volume */
+ float MaxZ;
+} D3DVIEWPORT9;
+
+typedef struct _D3DPSHADERCAPS2_0
+{
+ DWORD Caps;
+ INT DynamicFlowControlDepth;
+ INT NumTemps;
+ INT StaticFlowControlDepth;
+ INT NumInstructionSlots;
+} D3DPSHADERCAPS2_0;
+
+typedef struct _D3DCAPS9
+{
+ /* Device Info */
+ D3DDEVTYPE DeviceType;
+
+ /* Caps from DX7 Draw */
+ DWORD Caps;
+ DWORD Caps2;
+
+ /* Cursor Caps */
+ DWORD CursorCaps;
+
+ /* 3D Device Caps */
+ DWORD DevCaps;
+
+ DWORD PrimitiveMiscCaps;
+ DWORD RasterCaps;
+ DWORD TextureCaps;
+ DWORD TextureFilterCaps; // D3DPTFILTERCAPS for IDirect3DTexture9's
+
+ DWORD MaxTextureWidth, MaxTextureHeight;
+ DWORD MaxVolumeExtent;
+
+ DWORD MaxTextureAspectRatio;
+ DWORD MaxAnisotropy;
+
+ DWORD TextureOpCaps;
+ DWORD MaxTextureBlendStages;
+ DWORD MaxSimultaneousTextures;
+
+ DWORD VertexProcessingCaps;
+ DWORD MaxActiveLights;
+ DWORD MaxUserClipPlanes;
+ DWORD MaxVertexBlendMatrices;
+ DWORD MaxVertexBlendMatrixIndex;
+
+ DWORD MaxPrimitiveCount; // max number of primitives per DrawPrimitive call
+ DWORD MaxStreams;
+
+ DWORD VertexShaderVersion;
+ DWORD MaxVertexShaderConst; // number of vertex shader constant registers
+
+ DWORD PixelShaderVersion;
+
+ // Here are the DX9 specific ones
+ DWORD DevCaps2;
+ D3DPSHADERCAPS2_0 PS20Caps;
+
+ DWORD NumSimultaneousRTs; // Will be at least 1
+ DWORD MaxVertexShader30InstructionSlots;
+ DWORD MaxPixelShader30InstructionSlots;
+
+ // only on Posix/GL
+ DWORD FakeSRGBWrite; // 1 for parts which can't support SRGB writes due to driver issues - 0 for others
+ DWORD MixedSizeTargets; // 1 for parts which can mix attachment sizes (RT's color vs depth)
+ DWORD CanDoSRGBReadFromRTs; // 0 when we're on Leopard, 1 when on Snow Leopard
+} D3DCAPS9;
+
+typedef struct _D3DDISPLAYMODE
+{
+ UINT Width;
+ UINT Height;
+ UINT RefreshRate;
+ D3DFORMAT Format;
+} D3DDISPLAYMODE;
+
+typedef struct _D3DGAMMARAMP
+{
+ WORD red [256];
+ WORD green[256];
+ WORD blue [256];
+} D3DGAMMARAMP;
+
+
+/* Resize Optional Parameters */
+typedef struct _D3DPRESENT_PARAMETERS_
+{
+ UINT BackBufferWidth;
+ UINT BackBufferHeight;
+ D3DFORMAT BackBufferFormat;
+ UINT BackBufferCount;
+
+ D3DMULTISAMPLE_TYPE MultiSampleType;
+ DWORD MultiSampleQuality;
+
+ D3DSWAPEFFECT SwapEffect;
+ VD3DHWND hDeviceWindow;
+ BOOL Windowed;
+ BOOL EnableAutoDepthStencil;
+ D3DFORMAT AutoDepthStencilFormat;
+ DWORD Flags;
+
+ /* FullScreen_RefreshRateInHz must be zero for Windowed mode */
+ UINT FullScreen_RefreshRateInHz;
+ UINT PresentationInterval;
+} D3DPRESENT_PARAMETERS;
+
+typedef struct _D3DDEVICE_CREATION_PARAMETERS
+{
+ UINT AdapterOrdinal;
+ D3DDEVTYPE DeviceType;
+ VD3DHWND hFocusWindow;
+ DWORD BehaviorFlags;
+} D3DDEVICE_CREATION_PARAMETERS;
+
+/* 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;
+
+typedef struct _D3DSURFACE_DESC
+{
+ D3DFORMAT Format;
+ D3DRESOURCETYPE Type;
+ DWORD Usage;
+ D3DPOOL Pool;
+
+ D3DMULTISAMPLE_TYPE MultiSampleType;
+ DWORD MultiSampleQuality;
+ UINT Width;
+ UINT Height;
+} D3DSURFACE_DESC;
+
+
+typedef struct _D3DLOCKED_RECT
+{
+ INT Pitch;
+ void* pBits;
+} D3DLOCKED_RECT;
+
+
+typedef struct _D3DRASTER_STATUS
+{
+ BOOL InVBlank;
+ UINT ScanLine;
+} D3DRASTER_STATUS;
+
+typedef enum _D3DLIGHTTYPE
+{
+ D3DLIGHT_POINT = 1,
+ D3DLIGHT_SPOT = 2,
+ D3DLIGHT_DIRECTIONAL = 3,
+ D3DLIGHT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DLIGHTTYPE;
+
+typedef struct TOGL_CLASS _D3DVECTOR
+{
+ float x;
+ float y;
+ float z;
+} D3DVECTOR;
+
+class TOGL_CLASS D3DXVECTOR2
+{
+public:
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+
+ float x,y;
+};
+
+class TOGL_CLASS D3DXVECTOR3 : public D3DVECTOR
+{
+public:
+ D3DXVECTOR3() {}
+ D3DXVECTOR3( float a, float b, float c );
+ operator FLOAT* ();
+ operator CONST FLOAT* () const;
+};
+
+typedef enum _D3DXINCLUDE_TYPE
+{
+ D3DXINC_LOCAL,
+
+ // force 32-bit size enum
+ D3DXINC_FORCE_DWORD = 0x7fffffff
+
+} D3DXINCLUDE_TYPE;
+
+typedef struct _D3DLIGHT9
+{
+ 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 */
+} D3DLIGHT9;
+
+class TOGL_CLASS D3DXVECTOR4
+{
+public:
+ D3DXVECTOR4() {}
+ D3DXVECTOR4( float a, float b, float c, float d );
+
+ float x,y,z,w;
+};
+
+//----------------------------------------------------------------------------
+// D3DXMACRO:
+// ----------
+// Preprocessor macro definition. The application pass in a NULL-terminated
+// array of this structure to various D3DX APIs. This enables the application
+// to #define tokens at runtime, before the file is parsed.
+//----------------------------------------------------------------------------
+
+typedef struct _D3DXMACRO
+{
+ LPCSTR Name;
+ LPCSTR Definition;
+
+} D3DXMACRO, *LPD3DXMACRO;
+
+// ------------------------------------------------------------------------------------------------------------------------------ //
+// ------------------------------------------------------------------------------------------------------------------------------ //
+// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
+//
+// Also look for any functions marked with "**** FIXED FUNCTION STUFF"
+//
+// It's only laying around here so we don't have to chop up the shader system a lot to strip out the fixed function code paths.
+// ------------------------------------------------------------------------------------------------------------------------------ //
+// ------------------------------------------------------------------------------------------------------------------------------ //
+
+// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
+typedef enum _D3DTRANSFORMSTATETYPE
+{
+ D3DTS_VIEW = 2,
+ D3DTS_PROJECTION = 3,
+ D3DTS_TEXTURE0 = 16,
+ D3DTS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
+} D3DTRANSFORMSTATETYPE;
+
+// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
+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;
+
+// **** FIXED FUNCTION STUFF - None of this stuff needs support in GL.
+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_BUMPENVLOFFSET = 23, /* float offset for bump map luminance */
+ D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */
+ D3DTSS_COLORARG0 = 26, /* 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;
+
+//===========================================================================//
+
+enum GLMVertexAttributeIndex
+{
+ kGLMGenericAttr00 = 0,
+ kGLMGenericAttr01,
+ kGLMGenericAttr02,
+ kGLMGenericAttr03,
+ kGLMGenericAttr04,
+ kGLMGenericAttr05,
+ kGLMGenericAttr06,
+ kGLMGenericAttr07,
+ kGLMGenericAttr08,
+ kGLMGenericAttr09,
+ kGLMGenericAttr10,
+ kGLMGenericAttr11,
+ kGLMGenericAttr12,
+ kGLMGenericAttr13,
+ kGLMGenericAttr14,
+ kGLMGenericAttr15,
+
+ kGLMVertexAttributeIndexMax // ideally < 32
+};
+
+struct GLMVertexAttributeDesc // all the info you need to do vertex setup for one attribute
+{
+ CGLMBuffer *m_pBuffer; // NULL allowed in which case m_offset is the full 32-bit pointer.. so you can draw from plain RAM if desired
+ GLuint m_nCompCount; // comp count of the attribute (1-4)
+ GLenum m_datatype; // data type of the attribute (GL_FLOAT, GL_UNSIGNED_BYTE, etc)
+ GLuint m_stride;
+ GLuint m_offset; // net offset to attribute 'zero' within the buffer.
+ GLuint m_streamOffset; // net offset to attribute 'zero' within the buffer.
+ GLboolean m_normalized; // apply to any fixed point data that needs normalizing, esp color bytes
+
+ inline uint GetDataTypeSizeInBytes() const
+ {
+ switch ( m_datatype )
+ {
+ case GL_BYTE:
+ case GL_UNSIGNED_BYTE:
+ return 1;
+ case GL_SHORT:
+ case GL_UNSIGNED_SHORT:
+ case GL_HALF_FLOAT:
+ return 2;
+ case GL_INT:
+ case GL_FLOAT:
+ return 4;
+ default:
+ Assert( 0 );
+ break;
+ }
+ return 0;
+ }
+
+ inline uint GetTotalAttributeSizeInBytes() const { Assert( m_nCompCount ); return m_nCompCount * GetDataTypeSizeInBytes(); }
+
+ // may need a seed value at some point to be able to disambiguate re-lifed buffers holding same pointer
+ // simpler alternative is to do shoot-down inside the vertex/index buffer free calls.
+ // I'd rather not have to have each attribute fiddling a ref count on the buffer to which it refers..
+
+//#define EQ(fff) ( (src.fff) == (fff) )
+ // test in decreasing order of likelihood of difference, but do not include the buffer revision as caller is not supplying it..
+ //inline bool operator== ( const GLMVertexAttributeDesc& src ) const { return EQ( m_pBuffer ) && EQ( m_offset ) && EQ( m_stride ) && EQ( m_datatype ) && EQ( m_normalized ) && EQ( m_nCompCount ); }
+//#undef EQ
+
+ uint m_bufferRevision; // only set in GLM context's copy, to disambiguate references that are same offset / same buffer but cross an orphan event
+};
+
+#define MAX_D3DVERTEXELEMENTS 16
+
+struct D3DVERTEXELEMENT9_GL
+{
+ // fields right out of the original decl element (copied)
+ D3DVERTEXELEMENT9 m_dxdecl; // d3d info
+ // WORD Stream; // Stream index
+ // WORD Offset; // Offset in the stream in bytes
+ // BYTE Type; // Data type
+ // BYTE Method; // Processing method
+ // BYTE Usage; // Semantics
+ // BYTE UsageIndex; // Semantic index
+
+ GLMVertexAttributeDesc m_gldecl;
+ // CGLMBuffer *m_buffer; // late-dropped from selected stream desc (left NULL, will replace with stream source buffer at sync time)
+ // GLuint m_datasize; // component count (1,2,3,4) of the attrib
+ // GLenum m_datatype; // data type of the attribute (GL_FLOAT et al)
+ // GLuint m_stride; // late-dropped from stream desc
+ // GLuint m_offset; // net offset to attribute 'zero' within the stream data. Add the stream offset before passing to GL.
+ // GLuint m_normalized; // net offset to attribute 'zero' within the stream data. Add the stream offset before passing to GL.
+};
+
+struct IDirect3DDevice9Params
+{
+ UINT m_adapter;
+ D3DDEVTYPE m_deviceType;
+ VD3DHWND m_focusWindow;
+ DWORD m_behaviorFlags;
+ D3DPRESENT_PARAMETERS m_presentationParameters;
+};
+
+#define D3D_MAX_STREAMS 5 //9
+struct D3DStreamDesc
+{
+ IDirect3DVertexBuffer9 *m_vtxBuffer;
+ uint m_offset;
+ uint m_stride;
+};
+
+struct D3DIndexDesc
+{
+ IDirect3DIndexBuffer9 *m_idxBuffer;
+};
+
+// we latch sampler values until draw time and then convert them all to GL form
+// note these are similar in name to the fields of a GLMTexSamplingParams but contents are not
+// particularly in the texture filtering area
+
+struct D3DSamplerDesc
+{
+ DWORD m_srgb; // D3DSAMP_SRGBTEXTURE 0 = no SRGB sampling
+};
+
+// Tracking and naming sampler dimensions
+#define SAMPLER_TYPE_2D 0
+#define SAMPLER_TYPE_CUBE 1
+#define SAMPLER_TYPE_3D 2
+#define SAMPLER_TYPE_UNUSED 3
+
+#endif // DXABSTRACT_TYPES_H