RetroArch/gfx/common/d3d_common.h

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
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#ifndef _D3D_COMMON_H
#define _D3D_COMMON_H
#include <boolean.h>
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#include <retro_common_api.h>
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#include "../video_driver.h"
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RETRO_BEGIN_DECLS
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typedef struct d3d_texture
{
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void *data;
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INT32 pool;
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} d3d_texture_t;
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#ifndef D3DCOLOR_ARGB
#define D3DCOLOR_ARGB(_a, _r, _g, _b) ( (DWORD)( ( ( (_a)&0xff)<<24)|( ( (_r)&0xff)<<16)|( ( (_g)&0xff)<<8)|( (_b)&0xff) ) )
#endif
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bool d3d_swap(void *data, void *dev);
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void *d3d_vertex_buffer_new(void *dev,
unsigned length, unsigned usage, unsigned fvf,
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INT32 pool, void *handle);
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void *d3d_vertex_buffer_lock(void *data);
void d3d_vertex_buffer_unlock(void *data);
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void d3d_vertex_buffer_free(void *vertex_data, void *vertex_declaration);
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bool d3d_texture_get_level_desc(void *tex,
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unsigned idx, void *_ppsurface_level);
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bool d3d_texture_get_surface_level(void *tex,
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unsigned idx, void **_ppsurface_level);
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void *d3d_texture_new(void *dev,
const char *path, unsigned width, unsigned height,
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unsigned miplevels, unsigned usage, INT32 format,
INT32 pool, unsigned filter, unsigned mipfilter,
INT32 color_key, void *src_info,
PALETTEENTRY *palette, bool want_mipmap);
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void d3d_set_stream_source(void *dev, unsigned stream_no,
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void *stream_vertbuf, unsigned offset_bytes,
unsigned stride);
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void d3d_texture_free(void *tex);
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void d3d_set_transform(void *dev,
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INT32 state, const void *_matrix);
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void d3d_set_sampler_address_u(void *dev,
unsigned sampler, unsigned value);
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void d3d_set_sampler_address_v(void *dev,
unsigned sampler, unsigned value);
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void d3d_set_sampler_minfilter(void *dev,
unsigned sampler, unsigned value);
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void d3d_set_sampler_magfilter(void *dev,
unsigned sampler, unsigned value);
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void d3d_set_sampler_mipfilter(void *dev,
unsigned sampler, unsigned value);
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bool d3d_begin_scene(void *dev);
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void d3d_end_scene(void *dev);
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void d3d_draw_primitive(void *dev,
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INT32 type, unsigned start, unsigned count);
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void d3d_clear(void *dev,
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unsigned count, const void *rects, unsigned flags,
INT32 color, float z, unsigned stencil);
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bool d3d_lock_rectangle(void *tex,
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unsigned level, void *lock_rect, RECT *rect,
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unsigned rectangle_height, unsigned flags);
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void d3d_lock_rectangle_clear(void *tex,
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unsigned level, void *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags);
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void d3d_unlock_rectangle(void *tex);
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void d3d_set_texture(void *dev, unsigned sampler,
void *tex_data);
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bool d3d_create_vertex_shader(void *dev,
const DWORD *a, void **b);
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bool d3d_create_pixel_shader(void *dev,
const DWORD *a, void **b);
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void d3d_free_pixel_shader(void *dev, void *data);
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void d3d_free_vertex_shader(void *dev, void *data);
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bool d3d_set_pixel_shader(void *dev, void *data);
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bool d3d_set_vertex_shader(void *dev, unsigned index,
void *data);
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bool d3d_set_vertex_shader_constantf(void *dev,
UINT start_register,const float* constant_data, unsigned vector4f_count);
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void d3d_texture_blit(unsigned pixel_size,
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void *tex,
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void *lr, const void *frame,
unsigned width, unsigned height, unsigned pitch);
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bool d3d_vertex_declaration_new(void *dev,
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const void *vertex_data, void **decl_data);
void d3d_vertex_declaration_free(void *data);
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void d3d_set_viewports(void *dev, void *vp);
void d3d_enable_blend_func(void *data);
void d3d_disable_blend_func(void *data);
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void d3d_set_vertex_declaration(void *data, void *vertex_data);
void d3d_enable_alpha_blend_texture_func(void *data);
void d3d_frame_postprocess(void *data);
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void d3d_surface_free(void *data);
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bool d3d_device_get_render_target_data(void *dev,
void *_src, void *_dst);
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bool d3d_device_get_render_target(void *dev,
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unsigned idx, void **data);
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void d3d_device_set_render_target(void *dev, unsigned idx,
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void *data);
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bool d3d_get_render_state(void *data,
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INT32 state, DWORD *value);
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void d3d_set_render_state(void *data,
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INT32 state, DWORD value);
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void d3d_device_set_render_target(void *dev, unsigned idx,
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void *data);
bool d3d_device_create_offscreen_plain_surface(
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void *dev,
unsigned width,
unsigned height,
unsigned format,
unsigned pool,
void **surf_data,
void *data);
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bool d3d_surface_lock_rect(void *data, void *data2);
void d3d_surface_unlock_rect(void *data);
void *d3d_matrix_transpose(void *_pout, const void *_pm);
void *d3d_matrix_multiply(void *_pout,
const void *_pm1, const void *_pm2);
void *d3d_matrix_ortho_off_center_lh(void *_pout,
float l, float r, float b, float t, float zn, float zf);
void * d3d_matrix_identity(void *_pout);
void *d3d_matrix_rotation_z(void *_pout, float angle);
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bool d3d_get_adapter_display_mode(void *d3d,
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unsigned idx,
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void *display_mode);
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bool d3d_create_device(void *dev,
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void *d3dpp,
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void *d3d,
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HWND focus_window,
unsigned cur_mon_id);
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bool d3d_reset(void *dev, void *d3dpp);
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bool d3d_device_get_backbuffer(void *dev,
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unsigned idx, unsigned swapchain_idx,
unsigned backbuffer_type, void **data);
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void d3d_device_free(void *dev, void *pd3d);
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void *d3d_create(void);
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bool d3d_initialize_symbols(enum gfx_ctx_api api);
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void d3d_deinitialize_symbols(void);
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bool d3d_check_device_type(void *d3d,
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unsigned idx,
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INT32 disp_format,
INT32 backbuffer_format,
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bool windowed_mode);
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bool d3dx_create_font_indirect(void *dev,
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void *desc, void **font_data);
void d3dx_font_draw_text(void *data, void *sprite_data, void *string_data,
unsigned count, void *rect_data, unsigned format, unsigned color);
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void d3dx_font_get_text_metrics(void *data, void *metrics);
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void d3dxbuffer_release(void *data);
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void d3dx_font_release(void *data);
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INT32 d3d_translate_filter(unsigned type);
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bool d3dx_compile_shader(
const char *src,
unsigned src_data_len,
const void *pdefines,
void *pinclude,
const char *pfunctionname,
const char *pprofile,
unsigned flags,
void *ppshader,
void *pperrormsgs,
void *ppconstanttable);
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bool d3dx_compile_shader_from_file(
const char *src,
const void *pdefines,
void *pinclude,
const char *pfunctionname,
const char *pprofile,
unsigned flags,
void *ppshader,
void *pperrormsgs,
void *ppconstanttable);
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INT32 d3d_get_rgb565_format(void);
INT32 d3d_get_argb8888_format(void);
INT32 d3d_get_xrgb8888_format(void);
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RETRO_END_DECLS
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#endif