/* RetroArch - A frontend for libretro. * 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 . */ #ifndef _D3D_COMMON_H #define _D3D_COMMON_H #include #include #include "../video_driver.h" RETRO_BEGIN_DECLS typedef struct d3d_texture { void *data; INT32 pool; } d3d_texture_t; #ifndef D3DCOLOR_ARGB #define D3DCOLOR_ARGB(_a, _r, _g, _b) ( (DWORD)( ( ( (_a)&0xff)<<24)|( ( (_r)&0xff)<<16)|( ( (_g)&0xff)<<8)|( (_b)&0xff) ) ) #endif #define D3DTADDRESS_COMM_CLAMP 3 #define D3DTEXF_COMM_LINEAR 2 #define D3DPT_COMM_TRIANGLESTRIP 5 #define D3D_COMM_CLEAR_TARGET 0x00000001l /* Clear target surface */ bool d3d_swap(void *data, void *dev); void *d3d_vertex_buffer_new(void *dev, unsigned length, unsigned usage, unsigned fvf, INT32 pool, void *handle); void *d3d_vertex_buffer_lock(void *data); void d3d_vertex_buffer_unlock(void *data); void d3d_vertex_buffer_free(void *vertex_data, void *vertex_declaration); bool d3d_texture_get_level_desc(void *tex, unsigned idx, void *_ppsurface_level); bool d3d_texture_get_surface_level(void *tex, unsigned idx, void **_ppsurface_level); void *d3d_texture_new(void *dev, const char *path, unsigned width, unsigned height, unsigned miplevels, unsigned usage, INT32 format, INT32 pool, unsigned filter, unsigned mipfilter, INT32 color_key, void *src_info, PALETTEENTRY *palette, bool want_mipmap); void d3d_set_stream_source(void *dev, unsigned stream_no, void *stream_vertbuf, unsigned offset_bytes, unsigned stride); void d3d_texture_free(void *tex); void d3d_set_transform(void *dev, INT32 state, const void *_matrix); void d3d_set_sampler_address_u(void *dev, unsigned sampler, unsigned value); void d3d_set_sampler_address_v(void *dev, unsigned sampler, unsigned value); void d3d_set_sampler_minfilter(void *dev, unsigned sampler, unsigned value); void d3d_set_sampler_magfilter(void *dev, unsigned sampler, unsigned value); void d3d_set_sampler_mipfilter(void *dev, unsigned sampler, unsigned value); bool d3d_begin_scene(void *dev); void d3d_end_scene(void *dev); void d3d_draw_primitive(void *dev, INT32 type, unsigned start, unsigned count); void d3d_clear(void *dev, unsigned count, const void *rects, unsigned flags, INT32 color, float z, unsigned stencil); bool d3d_lock_rectangle(void *tex, unsigned level, void *lock_rect, RECT *rect, unsigned rectangle_height, unsigned flags); void d3d_lock_rectangle_clear(void *tex, unsigned level, void *lock_rect, RECT *rect, unsigned rectangle_height, unsigned flags); void d3d_unlock_rectangle(void *tex); void d3d_set_texture(void *dev, unsigned sampler, void *tex_data); bool d3d_create_vertex_shader(void *dev, const DWORD *a, void **b); bool d3d_create_pixel_shader(void *dev, const DWORD *a, void **b); void d3d_free_pixel_shader(void *dev, void *data); void d3d_free_vertex_shader(void *dev, void *data); bool d3d_set_pixel_shader(void *dev, void *data); bool d3d_set_vertex_shader(void *dev, unsigned index, void *data); bool d3d_set_vertex_shader_constantf(void *dev, UINT start_register,const float* constant_data, unsigned vector4f_count); void d3d_texture_blit(unsigned pixel_size, void *tex, void *lr, const void *frame, unsigned width, unsigned height, unsigned pitch); bool d3d_vertex_declaration_new(void *dev, const void *vertex_data, void **decl_data); void d3d_vertex_declaration_free(void *data); void d3d_set_viewports(void *dev, void *vp); void d3d_enable_blend_func(void *data); void d3d_disable_blend_func(void *data); 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); void d3d_surface_free(void *data); bool d3d_device_get_render_target_data(void *dev, void *_src, void *_dst); bool d3d_device_get_render_target(void *dev, unsigned idx, void **data); void d3d_device_set_render_target(void *dev, unsigned idx, void *data); bool d3d_get_render_state(void *data, INT32 state, DWORD *value); void d3d_set_render_state(void *data, INT32 state, DWORD value); void d3d_device_set_render_target(void *dev, unsigned idx, void *data); bool d3d_device_create_offscreen_plain_surface( void *dev, unsigned width, unsigned height, unsigned format, unsigned pool, void **surf_data, void *data); 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); bool d3d_get_adapter_display_mode(void *d3d, unsigned idx, void *display_mode); bool d3d_create_device(void *dev, void *d3dpp, void *d3d, HWND focus_window, unsigned cur_mon_id); bool d3d_reset(void *dev, void *d3dpp); bool d3d_device_get_backbuffer(void *dev, unsigned idx, unsigned swapchain_idx, unsigned backbuffer_type, void **data); void d3d_device_free(void *dev, void *pd3d); void *d3d_create(void); bool d3d_initialize_symbols(enum gfx_ctx_api api); void d3d_deinitialize_symbols(void); bool d3d_check_device_type(void *d3d, unsigned idx, INT32 disp_format, INT32 backbuffer_format, bool windowed_mode); bool d3dx_create_font_indirect(void *dev, 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); void d3dx_font_get_text_metrics(void *data, void *metrics); void d3dxbuffer_release(void *data); void d3dx_font_release(void *data); INT32 d3d_translate_filter(unsigned type); 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); 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); const void *d3dx_get_buffer_ptr(void *data); const bool d3dx_constant_table_set_float(void *p, void *a, const void *b, float val); INT32 d3d_get_rgb565_format(void); INT32 d3d_get_argb8888_format(void); INT32 d3d_get_xrgb8888_format(void); RETRO_END_DECLS #endif