23#ifndef __WINE_D3D8_PRIVATE_H
24#define __WINE_D3D8_PRIVATE_H
37#define D3DPRESENTFLAGS_MASK 0x00000fffu
39#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
40#define D3D8_MAX_PIXEL_SHADER_CONSTANTF 8
41#define D3D8_MAX_STREAMS 16
43#define D3DFMT_RESZ MAKEFOURCC('R','E','S','Z')
44#define D3D8_RESZ_CODE 0x7fa05000
47#define VS_HIGHESTFIXEDFXF 0xF0000000
52 unsigned int adapter_ordinal);
69#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
70#define D3D8_INVALID_HANDLE ~0U
377 unsigned int bind_flags = 0;
static DWORD d3dusage_from_wined3dusage(unsigned int wined3d_usage, unsigned int bind_flags)
struct d3d8_texture * unsafe_impl_from_IDirect3DBaseTexture8(IDirect3DBaseTexture8 *iface)
void volume_init(struct d3d8_volume *volume, struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx, const struct wined3d_parent_ops **parent_ops)
@ D3D8_DEVICE_STATE_NOT_RESET
void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration)
void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader)
size_t parse_token(const DWORD *pToken)
HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device, const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
static unsigned int wined3d_bind_flags_from_d3d8_usage(DWORD usage)
HRESULT d3d8_texture_3d_init(struct d3d8_texture *texture, struct d3d8_device *device, unsigned int width, unsigned int height, unsigned int depth, unsigned int levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
static unsigned int map_access_from_usage(unsigned int usage)
struct d3d8_surface * unsafe_impl_from_IDirect3DSurface8(IDirect3DSurface8 *iface)
HRESULT d3d8_resource_get_private_data(struct d3d8_resource *resource, const GUID *guid, void *data, DWORD *data_size)
HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration, struct d3d8_device *device, DWORD fvf)
struct d3d8_device * d3d8_surface_get_device(const struct d3d8_surface *surface)
struct d3d8_indexbuffer * unsafe_impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface)
HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter, D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters)
D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format)
struct wined3d_rendertarget_view * d3d8_surface_acquire_rendertarget_view(struct d3d8_surface *surface)
static enum wined3d_device_type wined3d_device_type_from_d3d(D3DDEVTYPE type)
HRESULT d3d8_texture_cube_init(struct d3d8_texture *texture, struct d3d8_device *device, unsigned int edge_length, unsigned int level_count, DWORD usage, D3DFORMAT format, D3DPOOL pool)
static D3DMULTISAMPLE_TYPE d3dmultisample_type_from_wined3d(enum wined3d_multisample_type type)
static unsigned int wined3d_usage_from_d3d(D3DPOOL pool, DWORD usage)
void d3d8_resource_cleanup(struct d3d8_resource *resource)
void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const struct wined3d_caps *wined3d_caps, unsigned int adapter_ordinal)
struct d3d8_vertexbuffer * unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface)
HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device, UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool)
struct d3d8_surface * d3d8_surface_create(struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx, IUnknown *container)
HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device, UINT size, DWORD usage, DWORD fvf, D3DPOOL pool)
HRESULT d3d8_texture_2d_init(struct d3d8_texture *texture, struct d3d8_device *device, unsigned int width, unsigned int height, unsigned int level_count, DWORD usage, D3DFORMAT format, D3DPOOL pool)
void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader)
HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration, struct d3d8_device *device, const DWORD *elements, DWORD shader_handle)
static struct wined3d_texture * d3d8_texture_get_draw_texture(struct d3d8_texture *texture)
static struct d3d8_device * impl_from_IDirect3DDevice8(IDirect3DDevice8 *iface)
void d3d8_resource_init(struct d3d8_resource *resource)
BOOL d3d8_init(struct d3d8 *d3d8)
const struct wined3d_parent_ops d3d8_null_wined3d_parent_ops
static unsigned int wined3daccess_from_d3dpool(D3DPOOL pool, unsigned int usage)
HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device, const DWORD *byte_code, DWORD shader_handle)
unsigned int wined3dmapflags_from_d3dmapflags(unsigned int flags, unsigned int usage)
void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
HRESULT d3d8_resource_set_private_data(struct d3d8_resource *resource, const GUID *guid, const void *data, DWORD data_size, DWORD flags)
HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapchain_desc *desc, unsigned int swap_interval, struct d3d8_swapchain **swapchain)
HRESULT d3d8_resource_free_private_data(struct d3d8_resource *resource, const GUID *guid)
static D3DPOOL d3dpool_from_wined3daccess(unsigned int access, unsigned int usage)
enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format)
void d3d8_surface_release_rendertarget_view(struct d3d8_surface *surface, struct wined3d_rendertarget_view *rtv)
enum _D3DDEVTYPE D3DDEVTYPE
#define D3DUSAGE_WRITEONLY
#define D3DUSAGE_RENDERTARGET
enum _D3DFORMAT D3DFORMAT
#define D3DUSAGE_DEPTHSTENCIL
enum _D3DMULTISAMPLE_TYPE D3DMULTISAMPLE_TYPE
GLint GLint GLsizei GLsizei GLsizei depth
GLint GLint GLsizei GLsizei height
GLuint GLuint GLsizei GLenum type
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
GLint GLint GLsizei width
GLuint GLint GLboolean GLint GLenum access
GLsizeiptr const GLvoid GLenum usage
D3D11_SHADER_VARIABLE_DESC desc
struct d3d8_vertex_declaration * declaration
unsigned int adapter_ordinal
IDirect3DDevice8 IDirect3DDevice8_iface
struct wined3d_stateblock * update_state
struct wined3d_device_context * immediate_context
struct wined3d_stateblock * state
struct wined3d_swapchain * implicit_swapchain
unsigned int vs_uniform_count
unsigned int max_user_clip_planes
const struct wined3d_stateblock_state * stateblock_state
struct wined3d_device * wined3d_device
struct wined3d_device_parent device_parent
struct wined3d_stateblock * recording
struct wined3d_streaming_buffer vertex_buffer index_buffer
enum d3d8_handle_type type
struct d3d8_handle_entry * free_entries
struct d3d8_handle_entry * entries
struct wined3d_buffer * wined3d_buffer
IDirect3DDevice8 * parent_device
enum wined3d_format_id format
IDirect3DIndexBuffer8 IDirect3DIndexBuffer8_iface
struct wined3d_shader * wined3d_shader
struct wined3d_private_store private_store
IDirect3DDevice8 * parent_device
struct d3d8_texture * texture
unsigned int sub_resource_idx
struct wined3d_rendertarget_view * wined3d_rtv
IDirect3DSurface8 IDirect3DSurface8_iface
struct wined3d_texture * wined3d_texture
struct wined3d_swapchain * swapchain
unsigned int swap_interval
IDirect3DSwapChain8 IDirect3DSwapChain8_iface
struct wined3d_swapchain * wined3d_swapchain
struct wined3d_swapchain_state_parent state_parent
IDirect3DDevice8 * parent_device
struct wined3d_texture * wined3d_texture
IDirect3DBaseTexture8 IDirect3DBaseTexture8_iface
struct wined3d_texture * draw_texture
struct d3d8_device * parent_device
struct wined3d_vertex_declaration * wined3d_vertex_declaration
struct wined3d_shader * wined3d_shader
struct d3d8_vertex_declaration * vertex_declaration
IDirect3DVertexBuffer8 IDirect3DVertexBuffer8_iface
struct wined3d_buffer * draw_buffer
struct wined3d_buffer * wined3d_buffer
IDirect3DDevice8 * parent_device
IDirect3DVolume8 IDirect3DVolume8_iface
unsigned int sub_resource_idx
struct wined3d_texture * wined3d_texture
struct d3d8_texture * texture
IDirect3D8 IDirect3D8_iface
struct wined3d_output ** wined3d_outputs
unsigned int wined3d_output_count
struct wined3d_vertex_declaration_element * elements
#define CONTAINING_RECORD(address, type, field)
#define WINED3D_RESOURCE_ACCESS_GPU
#define WINED3D_RESOURCE_ACCESS_CPU
#define WINED3DUSAGE_MASK
#define WINED3DUSAGE_VIDMEM_ACCOUNTING
#define WINED3D_BIND_DEPTH_STENCIL
#define WINED3D_RESOURCE_ACCESS_MAP_R
#define WINED3DUSAGE_MANAGED
#define WINED3DUSAGE_SCRATCH
#define WINED3D_BIND_RENDER_TARGET
#define WINED3D_RESOURCE_ACCESS_MAP_W