/*
* Direct3D 8 private include file
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
*
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/*
* Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
* other than GPL or LGPL is available it will apply instead, Oracle elects to use only
* the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
* a choice of LGPL license versions is made available with the language indicating
* that LGPLv2 or any later version may be used, or where a choice of which version
* of the LGPL is applied is otherwise unspecified.
*/
#ifndef __WINE_D3D8_PRIVATE_H
#define __WINE_D3D8_PRIVATE_H
#include <assert.h>
#include <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "d3d8.h"
/* CreateVertexShader can return > 0xFFFF */
/* ===========================================================================
Macros
=========================================================================== */
/* Not nice, but it lets wined3d support different versions of directx */
struct d3d8
{
};
/*****************************************************************************
* IDirect3DDevice8 implementation structure
*/
#define D3D8_INVALID_HANDLE ~0U
enum d3d8_handle_type
{
};
struct d3d8_handle_entry
{
void *object;
};
struct d3d8_handle_table
{
};
struct FvfToDecl
{
};
struct d3d8_device
{
/* IUnknown fields */
/* FVF management */
/* User data draws */
/* Avoids recursion with nested ReleaseRef to 0 */
};
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) DECLSPEC_HIDDEN;
struct d3d8_volume
{
};
HRESULT volume_init(struct d3d8_volume *volume, struct d3d8_device *device, UINT width, UINT height,
struct d3d8_swapchain
{
};
struct d3d8_surface
{
/* The surface container */
/* If set forward refcounting to this object */
};
HRESULT surface_init(struct d3d8_surface *surface, struct d3d8_device *device, UINT width, UINT height,
struct d3d8_vertexbuffer
{
};
struct d3d8_vertexbuffer *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface) DECLSPEC_HIDDEN;
struct d3d8_indexbuffer
{
};
struct d3d8_indexbuffer *unsafe_impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface) DECLSPEC_HIDDEN;
struct d3d8_texture
{
};
UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
struct d3d8_texture *unsafe_impl_from_IDirect3DBaseTexture8(IDirect3DBaseTexture8 *iface) DECLSPEC_HIDDEN;
struct d3d8_vertex_declaration
{
};
struct d3d8_vertex_shader
{
};
const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN;
struct d3d8_pixel_shader
{
};
void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader) DECLSPEC_HIDDEN;
#endif /* __WINE_D3DX8_PRIVATE_H */