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D3D9Identifiers.hpp
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D3D9Identifiers.hpp
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/* Version: MPL 1.1/LGPL 3.0
*
* "The contents of this file are subject to the Mozilla Public License
* Version 1.1 (the "License"); you may not use this file except in
* compliance with the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS"
* basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
* License for the specific language governing rights and limitations
* under the License.
*
* The Original Code is the Oblivion Graphics Extender, short OBGE.
*
* The Initial Developer of the Original Code is
* Ethatron <[email protected]>. Portions created by The Initial
* Developer are Copyright (C) 2011 The Initial Developer.
* All Rights Reserved.
*
* Contributor(s):
* Timeslip (Version 1)
* scanti (Version 2)
* IlmrynAkios (Version 3)
*
* Alternatively, the contents of this file may be used under the terms
* of the GNU Library General Public License Version 3 license (the
* "LGPL License"), in which case the provisions of LGPL License are
* applicable instead of those above. If you wish to allow use of your
* version of this file only under the terms of the LGPL License and not
* to allow others to use your version of this file under the MPL,
* indicate your decision by deleting the provisions above and replace
* them with the notice and other provisions required by the LGPL License.
* If you do not delete the provisions above, a recipient may use your
* version of this file under either the MPL or the LGPL License."
*/
#ifndef D3D9IDENTIFIERS_HPP
#define D3D9IDENTIFIERS_HPP
#define D3DXFX_LARGEADDRESS_HANDLE
#include <d3d9.h>
#include <d3dx9.h>
#ifndef NDEBUG
#define _DMESSAGE _MESSAGE
#else
#define _DMESSAGE(...) 0
#endif
/* ------------------------------------------------------------------------------- */
#ifndef OBGE_NOSHADER
/* these are build-switches from now on */
//efine OBGE_LOGGING
#undef OBGE_HOOKING
#define OBGE_STATEBLOCKS 0 // 0 = just hint
#define OBGE_CONSTANTPOOLS 0 // 0 = just hint
#define OBGE_GAMMACORRECTION 0 // 0 = just hint, 1 = apply globally
#define OBGE_LODSHADERS 0 // 0 = just hint, 1 = apply globally
#define OBGE_CUSTOMPASS 0 // 0 = just hint, 1 = apply globally
#define OBGE_ANISOTROPY 0 // 0 = just hint
#define OBGE_AUTOMIPMAP 0 // 0 = just hint, 1 = call GenerateMipSubLevels
#define OBGE_TRACKER 0 // replace by OBGE-implementation, 0 = only rendertargets, 1 = all
#undef OBGE_TRACKER_SURFACES // replace by OBGE-implementation, 0 = only rendertargets, 1 = all
#undef OBGE_TRACKER_TEXTURES // replace by OBGE-implementation, 0 = only rendertargets, 1 = all
//efine OBGE_DEVLING
#ifdef OBGE_DEVLING
#define OBGE_PROFILE // enable profiling of times
#define OBGE_TESSELATION // enable visualizing tesselation
#endif
enum OBGEPass {
OBGEPASS_ANY = 0x0,
OBGEPASS_REFLECTION = 0x1, // off screen-space
OBGEPASS_WATER = 0x2, // off screen-space
OBGEPASS_WATERHEIGHTMAP = 0x3, // off screen-space
OBGEPASS_WATERDISPLACEMENT = 0x4, // off screen-space
OBGEPASS_SHADOW = 0x5, // off screen-space
OBGEPASS_MAIN = 0x6, // missing
OBGEPASS_CUSTOM = 0x6, // missing
OBGEPASS_EFFECTS = 0x7, // on screen-space
OBGEPASS_HDR = 0x8, // on screen-space, hdr
OBGEPASS_POST = 0x9, // on screen-space, blur, hit, menu, etc.
OBGEPASS_VIDEO = 0xA, // bink
OBGEPASS_UNKNOWN = 0xB,
OBGEPASS_MIN = OBGEPASS_ANY + 1,
OBGEPASS_MAX = OBGEPASS_UNKNOWN,
OBGEPASS_NUM = OBGEPASS_UNKNOWN + 1,
};
extern const char *passNames[OBGEPASS_NUM];
extern const char *passScens[OBGEPASS_NUM][16];
#endif
/* ------------------------------------------------------------------------------- */
#define CODE_INTZ (D3DFORMAT)MAKEFOURCC('I','N','T','Z')
#define CODE_DF24 (D3DFORMAT)MAKEFOURCC('D','F','2','4')
#define CODE_DF16 (D3DFORMAT)MAKEFOURCC('D','F','1','6')
#define CODE_RAWZ (D3DFORMAT)MAKEFOURCC('R','A','W','Z')
#define CODE_RESZ (D3DFORMAT)MAKEFOURCC('R','E','S','Z')
#define CODE_NULL (D3DFORMAT)MAKEFOURCC('N','U','L','L')
const char *findShader(void *iface, UINT len, const DWORD* buf);
const char *findShader(void *iface);
const char *findFormat(D3DFORMAT fmt);
const char *findUsage(DWORD use);
const char *findTextureState(D3DTEXTURESTAGESTATETYPE tstate);
const char *findSamplerState(D3DSAMPLERSTATETYPE sstate);
const char *findSamplerStateValue(D3DSAMPLERSTATETYPE sstate, DWORD svalue);
const char *findRenderState(D3DRENDERSTATETYPE rstate);
const char *findRenderStateValue(D3DRENDERSTATETYPE rstate, DWORD rvalue);
const char *findFVF(DWORD FVF);
#endif