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DepthBufferHook.h
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DepthBufferHook.h
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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."
*/
#pragma once
#include "D3D9.h"
#include "Nodes\NiDX9ImplicitDepthStencilBufferData.h"
#include "GlobalSettings.h"
namespace v1_2_416
{
class NiDX9ImplicitDepthStencilBufferDataEx : public NiDX9ImplicitDepthStencilBufferData
{
public:
NiDX9ImplicitDepthStencilBufferDataEx();
virtual ~NiDX9ImplicitDepthStencilBufferDataEx();
bool GetBufferDataHook(IDirect3DDevice9 *D3DDevice);
bool jGetBufferData(IDirect3DDevice9 *D3DDevice);
};
}
D3DFORMAT GetDepthBufferFormat(IDirect3D9 *pD3D, D3DFORMAT def, D3DMULTISAMPLE_TYPE MS);
void static _cdecl DepthBufferHook(IDirect3DDevice9 *Device,UInt32 u2);
UInt32 static _cdecl TextureSanityCheckHook(D3DFORMAT TextureFormat, UInt32 u2);
void CreateDepthBufferHook(void);
IDirect3DTexture9 *ResolvableDepthBuffer(IDirect3DSurface9 *DepthS = NULL, IDirect3DTexture9 *DepthT = NULL);
bool ResolveDepthBuffer(IDirect3DDevice9 *Device);
IDirect3DSurface9 *GetStencilSurface();
IDirect3DSurface9 *GetDepthBufferSurface();
IDirect3DTexture9 *GetDepthBufferTexture();
bool LostDepthBuffer(bool stage, void *parameters);
bool HasDepth(void);
bool IsRAWZ(void);