THIS BREAKS THE D3D PLUGIN FOR THE NEAR TERM. Resurrect an old patch that moves D3D over to the common shader generator framework. Needs a lot more work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2484 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-02-28 22:10:38 +00:00
parent ee44b2a639
commit ecbfec2a13
49 changed files with 1087 additions and 4262 deletions

View File

@ -48,19 +48,19 @@ public:
static void Init(SVideoInitialize &_VideoInitialize);
static void Shutdown();
static void Initialize(void);
static void Initialize();
// must be called if the window size has changed
static void ReinitView(void);
static void ReinitView();
static void SwapBuffers(void);
static void SwapBuffers();
static float GetXScale() {return xScale;}
static float GetYScale() {return yScale;}
static float GetXScale() { return xScale; }
static float GetYScale() { return yScale; }
static void SetScissorBox(RECT &rc);
static void SetViewport(float* _Viewport);
static void SetProjection(float* _pProjection, int constantIndex = -1);
static void SetScissorRect();
// static void SetViewport(float* _Viewport);
// static void SetProjection(float* _pProjection, int constantIndex = -1);
// The little status display.
static void AddMessage(const std::string &message, unsigned int ms);
@ -68,11 +68,11 @@ public:
static void RenderText(const std::string &text, int left, int top, unsigned int color);
// The following are "filtered" versions of the corresponding D3Ddev-> functions.
static void SetTexture( DWORD Stage, IDirect3DBaseTexture9 *pTexture );
static void SetFVF( DWORD FVF );
static void SetRenderState( D3DRENDERSTATETYPE State, DWORD Value );
static void SetTextureStageState( DWORD Stage, D3DTEXTURESTAGESTATETYPE Type,DWORD Value );
static void SetSamplerState( DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value );
static void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture);
static void SetFVF(DWORD FVF);
static void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);
static void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);
static void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
};
#endif // __H_RENDER__