//============================================================
//
// d3d8intf.c - Direct3D 8.1 abstraction layer
//
//============================================================
//
// Copyright Aaron Giles
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or
// without modification, are permitted provided that the
// following conditions are met:
//
// * Redistributions of source code must retain the above
// copyright notice, this list of conditions and the
// following disclaimer.
// * Redistributions in binary form must reproduce the
// above copyright notice, this list of conditions and
// the following disclaimer in the documentation and/or
// other materials provided with the distribution.
// * Neither the name 'MAME' nor the names of its
// contributors may be used to endorse or promote
// products derived from this software without specific
// prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND
// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
// EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT,
// INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGE (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
// IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//============================================================
// standard windows headers
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d8.h>
#define D3DXVECTOR4 void
#undef interface
// MAME headers
#include "emu.h"
// MAMEOS headers
#include "d3dintf.h"
#include "winmain.h"
//============================================================
// TYPE DEFINITIONS
//============================================================
typedef IDirect3D8 *(WINAPI *direct3dcreate8_ptr)(UINT SDKVersion);
//============================================================
// PROTOTYPES
//============================================================
static void set_interfaces(d3d_base *d3dptr);
//============================================================
// INLINES
//============================================================
INLINE void convert_present_params(const d3d_present_parameters *params, D3DPRESENT_PARAMETERS *d3d8params)
{
memset(d3d8params, 0, sizeof(*d3d8params));
d3d8params->BackBufferWidth = params->BackBufferWidth;
d3d8params->BackBufferHeight = params->BackBufferHeight;
d3d8params->BackBufferFormat = params->BackBufferFormat;
d3d8params->BackBufferCount = params->BackBufferCount;
d3d8params->MultiSampleType = params->MultiSampleType;
// d3d8params->MultiSampleQuality = params->MultiSampleQuality;
d3d8params->SwapEffect = params->SwapEffect;
d3d8params->hDeviceWindow = params->hDeviceWindow;
d3d8params->Windowed = params->Windowed;
d3d8params->EnableAutoDepthStencil = params->EnableAutoDepthStencil;
d3d8params->AutoDepthStencilFormat = params->AutoDepthStencilFormat;
d3d8params->Flags = params->Flags;
d3d8params->FullScreen_RefreshRateInHz = params->FullScreen_RefreshRateInHz;
d3d8params->FullScreen_PresentationInterval = params->PresentationInterval;
if (d3d8params->Windowed)
d3d8params->FullScreen_PresentationInterval = 0;
}
//============================================================
// drawd3d8_init
//============================================================
d3d_base *drawd3d8_init(void)
{
direct3dcreate8_ptr direct3dcreate8;
HINSTANCE dllhandle;
IDirect3D8 *d3d8;
d3d_base *d3dptr;
// dynamically grab the create function from d3d8.dll
dllhandle = LoadLibrary(TEXT("d3d8.dll"));
if (dllhandle == NULL)
{
mame_printf_verbose("Direct3D: Unable to access d3d8.dll\n");
return NULL;
}
// import the create function
direct3dcreate8 = (direct3dcreate8_ptr)GetProcAddress(dllhandle, "Direct3DCreate8");
if (direct3dcreate8 == NULL)
{
mame_printf_verbose("Direct3D: Unable to find Direct3DCreate8\n");
FreeLibrary(dllhandle);
dllhandle = NULL;
return NULL;
}
// create our core direct 3d object
d3d8 = (*direct3dcreate8)(D3D_SDK_VERSION);
if (d3d8 == NULL)
{
mame_printf_verbose("Direct3D: Error attempting to initialize Direct3D8\n");
FreeLibrary(dllhandle);
dllhandle = NULL;
return NULL;
}
// allocate an object to hold our data
d3dptr = global_alloc(d3d_base);
d3dptr->version = 8;
d3dptr->d3dobj = d3d8;
d3dptr->dllhandle = dllhandle;
d3dptr->post_fx_available = false;
set_interfaces(d3dptr);
mame_printf_verbose("Direct3D: Using Direct3D 8\n");
return d3dptr;
}
//============================================================
// Direct3D interfaces
//============================================================
static HRESULT d3d_check_device_format(d3d_base *d3dptr, UINT adapter, D3DDEVTYPE devtype, D3DFORMAT adapterformat, DWORD usage, D3DRESOURCETYPE restype, D3DFORMAT format)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
return IDirect3D8_CheckDeviceFormat(d3d8, adapter, devtype, adapterformat, usage, restype, format);
}
static HRESULT d3d_check_device_type(d3d_base *d3dptr, UINT adapter, D3DDEVTYPE devtype, D3DFORMAT format, D3DFORMAT backformat, BOOL windowed)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
return IDirect3D8_CheckDeviceType(d3d8, adapter, devtype, format, backformat, windowed);
}
static HRESULT d3d_create_device(d3d_base *d3dptr, UINT adapter, D3DDEVTYPE devtype, HWND focus, DWORD behavior, d3d_present_parameters *params, d3d_device **dev)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
D3DPRESENT_PARAMETERS d3d8params;
convert_present_params(params, &d3d8params);
return IDirect3D8_CreateDevice(d3d8, adapter, devtype, focus, behavior, &d3d8params, (IDirect3DDevice8 **)dev);
}
static HRESULT d3d_enum_adapter_modes(d3d_base *d3dptr, UINT adapter, D3DFORMAT format, UINT index, D3DDISPLAYMODE *mode)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
return IDirect3D8_EnumAdapterModes(d3d8, adapter, index, mode);
}
static UINT d3d_get_adapter_count(d3d_base *d3dptr)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
return IDirect3D8_GetAdapterCount(d3d8);
}
static HRESULT d3d_get_adapter_display_mode(d3d_base *d3dptr, UINT adapter, D3DDISPLAYMODE *mode)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
return IDirect3D8_GetAdapterDisplayMode(d3d8, adapter, mode);
}
static HRESULT d3d_get_adapter_identifier(d3d_base *d3dptr, UINT adapter, DWORD flags, d3d_adapter_identifier *identifier)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
D3DADAPTER_IDENTIFIER8 id;
HRESULT result = IDirect3D8_GetAdapterIdentifier(d3d8, adapter, flags, &id);
memcpy(identifier->Driver, id.Driver, sizeof(identifier->Driver));
memcpy(identifier->Description, id.Description, sizeof(identifier->Description));
identifier->DriverVersion = id.DriverVersion;
identifier->VendorId = id.VendorId;
identifier->DeviceId = id.DeviceId;
identifier->SubSysId = id.SubSysId;
identifier->Revision = id.Revision;
identifier->DeviceIdentifier = id.DeviceIdentifier;
identifier->WHQLLevel = id.WHQLLevel;
return result;
}
static UINT d3d_get_adapter_mode_count(d3d_base *d3dptr, UINT adapter, D3DFORMAT format)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
return IDirect3D8_GetAdapterModeCount(d3d8, adapter);
}
static HMONITOR d3d_get_adapter_monitor(d3d_base *d3dptr, UINT adapter)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
return IDirect3D8_GetAdapterMonitor(d3d8, adapter);
}
static HRESULT d3d_get_caps_dword(d3d_base *d3dptr, UINT adapter, D3DDEVTYPE devtype, d3d_caps_index which, DWORD *value)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
D3DCAPS8 caps;
HRESULT result = IDirect3D8_GetDeviceCaps(d3d8, adapter, devtype, &caps);
switch (which)
{
case CAPS_PRESENTATION_INTERVALS: *value = caps.PresentationIntervals; break;
case CAPS_CAPS2: *value = caps.DevCaps; break;
case CAPS_DEV_CAPS: *value = caps.DevCaps; break;
case CAPS_SRCBLEND_CAPS: *value = caps.SrcBlendCaps; break;
case CAPS_DSTBLEND_CAPS: *value = caps.DestBlendCaps; break;
case CAPS_TEXTURE_CAPS: *value = caps.TextureCaps; break;
case CAPS_TEXTURE_FILTER_CAPS: *value = caps.TextureFilterCaps; break;
case CAPS_TEXTURE_ADDRESS_CAPS: *value = caps.TextureAddressCaps; break;
case CAPS_TEXTURE_OP_CAPS: *value = caps.TextureOpCaps; break;
case CAPS_MAX_TEXTURE_ASPECT: *value = caps.MaxTextureAspectRatio; break;
case CAPS_MAX_TEXTURE_WIDTH: *value = caps.MaxTextureWidth; break;
case CAPS_MAX_TEXTURE_HEIGHT: *value = caps.MaxTextureHeight; break;
case CAPS_STRETCH_RECT_FILTER: *value = 0; break;
case CAPS_MAX_PS30_INSN_SLOTS: *value = 0; break;
}
return result;
}
static ULONG d3d_release(d3d_base *d3dptr)
{
IDirect3D8 *d3d8 = (IDirect3D8 *)d3dptr->d3dobj;
ULONG result = IDirect3D8_Release(d3d8);
FreeLibrary(d3dptr->dllhandle);
global_free(d3dptr);
return result;
}
static const d3d_interface d3d8_interface =
{
d3d_check_device_format,
d3d_check_device_type,
d3d_create_device,
d3d_enum_adapter_modes,
d3d_get_adapter_count,
d3d_get_adapter_display_mode,
d3d_get_adapter_identifier,
d3d_get_adapter_mode_count,
d3d_get_adapter_monitor,
d3d_get_caps_dword,
d3d_release
};
//============================================================
// Direct3DDevice interfaces
//============================================================
static HRESULT d3d_device_begin_scene(d3d_device *dev)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_BeginScene(device);
}
static HRESULT d3d_device_clear(d3d_device *dev, DWORD count, const D3DRECT *rects, DWORD flags, D3DCOLOR color, float z, DWORD stencil)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_Clear(device, count, rects, flags, color, z, stencil);
}
static HRESULT d3d_device_create_offscreen_plain_surface(d3d_device *dev, UINT width, UINT height, D3DFORMAT format, D3DPOOL pool, d3d_surface **surface)
{
assert(FALSE);
return D3D_OK;
}
static HRESULT d3d_device_create_effect(d3d_device *dev, const WCHAR *name, d3d_effect **effect)
{
assert(FALSE);
return D3D_OK;
}
static HRESULT d3d_device_create_texture(d3d_device *dev, UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool, d3d_texture **texture)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_CreateTexture(device, width, height, levels, usage, format, pool, (IDirect3DTexture8 **)texture);
}
static HRESULT d3d_device_create_vertex_buffer(d3d_device *dev, UINT length, DWORD usage, DWORD fvf, D3DPOOL pool, d3d_vertex_buffer **buf)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_CreateVertexBuffer(device, length, usage, fvf, pool, (IDirect3DVertexBuffer8 **)buf);
}
static HRESULT d3d_device_draw_primitive(d3d_device *dev, D3DPRIMITIVETYPE type, UINT start, UINT count)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_DrawPrimitive(device, type, start, count);
}
static HRESULT d3d_device_end_scene(d3d_device *dev)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_EndScene(device);
}
static HRESULT d3d_device_get_raster_status(d3d_device *dev, D3DRASTER_STATUS *status)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_GetRasterStatus(device, status);
}
static HRESULT d3d_device_get_render_target(d3d_device *dev, DWORD index, d3d_surface **surface)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
assert(index == 0);
return IDirect3DDevice8_GetRenderTarget(device, (IDirect3DSurface8 **)surface);
}
static HRESULT d3d_device_get_render_target_data(d3d_device *dev, d3d_surface *rendertarget, d3d_surface *destsurface)
{
assert(false);
return D3D_OK;
}
static HRESULT d3d_device_present(d3d_device *dev, const RECT *source, const RECT *dest, HWND override, RGNDATA *dirty, DWORD flags)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_Present(device, source, dest, override, dirty);
}
static ULONG d3d_device_release(d3d_device *dev)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_Release(device);
}
static HRESULT d3d_device_reset(d3d_device *dev, d3d_present_parameters *params)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
D3DPRESENT_PARAMETERS d3d8params;
convert_present_params(params, &d3d8params);
return IDirect3DDevice8_Reset(device, &d3d8params);
}
static void d3d_device_set_gamma_ramp(d3d_device *dev, DWORD flags, const D3DGAMMARAMP *ramp)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
IDirect3DDevice8_SetGammaRamp(device, flags, ramp);
}
static HRESULT d3d_device_set_render_state(d3d_device *dev, D3DRENDERSTATETYPE state, DWORD value)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_SetRenderState(device, state, value);
}
static HRESULT d3d_device_set_render_target(d3d_device *dev, DWORD index, d3d_surface *surf)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
IDirect3DSurface8 *surface = (IDirect3DSurface8 *)surf;
assert(index == 0);
return IDirect3DDevice8_SetRenderTarget(device, surface, NULL);
}
static HRESULT d3d_device_create_render_target(d3d_device *dev, UINT width, UINT height, D3DFORMAT format, d3d_surface **surface)
{
assert(false);
return D3D_OK;
}
static HRESULT d3d_device_set_stream_source(d3d_device *dev, UINT number, d3d_vertex_buffer *vbuf, UINT stride)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
IDirect3DVertexBuffer8 *vertexbuf = (IDirect3DVertexBuffer8 *)vbuf;
return IDirect3DDevice8_SetStreamSource(device, number, vertexbuf, stride);
}
static HRESULT d3d_device_set_texture(d3d_device *dev, DWORD stage, d3d_texture *tex)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
IDirect3DBaseTexture8 *texture = (IDirect3DBaseTexture8 *)tex;
return IDirect3DDevice8_SetTexture(device, stage, texture);
}
static HRESULT d3d_device_set_texture_stage_state(d3d_device *dev, DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD value)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_SetTextureStageState(device, stage, state, value);
}
static HRESULT d3d_device_set_vertex_format(d3d_device *dev, D3DFORMAT format)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_SetVertexShader(device, format);
}
static HRESULT d3d_device_stretch_rect(d3d_device *dev, d3d_surface *source, const RECT *srcrect, d3d_surface *dest, const RECT *dstrect, D3DTEXTUREFILTERTYPE filter)
{
assert(FALSE);
return D3D_OK;
}
static HRESULT d3d_device_test_cooperative_level(d3d_device *dev)
{
IDirect3DDevice8 *device = (IDirect3DDevice8 *)dev;
return IDirect3DDevice8_TestCooperativeLevel(device);
}
static const d3d_device_interface d3d8_device_interface =
{
d3d_device_begin_scene,
d3d_device_clear,
d3d_device_create_offscreen_plain_surface,
d3d_device_create_effect,
d3d_device_create_texture,
d3d_device_create_vertex_buffer,
d3d_device_create_render_target,
d3d_device_draw_primitive,
d3d_device_end_scene,
d3d_device_get_raster_status,
d3d_device_get_render_target,
d3d_device_get_render_target_data,
d3d_device_present,
d3d_device_release,
d3d_device_reset,
d3d_device_set_gamma_ramp,
d3d_device_set_render_state,
d3d_device_set_render_target,
d3d_device_set_stream_source,
d3d_device_set_texture,
d3d_device_set_texture_stage_state,
d3d_device_set_vertex_format,
d3d_device_stretch_rect,
d3d_device_test_cooperative_level
};
//============================================================
// Direct3DSurface interfaces
//============================================================
static HRESULT d3d_surface_lock_rect(d3d_surface *surf, D3DLOCKED_RECT *locked, const RECT *rect, DWORD flags)
{
IDirect3DSurface8 *surface = (IDirect3DSurface8 *)surf;
return IDirect3DSurface8_LockRect(surface, locked, rect, flags);
}
static ULONG d3d_surface_release(d3d_surface *surf)
{
IDirect3DSurface8 *surface = (IDirect3DSurface8 *)surf;
return IDirect3DSurface8_Release(surface);
}
static HRESULT d3d_surface_unlock_rect(d3d_surface *surf)
{
IDirect3DSurface8 *surface = (IDirect3DSurface8 *)surf;
return IDirect3DSurface8_UnlockRect(surface);
}
static const d3d_surface_interface d3d8_surface_interface =
{
d3d_surface_lock_rect,
d3d_surface_release,
d3d_surface_unlock_rect
};
//============================================================
// Direct3DTexture interfaces
//============================================================
static HRESULT d3d_texture_get_surface_level(d3d_texture *tex, UINT level, d3d_surface **surface)
{
IDirect3DTexture8 *texture = (IDirect3DTexture8 *)tex;
return IDirect3DTexture8_GetSurfaceLevel(texture, level, (IDirect3DSurface8 **)surface);
}
static HRESULT d3d_texture_lock_rect(d3d_texture *tex, UINT level, D3DLOCKED_RECT *locked, const RECT *rect, DWORD flags)
{
IDirect3DTexture8 *texture = (IDirect3DTexture8 *)tex;
return IDirect3DTexture8_LockRect(texture, level, locked, rect, flags);
}
static ULONG d3d_texture_release(d3d_texture *tex)
{
IDirect3DTexture8 *texture = (IDirect3DTexture8 *)tex;
return IDirect3DTexture8_Release(texture);
}
static HRESULT d3d_texture_unlock_rect(d3d_texture *tex, UINT level)
{
IDirect3DTexture8 *texture = (IDirect3DTexture8 *)tex;
return IDirect3DTexture8_UnlockRect(texture, level);
}
static const d3d_texture_interface d3d8_texture_interface =
{
d3d_texture_get_surface_level,
d3d_texture_lock_rect,
d3d_texture_release,
d3d_texture_unlock_rect
};
//============================================================
// Direct3DVertexBuffer interfaces
//============================================================
static HRESULT d3d_vertex_buffer_lock(d3d_vertex_buffer *vbuf, UINT offset, UINT size, VOID **data, DWORD flags)
{
IDirect3DVertexBuffer8 *vertexbuf = (IDirect3DVertexBuffer8 *)vbuf;
return IDirect3DVertexBuffer8_Lock(vertexbuf, offset, size, (BYTE **)data, flags);
}
static ULONG d3d_vertex_buffer_release(d3d_vertex_buffer *vbuf)
{
IDirect3DVertexBuffer8 *vertexbuf = (IDirect3DVertexBuffer8 *)vbuf;
return IDirect3DVertexBuffer8_Release(vertexbuf);
}
static HRESULT d3d_vertex_buffer_unlock(d3d_vertex_buffer *vbuf)
{
IDirect3DVertexBuffer8 *vertexbuf = (IDirect3DVertexBuffer8 *)vbuf;
return IDirect3DVertexBuffer8_Unlock(vertexbuf);
}
static const d3d_vertex_buffer_interface d3d8_vertex_buffer_interface =
{
d3d_vertex_buffer_lock,
d3d_vertex_buffer_release,
d3d_vertex_buffer_unlock
};
//============================================================
// Direct3DEffect interfaces
//============================================================
static void d3d_effect_begin(d3d_effect *effect, UINT *passes, DWORD flags)
{
assert(FALSE);
}
static void d3d_effect_end(d3d_effect *effect)
{
assert(FALSE);
}
static void d3d_effect_begin_pass(d3d_effect *effect, UINT pass)
{
assert(FALSE);
}
static void d3d_effect_end_pass(d3d_effect *effect)
{
assert(FALSE);
}
static void d3d_effect_set_technique(d3d_effect *effect, const char *name)
{
assert(FALSE);
}
static void d3d_effect_set_vector(d3d_effect *effect, const char *name, int count, float *vector)
{
assert(FALSE);
}
static void d3d_effect_set_float(d3d_effect *effect, const char *name, float value)
{
assert(FALSE);
}
static void d3d_effect_set_int(d3d_effect *effect, const char *name, int value)
{
assert(FALSE);
}
static void d3d_effect_set_matrix(d3d_effect *effect, const char *name, d3d_matrix *matrix)
{
assert(FALSE);
}
static void d3d_effect_set_texture(d3d_effect *effect, const char *name, d3d_texture *tex)
{
assert(FALSE);
}
static ULONG d3d_effect_release(d3d_effect *effect)
{
assert(FALSE);
return 0;
}
static const d3d_effect_interface d3d8_effect_interface =
{
d3d_effect_begin,
d3d_effect_end,
d3d_effect_begin_pass,
d3d_effect_end_pass,
d3d_effect_set_technique,
d3d_effect_set_vector,
d3d_effect_set_float,
d3d_effect_set_int,
d3d_effect_set_matrix,
d3d_effect_set_texture,
d3d_effect_release
};
//============================================================
// set_interfaces
//============================================================
static void set_interfaces(d3d_base *d3dptr)
{
d3dptr->d3d = d3d8_interface;
d3dptr->device = d3d8_device_interface;
d3dptr->surface = d3d8_surface_interface;
d3dptr->texture = d3d8_texture_interface;
d3dptr->vertexbuf = d3d8_vertex_buffer_interface;
d3dptr->effect = d3d8_effect_interface;
}