diff options
Diffstat (limited to 'src/osd/windows/drawd3d.h')
-rw-r--r-- | src/osd/windows/drawd3d.h | 125 |
1 files changed, 62 insertions, 63 deletions
diff --git a/src/osd/windows/drawd3d.h b/src/osd/windows/drawd3d.h index 8cc464f090b..95d34ebb6a0 100644 --- a/src/osd/windows/drawd3d.h +++ b/src/osd/windows/drawd3d.h @@ -59,7 +59,6 @@ namespace d3d { - class cache_target; class render_target; class renderer; @@ -133,100 +132,100 @@ public: renderer(win_window_info *window); ~renderer(); - int initialize(); + int initialize(); - int device_create(); - int device_create_resources(); - void device_delete(); - void device_delete_resources(); + int device_create(); + int device_create_resources(); + void device_delete(); + void device_delete_resources(); - int device_verify_caps(); - int device_test_cooperative(); + int device_verify_caps(); + int device_test_cooperative(); - int config_adapter_mode(); - void pick_best_mode(); - int get_adapter_for_monitor(); + int config_adapter_mode(); + void pick_best_mode(); + int get_adapter_for_monitor(); - int update_window_size(); + int update_window_size(); - int pre_window_draw_check(); - void begin_frame(); - void end_frame(); + int pre_window_draw_check(); + void begin_frame(); + void end_frame(); - void draw_line(const render_primitive *prim); - void draw_quad(const render_primitive *prim); - void batch_vector(const render_primitive *prim, float line_time); - void batch_vectors(); + void draw_line(const render_primitive *prim); + void draw_quad(const render_primitive *prim); + void batch_vector(const render_primitive *prim, float line_time); + void batch_vectors(); - vertex * mesh_alloc(int numverts); + vertex * mesh_alloc(int numverts); - void update_textures(); + void update_textures(); - void process_primitives(); - void primitive_flush_pending(); + void process_primitives(); + void primitive_flush_pending(); - void set_texture(texture_info *texture); - void set_filter(int filter); - void set_wrap(D3DTEXTUREADDRESS wrap); - void set_modmode(DWORD modmode); - void set_blendmode(int blendmode); - void reset_render_states(); + void set_texture(texture_info *texture); + void set_filter(int filter); + void set_wrap(D3DTEXTUREADDRESS wrap); + void set_modmode(DWORD modmode); + void set_blendmode(int blendmode); + void reset_render_states(); // Setters / getters - int get_adapter() { return m_adapter; } - int get_width() { return m_width; } - int get_height() { return m_height; } - int get_refresh() { return m_refresh; } + int get_adapter() { return m_adapter; } + int get_width() { return m_width; } + int get_height() { return m_height; } + int get_refresh() { return m_refresh; } - win_window_info * get_window() { return m_window; } + win_window_info * get_window() { return m_window; } - device * get_device() { return m_device; } - present_parameters * get_presentation() { return &m_presentation; } + device * get_device() { return m_device; } + present_parameters * get_presentation() { return &m_presentation; } - vertex_buffer * get_vertex_buffer() { return m_vertexbuf; } - vertex * get_locked_buffer() { return m_lockedbuf; } - VOID ** get_locked_buffer_ptr() { return (VOID **)&m_lockedbuf; } - void set_locked_buffer(vertex *lockedbuf) { m_lockedbuf = lockedbuf; } + vertex_buffer * get_vertex_buffer() { return m_vertexbuf; } + vertex * get_locked_buffer() { return m_lockedbuf; } + VOID ** get_locked_buffer_ptr() { return (VOID **)&m_lockedbuf; } + void set_locked_buffer(vertex *lockedbuf) { m_lockedbuf = lockedbuf; } - void set_restarting(bool restarting) { m_restarting = restarting; } - bool is_mod2x_supported() { return (bool)m_mod2x_supported; } - bool is_mod4x_supported() { return (bool)m_mod4x_supported; } + void set_restarting(bool restarting) { m_restarting = restarting; } + bool is_mod2x_supported() { return (bool)m_mod2x_supported; } + bool is_mod4x_supported() { return (bool)m_mod4x_supported; } - D3DFORMAT get_screen_format() { return m_screen_format; } + D3DFORMAT get_screen_format() { return m_screen_format; } D3DFORMAT get_pixel_format() { return m_pixformat; } D3DDISPLAYMODE get_origmode() { return m_origmode; } - UINT32 get_last_texture_flags() { return m_last_texture_flags; } + UINT32 get_last_texture_flags() { return m_last_texture_flags; } - texture_manager * get_texture_manager() { return m_texture_manager; } - texture_info * get_default_texture() { return m_texture_manager->get_default_texture(); } - texture_info * get_vector_texture() { return m_texture_manager->get_vector_texture(); } + texture_manager * get_texture_manager() { return m_texture_manager; } + texture_info * get_default_texture() { return m_texture_manager->get_default_texture(); } + texture_info * get_vector_texture() { return m_texture_manager->get_vector_texture(); } - shaders * get_shaders() { return m_shaders; } + shaders * get_shaders() { return m_shaders; } private: int m_adapter; // ordinal adapter number - int m_width; // current width - int m_height; // current height + int m_width; // current width + int m_height; // current height int m_refresh; // current refresh rate int m_create_error_count; // number of consecutive create errors win_window_info * m_window; // current window info - device * m_device; // pointer to the Direct3DDevice object + device * m_device; // pointer to the Direct3DDevice object int m_gamma_supported; // is full screen gamma supported? - present_parameters m_presentation; // set of presentation parameters + present_parameters m_presentation; // set of presentation parameters D3DDISPLAYMODE m_origmode; // original display mode for the adapter D3DFORMAT m_pixformat; // pixel format we are using - vertex_buffer * m_vertexbuf; // pointer to the vertex buffer object - vertex * m_lockedbuf; // pointer to the locked vertex buffer + vertex_buffer * m_vertexbuf; // pointer to the vertex buffer object + vertex * m_lockedbuf; // pointer to the locked vertex buffer int m_numverts; // number of accumulated vertices - vertex * m_vectorbatch; // pointer to the vector batch buffer - int m_batchindex; // current index into the vector batch + vertex * m_vectorbatch; // pointer to the vector batch buffer + int m_batchindex; // current index into the vector batch - poly_info m_poly[VERTEX_BUFFER_SIZE/3];// array to hold polygons as they are created + poly_info m_poly[VERTEX_BUFFER_SIZE/3];// array to hold polygons as they are created int m_numpolys; // number of accumulated polygons bool m_restarting; // if we're restarting @@ -235,22 +234,22 @@ private: int m_mod4x_supported; // is D3DTOP_MODULATE4X supported? D3DFORMAT m_screen_format; // format to use for screen textures - texture_info * m_last_texture; // previous texture + texture_info * m_last_texture; // previous texture UINT32 m_last_texture_flags; // previous texture flags int m_last_blendenable; // previous blendmode int m_last_blendop; // previous blendmode int m_last_blendsrc; // previous blendmode int m_last_blenddst; // previous blendmode int m_last_filter; // previous texture filter - D3DTEXTUREADDRESS m_last_wrap; // previous wrap state + D3DTEXTUREADDRESS m_last_wrap; // previous wrap state DWORD m_last_modmode; // previous texture modulation void * m_hlsl_buf; // HLSL vertex data - shaders * m_shaders; // HLSL interface + shaders * m_shaders; // HLSL interface - texture_manager * m_texture_manager; // texture manager + texture_manager * m_texture_manager; // texture manager - int m_line_count; + int m_line_count; }; }; |