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Diffstat (limited to 'src/osd/windows/drawd3d.h')
-rw-r--r--src/osd/windows/drawd3d.h125
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;
};
};