fixed some bugs with the previous commit (missing files, and some sw renderer issues). updated the dotnet2003 project files.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2502 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2007-05-25 23:03:49 +00:00
parent 1f9484f93d
commit 591ee9c9b0
13 changed files with 7261 additions and 30 deletions

View File

@ -536,22 +536,22 @@ return NULL;
}
#ifdef AVAIL_PNGLIB
#ifndef AVAIL_ZLIB
#error PNGLIB requires ZLIB
#endif
#ifndef AVAIL_ZLIB
#error PNGLIB requires ZLIB
#endif
#undef channels
#undef channels
#ifndef PNG_SUCKS_WITH_SETJMP
#if defined(MINGW)
#error no pngs with mingw
#elif defined(_WIN32)
#include "png.h"
#pragma comment(lib, "../libs/libpng.lib")
#else
#include <png.h>
#endif
#endif
#ifndef PNG_SUCKS_WITH_SETJMP
#if defined(MINGW)
#error no pngs with mingw
#elif defined(_WIN32)
#include "png.h"
#pragma comment(lib, "../libs/libpng.lib")
#else
#include <png.h>
#endif
#endif
#if defined(MINGW) //hehehe... add annother symbol so the statically linked cygwin libpng can link
@ -567,6 +567,7 @@ typedef struct {
int readposition;
int filelen;
} pngreadinfo_t;
void PNGAPI png_default_read_data(png_structp png_ptr, png_bytep data, png_size_t length);
void VARGS readpngdata(png_structp png_ptr,png_bytep data,png_size_t len)

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@ -100,12 +100,13 @@ extern void FNC(Mod_TouchModel) (char *name);
extern void FNC(Mod_NowLoadExternal) (void);
extern void FNC(Mod_Think) (void);
//extern qboolean FNC(Mod_GetTag) (struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *transforms);
//extern int FNC(Mod_TagNumForName) (struct model_s *model, char *name);
extern int FNC(Mod_SkinForName) (struct model_s *model, char *name);
#undef FNC
extern qboolean Mod_GetTag (struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *transforms);
extern int Mod_TagNumForName (struct model_s *model, char *name);
void Draw_FunString(int x, int y, unsigned char *str);
void Draw_FunStringLen(int x, int y, unsigned char *str, int len);

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@ -359,6 +359,7 @@ int R_LoadTexture(char *name, int width, int height, void *data, void *palette,
#define R_LoadCompressed(name) ((qrenderer == QR_DIRECT3D)?D3D_LoadCompressed(name):GL_LoadCompressed(name))
#elif defined(D3DQUAKE)
#define R_LoadTexture8Pal32 D3D_LoadTexture8Pal32
#define R_LoadTexture8Pal24 D3D_LoadTexture8Pal24
#define R_LoadTexture8 D3D_LoadTexture
#define R_LoadTexture32 D3D_LoadTexture32
#define R_LoadTextureFB D3D_LoadTextureFB
@ -368,6 +369,7 @@ int R_LoadTexture(char *name, int width, int height, void *data, void *palette,
#define R_LoadCompressed D3D_LoadCompressed
#elif defined(RGLQUAKE)
#define R_LoadTexture8Pal32 GL_LoadTexture8Pal32
#define R_LoadTexture8Pal24 GL_LoadTexture8Pal24
#define R_LoadTexture8 GL_LoadTexture
#define R_LoadTexture32 GL_LoadTexture32
#define R_LoadTextureFB GL_LoadTextureFB

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@ -2289,11 +2289,11 @@ texture_t *R_TextureAnimation (texture_t *base)
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
extern int r_visframecount;
extern mleaf_t *r_vischain; // linked list of visible leafs
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
int r_visframecount;
mleaf_t *r_vischain; // linked list of visible leafs
/*
===============

4168
engine/common/com_mesh.c Normal file

File diff suppressed because it is too large Load Diff

120
engine/common/com_mesh.h Normal file
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@ -0,0 +1,120 @@
#include "hash.h"
#include "shader.h"
#if defined(ZYMOTICMODELS) || defined(MD5MODELS)
#define SKELETALMODELS
#include <malloc.h>
#endif
#define MAX_BONES 256
typedef struct {
int ofs_indexes;
int numindexes;
int ofs_trineighbours;
int numskins;
#ifndef SERVERONLY
int ofsskins;
#endif
qboolean sharesverts; //used with models with two shaders using the same vertex - use last mesh's verts
qboolean sharesbones; //use last mesh's bones (please, never set this on the first mesh!)
int numverts;
#ifndef SERVERONLY
int ofs_st_array;
#endif
int groups;
int groupofs;
int nextsurf;
#ifdef SKELETALMODELS
int numbones;
int ofsbones;
int numtransforms;
int ofstransforms;
#endif
//these exist only in the root mesh.
int numtagframes;
int numtags;
int ofstags;
} galiasinfo_t;
//frame is an index into this
typedef struct {
#ifdef SKELETALMODELS
qboolean isheirachical; //for models with transforms, states that bones need to be transformed from thier parent.
//this is actually bad, and can result in bones shortening as they interpolate.
#endif
qboolean loop;
int numposes;
float rate;
int poseofs;
char name[64];
} galiasgroup_t;
typedef struct {
int ofsverts;
#ifndef SERVERONLY
int ofsnormals;
#endif
vec3_t scale;
vec3_t scale_origin;
} galiaspose_t;
#ifdef SKELETALMODELS
typedef struct {
char name[32];
int parent;
} galiasbone_t;
typedef struct {
//skeletal poses refer to this.
int vertexindex;
int boneindex;
vec4_t org;
} galisskeletaltransforms_t;
#endif
//we can't be bothered with animating skins.
//We'll load up to four of them but after that you're on your own
#ifndef SERVERONLY
typedef struct {
int skinwidth;
int skinheight;
int ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
float skinspeed;
int texnums;
int ofstexnums;
char name [MAX_QPATH];
} galiasskin_t;
typedef struct {
int base;
int bump;
int fullbright;
#ifdef Q3SHADERS
shader_t *shader;
#endif
} galiastexnum_t;
typedef struct {
char name[MAX_QPATH];
galiastexnum_t texnum;
int colour;
int skinnum;
bucket_t bucket;
} galiascolourmapped_t;
#endif

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@ -2,9 +2,9 @@
#ifdef D3DQUAKE
#include "d3dquake.h"
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
extern qbyte areabits[MAX_Q2MAP_AREAS/8];

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@ -876,8 +876,8 @@ void (D3D9_R_NewMap) (void)
}
}
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
void (D3D9_R_PreNewMap) (void)
{
r_viewleaf = NULL;

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@ -507,8 +507,8 @@
Optimization="2"
InlineFunctionExpansion="1"
OptimizeForProcessor="2"
AdditionalIncludeDirectories="..\client,../libs/dxsdk7/include,../common,../server,../gl,../sw,../qclib,../libs"
PreprocessorDefinitions="NDEBUG;WIN32;_WINDOWS;GLQUAKE;SWQUAKE;USE_D3D"
AdditionalIncludeDirectories="..\client;../libs/dxsdk9/include;../libs/dxsdk7/include;../common;../server;../d3d9;../d3d;../gl;../sw;../qclib;../libs"
PreprocessorDefinitions="NDEBUG;WIN32;_WINDOWS;GLQUAKE;SWQUAKE;USE_D3D;D3DQUAKE"
StringPooling="TRUE"
RuntimeLibrary="4"
EnableFunctionLevelLinking="TRUE"
@ -782,8 +782,8 @@
Name="VCCLCompilerTool"
Optimization="0"
OptimizeForProcessor="1"
AdditionalIncludeDirectories="..\client,../libs/dxsdk7/include,../common,../server,../gl,../sw,../qclib,../libs"
PreprocessorDefinitions="_DEBUG;WIN32;_WINDOWS;GLQUAKE;SWQUAKE;USE_D3D"
AdditionalIncludeDirectories="..\client;../libs/dxsdk9/include;../libs/dxsdk7/include;../common;../server;../d3d9;../d3d;../gl;../sw;../qclib;../libs"
PreprocessorDefinitions="_DEBUG;WIN32;_WINDOWS;GLQUAKE;SWQUAKE;USE_D3D;D3DQUAKE"
RuntimeLibrary="5"
UsePrecompiledHeader="3"
PrecompiledHeaderThrough="quakedef.h"
@ -17724,6 +17724,9 @@
BrowseInformation="1"/>
</FileConfiguration>
</File>
<File
RelativePath="..\common\com_mesh.c">
</File>
<File
RelativePath="..\common\common.c">
<FileConfiguration
@ -25716,6 +25719,44 @@ del $(OUTDIR)\$(InputName).spp
</FileConfiguration>
</File>
</Filter>
<Filter
Name="d3d7"
Filter="">
<File
RelativePath="..\d3d\d3d_draw.c">
</File>
<File
RelativePath="..\d3d\d3d_mesh.c">
</File>
<File
RelativePath="..\d3d\d3d_rmain.c">
</File>
<File
RelativePath="..\d3d\d3d_rsurf.c">
</File>
<File
RelativePath="..\d3d\vid_d3d.c">
</File>
</Filter>
<Filter
Name="d3d9"
Filter="">
<File
RelativePath="..\d3d9\d3d9_draw.c">
</File>
<File
RelativePath="..\d3d9\d3d9_mesh.c">
</File>
<File
RelativePath="..\d3d9\d3d9_rmain.c">
</File>
<File
RelativePath="..\d3d9\d3d9_rsurf.c">
</File>
<File
RelativePath="..\d3d9\vid_d3d9.c">
</File>
</Filter>
</Filter>
<Filter
Name="Header Files"

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,338 @@
/*
d3d9caps.h - Header file for the Direct3D9 API
Written by Filip Navara <xnavara@volny.cz>
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#ifndef _D3D9_CAPS_H
#define _D3D9_CAPS_H
#if __GNUC__ >=3
#pragma GCC system_header
#endif
#ifndef DIRECT3D_VERSION
#define DIRECT3D_VERSION 0x0900
#endif
#if (DIRECT3D_VERSION >= 0x0900)
#define D3DCURSORCAPS_COLOR 1
#define D3DCURSORCAPS_LOWRES 2
#define D3DDEVCAPS_EXECUTESYSTEMMEMORY 0x10
#define D3DDEVCAPS_EXECUTEVIDEOMEMORY 0x20
#define D3DDEVCAPS_TLVERTEXSYSTEMMEMORY 0x40
#define D3DDEVCAPS_TLVERTEXVIDEOMEMORY 0x80
#define D3DDEVCAPS_TEXTURESYSTEMMEMORY 0x100
#define D3DDEVCAPS_TEXTUREVIDEOMEMORY 0x200
#define D3DDEVCAPS_DRAWPRIMTLVERTEX 0x400
#define D3DDEVCAPS_CANRENDERAFTERFLIP 0x800
#define D3DDEVCAPS_TEXTURENONLOCALVIDMEM 0x1000
#define D3DDEVCAPS_DRAWPRIMITIVES2 0x2000
#define D3DDEVCAPS_SEPARATETEXTUREMEMORIES 0x4000
#define D3DDEVCAPS_DRAWPRIMITIVES2EX 0x8000
#define D3DDEVCAPS_HWTRANSFORMANDLIGHT 0x10000
#define D3DDEVCAPS_CANBLTSYSTONONLOCAL 0x20000
#define D3DDEVCAPS_HWRASTERIZATION 0x80000
#define D3DDEVCAPS_PUREDEVICE 0x100000
#define D3DDEVCAPS_QUINTICRTPATCHES 0x200000
#define D3DDEVCAPS_RTPATCHES 0x400000
#define D3DDEVCAPS_RTPATCHHANDLEZERO 0x800000
#define D3DDEVCAPS_NPATCHES 0x1000000
#define D3DDEVCAPS2_STREAMOFFSET 0x01
#define D3DDEVCAPS2_DMAPNPATCH 0x02
#define D3DDEVCAPS2_ADAPTIVETESSRTPATCH 0x04
#define D3DDEVCAPS2_ADAPTIVETESSNPATCH 0x08
#define D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES 0x10
#define D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH 0x20
#define D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET 0x40
#define D3DFVFCAPS_TEXCOORDCOUNTMASK 0xFFFF
#define D3DFVFCAPS_DONOTSTRIPELEMENTS 0x80000
#define D3DFVFCAPS_PSIZE 0x100000
#define D3DLINECAPS_TEXTURE 0x01
#define D3DLINECAPS_ZTEST 0x02
#define D3DLINECAPS_BLEND 0x04
#define D3DLINECAPS_ALPHACMP 0x08
#define D3DLINECAPS_FOG 0x10
#define D3DLINECAPS_ANTIALIAS 0x20
#define D3DPBLENDCAPS_ZERO 0x01
#define D3DPBLENDCAPS_ONE 0x02
#define D3DPBLENDCAPS_SRCCOLOR 0x04
#define D3DPBLENDCAPS_INVSRCCOLOR 0x08
#define D3DPBLENDCAPS_SRCALPHA 0x10
#define D3DPBLENDCAPS_INVSRCALPHA 0x20
#define D3DPBLENDCAPS_DESTALPHA 0x40
#define D3DPBLENDCAPS_INVDESTALPHA 0x80
#define D3DPBLENDCAPS_DESTCOLOR 0x100
#define D3DPBLENDCAPS_INVDESTCOLOR 0x200
#define D3DPBLENDCAPS_SRCALPHASAT 0x400
#define D3DPBLENDCAPS_BOTHSRCALPHA 0x800
#define D3DPBLENDCAPS_BOTHINVSRCALPHA 0x1000
#define D3DPBLENDCAPS_BLENDFACTOR 0x2000
#define D3DPCMPCAPS_NEVER 0x01
#define D3DPCMPCAPS_LESS 0x02
#define D3DPCMPCAPS_EQUAL 0x04
#define D3DPCMPCAPS_LESSEQUAL 0x08
#define D3DPCMPCAPS_GREATER 0x10
#define D3DPCMPCAPS_NOTEQUAL 0x20
#define D3DPCMPCAPS_GREATEREQUAL 0x40
#define D3DPCMPCAPS_ALWAYS 0x80
#define D3DPMISCCAPS_MASKZ 0x02
#define D3DPMISCCAPS_CULLNONE 0x10
#define D3DPMISCCAPS_CULLCW 0x20
#define D3DPMISCCAPS_CULLCCW 0x40
#define D3DPMISCCAPS_COLORWRITEENABLE 0x80
#define D3DPMISCCAPS_CLIPPLANESCALEDPOINTS 0x100
#define D3DPMISCCAPS_CLIPTLVERTS 0x200
#define D3DPMISCCAPS_TSSARGTEMP 0x400
#define D3DPMISCCAPS_BLENDOP 0x800
#define D3DPMISCCAPS_NULLREFERENCE 0x1000
#define D3DPMISCCAPS_INDEPENDENTWRITEMASKS 0x4000
#define D3DPMISCCAPS_PERSTAGECONSTANT 0x8000
#define D3DPMISCCAPS_FOGANDSPECULARALPHA 0x10000
#define D3DPMISCCAPS_SEPARATEALPHABLEND 0x20000
#define D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS 0x40000
#define D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING 0x80000
#define D3DPMISCCAPS_FOGVERTEXCLAMPED 0x100000
#define D3DPRASTERCAPS_DITHER 0x01
#define D3DPRASTERCAPS_ZTEST 0x10
#define D3DPRASTERCAPS_FOGVERTEX 0x80
#define D3DPRASTERCAPS_FOGTABLE 0x100
#define D3DPRASTERCAPS_MIPMAPLODBIAS 0x2000
#define D3DPRASTERCAPS_ZBUFFERLESSHSR 0x8000
#define D3DPRASTERCAPS_FOGRANGE 0x10000
#define D3DPRASTERCAPS_ANISOTROPY 0x20000
#define D3DPRASTERCAPS_WBUFFER 0x40000
#define D3DPRASTERCAPS_WFOG 0x100000
#define D3DPRASTERCAPS_ZFOG 0x200000
#define D3DPRASTERCAPS_COLORPERSPECTIVE 0x400000
#define D3DPRASTERCAPS_SCISSORTEST 0x1000000
#define D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS 0x2000000
#define D3DPRASTERCAPS_DEPTHBIAS 0x4000000
#define D3DPRASTERCAPS_MULTISAMPLE_TOGGLE 0x8000000
#define D3DPRESENT_INTERVAL_DEFAULT 0x00
#define D3DPRESENT_INTERVAL_ONE 0x01
#define D3DPRESENT_INTERVAL_TWO 0x02
#define D3DPRESENT_INTERVAL_THREE 0x04
#define D3DPRESENT_INTERVAL_FOUR 0x08
#define D3DPRESENT_INTERVAL_IMMEDIATE 0x80000000L
#define D3DPSHADECAPS_COLORGOURAUDRGB 0x08
#define D3DPSHADECAPS_SPECULARGOURAUDRGB 0x200
#define D3DPSHADECAPS_ALPHAGOURAUDBLEND 0x4000
#define D3DPSHADECAPS_FOGGOURAUD 0x80000
#define D3DPTADDRESSCAPS_WRAP 0x01
#define D3DPTADDRESSCAPS_MIRROR 0x02
#define D3DPTADDRESSCAPS_CLAMP 0x04
#define D3DPTADDRESSCAPS_BORDER 0x08
#define D3DPTADDRESSCAPS_INDEPENDENTUV 0x10
#define D3DPTADDRESSCAPS_MIRRORONCE 0x20
#define D3DPTEXTURECAPS_PERSPECTIVE 0x01
#define D3DPTEXTURECAPS_POW2 0x02
#define D3DPTEXTURECAPS_ALPHA 0x04
#define D3DPTEXTURECAPS_SQUAREONLY 0x20
#define D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE 0x40
#define D3DPTEXTURECAPS_ALPHAPALETTE 0x80
#define D3DPTEXTURECAPS_NONPOW2CONDITIONAL 0x100
#define D3DPTEXTURECAPS_PROJECTED 0x400
#define D3DPTEXTURECAPS_CUBEMAP 0x800
#define D3DPTEXTURECAPS_VOLUMEMAP 0x2000
#define D3DPTEXTURECAPS_MIPMAP 0x4000
#define D3DPTEXTURECAPS_MIPVOLUMEMAP 0x8000
#define D3DPTEXTURECAPS_MIPCUBEMAP 0x10000
#define D3DPTEXTURECAPS_CUBEMAP_POW2 0x20000
#define D3DPTEXTURECAPS_VOLUMEMAP_POW2 0x40000
#define D3DPTEXTURECAPS_NOPROJECTEDBUMPENV 0x200000
#define D3DPTFILTERCAPS_MINFPOINT 0x100
#define D3DPTFILTERCAPS_MINFLINEAR 0x200
#define D3DPTFILTERCAPS_MINFANISOTROPIC 0x400
#define D3DPTFILTERCAPS_MINFPYRAMIDALQUAD 0x800
#define D3DPTFILTERCAPS_MINFGAUSSIANQUAD 0x1000
#define D3DPTFILTERCAPS_MIPFPOINT 0x10000
#define D3DPTFILTERCAPS_MIPFLINEAR 0x20000
#define D3DPTFILTERCAPS_MAGFPOINT 0x1000000
#define D3DPTFILTERCAPS_MAGFLINEAR 0x2000000
#define D3DPTFILTERCAPS_MAGFANISOTROPIC 0x4000000
#define D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD 0x8000000
#define D3DPTFILTERCAPS_MAGFGAUSSIANQUAD 0x10000000
#define D3DSTENCILCAPS_KEEP 0x01
#define D3DSTENCILCAPS_ZERO 0x02
#define D3DSTENCILCAPS_REPLACE 0x04
#define D3DSTENCILCAPS_INCRSAT 0x08
#define D3DSTENCILCAPS_DECRSAT 0x10
#define D3DSTENCILCAPS_INVERT 0x20
#define D3DSTENCILCAPS_INCR 0x40
#define D3DSTENCILCAPS_DECR 0x80
#define D3DSTENCILCAPS_TWOSIDED 0x100
#define D3DTEXOPCAPS_DISABLE 0x01
#define D3DTEXOPCAPS_SELECTARG1 0x02
#define D3DTEXOPCAPS_SELECTARG2 0x04
#define D3DTEXOPCAPS_MODULATE 0x08
#define D3DTEXOPCAPS_MODULATE2X 0x10
#define D3DTEXOPCAPS_MODULATE4X 0x20
#define D3DTEXOPCAPS_ADD 0x40
#define D3DTEXOPCAPS_ADDSIGNED 0x80
#define D3DTEXOPCAPS_ADDSIGNED2X 0x100
#define D3DTEXOPCAPS_SUBTRACT 0x200
#define D3DTEXOPCAPS_ADDSMOOTH 0x400
#define D3DTEXOPCAPS_BLENDDIFFUSEALPHA 0x800
#define D3DTEXOPCAPS_BLENDTEXTUREALPHA 0x1000
#define D3DTEXOPCAPS_BLENDFACTORALPHA 0x2000
#define D3DTEXOPCAPS_BLENDTEXTUREALPHAPM 0x4000
#define D3DTEXOPCAPS_BLENDCURRENTALPHA 0x8000
#define D3DTEXOPCAPS_PREMODULATE 0x10000
#define D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR 0x20000
#define D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA 0x40000
#define D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR 0x80000
#define D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA 0x100000
#define D3DTEXOPCAPS_BUMPENVMAP 0x200000
#define D3DTEXOPCAPS_BUMPENVMAPLUMINANCE 0x400000
#define D3DTEXOPCAPS_DOTPRODUCT3 0x800000
#define D3DTEXOPCAPS_MULTIPLYADD 0x1000000
#define D3DTEXOPCAPS_LERP 0x2000000
#define D3DVTXPCAPS_TEXGEN 0x01
#define D3DVTXPCAPS_MATERIALSOURCE7 0x02
#define D3DVTXPCAPS_DIRECTIONALLIGHTS 0x08
#define D3DVTXPCAPS_POSITIONALLIGHTS 0x10
#define D3DVTXPCAPS_LOCALVIEWER 0x20
#define D3DVTXPCAPS_TWEENING 0x40
#define D3DVTXPCAPS_TEXGEN_SPHEREMAP 0x100
#define D3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER 0x200
#define D3DCAPS_READ_SCANLINE 0x20000
#define D3DCAPS2_FULLSCREENGAMMA 0x20000L
#define D3DCAPS2_CANCALIBRATEGAMMA 0x100000L
#define D3DCAPS2_RESERVED 0x2000000L
#define D3DCAPS2_CANMANAGERESOURCE 0x10000000L
#define D3DCAPS2_DYNAMICTEXTURES 0x20000000L
#define D3DCAPS2_CANAUTOGENMIPMAP 0x40000000L
#define D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD 0x20
#define D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION 0x80
#define D3DCAPS3_COPY_TO_VIDMEM 0x100
#define D3DCAPS3_COPY_TO_SYSTEMMEM 0x200
#define D3DCAPS3_RESERVED 0x8000001fL
#define D3DDTCAPS_UBYTE4 0x01
#define D3DDTCAPS_UBYTE4N 0x02
#define D3DDTCAPS_SHORT2N 0x04
#define D3DDTCAPS_SHORT4N 0x08
#define D3DDTCAPS_USHORT2N 0x10
#define D3DDTCAPS_USHORT4N 0x20
#define D3DDTCAPS_UDEC3 0x40
#define D3DDTCAPS_DEC3N 0x80
#define D3DDTCAPS_FLOAT16_2 0x100
#define D3DDTCAPS_FLOAT16_4 0x200
#define D3DMIN30SHADERINSTRUCTIONS 512
#define D3DMAX30SHADERINSTRUCTIONS 32768
#define D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH 24
#define D3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH 0
#define D3DPS20_MAX_NUMTEMPS 32
#define D3DPS20_MIN_NUMTEMPS 12
#define D3DPS20_MAX_STATICFLOWCONTROLDEPTH 4
#define D3DPS20_MIN_STATICFLOWCONTROLDEPTH 0
#define D3DPS20_MAX_NUMINSTRUCTIONSLOTS 512
#define D3DPS20_MIN_NUMINSTRUCTIONSLOTS 96
#define D3DPS20CAPS_ARBITRARYSWIZZLE 0x1
#define D3DPS20CAPS_GRADIENTINSTRUCTIONS 0x2
#define D3DPS20CAPS_PREDICATION 0x4
#define D3DPS20CAPS_NODEPENDENTREADLIMIT 0x8
#define D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT 0x10
#define D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH 24
#define D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH 0
#define D3DVS20_MAX_NUMTEMPS 32
#define D3DVS20_MIN_NUMTEMPS 12
#define D3DVS20_MAX_STATICFLOWCONTROLDEPTH 4
#define D3DVS20_MIN_STATICFLOWCONTROLDEPTH 1
#define D3DVS20CAPS_PREDICATION 1
typedef struct _D3DVSHADERCAPS2_0 {
DWORD Caps;
INT DynamicFlowControlDepth;
INT NumTemps;
INT StaticFlowControlDepth;
} D3DVSHADERCAPS2_0;
typedef struct _D3DPSHADERCAPS2_0 {
DWORD Caps;
INT DynamicFlowControlDepth;
INT NumTemps;
INT StaticFlowControlDepth;
INT NumInstructionSlots;
} D3DPSHADERCAPS2_0;
typedef struct _D3DCAPS9 {
D3DDEVTYPE DeviceType;
UINT AdapterOrdinal;
DWORD Caps;
DWORD Caps2;
DWORD Caps3;
DWORD PresentationIntervals;
DWORD CursorCaps;
DWORD DevCaps;
DWORD PrimitiveMiscCaps;
DWORD RasterCaps;
DWORD ZCmpCaps;
DWORD SrcBlendCaps;
DWORD DestBlendCaps;
DWORD AlphaCmpCaps;
DWORD ShadeCaps;
DWORD TextureCaps;
DWORD TextureFilterCaps;
DWORD CubeTextureFilterCaps;
DWORD VolumeTextureFilterCaps;
DWORD TextureAddressCaps;
DWORD VolumeTextureAddressCaps;
DWORD LineCaps;
DWORD MaxTextureWidth;
DWORD MaxTextureHeight;
DWORD MaxVolumeExtent;
DWORD MaxTextureRepeat;
DWORD MaxTextureAspectRatio;
DWORD MaxAnisotropy;
float MaxVertexW;
float GuardBandLeft;
float GuardBandTop;
float GuardBandRight;
float GuardBandBottom;
float ExtentsAdjust;
DWORD StencilCaps;
DWORD FVFCaps;
DWORD TextureOpCaps;
DWORD MaxTextureBlendStages;
DWORD MaxSimultaneousTextures;
DWORD VertexProcessingCaps;
DWORD MaxActiveLights;
DWORD MaxUserClipPlanes;
DWORD MaxVertexBlendMatrices;
DWORD MaxVertexBlendMatrixIndex;
float MaxPointSize;
DWORD MaxPrimitiveCount;
DWORD MaxVertexIndex;
DWORD MaxStreams;
DWORD MaxStreamStride;
DWORD VertexShaderVersion;
DWORD MaxVertexShaderConst;
DWORD PixelShaderVersion;
float PixelShader1xMaxValue;
DWORD DevCaps2;
float MaxNpatchTessellationLevel;
DWORD Reserved5;
UINT MasterAdapterOrdinal;
UINT AdapterOrdinalInGroup;
UINT NumberOfAdaptersInGroup;
DWORD DeclTypes;
DWORD NumSimultaneousRTs;
DWORD StretchRectFilterCaps;
D3DVSHADERCAPS2_0 VS20Caps;
D3DPSHADERCAPS2_0 PS20Caps;
DWORD VertexTextureFilterCaps;
DWORD MaxVShaderInstructionsExecuted;
DWORD MaxPShaderInstructionsExecuted;
DWORD MaxVertexShader30InstructionSlots;
DWORD MaxPixelShader30InstructionSlots;
} D3DCAPS9;
#endif
#endif

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