Optimize d3d9ex.

This commit is contained in:
momo5502 2016-01-12 13:45:19 +01:00
parent 2101fc28f3
commit a016c17e8e
3 changed files with 819 additions and 895 deletions

File diff suppressed because it is too large Load Diff

View File

@ -1,177 +1,171 @@
namespace Components
{
class myIDirect3DDevice9 : public IDirect3DDevice9
{
public:
myIDirect3DDevice9(IDirect3DDevice9* pOriginal);
virtual ~myIDirect3DDevice9(void);
// START: The original DX9 function definitions
HRESULT __stdcall QueryInterface(REFIID riid, void** ppvObj);
ULONG __stdcall AddRef(void);
ULONG __stdcall Release(void);
HRESULT __stdcall TestCooperativeLevel(void);
UINT __stdcall GetAvailableTextureMem(void);
HRESULT __stdcall EvictManagedResources(void);
HRESULT __stdcall GetDirect3D(IDirect3D9** ppD3D9);
HRESULT __stdcall GetDeviceCaps(D3DCAPS9* pCaps);
HRESULT __stdcall GetDisplayMode(UINT iSwapChain, D3DDISPLAYMODE* pMode);
HRESULT __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters);
HRESULT __stdcall SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9* pCursorBitmap);
void __stdcall SetCursorPosition(int X, int Y, DWORD Flags);
BOOL __stdcall ShowCursor(BOOL bShow);
HRESULT __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain9** pSwapChain);
HRESULT __stdcall GetSwapChain(UINT iSwapChain, IDirect3DSwapChain9** pSwapChain);
UINT __stdcall GetNumberOfSwapChains(void);
HRESULT __stdcall Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
HRESULT __stdcall Present(CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion);
HRESULT __stdcall GetBackBuffer(UINT iSwapChain, UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface9** ppBackBuffer);
HRESULT __stdcall GetRasterStatus(UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus);
HRESULT __stdcall SetDialogBoxMode(BOOL bEnableDialogs);
void __stdcall SetGammaRamp(UINT iSwapChain, DWORD Flags, CONST D3DGAMMARAMP* pRamp);
void __stdcall GetGammaRamp(UINT iSwapChain, D3DGAMMARAMP* pRamp);
HRESULT __stdcall CreateTexture(UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture9** ppTexture, HANDLE* pSharedHandle);
HRESULT __stdcall CreateVolumeTexture(UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture9** ppVolumeTexture, HANDLE* pSharedHandle);
HRESULT __stdcall CreateCubeTexture(UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture9** ppCubeTexture, HANDLE* pSharedHandle);
HRESULT __stdcall CreateVertexBuffer(UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle);
HRESULT __stdcall CreateIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer9** ppIndexBuffer, HANDLE* pSharedHandle);
HRESULT __stdcall CreateRenderTarget(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle);
HRESULT __stdcall CreateDepthStencilSurface(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle);
HRESULT __stdcall UpdateSurface(IDirect3DSurface9* pSourceSurface, CONST RECT* pSourceRect, IDirect3DSurface9* pDestinationSurface, CONST POINT* pDestPoint);
HRESULT __stdcall UpdateTexture(IDirect3DBaseTexture9* pSourceTexture, IDirect3DBaseTexture9* pDestinationTexture);
HRESULT __stdcall GetRenderTargetData(IDirect3DSurface9* pRenderTarget, IDirect3DSurface9* pDestSurface);
HRESULT __stdcall GetFrontBufferData(UINT iSwapChain, IDirect3DSurface9* pDestSurface);
HRESULT __stdcall StretchRect(IDirect3DSurface9* pSourceSurface, CONST RECT* pSourceRect, IDirect3DSurface9* pDestSurface, CONST RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter);
HRESULT __stdcall ColorFill(IDirect3DSurface9* pSurface, CONST RECT* pRect, D3DCOLOR color);
HRESULT __stdcall CreateOffscreenPlainSurface(UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle);
HRESULT __stdcall SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget);
HRESULT __stdcall GetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9** ppRenderTarget);
HRESULT __stdcall SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
HRESULT __stdcall GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
HRESULT __stdcall BeginScene(void);
HRESULT __stdcall EndScene(void);
HRESULT __stdcall Clear(DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil);
HRESULT __stdcall SetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix);
HRESULT __stdcall GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix);
HRESULT __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix);
HRESULT __stdcall SetViewport(CONST D3DVIEWPORT9* pViewport);
HRESULT __stdcall GetViewport(D3DVIEWPORT9* pViewport);
HRESULT __stdcall SetMaterial(CONST D3DMATERIAL9* pMaterial);
HRESULT __stdcall GetMaterial(D3DMATERIAL9* pMaterial);
HRESULT __stdcall SetLight(DWORD Index, CONST D3DLIGHT9* pLight);
HRESULT __stdcall GetLight(DWORD Index, D3DLIGHT9* pLight);
HRESULT __stdcall LightEnable(DWORD Index, BOOL Enable);
HRESULT __stdcall GetLightEnable(DWORD Index, BOOL* pEnable);
HRESULT __stdcall SetClipPlane(DWORD Index, CONST float* pPlane);
HRESULT __stdcall GetClipPlane(DWORD Index, float* pPlane);
HRESULT __stdcall SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);
HRESULT __stdcall GetRenderState(D3DRENDERSTATETYPE State, DWORD* pValue);
HRESULT __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE Type, IDirect3DStateBlock9** ppSB);
HRESULT __stdcall BeginStateBlock(void);
HRESULT __stdcall EndStateBlock(IDirect3DStateBlock9** ppSB);
HRESULT __stdcall SetClipStatus(CONST D3DCLIPSTATUS9* pClipStatus);
HRESULT __stdcall GetClipStatus(D3DCLIPSTATUS9* pClipStatus);
HRESULT __stdcall GetTexture(DWORD Stage, IDirect3DBaseTexture9** ppTexture);
HRESULT __stdcall SetTexture(DWORD Stage, IDirect3DBaseTexture9* pTexture);
HRESULT __stdcall GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue);
HRESULT __stdcall SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);
HRESULT __stdcall GetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD* pValue);
HRESULT __stdcall SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
HRESULT __stdcall ValidateDevice(DWORD* pNumPasses);
HRESULT __stdcall SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY* pEntries);
HRESULT __stdcall GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY* pEntries);
HRESULT __stdcall SetCurrentTexturePalette(UINT PaletteNumber);
HRESULT __stdcall GetCurrentTexturePalette(UINT *PaletteNumber);
HRESULT __stdcall SetScissorRect(CONST RECT* pRect);
HRESULT __stdcall GetScissorRect(RECT* pRect);
HRESULT __stdcall SetSoftwareVertexProcessing(BOOL bSoftware);
BOOL __stdcall GetSoftwareVertexProcessing(void);
HRESULT __stdcall SetNPatchMode(float nSegments);
float __stdcall GetNPatchMode(void);
HRESULT __stdcall DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
HRESULT __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount);
HRESULT __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
HRESULT __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, UINT PrimitiveCount, CONST void* pIndexData, D3DFORMAT IndexDataFormat, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
HRESULT __stdcall ProcessVertices(UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IDirect3DVertexBuffer9* pDestBuffer, IDirect3DVertexDeclaration9* pVertexDecl, DWORD Flags);
HRESULT __stdcall CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements, IDirect3DVertexDeclaration9** ppDecl);
HRESULT __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
HRESULT __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl);
HRESULT __stdcall SetFVF(DWORD FVF);
HRESULT __stdcall GetFVF(DWORD* pFVF);
HRESULT __stdcall CreateVertexShader(CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader);
HRESULT __stdcall SetVertexShader(IDirect3DVertexShader9* pShader);
HRESULT __stdcall GetVertexShader(IDirect3DVertexShader9** ppShader);
HRESULT __stdcall SetVertexShaderConstantF(UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount);
HRESULT __stdcall GetVertexShaderConstantF(UINT StartRegister, float* pConstantData, UINT Vector4fCount);
HRESULT __stdcall SetVertexShaderConstantI(UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount);
HRESULT __stdcall GetVertexShaderConstantI(UINT StartRegister, int* pConstantData, UINT Vector4iCount);
HRESULT __stdcall SetVertexShaderConstantB(UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount);
HRESULT __stdcall GetVertexShaderConstantB(UINT StartRegister, BOOL* pConstantData, UINT BoolCount);
HRESULT __stdcall SetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride);
HRESULT __stdcall GetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9** ppStreamData, UINT* OffsetInBytes, UINT* pStride);
HRESULT __stdcall SetStreamSourceFreq(UINT StreamNumber, UINT Divider);
HRESULT __stdcall GetStreamSourceFreq(UINT StreamNumber, UINT* Divider);
HRESULT __stdcall SetIndices(IDirect3DIndexBuffer9* pIndexData);
HRESULT __stdcall GetIndices(IDirect3DIndexBuffer9** ppIndexData);
HRESULT __stdcall CreatePixelShader(CONST DWORD* pFunction, IDirect3DPixelShader9** ppShader);
HRESULT __stdcall SetPixelShader(IDirect3DPixelShader9* pShader);
HRESULT __stdcall GetPixelShader(IDirect3DPixelShader9** ppShader);
HRESULT __stdcall SetPixelShaderConstantF(UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount);
HRESULT __stdcall GetPixelShaderConstantF(UINT StartRegister, float* pConstantData, UINT Vector4fCount);
HRESULT __stdcall SetPixelShaderConstantI(UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount);
HRESULT __stdcall GetPixelShaderConstantI(UINT StartRegister, int* pConstantData, UINT Vector4iCount);
HRESULT __stdcall SetPixelShaderConstantB(UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount);
HRESULT __stdcall GetPixelShaderConstantB(UINT StartRegister, BOOL* pConstantData, UINT BoolCount);
HRESULT __stdcall DrawRectPatch(UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo);
HRESULT __stdcall DrawTriPatch(UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo);
HRESULT __stdcall DeletePatch(UINT Handle);
HRESULT __stdcall CreateQuery(D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery);
// END: The original DX9 function definitions
private:
IDirect3DDevice9 *m_pIDirect3DDevice9;
};
class myIDirect3D9 : public IDirect3D9
{
public:
myIDirect3D9(IDirect3D9Ex *pOriginal);
virtual ~myIDirect3D9(void);
// The original DX9 function definitions
HRESULT __stdcall QueryInterface(REFIID riid, void** ppvObj);
ULONG __stdcall AddRef(void);
ULONG __stdcall Release(void);
HRESULT __stdcall RegisterSoftwareDevice(void* pInitializeFunction);
UINT __stdcall GetAdapterCount(void);
HRESULT __stdcall GetAdapterIdentifier(UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9* pIdentifier);
UINT __stdcall GetAdapterModeCount(UINT Adapter, D3DFORMAT Format);
HRESULT __stdcall EnumAdapterModes(UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode);
HRESULT __stdcall GetAdapterDisplayMode(UINT Adapter, D3DDISPLAYMODE* pMode);
HRESULT __stdcall CheckDeviceType(UINT iAdapter, D3DDEVTYPE DevType, D3DFORMAT DisplayFormat, D3DFORMAT BackBufferFormat, BOOL bWindowed);
HRESULT __stdcall CheckDeviceFormat(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat);
HRESULT __stdcall CheckDeviceMultiSampleType(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels);
HRESULT __stdcall CheckDepthStencilMatch(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat);
HRESULT __stdcall CheckDeviceFormatConversion(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat);
HRESULT __stdcall GetDeviceCaps(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9* pCaps);
HMONITOR __stdcall GetAdapterMonitor(UINT Adapter);
HRESULT __stdcall CreateDevice(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface);
// The original DX9 function definitions
private:
IDirect3D9 *m_pIDirect3D9;
};
class D3D9Ex : public Component
{
public:
D3D9Ex();
~D3D9Ex();
const char* GetName() { return "D3D9Ex"; };
private:
class D3D9Device : public IDirect3DDevice9
{
public:
D3D9Device(IDirect3DDevice9* pOriginal) : m_pIDirect3DDevice9(pOriginal) {};
virtual ~D3D9Device(void) {};
HRESULT __stdcall QueryInterface(REFIID riid, void** ppvObj);
ULONG __stdcall AddRef(void);
ULONG __stdcall Release(void);
HRESULT __stdcall TestCooperativeLevel(void);
UINT __stdcall GetAvailableTextureMem(void);
HRESULT __stdcall EvictManagedResources(void);
HRESULT __stdcall GetDirect3D(IDirect3D9** ppD3D9);
HRESULT __stdcall GetDeviceCaps(D3DCAPS9* pCaps);
HRESULT __stdcall GetDisplayMode(UINT iSwapChain, D3DDISPLAYMODE* pMode);
HRESULT __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters);
HRESULT __stdcall SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9* pCursorBitmap);
void __stdcall SetCursorPosition(int X, int Y, DWORD Flags);
BOOL __stdcall ShowCursor(BOOL bShow);
HRESULT __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain9** pSwapChain);
HRESULT __stdcall GetSwapChain(UINT iSwapChain, IDirect3DSwapChain9** pSwapChain);
UINT __stdcall GetNumberOfSwapChains(void);
HRESULT __stdcall Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
HRESULT __stdcall Present(CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion);
HRESULT __stdcall GetBackBuffer(UINT iSwapChain, UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface9** ppBackBuffer);
HRESULT __stdcall GetRasterStatus(UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus);
HRESULT __stdcall SetDialogBoxMode(BOOL bEnableDialogs);
void __stdcall SetGammaRamp(UINT iSwapChain, DWORD Flags, CONST D3DGAMMARAMP* pRamp);
void __stdcall GetGammaRamp(UINT iSwapChain, D3DGAMMARAMP* pRamp);
HRESULT __stdcall CreateTexture(UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture9** ppTexture, HANDLE* pSharedHandle);
HRESULT __stdcall CreateVolumeTexture(UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture9** ppVolumeTexture, HANDLE* pSharedHandle);
HRESULT __stdcall CreateCubeTexture(UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture9** ppCubeTexture, HANDLE* pSharedHandle);
HRESULT __stdcall CreateVertexBuffer(UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle);
HRESULT __stdcall CreateIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer9** ppIndexBuffer, HANDLE* pSharedHandle);
HRESULT __stdcall CreateRenderTarget(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle);
HRESULT __stdcall CreateDepthStencilSurface(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle);
HRESULT __stdcall UpdateSurface(IDirect3DSurface9* pSourceSurface, CONST RECT* pSourceRect, IDirect3DSurface9* pDestinationSurface, CONST POINT* pDestPoint);
HRESULT __stdcall UpdateTexture(IDirect3DBaseTexture9* pSourceTexture, IDirect3DBaseTexture9* pDestinationTexture);
HRESULT __stdcall GetRenderTargetData(IDirect3DSurface9* pRenderTarget, IDirect3DSurface9* pDestSurface);
HRESULT __stdcall GetFrontBufferData(UINT iSwapChain, IDirect3DSurface9* pDestSurface);
HRESULT __stdcall StretchRect(IDirect3DSurface9* pSourceSurface, CONST RECT* pSourceRect, IDirect3DSurface9* pDestSurface, CONST RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter);
HRESULT __stdcall ColorFill(IDirect3DSurface9* pSurface, CONST RECT* pRect, D3DCOLOR color);
HRESULT __stdcall CreateOffscreenPlainSurface(UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle);
HRESULT __stdcall SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget);
HRESULT __stdcall GetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9** ppRenderTarget);
HRESULT __stdcall SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
HRESULT __stdcall GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
HRESULT __stdcall BeginScene(void);
HRESULT __stdcall EndScene(void);
HRESULT __stdcall Clear(DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil);
HRESULT __stdcall SetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix);
HRESULT __stdcall GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix);
HRESULT __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix);
HRESULT __stdcall SetViewport(CONST D3DVIEWPORT9* pViewport);
HRESULT __stdcall GetViewport(D3DVIEWPORT9* pViewport);
HRESULT __stdcall SetMaterial(CONST D3DMATERIAL9* pMaterial);
HRESULT __stdcall GetMaterial(D3DMATERIAL9* pMaterial);
HRESULT __stdcall SetLight(DWORD Index, CONST D3DLIGHT9* pLight);
HRESULT __stdcall GetLight(DWORD Index, D3DLIGHT9* pLight);
HRESULT __stdcall LightEnable(DWORD Index, BOOL Enable);
HRESULT __stdcall GetLightEnable(DWORD Index, BOOL* pEnable);
HRESULT __stdcall SetClipPlane(DWORD Index, CONST float* pPlane);
HRESULT __stdcall GetClipPlane(DWORD Index, float* pPlane);
HRESULT __stdcall SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);
HRESULT __stdcall GetRenderState(D3DRENDERSTATETYPE State, DWORD* pValue);
HRESULT __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE Type, IDirect3DStateBlock9** ppSB);
HRESULT __stdcall BeginStateBlock(void);
HRESULT __stdcall EndStateBlock(IDirect3DStateBlock9** ppSB);
HRESULT __stdcall SetClipStatus(CONST D3DCLIPSTATUS9* pClipStatus);
HRESULT __stdcall GetClipStatus(D3DCLIPSTATUS9* pClipStatus);
HRESULT __stdcall GetTexture(DWORD Stage, IDirect3DBaseTexture9** ppTexture);
HRESULT __stdcall SetTexture(DWORD Stage, IDirect3DBaseTexture9* pTexture);
HRESULT __stdcall GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue);
HRESULT __stdcall SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);
HRESULT __stdcall GetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD* pValue);
HRESULT __stdcall SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
HRESULT __stdcall ValidateDevice(DWORD* pNumPasses);
HRESULT __stdcall SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY* pEntries);
HRESULT __stdcall GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY* pEntries);
HRESULT __stdcall SetCurrentTexturePalette(UINT PaletteNumber);
HRESULT __stdcall GetCurrentTexturePalette(UINT *PaletteNumber);
HRESULT __stdcall SetScissorRect(CONST RECT* pRect);
HRESULT __stdcall GetScissorRect(RECT* pRect);
HRESULT __stdcall SetSoftwareVertexProcessing(BOOL bSoftware);
BOOL __stdcall GetSoftwareVertexProcessing(void);
HRESULT __stdcall SetNPatchMode(float nSegments);
float __stdcall GetNPatchMode(void);
HRESULT __stdcall DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
HRESULT __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount);
HRESULT __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
HRESULT __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, UINT PrimitiveCount, CONST void* pIndexData, D3DFORMAT IndexDataFormat, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
HRESULT __stdcall ProcessVertices(UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IDirect3DVertexBuffer9* pDestBuffer, IDirect3DVertexDeclaration9* pVertexDecl, DWORD Flags);
HRESULT __stdcall CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements, IDirect3DVertexDeclaration9** ppDecl);
HRESULT __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
HRESULT __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl);
HRESULT __stdcall SetFVF(DWORD FVF);
HRESULT __stdcall GetFVF(DWORD* pFVF);
HRESULT __stdcall CreateVertexShader(CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader);
HRESULT __stdcall SetVertexShader(IDirect3DVertexShader9* pShader);
HRESULT __stdcall GetVertexShader(IDirect3DVertexShader9** ppShader);
HRESULT __stdcall SetVertexShaderConstantF(UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount);
HRESULT __stdcall GetVertexShaderConstantF(UINT StartRegister, float* pConstantData, UINT Vector4fCount);
HRESULT __stdcall SetVertexShaderConstantI(UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount);
HRESULT __stdcall GetVertexShaderConstantI(UINT StartRegister, int* pConstantData, UINT Vector4iCount);
HRESULT __stdcall SetVertexShaderConstantB(UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount);
HRESULT __stdcall GetVertexShaderConstantB(UINT StartRegister, BOOL* pConstantData, UINT BoolCount);
HRESULT __stdcall SetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride);
HRESULT __stdcall GetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9** ppStreamData, UINT* OffsetInBytes, UINT* pStride);
HRESULT __stdcall SetStreamSourceFreq(UINT StreamNumber, UINT Divider);
HRESULT __stdcall GetStreamSourceFreq(UINT StreamNumber, UINT* Divider);
HRESULT __stdcall SetIndices(IDirect3DIndexBuffer9* pIndexData);
HRESULT __stdcall GetIndices(IDirect3DIndexBuffer9** ppIndexData);
HRESULT __stdcall CreatePixelShader(CONST DWORD* pFunction, IDirect3DPixelShader9** ppShader);
HRESULT __stdcall SetPixelShader(IDirect3DPixelShader9* pShader);
HRESULT __stdcall GetPixelShader(IDirect3DPixelShader9** ppShader);
HRESULT __stdcall SetPixelShaderConstantF(UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount);
HRESULT __stdcall GetPixelShaderConstantF(UINT StartRegister, float* pConstantData, UINT Vector4fCount);
HRESULT __stdcall SetPixelShaderConstantI(UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount);
HRESULT __stdcall GetPixelShaderConstantI(UINT StartRegister, int* pConstantData, UINT Vector4iCount);
HRESULT __stdcall SetPixelShaderConstantB(UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount);
HRESULT __stdcall GetPixelShaderConstantB(UINT StartRegister, BOOL* pConstantData, UINT BoolCount);
HRESULT __stdcall DrawRectPatch(UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo);
HRESULT __stdcall DrawTriPatch(UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo);
HRESULT __stdcall DeletePatch(UINT Handle);
HRESULT __stdcall CreateQuery(D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery);
private:
IDirect3DDevice9 *m_pIDirect3DDevice9;
};
class D3D9 : public IDirect3D9
{
public:
D3D9(IDirect3D9Ex *pOriginal) : m_pIDirect3D9(pOriginal) {};
virtual ~D3D9(void) {};
HRESULT __stdcall QueryInterface(REFIID riid, void** ppvObj);
ULONG __stdcall AddRef(void);
ULONG __stdcall Release(void);
HRESULT __stdcall RegisterSoftwareDevice(void* pInitializeFunction);
UINT __stdcall GetAdapterCount(void);
HRESULT __stdcall GetAdapterIdentifier(UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9* pIdentifier);
UINT __stdcall GetAdapterModeCount(UINT Adapter, D3DFORMAT Format);
HRESULT __stdcall EnumAdapterModes(UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode);
HRESULT __stdcall GetAdapterDisplayMode(UINT Adapter, D3DDISPLAYMODE* pMode);
HRESULT __stdcall CheckDeviceType(UINT iAdapter, D3DDEVTYPE DevType, D3DFORMAT DisplayFormat, D3DFORMAT BackBufferFormat, BOOL bWindowed);
HRESULT __stdcall CheckDeviceFormat(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat);
HRESULT __stdcall CheckDeviceMultiSampleType(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels);
HRESULT __stdcall CheckDepthStencilMatch(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat);
HRESULT __stdcall CheckDeviceFormatConversion(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat);
HRESULT __stdcall GetDeviceCaps(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9* pCaps);
HMONITOR __stdcall GetAdapterMonitor(UINT Adapter);
HRESULT __stdcall CreateDevice(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface);
private:
IDirect3D9 *m_pIDirect3D9;
};
static IDirect3D9* __stdcall Direct3DCreate9Stub(UINT sdk);
};
}

View File

@ -76,7 +76,7 @@ namespace Components
Utils::Hook::Set<DWORD>(0x45ACE0, 0xC301B0);
// fs_basegame
Utils::Hook::Set<char*>(0x6431D1, "data");
Utils::Hook::Set<char*>(0x6431D1, "data2");
// UI version string
Utils::Hook::Set<char*>(0x43F73B, "iw4x IW4x: r" REVISION_STR "-" MILESTONE);