mirror of
https://github.com/doitsujin/dxvk.git
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96 lines
2.1 KiB
C
96 lines
2.1 KiB
C
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#pragma once
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#ifndef _MSC_VER
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#ifdef _WIN32_WINNT
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#undef _WIN32_WINNT
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#endif
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#define _WIN32_WINNT 0x0A00
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#endif
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#include <stdint.h>
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#include <d3d9.h>
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//for some reason we need to specify __declspec(dllexport) for MinGW
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#if defined(__WINE__)
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#define DLLEXPORT __attribute__((visibility("default")))
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#elif defined(_MSC_VER)
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#define DLLEXPORT
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#else
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#define DLLEXPORT __declspec(dllexport)
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#endif
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#include "../util/com/com_guid.h"
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#include "../util/com/com_object.h"
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#include "../util/com/com_pointer.h"
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#include "../util/log/log.h"
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#include "../util/log/log_debug.h"
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#include "../util/rc/util_rc.h"
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#include "../util/rc/util_rc_ptr.h"
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#include "../util/util_env.h"
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#include "../util/util_enum.h"
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#include "../util/util_error.h"
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#include "../util/util_flags.h"
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#include "../util/util_likely.h"
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#include "../util/util_math.h"
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#include "../util/util_string.h"
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#include "../util/util_misc.h"
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// Missed definitions in Wine/MinGW.
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#ifndef D3DPRESENT_BACK_BUFFERS_MAX_EX
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#define D3DPRESENT_BACK_BUFFERS_MAX_EX 30
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#endif
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#ifndef D3DSI_OPCODE_MASK
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#define D3DSI_OPCODE_MASK 0x0000FFFF
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#endif
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#ifndef D3DSP_TEXTURETYPE_MASK
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#define D3DSP_TEXTURETYPE_MASK 0x78000000
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#endif
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#ifndef D3DUSAGE_AUTOGENMIPMAP
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#define D3DUSAGE_AUTOGENMIPMAP 0x00000400L
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#endif
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#ifndef D3DSP_DCL_USAGE_MASK
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#define D3DSP_DCL_USAGE_MASK 0x0000000f
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#endif
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#ifndef D3DSP_OPCODESPECIFICCONTROL_MASK
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#define D3DSP_OPCODESPECIFICCONTROL_MASK 0x00ff0000
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#endif
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#ifndef D3DSP_OPCODESPECIFICCONTROL_SHIFT
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#define D3DSP_OPCODESPECIFICCONTROL_SHIFT 16
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#endif
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#ifndef D3DCURSOR_IMMEDIATE_UPDATE
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#define D3DCURSOR_IMMEDIATE_UPDATE 0x00000001L
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#endif
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#ifndef D3DPRESENT_FORCEIMMEDIATE
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#define D3DPRESENT_FORCEIMMEDIATE 0x00000100L
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#endif
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// MinGW headers are broken. Who'dve guessed?
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#ifndef _MSC_VER
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typedef struct _D3DDEVINFO_RESOURCEMANAGER
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{
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char dummy;
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} D3DDEVINFO_RESOURCEMANAGER, * LPD3DDEVINFO_RESOURCEMANAGER;
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#ifndef __WINE__
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extern "C" WINUSERAPI WINBOOL WINAPI SetProcessDPIAware(VOID);
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#endif
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#endif
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// This is the managed pool on D3D9Ex, it's just hidden!
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#define D3DPOOL_MANAGED_EX D3DPOOL(6)
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using D3D9VertexElements = std::vector<D3DVERTEXELEMENT9>;
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