Commit 496b438e authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Remove d3d8/9 palette support.

parent 4365d290
...@@ -5387,7 +5387,7 @@ HRESULT ddraw_init(IDirectDrawImpl *ddraw, WINED3DDEVTYPE device_type) ...@@ -5387,7 +5387,7 @@ HRESULT ddraw_init(IDirectDrawImpl *ddraw, WINED3DDEVTYPE device_type)
ddraw->orig_width = GetSystemMetrics(SM_CXSCREEN); ddraw->orig_width = GetSystemMetrics(SM_CXSCREEN);
ddraw->orig_height = GetSystemMetrics(SM_CYSCREEN); ddraw->orig_height = GetSystemMetrics(SM_CYSCREEN);
ddraw->wineD3D = wined3d_create(7, WINED3D_PALETTE_PER_SURFACE | WINED3D_LEGACY_DEPTH_BIAS, ddraw->wineD3D = wined3d_create(7, WINED3D_LEGACY_DEPTH_BIAS,
&ddraw->IDirectDraw7_iface); &ddraw->IDirectDraw7_iface);
if (!ddraw->wineD3D) if (!ddraw->wineD3D)
{ {
......
...@@ -1231,32 +1231,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device, ...@@ -1231,32 +1231,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*device->fb.render_targets) * gl_info->limits.buffers); sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
device->palette_count = 1;
device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
if (!device->palettes || !device->fb.render_targets)
{
ERR("Out of memory!\n");
hr = E_OUTOFMEMORY;
goto err_out;
}
device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
if (!device->palettes[0])
{
ERR("Out of memory!\n");
hr = E_OUTOFMEMORY;
goto err_out;
}
for (i = 0; i < 256; ++i)
{
device->palettes[0][i].peRed = 0xff;
device->palettes[0][i].peGreen = 0xff;
device->palettes[0][i].peBlue = 0xff;
device->palettes[0][i].peFlags = 0xff;
}
device->currentPalette = 0;
/* Initialize the texture unit mapping to a 1:1 mapping */ /* Initialize the texture unit mapping to a 1:1 mapping */
for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
{ {
...@@ -1385,12 +1359,6 @@ err_out: ...@@ -1385,12 +1359,6 @@ err_out:
HeapFree(GetProcessHeap(), 0, device->fb.render_targets); HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
HeapFree(GetProcessHeap(), 0, device->swapchains); HeapFree(GetProcessHeap(), 0, device->swapchains);
device->swapchain_count = 0; device->swapchain_count = 0;
if (device->palettes)
{
HeapFree(GetProcessHeap(), 0, device->palettes[0]);
HeapFree(GetProcessHeap(), 0, device->palettes);
}
device->palette_count = 0;
if (swapchain) if (swapchain)
wined3d_swapchain_decref(swapchain); wined3d_swapchain_decref(swapchain);
if (device->stateBlock) if (device->stateBlock)
...@@ -1579,12 +1547,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device) ...@@ -1579,12 +1547,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
device->swapchains = NULL; device->swapchains = NULL;
device->swapchain_count = 0; device->swapchain_count = 0;
for (i = 0; i < device->palette_count; ++i)
HeapFree(GetProcessHeap(), 0, device->palettes[i]);
HeapFree(GetProcessHeap(), 0, device->palettes);
device->palettes = NULL;
device->palette_count = 0;
HeapFree(GetProcessHeap(), 0, device->fb.render_targets); HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
device->fb.render_targets = NULL; device->fb.render_targets = NULL;
...@@ -4574,135 +4536,6 @@ HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWOR ...@@ -4574,135 +4536,6 @@ HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWOR
return WINED3D_OK; return WINED3D_OK;
} }
static void dirtify_p8_texture_samplers(struct wined3d_device *device)
{
UINT i;
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
struct wined3d_texture *texture = device->stateBlock->state.textures[i];
if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
|| texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
device_invalidate_state(device, STATE_SAMPLER(i));
}
}
HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
UINT palette_idx, const PALETTEENTRY *entries)
{
UINT i;
TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
if (palette_idx >= MAX_PALETTES)
{
WARN("Invalid palette index %u.\n", palette_idx);
return WINED3DERR_INVALIDCALL;
}
if (palette_idx >= device->palette_count)
{
UINT new_size = device->palette_count;
PALETTEENTRY **palettes;
do
{
new_size *= 2;
} while (palette_idx >= new_size);
palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
if (!palettes)
{
ERR("Out of memory!\n");
return E_OUTOFMEMORY;
}
device->palettes = palettes;
device->palette_count = new_size;
}
if (!device->palettes[palette_idx])
{
device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
if (!device->palettes[palette_idx])
{
ERR("Out of memory!\n");
return E_OUTOFMEMORY;
}
}
for (i = 0; i < 256; ++i)
{
device->palettes[palette_idx][i].peRed = entries[i].peRed;
device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
}
if (palette_idx == device->currentPalette)
dirtify_p8_texture_samplers(device);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
UINT palette_idx, PALETTEENTRY *entries)
{
UINT i;
TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
{
/* What happens in such situation isn't documented; Native seems to
* silently abort on such conditions. */
WARN("Invalid palette index %u.\n", palette_idx);
return WINED3DERR_INVALIDCALL;
}
for (i = 0; i < 256; ++i)
{
entries[i].peRed = device->palettes[palette_idx][i].peRed;
entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
{
TRACE("device %p, palette_idx %u.\n", device, palette_idx);
/* Native appears to silently abort on attempt to make an uninitialized
* palette current and render. (tested with reference rasterizer). */
if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
{
WARN("Invalid palette index %u.\n", palette_idx);
return WINED3DERR_INVALIDCALL;
}
/* TODO: stateblocks? */
if (device->currentPalette != palette_idx)
{
device->currentPalette = palette_idx;
dirtify_p8_texture_samplers(device);
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
{
TRACE("device %p, palette_idx %p.\n", device, palette_idx);
if (!palette_idx)
return WINED3DERR_INVALIDCALL;
*palette_idx = device->currentPalette;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software) HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
{ {
static BOOL warned; static BOOL warned;
......
...@@ -3869,19 +3869,6 @@ void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB ...@@ -3869,19 +3869,6 @@ void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB
/* TODO: Use already acquired context when possible. */ /* TODO: Use already acquired context when possible. */
context = context_acquire(device, NULL); context = context_acquire(device, NULL);
if (surface->resource.format->id == WINED3DFMT_P8_UINT
|| surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
{
if (palette9_changed(surface))
{
TRACE("Reloading surface because the d3d8/9 palette was changed\n");
/* TODO: This is not necessarily needed with hw palettized texture support */
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}
}
surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE); surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
if (surface->resource.pool == WINED3DPOOL_DEFAULT) if (surface->resource.pool == WINED3DPOOL_DEFAULT)
...@@ -4493,29 +4480,12 @@ void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[25 ...@@ -4493,29 +4480,12 @@ void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[25
if (!pal) if (!pal)
{ {
/* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */ ERR("This code should never get entered for DirectDraw!, expect problems\n");
if (device->wined3d->flags & WINED3D_PALETTE_PER_SURFACE) if (index_in_alpha)
{
ERR("This code should never get entered for DirectDraw!, expect problems\n");
if (index_in_alpha)
{
/* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
* there's no palette at this time. */
for (i = 0; i < 256; i++) table[i][3] = i;
}
}
else
{ {
/* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8, /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
* alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device * there's no palette at this time. */
* capability flag is present (wine does advertise this capability) */ for (i = 0; i < 256; i++) table[i][3] = i;
for (i = 0; i < 256; ++i)
{
table[i][0] = device->palettes[device->currentPalette][i].peRed;
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
table[i][3] = device->palettes[device->currentPalette][i].peFlags;
}
} }
} }
else else
...@@ -4699,35 +4669,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI ...@@ -4699,35 +4669,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
return WINED3D_OK; return WINED3D_OK;
} }
BOOL palette9_changed(struct wined3d_surface *surface)
{
struct wined3d_device *device = surface->resource.device;
if (surface->palette || (surface->resource.format->id != WINED3DFMT_P8_UINT
&& surface->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
{
/* If a ddraw-style palette is attached assume no d3d9 palette change.
* Also the palette isn't interesting if the surface format isn't P8 or A8P8
*/
return FALSE;
}
if (surface->palette9)
{
if (!memcmp(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
{
return FALSE;
}
}
else
{
surface->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
}
memcpy(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
return TRUE;
}
void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
{ {
/* Flip the surface contents */ /* Flip the surface contents */
......
...@@ -683,25 +683,6 @@ static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB ...@@ -683,25 +683,6 @@ static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB
context = context_acquire(device, NULL); context = context_acquire(device, NULL);
} }
if (texture->resource.format->id == WINED3DFMT_P8_UINT
|| texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
{
for (i = 0; i < sub_count; ++i)
{
struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
if (palette9_changed(surface))
{
TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
/* TODO: This is not necessarily needed with hw palettized texture support. */
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette
* change, this kills performance though :( */
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}
}
}
if (gl_tex->dirty) if (gl_tex->dirty)
{ {
/* Reload the surfaces if the texture is marked dirty. */ /* Reload the surfaces if the texture is marked dirty. */
......
...@@ -67,7 +67,6 @@ ...@@ -67,7 +67,6 @@
@ cdecl wined3d_device_get_clip_plane(ptr long ptr) @ cdecl wined3d_device_get_clip_plane(ptr long ptr)
@ cdecl wined3d_device_get_clip_status(ptr ptr) @ cdecl wined3d_device_get_clip_status(ptr ptr)
@ cdecl wined3d_device_get_creation_parameters(ptr ptr) @ cdecl wined3d_device_get_creation_parameters(ptr ptr)
@ cdecl wined3d_device_get_current_texture_palette(ptr ptr)
@ cdecl wined3d_device_get_depth_stencil(ptr ptr) @ cdecl wined3d_device_get_depth_stencil(ptr ptr)
@ cdecl wined3d_device_get_device_caps(ptr ptr) @ cdecl wined3d_device_get_device_caps(ptr ptr)
@ cdecl wined3d_device_get_display_mode(ptr long ptr) @ cdecl wined3d_device_get_display_mode(ptr long ptr)
...@@ -78,7 +77,6 @@ ...@@ -78,7 +77,6 @@
@ cdecl wined3d_device_get_light_enable(ptr long ptr) @ cdecl wined3d_device_get_light_enable(ptr long ptr)
@ cdecl wined3d_device_get_material(ptr ptr) @ cdecl wined3d_device_get_material(ptr ptr)
@ cdecl wined3d_device_get_npatch_mode(ptr) @ cdecl wined3d_device_get_npatch_mode(ptr)
@ cdecl wined3d_device_get_palette_entries(ptr long ptr)
@ cdecl wined3d_device_get_pixel_shader(ptr) @ cdecl wined3d_device_get_pixel_shader(ptr)
@ cdecl wined3d_device_get_primitive_type(ptr ptr) @ cdecl wined3d_device_get_primitive_type(ptr ptr)
@ cdecl wined3d_device_get_ps_consts_b(ptr long ptr long) @ cdecl wined3d_device_get_ps_consts_b(ptr long ptr long)
...@@ -117,7 +115,6 @@ ...@@ -117,7 +115,6 @@
@ cdecl wined3d_device_set_base_vertex_index(ptr long) @ cdecl wined3d_device_set_base_vertex_index(ptr long)
@ cdecl wined3d_device_set_clip_plane(ptr long ptr) @ cdecl wined3d_device_set_clip_plane(ptr long ptr)
@ cdecl wined3d_device_set_clip_status(ptr ptr) @ cdecl wined3d_device_set_clip_status(ptr ptr)
@ cdecl wined3d_device_set_current_texture_palette(ptr long)
@ cdecl wined3d_device_set_cursor_position(ptr long long long) @ cdecl wined3d_device_set_cursor_position(ptr long long long)
@ cdecl wined3d_device_set_cursor_properties(ptr long long ptr) @ cdecl wined3d_device_set_cursor_properties(ptr long long ptr)
@ cdecl wined3d_device_set_depth_stencil(ptr ptr) @ cdecl wined3d_device_set_depth_stencil(ptr ptr)
...@@ -130,7 +127,6 @@ ...@@ -130,7 +127,6 @@
@ cdecl wined3d_device_set_material(ptr ptr) @ cdecl wined3d_device_set_material(ptr ptr)
@ cdecl wined3d_device_set_multithreaded(ptr) @ cdecl wined3d_device_set_multithreaded(ptr)
@ cdecl wined3d_device_set_npatch_mode(ptr float) @ cdecl wined3d_device_set_npatch_mode(ptr float)
@ cdecl wined3d_device_set_palette_entries(ptr long ptr)
@ cdecl wined3d_device_set_pixel_shader(ptr ptr) @ cdecl wined3d_device_set_pixel_shader(ptr ptr)
@ cdecl wined3d_device_set_primitive_type(ptr long) @ cdecl wined3d_device_set_primitive_type(ptr long)
@ cdecl wined3d_device_set_ps_consts_b(ptr long ptr long) @ cdecl wined3d_device_set_ps_consts_b(ptr long ptr long)
......
...@@ -1712,11 +1712,6 @@ struct wined3d_device ...@@ -1712,11 +1712,6 @@ struct wined3d_device
struct wined3d_surface *onscreen_depth_stencil; struct wined3d_surface *onscreen_depth_stencil;
struct wined3d_surface *auto_depth_stencil; struct wined3d_surface *auto_depth_stencil;
/* palettes texture management */
PALETTEENTRY **palettes;
UINT palette_count;
UINT currentPalette;
/* For rendering to a texture using glCopyTexImage */ /* For rendering to a texture using glCopyTexImage */
GLuint depth_blt_texture; GLuint depth_blt_texture;
...@@ -2180,8 +2175,6 @@ HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_c ...@@ -2180,8 +2175,6 @@ HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_c
struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN; struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN; void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
BOOL palette9_changed(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
struct wined3d_vertex_declaration_element struct wined3d_vertex_declaration_element
{ {
const struct wined3d_format *format; const struct wined3d_format *format;
......
...@@ -1234,8 +1234,7 @@ enum wined3d_sysval_semantic ...@@ -1234,8 +1234,7 @@ enum wined3d_sysval_semantic
#define WINED3DDEVCAPS_RTPATCHHANDLEZERO 0x00800000 #define WINED3DDEVCAPS_RTPATCHHANDLEZERO 0x00800000
#define WINED3DDEVCAPS_NPATCHES 0x01000000 #define WINED3DDEVCAPS_NPATCHES 0x01000000
#define WINED3D_PALETTE_PER_SURFACE 0x00000001 #define WINED3D_LEGACY_DEPTH_BIAS 0x00000001
#define WINED3D_LEGACY_DEPTH_BIAS 0x00000002
/* dwDDFX */ /* dwDDFX */
/* arithmetic stretching along y axis */ /* arithmetic stretching along y axis */
...@@ -2212,7 +2211,6 @@ HRESULT __cdecl wined3d_device_get_clip_plane(const struct wined3d_device *devic ...@@ -2212,7 +2211,6 @@ HRESULT __cdecl wined3d_device_get_clip_plane(const struct wined3d_device *devic
HRESULT __cdecl wined3d_device_get_clip_status(const struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status); HRESULT __cdecl wined3d_device_get_clip_status(const struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status);
HRESULT __cdecl wined3d_device_get_creation_parameters(struct wined3d_device *device, HRESULT __cdecl wined3d_device_get_creation_parameters(struct wined3d_device *device,
WINED3DDEVICE_CREATION_PARAMETERS *creation_parameters); WINED3DDEVICE_CREATION_PARAMETERS *creation_parameters);
HRESULT __cdecl wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx);
HRESULT __cdecl wined3d_device_get_depth_stencil(struct wined3d_device *device, HRESULT __cdecl wined3d_device_get_depth_stencil(struct wined3d_device *device,
struct wined3d_surface **depth_stencil); struct wined3d_surface **depth_stencil);
HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps); HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps);
...@@ -2227,8 +2225,6 @@ HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device, UI ...@@ -2227,8 +2225,6 @@ HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device, UI
HRESULT __cdecl wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable); HRESULT __cdecl wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable);
HRESULT __cdecl wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material); HRESULT __cdecl wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material);
float __cdecl wined3d_device_get_npatch_mode(struct wined3d_device *device); float __cdecl wined3d_device_get_npatch_mode(struct wined3d_device *device);
HRESULT __cdecl wined3d_device_get_palette_entries(struct wined3d_device *device,
UINT palette_idx, PALETTEENTRY *entries);
struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct wined3d_device *device); struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct wined3d_device *device);
void __cdecl wined3d_device_get_primitive_type(const struct wined3d_device *device, void __cdecl wined3d_device_get_primitive_type(const struct wined3d_device *device,
WINED3DPRIMITIVETYPE *primitive_topology); WINED3DPRIMITIVETYPE *primitive_topology);
...@@ -2291,7 +2287,6 @@ void __cdecl wined3d_device_restore_fullscreen_window(struct wined3d_device *dev ...@@ -2291,7 +2287,6 @@ void __cdecl wined3d_device_restore_fullscreen_window(struct wined3d_device *dev
HRESULT __cdecl wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index); HRESULT __cdecl wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index);
HRESULT __cdecl wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane); HRESULT __cdecl wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane);
HRESULT __cdecl wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status); HRESULT __cdecl wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status);
HRESULT __cdecl wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx);
void __cdecl wined3d_device_set_cursor_position(struct wined3d_device *device, void __cdecl wined3d_device_set_cursor_position(struct wined3d_device *device,
int x_screen_space, int y_screen_space, DWORD flags); int x_screen_space, int y_screen_space, DWORD flags);
HRESULT __cdecl wined3d_device_set_cursor_properties(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_cursor_properties(struct wined3d_device *device,
...@@ -2309,8 +2304,6 @@ HRESULT __cdecl wined3d_device_set_light_enable(struct wined3d_device *device, U ...@@ -2309,8 +2304,6 @@ HRESULT __cdecl wined3d_device_set_light_enable(struct wined3d_device *device, U
HRESULT __cdecl wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material); HRESULT __cdecl wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material);
void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device); void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device);
HRESULT __cdecl wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments); HRESULT __cdecl wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments);
HRESULT __cdecl wined3d_device_set_palette_entries(struct wined3d_device *device,
UINT palette_idx, const PALETTEENTRY *entries);
HRESULT __cdecl wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader); HRESULT __cdecl wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader);
void __cdecl wined3d_device_set_primitive_type(struct wined3d_device *device, WINED3DPRIMITIVETYPE primitive_topology); void __cdecl wined3d_device_set_primitive_type(struct wined3d_device *device, WINED3DPRIMITIVETYPE primitive_topology);
HRESULT __cdecl wined3d_device_set_ps_consts_b(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_ps_consts_b(struct wined3d_device *device,
......
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