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📄 d3d8.h

📁 Direct8.1SDK 游戏编程必备SDK 8.1版适用范围广些
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#define IDirect3DDevice8_AddRef(p) (p)->AddRef()
#define IDirect3DDevice8_Release(p) (p)->Release()
#define IDirect3DDevice8_TestCooperativeLevel(p) (p)->TestCooperativeLevel()
#define IDirect3DDevice8_GetAvailableTextureMem(p) (p)->GetAvailableTextureMem()
#define IDirect3DDevice8_ResourceManagerDiscardBytes(p,a) (p)->ResourceManagerDiscardBytes(a)
#define IDirect3DDevice8_GetDirect3D(p,a) (p)->GetDirect3D(a)
#define IDirect3DDevice8_GetDeviceCaps(p,a) (p)->GetDeviceCaps(a)
#define IDirect3DDevice8_GetDisplayMode(p,a) (p)->GetDisplayMode(a)
#define IDirect3DDevice8_GetCreationParameters(p,a) (p)->GetCreationParameters(a)
#define IDirect3DDevice8_SetCursorProperties(p,a,b,c) (p)->SetCursorProperties(a,b,c)
#define IDirect3DDevice8_SetCursorPosition(p,a,b,c) (p)->SetCursorPosition(a,b,c)
#define IDirect3DDevice8_ShowCursor(p,a) (p)->ShowCursor(a)
#define IDirect3DDevice8_CreateAdditionalSwapChain(p,a,b) (p)->CreateAdditionalSwapChain(a,b)
#define IDirect3DDevice8_Reset(p,a) (p)->Reset(a)
#define IDirect3DDevice8_Present(p,a,b,c,d) (p)->Present(a,b,c,d)
#define IDirect3DDevice8_GetBackBuffer(p,a,b,c) (p)->GetBackBuffer(a,b,c)
#define IDirect3DDevice8_GetRasterStatus(p,a) (p)->GetRasterStatus(a)
#define IDirect3DDevice8_SetGammaRamp(p,a,b) (p)->SetGammaRamp(a,b)
#define IDirect3DDevice8_GetGammaRamp(p,a) (p)->GetGammaRamp(a)
#define IDirect3DDevice8_CreateTexture(p,a,b,c,d,e,f,g) (p)->CreateTexture(a,b,c,d,e,f,g)
#define IDirect3DDevice8_CreateVolumeTexture(p,a,b,c,d,e,f,g,h) (p)->CreateVolumeTexture(a,b,c,d,e,f,g,h)
#define IDirect3DDevice8_CreateCubeTexture(p,a,b,c,d,e,f) (p)->CreateCubeTexture(a,b,c,d,e,f)
#define IDirect3DDevice8_CreateVertexBuffer(p,a,b,c,d,e) (p)->CreateVertexBuffer(a,b,c,d,e)
#define IDirect3DDevice8_CreateIndexBuffer(p,a,b,c,d,e) (p)->CreateIndexBuffer(a,b,c,d,e)
#define IDirect3DDevice8_CreateRenderTarget(p,a,b,c,d,e,f) (p)->CreateRenderTarget(a,b,c,d,e,f)
#define IDirect3DDevice8_CreateDepthStencilSurface(p,a,b,c,d,e) (p)->CreateDepthStencilSurface(a,b,c,d,e)
#define IDirect3DDevice8_CreateImageSurface(p,a,b,c,d) (p)->CreateImageSurface(a,b,c,d)
#define IDirect3DDevice8_CopyRects(p,a,b,c,d,e) (p)->CopyRects(a,b,c,d,e)
#define IDirect3DDevice8_UpdateTexture(p,a,b) (p)->UpdateTexture(a,b)
#define IDirect3DDevice8_GetFrontBuffer(p,a) (p)->GetFrontBuffer(a)
#define IDirect3DDevice8_SetRenderTarget(p,a,b) (p)->SetRenderTarget(a,b)
#define IDirect3DDevice8_GetRenderTarget(p,a) (p)->GetRenderTarget(a)
#define IDirect3DDevice8_GetDepthStencilSurface(p,a) (p)->GetDepthStencilSurface(a)
#define IDirect3DDevice8_BeginScene(p) (p)->BeginScene()
#define IDirect3DDevice8_EndScene(p) (p)->EndScene()
#define IDirect3DDevice8_Clear(p,a,b,c,d,e,f) (p)->Clear(a,b,c,d,e,f)
#define IDirect3DDevice8_SetTransform(p,a,b) (p)->SetTransform(a,b)
#define IDirect3DDevice8_GetTransform(p,a,b) (p)->GetTransform(a,b)
#define IDirect3DDevice8_MultiplyTransform(p,a,b) (p)->MultiplyTransform(a,b)
#define IDirect3DDevice8_SetViewport(p,a) (p)->SetViewport(a)
#define IDirect3DDevice8_GetViewport(p,a) (p)->GetViewport(a)
#define IDirect3DDevice8_SetMaterial(p,a) (p)->SetMaterial(a)
#define IDirect3DDevice8_GetMaterial(p,a) (p)->GetMaterial(a)
#define IDirect3DDevice8_SetLight(p,a,b) (p)->SetLight(a,b)
#define IDirect3DDevice8_GetLight(p,a,b) (p)->GetLight(a,b)
#define IDirect3DDevice8_LightEnable(p,a,b) (p)->LightEnable(a,b)
#define IDirect3DDevice8_GetLightEnable(p,a,b) (p)->GetLightEnable(a,b)
#define IDirect3DDevice8_SetClipPlane(p,a,b) (p)->SetClipPlane(a,b)
#define IDirect3DDevice8_GetClipPlane(p,a,b) (p)->GetClipPlane(a,b)
#define IDirect3DDevice8_SetRenderState(p,a,b) (p)->SetRenderState(a,b)
#define IDirect3DDevice8_GetRenderState(p,a,b) (p)->GetRenderState(a,b)
#define IDirect3DDevice8_BeginStateBlock(p) (p)->BeginStateBlock()
#define IDirect3DDevice8_EndStateBlock(p,a) (p)->EndStateBlock(a)
#define IDirect3DDevice8_ApplyStateBlock(p,a) (p)->ApplyStateBlock(a)
#define IDirect3DDevice8_CaptureStateBlock(p,a) (p)->CaptureStateBlock(a)
#define IDirect3DDevice8_DeleteStateBlock(p,a) (p)->DeleteStateBlock(a)
#define IDirect3DDevice8_CreateStateBlock(p,a,b) (p)->CreateStateBlock(a,b)
#define IDirect3DDevice8_SetClipStatus(p,a) (p)->SetClipStatus(a)
#define IDirect3DDevice8_GetClipStatus(p,a) (p)->GetClipStatus(a)
#define IDirect3DDevice8_GetTexture(p,a,b) (p)->GetTexture(a,b)
#define IDirect3DDevice8_SetTexture(p,a,b) (p)->SetTexture(a,b)
#define IDirect3DDevice8_GetTextureStageState(p,a,b,c) (p)->GetTextureStageState(a,b,c)
#define IDirect3DDevice8_SetTextureStageState(p,a,b,c) (p)->SetTextureStageState(a,b,c)
#define IDirect3DDevice8_ValidateDevice(p,a) (p)->ValidateDevice(a)
#define IDirect3DDevice8_GetInfo(p,a,b,c) (p)->GetInfo(a,b,c)
#define IDirect3DDevice8_SetPaletteEntries(p,a,b) (p)->SetPaletteEntries(a,b)
#define IDirect3DDevice8_GetPaletteEntries(p,a,b) (p)->GetPaletteEntries(a,b)
#define IDirect3DDevice8_SetCurrentTexturePalette(p,a) (p)->SetCurrentTexturePalette(a)
#define IDirect3DDevice8_GetCurrentTexturePalette(p,a) (p)->GetCurrentTexturePalette(a)
#define IDirect3DDevice8_DrawPrimitive(p,a,b,c) (p)->DrawPrimitive(a,b,c)
#define IDirect3DDevice8_DrawIndexedPrimitive(p,a,b,c,d,e) (p)->DrawIndexedPrimitive(a,b,c,d,e)
#define IDirect3DDevice8_DrawPrimitiveUP(p,a,b,c,d) (p)->DrawPrimitiveUP(a,b,c,d)
#define IDirect3DDevice8_DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h) (p)->DrawIndexedPrimitiveUP(a,b,c,d,e,f,g,h)
#define IDirect3DDevice8_ProcessVertices(p,a,b,c,d,e) (p)->ProcessVertices(a,b,c,d,e)
#define IDirect3DDevice8_CreateVertexShader(p,a,b,c,d) (p)->CreateVertexShader(a,b,c,d)
#define IDirect3DDevice8_SetVertexShader(p,a) (p)->SetVertexShader(a)
#define IDirect3DDevice8_GetVertexShader(p,a) (p)->GetVertexShader(a)
#define IDirect3DDevice8_DeleteVertexShader(p,a) (p)->DeleteVertexShader(a)
#define IDirect3DDevice8_SetVertexShaderConstant(p,a,b,c) (p)->SetVertexShaderConstant(a,b,c)
#define IDirect3DDevice8_GetVertexShaderConstant(p,a,b,c) (p)->GetVertexShaderConstant(a,b,c)
#define IDirect3DDevice8_GetVertexShaderDeclaration(p,a,b,c) (p)->GetVertexShaderDeclaration(a,b,c)
#define IDirect3DDevice8_GetVertexShaderFunction(p,a,b,c) (p)->GetVertexShaderFunction(a,b,c)
#define IDirect3DDevice8_SetStreamSource(p,a,b,c) (p)->SetStreamSource(a,b,c)
#define IDirect3DDevice8_GetStreamSource(p,a,b,c) (p)->GetStreamSource(a,b,c)
#define IDirect3DDevice8_SetIndices(p,a,b) (p)->SetIndices(a,b)
#define IDirect3DDevice8_GetIndices(p,a,b) (p)->GetIndices(a,b)
#define IDirect3DDevice8_CreatePixelShader(p,a,b) (p)->CreatePixelShader(a,b)
#define IDirect3DDevice8_SetPixelShader(p,a) (p)->SetPixelShader(a)
#define IDirect3DDevice8_GetPixelShader(p,a) (p)->GetPixelShader(a)
#define IDirect3DDevice8_DeletePixelShader(p,a) (p)->DeletePixelShader(a)
#define IDirect3DDevice8_SetPixelShaderConstant(p,a,b,c) (p)->SetPixelShaderConstant(a,b,c)
#define IDirect3DDevice8_GetPixelShaderConstant(p,a,b,c) (p)->GetPixelShaderConstant(a,b,c)
#define IDirect3DDevice8_GetPixelShaderFunction(p,a,b,c) (p)->GetPixelShaderFunction(a,b,c)
#define IDirect3DDevice8_DrawRectPatch(p,a,b,c) (p)->DrawRectPatch(a,b,c)
#define IDirect3DDevice8_DrawTriPatch(p,a,b,c) (p)->DrawTriPatch(a,b,c)
#define IDirect3DDevice8_DeletePatch(p,a) (p)->DeletePatch(a)
#endif



#undef INTERFACE
#define INTERFACE IDirect3DSwapChain8

DECLARE_INTERFACE_(IDirect3DSwapChain8, IUnknown)
{
    /*** IUnknown methods ***/
    STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE;
    STDMETHOD_(ULONG,AddRef)(THIS) PURE;
    STDMETHOD_(ULONG,Release)(THIS) PURE;

    /*** IDirect3DSwapChain8 methods ***/
    STDMETHOD(Present)(THIS_ CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) PURE;
    STDMETHOD(GetBackBuffer)(THIS_ UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer) PURE;
};

typedef struct IDirect3DSwapChain8 *LPDIRECT3DSWAPCHAIN8, *PDIRECT3DSWAPCHAIN8;

#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirect3DSwapChain8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirect3DSwapChain8_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirect3DSwapChain8_Release(p) (p)->lpVtbl->Release(p)
#define IDirect3DSwapChain8_Present(p,a,b,c,d) (p)->lpVtbl->Present(p,a,b,c,d)
#define IDirect3DSwapChain8_GetBackBuffer(p,a,b,c) (p)->lpVtbl->GetBackBuffer(p,a,b,c)
#else
#define IDirect3DSwapChain8_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirect3DSwapChain8_AddRef(p) (p)->AddRef()
#define IDirect3DSwapChain8_Release(p) (p)->Release()
#define IDirect3DSwapChain8_Present(p,a,b,c,d) (p)->Present(a,b,c,d)
#define IDirect3DSwapChain8_GetBackBuffer(p,a,b,c) (p)->GetBackBuffer(a,b,c)
#endif



#undef INTERFACE
#define INTERFACE IDirect3DResource8

DECLARE_INTERFACE_(IDirect3DResource8, IUnknown)
{
    /*** IUnknown methods ***/
    STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE;
    STDMETHOD_(ULONG,AddRef)(THIS) PURE;
    STDMETHOD_(ULONG,Release)(THIS) PURE;

    /*** IDirect3DResource8 methods ***/
    STDMETHOD(GetDevice)(THIS_ IDirect3DDevice8** ppDevice) PURE;
    STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE;
    STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE;
    STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE;
    STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE;
    STDMETHOD_(DWORD, GetPriority)(THIS) PURE;
    STDMETHOD_(void, PreLoad)(THIS) PURE;
    STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE;
};

typedef struct IDirect3DResource8 *LPDIRECT3DRESOURCE8, *PDIRECT3DRESOURCE8;

#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirect3DResource8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirect3DResource8_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirect3DResource8_Release(p) (p)->lpVtbl->Release(p)
#define IDirect3DResource8_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a)
#define IDirect3DResource8_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d)
#define IDirect3DResource8_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c)
#define IDirect3DResource8_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a)
#define IDirect3DResource8_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a)
#define IDirect3DResource8_GetPriority(p) (p)->lpVtbl->GetPriority(p)
#define IDirect3DResource8_PreLoad(p) (p)->lpVtbl->PreLoad(p)
#define IDirect3DResource8_GetType(p) (p)->lpVtbl->GetType(p)
#else
#define IDirect3DResource8_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define IDirect3DResource8_AddRef(p) (p)->AddRef()
#define IDirect3DResource8_Release(p) (p)->Release()
#define IDirect3DResource8_GetDevice(p,a) (p)->GetDevice(a)
#define IDirect3DResource8_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d)
#define IDirect3DResource8_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c)
#define IDirect3DResource8_FreePrivateData(p,a) (p)->FreePrivateData(a)
#define IDirect3DResource8_SetPriority(p,a) (p)->SetPriority(a)
#define IDirect3DResource8_GetPriority(p) (p)->GetPriority()
#define IDirect3DResource8_PreLoad(p) (p)->PreLoad()
#define IDirect3DResource8_GetType(p) (p)->GetType()
#endif




#undef INTERFACE
#define INTERFACE IDirect3DBaseTexture8

DECLARE_INTERFACE_(IDirect3DBaseTexture8, IDirect3DResource8)
{
    /*** IUnknown methods ***/
    STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE;
    STDMETHOD_(ULONG,AddRef)(THIS) PURE;
    STDMETHOD_(ULONG,Release)(THIS) PURE;

    /*** IDirect3DResource8 methods ***/
    STDMETHOD(GetDevice)(THIS_ IDirect3DDevice8** ppDevice) PURE;
    STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE;
    STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE;
    STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE;
    STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE;
    STDMETHOD_(DWORD, GetPriority)(THIS) PURE;
    STDMETHOD_(void, PreLoad)(THIS) PURE;
    STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE;
    STDMETHOD_(DWORD, SetLOD)(THIS_ DWORD LODNew) PURE;
    STDMETHOD_(DWORD, GetLOD)(THIS) PURE;
    STDMETHOD_(DWORD, GetLevelCount)(THIS) PURE;
};

typedef struct IDirect3DBaseTexture8 *LPDIRECT3DBASETEXTURE8, *PDIRECT3DBASETEXTURE8;

#if !defined(__cplusplus) || defined(CINTERFACE)
#define IDirect3DBaseTexture8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IDirect3DBaseTexture8_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirect3DBaseTexture8_Release(p) (p)->lpVtbl->Release(p)
#define IDirect3DBaseTexture8_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a)
#define IDirect3DBaseTexture8_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d)
#define IDirect3DBaseTexture8_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c)
#define IDirect3DBaseTexture8_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a)
#define IDirect3DBaseTexture8_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a)
#define IDirect3DBaseTexture8_GetPriority(p) (p)->lpVtbl->GetPriority(p)
#define IDirect3DBaseTexture8_PreLoad(p) (p)->lpVtbl->PreLoad(p)
#define IDirect3DBaseTexture8_GetType(p) (p)->lpVtbl->GetType(p)
#define IDirect3DBaseTexture8_SetLOD(p,a) (p)->lpVtbl->SetLOD(p,a)
#define IDirect3DBaseTexture8_GetLOD(p) (p)->lpVtbl->GetLOD(p)
#define IDirect3DBaseTexture8_GetLevelCount(p) (p)->lpVtbl->GetLevelCount(p)

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