📄 d3d8types.h
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D3DRS_ALPHAFUNC = 25, /* D3DCMPFUNC */
D3DRS_DITHERENABLE = 26, /* TRUE to enable dithering */
D3DRS_ALPHABLENDENABLE = 27, /* TRUE to enable alpha blending */
D3DRS_FOGENABLE = 28, /* TRUE to enable fog blending */
D3DRS_SPECULARENABLE = 29, /* TRUE to enable specular */
D3DRS_ZVISIBLE = 30, /* TRUE to enable z checking */
D3DRS_FOGCOLOR = 34, /* D3DCOLOR */
D3DRS_FOGTABLEMODE = 35, /* D3DFOGMODE */
D3DRS_FOGSTART = 36, /* Fog start (for both vertex and pixel fog) */
D3DRS_FOGEND = 37, /* Fog end */
D3DRS_FOGDENSITY = 38, /* Fog density */
D3DRS_EDGEANTIALIAS = 40, /* TRUE to enable edge antialiasing */
D3DRS_ZBIAS = 47, /* LONG Z bias */
D3DRS_RANGEFOGENABLE = 48, /* Enables range-based fog */
D3DRS_STENCILENABLE = 52, /* BOOL enable/disable stenciling */
D3DRS_STENCILFAIL = 53, /* D3DSTENCILOP to do if stencil test fails */
D3DRS_STENCILZFAIL = 54, /* D3DSTENCILOP to do if stencil test passes and Z test fails */
D3DRS_STENCILPASS = 55, /* D3DSTENCILOP to do if both stencil and Z tests pass */
D3DRS_STENCILFUNC = 56, /* D3DCMPFUNC fn. Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */
D3DRS_STENCILREF = 57, /* Reference value used in stencil test */
D3DRS_STENCILMASK = 58, /* Mask value used in stencil test */
D3DRS_STENCILWRITEMASK = 59, /* Write mask applied to values written to stencil buffer */
D3DRS_TEXTUREFACTOR = 60, /* D3DCOLOR used for multi-texture blend */
D3DRS_WRAP0 = 128, /* wrap for 1st texture coord. set */
D3DRS_WRAP1 = 129, /* wrap for 2nd texture coord. set */
D3DRS_WRAP2 = 130, /* wrap for 3rd texture coord. set */
D3DRS_WRAP3 = 131, /* wrap for 4th texture coord. set */
D3DRS_WRAP4 = 132, /* wrap for 5th texture coord. set */
D3DRS_WRAP5 = 133, /* wrap for 6th texture coord. set */
D3DRS_WRAP6 = 134, /* wrap for 7th texture coord. set */
D3DRS_WRAP7 = 135, /* wrap for 8th texture coord. set */
D3DRS_CLIPPING = 136,
D3DRS_LIGHTING = 137,
D3DRS_AMBIENT = 139,
D3DRS_FOGVERTEXMODE = 140,
D3DRS_COLORVERTEX = 141,
D3DRS_LOCALVIEWER = 142,
D3DRS_NORMALIZENORMALS = 143,
D3DRS_DIFFUSEMATERIALSOURCE = 145,
D3DRS_SPECULARMATERIALSOURCE = 146,
D3DRS_AMBIENTMATERIALSOURCE = 147,
D3DRS_EMISSIVEMATERIALSOURCE = 148,
D3DRS_VERTEXBLEND = 151,
D3DRS_CLIPPLANEENABLE = 152,
D3DRS_SOFTWAREVERTEXPROCESSING = 153,
D3DRS_POINTSIZE = 154, /* float point size */
D3DRS_POINTSIZE_MIN = 155, /* float point size min threshold */
D3DRS_POINTSPRITEENABLE = 156, /* BOOL point texture coord control */
D3DRS_POINTSCALEENABLE = 157, /* BOOL point size scale enable */
D3DRS_POINTSCALE_A = 158, /* float point attenuation A value */
D3DRS_POINTSCALE_B = 159, /* float point attenuation B value */
D3DRS_POINTSCALE_C = 160, /* float point attenuation C value */
D3DRS_MULTISAMPLEANTIALIAS = 161, // BOOL - set to do FSAA with multisample buffer
D3DRS_MULTISAMPLEMASK = 162, // DWORD - per-sample enable/disable
D3DRS_PATCHEDGESTYLE = 163, // Sets whether patch edges will use float style tessellation
D3DRS_PATCHSEGMENTS = 164, // Number of segments per edge when drawing patches
D3DRS_DEBUGMONITORTOKEN = 165, // DEBUG ONLY - token to debug monitor
D3DRS_POINTSIZE_MAX = 166, /* float point size max threshold */
D3DRS_INDEXEDVERTEXBLENDENABLE = 167,
D3DRS_COLORWRITEENABLE = 168, // per-channel write enable
D3DRS_TWEENFACTOR = 170, // float tween factor
D3DRS_BLENDOP = 171, // D3DBLENDOP setting
D3DRS_POSITIONORDER = 172, // NPatch position interpolation order. D3DORDER_LINEAR or D3DORDER_CUBIC (default)
D3DRS_NORMALORDER = 173, // NPatch normal interpolation order. D3DORDER_LINEAR (default) or D3DORDER_QUADRATIC
D3DRS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DRENDERSTATETYPE;
// Values for material source
typedef enum _D3DMATERIALCOLORSOURCE
{
D3DMCS_MATERIAL = 0, // Color from material is used
D3DMCS_COLOR1 = 1, // Diffuse vertex color is used
D3DMCS_COLOR2 = 2, // Specular vertex color is used
D3DMCS_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DMATERIALCOLORSOURCE;
// Bias to apply to the texture coordinate set to apply a wrap to.
#define D3DRENDERSTATE_WRAPBIAS 128UL
/* Flags to construct the WRAP render states */
#define D3DWRAP_U 0x00000001L
#define D3DWRAP_V 0x00000002L
#define D3DWRAP_W 0x00000004L
/* Flags to construct the WRAP render states for 1D thru 4D texture coordinates */
#define D3DWRAPCOORD_0 0x00000001L // same as D3DWRAP_U
#define D3DWRAPCOORD_1 0x00000002L // same as D3DWRAP_V
#define D3DWRAPCOORD_2 0x00000004L // same as D3DWRAP_W
#define D3DWRAPCOORD_3 0x00000008L
/* Flags to construct D3DRS_COLORWRITEENABLE */
#define D3DCOLORWRITEENABLE_RED (1L<<0)
#define D3DCOLORWRITEENABLE_GREEN (1L<<1)
#define D3DCOLORWRITEENABLE_BLUE (1L<<2)
#define D3DCOLORWRITEENABLE_ALPHA (1L<<3)
/*
* State enumerants for per-stage texture processing.
*/
typedef enum _D3DTEXTURESTAGESTATETYPE
{
D3DTSS_COLOROP = 1, /* D3DTEXTUREOP - per-stage blending controls for color channels */
D3DTSS_COLORARG1 = 2, /* D3DTA_* (texture arg) */
D3DTSS_COLORARG2 = 3, /* D3DTA_* (texture arg) */
D3DTSS_ALPHAOP = 4, /* D3DTEXTUREOP - per-stage blending controls for alpha channel */
D3DTSS_ALPHAARG1 = 5, /* D3DTA_* (texture arg) */
D3DTSS_ALPHAARG2 = 6, /* D3DTA_* (texture arg) */
D3DTSS_BUMPENVMAT00 = 7, /* float (bump mapping matrix) */
D3DTSS_BUMPENVMAT01 = 8, /* float (bump mapping matrix) */
D3DTSS_BUMPENVMAT10 = 9, /* float (bump mapping matrix) */
D3DTSS_BUMPENVMAT11 = 10, /* float (bump mapping matrix) */
D3DTSS_TEXCOORDINDEX = 11, /* identifies which set of texture coordinates index this texture */
D3DTSS_ADDRESSU = 13, /* D3DTEXTUREADDRESS for U coordinate */
D3DTSS_ADDRESSV = 14, /* D3DTEXTUREADDRESS for V coordinate */
D3DTSS_BORDERCOLOR = 15, /* D3DCOLOR */
D3DTSS_MAGFILTER = 16, /* D3DTEXTUREFILTER filter to use for magnification */
D3DTSS_MINFILTER = 17, /* D3DTEXTUREFILTER filter to use for minification */
D3DTSS_MIPFILTER = 18, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */
D3DTSS_MIPMAPLODBIAS = 19, /* float Mipmap LOD bias */
D3DTSS_MAXMIPLEVEL = 20, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */
D3DTSS_MAXANISOTROPY = 21, /* DWORD maximum anisotropy */
D3DTSS_BUMPENVLSCALE = 22, /* float scale for bump map luminance */
D3DTSS_BUMPENVLOFFSET = 23, /* float offset for bump map luminance */
D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */
D3DTSS_ADDRESSW = 25, /* D3DTEXTUREADDRESS for W coordinate */
D3DTSS_COLORARG0 = 26, /* D3DTA_* third arg for triadic ops */
D3DTSS_ALPHAARG0 = 27, /* D3DTA_* third arg for triadic ops */
D3DTSS_RESULTARG = 28, /* D3DTA_* arg for result (CURRENT or TEMP) */
D3DTSS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DTEXTURESTAGESTATETYPE;
// Values, used with D3DTSS_TEXCOORDINDEX, to specify that the vertex data(position
// and normal in the camera space) should be taken as texture coordinates
// Low 16 bits are used to specify texture coordinate index, to take the WRAP mode from
//
#define D3DTSS_TCI_PASSTHRU 0x00000000
#define D3DTSS_TCI_CAMERASPACENORMAL 0x00010000
#define D3DTSS_TCI_CAMERASPACEPOSITION 0x00020000
#define D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 0x00030000
/*
* Enumerations for COLOROP and ALPHAOP texture blending operations set in
* texture processing stage controls in D3DTSS.
*/
typedef enum _D3DTEXTUREOP
{
// Control
D3DTOP_DISABLE = 1, // disables stage
D3DTOP_SELECTARG1 = 2, // the default
D3DTOP_SELECTARG2 = 3,
// Modulate
D3DTOP_MODULATE = 4, // multiply args together
D3DTOP_MODULATE2X = 5, // multiply and 1 bit
D3DTOP_MODULATE4X = 6, // multiply and 2 bits
// Add
D3DTOP_ADD = 7, // add arguments together
D3DTOP_ADDSIGNED = 8, // add with -0.5 bias
D3DTOP_ADDSIGNED2X = 9, // as above but left 1 bit
D3DTOP_SUBTRACT = 10, // Arg1 - Arg2, with no saturation
D3DTOP_ADDSMOOTH = 11, // add 2 args, subtract product
// Arg1 + Arg2 - Arg1*Arg2
// = Arg1 + (1-Arg1)*Arg2
// Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha)
D3DTOP_BLENDDIFFUSEALPHA = 12, // iterated alpha
D3DTOP_BLENDTEXTUREALPHA = 13, // texture alpha
D3DTOP_BLENDFACTORALPHA = 14, // alpha from D3DRS_TEXTUREFACTOR
// Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha)
D3DTOP_BLENDTEXTUREALPHAPM = 15, // texture alpha
D3DTOP_BLENDCURRENTALPHA = 16, // by alpha of current color
// Specular mapping
D3DTOP_PREMODULATE = 17, // modulate with next texture before use
D3DTOP_MODULATEALPHA_ADDCOLOR = 18, // Arg1.RGB + Arg1.A*Arg2.RGB
// COLOROP only
D3DTOP_MODULATECOLOR_ADDALPHA = 19, // Arg1.RGB*Arg2.RGB + Arg1.A
// COLOROP only
D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20, // (1-Arg1.A)*Arg2.RGB + Arg1.RGB
// COLOROP only
D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21, // (1-Arg1.RGB)*Arg2.RGB + Arg1.A
// COLOROP only
// Bump mapping
D3DTOP_BUMPENVMAP = 22, // per pixel env map perturbation
D3DTOP_BUMPENVMAPLUMINANCE = 23, // with luminance channel
// This can do either diffuse or specular bump mapping with correct input.
// Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B)
// where each component has been scaled and offset to make it signed.
// The result is replicated into all four (including alpha) channels.
// This is a valid COLOROP only.
D3DTOP_DOTPRODUCT3 = 24,
// Triadic ops
D3DTOP_MULTIPLYADD = 25, // Arg0 + Arg1*Arg2
D3DTOP_LERP = 26, // (Arg0)*Arg1 + (1-Arg0)*Arg2
D3DTOP_FORCE_DWORD = 0x7fffffff,
} D3DTEXTUREOP;
/*
* Values for COLORARG0,1,2, ALPHAARG0,1,2, and RESULTARG texture blending
* operations set in texture processing stage controls in D3DRENDERSTATE.
*/
#define D3DTA_SELECTMASK 0x0000000f // mask for arg selector
#define D3DTA_DIFFUSE 0x00000000 // select diffuse color (read only)
#define D3DTA_CURRENT 0x00000001 // select stage destination register (read/write)
#define D3DTA_TEXTURE 0x00000002 // select texture color (read only)
#define D3DTA_TFACTOR 0x00000003 // select D3DRS_TEXTUREFACTOR (read only)
#define D3DTA_SPECULAR 0x00000004 // select specular color (read only)
#define D3DTA_TEMP 0x00000005 // select temporary register color (read/write)
#define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x (read modifier)
#define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier)
//
// Values for D3DTSS_***FILTER texture stage states
//
typedef enum _D3DTEXTUREFILTERTYPE
{
D3DTEXF_NONE = 0, // filtering disabled (valid for mip filter only)
D3DTEXF_POINT = 1, // nearest
D3DTEXF_LINEAR = 2, // linear interpolation
D3DTEXF_ANISOTROPIC = 3, // anisotropic
D3DTEXF_FLATCUBIC = 4, // cubic
D3DTEXF_GAUSSIANCUBIC = 5, // different cubic kernel
D3DTEXF_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DTEXTUREFILTERTYPE;
/* Bits for Flags in ProcessVertices call */
#define D3DPV_DONOTCOPYDATA (1 << 0)
//-------------------------------------------------------------------
// Flexible vertex format bits
//
#define D3DFVF_RESERVED0 0x001
#define D3DFVF_POSITION_MASK 0x00E
#define D3DFVF_XYZ 0x002
#define D3DFVF_XYZRHW 0x004
#define D3DFVF_XYZB1 0x006
#define D3DFVF_XYZB2 0x008
#define D3DFVF_XYZB3 0x00a
#define D3DFVF_XYZB4 0x00c
#define D3DFVF_XYZB5 0x00e
#define D3DFVF_NORMAL 0x010
#define D3DFVF_PSIZE 0x020
#define D3DFVF_DIFFUSE 0x040
#define D3DFVF_SPECULAR 0x080
#define D3DFVF_TEXCOUNT_MASK 0xf00
#define D3DFVF_TEXCOUNT_SHIFT 8
#define D3DFVF_TEX0 0x000
#define D3DFVF_TEX1 0x100
#define D3DFVF_TEX2 0x200
#define D3DFVF_TEX3 0x300
#define D3DFVF_TEX4 0x400
#define D3DFVF_TEX5 0x500
#define D3DFVF_TEX6 0x600
#define D3DFVF_TEX7 0x700
#define D3DFVF_TEX8 0x800
#define D3DFVF_LASTBETA_UBYTE4 0x1000
#define D3DFVF_RESERVED2 0xE000 // 4 reserved bits
//---------------------------------------------------------------------
// Vertex Shaders
//
/*
Vertex Shader Declaration
The declaration portion of a vertex shader defines the static external
interface of the shader. The information in the declaration includes:
- Assignments of vertex shader input registers to data streams. These
assignments bind a specific vertex register to a single component within a
vertex stream. A vertex stream element is identified by a byte offset
within the stream and a type. The type specifies the arithmetic data type
plus the dimensionality (1, 2, 3, or 4 values). Stream data which is
less than 4 values are always expanded out to 4 values with zero or more
0.F values and one 1.F value.
- Assignment of vertex shader input registers to implicit data from the
primitive tessellator. This controls the loading of vertex data which is
not loaded from a stream, but rather is generated during primitive
tessellation prior to the vertex shader.
- Loading data into the constant memory at the time a shader is set as the
current shader. Each token specifies values for one or more contiguous 4
DWORD constant registers. This allows the shader to update an arbitrary
subset of the constant memory, overwriting the device state (which
contains the current values of the constant memory). Note that these
values can be subsequently overwritten (between DrawPrimitive calls)
during the time a shader is bound to a device via the
SetVertexShaderConstant method.
Declaration arrays are single-dimensional arrays of DWORDs composed of
multiple tokens each of which is one or more DWORDs. The single-DWORD
token value 0xFFFFFFFF is a special token used to indicate the end of the
declaration array. The single DWORD token value 0x00000000 is a NOP token
with is ignored during the declaration parsing. Note that 0x00000000 is a
valid value for DWORDs following the first DWORD for multiple word tokens.
[31:29] TokenType
0x0 - NOP (requires all DWORD bits to be zero)
0x1 - stream selector
0x2 - stream data definition (map to vertex input memory)
0x3 - vertex input memory from tessellator
0x4 - constant memory from shader
0x5 - extension
0x6 - reserved
0x7 - end-of-array (requires all DWORD bits to be 1)
NOP Token (single DWORD token)
[31:29] 0x0
[28:00] 0x0
Stream Selector (single DWORD token)
[31:29] 0x1
[28] indicates whether this is a tessellator stream
[27:04] 0x0
[03:00] stream selector (0..15)
Stream Data Definition (single DWORD token)
Vertex Input Register Load
[31:29] 0x2
[28] 0x0
[27:20] 0x0
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