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📄 direct3d9.pas.svn-base

📁 这是一段游戏修改工具的源代码.ring3功能由dephi开发,驱动是C开发.希望对大家有帮助
💻 SVN-BASE
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type  TD3DSampler_Texture_Type = TD3DSamplerTextureType;//// Parameter Token Bit Definitions//const  D3DSP_REGNUM_MASK       = $000007FF;// destination parameter write mask  D3DSP_WRITEMASK_0       = $00010000;  // Component 0 (X;Red)  D3DSP_WRITEMASK_1       = $00020000;  // Component 1 (Y;Green)  D3DSP_WRITEMASK_2       = $00040000;  // Component 2 (Z;Blue)  D3DSP_WRITEMASK_3       = $00080000;  // Component 3 (W;Alpha)  D3DSP_WRITEMASK_ALL     = $000F0000;  // All Components// destination parameter modifiers  D3DSP_DSTMOD_SHIFT      = 20;  D3DSP_DSTMOD_MASK       = $00F00000;// Bit masks for destination parameter modifiers  D3DSPDM_NONE             = (0 shl D3DSP_DSTMOD_SHIFT); // nop  D3DSPDM_SATURATE         = (1 shl D3DSP_DSTMOD_SHIFT); // clamp to 0. to 1. range  D3DSPDM_PARTIALPRECISION = (2 shl D3DSP_DSTMOD_SHIFT); // Partial precision hint  D3DSPDM_MSAMPCENTROID    = (4 shl D3DSP_DSTMOD_SHIFT); // Relevant to multisampling only:                                                         //      When the pixel center is not covered, sample                                                         //      attribute or compute gradients/LOD                                                         //      using multisample "centroid" location.                                                         //      "Centroid" is some location within the covered                                                         //      region of the pixel.// destination parameter  D3DSP_DSTSHIFT_SHIFT    = 24;  D3DSP_DSTSHIFT_MASK     = $0F000000;// destination/source parameter register type  D3DSP_REGTYPE_SHIFT     = 28;  D3DSP_REGTYPE_SHIFT2    = 8;  D3DSP_REGTYPE_MASK      = $70000000;  D3DSP_REGTYPE_MASK2     = $00001800;type  TD3DShaderParamRegisterType = {$IFNDEF NOENUMS}({$ELSE}LongWord;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}    D3DSPR_TEMP        = 00{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Temporary Register File    D3DSPR_INPUT       = 01{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Input Register File    D3DSPR_CONST       = 02{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Constant Register File    D3DSPR_ADDR        = 03{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Address Register (VS)    D3DSPR_TEXTURE     = 03{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Texture Register File (PS)    D3DSPR_RASTOUT     = 04{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Rasterizer Register File    D3DSPR_ATTROUT     = 05{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Attribute Output Register File    D3DSPR_TEXCRDOUT   = 06{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Texture Coordinate Output Register File    D3DSPR_OUTPUT      = 06{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Output register file for VS3.0+    D3DSPR_CONSTINT    = 07{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Constant Integer Vector Register File    D3DSPR_COLOROUT    = 08{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Color Output Register File    D3DSPR_DEPTHOUT    = 09{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Depth Output Register File    D3DSPR_SAMPLER     = 10{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Sampler State Register File    D3DSPR_CONST2      = 11{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Constant Register File  2048 - 4095    D3DSPR_CONST3      = 12{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Constant Register File  4096 - 6143    D3DSPR_CONST4      = 13{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Constant Register File  6144 - 8191    D3DSPR_CONSTBOOL   = 14{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Constant Boolean register file    D3DSPR_LOOP        = 15{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Loop counter register file    D3DSPR_TEMPFLOAT16 = 16{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // 16-bit float temp register file    D3DSPR_MISCTYPE    = 17{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Miscellaneous (single) registers.    D3DSPR_LABEL       = 18{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Label    D3DSPR_PREDICATE   = 19{$IFNDEF NOENUMS}){$ENDIF};        // Predicate registertype  TD3DShader_Param_Register_Type = TD3DShaderParamRegisterType;// The miscellaneous register file (D3DSPR_MISCTYPES)// contains register types for which there is only ever one// register (i.e. the register # is not needed).// Rather than use up additional register types for such// registers, they are defined// as particular offsets into the misc. register file:{$MINENUMSIZE 1}type  TD3DShaderMisctypeOffsets = {$IFNDEF NOENUMS}({$ELSE}Byte;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}    D3DSMO_POSITION = 0{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // Input position x,y,z,rhw (PS)    D3DSMO_FACE     = 1{$IFNDEF NOENUMS}){$ENDIF};        // Floating point primitive area (PS){$MINENUMSIZE 4}type  TD3DShader_Misctype_Offsets = TD3DShaderMisctypeOffsets;// Register offsets in the Rasterizer Register Filetype  TD3DVSRastOutOffsets = {$IFNDEF NOENUMS}({$ELSE}LongWord;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}    D3DSRO_POSITION    = 0{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}    D3DSRO_FOG         = 1{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}    D3DSRO_POINT_SIZE  = 2{$IFNDEF NOENUMS}){$ENDIF};type  TD3DVS_RastOut_Offsets = TD3DVSRastOutOffsets;// Source operand addressing modesconst  D3DSHADER_ADDRESSMODE_SHIFT = 13;  D3DSHADER_ADDRESSMODE_MASK  = 1 shl D3DSHADER_ADDRESSMODE_SHIFT;type  TD3DSHADERAddressModeType = {$IFNDEF NOENUMS}({$ELSE}LongWord;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}    D3DSHADER_ADDRMODE_ABSOLUTE    = 0 shl D3DSHADER_ADDRESSMODE_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}    D3DSHADER_ADDRMODE_RELATIVE    = 1 shl D3DSHADER_ADDRESSMODE_SHIFT{$IFNDEF NOENUMS}){$ENDIF};       // Relative to register A0type  TD3DSHADER_AddressMode_Type = TD3DSHADERAddressModeType;const// Source operand swizzle definitions//  D3DVS_SWIZZLE_SHIFT     = 16;  D3DVS_SWIZZLE_MASK      = $00FF0000;// The following bits define where to take component X from:  D3DVS_X_X = 0 shl D3DVS_SWIZZLE_SHIFT;  D3DVS_X_Y = 1 shl D3DVS_SWIZZLE_SHIFT;  D3DVS_X_Z = 2 shl D3DVS_SWIZZLE_SHIFT;  D3DVS_X_W = 3 shl D3DVS_SWIZZLE_SHIFT;// The following bits define where to take component Y from:  D3DVS_Y_X = 0 shl (D3DVS_SWIZZLE_SHIFT + 2);  D3DVS_Y_Y = 1 shl (D3DVS_SWIZZLE_SHIFT + 2);  D3DVS_Y_Z = 2 shl (D3DVS_SWIZZLE_SHIFT + 2);  D3DVS_Y_W = 3 shl (D3DVS_SWIZZLE_SHIFT + 2);// The following bits define where to take component Z from:  D3DVS_Z_X = 0 shl (D3DVS_SWIZZLE_SHIFT + 4);  D3DVS_Z_Y = 1 shl (D3DVS_SWIZZLE_SHIFT + 4);  D3DVS_Z_Z = 2 shl (D3DVS_SWIZZLE_SHIFT + 4);  D3DVS_Z_W = 3 shl (D3DVS_SWIZZLE_SHIFT + 4);// The following bits define where to take component W from:  D3DVS_W_X = 0 shl (D3DVS_SWIZZLE_SHIFT + 6);  D3DVS_W_Y = 1 shl (D3DVS_SWIZZLE_SHIFT + 6);  D3DVS_W_Z = 2 shl (D3DVS_SWIZZLE_SHIFT + 6);  D3DVS_W_W = 3 shl (D3DVS_SWIZZLE_SHIFT + 6);// Value when there is no swizzle (X is taken from X; Y is taken from Y;// Z is taken from Z; W is taken from W//  D3DVS_NOSWIZZLE = D3DVS_X_X or D3DVS_Y_Y or D3DVS_Z_Z or D3DVS_W_W;// source parameter swizzle  D3DSP_SWIZZLE_SHIFT = 16;  D3DSP_SWIZZLE_MASK  = $00FF0000;  D3DSP_NOSWIZZLE = (0 shl (D3DSP_SWIZZLE_SHIFT + 0)) or                    (1 shl (D3DSP_SWIZZLE_SHIFT + 2)) or                    (2 shl (D3DSP_SWIZZLE_SHIFT + 4)) or                    (3 shl (D3DSP_SWIZZLE_SHIFT + 6));// pixel-shader swizzle ops  D3DSP_REPLICATERED = (0 shl (D3DSP_SWIZZLE_SHIFT + 0)) or                       (0 shl (D3DSP_SWIZZLE_SHIFT + 2)) or                       (0 shl (D3DSP_SWIZZLE_SHIFT + 4)) or                       (0 shl (D3DSP_SWIZZLE_SHIFT + 6));  D3DSP_REPLICATEGREEN = (1 shl (D3DSP_SWIZZLE_SHIFT + 0)) or                         (1 shl (D3DSP_SWIZZLE_SHIFT + 2)) or                         (1 shl (D3DSP_SWIZZLE_SHIFT + 4)) or                         (1 shl (D3DSP_SWIZZLE_SHIFT + 6));  D3DSP_REPLICATEBLUE = (2 shl (D3DSP_SWIZZLE_SHIFT + 0)) or                        (2 shl (D3DSP_SWIZZLE_SHIFT + 2)) or                        (2 shl (D3DSP_SWIZZLE_SHIFT + 4)) or                        (2 shl (D3DSP_SWIZZLE_SHIFT + 6));  D3DSP_REPLICATEALPHA = (3 shl (D3DSP_SWIZZLE_SHIFT + 0)) or                         (3 shl (D3DSP_SWIZZLE_SHIFT + 2)) or                         (3 shl (D3DSP_SWIZZLE_SHIFT + 4)) or                         (3 shl (D3DSP_SWIZZLE_SHIFT + 6));// source parameter modifiers  D3DSP_SRCMOD_SHIFT      = 24;  D3DSP_SRCMOD_MASK       = $0F000000;type TD3DShaderParamSRCModType = {$IFNDEF NOENUMS}({$ELSE}LongWord;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}    D3DSPSM_NONE        =  0 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // nop    D3DSPSM_NEG         =  1 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // negate    D3DSPSM_BIAS        =  2 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // bias    D3DSPSM_BIASNEG     =  3 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // bias and negate    D3DSPSM_SIGN        =  4 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // sign    D3DSPSM_SIGNNEG     =  5 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // sign and negate    D3DSPSM_COMP        =  6 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // complement    D3DSPSM_X2          =  7 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // *2    D3DSPSM_X2NEG       =  8 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // *2 and negate    D3DSPSM_DZ          =  9 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // divide through by z component    D3DSPSM_DW          = 10 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // divide through by w component    D3DSPSM_ABS         = 11 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // abs()    D3DSPSM_ABSNEG      = 12 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS},{$ELSE};{$ENDIF} // -abs()    D3DSPSM_NOT         = 13 shl D3DSP_SRCMOD_SHIFT{$IFNDEF NOENUMS}){$ENDIF};        // for predicate register: "!p0"type  TD3DShader_Param_SRCMod_Type = TD3DShaderParamSRCModType;// pixel shader version token  function D3DPS_VERSION(_Major, _Minor : LongWord) : LongWord;// vertex shader version token  function D3DVS_VERSION(_Major, _Minor : LongWord) : LongWord;// extract major/minor from version cap  function D3DSHADER_VERSION_MAJOR(_Version : LongWord) : LongWord;  function D3DSHADER_VERSION_MINOR(_Version : LongWord) : LongWord;// destination/source parameter register typeconst  D3DSI_COMMENTSIZE_SHIFT = 16;  D3DSI_COMMENTSIZE_MASK  = $7FFF0000;  function  D3DSHADER_COMMENT(_DWordSize : LongWord) : LongWord;// pixel/vertex shader end tokenconst  D3DPS_END  = $0000FFFF;  D3DVS_END  = $0000FFFF;//---------------------------------------------------------------------// High order surfaces//type  TD3DBasisType = {$IFNDEF NOENUMS}({$ELSE}LongWord;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}    D3DBASIS_BEZIER      = 0{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}    D3DBASIS_BSPLINE     = 1{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}    D3DBASIS_INTERPOLATE = 2{$IFNDEF NOENUMS}){$ENDIF};type  TD3DDegreeType = {$IFNDEF NOENUMS}({$ELSE}LongWord;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}   D3DDEGREE_LINEAR      = 1{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}   D3DDEGREE_QUADRATIC 

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