Skip to content

Instantly share code, notes, and snippets.

@congzhangzh
Forked from shaunlebron/_README.md
Created September 9, 2018 10:22
Show Gist options
  • Save congzhangzh/346bdbfc708319eb0c0a875102aee4d0 to your computer and use it in GitHub Desktop.
Save congzhangzh/346bdbfc708319eb0c0a875102aee4d0 to your computer and use it in GitHub Desktop.
Direct3D9 Wrapper DLL

In response to a StackOverflow question:

This is code to build a Direct3D wrapper DLL, intercepting all calls to Direct3D interface functions so that you can draw your own objects to display over the game. Just plop the DLL into the same folder as the game's executable, and it should load it as if it were the real d3d9.dll file. It still forwards all calls to the real one in system32, just allows stuff to happen in between. original stackoverflow answer

I got this somewhere back in 2006-2007, but I can't find the source.

There are two files

I left notes for where to insert your custom code in d3d9.cpp:

Other resources

There are much bigger open source projects which do this that you can use for reference:

#include "d3d9.h"
IDirect3D9 *WINAPI f_Direct3DCreate9(UINT SDKVersion)
{
return new f_iD3D9(orig_Direct3DCreate9(SDKVersion));
}
bool WINAPI DllMain(HMODULE hModule, DWORD fdwReason, LPVOID lpReserved) {
switch(fdwReason)
{
case DLL_PROCESS_ATTACH:
char path[MAX_PATH];
GetSystemDirectory(path, MAX_PATH);
strcat(path, "\\d3d9.dll");
hModule = LoadLibrary(path);
orig_Direct3DCreate9 = (D3DC9)GetProcAddress(hModule,"Direct3DCreate9");
break;
case DLL_PROCESS_DETACH:
FreeLibrary(hModule);
break;
}
return true;
}
/*************************
Augmented Callbacks
*************************/
HRESULT f_iD3D9::CreateDevice(UINT Adapter, D3DDEVTYPE DeviceType,
HWND hFocusWindow, DWORD BehaviorFlags,
D3DPRESENT_PARAMETERS *pPresentationParameters,
IDirect3DDevice9 **ppReturnedDeviceInterface)
{
LPDIRECT3DDEVICE9 *temp = ppReturnedDeviceInterface;
*temp = new f_IDirect3DDevice9(*ppReturnedDeviceInterface, &ppReturnedDeviceInterface);
*ppReturnedDeviceInterface = *temp;
delete temp;
HRESULT hr = f_pD3D->CreateDevice(Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
// NOTE: initialize your custom D3D components here.
return hr;
}
HRESULT f_IDirect3DDevice9::Reset(D3DPRESENT_PARAMETERS *pPresentationParameters)
{
// NOTE: call onLostDevice for custom D3D components here.
HRESULT hr = f_pD3DDevice->Reset(pPresentationParameters);
// NOTE: call onResetDevice for custom D3D components here.
return hr;
}
HRESULT f_IDirect3DDevice9::EndScene()
{
// NOTE: draw your custom D3D components here.
return f_pD3DDevice->EndScene();
}
/*************************
Bare D3D Callbacks
*************************/
ULONG f_iD3D9::AddRef()
{
return f_pD3D->AddRef();
}
HRESULT f_iD3D9::QueryInterface(REFIID riid, LPVOID *ppvObj)
{
return f_pD3D->QueryInterface(riid, ppvObj);
}
ULONG f_iD3D9::Release()
{
return f_pD3D->Release();
}
HRESULT f_iD3D9::EnumAdapterModes(THIS_ UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode)
{
return f_pD3D->EnumAdapterModes(Adapter, Format,Mode, pMode);
}
UINT f_iD3D9::GetAdapterCount()
{
return f_pD3D->GetAdapterCount();
}
HRESULT f_iD3D9::GetAdapterDisplayMode(UINT Adapter, D3DDISPLAYMODE *pMode)
{
return f_pD3D->GetAdapterDisplayMode(Adapter, pMode);
}
HRESULT f_iD3D9::GetAdapterIdentifier(UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9 *pIdentifier)
{
return f_pD3D->GetAdapterIdentifier(Adapter, Flags, pIdentifier);
}
UINT f_iD3D9::GetAdapterModeCount(THIS_ UINT Adapter,D3DFORMAT Format)
{
return f_pD3D->GetAdapterModeCount(Adapter,Format);
}
HMONITOR f_iD3D9::GetAdapterMonitor(UINT Adapter)
{
return f_pD3D->GetAdapterMonitor(Adapter);
}
HRESULT f_iD3D9::GetDeviceCaps(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9 *pCaps)
{
return f_pD3D->GetDeviceCaps(Adapter, DeviceType, pCaps);
}
HRESULT f_iD3D9::RegisterSoftwareDevice(void *pInitializeFunction)
{
return f_pD3D->RegisterSoftwareDevice(pInitializeFunction);
}
HRESULT f_iD3D9::CheckDepthStencilMatch(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat)
{
return f_pD3D->CheckDepthStencilMatch(Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat);
}
HRESULT f_iD3D9::CheckDeviceFormat(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat)
{
return f_pD3D->CheckDeviceFormat(Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat);
}
HRESULT f_iD3D9::CheckDeviceMultiSampleType(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels)
{
return f_pD3D->CheckDeviceMultiSampleType(Adapter, DeviceType, SurfaceFormat, Windowed, MultiSampleType,pQualityLevels);
}
HRESULT f_iD3D9::CheckDeviceType(UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat, D3DFORMAT BackBufferFormat, BOOL Windowed)
{
return f_pD3D->CheckDeviceType(Adapter, CheckType, DisplayFormat, BackBufferFormat, Windowed);
}
HRESULT f_iD3D9::CheckDeviceFormatConversion(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat)
{
return f_pD3D->CheckDeviceFormatConversion(Adapter,DeviceType,SourceFormat,TargetFormat);
}
/*************************
Bare Device Callbacks
*************************/
f_IDirect3DDevice9::f_IDirect3DDevice9(LPDIRECT3DDEVICE9 pDevice, LPDIRECT3DDEVICE9 **ppDevice)
{
f_pD3DDevice = pDevice;
*ppDevice = &f_pD3DDevice;
}
ULONG f_IDirect3DDevice9::AddRef()
{
return f_pD3DDevice->AddRef();
}
HRESULT f_IDirect3DDevice9::QueryInterface(REFIID riid, LPVOID *ppvObj)
{
return f_pD3DDevice->QueryInterface(riid, ppvObj);
}
ULONG f_IDirect3DDevice9::Release()
{
return f_pD3DDevice->Release();
}
void f_IDirect3DDevice9::SetCursorPosition(int X, int Y, DWORD Flags)
{
f_pD3DDevice->SetCursorPosition(X, Y, Flags);
}
HRESULT f_IDirect3DDevice9::SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9 *pCursorBitmap)
{
return f_pD3DDevice->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);
}
BOOL f_IDirect3DDevice9::ShowCursor(BOOL bShow)
{
return f_pD3DDevice->ShowCursor(bShow);
}
HRESULT f_IDirect3DDevice9::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DSwapChain9 **ppSwapChain)
{
return f_pD3DDevice->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain);
}
HRESULT f_IDirect3DDevice9::CreateCubeTexture(THIS_ UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle)
{
return f_pD3DDevice->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture,pSharedHandle);
}
HRESULT f_IDirect3DDevice9::CreateDepthStencilSurface(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return f_pD3DDevice->CreateDepthStencilSurface(Width, Height, Format, MultiSample, MultisampleQuality,Discard,ppSurface, pSharedHandle);
}
HRESULT f_IDirect3DDevice9::CreateIndexBuffer(THIS_ UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle)
{
return f_pD3DDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer,pSharedHandle);
}
HRESULT f_IDirect3DDevice9::CreateRenderTarget(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return f_pD3DDevice->CreateRenderTarget(Width, Height, Format, MultiSample,MultisampleQuality, Lockable, ppSurface,pSharedHandle);
}
HRESULT f_IDirect3DDevice9::CreateTexture(THIS_ UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle)
{
return f_pD3DDevice->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture,pSharedHandle);
}
HRESULT f_IDirect3DDevice9::CreateVertexBuffer(THIS_ UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle)
{
return f_pD3DDevice->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer,pSharedHandle);
}
HRESULT f_IDirect3DDevice9::CreateVolumeTexture(THIS_ UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle)
{
return f_pD3DDevice->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture,pSharedHandle);
}
HRESULT f_IDirect3DDevice9::BeginStateBlock()
{
return f_pD3DDevice->BeginStateBlock();
}
HRESULT f_IDirect3DDevice9::CreateStateBlock(THIS_ D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB)
{
return f_pD3DDevice->CreateStateBlock(Type, ppSB);
}
HRESULT f_IDirect3DDevice9::EndStateBlock(THIS_ IDirect3DStateBlock9** ppSB)
{
return f_pD3DDevice->EndStateBlock(ppSB);
}
HRESULT f_IDirect3DDevice9::GetClipStatus(D3DCLIPSTATUS9 *pClipStatus)
{
return f_pD3DDevice->GetClipStatus(pClipStatus);
}
HRESULT f_IDirect3DDevice9::GetDisplayMode(THIS_ UINT iSwapChain,D3DDISPLAYMODE* pMode)
{
return f_pD3DDevice->GetDisplayMode(iSwapChain,pMode);
}
HRESULT f_IDirect3DDevice9::GetRenderState(D3DRENDERSTATETYPE State, DWORD *pValue)
{
return f_pD3DDevice->GetRenderState(State, pValue);
}
HRESULT f_IDirect3DDevice9::GetRenderTarget(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget)
{
return f_pD3DDevice->GetRenderTarget(RenderTargetIndex,ppRenderTarget);
}
HRESULT f_IDirect3DDevice9::GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX *pMatrix)
{
return f_pD3DDevice->GetTransform(State, pMatrix);
}
HRESULT f_IDirect3DDevice9::SetClipStatus(CONST D3DCLIPSTATUS9 *pClipStatus)
{
return f_pD3DDevice->SetClipStatus(pClipStatus);
}
HRESULT f_IDirect3DDevice9::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
{
return f_pD3DDevice->SetRenderState(State, Value);
}
HRESULT f_IDirect3DDevice9::SetRenderTarget(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget)
{
return f_pD3DDevice->SetRenderTarget(RenderTargetIndex,pRenderTarget);
}
HRESULT f_IDirect3DDevice9::SetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix)
{
return f_pD3DDevice->SetTransform(State, pMatrix);
}
void f_IDirect3DDevice9::GetGammaRamp(THIS_ UINT iSwapChain,D3DGAMMARAMP* pRamp)
{
f_pD3DDevice->GetGammaRamp(iSwapChain,pRamp);
}
void f_IDirect3DDevice9::SetGammaRamp(THIS_ UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp)
{
f_pD3DDevice->SetGammaRamp(iSwapChain,Flags, pRamp);
}
HRESULT f_IDirect3DDevice9::DeletePatch(UINT Handle)
{
return f_pD3DDevice->DeletePatch(Handle);
}
HRESULT f_IDirect3DDevice9::DrawRectPatch(UINT Handle, CONST float *pNumSegs, CONST D3DRECTPATCH_INFO *pRectPatchInfo)
{
return f_pD3DDevice->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
}
HRESULT f_IDirect3DDevice9::DrawTriPatch(UINT Handle, CONST float *pNumSegs, CONST D3DTRIPATCH_INFO *pTriPatchInfo)
{
return f_pD3DDevice->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
}
HRESULT f_IDirect3DDevice9::GetIndices(THIS_ IDirect3DIndexBuffer9** ppIndexData)
{
return f_pD3DDevice->GetIndices(ppIndexData);
}
HRESULT f_IDirect3DDevice9::SetIndices(THIS_ IDirect3DIndexBuffer9* pIndexData)
{
return f_pD3DDevice->SetIndices(pIndexData);
}
UINT f_IDirect3DDevice9::GetAvailableTextureMem()
{
return f_pD3DDevice->GetAvailableTextureMem();
}
HRESULT f_IDirect3DDevice9::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters)
{
return f_pD3DDevice->GetCreationParameters(pParameters);
}
HRESULT f_IDirect3DDevice9::GetDeviceCaps(D3DCAPS9 *pCaps)
{
return f_pD3DDevice->GetDeviceCaps(pCaps);
}
HRESULT f_IDirect3DDevice9::GetDirect3D(IDirect3D9 **ppD3D9)
{
return f_pD3DDevice->GetDirect3D(ppD3D9);
}
HRESULT f_IDirect3DDevice9::GetRasterStatus(THIS_ UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus)
{
return f_pD3DDevice->GetRasterStatus(iSwapChain,pRasterStatus);
}
HRESULT f_IDirect3DDevice9::GetLight(DWORD Index, D3DLIGHT9 *pLight)
{
return f_pD3DDevice->GetLight(Index, pLight);
}
HRESULT f_IDirect3DDevice9::GetLightEnable(DWORD Index, BOOL *pEnable)
{
return f_pD3DDevice->GetLightEnable(Index, pEnable);
}
HRESULT f_IDirect3DDevice9::GetMaterial(D3DMATERIAL9 *pMaterial)
{
return f_pD3DDevice->GetMaterial(pMaterial);
}
HRESULT f_IDirect3DDevice9::LightEnable(DWORD LightIndex, BOOL bEnable)
{
return f_pD3DDevice->LightEnable(LightIndex, bEnable);
}
HRESULT f_IDirect3DDevice9::SetLight(DWORD Index, CONST D3DLIGHT9 *pLight)
{
return f_pD3DDevice->SetLight(Index, pLight);
}
HRESULT f_IDirect3DDevice9::SetMaterial(CONST D3DMATERIAL9 *pMaterial)
{
return f_pD3DDevice->SetMaterial(pMaterial);
}
HRESULT f_IDirect3DDevice9::MultiplyTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix)
{
return f_pD3DDevice->MultiplyTransform(State, pMatrix);
}
HRESULT f_IDirect3DDevice9::ProcessVertices(THIS_ UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags)
{
return f_pD3DDevice->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer,pVertexDecl, Flags);
}
HRESULT f_IDirect3DDevice9::TestCooperativeLevel()
{
return f_pD3DDevice->TestCooperativeLevel();
}
HRESULT f_IDirect3DDevice9::GetCurrentTexturePalette(UINT *pPaletteNumber)
{
return f_pD3DDevice->GetCurrentTexturePalette(pPaletteNumber);
}
HRESULT f_IDirect3DDevice9::GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY *pEntries)
{
return f_pD3DDevice->GetPaletteEntries(PaletteNumber, pEntries);
}
HRESULT f_IDirect3DDevice9::SetCurrentTexturePalette(UINT PaletteNumber)
{
return f_pD3DDevice->SetCurrentTexturePalette(PaletteNumber);
}
HRESULT f_IDirect3DDevice9::SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY *pEntries)
{
return f_pD3DDevice->SetPaletteEntries(PaletteNumber, pEntries);
}
HRESULT f_IDirect3DDevice9::CreatePixelShader(THIS_ CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader)
{
return f_pD3DDevice->CreatePixelShader(pFunction, ppShader);
}
HRESULT f_IDirect3DDevice9::GetPixelShader(THIS_ IDirect3DPixelShader9** ppShader)
{
return f_pD3DDevice->GetPixelShader(ppShader);
}
HRESULT f_IDirect3DDevice9::SetPixelShader(THIS_ IDirect3DPixelShader9* pShader)
{
return f_pD3DDevice->SetPixelShader(pShader);
}
HRESULT f_IDirect3DDevice9::Present(CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion)
{
return f_pD3DDevice->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT f_IDirect3DDevice9::DrawIndexedPrimitive(THIS_ D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
return f_pD3DDevice->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
HRESULT f_IDirect3DDevice9::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinIndex, UINT NumVertices, UINT PrimitiveCount, CONST void *pIndexData, D3DFORMAT IndexDataFormat, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
return f_pD3DDevice->DrawIndexedPrimitiveUP(PrimitiveType, MinIndex, NumVertices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
}
HRESULT f_IDirect3DDevice9::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount)
{
return f_pD3DDevice->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
}
HRESULT f_IDirect3DDevice9::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
return f_pD3DDevice->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
}
HRESULT f_IDirect3DDevice9::BeginScene()
{
return f_pD3DDevice->BeginScene();
}
HRESULT f_IDirect3DDevice9::GetStreamSource(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride)
{
return f_pD3DDevice->GetStreamSource(StreamNumber, ppStreamData,OffsetInBytes, pStride);
}
HRESULT f_IDirect3DDevice9::SetStreamSource(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
{
return f_pD3DDevice->SetStreamSource(StreamNumber, pStreamData,OffsetInBytes, Stride);
}
HRESULT f_IDirect3DDevice9::GetBackBuffer(THIS_ UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer)
{
return f_pD3DDevice->GetBackBuffer(iSwapChain,iBackBuffer, Type, ppBackBuffer);
}
HRESULT f_IDirect3DDevice9::GetDepthStencilSurface(IDirect3DSurface9 **ppZStencilSurface)
{
return f_pD3DDevice->GetDepthStencilSurface(ppZStencilSurface);
}
HRESULT f_IDirect3DDevice9::GetTexture(DWORD Stage, IDirect3DBaseTexture9 **ppTexture)
{
return f_pD3DDevice->GetTexture(Stage, ppTexture);
}
HRESULT f_IDirect3DDevice9::GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD *pValue)
{
return f_pD3DDevice->GetTextureStageState(Stage, Type, pValue);
}
HRESULT f_IDirect3DDevice9::SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture)
{
return f_pD3DDevice->SetTexture(Stage, pTexture);
}
HRESULT f_IDirect3DDevice9::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
{
return f_pD3DDevice->SetTextureStageState(Stage, Type, Value);
}
HRESULT f_IDirect3DDevice9::UpdateTexture(IDirect3DBaseTexture9 *pSourceTexture, IDirect3DBaseTexture9 *pDestinationTexture)
{
return f_pD3DDevice->UpdateTexture(pSourceTexture, pDestinationTexture);
}
HRESULT f_IDirect3DDevice9::ValidateDevice(DWORD *pNumPasses)
{
return f_pD3DDevice->ValidateDevice(pNumPasses);
}
HRESULT f_IDirect3DDevice9::GetClipPlane(DWORD Index, float *pPlane)
{
return f_pD3DDevice->GetClipPlane(Index, pPlane);
}
HRESULT f_IDirect3DDevice9::SetClipPlane(DWORD Index, CONST float *pPlane)
{
return f_pD3DDevice->SetClipPlane(Index, pPlane);
}
HRESULT f_IDirect3DDevice9::Clear(DWORD Count, CONST D3DRECT *pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil)
{
return f_pD3DDevice->Clear(Count, pRects, Flags, Color, Z, Stencil);
}
HRESULT f_IDirect3DDevice9::GetViewport(D3DVIEWPORT9 *pViewport)
{
return f_pD3DDevice->GetViewport(pViewport);
}
HRESULT f_IDirect3DDevice9::SetViewport(CONST D3DVIEWPORT9 *pViewport)
{
return f_pD3DDevice->SetViewport(pViewport);
}
HRESULT f_IDirect3DDevice9::CreateVertexShader(THIS_ CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader)
{
return f_pD3DDevice->CreateVertexShader(pFunction, ppShader);
}
HRESULT f_IDirect3DDevice9::GetVertexShader(THIS_ IDirect3DVertexShader9** ppShader)
{
return f_pD3DDevice->GetVertexShader(ppShader);
}
HRESULT f_IDirect3DDevice9::SetVertexShader(THIS_ IDirect3DVertexShader9* pShader)
{
return f_pD3DDevice->SetVertexShader(pShader);
}
HRESULT f_IDirect3DDevice9::CreateQuery(THIS_ D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery)
{
return f_pD3DDevice->CreateQuery(Type,ppQuery);
}
HRESULT f_IDirect3DDevice9::SetPixelShaderConstantB(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount)
{
return f_pD3DDevice->SetPixelShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT f_IDirect3DDevice9::GetPixelShaderConstantB(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
{
return f_pD3DDevice->GetPixelShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT f_IDirect3DDevice9::SetPixelShaderConstantI(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount)
{
return f_pD3DDevice->SetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT f_IDirect3DDevice9::GetPixelShaderConstantI(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount)
{
return f_pD3DDevice->GetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT f_IDirect3DDevice9::SetPixelShaderConstantF(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
{
return f_pD3DDevice->SetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT f_IDirect3DDevice9::GetPixelShaderConstantF(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount)
{
return f_pD3DDevice->GetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT f_IDirect3DDevice9::SetStreamSourceFreq(THIS_ UINT StreamNumber,UINT Divider)
{
return f_pD3DDevice->SetStreamSourceFreq(StreamNumber,Divider);
}
HRESULT f_IDirect3DDevice9::GetStreamSourceFreq(THIS_ UINT StreamNumber,UINT* Divider)
{
return f_pD3DDevice->GetStreamSourceFreq(StreamNumber,Divider);
}
HRESULT f_IDirect3DDevice9::SetVertexShaderConstantB(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount)
{
return f_pD3DDevice->SetVertexShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT f_IDirect3DDevice9::GetVertexShaderConstantB(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
{
return f_pD3DDevice->GetVertexShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT f_IDirect3DDevice9::SetVertexShaderConstantF(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
{
return f_pD3DDevice->SetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT f_IDirect3DDevice9::GetVertexShaderConstantF(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount)
{
return f_pD3DDevice->GetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT f_IDirect3DDevice9::SetVertexShaderConstantI(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount)
{
return f_pD3DDevice->SetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT f_IDirect3DDevice9::GetVertexShaderConstantI(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount)
{
return f_pD3DDevice->GetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT f_IDirect3DDevice9::SetFVF(THIS_ DWORD FVF)
{
return f_pD3DDevice->SetFVF(FVF);
}
HRESULT f_IDirect3DDevice9::GetFVF(THIS_ DWORD* pFVF)
{
return f_pD3DDevice->GetFVF(pFVF);
}
HRESULT f_IDirect3DDevice9::CreateVertexDeclaration(THIS_ CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl)
{
return f_pD3DDevice->CreateVertexDeclaration(pVertexElements,ppDecl);
}
HRESULT f_IDirect3DDevice9::SetVertexDeclaration(THIS_ IDirect3DVertexDeclaration9* pDecl)
{
return f_pD3DDevice->SetVertexDeclaration(pDecl);
}
HRESULT f_IDirect3DDevice9::GetVertexDeclaration(THIS_ IDirect3DVertexDeclaration9** ppDecl)
{
return f_pD3DDevice->GetVertexDeclaration(ppDecl);
}
HRESULT f_IDirect3DDevice9::SetNPatchMode(THIS_ float nSegments)
{
return f_pD3DDevice->SetNPatchMode(nSegments);
}
float f_IDirect3DDevice9::GetNPatchMode(THIS)
{
return f_pD3DDevice->GetNPatchMode();
}
int f_IDirect3DDevice9::GetSoftwareVertexProcessing(THIS)
{
return f_pD3DDevice->GetSoftwareVertexProcessing();
}
unsigned int f_IDirect3DDevice9::GetNumberOfSwapChains(THIS)
{
return f_pD3DDevice->GetNumberOfSwapChains();
}
HRESULT f_IDirect3DDevice9::EvictManagedResources(THIS)
{
return f_pD3DDevice->EvictManagedResources();
}
HRESULT f_IDirect3DDevice9::SetSoftwareVertexProcessing(THIS_ BOOL bSoftware)
{
return f_pD3DDevice->SetSoftwareVertexProcessing(bSoftware);
}
HRESULT f_IDirect3DDevice9::SetScissorRect(THIS_ CONST RECT* pRect)
{
return f_pD3DDevice->SetScissorRect(pRect);
}
HRESULT f_IDirect3DDevice9::GetScissorRect(THIS_ RECT* pRect)
{
return f_pD3DDevice->GetScissorRect(pRect);
}
HRESULT f_IDirect3DDevice9::GetSamplerState(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue)
{
return f_pD3DDevice->GetSamplerState(Sampler,Type,pValue);
}
HRESULT f_IDirect3DDevice9::SetSamplerState(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value)
{
return f_pD3DDevice->SetSamplerState(Sampler,Type,Value);
}
HRESULT f_IDirect3DDevice9::SetDepthStencilSurface(THIS_ IDirect3DSurface9* pNewZStencil)
{
return f_pD3DDevice->SetDepthStencilSurface(pNewZStencil);
}
HRESULT f_IDirect3DDevice9::CreateOffscreenPlainSurface(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return f_pD3DDevice->CreateOffscreenPlainSurface(Width,Height,Format,Pool,ppSurface,pSharedHandle);
}
HRESULT f_IDirect3DDevice9::ColorFill(THIS_ IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color)
{
return f_pD3DDevice->ColorFill(pSurface,pRect,color);
}
HRESULT f_IDirect3DDevice9::StretchRect(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter)
{
return f_pD3DDevice->StretchRect(pSourceSurface,pSourceRect,pDestSurface,pDestRect,Filter);
}
HRESULT f_IDirect3DDevice9::GetFrontBufferData(THIS_ UINT iSwapChain,IDirect3DSurface9* pDestSurface)
{
return f_pD3DDevice->GetFrontBufferData(iSwapChain,pDestSurface);
}
HRESULT f_IDirect3DDevice9::GetRenderTargetData(THIS_ IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface)
{
return f_pD3DDevice->GetRenderTargetData(pRenderTarget,pDestSurface);
}
HRESULT f_IDirect3DDevice9::UpdateSurface(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint)
{
return f_pD3DDevice->UpdateSurface(pSourceSurface,pSourceRect,pDestinationSurface,pDestPoint);
}
HRESULT f_IDirect3DDevice9::SetDialogBoxMode(THIS_ BOOL bEnableDialogs)
{
return f_pD3DDevice->SetDialogBoxMode(bEnableDialogs);
}
HRESULT f_IDirect3DDevice9::GetSwapChain(THIS_ UINT iSwapChain,IDirect3DSwapChain9** pSwapChain)
{
return f_pD3DDevice->GetSwapChain(iSwapChain,pSwapChain);
}
#include <d3d9.h>
typedef IDirect3D9 *(WINAPI *D3DC9)(UINT);
D3DC9 orig_Direct3DCreate9;
/*************************
D3D Wrapper Class
*************************/
class f_iD3D9: public IDirect3D9
{
private:
LPDIRECT3D9 f_pD3D;
public:
f_iD3D9(LPDIRECT3D9 pDirect3D) {f_pD3D = pDirect3D;}
f_iD3D9() {f_pD3D = NULL;}
/*** IUnknown methods ***/
STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj);
STDMETHOD_(ULONG,AddRef)(THIS);
STDMETHOD_(ULONG,Release)(THIS);
/*** IDirect3D9 methods ***/
STDMETHOD(RegisterSoftwareDevice)(THIS_ void* pInitializeFunction);
STDMETHOD_(UINT, GetAdapterCount)(THIS);
STDMETHOD(GetAdapterIdentifier)(THIS_ UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier);
STDMETHOD_(UINT, GetAdapterModeCount)(THIS_ UINT Adapter,D3DFORMAT Format);
STDMETHOD(EnumAdapterModes)(THIS_ UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode);
STDMETHOD(GetAdapterDisplayMode)(THIS_ UINT Adapter,D3DDISPLAYMODE* pMode);
STDMETHOD(CheckDeviceType)(THIS_ UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed);
STDMETHOD(CheckDeviceFormat)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat);
STDMETHOD(CheckDeviceMultiSampleType)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels);
STDMETHOD(CheckDepthStencilMatch)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat);
STDMETHOD(CheckDeviceFormatConversion)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat);
STDMETHOD(GetDeviceCaps)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps);
STDMETHOD_(HMONITOR, GetAdapterMonitor)(THIS_ UINT Adapter);
STDMETHOD(CreateDevice)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface);
};
/*************************
Device Wrapper Class
*************************/
class f_IDirect3DDevice9 : public IDirect3DDevice9
{
private:
LPDIRECT3DDEVICE9 f_pD3DDevice;
//ID3DXFont *pFont;
public:
f_IDirect3DDevice9(LPDIRECT3DDEVICE9 pDevice, LPDIRECT3DDEVICE9 **ppDevice);
f_IDirect3DDevice9() {f_pD3DDevice = NULL;}
/*** IUnknown methods ***/
STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj);
STDMETHOD_(ULONG,AddRef)(THIS);
STDMETHOD_(ULONG,Release)(THIS);
/*** IDirect3DDevice9 methods ***/
STDMETHOD(TestCooperativeLevel)(THIS);
STDMETHOD_(UINT, GetAvailableTextureMem)(THIS);
STDMETHOD(EvictManagedResources)(THIS);
STDMETHOD(GetDirect3D)(THIS_ IDirect3D9** ppD3D9);
STDMETHOD(GetDeviceCaps)(THIS_ D3DCAPS9* pCaps);
STDMETHOD(GetDisplayMode)(THIS_ UINT iSwapChain,D3DDISPLAYMODE* pMode);
STDMETHOD(GetCreationParameters)(THIS_ D3DDEVICE_CREATION_PARAMETERS *pParameters);
STDMETHOD(SetCursorProperties)(THIS_ UINT XHotSpot,UINT YHotSpot,IDirect3DSurface9* pCursorBitmap);
STDMETHOD_(void, SetCursorPosition)(THIS_ int X,int Y,DWORD Flags);
STDMETHOD_(BOOL, ShowCursor)(THIS_ BOOL bShow);
STDMETHOD(CreateAdditionalSwapChain)(THIS_ D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain9** pSwapChain);
STDMETHOD(GetSwapChain)(THIS_ UINT iSwapChain,IDirect3DSwapChain9** pSwapChain);
STDMETHOD_(UINT, GetNumberOfSwapChains)(THIS);
STDMETHOD(Reset)(THIS_ D3DPRESENT_PARAMETERS* pPresentationParameters);
STDMETHOD(Present)(THIS_ CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
STDMETHOD(GetBackBuffer)(THIS_ UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer);
STDMETHOD(GetRasterStatus)(THIS_ UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus);
STDMETHOD(SetDialogBoxMode)(THIS_ BOOL bEnableDialogs);
STDMETHOD_(void, SetGammaRamp)(THIS_ UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
STDMETHOD_(void, GetGammaRamp)(THIS_ UINT iSwapChain,D3DGAMMARAMP* pRamp);
STDMETHOD(CreateTexture)(THIS_ UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle);
STDMETHOD(CreateVolumeTexture)(THIS_ UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle);
STDMETHOD(CreateCubeTexture)(THIS_ UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle);
STDMETHOD(CreateVertexBuffer)(THIS_ UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle);
STDMETHOD(CreateIndexBuffer)(THIS_ UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle);
STDMETHOD(CreateRenderTarget)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
STDMETHOD(CreateDepthStencilSurface)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
STDMETHOD(UpdateSurface)(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint);
STDMETHOD(UpdateTexture)(THIS_ IDirect3DBaseTexture9* pSourceTexture,IDirect3DBaseTexture9* pDestinationTexture);
STDMETHOD(GetRenderTargetData)(THIS_ IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface);
STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,IDirect3DSurface9* pDestSurface);
STDMETHOD(StretchRect)(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
STDMETHOD(ColorFill)(THIS_ IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color);
STDMETHOD(CreateOffscreenPlainSurface)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
STDMETHOD(SetRenderTarget)(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget);
STDMETHOD(GetRenderTarget)(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
STDMETHOD(SetDepthStencilSurface)(THIS_ IDirect3DSurface9* pNewZStencil);
STDMETHOD(GetDepthStencilSurface)(THIS_ IDirect3DSurface9** ppZStencilSurface);
STDMETHOD(BeginScene)(THIS);
STDMETHOD(EndScene)(THIS);
STDMETHOD(Clear)(THIS_ DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);
STDMETHOD(SetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
STDMETHOD(GetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix);
STDMETHOD(MultiplyTransform)(THIS_ D3DTRANSFORMSTATETYPE,CONST D3DMATRIX*);
STDMETHOD(SetViewport)(THIS_ CONST D3DVIEWPORT9* pViewport);
STDMETHOD(GetViewport)(THIS_ D3DVIEWPORT9* pViewport);
STDMETHOD(SetMaterial)(THIS_ CONST D3DMATERIAL9* pMaterial);
STDMETHOD(GetMaterial)(THIS_ D3DMATERIAL9* pMaterial);
STDMETHOD(SetLight)(THIS_ DWORD Index,CONST D3DLIGHT9*);
STDMETHOD(GetLight)(THIS_ DWORD Index,D3DLIGHT9*);
STDMETHOD(LightEnable)(THIS_ DWORD Index,BOOL Enable);
STDMETHOD(GetLightEnable)(THIS_ DWORD Index,BOOL* pEnable);
STDMETHOD(SetClipPlane)(THIS_ DWORD Index,CONST float* pPlane);
STDMETHOD(GetClipPlane)(THIS_ DWORD Index,float* pPlane);
STDMETHOD(SetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD Value);
STDMETHOD(GetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD* pValue);
STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB);
STDMETHOD(BeginStateBlock)(THIS);
STDMETHOD(EndStateBlock)(THIS_ IDirect3DStateBlock9** ppSB);
STDMETHOD(SetClipStatus)(THIS_ CONST D3DCLIPSTATUS9* pClipStatus);
STDMETHOD(GetClipStatus)(THIS_ D3DCLIPSTATUS9* pClipStatus);
STDMETHOD(GetTexture)(THIS_ DWORD Stage,IDirect3DBaseTexture9** ppTexture);
STDMETHOD(SetTexture)(THIS_ DWORD Stage,IDirect3DBaseTexture9* pTexture);
STDMETHOD(GetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue);
STDMETHOD(SetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
STDMETHOD(GetSamplerState)(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue);
STDMETHOD(SetSamplerState)(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
STDMETHOD(ValidateDevice)(THIS_ DWORD* pNumPasses);
STDMETHOD(SetPaletteEntries)(THIS_ UINT PaletteNumber,CONST PALETTEENTRY* pEntries);
STDMETHOD(GetPaletteEntries)(THIS_ UINT PaletteNumber,PALETTEENTRY* pEntries);
STDMETHOD(SetCurrentTexturePalette)(THIS_ UINT PaletteNumber);
STDMETHOD(GetCurrentTexturePalette)(THIS_ UINT *PaletteNumber);
STDMETHOD(SetScissorRect)(THIS_ CONST RECT* pRect);
STDMETHOD(GetScissorRect)(THIS_ RECT* pRect);
STDMETHOD(SetSoftwareVertexProcessing)(THIS_ BOOL bSoftware);
STDMETHOD_(BOOL, GetSoftwareVertexProcessing)(THIS);
STDMETHOD(SetNPatchMode)(THIS_ float nSegments);
STDMETHOD_(float, GetNPatchMode)(THIS);
STDMETHOD(DrawPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount);
STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
STDMETHOD(DrawPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
STDMETHOD(DrawIndexedPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
STDMETHOD(ProcessVertices)(THIS_ UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags);
STDMETHOD(CreateVertexDeclaration)(THIS_ CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl);
STDMETHOD(SetVertexDeclaration)(THIS_ IDirect3DVertexDeclaration9* pDecl);
STDMETHOD(GetVertexDeclaration)(THIS_ IDirect3DVertexDeclaration9** ppDecl);
STDMETHOD(SetFVF)(THIS_ DWORD FVF);
STDMETHOD(GetFVF)(THIS_ DWORD* pFVF);
STDMETHOD(CreateVertexShader)(THIS_ CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader);
STDMETHOD(SetVertexShader)(THIS_ IDirect3DVertexShader9* pShader);
STDMETHOD(GetVertexShader)(THIS_ IDirect3DVertexShader9** ppShader);
STDMETHOD(SetVertexShaderConstantF)(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
STDMETHOD(GetVertexShaderConstantF)(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount);
STDMETHOD(SetVertexShaderConstantI)(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
STDMETHOD(GetVertexShaderConstantI)(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount);
STDMETHOD(SetVertexShaderConstantB)(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
STDMETHOD(GetVertexShaderConstantB)(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount);
STDMETHOD(SetStreamSource)(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
STDMETHOD(GetStreamSource)(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* pOffsetInBytes,UINT* pStride);
STDMETHOD(SetStreamSourceFreq)(THIS_ UINT StreamNumber,UINT Setting);
STDMETHOD(GetStreamSourceFreq)(THIS_ UINT StreamNumber,UINT* pSetting);
STDMETHOD(SetIndices)(THIS_ IDirect3DIndexBuffer9* pIndexData);
STDMETHOD(GetIndices)(THIS_ IDirect3DIndexBuffer9** ppIndexData);
STDMETHOD(CreatePixelShader)(THIS_ CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader);
STDMETHOD(SetPixelShader)(THIS_ IDirect3DPixelShader9* pShader);
STDMETHOD(GetPixelShader)(THIS_ IDirect3DPixelShader9** ppShader);
STDMETHOD(SetPixelShaderConstantF)(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
STDMETHOD(GetPixelShaderConstantF)(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount);
STDMETHOD(SetPixelShaderConstantI)(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
STDMETHOD(GetPixelShaderConstantI)(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount);
STDMETHOD(SetPixelShaderConstantB)(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
STDMETHOD(GetPixelShaderConstantB)(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount);
STDMETHOD(DrawRectPatch)(THIS_ UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo);
STDMETHOD(DrawTriPatch)(THIS_ UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo);
STDMETHOD(DeletePatch)(THIS_ UINT Handle);
STDMETHOD(CreateQuery)(THIS_ D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
};
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment