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    Searched refs:d3d8 (Results 1 - 18 of 18) sorted by null

  /external/swiftshader/src/D3D8/
Direct3DVertexDeclaration8.hpp 20 #include <d3d8.h>
22 namespace D3D8
Direct3DSwapChain8.hpp 24 #include <d3d8.h>
26 namespace D3D8
Direct3D8.hpp 22 #include <d3d8.h>
24 namespace D3D8
65 // Real D3D8 library and IDirect3D8 object
67 IDirect3D8 *d3d8; member in class:D3D8::Direct3D8
Debug.hpp 22 #include <d3d8.h>
Direct3DBaseTexture8.hpp 20 #include <d3d8.h>
27 namespace D3D8
Direct3DIndexBuffer8.hpp 20 #include <d3d8.h>
27 namespace D3D8
Direct3DResource8.hpp 20 #include <d3d8.h>
24 namespace D3D8
Direct3DTexture8.hpp 24 #include <d3d8.h>
26 namespace D3D8
Direct3DVertexBuffer8.hpp 20 #include <d3d8.h>
27 namespace D3D8
Direct3DVolume8.hpp 22 #include <d3d8.h>
24 namespace D3D8
Direct3DVolumeTexture8.hpp 22 #include <d3d8.h>
24 namespace D3D8
Direct3D8.cpp 29 namespace D3D8
55 d3d8 = 0;
79 if(d3d8)
81 d3d8->Release();
82 d3d8 = 0;
132 if(d3d8)
134 return d3d8->CheckDepthStencilMatch(adapter, deviceType, adapterFormat, renderTargetFormat, depthStencilFormat);
153 if(d3d8)
155 return d3d8->CheckDeviceFormat(adapter, deviceType, adapterFormat, usage, resourceType, checkFormat);
504 if(d3d8)
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Direct3DCubeTexture8.hpp 22 #include <d3d8.h>
24 namespace D3D8
Direct3DSurface8.hpp 21 #include <d3d8.h>
23 namespace D3D8
Direct3DStateBlock8.hpp 22 #include <d3d8.h>
24 namespace D3D8
Direct3DDevice8.hpp 27 #include <d3d8.h>
38 namespace D3D8
49 Direct3DDevice8(const HINSTANCE instance, Direct3D8 *d3d8, unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviourFlags, D3DPRESENT_PARAMETERS *presentParameters);
174 Direct3D8 *d3d8; member in class:D3D8::Direct3DDevice8
Capabilities.hpp 18 #include <d3d8.h>
20 namespace D3D8
Direct3DDevice8.cpp 43 namespace D3D8
50 Direct3DDevice8::Direct3DDevice8(const HINSTANCE instance, Direct3D8 *d3d8, unsigned int adapter, D3DDEVTYPE deviceType, HWND focusWindow, unsigned long behaviourFlags, D3DPRESENT_PARAMETERS *presentParameters) : instance(instance), d3d8(d3d8), adapter(adapter), deviceType(deviceType), focusWindow(focusWindow), behaviourFlags(behaviourFlags), presentParameters(*presentParameters)
55 d3d8->AddRef();
168 d3d8->Release();
169 d3d8 = 0;
545 if(edgeLength == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, usage, D3DRTYPE_CUBETEXTURE, format) != D3D_OK)
575 if(width == 0 || height == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, format) != D3D_OK || height > sw::OUTLINE_RESOLUTION)
605 if(width == 0 || height == 0 || d3d8->CheckDeviceFormat(adapter, deviceType, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, format) != D3D_OK
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