/external/swiftshader/src/D3D8/ |
Direct3DVertexDeclaration8.hpp | 20 #include <d3d8.h> 22 namespace D3D8
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Direct3DSwapChain8.hpp | 24 #include <d3d8.h> 26 namespace D3D8
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Direct3D8.hpp | 22 #include <d3d8.h> 24 namespace D3D8 65 // Real D3D8 library and IDirect3D8 object 67 IDirect3D8 *d3d8; member in class:D3D8::Direct3D8
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Debug.hpp | 22 #include <d3d8.h>
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Direct3DBaseTexture8.hpp | 20 #include <d3d8.h> 27 namespace D3D8
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Direct3DIndexBuffer8.hpp | 20 #include <d3d8.h> 27 namespace D3D8
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Direct3DResource8.hpp | 20 #include <d3d8.h> 24 namespace D3D8
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Direct3DTexture8.hpp | 24 #include <d3d8.h> 26 namespace D3D8
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Direct3DVertexBuffer8.hpp | 20 #include <d3d8.h> 27 namespace D3D8
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Direct3DVolume8.hpp | 22 #include <d3d8.h> 24 namespace D3D8
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Direct3DVolumeTexture8.hpp | 22 #include <d3d8.h> 24 namespace D3D8
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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) [all...] |
Direct3DCubeTexture8.hpp | 22 #include <d3d8.h> 24 namespace D3D8
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Direct3DSurface8.hpp | 21 #include <d3d8.h> 23 namespace D3D8
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Direct3DStateBlock8.hpp | 22 #include <d3d8.h> 24 namespace D3D8
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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
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Capabilities.hpp | 18 #include <d3d8.h> 20 namespace D3D8
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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 [all...] |