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d3d9types.h
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d3d9types.h
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/*==========================================================================;
*
* Copyright (C) Microsoft Corporation. All Rights Reserved.
*
* File: d3d9types.h
* Content: Direct3D capabilities include file
*
***************************************************************************/
#ifndef _d3d9TYPES_H_
#define _d3d9TYPES_H_
#ifndef DIRECT3D_VERSION
#define DIRECT3D_VERSION 0x0900
#endif //DIRECT3D_VERSION
// include this file content only if compiling for DX9 interfaces
#if(DIRECT3D_VERSION >= 0x0900)
#include <float.h>
#if _MSC_VER >= 1200
#pragma warning(push)
#endif
#pragma warning(disable:4201) // anonymous unions warning
#if defined(_X86_) || defined(_IA64_)
#pragma pack(4)
#endif
// D3DCOLOR is equivalent to D3DFMT_A8R8G8B8
#ifndef D3DCOLOR_DEFINED
typedef DWORD D3DCOLOR;
#define D3DCOLOR_DEFINED
#endif
// maps unsigned 8 bits/channel to D3DCOLOR
#define D3DCOLOR_ARGB(a,r,g,b) \
((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
#define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)
#define D3DCOLOR_XRGB(r,g,b) D3DCOLOR_ARGB(0xff,r,g,b)
#define D3DCOLOR_XYUV(y,u,v) D3DCOLOR_ARGB(0xff,y,u,v)
#define D3DCOLOR_AYUV(a,y,u,v) D3DCOLOR_ARGB(a,y,u,v)
// maps floating point channels (0.f to 1.f range) to D3DCOLOR
#define D3DCOLOR_COLORVALUE(r,g,b,a) \
D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f))
#ifndef D3DVECTOR_DEFINED
typedef struct _D3DVECTOR {
float x;
float y;
float z;
} D3DVECTOR;
#define D3DVECTOR_DEFINED
#endif
#ifndef D3DCOLORVALUE_DEFINED
typedef struct _D3DCOLORVALUE {
float r;
float g;
float b;
float a;
} D3DCOLORVALUE;
#define D3DCOLORVALUE_DEFINED
#endif
#ifndef D3DRECT_DEFINED
typedef struct _D3DRECT {
LONG x1;
LONG y1;
LONG x2;
LONG y2;
} D3DRECT;
#define D3DRECT_DEFINED
#endif
#ifndef D3DMATRIX_DEFINED
typedef struct _D3DMATRIX {
union {
struct {
float _11, _12, _13, _14;
float _21, _22, _23, _24;
float _31, _32, _33, _34;
float _41, _42, _43, _44;
};
float m[4][4];
};
} D3DMATRIX;
#define D3DMATRIX_DEFINED
#endif
typedef struct _D3DVIEWPORT9 {
DWORD X;
DWORD Y; /* Viewport Top left */
DWORD Width;
DWORD Height; /* Viewport Dimensions */
float MinZ; /* Min/max of clip Volume */
float MaxZ;
} D3DVIEWPORT9;
/*
* Values for clip fields.
*/
// Max number of user clipping planes, supported in D3D.
#define D3DMAXUSERCLIPPLANES 32
// These bits could be ORed together to use with D3DRS_CLIPPLANEENABLE
//
#define D3DCLIPPLANE0 (1 << 0)
#define D3DCLIPPLANE1 (1 << 1)
#define D3DCLIPPLANE2 (1 << 2)
#define D3DCLIPPLANE3 (1 << 3)
#define D3DCLIPPLANE4 (1 << 4)
#define D3DCLIPPLANE5 (1 << 5)
// The following bits are used in the ClipUnion and ClipIntersection
// members of the D3DCLIPSTATUS9
//
#define D3DCS_LEFT 0x00000001L
#define D3DCS_RIGHT 0x00000002L
#define D3DCS_TOP 0x00000004L
#define D3DCS_BOTTOM 0x00000008L
#define D3DCS_FRONT 0x00000010L
#define D3DCS_BACK 0x00000020L
#define D3DCS_PLANE0 0x00000040L
#define D3DCS_PLANE1 0x00000080L
#define D3DCS_PLANE2 0x00000100L
#define D3DCS_PLANE3 0x00000200L
#define D3DCS_PLANE4 0x00000400L
#define D3DCS_PLANE5 0x00000800L
#define D3DCS_ALL (D3DCS_LEFT | \
D3DCS_RIGHT | \
D3DCS_TOP | \
D3DCS_BOTTOM | \
D3DCS_FRONT | \
D3DCS_BACK | \
D3DCS_PLANE0 | \
D3DCS_PLANE1 | \
D3DCS_PLANE2 | \
D3DCS_PLANE3 | \
D3DCS_PLANE4 | \
D3DCS_PLANE5)
typedef struct _D3DCLIPSTATUS9 {
DWORD ClipUnion;
DWORD ClipIntersection;
} D3DCLIPSTATUS9;
typedef struct _D3DMATERIAL9 {
D3DCOLORVALUE Diffuse; /* Diffuse color RGBA */
D3DCOLORVALUE Ambient; /* Ambient color RGB */
D3DCOLORVALUE Specular; /* Specular 'shininess' */
D3DCOLORVALUE Emissive; /* Emissive color RGB */
float Power; /* Sharpness if specular highlight */
} D3DMATERIAL9;
typedef enum _D3DLIGHTTYPE {
D3DLIGHT_POINT = 1,
D3DLIGHT_SPOT = 2,
D3DLIGHT_DIRECTIONAL = 3,
D3DLIGHT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DLIGHTTYPE;
typedef struct _D3DLIGHT9 {
D3DLIGHTTYPE Type; /* Type of light source */
D3DCOLORVALUE Diffuse; /* Diffuse color of light */
D3DCOLORVALUE Specular; /* Specular color of light */
D3DCOLORVALUE Ambient; /* Ambient color of light */
D3DVECTOR Position; /* Position in world space */
D3DVECTOR Direction; /* Direction in world space */
float Range; /* Cutoff range */
float Falloff; /* Falloff */
float Attenuation0; /* Constant attenuation */
float Attenuation1; /* Linear attenuation */
float Attenuation2; /* Quadratic attenuation */
float Theta; /* Inner angle of spotlight cone */
float Phi; /* Outer angle of spotlight cone */
} D3DLIGHT9;
/*
* Options for clearing
*/
#define D3DCLEAR_TARGET 0x00000001l /* Clear target surface */
#define D3DCLEAR_ZBUFFER 0x00000002l /* Clear target z buffer */
#define D3DCLEAR_STENCIL 0x00000004l /* Clear stencil planes */
/*
* The following defines the rendering states
*/
typedef enum _D3DSHADEMODE {
D3DSHADE_FLAT = 1,
D3DSHADE_GOURAUD = 2,
D3DSHADE_PHONG = 3,
D3DSHADE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DSHADEMODE;
typedef enum _D3DFILLMODE {
D3DFILL_POINT = 1,
D3DFILL_WIREFRAME = 2,
D3DFILL_SOLID = 3,
D3DFILL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DFILLMODE;
typedef enum _D3DBLEND {
D3DBLEND_ZERO = 1,
D3DBLEND_ONE = 2,
D3DBLEND_SRCCOLOR = 3,
D3DBLEND_INVSRCCOLOR = 4,
D3DBLEND_SRCALPHA = 5,
D3DBLEND_INVSRCALPHA = 6,
D3DBLEND_DESTALPHA = 7,
D3DBLEND_INVDESTALPHA = 8,
D3DBLEND_DESTCOLOR = 9,
D3DBLEND_INVDESTCOLOR = 10,
D3DBLEND_SRCALPHASAT = 11,
D3DBLEND_BOTHSRCALPHA = 12,
D3DBLEND_BOTHINVSRCALPHA = 13,
D3DBLEND_BLENDFACTOR = 14, /* Only supported if D3DPBLENDCAPS_BLENDFACTOR is on */
D3DBLEND_INVBLENDFACTOR = 15, /* Only supported if D3DPBLENDCAPS_BLENDFACTOR is on */
/* D3D9Ex only -- */
#if !defined(D3D_DISABLE_9EX)
D3DBLEND_SRCCOLOR2 = 16,
D3DBLEND_INVSRCCOLOR2 = 17,
#endif // !D3D_DISABLE_9EX
/* -- D3D9Ex only */
D3DBLEND_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DBLEND;
typedef enum _D3DBLENDOP {
D3DBLENDOP_ADD = 1,
D3DBLENDOP_SUBTRACT = 2,
D3DBLENDOP_REVSUBTRACT = 3,
D3DBLENDOP_MIN = 4,
D3DBLENDOP_MAX = 5,
D3DBLENDOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DBLENDOP;
typedef enum _D3DTEXTUREADDRESS {
D3DTADDRESS_WRAP = 1,
D3DTADDRESS_MIRROR = 2,
D3DTADDRESS_CLAMP = 3,
D3DTADDRESS_BORDER = 4,
D3DTADDRESS_MIRRORONCE = 5,
D3DTADDRESS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DTEXTUREADDRESS;
typedef enum _D3DCULL {
D3DCULL_NONE = 1,
D3DCULL_CW = 2,
D3DCULL_CCW = 3,
D3DCULL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DCULL;
typedef enum _D3DCMPFUNC {
D3DCMP_NEVER = 1,
D3DCMP_LESS = 2,
D3DCMP_EQUAL = 3,
D3DCMP_LESSEQUAL = 4,
D3DCMP_GREATER = 5,
D3DCMP_NOTEQUAL = 6,
D3DCMP_GREATEREQUAL = 7,
D3DCMP_ALWAYS = 8,
D3DCMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DCMPFUNC;
typedef enum _D3DSTENCILOP {
D3DSTENCILOP_KEEP = 1,
D3DSTENCILOP_ZERO = 2,
D3DSTENCILOP_REPLACE = 3,
D3DSTENCILOP_INCRSAT = 4,
D3DSTENCILOP_DECRSAT = 5,
D3DSTENCILOP_INVERT = 6,
D3DSTENCILOP_INCR = 7,
D3DSTENCILOP_DECR = 8,
D3DSTENCILOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DSTENCILOP;
typedef enum _D3DFOGMODE {
D3DFOG_NONE = 0,
D3DFOG_EXP = 1,
D3DFOG_EXP2 = 2,
D3DFOG_LINEAR = 3,
D3DFOG_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DFOGMODE;
typedef enum _D3DZBUFFERTYPE {
D3DZB_FALSE = 0,
D3DZB_TRUE = 1, // Z buffering
D3DZB_USEW = 2, // W buffering
D3DZB_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DZBUFFERTYPE;
// Primitives supported by draw-primitive API
typedef enum _D3DPRIMITIVETYPE {
D3DPT_POINTLIST = 1,
D3DPT_LINELIST = 2,
D3DPT_LINESTRIP = 3,
D3DPT_TRIANGLELIST = 4,
D3DPT_TRIANGLESTRIP = 5,
D3DPT_TRIANGLEFAN = 6,
D3DPT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DPRIMITIVETYPE;
typedef enum _D3DTRANSFORMSTATETYPE {
D3DTS_VIEW = 2,
D3DTS_PROJECTION = 3,
D3DTS_TEXTURE0 = 16,
D3DTS_TEXTURE1 = 17,
D3DTS_TEXTURE2 = 18,
D3DTS_TEXTURE3 = 19,
D3DTS_TEXTURE4 = 20,
D3DTS_TEXTURE5 = 21,
D3DTS_TEXTURE6 = 22,
D3DTS_TEXTURE7 = 23,
D3DTS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DTRANSFORMSTATETYPE;
#define D3DTS_WORLDMATRIX(index) (D3DTRANSFORMSTATETYPE)(index + 256)
#define D3DTS_WORLD D3DTS_WORLDMATRIX(0)
#define D3DTS_WORLD1 D3DTS_WORLDMATRIX(1)
#define D3DTS_WORLD2 D3DTS_WORLDMATRIX(2)
#define D3DTS_WORLD3 D3DTS_WORLDMATRIX(3)
typedef enum _D3DRENDERSTATETYPE {
D3DRS_ZENABLE = 7, /* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) */
D3DRS_FILLMODE = 8, /* D3DFILLMODE */
D3DRS_SHADEMODE = 9, /* D3DSHADEMODE */
D3DRS_ZWRITEENABLE = 14, /* TRUE to enable z writes */
D3DRS_ALPHATESTENABLE = 15, /* TRUE to enable alpha tests */
D3DRS_LASTPIXEL = 16, /* TRUE for last-pixel on lines */
D3DRS_SRCBLEND = 19, /* D3DBLEND */
D3DRS_DESTBLEND = 20, /* D3DBLEND */
D3DRS_CULLMODE = 22, /* D3DCULL */
D3DRS_ZFUNC = 23, /* D3DCMPFUNC */
D3DRS_ALPHAREF = 24, /* D3DFIXED */
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_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_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_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_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_POSITIONDEGREE = 172, // NPatch position interpolation degree. D3DDEGREE_LINEAR or D3DDEGREE_CUBIC (default)
D3DRS_NORMALDEGREE = 173, // NPatch normal interpolation degree. D3DDEGREE_LINEAR (default) or D3DDEGREE_QUADRATIC
D3DRS_SCISSORTESTENABLE = 174,
D3DRS_SLOPESCALEDEPTHBIAS = 175,
D3DRS_ANTIALIASEDLINEENABLE = 176,
D3DRS_MINTESSELLATIONLEVEL = 178,
D3DRS_MAXTESSELLATIONLEVEL = 179,
D3DRS_ADAPTIVETESS_X = 180,
D3DRS_ADAPTIVETESS_Y = 181,
D3DRS_ADAPTIVETESS_Z = 182,
D3DRS_ADAPTIVETESS_W = 183,
D3DRS_ENABLEADAPTIVETESSELLATION = 184,
D3DRS_TWOSIDEDSTENCILMODE = 185, /* BOOL enable/disable 2 sided stenciling */
D3DRS_CCW_STENCILFAIL = 186, /* D3DSTENCILOP to do if ccw stencil test fails */
D3DRS_CCW_STENCILZFAIL = 187, /* D3DSTENCILOP to do if ccw stencil test passes and Z test fails */
D3DRS_CCW_STENCILPASS = 188, /* D3DSTENCILOP to do if both ccw stencil and Z tests pass */
D3DRS_CCW_STENCILFUNC = 189, /* D3DCMPFUNC fn. ccw Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */
D3DRS_COLORWRITEENABLE1 = 190, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */
D3DRS_COLORWRITEENABLE2 = 191, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */
D3DRS_COLORWRITEENABLE3 = 192, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */
D3DRS_BLENDFACTOR = 193, /* D3DCOLOR used for a constant blend factor during alpha blending for devices that support D3DPBLENDCAPS_BLENDFACTOR */
D3DRS_SRGBWRITEENABLE = 194, /* Enable rendertarget writes to be DE-linearized to SRGB (for formats that expose D3DUSAGE_QUERY_SRGBWRITE) */
D3DRS_DEPTHBIAS = 195,
D3DRS_WRAP8 = 198, /* Additional wrap states for vs_3_0+ attributes with D3DDECLUSAGE_TEXCOORD */
D3DRS_WRAP9 = 199,
D3DRS_WRAP10 = 200,
D3DRS_WRAP11 = 201,
D3DRS_WRAP12 = 202,
D3DRS_WRAP13 = 203,
D3DRS_WRAP14 = 204,
D3DRS_WRAP15 = 205,
D3DRS_SEPARATEALPHABLENDENABLE = 206, /* TRUE to enable a separate blending function for the alpha channel */
D3DRS_SRCBLENDALPHA = 207, /* SRC blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
D3DRS_DESTBLENDALPHA = 208, /* DST blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
D3DRS_BLENDOPALPHA = 209, /* Blending operation for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
D3DRS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DRENDERSTATETYPE;
// Maximum number of simultaneous render targets D3D supports
#define D3D_MAX_SIMULTANEOUS_RENDERTARGETS 4
// 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 processing of fixed function pixel processing
* Two of these affect fixed function vertex processing as well: TEXTURETRANSFORMFLAGS and TEXCOORDINDEX.
*/
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_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_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_CONSTANT = 32, /* Per-stage constant D3DTA_CONSTANT */
D3DTSS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DTEXTURESTAGESTATETYPE;
/*
* State enumerants for per-sampler texture processing.
*/
typedef enum _D3DSAMPLERSTATETYPE
{
D3DSAMP_ADDRESSU = 1, /* D3DTEXTUREADDRESS for U coordinate */
D3DSAMP_ADDRESSV = 2, /* D3DTEXTUREADDRESS for V coordinate */
D3DSAMP_ADDRESSW = 3, /* D3DTEXTUREADDRESS for W coordinate */
D3DSAMP_BORDERCOLOR = 4, /* D3DCOLOR */
D3DSAMP_MAGFILTER = 5, /* D3DTEXTUREFILTER filter to use for magnification */
D3DSAMP_MINFILTER = 6, /* D3DTEXTUREFILTER filter to use for minification */
D3DSAMP_MIPFILTER = 7, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */
D3DSAMP_MIPMAPLODBIAS = 8, /* float Mipmap LOD bias */
D3DSAMP_MAXMIPLEVEL = 9, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */
D3DSAMP_MAXANISOTROPY = 10, /* DWORD maximum anisotropy */
D3DSAMP_SRGBTEXTURE = 11, /* Default = 0 (which means Gamma 1.0,
no correction required.) else correct for
Gamma = 2.2 */
D3DSAMP_ELEMENTINDEX = 12, /* When multi-element texture is assigned to sampler, this
indicates which element index to use. Default = 0. */
D3DSAMP_DMAPOFFSET = 13, /* Offset in vertices in the pre-sampled displacement map.
Only valid for D3DDMAPSAMPLER sampler */
D3DSAMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DSAMPLERSTATETYPE;
/* Special sampler which is used in the tesselator */
#define D3DDMAPSAMPLER 256
// Samplers used in vertex shaders
#define D3DVERTEXTEXTURESAMPLER0 (D3DDMAPSAMPLER+1)
#define D3DVERTEXTEXTURESAMPLER1 (D3DDMAPSAMPLER+2)
#define D3DVERTEXTEXTURESAMPLER2 (D3DDMAPSAMPLER+3)
#define D3DVERTEXTEXTURESAMPLER3 (D3DDMAPSAMPLER+4)
// 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
#define D3DTSS_TCI_SPHEREMAP 0x00040000
/*
* 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_CONSTANT 0x00000006 // select texture stage constant
#define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x (read modifier)
#define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier)
//
// Values for D3DSAMP_***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_PYRAMIDALQUAD = 6, // 4-sample tent
D3DTEXF_GAUSSIANQUAD = 7, // 4-sample gaussian
/* D3D9Ex only -- */
#if !defined(D3D_DISABLE_9EX)
D3DTEXF_CONVOLUTIONMONO = 8, // Convolution filter for monochrome textures
#endif // !D3D_DISABLE_9EX
/* -- D3D9Ex only */
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 0x400E
#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_XYZW 0x4002
#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_LASTBETA_D3DCOLOR 0x8000
#define D3DFVF_RESERVED2 0x6000 // 2 reserved bits
//---------------------------------------------------------------------
// Vertex Shaders
//
// Vertex shader declaration
// Vertex element semantics
//
typedef enum _D3DDECLUSAGE
{
D3DDECLUSAGE_POSITION = 0,
D3DDECLUSAGE_BLENDWEIGHT, // 1
D3DDECLUSAGE_BLENDINDICES, // 2
D3DDECLUSAGE_NORMAL, // 3
D3DDECLUSAGE_PSIZE, // 4
D3DDECLUSAGE_TEXCOORD, // 5
D3DDECLUSAGE_TANGENT, // 6
D3DDECLUSAGE_BINORMAL, // 7
D3DDECLUSAGE_TESSFACTOR, // 8
D3DDECLUSAGE_POSITIONT, // 9
D3DDECLUSAGE_COLOR, // 10
D3DDECLUSAGE_FOG, // 11
D3DDECLUSAGE_DEPTH, // 12
D3DDECLUSAGE_SAMPLE, // 13
} D3DDECLUSAGE;
#define MAXD3DDECLUSAGE D3DDECLUSAGE_SAMPLE
#define MAXD3DDECLUSAGEINDEX 15
#define MAXD3DDECLLENGTH 64 // does not include "end" marker vertex element
typedef enum _D3DDECLMETHOD
{
D3DDECLMETHOD_DEFAULT = 0,
D3DDECLMETHOD_PARTIALU,
D3DDECLMETHOD_PARTIALV,
D3DDECLMETHOD_CROSSUV, // Normal
D3DDECLMETHOD_UV,
D3DDECLMETHOD_LOOKUP, // Lookup a displacement map
D3DDECLMETHOD_LOOKUPPRESAMPLED, // Lookup a pre-sampled displacement map
} D3DDECLMETHOD;
#define MAXD3DDECLMETHOD D3DDECLMETHOD_LOOKUPPRESAMPLED
// Declarations for _Type fields
//
typedef enum _D3DDECLTYPE
{
D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
D3DDECLTYPE_FLOAT4 = 3, // 4D float
D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte
D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.)
D3DDECLTYPE_SHORT4 = 7, // 4D signed short
// The following types are valid only with vertex shaders >= 2.0
D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)
D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused.
} D3DDECLTYPE;
#define MAXD3DDECLTYPE D3DDECLTYPE_UNUSED
typedef struct _D3DVERTEXELEMENT9
{
WORD Stream; // Stream index
WORD Offset; // Offset in the stream in bytes
BYTE Type; // Data type
BYTE Method; // Processing method
BYTE Usage; // Semantics
BYTE UsageIndex; // Semantic index
} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;
// This is used to initialize the last vertex element in a vertex declaration
// array
//
#define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
// Maximum supported number of texture coordinate sets
#define D3DDP_MAXTEXCOORD 8
//---------------------------------------------------------------------
// Values for IDirect3DDevice9::SetStreamSourceFreq's Setting parameter
//---------------------------------------------------------------------
#define D3DSTREAMSOURCE_INDEXEDDATA (1<<30)
#define D3DSTREAMSOURCE_INSTANCEDATA (2<<30)
//---------------------------------------------------------------------
//
// The internal format of Pixel Shader (PS) & Vertex Shader (VS)
// Instruction Tokens is defined in the Direct3D Device Driver Kit
//
//---------------------------------------------------------------------
//
// Instruction Token Bit Definitions
//
#define D3DSI_OPCODE_MASK 0x0000FFFF
#define D3DSI_INSTLENGTH_MASK 0x0F000000
#define D3DSI_INSTLENGTH_SHIFT 24
typedef enum _D3DSHADER_INSTRUCTION_OPCODE_TYPE
{
D3DSIO_NOP = 0,
D3DSIO_MOV ,
D3DSIO_ADD ,
D3DSIO_SUB ,
D3DSIO_MAD ,
D3DSIO_MUL ,
D3DSIO_RCP ,
D3DSIO_RSQ ,
D3DSIO_DP3 ,
D3DSIO_DP4 ,
D3DSIO_MIN ,
D3DSIO_MAX ,
D3DSIO_SLT ,
D3DSIO_SGE ,
D3DSIO_EXP ,
D3DSIO_LOG ,
D3DSIO_LIT ,
D3DSIO_DST ,
D3DSIO_LRP ,
D3DSIO_FRC ,
D3DSIO_M4x4 ,
D3DSIO_M4x3 ,
D3DSIO_M3x4 ,
D3DSIO_M3x3 ,
D3DSIO_M3x2 ,
D3DSIO_CALL ,
D3DSIO_CALLNZ ,
D3DSIO_LOOP ,
D3DSIO_RET ,
D3DSIO_ENDLOOP ,
D3DSIO_LABEL ,
D3DSIO_DCL ,
D3DSIO_POW ,
D3DSIO_CRS ,
D3DSIO_SGN ,
D3DSIO_ABS ,
D3DSIO_NRM ,
D3DSIO_SINCOS ,
D3DSIO_REP ,
D3DSIO_ENDREP ,
D3DSIO_IF ,
D3DSIO_IFC ,
D3DSIO_ELSE ,
D3DSIO_ENDIF ,
D3DSIO_BREAK ,
D3DSIO_BREAKC ,
D3DSIO_MOVA ,
D3DSIO_DEFB ,
D3DSIO_DEFI ,
D3DSIO_TEXCOORD = 64,
D3DSIO_TEXKILL ,
D3DSIO_TEX ,
D3DSIO_TEXBEM ,
D3DSIO_TEXBEML ,
D3DSIO_TEXREG2AR ,
D3DSIO_TEXREG2GB ,
D3DSIO_TEXM3x2PAD ,
D3DSIO_TEXM3x2TEX ,
D3DSIO_TEXM3x3PAD ,
D3DSIO_TEXM3x3TEX ,
D3DSIO_RESERVED0 ,
D3DSIO_TEXM3x3SPEC ,
D3DSIO_TEXM3x3VSPEC ,
D3DSIO_EXPP ,
D3DSIO_LOGP ,
D3DSIO_CND ,
D3DSIO_DEF ,
D3DSIO_TEXREG2RGB ,
D3DSIO_TEXDP3TEX ,
D3DSIO_TEXM3x2DEPTH ,
D3DSIO_TEXDP3 ,
D3DSIO_TEXM3x3 ,
D3DSIO_TEXDEPTH ,
D3DSIO_CMP ,
D3DSIO_BEM ,
D3DSIO_DP2ADD ,
D3DSIO_DSX ,
D3DSIO_DSY ,
D3DSIO_TEXLDD ,
D3DSIO_SETP ,
D3DSIO_TEXLDL ,
D3DSIO_BREAKP ,
D3DSIO_PHASE = 0xFFFD,
D3DSIO_COMMENT = 0xFFFE,
D3DSIO_END = 0xFFFF,
D3DSIO_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSHADER_INSTRUCTION_OPCODE_TYPE;
//---------------------------------------------------------------------
// Use these constants with D3DSIO_SINCOS macro as SRC2, SRC3
//
#define D3DSINCOSCONST1 -1.5500992e-006f, -2.1701389e-005f, 0.0026041667f, 0.00026041668f
#define D3DSINCOSCONST2 -0.020833334f, -0.12500000f, 1.0f, 0.50000000f
//---------------------------------------------------------------------
// Co-Issue Instruction Modifier - if set then this instruction is to be
// issued in parallel with the previous instruction(s) for which this bit
// is not set.
//
#define D3DSI_COISSUE 0x40000000
//---------------------------------------------------------------------
// Opcode specific controls
#define D3DSP_OPCODESPECIFICCONTROL_MASK 0x00ff0000
#define D3DSP_OPCODESPECIFICCONTROL_SHIFT 16
// ps_2_0 texld controls
#define D3DSI_TEXLD_PROJECT (0x01 << D3DSP_OPCODESPECIFICCONTROL_SHIFT)
#define D3DSI_TEXLD_BIAS (0x02 << D3DSP_OPCODESPECIFICCONTROL_SHIFT)
// Comparison for dynamic conditional instruction opcodes (i.e. if, breakc)
typedef enum _D3DSHADER_COMPARISON
{
// < = >
D3DSPC_RESERVED0= 0, // 0 0 0
D3DSPC_GT = 1, // 0 0 1
D3DSPC_EQ = 2, // 0 1 0
D3DSPC_GE = 3, // 0 1 1
D3DSPC_LT = 4, // 1 0 0
D3DSPC_NE = 5, // 1 0 1
D3DSPC_LE = 6, // 1 1 0
D3DSPC_RESERVED1= 7 // 1 1 1
} D3DSHADER_COMPARISON;
// Comparison is part of instruction opcode token:
#define D3DSHADER_COMPARISON_SHIFT D3DSP_OPCODESPECIFICCONTROL_SHIFT
#define D3DSHADER_COMPARISON_MASK (0x7<<D3DSHADER_COMPARISON_SHIFT)
//---------------------------------------------------------------------
// Predication flags on instruction token
#define D3DSHADER_INSTRUCTION_PREDICATED (0x1 << 28)
//---------------------------------------------------------------------
// DCL Info Token Controls
// For dcl info tokens requiring a semantic (usage + index)
#define D3DSP_DCL_USAGE_SHIFT 0
#define D3DSP_DCL_USAGE_MASK 0x0000000f
#define D3DSP_DCL_USAGEINDEX_SHIFT 16
#define D3DSP_DCL_USAGEINDEX_MASK 0x000f0000
// DCL pixel shader sampler info token.
#define D3DSP_TEXTURETYPE_SHIFT 27
#define D3DSP_TEXTURETYPE_MASK 0x78000000
typedef enum _D3DSAMPLER_TEXTURE_TYPE
{
D3DSTT_UNKNOWN = 0<<D3DSP_TEXTURETYPE_SHIFT, // uninitialized value
D3DSTT_2D = 2<<D3DSP_TEXTURETYPE_SHIFT, // dcl_2d s# (for declaring a 2-D texture)
D3DSTT_CUBE = 3<<D3DSP_TEXTURETYPE_SHIFT, // dcl_cube s# (for declaring a cube texture)
D3DSTT_VOLUME = 4<<D3DSP_TEXTURETYPE_SHIFT, // dcl_volume s# (for declaring a volume texture)
D3DSTT_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DSAMPLER_TEXTURE_TYPE;
//---------------------------------------------------------------------
// Parameter Token Bit Definitions
//
#define D3DSP_REGNUM_MASK 0x000007FF
// destination parameter write mask
#define D3DSP_WRITEMASK_0 0x00010000 // Component 0 (X;Red)
#define D3DSP_WRITEMASK_1 0x00020000 // Component 1 (Y;Green)
#define D3DSP_WRITEMASK_2 0x00040000 // Component 2 (Z;Blue)
#define D3DSP_WRITEMASK_3 0x00080000 // Component 3 (W;Alpha)
#define D3DSP_WRITEMASK_ALL 0x000F0000 // All Components
// destination parameter modifiers
#define D3DSP_DSTMOD_SHIFT 20
#define D3DSP_DSTMOD_MASK 0x00F00000
// Bit masks for destination parameter modifiers
#define D3DSPDM_NONE (0<<D3DSP_DSTMOD_SHIFT) // nop
#define D3DSPDM_SATURATE (1<<D3DSP_DSTMOD_SHIFT) // clamp to 0. to 1. range
#define D3DSPDM_PARTIALPRECISION (2<<D3DSP_DSTMOD_SHIFT) // Partial precision hint
#define D3DSPDM_MSAMPCENTROID (4<<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
#define D3DSP_DSTSHIFT_SHIFT 24
#define D3DSP_DSTSHIFT_MASK 0x0F000000
// destination/source parameter register type
#define D3DSP_REGTYPE_SHIFT 28
#define D3DSP_REGTYPE_SHIFT2 8
#define D3DSP_REGTYPE_MASK 0x70000000
#define D3DSP_REGTYPE_MASK2 0x00001800
typedef enum _D3DSHADER_PARAM_REGISTER_TYPE