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ShaderAPITextureHandle_t CPs3NonVirt_IShaderAPIDX8::GetStandardTextureHandle(StandardTextureId_t id) { return g_ShaderAPIDX8.CShaderAPIDx8::GetStandardTextureHandle(id); }
void CPs3NonVirt_IShaderAPIDX8::SetViewports( int nCount, const ShaderViewport_t* pViewports, bool setImmediately ) { g_ShaderAPIDX8.CShaderAPIDx8::SetViewports(nCount,pViewports, setImmediately ); }
int CPs3NonVirt_IShaderAPIDX8::GetViewports( ShaderViewport_t* pViewports, int nMax ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetViewports(pViewports,nMax); }
void CPs3NonVirt_IShaderAPIDX8::ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight ) { g_ShaderAPIDX8.CShaderAPIDx8::ClearBuffers(bClearColor,bClearDepth,bClearStencil,renderTargetWidth,renderTargetHeight); }
void CPs3NonVirt_IShaderAPIDX8::ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) { g_ShaderAPIDX8.CShaderAPIDx8::ClearColor3ub(r,g,b); }
void CPs3NonVirt_IShaderAPIDX8::ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) { g_ShaderAPIDX8.CShaderAPIDx8::ClearColor4ub(r,g,b,a); }
void CPs3NonVirt_IShaderAPIDX8::BindVertexShader( VertexShaderHandle_t hVertexShader ) { g_ShaderAPIDX8.CShaderAPIDx8::BindVertexShader(hVertexShader); }
void CPs3NonVirt_IShaderAPIDX8::BindGeometryShader( GeometryShaderHandle_t hGeometryShader ) { g_ShaderAPIDX8.CShaderAPIDx8::BindGeometryShader(hGeometryShader); }
void CPs3NonVirt_IShaderAPIDX8::BindPixelShader( PixelShaderHandle_t hPixelShader ) { g_ShaderAPIDX8.CShaderAPIDx8::BindPixelShader(hPixelShader); }
void CPs3NonVirt_IShaderAPIDX8::SetRasterState( const ShaderRasterState_t& state ) { g_ShaderAPIDX8.CShaderAPIDx8::SetRasterState(state); }
bool CPs3NonVirt_IShaderAPIDX8::SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info ) { return g_ShaderAPIDX8.CShaderAPIDx8::SetMode(hwnd,nAdapter,info); }
void CPs3NonVirt_IShaderAPIDX8::ChangeVideoMode( const ShaderDeviceInfo_t &info ) { g_ShaderAPIDX8.CShaderAPIDx8::ChangeVideoMode(info); }
StateSnapshot_t CPs3NonVirt_IShaderAPIDX8::TakeSnapshot( ) { return g_ShaderAPIDX8.CShaderAPIDx8::TakeSnapshot(); }
void CPs3NonVirt_IShaderAPIDX8::TexMinFilter( ShaderTexFilterMode_t texFilterMode ) { g_ShaderAPIDX8.CShaderAPIDx8::TexMinFilter(texFilterMode); }
void CPs3NonVirt_IShaderAPIDX8::TexMagFilter( ShaderTexFilterMode_t texFilterMode ) { g_ShaderAPIDX8.CShaderAPIDx8::TexMagFilter(texFilterMode); }
void CPs3NonVirt_IShaderAPIDX8::TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode ) { g_ShaderAPIDX8.CShaderAPIDx8::TexWrap(coord,wrapMode); }
void CPs3NonVirt_IShaderAPIDX8::CopyRenderTargetToTexture( ShaderAPITextureHandle_t textureHandle ) { g_ShaderAPIDX8.CShaderAPIDx8::CopyRenderTargetToTexture(textureHandle); }
void CPs3NonVirt_IShaderAPIDX8::Bind( IMaterial* pMaterial ) { g_ShaderAPIDX8.CShaderAPIDx8::Bind(pMaterial); }
IMesh* CPs3NonVirt_IShaderAPIDX8::GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool bBuffered, IMesh* pVertexOverride, IMesh* pIndexOverride) { return g_ShaderAPIDX8.CShaderAPIDx8::GetDynamicMesh(pMaterial,nHWSkinBoneCount,bBuffered,pVertexOverride,pIndexOverride); }
IMesh* CPs3NonVirt_IShaderAPIDX8::GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount, bool bBuffered, IMesh* pVertexOverride, IMesh* pIndexOverride) { return g_ShaderAPIDX8.CShaderAPIDx8::GetDynamicMeshEx(pMaterial,vertexFormat,nHWSkinBoneCount,bBuffered,pVertexOverride,pIndexOverride); }
bool CPs3NonVirt_IShaderAPIDX8::IsTranslucent( StateSnapshot_t id ) { return g_ShaderAPIDX8.CShaderAPIDx8::IsTranslucent(id); }
bool CPs3NonVirt_IShaderAPIDX8::IsAlphaTested( StateSnapshot_t id ) { return g_ShaderAPIDX8.CShaderAPIDx8::IsAlphaTested(id); }
bool CPs3NonVirt_IShaderAPIDX8::UsesVertexAndPixelShaders( StateSnapshot_t id ) { return g_ShaderAPIDX8.CShaderAPIDx8::UsesVertexAndPixelShaders(id); }
bool CPs3NonVirt_IShaderAPIDX8::IsDepthWriteEnabled( StateSnapshot_t id ) { return g_ShaderAPIDX8.CShaderAPIDx8::IsDepthWriteEnabled(id); }
VertexFormat_t CPs3NonVirt_IShaderAPIDX8::ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds ) { return g_ShaderAPIDX8.CShaderAPIDx8::ComputeVertexFormat(numSnapshots,pIds); }
VertexFormat_t CPs3NonVirt_IShaderAPIDX8::ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds ) { return g_ShaderAPIDX8.CShaderAPIDx8::ComputeVertexUsage(numSnapshots,pIds); }
void CPs3NonVirt_IShaderAPIDX8::BeginPass( StateSnapshot_t snapshot ) { g_ShaderAPIDX8.CShaderAPIDx8::BeginPass(snapshot); }
void CPs3NonVirt_IShaderAPIDX8::RenderPass( const unsigned char *pInstanceCommandBuffer, int nPass, int nPassCount ) { g_ShaderAPIDX8.CShaderAPIDx8::RenderPass(pInstanceCommandBuffer,nPass,nPassCount); }
void CPs3NonVirt_IShaderAPIDX8::SetNumBoneWeights( int numBones ) { g_ShaderAPIDX8.CShaderAPIDx8::SetNumBoneWeights(numBones); }
void CPs3NonVirt_IShaderAPIDX8::SetLights( int nCount, const LightDesc_t *pDesc ) { g_ShaderAPIDX8.CShaderAPIDx8::SetLights(nCount,pDesc); }
void CPs3NonVirt_IShaderAPIDX8::SetLightingOrigin( Vector vLightingOrigin ) { g_ShaderAPIDX8.CShaderAPIDx8::SetLightingOrigin(vLightingOrigin); }
void CPs3NonVirt_IShaderAPIDX8::SetLightingState( const MaterialLightingState_t& state ) { g_ShaderAPIDX8.CShaderAPIDx8::SetLightingState(state); }
void CPs3NonVirt_IShaderAPIDX8::SetAmbientLightCube( Vector4D cube[6] ) { g_ShaderAPIDX8.CShaderAPIDx8::SetAmbientLightCube(cube); }
void CPs3NonVirt_IShaderAPIDX8::ShadeMode( ShaderShadeMode_t mode ) { g_ShaderAPIDX8.CShaderAPIDx8::ShadeMode(mode); }
void CPs3NonVirt_IShaderAPIDX8::CullMode( MaterialCullMode_t cullMode ) { g_ShaderAPIDX8.CShaderAPIDx8::CullMode(cullMode); }
void CPs3NonVirt_IShaderAPIDX8::FlipCullMode() { g_ShaderAPIDX8.CShaderAPIDx8::FlipCullMode(); }
void CPs3NonVirt_IShaderAPIDX8::ForceDepthFuncEquals( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::ForceDepthFuncEquals(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::OverrideDepthEnable( bool bEnable, bool bDepthWriteEnable, bool bDepthTestEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::OverrideDepthEnable(bEnable,bDepthWriteEnable,bDepthTestEnable); }
void CPs3NonVirt_IShaderAPIDX8::SetHeightClipZ( float z ) { g_ShaderAPIDX8.CShaderAPIDx8::SetHeightClipZ(z); }
void CPs3NonVirt_IShaderAPIDX8::SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode ) { g_ShaderAPIDX8.CShaderAPIDx8::SetHeightClipMode(heightClipMode); }
void CPs3NonVirt_IShaderAPIDX8::SetClipPlane( int index, const float *pPlane ) { g_ShaderAPIDX8.CShaderAPIDx8::SetClipPlane(index,pPlane); }
void CPs3NonVirt_IShaderAPIDX8::EnableClipPlane( int index, bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableClipPlane(index,bEnable); }
ImageFormat CPs3NonVirt_IShaderAPIDX8::GetNearestSupportedFormat( ImageFormat fmt ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetNearestSupportedFormat(fmt); }
ImageFormat CPs3NonVirt_IShaderAPIDX8::GetNearestRenderTargetFormat( ImageFormat fmt ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetNearestRenderTargetFormat(fmt); }
bool CPs3NonVirt_IShaderAPIDX8::DoRenderTargetsNeedSeparateDepthBuffer() { return g_ShaderAPIDX8.CShaderAPIDx8::DoRenderTargetsNeedSeparateDepthBuffer(); }
ShaderAPITextureHandle_t CPs3NonVirt_IShaderAPIDX8::CreateTexture( int width, int height, int depth, ImageFormat dstImageFormat, int numMipLevels, int numCopies, int flags, const char *pDebugName, const char *pTextureGroupName ) { return g_ShaderAPIDX8.CShaderAPIDx8::CreateTexture(width,height,depth,dstImageFormat,numMipLevels,numCopies,flags,pDebugName,pTextureGroupName); }
void CPs3NonVirt_IShaderAPIDX8::DeleteTexture( ShaderAPITextureHandle_t textureHandle ) { g_ShaderAPIDX8.CShaderAPIDx8::DeleteTexture(textureHandle); }
ShaderAPITextureHandle_t CPs3NonVirt_IShaderAPIDX8::CreateDepthTexture( ImageFormat renderTargetFormat, int width, int height, const char *pDebugName, bool bTexture, bool bAliasDepthSurfaceOverColorX360 ) { return g_ShaderAPIDX8.CShaderAPIDx8::CreateDepthTexture(renderTargetFormat,width,height,pDebugName,bTexture,bAliasDepthSurfaceOverColorX360); }
bool CPs3NonVirt_IShaderAPIDX8::IsTexture( ShaderAPITextureHandle_t textureHandle ) { return g_ShaderAPIDX8.CShaderAPIDx8::IsTexture(textureHandle); }
bool CPs3NonVirt_IShaderAPIDX8::IsTextureResident( ShaderAPITextureHandle_t textureHandle ) { return g_ShaderAPIDX8.CShaderAPIDx8::IsTextureResident(textureHandle); }
void CPs3NonVirt_IShaderAPIDX8::ModifyTexture( ShaderAPITextureHandle_t textureHandle ) { g_ShaderAPIDX8.CShaderAPIDx8::ModifyTexture(textureHandle); }
void CPs3NonVirt_IShaderAPIDX8::TexImage2D( int level, int cubeFaceID, ImageFormat dstFormat, int zOffset, int width, int height, ImageFormat srcFormat, bool bSrcIsTiled, void *imageData ) { g_ShaderAPIDX8.CShaderAPIDx8::TexImage2D(level,cubeFaceID,dstFormat,zOffset,width,height,srcFormat,bSrcIsTiled,imageData); }
void CPs3NonVirt_IShaderAPIDX8::TexSubImage2D( int level, int cubeFaceID, int xOffset, int yOffset, int zOffset, int width, int height, ImageFormat srcFormat, int srcStride, bool bSrcIsTiled, void *imageData ) { g_ShaderAPIDX8.CShaderAPIDx8::TexSubImage2D(level,cubeFaceID,xOffset,yOffset,zOffset,width,height,srcFormat,srcStride,bSrcIsTiled,imageData); }
bool CPs3NonVirt_IShaderAPIDX8::TexLock( int level, int cubeFaceID, int xOffset, int yOffset, int width, int height, CPixelWriter& writer ) { return g_ShaderAPIDX8.CShaderAPIDx8::TexLock(level,cubeFaceID,xOffset,yOffset,width,height,writer); }
void CPs3NonVirt_IShaderAPIDX8::TexUnlock( ) { g_ShaderAPIDX8.CShaderAPIDx8::TexUnlock(); }
void CPs3NonVirt_IShaderAPIDX8::UpdateTexture( int xOffset, int yOffset, int w, int h, ShaderAPITextureHandle_t hDstTexture, ShaderAPITextureHandle_t hSrcTexture ) { g_ShaderAPIDX8.CShaderAPIDx8::UpdateTexture(xOffset,yOffset,w,h,hDstTexture,hSrcTexture); }
void * CPs3NonVirt_IShaderAPIDX8::LockTex( ShaderAPITextureHandle_t hTexture ) { return g_ShaderAPIDX8.CShaderAPIDx8::LockTex(hTexture); }
void CPs3NonVirt_IShaderAPIDX8::UnlockTex( ShaderAPITextureHandle_t hTexture ) { g_ShaderAPIDX8.CShaderAPIDx8::UnlockTex(hTexture); }
void CPs3NonVirt_IShaderAPIDX8::TexSetPriority( int priority ) { g_ShaderAPIDX8.CShaderAPIDx8::TexSetPriority(priority); }
void CPs3NonVirt_IShaderAPIDX8::BindTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, ShaderAPITextureHandle_t textureHandle ) { g_ShaderAPIDX8.CShaderAPIDx8::BindTexture( sampler, nBindFlags, textureHandle); }
void CPs3NonVirt_IShaderAPIDX8::SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle) { g_ShaderAPIDX8.CShaderAPIDx8::SetRenderTarget(colorTextureHandle,depthTextureHandle); }
void CPs3NonVirt_IShaderAPIDX8::ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) { g_ShaderAPIDX8.CShaderAPIDx8::ClearBuffersObeyStencil(bClearColor,bClearDepth); }
void CPs3NonVirt_IShaderAPIDX8::ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ) { g_ShaderAPIDX8.CShaderAPIDx8::ReadPixels(x,y,width,height,data,dstFormat); }
void CPs3NonVirt_IShaderAPIDX8::ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride ) { g_ShaderAPIDX8.CShaderAPIDx8::ReadPixels(pSrcRect,pDstRect,data,dstFormat,nDstStride); }
void CPs3NonVirt_IShaderAPIDX8::FlushHardware() { g_ShaderAPIDX8.CShaderAPIDx8::FlushHardware(); }
void CPs3NonVirt_IShaderAPIDX8::BeginFrame() { g_ShaderAPIDX8.CShaderAPIDx8::BeginFrame(); }
void CPs3NonVirt_IShaderAPIDX8::EndFrame() { g_ShaderAPIDX8.CShaderAPIDx8::EndFrame(); }
int CPs3NonVirt_IShaderAPIDX8::SelectionMode( bool selectionMode ) { return g_ShaderAPIDX8.CShaderAPIDx8::SelectionMode(selectionMode); }
void CPs3NonVirt_IShaderAPIDX8::SelectionBuffer( unsigned int* pBuffer, int size ) { g_ShaderAPIDX8.CShaderAPIDx8::SelectionBuffer(pBuffer,size); }
void CPs3NonVirt_IShaderAPIDX8::ClearSelectionNames( ) { g_ShaderAPIDX8.CShaderAPIDx8::ClearSelectionNames(); }
void CPs3NonVirt_IShaderAPIDX8::LoadSelectionName( int name ) { g_ShaderAPIDX8.CShaderAPIDx8::LoadSelectionName(name); }
void CPs3NonVirt_IShaderAPIDX8::PushSelectionName( int name ) { g_ShaderAPIDX8.CShaderAPIDx8::PushSelectionName(name); }
void CPs3NonVirt_IShaderAPIDX8::PopSelectionName() { g_ShaderAPIDX8.CShaderAPIDx8::PopSelectionName(); }
void CPs3NonVirt_IShaderAPIDX8::ForceHardwareSync() { g_ShaderAPIDX8.CShaderAPIDx8::ForceHardwareSync(); }
void CPs3NonVirt_IShaderAPIDX8::ClearSnapshots() { g_ShaderAPIDX8.CShaderAPIDx8::ClearSnapshots(); }
void CPs3NonVirt_IShaderAPIDX8::FogStart( float fStart ) { g_ShaderAPIDX8.CShaderAPIDx8::FogStart(fStart); }
void CPs3NonVirt_IShaderAPIDX8::FogEnd( float fEnd ) { g_ShaderAPIDX8.CShaderAPIDx8::FogEnd(fEnd); }
void CPs3NonVirt_IShaderAPIDX8::SetFogZ( float fogZ ) { g_ShaderAPIDX8.CShaderAPIDx8::SetFogZ(fogZ); }
void CPs3NonVirt_IShaderAPIDX8::SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b ) { g_ShaderAPIDX8.CShaderAPIDx8::SceneFogColor3ub(r,g,b); }
void CPs3NonVirt_IShaderAPIDX8::GetSceneFogColor( unsigned char *rgb ) { g_ShaderAPIDX8.CShaderAPIDx8::GetSceneFogColor(rgb); }
void CPs3NonVirt_IShaderAPIDX8::SceneFogMode( MaterialFogMode_t fogMode ) { g_ShaderAPIDX8.CShaderAPIDx8::SceneFogMode(fogMode); }
bool CPs3NonVirt_IShaderAPIDX8::CanDownloadTextures() { return g_ShaderAPIDX8.CShaderAPIDx8::CanDownloadTextures(); }
void CPs3NonVirt_IShaderAPIDX8::ResetRenderState( bool bFullReset) { g_ShaderAPIDX8.CShaderAPIDx8::ResetRenderState(bFullReset); }
int CPs3NonVirt_IShaderAPIDX8::GetCurrentDynamicVBSize() { return g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentDynamicVBSize(); }
void CPs3NonVirt_IShaderAPIDX8::DestroyVertexBuffers( bool bExitingLevel) { g_ShaderAPIDX8.CShaderAPIDx8::DestroyVertexBuffers(bExitingLevel); }
void CPs3NonVirt_IShaderAPIDX8::EvictManagedResources() { g_ShaderAPIDX8.CShaderAPIDx8::EvictManagedResources(); }
void CPs3NonVirt_IShaderAPIDX8::GetGPUMemoryStats( GPUMemoryStats &stats ) { g_ShaderAPIDX8.CShaderAPIDx8::GetGPUMemoryStats(stats); }
void CPs3NonVirt_IShaderAPIDX8::SetAnisotropicLevel( int nAnisotropyLevel ) { g_ShaderAPIDX8.CShaderAPIDx8::SetAnisotropicLevel(nAnisotropyLevel); }
void CPs3NonVirt_IShaderAPIDX8::SyncToken( const char *pToken ) { g_ShaderAPIDX8.CShaderAPIDx8::SyncToken(pToken); }
void CPs3NonVirt_IShaderAPIDX8::SetStandardVertexShaderConstants( float fOverbright ) { g_ShaderAPIDX8.CShaderAPIDx8::SetStandardVertexShaderConstants(fOverbright); }
ShaderAPIOcclusionQuery_t CPs3NonVirt_IShaderAPIDX8::CreateOcclusionQueryObject() { return g_ShaderAPIDX8.CShaderAPIDx8::CreateOcclusionQueryObject(); }
void CPs3NonVirt_IShaderAPIDX8::DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t q ) { g_ShaderAPIDX8.CShaderAPIDx8::DestroyOcclusionQueryObject(q); }
void CPs3NonVirt_IShaderAPIDX8::BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t q ) { g_ShaderAPIDX8.CShaderAPIDx8::BeginOcclusionQueryDrawing(q); }
void CPs3NonVirt_IShaderAPIDX8::EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t q ) { g_ShaderAPIDX8.CShaderAPIDx8::EndOcclusionQueryDrawing(q); }
int CPs3NonVirt_IShaderAPIDX8::OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t hQuery, bool bFlush) { return g_ShaderAPIDX8.CShaderAPIDx8::OcclusionQuery_GetNumPixelsRendered(hQuery,bFlush); }
void CPs3NonVirt_IShaderAPIDX8::SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) { g_ShaderAPIDX8.CShaderAPIDx8::SetFlashlightState(state,worldToTexture); }
void CPs3NonVirt_IShaderAPIDX8::ClearVertexAndPixelShaderRefCounts() { g_ShaderAPIDX8.CShaderAPIDx8::ClearVertexAndPixelShaderRefCounts(); }
void CPs3NonVirt_IShaderAPIDX8::PurgeUnusedVertexAndPixelShaders() { g_ShaderAPIDX8.CShaderAPIDx8::PurgeUnusedVertexAndPixelShaders(); }
void CPs3NonVirt_IShaderAPIDX8::DXSupportLevelChanged( int nDXLevel ) { g_ShaderAPIDX8.CShaderAPIDx8::DXSupportLevelChanged(nDXLevel); }
void CPs3NonVirt_IShaderAPIDX8::EnableUserClipTransformOverride( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableUserClipTransformOverride(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::UserClipTransform( const VMatrix &worldToView ) { g_ShaderAPIDX8.CShaderAPIDx8::UserClipTransform(worldToView); }
void CPs3NonVirt_IShaderAPIDX8::SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle) { g_ShaderAPIDX8.CShaderAPIDx8::SetRenderTargetEx(nRenderTargetID,colorTextureHandle,depthTextureHandle); }
void CPs3NonVirt_IShaderAPIDX8::CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t textureHandle, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect) { g_ShaderAPIDX8.CShaderAPIDx8::CopyRenderTargetToTextureEx(textureHandle,nRenderTargetID,pSrcRect,pDstRect); }
void CPs3NonVirt_IShaderAPIDX8::HandleDeviceLost() { g_ShaderAPIDX8.CShaderAPIDx8::HandleDeviceLost(); }
void CPs3NonVirt_IShaderAPIDX8::EnableLinearColorSpaceFrameBuffer( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableLinearColorSpaceFrameBuffer(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::SetFullScreenTextureHandle( ShaderAPITextureHandle_t h ) { g_ShaderAPIDX8.CShaderAPIDx8::SetFullScreenTextureHandle(h); }
void CPs3NonVirt_IShaderAPIDX8::SetFloatRenderingParameter(int parm_number, float value) { g_ShaderAPIDX8.CShaderAPIDx8::SetFloatRenderingParameter(parm_number,value); }
void CPs3NonVirt_IShaderAPIDX8::SetIntRenderingParameter(int parm_number, int value) { g_ShaderAPIDX8.CShaderAPIDx8::SetIntRenderingParameter(parm_number,value); }
void CPs3NonVirt_IShaderAPIDX8::SetVectorRenderingParameter(int parm_number, Vector const &value) { g_ShaderAPIDX8.CShaderAPIDx8::SetVectorRenderingParameter(parm_number,value); }
float CPs3NonVirt_IShaderAPIDX8::GetFloatRenderingParameter(int parm_number) { return g_ShaderAPIDX8.CShaderAPIDx8::GetFloatRenderingParameter(parm_number); }
int CPs3NonVirt_IShaderAPIDX8::GetIntRenderingParameter(int parm_number) { return g_ShaderAPIDX8.CShaderAPIDx8::GetIntRenderingParameter(parm_number); }
Vector CPs3NonVirt_IShaderAPIDX8::GetVectorRenderingParameter(int parm_number) { return g_ShaderAPIDX8.CShaderAPIDx8::GetVectorRenderingParameter(parm_number); }
void CPs3NonVirt_IShaderAPIDX8::SetFastClipPlane( const float *pPlane ) { g_ShaderAPIDX8.CShaderAPIDx8::SetFastClipPlane(pPlane); }
void CPs3NonVirt_IShaderAPIDX8::EnableFastClip( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableFastClip(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) { g_ShaderAPIDX8.CShaderAPIDx8::GetMaxToRender(pMesh,bMaxUntilFlush,pMaxVerts,pMaxIndices); }
int CPs3NonVirt_IShaderAPIDX8::GetMaxVerticesToRender( IMaterial *pMaterial ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetMaxVerticesToRender(pMaterial); }
int CPs3NonVirt_IShaderAPIDX8::GetMaxIndicesToRender( ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetMaxIndicesToRender(); }
void CPs3NonVirt_IShaderAPIDX8::SetStencilState( const ShaderStencilState_t& state ) { g_ShaderAPIDX8.CShaderAPIDx8::SetStencilState(state); }
void CPs3NonVirt_IShaderAPIDX8::ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax, int value) { g_ShaderAPIDX8.CShaderAPIDx8::ClearStencilBufferRectangle(xmin,ymin,xmax,ymax,value); }
void CPs3NonVirt_IShaderAPIDX8::DisableAllLocalLights() { g_ShaderAPIDX8.CShaderAPIDx8::DisableAllLocalLights(); }
int CPs3NonVirt_IShaderAPIDX8::CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 ) { return g_ShaderAPIDX8.CShaderAPIDx8::CompareSnapshots(snapshot0,snapshot1); }
IMesh * CPs3NonVirt_IShaderAPIDX8::GetFlexMesh() { return g_ShaderAPIDX8.CShaderAPIDx8::GetFlexMesh(); }
void CPs3NonVirt_IShaderAPIDX8::SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) { g_ShaderAPIDX8.CShaderAPIDx8::SetFlashlightStateEx(state,worldToTexture,pFlashlightDepthTexture); }
void CPs3NonVirt_IShaderAPIDX8::SetCascadedShadowMappingState( const CascadedShadowMappingState_t &state, ITexture *pDepthTextureAtlas ) { g_ShaderAPIDX8.CShaderAPIDx8::m_CascadedShadowMappingState = state; g_ShaderAPIDX8.CShaderAPIDx8::m_pCascadedShadowMappingDepthTexture = pDepthTextureAtlas; }
const CascadedShadowMappingState_t &CPs3NonVirt_IShaderAPIDX8::GetCascadedShadowMappingState( ITexture **pDepthTextureAtlas ) { if ( pDepthTextureAtlas ) *pDepthTextureAtlas = g_ShaderAPIDX8.CShaderAPIDx8::m_pCascadedShadowMappingDepthTexture;
return g_ShaderAPIDX8.CShaderAPIDx8::m_CascadedShadowMappingState; }
bool CPs3NonVirt_IShaderAPIDX8::SupportsMSAAMode( int nMSAAMode ) { return g_ShaderAPIDX8.CShaderAPIDx8::SupportsMSAAMode(nMSAAMode); }
bool CPs3NonVirt_IShaderAPIDX8::PostQueuedTexture( const void *pData, int nSize, ShaderAPITextureHandle_t *pHandles, int nHandles, int nWidth, int nHeight, int nDepth, int nMips, int *pRefCount ) { return g_ShaderAPIDX8.CShaderAPIDx8::PostQueuedTexture(pData,nSize,pHandles,nHandles,nWidth,nHeight,nDepth,nMips,pRefCount); }
void CPs3NonVirt_IShaderAPIDX8::AntiAliasingHint( int nHint ) { g_ShaderAPIDX8.CShaderAPIDx8::AntiAliasingHint( nHint ); }
void CPs3NonVirt_IShaderAPIDX8::FlushTextureCache() { g_ShaderAPIDX8.CShaderAPIDx8::FlushTextureCache(); }
bool CPs3NonVirt_IShaderAPIDX8::OwnGPUResources( bool bEnable ) { return g_ShaderAPIDX8.CShaderAPIDx8::OwnGPUResources(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) { g_ShaderAPIDX8.CShaderAPIDx8::GetFogDistances(fStart,fEnd,fFogZ); }
void CPs3NonVirt_IShaderAPIDX8::BeginPIXEvent( unsigned long color, const char *szName ) { g_ShaderAPIDX8.CShaderAPIDx8::BeginPIXEvent(color,szName); }
void CPs3NonVirt_IShaderAPIDX8::EndPIXEvent() { g_ShaderAPIDX8.CShaderAPIDx8::EndPIXEvent(); }
void CPs3NonVirt_IShaderAPIDX8::SetPIXMarker( unsigned long color, const char *szName ) { g_ShaderAPIDX8.CShaderAPIDx8::SetPIXMarker(color,szName); }
void CPs3NonVirt_IShaderAPIDX8::EnableAlphaToCoverage() { g_ShaderAPIDX8.CShaderAPIDx8::EnableAlphaToCoverage(); }
void CPs3NonVirt_IShaderAPIDX8::DisableAlphaToCoverage() { g_ShaderAPIDX8.CShaderAPIDx8::DisableAlphaToCoverage(); }
void CPs3NonVirt_IShaderAPIDX8::ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc ) { g_ShaderAPIDX8.CShaderAPIDx8::ComputeVertexDescription(pBuffer,vertexFormat,desc); }
int CPs3NonVirt_IShaderAPIDX8::VertexFormatSize( VertexFormat_t vertexFormat ) { return g_ShaderAPIDX8.CShaderAPIDx8::VertexFormatSize(vertexFormat); }
void CPs3NonVirt_IShaderAPIDX8::SetDisallowAccess( bool b ) { g_ShaderAPIDX8.CShaderAPIDx8::SetDisallowAccess(b); }
void CPs3NonVirt_IShaderAPIDX8::EnableShaderShaderMutex( bool b ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableShaderShaderMutex(b); }
void CPs3NonVirt_IShaderAPIDX8::ShaderLock() { g_ShaderAPIDX8.CShaderAPIDx8::ShaderLock(); }
void CPs3NonVirt_IShaderAPIDX8::ShaderUnlock() { g_ShaderAPIDX8.CShaderAPIDx8::ShaderUnlock(); }
void CPs3NonVirt_IShaderAPIDX8::SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) { g_ShaderAPIDX8.CShaderAPIDx8::SetShadowDepthBiasFactors(fShadowSlopeScaleDepthBias,fShadowDepthBias); }
void CPs3NonVirt_IShaderAPIDX8::BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions) { g_ShaderAPIDX8.CShaderAPIDx8::BindVertexBuffer(nStreamID,pVertexBuffer,nOffsetInBytes,nFirstVertex,nVertexCount,fmt,nRepetitions); }
void CPs3NonVirt_IShaderAPIDX8::BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) { g_ShaderAPIDX8.CShaderAPIDx8::BindIndexBuffer(pIndexBuffer,nOffsetInBytes); }
void CPs3NonVirt_IShaderAPIDX8::Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) { g_ShaderAPIDX8.CShaderAPIDx8::Draw(primitiveType,nFirstIndex,nIndexCount); }
void CPs3NonVirt_IShaderAPIDX8::PerformFullScreenStencilOperation() { g_ShaderAPIDX8.CShaderAPIDx8::PerformFullScreenStencilOperation(); }
void CPs3NonVirt_IShaderAPIDX8::SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) { g_ShaderAPIDX8.CShaderAPIDx8::SetScissorRect(nLeft,nTop,nRight,nBottom,bEnableScissor); }
bool CPs3NonVirt_IShaderAPIDX8::SupportsCSAAMode( int nNumSamples, int nQualityLevel ) { return g_ShaderAPIDX8.CShaderAPIDx8::SupportsCSAAMode(nNumSamples,nQualityLevel); }
void CPs3NonVirt_IShaderAPIDX8::InvalidateDelayedShaderConstants() { g_ShaderAPIDX8.CShaderAPIDx8::InvalidateDelayedShaderConstants(); }
float CPs3NonVirt_IShaderAPIDX8::GammaToLinear_HardwareSpecific( float fGamma ) { return g_ShaderAPIDX8.CShaderAPIDx8::GammaToLinear_HardwareSpecific(fGamma); }
float CPs3NonVirt_IShaderAPIDX8::LinearToGamma_HardwareSpecific( float fLinear ) { return g_ShaderAPIDX8.CShaderAPIDx8::LinearToGamma_HardwareSpecific(fLinear); }
void CPs3NonVirt_IShaderAPIDX8::SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture ) { g_ShaderAPIDX8.CShaderAPIDx8::SetLinearToGammaConversionTextures(hSRGBWriteEnabledTexture,hIdentityTexture); }
void CPs3NonVirt_IShaderAPIDX8::BindVertexTexture( VertexTextureSampler_t nSampler, ShaderAPITextureHandle_t textureHandle ) { g_ShaderAPIDX8.CShaderAPIDx8::BindVertexTexture(nSampler,textureHandle); }
void CPs3NonVirt_IShaderAPIDX8::EnableHWMorphing( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableHWMorphing(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) { g_ShaderAPIDX8.CShaderAPIDx8::SetFlexWeights(nFirstWeight,nCount,pWeights); }
void CPs3NonVirt_IShaderAPIDX8::FogMaxDensity( float flMaxDensity ) { g_ShaderAPIDX8.CShaderAPIDx8::FogMaxDensity(flMaxDensity); }
void CPs3NonVirt_IShaderAPIDX8::CreateTextures( ShaderAPITextureHandle_t *pHandles, int count, int width, int height, int depth, ImageFormat dstImageFormat, int numMipLevels, int numCopies, int flags, const char *pDebugName, const char *pTextureGroupName ) { g_ShaderAPIDX8.CShaderAPIDx8::CreateTextures(pHandles,count,width,height,depth,dstImageFormat,numMipLevels,numCopies,flags,pDebugName,pTextureGroupName); }
void CPs3NonVirt_IShaderAPIDX8::AcquireThreadOwnership() { g_ShaderAPIDX8.CShaderAPIDx8::AcquireThreadOwnership(); }
void CPs3NonVirt_IShaderAPIDX8::ReleaseThreadOwnership() { g_ShaderAPIDX8.CShaderAPIDx8::ReleaseThreadOwnership(); }
void CPs3NonVirt_IShaderAPIDX8::EnableBuffer2FramesAhead( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableBuffer2FramesAhead(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::FlipCulling( bool bFlipCulling ) { g_ShaderAPIDX8.CShaderAPIDx8::FlipCulling(bFlipCulling); }
void CPs3NonVirt_IShaderAPIDX8::SetTextureRenderingParameter(int parm_number, ITexture *pTexture) { g_ShaderAPIDX8.CShaderAPIDx8::SetTextureRenderingParameter(parm_number,pTexture); }
void CPs3NonVirt_IShaderAPIDX8::EnableSinglePassFlashlightMode( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableSinglePassFlashlightMode(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::MatrixMode( MaterialMatrixMode_t matrixMode ) { g_ShaderAPIDX8.CShaderAPIDx8::MatrixMode(matrixMode); }
void CPs3NonVirt_IShaderAPIDX8::PushMatrix() { g_ShaderAPIDX8.CShaderAPIDx8::PushMatrix(); }
void CPs3NonVirt_IShaderAPIDX8::PopMatrix() { g_ShaderAPIDX8.CShaderAPIDx8::PopMatrix(); }
void CPs3NonVirt_IShaderAPIDX8::LoadMatrix( float *m ) { g_ShaderAPIDX8.CShaderAPIDx8::LoadMatrix(m); }
void CPs3NonVirt_IShaderAPIDX8::MultMatrix( float *m ) { g_ShaderAPIDX8.CShaderAPIDx8::MultMatrix(m); }
void CPs3NonVirt_IShaderAPIDX8::MultMatrixLocal( float *m ) { g_ShaderAPIDX8.CShaderAPIDx8::MultMatrixLocal(m); }
void CPs3NonVirt_IShaderAPIDX8::LoadIdentity() { g_ShaderAPIDX8.CShaderAPIDx8::LoadIdentity(); }
void CPs3NonVirt_IShaderAPIDX8::LoadCameraToWorld() { g_ShaderAPIDX8.CShaderAPIDx8::LoadCameraToWorld(); }
void CPs3NonVirt_IShaderAPIDX8::Ortho( double left, double right, double bottom, double top, double zNear, double zFar ) { g_ShaderAPIDX8.CShaderAPIDx8::Ortho(left,right,bottom,top,zNear,zFar); }
void CPs3NonVirt_IShaderAPIDX8::PerspectiveX( double fovx, double aspect, double zNear, double zFar ) { g_ShaderAPIDX8.CShaderAPIDx8::PerspectiveX(fovx,aspect,zNear,zFar); }
void CPs3NonVirt_IShaderAPIDX8::PickMatrix( int x, int y, int width, int height ) { g_ShaderAPIDX8.CShaderAPIDx8::PickMatrix(x,y,width,height); }
void CPs3NonVirt_IShaderAPIDX8::Rotate( float angle, float x, float y, float z ) { g_ShaderAPIDX8.CShaderAPIDx8::Rotate(angle,x,y,z); }
void CPs3NonVirt_IShaderAPIDX8::Translate( float x, float y, float z ) { g_ShaderAPIDX8.CShaderAPIDx8::Translate(x,y,z); }
void CPs3NonVirt_IShaderAPIDX8::Scale( float x, float y, float z ) { g_ShaderAPIDX8.CShaderAPIDx8::Scale(x,y,z); }
void CPs3NonVirt_IShaderAPIDX8::ScaleXY( float x, float y ) { g_ShaderAPIDX8.CShaderAPIDx8::ScaleXY(x,y); }
void CPs3NonVirt_IShaderAPIDX8::PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) { g_ShaderAPIDX8.CShaderAPIDx8::PerspectiveOffCenterX(fovx,aspect,zNear,zFar,bottom,top,left,right); }
void CPs3NonVirt_IShaderAPIDX8::LoadBoneMatrix( int boneIndex, const float *m ) { g_ShaderAPIDX8.CShaderAPIDx8::LoadBoneMatrix(boneIndex,m); }
void CPs3NonVirt_IShaderAPIDX8::SetStandardTextureHandle( StandardTextureId_t nId, ShaderAPITextureHandle_t nHandle ) { g_ShaderAPIDX8.CShaderAPIDx8::SetStandardTextureHandle(nId,nHandle); }
void CPs3NonVirt_IShaderAPIDX8::DrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstance ) { g_ShaderAPIDX8.CShaderAPIDx8::DrawInstances(nInstanceCount,pInstance); }
void CPs3NonVirt_IShaderAPIDX8::OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::OverrideAlphaWriteEnable(bOverrideEnable,bAlphaWriteEnable); }
void CPs3NonVirt_IShaderAPIDX8::OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::OverrideColorWriteEnable(bOverrideEnable,bColorWriteEnable); }
void CPs3NonVirt_IShaderAPIDX8::ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) { g_ShaderAPIDX8.CShaderAPIDx8::ClearBuffersObeyStencilEx(bClearColor,bClearAlpha,bClearDepth); }
void CPs3NonVirt_IShaderAPIDX8::OnPresent() { g_ShaderAPIDX8.CShaderAPIDx8::OnPresent(); }
void CPs3NonVirt_IShaderAPIDX8::UpdateGameTime( float flTime ) { g_ShaderAPIDX8.CShaderAPIDx8::UpdateGameTime(flTime); }
double CPs3NonVirt_IShaderAPIDX8::CurrentTime() { return g_ShaderAPIDX8.CShaderAPIDx8::CurrentTime(); }
void CPs3NonVirt_IShaderAPIDX8::GetLightmapDimensions( int *w, int *h ) { g_ShaderAPIDX8.CShaderAPIDx8::GetLightmapDimensions(w,h); }
MaterialFogMode_t CPs3NonVirt_IShaderAPIDX8::GetSceneFogMode( ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetSceneFogMode(); }
void CPs3NonVirt_IShaderAPIDX8::SetVertexShaderConstant( int var, float const* pVec, int numConst, bool bForce) { g_ShaderAPIDX8.CShaderAPIDx8::SetVertexShaderConstant(var,pVec,numConst,bForce); }
void CPs3NonVirt_IShaderAPIDX8::SetPixelShaderConstant( int var, float const* pVec, int numConst, bool bForce) { g_ShaderAPIDX8.CShaderAPIDx8::SetPixelShaderConstant(var,pVec,numConst,bForce); }
void CPs3NonVirt_IShaderAPIDX8::SetDefaultState() { g_ShaderAPIDX8.CShaderAPIDx8::SetDefaultState(); }
void CPs3NonVirt_IShaderAPIDX8::GetWorldSpaceCameraPosition( float* pPos ) { g_ShaderAPIDX8.CShaderAPIDx8::GetWorldSpaceCameraPosition(pPos); }
void CPs3NonVirt_IShaderAPIDX8::GetWorldSpaceCameraDirection( float* pDir ) { g_ShaderAPIDX8.CShaderAPIDx8::GetWorldSpaceCameraDirection(pDir); }
int CPs3NonVirt_IShaderAPIDX8::GetCurrentNumBones() { return g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentNumBones(); }
MaterialFogMode_t CPs3NonVirt_IShaderAPIDX8::GetCurrentFogType() { return g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentFogType(); }
void CPs3NonVirt_IShaderAPIDX8::SetVertexShaderIndex( int vshIndex) { g_ShaderAPIDX8.CShaderAPIDx8::SetVertexShaderIndex(vshIndex); }
void CPs3NonVirt_IShaderAPIDX8::SetPixelShaderIndex( int pshIndex) { g_ShaderAPIDX8.CShaderAPIDx8::SetPixelShaderIndex(pshIndex); }
void CPs3NonVirt_IShaderAPIDX8::GetBackBufferDimensions( int& width, int& height ) { g_ShaderAPIDX8.CShaderAPIDx8::GetBackBufferDimensions(width,height); }
const AspectRatioInfo_t &CPs3NonVirt_IShaderAPIDX8::GetAspectRatioInfo( void ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetAspectRatioInfo(); }
void CPs3NonVirt_IShaderAPIDX8::GetCurrentRenderTargetDimensions( int& nWidth, int& nHeight ) { g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentRenderTargetDimensions(nWidth,nHeight); }
void CPs3NonVirt_IShaderAPIDX8::GetCurrentViewport( int& nX, int& nY, int& nWidth, int& nHeight ) { g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentViewport(nX,nY,nWidth,nHeight); }
void CPs3NonVirt_IShaderAPIDX8::SetPixelShaderFogParams( int reg ) { g_ShaderAPIDX8.CShaderAPIDx8::SetPixelShaderFogParams(reg); }
bool CPs3NonVirt_IShaderAPIDX8::InFlashlightMode() { return g_ShaderAPIDX8.CShaderAPIDx8::InFlashlightMode(); }
const FlashlightState_t & CPs3NonVirt_IShaderAPIDX8::GetFlashlightState( VMatrix &worldToTexture ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetFlashlightState(worldToTexture); }
bool CPs3NonVirt_IShaderAPIDX8::InEditorMode() { return g_ShaderAPIDX8.CShaderAPIDx8::InEditorMode(); }
void CPs3NonVirt_IShaderAPIDX8::BindStandardTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, StandardTextureId_t id ) { g_ShaderAPIDX8.CShaderAPIDx8::BindStandardTexture( sampler, nBindFlags, id ); }
ITexture * CPs3NonVirt_IShaderAPIDX8::GetRenderTargetEx( int nRenderTargetID ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetRenderTargetEx(nRenderTargetID); }
void CPs3NonVirt_IShaderAPIDX8::SetToneMappingScaleLinear( const Vector &scale ) { g_ShaderAPIDX8.CShaderAPIDx8::SetToneMappingScaleLinear(scale); }
const Vector & CPs3NonVirt_IShaderAPIDX8::GetToneMappingScaleLinear() { return g_ShaderAPIDX8.CShaderAPIDx8::GetToneMappingScaleLinear(); }
const FlashlightState_t & CPs3NonVirt_IShaderAPIDX8::GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetFlashlightStateEx(worldToTexture,pFlashlightDepthTexture); }
void CPs3NonVirt_IShaderAPIDX8::GetDX9LightState( LightState_t *state ) { g_ShaderAPIDX8.CShaderAPIDx8::GetDX9LightState(state); }
int CPs3NonVirt_IShaderAPIDX8::GetPixelFogCombo( ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetPixelFogCombo(); }
void CPs3NonVirt_IShaderAPIDX8::BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) { g_ShaderAPIDX8.CShaderAPIDx8::BindStandardVertexTexture(sampler,id); }
bool CPs3NonVirt_IShaderAPIDX8::IsHWMorphingEnabled( ) { return g_ShaderAPIDX8.CShaderAPIDx8::IsHWMorphingEnabled(); }
void CPs3NonVirt_IShaderAPIDX8::GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) { g_ShaderAPIDX8.CShaderAPIDx8::GetStandardTextureDimensions(pWidth,pHeight,id); }
void CPs3NonVirt_IShaderAPIDX8::SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools, bool bForce) { g_ShaderAPIDX8.CShaderAPIDx8::SetBooleanVertexShaderConstant(var,pVec,numBools,bForce); }
void CPs3NonVirt_IShaderAPIDX8::SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs, bool bForce) { g_ShaderAPIDX8.CShaderAPIDx8::SetIntegerVertexShaderConstant(var,pVec,numIntVecs,bForce); }
void CPs3NonVirt_IShaderAPIDX8::SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools, bool bForce) { g_ShaderAPIDX8.CShaderAPIDx8::SetBooleanPixelShaderConstant(var,pVec,numBools,bForce); }
void CPs3NonVirt_IShaderAPIDX8::SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs, bool bForce) { g_ShaderAPIDX8.CShaderAPIDx8::SetIntegerPixelShaderConstant(var,pVec,numIntVecs,bForce); }
bool CPs3NonVirt_IShaderAPIDX8::ShouldWriteDepthToDestAlpha() { return g_ShaderAPIDX8.CShaderAPIDx8::ShouldWriteDepthToDestAlpha(); }
void CPs3NonVirt_IShaderAPIDX8::GetMatrix( MaterialMatrixMode_t matrixMode, float *dst ) { g_ShaderAPIDX8.CShaderAPIDx8::GetMatrix(matrixMode,dst); }
void CPs3NonVirt_IShaderAPIDX8::PushDeformation( DeformationBase_t const *Deformation ) { g_ShaderAPIDX8.CShaderAPIDx8::PushDeformation(Deformation); }
void CPs3NonVirt_IShaderAPIDX8::PopDeformation( ) { g_ShaderAPIDX8.CShaderAPIDx8::PopDeformation(); }
int CPs3NonVirt_IShaderAPIDX8::GetNumActiveDeformations() { return g_ShaderAPIDX8.CShaderAPIDx8::GetNumActiveDeformations(); }
int CPs3NonVirt_IShaderAPIDX8::GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations, float *pConstantValuesOut, int nBufferSize, int nMaximumDeformations, int *pNumDefsOut ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetPackedDeformationInformation(nMaskOfUnderstoodDeformations,pConstantValuesOut,nBufferSize,nMaximumDeformations,pNumDefsOut); }
void CPs3NonVirt_IShaderAPIDX8::MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords ) { g_ShaderAPIDX8.CShaderAPIDx8::MarkUnusedVertexFields(nFlags,nTexCoordCount,pUnusedTexCoords); }
void CPs3NonVirt_IShaderAPIDX8::ExecuteCommandBuffer( uint8 *pCmdBuffer ) { g_ShaderAPIDX8.CShaderAPIDx8::ExecuteCommandBuffer(pCmdBuffer); }
void CPs3NonVirt_IShaderAPIDX8::ExecuteCommandBufferPPU( uint8 *pCmdBuffer ) { g_ShaderAPIDX8.CShaderAPIDx8::ExecuteCommandBufferPPU(pCmdBuffer); }
void CPs3NonVirt_IShaderAPIDX8::GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) { g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentColorCorrection(pInfo); }
ITexture * CPs3NonVirt_IShaderAPIDX8::GetTextureRenderingParameter(int parm_number) { return g_ShaderAPIDX8.CShaderAPIDx8::GetTextureRenderingParameter(parm_number); }
void CPs3NonVirt_IShaderAPIDX8::SetScreenSizeForVPOS( int pshReg) { g_ShaderAPIDX8.CShaderAPIDx8::SetScreenSizeForVPOS(pshReg); }
void CPs3NonVirt_IShaderAPIDX8::SetVSNearAndFarZ( int vshReg ) { g_ShaderAPIDX8.CShaderAPIDx8::SetVSNearAndFarZ(vshReg); }
float CPs3NonVirt_IShaderAPIDX8::GetFarZ() { return g_ShaderAPIDX8.CShaderAPIDx8::GetFarZ(); }
bool CPs3NonVirt_IShaderAPIDX8::SinglePassFlashlightModeEnabled() { return g_ShaderAPIDX8.CShaderAPIDx8::SinglePassFlashlightModeEnabled(); }
void CPs3NonVirt_IShaderAPIDX8::GetActualProjectionMatrix( float *pMatrix ) { g_ShaderAPIDX8.CShaderAPIDx8::GetActualProjectionMatrix( pMatrix ); }
void CPs3NonVirt_IShaderAPIDX8::SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale ) { g_ShaderAPIDX8.CShaderAPIDx8::SetDepthFeatheringPixelShaderConstant(iConstant,fDepthBlendScale); }
void CPs3NonVirt_IShaderAPIDX8::GetFlashlightShaderInfo( bool *pShadowsEnabled, bool *pUberLight ) { g_ShaderAPIDX8.CShaderAPIDx8::GetFlashlightShaderInfo(pShadowsEnabled,pUberLight); }
float CPs3NonVirt_IShaderAPIDX8::GetFlashlightAmbientOcclusion( ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetFlashlightAmbientOcclusion(); }
void CPs3NonVirt_IShaderAPIDX8::SetTextureFilterMode( Sampler_t sampler, TextureFilterMode_t nMode ) { g_ShaderAPIDX8.CShaderAPIDx8::SetTextureFilterMode(sampler,nMode); }
TessellationMode_t CPs3NonVirt_IShaderAPIDX8::GetTessellationMode() { return g_ShaderAPIDX8.CShaderAPIDx8::GetTessellationMode(); }
float CPs3NonVirt_IShaderAPIDX8::GetSubDHeight() { return g_ShaderAPIDX8.CShaderAPIDx8::GetSubDHeight(); }
bool CPs3NonVirt_IShaderAPIDX8::IsRenderingPaint() { return g_ShaderAPIDX8.CShaderAPIDx8::IsRenderingPaint(); }
bool CPs3NonVirt_IShaderAPIDX8::IsStereoActiveThisFrame() { return g_ShaderAPIDX8.CShaderAPIDx8::IsStereoActiveThisFrame(); }
bool CPs3NonVirt_IShaderAPIDX8::OnDeviceInit() { return g_ShaderAPIDX8.CShaderAPIDx8::OnDeviceInit(); }
void CPs3NonVirt_IShaderAPIDX8::OnDeviceShutdown() { g_ShaderAPIDX8.CShaderAPIDx8::OnDeviceShutdown(); }
void CPs3NonVirt_IShaderAPIDX8::AdvancePIXFrame() { g_ShaderAPIDX8.CShaderAPIDx8::AdvancePIXFrame(); }
void CPs3NonVirt_IShaderAPIDX8::ReleaseShaderObjects( bool bReleaseManagedResources) { g_ShaderAPIDX8.CShaderAPIDx8::ReleaseShaderObjects(bReleaseManagedResources); }
void CPs3NonVirt_IShaderAPIDX8::RestoreShaderObjects() { g_ShaderAPIDX8.CShaderAPIDx8::RestoreShaderObjects(); }
IDirect3DBaseTexture* CPs3NonVirt_IShaderAPIDX8::GetD3DTexture( ShaderAPITextureHandle_t hTexture ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetD3DTexture(hTexture); }
void CPs3NonVirt_IShaderAPIDX8::GetPs3Texture(void* pPs3tex, ShaderAPITextureHandle_t hTexture ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetPs3Texture(pPs3tex, hTexture); }
void CPs3NonVirt_IShaderAPIDX8::GetPs3Texture(void* pPs3tex, StandardTextureId_t nTextureId ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetPs3Texture(pPs3tex, nTextureId); }
void CPs3NonVirt_IShaderAPIDX8::QueueResetRenderState() { g_ShaderAPIDX8.CShaderAPIDx8::QueueResetRenderState(); }
void CPs3NonVirt_IShaderAPIDX8::DrawMesh( CMeshBase *pMesh, int nCount, const MeshInstanceData_t *pInstances, VertexCompressionType_t nCompressionType, CompiledLightingState_t* pCompiledState, InstanceInfo_t *pInfo ) { g_ShaderAPIDX8.CShaderAPIDx8::DrawMesh(pMesh,nCount,pInstances,nCompressionType,pCompiledState,pInfo); }
void CPs3NonVirt_IShaderAPIDX8::DrawWithVertexAndIndexBuffers() { g_ShaderAPIDX8.CShaderAPIDx8::DrawWithVertexAndIndexBuffers(); }
void CPs3NonVirt_IShaderAPIDX8::GetBufferedState( BufferedState_t &state ) { g_ShaderAPIDX8.CShaderAPIDx8::GetBufferedState(state); }
D3DCULL CPs3NonVirt_IShaderAPIDX8::GetCullMode() { return g_ShaderAPIDX8.CShaderAPIDx8::GetCullMode(); }
void CPs3NonVirt_IShaderAPIDX8::ComputeFillRate() { g_ShaderAPIDX8.CShaderAPIDx8::ComputeFillRate(); }
bool CPs3NonVirt_IShaderAPIDX8::IsInSelectionMode() { return g_ShaderAPIDX8.CShaderAPIDx8::IsInSelectionMode(); }
void CPs3NonVirt_IShaderAPIDX8::RegisterSelectionHit( float minz, float maxz ) { g_ShaderAPIDX8.CShaderAPIDx8::RegisterSelectionHit(minz,maxz); }
IMaterialInternal* CPs3NonVirt_IShaderAPIDX8::GetBoundMaterial() { return g_ShaderAPIDX8.CShaderAPIDx8::GetBoundMaterial(); }
void CPs3NonVirt_IShaderAPIDX8::ApplyZBias( const DepthTestState_t& shaderState ) { g_ShaderAPIDX8.CShaderAPIDx8::ApplyZBias(shaderState); }
void CPs3NonVirt_IShaderAPIDX8::ApplyCullEnable( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::ApplyCullEnable(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::ApplyFogMode( ShaderFogMode_t fogMode, bool bVertexFog, bool bSRGBWritesEnabled, bool bDisableGammaCorrection ) { g_ShaderAPIDX8.CShaderAPIDx8::ApplyFogMode(fogMode,bVertexFog,bSRGBWritesEnabled,bDisableGammaCorrection); }
int CPs3NonVirt_IShaderAPIDX8::GetActualSamplerCount() { return g_ShaderAPIDX8.CShaderAPIDx8::GetActualSamplerCount(); }
bool CPs3NonVirt_IShaderAPIDX8::IsRenderingMesh() { return g_ShaderAPIDX8.CShaderAPIDx8::IsRenderingMesh(); }
void CPs3NonVirt_IShaderAPIDX8::EnableFixedFunctionFog( bool bFogEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::EnableFixedFunctionFog(bFogEnable); }
int CPs3NonVirt_IShaderAPIDX8::GetCurrentFrameCounter() { return g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentFrameCounter(); }
void CPs3NonVirt_IShaderAPIDX8::SetupSelectionModeVisualizationState() { g_ShaderAPIDX8.CShaderAPIDx8::SetupSelectionModeVisualizationState(); }
bool CPs3NonVirt_IShaderAPIDX8::UsingSoftwareVertexProcessing() { return g_ShaderAPIDX8.CShaderAPIDx8::UsingSoftwareVertexProcessing(); }
void CPs3NonVirt_IShaderAPIDX8::EnabledSRGBWrite( bool bEnabled ) { g_ShaderAPIDX8.CShaderAPIDx8::EnabledSRGBWrite(bEnabled); }
void CPs3NonVirt_IShaderAPIDX8::ApplyAlphaToCoverage( bool bEnable ) { g_ShaderAPIDX8.CShaderAPIDx8::ApplyAlphaToCoverage(bEnable); }
void CPs3NonVirt_IShaderAPIDX8::PrintfVA( char *fmt, va_list vargs ) { g_ShaderAPIDX8.CShaderAPIDx8::PrintfVA(fmt,vargs); }
float CPs3NonVirt_IShaderAPIDX8::Knob( char *knobname, float *setvalue) { return g_ShaderAPIDX8.CShaderAPIDx8::Knob(knobname,setvalue); }
void CPs3NonVirt_IShaderAPIDX8::NotifyShaderConstantsChangedInRenderPass() { g_ShaderAPIDX8.CShaderAPIDx8::NotifyShaderConstantsChangedInRenderPass(); }
void CPs3NonVirt_IShaderAPIDX8::GenerateNonInstanceRenderState( MeshInstanceData_t *pInstance, CompiledLightingState_t** pCompiledState, InstanceInfo_t **pInfo ) { g_ShaderAPIDX8.CShaderAPIDx8::GenerateNonInstanceRenderState(pInstance,pCompiledState,pInfo); }
void CPs3NonVirt_IShaderAPIDX8::ExecuteInstanceCommandBuffer( const unsigned char *pCmdBuf, int nInstanceIndex, bool bForceStateSet ) { g_ShaderAPIDX8.CShaderAPIDx8::ExecuteInstanceCommandBuffer(pCmdBuf,nInstanceIndex,bForceStateSet); }
void CPs3NonVirt_IShaderAPIDX8::SetVertexDecl( VertexFormat_t vertexFormat, bool bHasColorMesh, bool bUsingFlex, bool bUsingMorph, bool bUsingPreTessPatch, VertexStreamSpec_t *pStreamSpec ) { g_ShaderAPIDX8.CShaderAPIDx8::SetVertexDecl(vertexFormat,bHasColorMesh,bUsingFlex,bUsingMorph,bUsingPreTessPatch,pStreamSpec); }
void CPs3NonVirt_IShaderAPIDX8::SetTessellationMode( TessellationMode_t mode ) { g_ShaderAPIDX8.CShaderAPIDx8::SetTessellationMode(mode); }
IMesh * CPs3NonVirt_IShaderAPIDX8::GetExternalMesh( const ExternalMeshInfo_t& info ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetExternalMesh(info); }
void CPs3NonVirt_IShaderAPIDX8::SetExternalMeshData( IMesh *pMesh, const ExternalMeshData_t &data ) { g_ShaderAPIDX8.CShaderAPIDx8::SetExternalMeshData(pMesh,data); }
IIndexBuffer * CPs3NonVirt_IShaderAPIDX8::GetExternalIndexBuffer( int nIndexCount, uint16 *pIndexData ) { return g_ShaderAPIDX8.CShaderAPIDx8::GetExternalIndexBuffer(nIndexCount,pIndexData); }
void CPs3NonVirt_IShaderAPIDX8::FlushGPUCache( void *pBaseAddr, size_t nSizeInBytes ) { g_ShaderAPIDX8.CShaderAPIDx8::FlushGPUCache(pBaseAddr,nSizeInBytes); }
void CPs3NonVirt_IShaderAPIDX8::AddShaderComboInformation( const ShaderComboSemantics_t *pSemantics ) { g_ShaderAPIDX8.CShaderAPIDx8::AddShaderComboInformation(pSemantics); }
void CPs3NonVirt_IShaderAPIDX8::BeginConsoleZPass2( int nNumDynamicIndicesNeeded ) { g_ShaderAPIDX8.CShaderAPIDx8::BeginConsoleZPass2( nNumDynamicIndicesNeeded ); }
void CPs3NonVirt_IShaderAPIDX8::EndConsoleZPass() { g_ShaderAPIDX8.CShaderAPIDx8::EndConsoleZPass( ); }
void CPs3NonVirt_IShaderAPIDX8::SetSRGBWrite( bool bState ) { g_ShaderAPIDX8.CShaderAPIDx8::SetSRGBWrite( bState ); }
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