Counter Strike : Global Offensive Source Code
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  1. ShaderAPITextureHandle_t CPs3NonVirt_IShaderAPIDX8::GetStandardTextureHandle(StandardTextureId_t id)
  2. {
  3. return g_ShaderAPIDX8.CShaderAPIDx8::GetStandardTextureHandle(id);
  4. }
  5. void CPs3NonVirt_IShaderAPIDX8::SetViewports( int nCount, const ShaderViewport_t* pViewports, bool setImmediately )
  6. {
  7. g_ShaderAPIDX8.CShaderAPIDx8::SetViewports(nCount,pViewports, setImmediately );
  8. }
  9. int CPs3NonVirt_IShaderAPIDX8::GetViewports( ShaderViewport_t* pViewports, int nMax )
  10. {
  11. return g_ShaderAPIDX8.CShaderAPIDx8::GetViewports(pViewports,nMax);
  12. }
  13. void CPs3NonVirt_IShaderAPIDX8::ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil, int renderTargetWidth, int renderTargetHeight )
  14. {
  15. g_ShaderAPIDX8.CShaderAPIDx8::ClearBuffers(bClearColor,bClearDepth,bClearStencil,renderTargetWidth,renderTargetHeight);
  16. }
  17. void CPs3NonVirt_IShaderAPIDX8::ClearColor3ub( unsigned char r, unsigned char g, unsigned char b )
  18. {
  19. g_ShaderAPIDX8.CShaderAPIDx8::ClearColor3ub(r,g,b);
  20. }
  21. void CPs3NonVirt_IShaderAPIDX8::ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
  22. {
  23. g_ShaderAPIDX8.CShaderAPIDx8::ClearColor4ub(r,g,b,a);
  24. }
  25. void CPs3NonVirt_IShaderAPIDX8::BindVertexShader( VertexShaderHandle_t hVertexShader )
  26. {
  27. g_ShaderAPIDX8.CShaderAPIDx8::BindVertexShader(hVertexShader);
  28. }
  29. void CPs3NonVirt_IShaderAPIDX8::BindGeometryShader( GeometryShaderHandle_t hGeometryShader )
  30. {
  31. g_ShaderAPIDX8.CShaderAPIDx8::BindGeometryShader(hGeometryShader);
  32. }
  33. void CPs3NonVirt_IShaderAPIDX8::BindPixelShader( PixelShaderHandle_t hPixelShader )
  34. {
  35. g_ShaderAPIDX8.CShaderAPIDx8::BindPixelShader(hPixelShader);
  36. }
  37. void CPs3NonVirt_IShaderAPIDX8::SetRasterState( const ShaderRasterState_t& state )
  38. {
  39. g_ShaderAPIDX8.CShaderAPIDx8::SetRasterState(state);
  40. }
  41. bool CPs3NonVirt_IShaderAPIDX8::SetMode( void* hwnd, int nAdapter, const ShaderDeviceInfo_t &info )
  42. {
  43. return g_ShaderAPIDX8.CShaderAPIDx8::SetMode(hwnd,nAdapter,info);
  44. }
  45. void CPs3NonVirt_IShaderAPIDX8::ChangeVideoMode( const ShaderDeviceInfo_t &info )
  46. {
  47. g_ShaderAPIDX8.CShaderAPIDx8::ChangeVideoMode(info);
  48. }
  49. StateSnapshot_t CPs3NonVirt_IShaderAPIDX8::TakeSnapshot( )
  50. {
  51. return g_ShaderAPIDX8.CShaderAPIDx8::TakeSnapshot();
  52. }
  53. void CPs3NonVirt_IShaderAPIDX8::TexMinFilter( ShaderTexFilterMode_t texFilterMode )
  54. {
  55. g_ShaderAPIDX8.CShaderAPIDx8::TexMinFilter(texFilterMode);
  56. }
  57. void CPs3NonVirt_IShaderAPIDX8::TexMagFilter( ShaderTexFilterMode_t texFilterMode )
  58. {
  59. g_ShaderAPIDX8.CShaderAPIDx8::TexMagFilter(texFilterMode);
  60. }
  61. void CPs3NonVirt_IShaderAPIDX8::TexWrap( ShaderTexCoordComponent_t coord, ShaderTexWrapMode_t wrapMode )
  62. {
  63. g_ShaderAPIDX8.CShaderAPIDx8::TexWrap(coord,wrapMode);
  64. }
  65. void CPs3NonVirt_IShaderAPIDX8::CopyRenderTargetToTexture( ShaderAPITextureHandle_t textureHandle )
  66. {
  67. g_ShaderAPIDX8.CShaderAPIDx8::CopyRenderTargetToTexture(textureHandle);
  68. }
  69. void CPs3NonVirt_IShaderAPIDX8::Bind( IMaterial* pMaterial )
  70. {
  71. g_ShaderAPIDX8.CShaderAPIDx8::Bind(pMaterial);
  72. }
  73. IMesh* CPs3NonVirt_IShaderAPIDX8::GetDynamicMesh( IMaterial* pMaterial, int nHWSkinBoneCount, bool bBuffered, IMesh* pVertexOverride, IMesh* pIndexOverride)
  74. {
  75. return g_ShaderAPIDX8.CShaderAPIDx8::GetDynamicMesh(pMaterial,nHWSkinBoneCount,bBuffered,pVertexOverride,pIndexOverride);
  76. }
  77. IMesh* CPs3NonVirt_IShaderAPIDX8::GetDynamicMeshEx( IMaterial* pMaterial, VertexFormat_t vertexFormat, int nHWSkinBoneCount, bool bBuffered, IMesh* pVertexOverride, IMesh* pIndexOverride)
  78. {
  79. return g_ShaderAPIDX8.CShaderAPIDx8::GetDynamicMeshEx(pMaterial,vertexFormat,nHWSkinBoneCount,bBuffered,pVertexOverride,pIndexOverride);
  80. }
  81. bool CPs3NonVirt_IShaderAPIDX8::IsTranslucent( StateSnapshot_t id )
  82. {
  83. return g_ShaderAPIDX8.CShaderAPIDx8::IsTranslucent(id);
  84. }
  85. bool CPs3NonVirt_IShaderAPIDX8::IsAlphaTested( StateSnapshot_t id )
  86. {
  87. return g_ShaderAPIDX8.CShaderAPIDx8::IsAlphaTested(id);
  88. }
  89. bool CPs3NonVirt_IShaderAPIDX8::UsesVertexAndPixelShaders( StateSnapshot_t id )
  90. {
  91. return g_ShaderAPIDX8.CShaderAPIDx8::UsesVertexAndPixelShaders(id);
  92. }
  93. bool CPs3NonVirt_IShaderAPIDX8::IsDepthWriteEnabled( StateSnapshot_t id )
  94. {
  95. return g_ShaderAPIDX8.CShaderAPIDx8::IsDepthWriteEnabled(id);
  96. }
  97. VertexFormat_t CPs3NonVirt_IShaderAPIDX8::ComputeVertexFormat( int numSnapshots, StateSnapshot_t* pIds )
  98. {
  99. return g_ShaderAPIDX8.CShaderAPIDx8::ComputeVertexFormat(numSnapshots,pIds);
  100. }
  101. VertexFormat_t CPs3NonVirt_IShaderAPIDX8::ComputeVertexUsage( int numSnapshots, StateSnapshot_t* pIds )
  102. {
  103. return g_ShaderAPIDX8.CShaderAPIDx8::ComputeVertexUsage(numSnapshots,pIds);
  104. }
  105. void CPs3NonVirt_IShaderAPIDX8::BeginPass( StateSnapshot_t snapshot )
  106. {
  107. g_ShaderAPIDX8.CShaderAPIDx8::BeginPass(snapshot);
  108. }
  109. void CPs3NonVirt_IShaderAPIDX8::RenderPass( const unsigned char *pInstanceCommandBuffer, int nPass, int nPassCount )
  110. {
  111. g_ShaderAPIDX8.CShaderAPIDx8::RenderPass(pInstanceCommandBuffer,nPass,nPassCount);
  112. }
  113. void CPs3NonVirt_IShaderAPIDX8::SetNumBoneWeights( int numBones )
  114. {
  115. g_ShaderAPIDX8.CShaderAPIDx8::SetNumBoneWeights(numBones);
  116. }
  117. void CPs3NonVirt_IShaderAPIDX8::SetLights( int nCount, const LightDesc_t *pDesc )
  118. {
  119. g_ShaderAPIDX8.CShaderAPIDx8::SetLights(nCount,pDesc);
  120. }
  121. void CPs3NonVirt_IShaderAPIDX8::SetLightingOrigin( Vector vLightingOrigin )
  122. {
  123. g_ShaderAPIDX8.CShaderAPIDx8::SetLightingOrigin(vLightingOrigin);
  124. }
  125. void CPs3NonVirt_IShaderAPIDX8::SetLightingState( const MaterialLightingState_t& state )
  126. {
  127. g_ShaderAPIDX8.CShaderAPIDx8::SetLightingState(state);
  128. }
  129. void CPs3NonVirt_IShaderAPIDX8::SetAmbientLightCube( Vector4D cube[6] )
  130. {
  131. g_ShaderAPIDX8.CShaderAPIDx8::SetAmbientLightCube(cube);
  132. }
  133. void CPs3NonVirt_IShaderAPIDX8::ShadeMode( ShaderShadeMode_t mode )
  134. {
  135. g_ShaderAPIDX8.CShaderAPIDx8::ShadeMode(mode);
  136. }
  137. void CPs3NonVirt_IShaderAPIDX8::CullMode( MaterialCullMode_t cullMode )
  138. {
  139. g_ShaderAPIDX8.CShaderAPIDx8::CullMode(cullMode);
  140. }
  141. void CPs3NonVirt_IShaderAPIDX8::FlipCullMode()
  142. {
  143. g_ShaderAPIDX8.CShaderAPIDx8::FlipCullMode();
  144. }
  145. void CPs3NonVirt_IShaderAPIDX8::ForceDepthFuncEquals( bool bEnable )
  146. {
  147. g_ShaderAPIDX8.CShaderAPIDx8::ForceDepthFuncEquals(bEnable);
  148. }
  149. void CPs3NonVirt_IShaderAPIDX8::OverrideDepthEnable( bool bEnable, bool bDepthWriteEnable, bool bDepthTestEnable )
  150. {
  151. g_ShaderAPIDX8.CShaderAPIDx8::OverrideDepthEnable(bEnable,bDepthWriteEnable,bDepthTestEnable);
  152. }
  153. void CPs3NonVirt_IShaderAPIDX8::SetHeightClipZ( float z )
  154. {
  155. g_ShaderAPIDX8.CShaderAPIDx8::SetHeightClipZ(z);
  156. }
  157. void CPs3NonVirt_IShaderAPIDX8::SetHeightClipMode( enum MaterialHeightClipMode_t heightClipMode )
  158. {
  159. g_ShaderAPIDX8.CShaderAPIDx8::SetHeightClipMode(heightClipMode);
  160. }
  161. void CPs3NonVirt_IShaderAPIDX8::SetClipPlane( int index, const float *pPlane )
  162. {
  163. g_ShaderAPIDX8.CShaderAPIDx8::SetClipPlane(index,pPlane);
  164. }
  165. void CPs3NonVirt_IShaderAPIDX8::EnableClipPlane( int index, bool bEnable )
  166. {
  167. g_ShaderAPIDX8.CShaderAPIDx8::EnableClipPlane(index,bEnable);
  168. }
  169. ImageFormat CPs3NonVirt_IShaderAPIDX8::GetNearestSupportedFormat( ImageFormat fmt )
  170. {
  171. return g_ShaderAPIDX8.CShaderAPIDx8::GetNearestSupportedFormat(fmt);
  172. }
  173. ImageFormat CPs3NonVirt_IShaderAPIDX8::GetNearestRenderTargetFormat( ImageFormat fmt )
  174. {
  175. return g_ShaderAPIDX8.CShaderAPIDx8::GetNearestRenderTargetFormat(fmt);
  176. }
  177. bool CPs3NonVirt_IShaderAPIDX8::DoRenderTargetsNeedSeparateDepthBuffer()
  178. {
  179. return g_ShaderAPIDX8.CShaderAPIDx8::DoRenderTargetsNeedSeparateDepthBuffer();
  180. }
  181. 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 )
  182. {
  183. return g_ShaderAPIDX8.CShaderAPIDx8::CreateTexture(width,height,depth,dstImageFormat,numMipLevels,numCopies,flags,pDebugName,pTextureGroupName);
  184. }
  185. void CPs3NonVirt_IShaderAPIDX8::DeleteTexture( ShaderAPITextureHandle_t textureHandle )
  186. {
  187. g_ShaderAPIDX8.CShaderAPIDx8::DeleteTexture(textureHandle);
  188. }
  189. ShaderAPITextureHandle_t CPs3NonVirt_IShaderAPIDX8::CreateDepthTexture( ImageFormat renderTargetFormat, int width, int height, const char *pDebugName, bool bTexture, bool bAliasDepthSurfaceOverColorX360 )
  190. {
  191. return g_ShaderAPIDX8.CShaderAPIDx8::CreateDepthTexture(renderTargetFormat,width,height,pDebugName,bTexture,bAliasDepthSurfaceOverColorX360);
  192. }
  193. bool CPs3NonVirt_IShaderAPIDX8::IsTexture( ShaderAPITextureHandle_t textureHandle )
  194. {
  195. return g_ShaderAPIDX8.CShaderAPIDx8::IsTexture(textureHandle);
  196. }
  197. bool CPs3NonVirt_IShaderAPIDX8::IsTextureResident( ShaderAPITextureHandle_t textureHandle )
  198. {
  199. return g_ShaderAPIDX8.CShaderAPIDx8::IsTextureResident(textureHandle);
  200. }
  201. void CPs3NonVirt_IShaderAPIDX8::ModifyTexture( ShaderAPITextureHandle_t textureHandle )
  202. {
  203. g_ShaderAPIDX8.CShaderAPIDx8::ModifyTexture(textureHandle);
  204. }
  205. void CPs3NonVirt_IShaderAPIDX8::TexImage2D( int level, int cubeFaceID, ImageFormat dstFormat, int zOffset, int width, int height, ImageFormat srcFormat, bool bSrcIsTiled, void *imageData )
  206. {
  207. g_ShaderAPIDX8.CShaderAPIDx8::TexImage2D(level,cubeFaceID,dstFormat,zOffset,width,height,srcFormat,bSrcIsTiled,imageData);
  208. }
  209. 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 )
  210. {
  211. g_ShaderAPIDX8.CShaderAPIDx8::TexSubImage2D(level,cubeFaceID,xOffset,yOffset,zOffset,width,height,srcFormat,srcStride,bSrcIsTiled,imageData);
  212. }
  213. bool CPs3NonVirt_IShaderAPIDX8::TexLock( int level, int cubeFaceID, int xOffset, int yOffset, int width, int height, CPixelWriter& writer )
  214. {
  215. return g_ShaderAPIDX8.CShaderAPIDx8::TexLock(level,cubeFaceID,xOffset,yOffset,width,height,writer);
  216. }
  217. void CPs3NonVirt_IShaderAPIDX8::TexUnlock( )
  218. {
  219. g_ShaderAPIDX8.CShaderAPIDx8::TexUnlock();
  220. }
  221. void CPs3NonVirt_IShaderAPIDX8::UpdateTexture( int xOffset, int yOffset, int w, int h, ShaderAPITextureHandle_t hDstTexture, ShaderAPITextureHandle_t hSrcTexture )
  222. {
  223. g_ShaderAPIDX8.CShaderAPIDx8::UpdateTexture(xOffset,yOffset,w,h,hDstTexture,hSrcTexture);
  224. }
  225. void * CPs3NonVirt_IShaderAPIDX8::LockTex( ShaderAPITextureHandle_t hTexture )
  226. {
  227. return g_ShaderAPIDX8.CShaderAPIDx8::LockTex(hTexture);
  228. }
  229. void CPs3NonVirt_IShaderAPIDX8::UnlockTex( ShaderAPITextureHandle_t hTexture )
  230. {
  231. g_ShaderAPIDX8.CShaderAPIDx8::UnlockTex(hTexture);
  232. }
  233. void CPs3NonVirt_IShaderAPIDX8::TexSetPriority( int priority )
  234. {
  235. g_ShaderAPIDX8.CShaderAPIDx8::TexSetPriority(priority);
  236. }
  237. void CPs3NonVirt_IShaderAPIDX8::BindTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, ShaderAPITextureHandle_t textureHandle )
  238. {
  239. g_ShaderAPIDX8.CShaderAPIDx8::BindTexture( sampler, nBindFlags, textureHandle);
  240. }
  241. void CPs3NonVirt_IShaderAPIDX8::SetRenderTarget( ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle)
  242. {
  243. g_ShaderAPIDX8.CShaderAPIDx8::SetRenderTarget(colorTextureHandle,depthTextureHandle);
  244. }
  245. void CPs3NonVirt_IShaderAPIDX8::ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth )
  246. {
  247. g_ShaderAPIDX8.CShaderAPIDx8::ClearBuffersObeyStencil(bClearColor,bClearDepth);
  248. }
  249. void CPs3NonVirt_IShaderAPIDX8::ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat )
  250. {
  251. g_ShaderAPIDX8.CShaderAPIDx8::ReadPixels(x,y,width,height,data,dstFormat);
  252. }
  253. void CPs3NonVirt_IShaderAPIDX8::ReadPixels( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *data, ImageFormat dstFormat, int nDstStride )
  254. {
  255. g_ShaderAPIDX8.CShaderAPIDx8::ReadPixels(pSrcRect,pDstRect,data,dstFormat,nDstStride);
  256. }
  257. void CPs3NonVirt_IShaderAPIDX8::FlushHardware()
  258. {
  259. g_ShaderAPIDX8.CShaderAPIDx8::FlushHardware();
  260. }
  261. void CPs3NonVirt_IShaderAPIDX8::BeginFrame()
  262. {
  263. g_ShaderAPIDX8.CShaderAPIDx8::BeginFrame();
  264. }
  265. void CPs3NonVirt_IShaderAPIDX8::EndFrame()
  266. {
  267. g_ShaderAPIDX8.CShaderAPIDx8::EndFrame();
  268. }
  269. int CPs3NonVirt_IShaderAPIDX8::SelectionMode( bool selectionMode )
  270. {
  271. return g_ShaderAPIDX8.CShaderAPIDx8::SelectionMode(selectionMode);
  272. }
  273. void CPs3NonVirt_IShaderAPIDX8::SelectionBuffer( unsigned int* pBuffer, int size )
  274. {
  275. g_ShaderAPIDX8.CShaderAPIDx8::SelectionBuffer(pBuffer,size);
  276. }
  277. void CPs3NonVirt_IShaderAPIDX8::ClearSelectionNames( )
  278. {
  279. g_ShaderAPIDX8.CShaderAPIDx8::ClearSelectionNames();
  280. }
  281. void CPs3NonVirt_IShaderAPIDX8::LoadSelectionName( int name )
  282. {
  283. g_ShaderAPIDX8.CShaderAPIDx8::LoadSelectionName(name);
  284. }
  285. void CPs3NonVirt_IShaderAPIDX8::PushSelectionName( int name )
  286. {
  287. g_ShaderAPIDX8.CShaderAPIDx8::PushSelectionName(name);
  288. }
  289. void CPs3NonVirt_IShaderAPIDX8::PopSelectionName()
  290. {
  291. g_ShaderAPIDX8.CShaderAPIDx8::PopSelectionName();
  292. }
  293. void CPs3NonVirt_IShaderAPIDX8::ForceHardwareSync()
  294. {
  295. g_ShaderAPIDX8.CShaderAPIDx8::ForceHardwareSync();
  296. }
  297. void CPs3NonVirt_IShaderAPIDX8::ClearSnapshots()
  298. {
  299. g_ShaderAPIDX8.CShaderAPIDx8::ClearSnapshots();
  300. }
  301. void CPs3NonVirt_IShaderAPIDX8::FogStart( float fStart )
  302. {
  303. g_ShaderAPIDX8.CShaderAPIDx8::FogStart(fStart);
  304. }
  305. void CPs3NonVirt_IShaderAPIDX8::FogEnd( float fEnd )
  306. {
  307. g_ShaderAPIDX8.CShaderAPIDx8::FogEnd(fEnd);
  308. }
  309. void CPs3NonVirt_IShaderAPIDX8::SetFogZ( float fogZ )
  310. {
  311. g_ShaderAPIDX8.CShaderAPIDx8::SetFogZ(fogZ);
  312. }
  313. void CPs3NonVirt_IShaderAPIDX8::SceneFogColor3ub( unsigned char r, unsigned char g, unsigned char b )
  314. {
  315. g_ShaderAPIDX8.CShaderAPIDx8::SceneFogColor3ub(r,g,b);
  316. }
  317. void CPs3NonVirt_IShaderAPIDX8::GetSceneFogColor( unsigned char *rgb )
  318. {
  319. g_ShaderAPIDX8.CShaderAPIDx8::GetSceneFogColor(rgb);
  320. }
  321. void CPs3NonVirt_IShaderAPIDX8::SceneFogMode( MaterialFogMode_t fogMode )
  322. {
  323. g_ShaderAPIDX8.CShaderAPIDx8::SceneFogMode(fogMode);
  324. }
  325. bool CPs3NonVirt_IShaderAPIDX8::CanDownloadTextures()
  326. {
  327. return g_ShaderAPIDX8.CShaderAPIDx8::CanDownloadTextures();
  328. }
  329. void CPs3NonVirt_IShaderAPIDX8::ResetRenderState( bool bFullReset)
  330. {
  331. g_ShaderAPIDX8.CShaderAPIDx8::ResetRenderState(bFullReset);
  332. }
  333. int CPs3NonVirt_IShaderAPIDX8::GetCurrentDynamicVBSize()
  334. {
  335. return g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentDynamicVBSize();
  336. }
  337. void CPs3NonVirt_IShaderAPIDX8::DestroyVertexBuffers( bool bExitingLevel)
  338. {
  339. g_ShaderAPIDX8.CShaderAPIDx8::DestroyVertexBuffers(bExitingLevel);
  340. }
  341. void CPs3NonVirt_IShaderAPIDX8::EvictManagedResources()
  342. {
  343. g_ShaderAPIDX8.CShaderAPIDx8::EvictManagedResources();
  344. }
  345. void CPs3NonVirt_IShaderAPIDX8::GetGPUMemoryStats( GPUMemoryStats &stats )
  346. {
  347. g_ShaderAPIDX8.CShaderAPIDx8::GetGPUMemoryStats(stats);
  348. }
  349. void CPs3NonVirt_IShaderAPIDX8::SetAnisotropicLevel( int nAnisotropyLevel )
  350. {
  351. g_ShaderAPIDX8.CShaderAPIDx8::SetAnisotropicLevel(nAnisotropyLevel);
  352. }
  353. void CPs3NonVirt_IShaderAPIDX8::SyncToken( const char *pToken )
  354. {
  355. g_ShaderAPIDX8.CShaderAPIDx8::SyncToken(pToken);
  356. }
  357. void CPs3NonVirt_IShaderAPIDX8::SetStandardVertexShaderConstants( float fOverbright )
  358. {
  359. g_ShaderAPIDX8.CShaderAPIDx8::SetStandardVertexShaderConstants(fOverbright);
  360. }
  361. ShaderAPIOcclusionQuery_t CPs3NonVirt_IShaderAPIDX8::CreateOcclusionQueryObject()
  362. {
  363. return g_ShaderAPIDX8.CShaderAPIDx8::CreateOcclusionQueryObject();
  364. }
  365. void CPs3NonVirt_IShaderAPIDX8::DestroyOcclusionQueryObject( ShaderAPIOcclusionQuery_t q )
  366. {
  367. g_ShaderAPIDX8.CShaderAPIDx8::DestroyOcclusionQueryObject(q);
  368. }
  369. void CPs3NonVirt_IShaderAPIDX8::BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t q )
  370. {
  371. g_ShaderAPIDX8.CShaderAPIDx8::BeginOcclusionQueryDrawing(q);
  372. }
  373. void CPs3NonVirt_IShaderAPIDX8::EndOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t q )
  374. {
  375. g_ShaderAPIDX8.CShaderAPIDx8::EndOcclusionQueryDrawing(q);
  376. }
  377. int CPs3NonVirt_IShaderAPIDX8::OcclusionQuery_GetNumPixelsRendered( ShaderAPIOcclusionQuery_t hQuery, bool bFlush)
  378. {
  379. return g_ShaderAPIDX8.CShaderAPIDx8::OcclusionQuery_GetNumPixelsRendered(hQuery,bFlush);
  380. }
  381. void CPs3NonVirt_IShaderAPIDX8::SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture )
  382. {
  383. g_ShaderAPIDX8.CShaderAPIDx8::SetFlashlightState(state,worldToTexture);
  384. }
  385. void CPs3NonVirt_IShaderAPIDX8::ClearVertexAndPixelShaderRefCounts()
  386. {
  387. g_ShaderAPIDX8.CShaderAPIDx8::ClearVertexAndPixelShaderRefCounts();
  388. }
  389. void CPs3NonVirt_IShaderAPIDX8::PurgeUnusedVertexAndPixelShaders()
  390. {
  391. g_ShaderAPIDX8.CShaderAPIDx8::PurgeUnusedVertexAndPixelShaders();
  392. }
  393. void CPs3NonVirt_IShaderAPIDX8::DXSupportLevelChanged( int nDXLevel )
  394. {
  395. g_ShaderAPIDX8.CShaderAPIDx8::DXSupportLevelChanged(nDXLevel);
  396. }
  397. void CPs3NonVirt_IShaderAPIDX8::EnableUserClipTransformOverride( bool bEnable )
  398. {
  399. g_ShaderAPIDX8.CShaderAPIDx8::EnableUserClipTransformOverride(bEnable);
  400. }
  401. void CPs3NonVirt_IShaderAPIDX8::UserClipTransform( const VMatrix &worldToView )
  402. {
  403. g_ShaderAPIDX8.CShaderAPIDx8::UserClipTransform(worldToView);
  404. }
  405. void CPs3NonVirt_IShaderAPIDX8::SetRenderTargetEx( int nRenderTargetID, ShaderAPITextureHandle_t colorTextureHandle, ShaderAPITextureHandle_t depthTextureHandle)
  406. {
  407. g_ShaderAPIDX8.CShaderAPIDx8::SetRenderTargetEx(nRenderTargetID,colorTextureHandle,depthTextureHandle);
  408. }
  409. void CPs3NonVirt_IShaderAPIDX8::CopyRenderTargetToTextureEx( ShaderAPITextureHandle_t textureHandle, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect)
  410. {
  411. g_ShaderAPIDX8.CShaderAPIDx8::CopyRenderTargetToTextureEx(textureHandle,nRenderTargetID,pSrcRect,pDstRect);
  412. }
  413. void CPs3NonVirt_IShaderAPIDX8::HandleDeviceLost()
  414. {
  415. g_ShaderAPIDX8.CShaderAPIDx8::HandleDeviceLost();
  416. }
  417. void CPs3NonVirt_IShaderAPIDX8::EnableLinearColorSpaceFrameBuffer( bool bEnable )
  418. {
  419. g_ShaderAPIDX8.CShaderAPIDx8::EnableLinearColorSpaceFrameBuffer(bEnable);
  420. }
  421. void CPs3NonVirt_IShaderAPIDX8::SetFullScreenTextureHandle( ShaderAPITextureHandle_t h )
  422. {
  423. g_ShaderAPIDX8.CShaderAPIDx8::SetFullScreenTextureHandle(h);
  424. }
  425. void CPs3NonVirt_IShaderAPIDX8::SetFloatRenderingParameter(int parm_number, float value)
  426. {
  427. g_ShaderAPIDX8.CShaderAPIDx8::SetFloatRenderingParameter(parm_number,value);
  428. }
  429. void CPs3NonVirt_IShaderAPIDX8::SetIntRenderingParameter(int parm_number, int value)
  430. {
  431. g_ShaderAPIDX8.CShaderAPIDx8::SetIntRenderingParameter(parm_number,value);
  432. }
  433. void CPs3NonVirt_IShaderAPIDX8::SetVectorRenderingParameter(int parm_number, Vector const &value)
  434. {
  435. g_ShaderAPIDX8.CShaderAPIDx8::SetVectorRenderingParameter(parm_number,value);
  436. }
  437. float CPs3NonVirt_IShaderAPIDX8::GetFloatRenderingParameter(int parm_number)
  438. {
  439. return g_ShaderAPIDX8.CShaderAPIDx8::GetFloatRenderingParameter(parm_number);
  440. }
  441. int CPs3NonVirt_IShaderAPIDX8::GetIntRenderingParameter(int parm_number)
  442. {
  443. return g_ShaderAPIDX8.CShaderAPIDx8::GetIntRenderingParameter(parm_number);
  444. }
  445. Vector CPs3NonVirt_IShaderAPIDX8::GetVectorRenderingParameter(int parm_number)
  446. {
  447. return g_ShaderAPIDX8.CShaderAPIDx8::GetVectorRenderingParameter(parm_number);
  448. }
  449. void CPs3NonVirt_IShaderAPIDX8::SetFastClipPlane( const float *pPlane )
  450. {
  451. g_ShaderAPIDX8.CShaderAPIDx8::SetFastClipPlane(pPlane);
  452. }
  453. void CPs3NonVirt_IShaderAPIDX8::EnableFastClip( bool bEnable )
  454. {
  455. g_ShaderAPIDX8.CShaderAPIDx8::EnableFastClip(bEnable);
  456. }
  457. void CPs3NonVirt_IShaderAPIDX8::GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices )
  458. {
  459. g_ShaderAPIDX8.CShaderAPIDx8::GetMaxToRender(pMesh,bMaxUntilFlush,pMaxVerts,pMaxIndices);
  460. }
  461. int CPs3NonVirt_IShaderAPIDX8::GetMaxVerticesToRender( IMaterial *pMaterial )
  462. {
  463. return g_ShaderAPIDX8.CShaderAPIDx8::GetMaxVerticesToRender(pMaterial);
  464. }
  465. int CPs3NonVirt_IShaderAPIDX8::GetMaxIndicesToRender( )
  466. {
  467. return g_ShaderAPIDX8.CShaderAPIDx8::GetMaxIndicesToRender();
  468. }
  469. void CPs3NonVirt_IShaderAPIDX8::SetStencilState( const ShaderStencilState_t& state )
  470. {
  471. g_ShaderAPIDX8.CShaderAPIDx8::SetStencilState(state);
  472. }
  473. void CPs3NonVirt_IShaderAPIDX8::ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax, int value)
  474. {
  475. g_ShaderAPIDX8.CShaderAPIDx8::ClearStencilBufferRectangle(xmin,ymin,xmax,ymax,value);
  476. }
  477. void CPs3NonVirt_IShaderAPIDX8::DisableAllLocalLights()
  478. {
  479. g_ShaderAPIDX8.CShaderAPIDx8::DisableAllLocalLights();
  480. }
  481. int CPs3NonVirt_IShaderAPIDX8::CompareSnapshots( StateSnapshot_t snapshot0, StateSnapshot_t snapshot1 )
  482. {
  483. return g_ShaderAPIDX8.CShaderAPIDx8::CompareSnapshots(snapshot0,snapshot1);
  484. }
  485. IMesh * CPs3NonVirt_IShaderAPIDX8::GetFlexMesh()
  486. {
  487. return g_ShaderAPIDX8.CShaderAPIDx8::GetFlexMesh();
  488. }
  489. void CPs3NonVirt_IShaderAPIDX8::SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture )
  490. {
  491. g_ShaderAPIDX8.CShaderAPIDx8::SetFlashlightStateEx(state,worldToTexture,pFlashlightDepthTexture);
  492. }
  493. void CPs3NonVirt_IShaderAPIDX8::SetCascadedShadowMappingState( const CascadedShadowMappingState_t &state, ITexture *pDepthTextureAtlas )
  494. {
  495. g_ShaderAPIDX8.CShaderAPIDx8::m_CascadedShadowMappingState = state;
  496. g_ShaderAPIDX8.CShaderAPIDx8::m_pCascadedShadowMappingDepthTexture = pDepthTextureAtlas;
  497. }
  498. const CascadedShadowMappingState_t &CPs3NonVirt_IShaderAPIDX8::GetCascadedShadowMappingState( ITexture **pDepthTextureAtlas )
  499. {
  500. if ( pDepthTextureAtlas )
  501. *pDepthTextureAtlas = g_ShaderAPIDX8.CShaderAPIDx8::m_pCascadedShadowMappingDepthTexture;
  502. return g_ShaderAPIDX8.CShaderAPIDx8::m_CascadedShadowMappingState;
  503. }
  504. bool CPs3NonVirt_IShaderAPIDX8::SupportsMSAAMode( int nMSAAMode )
  505. {
  506. return g_ShaderAPIDX8.CShaderAPIDx8::SupportsMSAAMode(nMSAAMode);
  507. }
  508. bool CPs3NonVirt_IShaderAPIDX8::PostQueuedTexture( const void *pData, int nSize, ShaderAPITextureHandle_t *pHandles, int nHandles, int nWidth, int nHeight, int nDepth, int nMips, int *pRefCount )
  509. {
  510. return g_ShaderAPIDX8.CShaderAPIDx8::PostQueuedTexture(pData,nSize,pHandles,nHandles,nWidth,nHeight,nDepth,nMips,pRefCount);
  511. }
  512. void CPs3NonVirt_IShaderAPIDX8::AntiAliasingHint( int nHint )
  513. {
  514. g_ShaderAPIDX8.CShaderAPIDx8::AntiAliasingHint( nHint );
  515. }
  516. void CPs3NonVirt_IShaderAPIDX8::FlushTextureCache()
  517. {
  518. g_ShaderAPIDX8.CShaderAPIDx8::FlushTextureCache();
  519. }
  520. bool CPs3NonVirt_IShaderAPIDX8::OwnGPUResources( bool bEnable )
  521. {
  522. return g_ShaderAPIDX8.CShaderAPIDx8::OwnGPUResources(bEnable);
  523. }
  524. void CPs3NonVirt_IShaderAPIDX8::GetFogDistances( float *fStart, float *fEnd, float *fFogZ )
  525. {
  526. g_ShaderAPIDX8.CShaderAPIDx8::GetFogDistances(fStart,fEnd,fFogZ);
  527. }
  528. void CPs3NonVirt_IShaderAPIDX8::BeginPIXEvent( unsigned long color, const char *szName )
  529. {
  530. g_ShaderAPIDX8.CShaderAPIDx8::BeginPIXEvent(color,szName);
  531. }
  532. void CPs3NonVirt_IShaderAPIDX8::EndPIXEvent()
  533. {
  534. g_ShaderAPIDX8.CShaderAPIDx8::EndPIXEvent();
  535. }
  536. void CPs3NonVirt_IShaderAPIDX8::SetPIXMarker( unsigned long color, const char *szName )
  537. {
  538. g_ShaderAPIDX8.CShaderAPIDx8::SetPIXMarker(color,szName);
  539. }
  540. void CPs3NonVirt_IShaderAPIDX8::EnableAlphaToCoverage()
  541. {
  542. g_ShaderAPIDX8.CShaderAPIDx8::EnableAlphaToCoverage();
  543. }
  544. void CPs3NonVirt_IShaderAPIDX8::DisableAlphaToCoverage()
  545. {
  546. g_ShaderAPIDX8.CShaderAPIDx8::DisableAlphaToCoverage();
  547. }
  548. void CPs3NonVirt_IShaderAPIDX8::ComputeVertexDescription( unsigned char* pBuffer, VertexFormat_t vertexFormat, MeshDesc_t& desc )
  549. {
  550. g_ShaderAPIDX8.CShaderAPIDx8::ComputeVertexDescription(pBuffer,vertexFormat,desc);
  551. }
  552. int CPs3NonVirt_IShaderAPIDX8::VertexFormatSize( VertexFormat_t vertexFormat )
  553. {
  554. return g_ShaderAPIDX8.CShaderAPIDx8::VertexFormatSize(vertexFormat);
  555. }
  556. void CPs3NonVirt_IShaderAPIDX8::SetDisallowAccess( bool b )
  557. {
  558. g_ShaderAPIDX8.CShaderAPIDx8::SetDisallowAccess(b);
  559. }
  560. void CPs3NonVirt_IShaderAPIDX8::EnableShaderShaderMutex( bool b )
  561. {
  562. g_ShaderAPIDX8.CShaderAPIDx8::EnableShaderShaderMutex(b);
  563. }
  564. void CPs3NonVirt_IShaderAPIDX8::ShaderLock()
  565. {
  566. g_ShaderAPIDX8.CShaderAPIDx8::ShaderLock();
  567. }
  568. void CPs3NonVirt_IShaderAPIDX8::ShaderUnlock()
  569. {
  570. g_ShaderAPIDX8.CShaderAPIDx8::ShaderUnlock();
  571. }
  572. void CPs3NonVirt_IShaderAPIDX8::SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias )
  573. {
  574. g_ShaderAPIDX8.CShaderAPIDx8::SetShadowDepthBiasFactors(fShadowSlopeScaleDepthBias,fShadowDepthBias);
  575. }
  576. void CPs3NonVirt_IShaderAPIDX8::BindVertexBuffer( int nStreamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions)
  577. {
  578. g_ShaderAPIDX8.CShaderAPIDx8::BindVertexBuffer(nStreamID,pVertexBuffer,nOffsetInBytes,nFirstVertex,nVertexCount,fmt,nRepetitions);
  579. }
  580. void CPs3NonVirt_IShaderAPIDX8::BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes )
  581. {
  582. g_ShaderAPIDX8.CShaderAPIDx8::BindIndexBuffer(pIndexBuffer,nOffsetInBytes);
  583. }
  584. void CPs3NonVirt_IShaderAPIDX8::Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount )
  585. {
  586. g_ShaderAPIDX8.CShaderAPIDx8::Draw(primitiveType,nFirstIndex,nIndexCount);
  587. }
  588. void CPs3NonVirt_IShaderAPIDX8::PerformFullScreenStencilOperation()
  589. {
  590. g_ShaderAPIDX8.CShaderAPIDx8::PerformFullScreenStencilOperation();
  591. }
  592. void CPs3NonVirt_IShaderAPIDX8::SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor )
  593. {
  594. g_ShaderAPIDX8.CShaderAPIDx8::SetScissorRect(nLeft,nTop,nRight,nBottom,bEnableScissor);
  595. }
  596. bool CPs3NonVirt_IShaderAPIDX8::SupportsCSAAMode( int nNumSamples, int nQualityLevel )
  597. {
  598. return g_ShaderAPIDX8.CShaderAPIDx8::SupportsCSAAMode(nNumSamples,nQualityLevel);
  599. }
  600. void CPs3NonVirt_IShaderAPIDX8::InvalidateDelayedShaderConstants()
  601. {
  602. g_ShaderAPIDX8.CShaderAPIDx8::InvalidateDelayedShaderConstants();
  603. }
  604. float CPs3NonVirt_IShaderAPIDX8::GammaToLinear_HardwareSpecific( float fGamma )
  605. {
  606. return g_ShaderAPIDX8.CShaderAPIDx8::GammaToLinear_HardwareSpecific(fGamma);
  607. }
  608. float CPs3NonVirt_IShaderAPIDX8::LinearToGamma_HardwareSpecific( float fLinear )
  609. {
  610. return g_ShaderAPIDX8.CShaderAPIDx8::LinearToGamma_HardwareSpecific(fLinear);
  611. }
  612. void CPs3NonVirt_IShaderAPIDX8::SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture )
  613. {
  614. g_ShaderAPIDX8.CShaderAPIDx8::SetLinearToGammaConversionTextures(hSRGBWriteEnabledTexture,hIdentityTexture);
  615. }
  616. void CPs3NonVirt_IShaderAPIDX8::BindVertexTexture( VertexTextureSampler_t nSampler, ShaderAPITextureHandle_t textureHandle )
  617. {
  618. g_ShaderAPIDX8.CShaderAPIDx8::BindVertexTexture(nSampler,textureHandle);
  619. }
  620. void CPs3NonVirt_IShaderAPIDX8::EnableHWMorphing( bool bEnable )
  621. {
  622. g_ShaderAPIDX8.CShaderAPIDx8::EnableHWMorphing(bEnable);
  623. }
  624. void CPs3NonVirt_IShaderAPIDX8::SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights )
  625. {
  626. g_ShaderAPIDX8.CShaderAPIDx8::SetFlexWeights(nFirstWeight,nCount,pWeights);
  627. }
  628. void CPs3NonVirt_IShaderAPIDX8::FogMaxDensity( float flMaxDensity )
  629. {
  630. g_ShaderAPIDX8.CShaderAPIDx8::FogMaxDensity(flMaxDensity);
  631. }
  632. 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 )
  633. {
  634. g_ShaderAPIDX8.CShaderAPIDx8::CreateTextures(pHandles,count,width,height,depth,dstImageFormat,numMipLevels,numCopies,flags,pDebugName,pTextureGroupName);
  635. }
  636. void CPs3NonVirt_IShaderAPIDX8::AcquireThreadOwnership()
  637. {
  638. g_ShaderAPIDX8.CShaderAPIDx8::AcquireThreadOwnership();
  639. }
  640. void CPs3NonVirt_IShaderAPIDX8::ReleaseThreadOwnership()
  641. {
  642. g_ShaderAPIDX8.CShaderAPIDx8::ReleaseThreadOwnership();
  643. }
  644. void CPs3NonVirt_IShaderAPIDX8::EnableBuffer2FramesAhead( bool bEnable )
  645. {
  646. g_ShaderAPIDX8.CShaderAPIDx8::EnableBuffer2FramesAhead(bEnable);
  647. }
  648. void CPs3NonVirt_IShaderAPIDX8::FlipCulling( bool bFlipCulling )
  649. {
  650. g_ShaderAPIDX8.CShaderAPIDx8::FlipCulling(bFlipCulling);
  651. }
  652. void CPs3NonVirt_IShaderAPIDX8::SetTextureRenderingParameter(int parm_number, ITexture *pTexture)
  653. {
  654. g_ShaderAPIDX8.CShaderAPIDx8::SetTextureRenderingParameter(parm_number,pTexture);
  655. }
  656. void CPs3NonVirt_IShaderAPIDX8::EnableSinglePassFlashlightMode( bool bEnable )
  657. {
  658. g_ShaderAPIDX8.CShaderAPIDx8::EnableSinglePassFlashlightMode(bEnable);
  659. }
  660. void CPs3NonVirt_IShaderAPIDX8::MatrixMode( MaterialMatrixMode_t matrixMode )
  661. {
  662. g_ShaderAPIDX8.CShaderAPIDx8::MatrixMode(matrixMode);
  663. }
  664. void CPs3NonVirt_IShaderAPIDX8::PushMatrix()
  665. {
  666. g_ShaderAPIDX8.CShaderAPIDx8::PushMatrix();
  667. }
  668. void CPs3NonVirt_IShaderAPIDX8::PopMatrix()
  669. {
  670. g_ShaderAPIDX8.CShaderAPIDx8::PopMatrix();
  671. }
  672. void CPs3NonVirt_IShaderAPIDX8::LoadMatrix( float *m )
  673. {
  674. g_ShaderAPIDX8.CShaderAPIDx8::LoadMatrix(m);
  675. }
  676. void CPs3NonVirt_IShaderAPIDX8::MultMatrix( float *m )
  677. {
  678. g_ShaderAPIDX8.CShaderAPIDx8::MultMatrix(m);
  679. }
  680. void CPs3NonVirt_IShaderAPIDX8::MultMatrixLocal( float *m )
  681. {
  682. g_ShaderAPIDX8.CShaderAPIDx8::MultMatrixLocal(m);
  683. }
  684. void CPs3NonVirt_IShaderAPIDX8::LoadIdentity()
  685. {
  686. g_ShaderAPIDX8.CShaderAPIDx8::LoadIdentity();
  687. }
  688. void CPs3NonVirt_IShaderAPIDX8::LoadCameraToWorld()
  689. {
  690. g_ShaderAPIDX8.CShaderAPIDx8::LoadCameraToWorld();
  691. }
  692. void CPs3NonVirt_IShaderAPIDX8::Ortho( double left, double right, double bottom, double top, double zNear, double zFar )
  693. {
  694. g_ShaderAPIDX8.CShaderAPIDx8::Ortho(left,right,bottom,top,zNear,zFar);
  695. }
  696. void CPs3NonVirt_IShaderAPIDX8::PerspectiveX( double fovx, double aspect, double zNear, double zFar )
  697. {
  698. g_ShaderAPIDX8.CShaderAPIDx8::PerspectiveX(fovx,aspect,zNear,zFar);
  699. }
  700. void CPs3NonVirt_IShaderAPIDX8::PickMatrix( int x, int y, int width, int height )
  701. {
  702. g_ShaderAPIDX8.CShaderAPIDx8::PickMatrix(x,y,width,height);
  703. }
  704. void CPs3NonVirt_IShaderAPIDX8::Rotate( float angle, float x, float y, float z )
  705. {
  706. g_ShaderAPIDX8.CShaderAPIDx8::Rotate(angle,x,y,z);
  707. }
  708. void CPs3NonVirt_IShaderAPIDX8::Translate( float x, float y, float z )
  709. {
  710. g_ShaderAPIDX8.CShaderAPIDx8::Translate(x,y,z);
  711. }
  712. void CPs3NonVirt_IShaderAPIDX8::Scale( float x, float y, float z )
  713. {
  714. g_ShaderAPIDX8.CShaderAPIDx8::Scale(x,y,z);
  715. }
  716. void CPs3NonVirt_IShaderAPIDX8::ScaleXY( float x, float y )
  717. {
  718. g_ShaderAPIDX8.CShaderAPIDx8::ScaleXY(x,y);
  719. }
  720. void CPs3NonVirt_IShaderAPIDX8::PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right )
  721. {
  722. g_ShaderAPIDX8.CShaderAPIDx8::PerspectiveOffCenterX(fovx,aspect,zNear,zFar,bottom,top,left,right);
  723. }
  724. void CPs3NonVirt_IShaderAPIDX8::LoadBoneMatrix( int boneIndex, const float *m )
  725. {
  726. g_ShaderAPIDX8.CShaderAPIDx8::LoadBoneMatrix(boneIndex,m);
  727. }
  728. void CPs3NonVirt_IShaderAPIDX8::SetStandardTextureHandle( StandardTextureId_t nId, ShaderAPITextureHandle_t nHandle )
  729. {
  730. g_ShaderAPIDX8.CShaderAPIDx8::SetStandardTextureHandle(nId,nHandle);
  731. }
  732. void CPs3NonVirt_IShaderAPIDX8::DrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstance )
  733. {
  734. g_ShaderAPIDX8.CShaderAPIDx8::DrawInstances(nInstanceCount,pInstance);
  735. }
  736. void CPs3NonVirt_IShaderAPIDX8::OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable )
  737. {
  738. g_ShaderAPIDX8.CShaderAPIDx8::OverrideAlphaWriteEnable(bOverrideEnable,bAlphaWriteEnable);
  739. }
  740. void CPs3NonVirt_IShaderAPIDX8::OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable )
  741. {
  742. g_ShaderAPIDX8.CShaderAPIDx8::OverrideColorWriteEnable(bOverrideEnable,bColorWriteEnable);
  743. }
  744. void CPs3NonVirt_IShaderAPIDX8::ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth )
  745. {
  746. g_ShaderAPIDX8.CShaderAPIDx8::ClearBuffersObeyStencilEx(bClearColor,bClearAlpha,bClearDepth);
  747. }
  748. void CPs3NonVirt_IShaderAPIDX8::OnPresent()
  749. {
  750. g_ShaderAPIDX8.CShaderAPIDx8::OnPresent();
  751. }
  752. void CPs3NonVirt_IShaderAPIDX8::UpdateGameTime( float flTime )
  753. {
  754. g_ShaderAPIDX8.CShaderAPIDx8::UpdateGameTime(flTime);
  755. }
  756. double CPs3NonVirt_IShaderAPIDX8::CurrentTime()
  757. {
  758. return g_ShaderAPIDX8.CShaderAPIDx8::CurrentTime();
  759. }
  760. void CPs3NonVirt_IShaderAPIDX8::GetLightmapDimensions( int *w, int *h )
  761. {
  762. g_ShaderAPIDX8.CShaderAPIDx8::GetLightmapDimensions(w,h);
  763. }
  764. MaterialFogMode_t CPs3NonVirt_IShaderAPIDX8::GetSceneFogMode( )
  765. {
  766. return g_ShaderAPIDX8.CShaderAPIDx8::GetSceneFogMode();
  767. }
  768. void CPs3NonVirt_IShaderAPIDX8::SetVertexShaderConstant( int var, float const* pVec, int numConst, bool bForce)
  769. {
  770. g_ShaderAPIDX8.CShaderAPIDx8::SetVertexShaderConstant(var,pVec,numConst,bForce);
  771. }
  772. void CPs3NonVirt_IShaderAPIDX8::SetPixelShaderConstant( int var, float const* pVec, int numConst, bool bForce)
  773. {
  774. g_ShaderAPIDX8.CShaderAPIDx8::SetPixelShaderConstant(var,pVec,numConst,bForce);
  775. }
  776. void CPs3NonVirt_IShaderAPIDX8::SetDefaultState()
  777. {
  778. g_ShaderAPIDX8.CShaderAPIDx8::SetDefaultState();
  779. }
  780. void CPs3NonVirt_IShaderAPIDX8::GetWorldSpaceCameraPosition( float* pPos )
  781. {
  782. g_ShaderAPIDX8.CShaderAPIDx8::GetWorldSpaceCameraPosition(pPos);
  783. }
  784. void CPs3NonVirt_IShaderAPIDX8::GetWorldSpaceCameraDirection( float* pDir )
  785. {
  786. g_ShaderAPIDX8.CShaderAPIDx8::GetWorldSpaceCameraDirection(pDir);
  787. }
  788. int CPs3NonVirt_IShaderAPIDX8::GetCurrentNumBones()
  789. {
  790. return g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentNumBones();
  791. }
  792. MaterialFogMode_t CPs3NonVirt_IShaderAPIDX8::GetCurrentFogType()
  793. {
  794. return g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentFogType();
  795. }
  796. void CPs3NonVirt_IShaderAPIDX8::SetVertexShaderIndex( int vshIndex)
  797. {
  798. g_ShaderAPIDX8.CShaderAPIDx8::SetVertexShaderIndex(vshIndex);
  799. }
  800. void CPs3NonVirt_IShaderAPIDX8::SetPixelShaderIndex( int pshIndex)
  801. {
  802. g_ShaderAPIDX8.CShaderAPIDx8::SetPixelShaderIndex(pshIndex);
  803. }
  804. void CPs3NonVirt_IShaderAPIDX8::GetBackBufferDimensions( int& width, int& height )
  805. {
  806. g_ShaderAPIDX8.CShaderAPIDx8::GetBackBufferDimensions(width,height);
  807. }
  808. const AspectRatioInfo_t &CPs3NonVirt_IShaderAPIDX8::GetAspectRatioInfo( void )
  809. {
  810. return g_ShaderAPIDX8.CShaderAPIDx8::GetAspectRatioInfo();
  811. }
  812. void CPs3NonVirt_IShaderAPIDX8::GetCurrentRenderTargetDimensions( int& nWidth, int& nHeight )
  813. {
  814. g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentRenderTargetDimensions(nWidth,nHeight);
  815. }
  816. void CPs3NonVirt_IShaderAPIDX8::GetCurrentViewport( int& nX, int& nY, int& nWidth, int& nHeight )
  817. {
  818. g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentViewport(nX,nY,nWidth,nHeight);
  819. }
  820. void CPs3NonVirt_IShaderAPIDX8::SetPixelShaderFogParams( int reg )
  821. {
  822. g_ShaderAPIDX8.CShaderAPIDx8::SetPixelShaderFogParams(reg);
  823. }
  824. bool CPs3NonVirt_IShaderAPIDX8::InFlashlightMode()
  825. {
  826. return g_ShaderAPIDX8.CShaderAPIDx8::InFlashlightMode();
  827. }
  828. const FlashlightState_t & CPs3NonVirt_IShaderAPIDX8::GetFlashlightState( VMatrix &worldToTexture )
  829. {
  830. return g_ShaderAPIDX8.CShaderAPIDx8::GetFlashlightState(worldToTexture);
  831. }
  832. bool CPs3NonVirt_IShaderAPIDX8::InEditorMode()
  833. {
  834. return g_ShaderAPIDX8.CShaderAPIDx8::InEditorMode();
  835. }
  836. void CPs3NonVirt_IShaderAPIDX8::BindStandardTexture( Sampler_t sampler, TextureBindFlags_t nBindFlags, StandardTextureId_t id )
  837. {
  838. g_ShaderAPIDX8.CShaderAPIDx8::BindStandardTexture( sampler, nBindFlags, id );
  839. }
  840. ITexture * CPs3NonVirt_IShaderAPIDX8::GetRenderTargetEx( int nRenderTargetID )
  841. {
  842. return g_ShaderAPIDX8.CShaderAPIDx8::GetRenderTargetEx(nRenderTargetID);
  843. }
  844. void CPs3NonVirt_IShaderAPIDX8::SetToneMappingScaleLinear( const Vector &scale )
  845. {
  846. g_ShaderAPIDX8.CShaderAPIDx8::SetToneMappingScaleLinear(scale);
  847. }
  848. const Vector & CPs3NonVirt_IShaderAPIDX8::GetToneMappingScaleLinear()
  849. {
  850. return g_ShaderAPIDX8.CShaderAPIDx8::GetToneMappingScaleLinear();
  851. }
  852. const FlashlightState_t & CPs3NonVirt_IShaderAPIDX8::GetFlashlightStateEx( VMatrix &worldToTexture, ITexture **pFlashlightDepthTexture )
  853. {
  854. return g_ShaderAPIDX8.CShaderAPIDx8::GetFlashlightStateEx(worldToTexture,pFlashlightDepthTexture);
  855. }
  856. void CPs3NonVirt_IShaderAPIDX8::GetDX9LightState( LightState_t *state )
  857. {
  858. g_ShaderAPIDX8.CShaderAPIDx8::GetDX9LightState(state);
  859. }
  860. int CPs3NonVirt_IShaderAPIDX8::GetPixelFogCombo( )
  861. {
  862. return g_ShaderAPIDX8.CShaderAPIDx8::GetPixelFogCombo();
  863. }
  864. void CPs3NonVirt_IShaderAPIDX8::BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id )
  865. {
  866. g_ShaderAPIDX8.CShaderAPIDx8::BindStandardVertexTexture(sampler,id);
  867. }
  868. bool CPs3NonVirt_IShaderAPIDX8::IsHWMorphingEnabled( )
  869. {
  870. return g_ShaderAPIDX8.CShaderAPIDx8::IsHWMorphingEnabled();
  871. }
  872. void CPs3NonVirt_IShaderAPIDX8::GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id )
  873. {
  874. g_ShaderAPIDX8.CShaderAPIDx8::GetStandardTextureDimensions(pWidth,pHeight,id);
  875. }
  876. void CPs3NonVirt_IShaderAPIDX8::SetBooleanVertexShaderConstant( int var, BOOL const* pVec, int numBools, bool bForce)
  877. {
  878. g_ShaderAPIDX8.CShaderAPIDx8::SetBooleanVertexShaderConstant(var,pVec,numBools,bForce);
  879. }
  880. void CPs3NonVirt_IShaderAPIDX8::SetIntegerVertexShaderConstant( int var, int const* pVec, int numIntVecs, bool bForce)
  881. {
  882. g_ShaderAPIDX8.CShaderAPIDx8::SetIntegerVertexShaderConstant(var,pVec,numIntVecs,bForce);
  883. }
  884. void CPs3NonVirt_IShaderAPIDX8::SetBooleanPixelShaderConstant( int var, BOOL const* pVec, int numBools, bool bForce)
  885. {
  886. g_ShaderAPIDX8.CShaderAPIDx8::SetBooleanPixelShaderConstant(var,pVec,numBools,bForce);
  887. }
  888. void CPs3NonVirt_IShaderAPIDX8::SetIntegerPixelShaderConstant( int var, int const* pVec, int numIntVecs, bool bForce)
  889. {
  890. g_ShaderAPIDX8.CShaderAPIDx8::SetIntegerPixelShaderConstant(var,pVec,numIntVecs,bForce);
  891. }
  892. bool CPs3NonVirt_IShaderAPIDX8::ShouldWriteDepthToDestAlpha()
  893. {
  894. return g_ShaderAPIDX8.CShaderAPIDx8::ShouldWriteDepthToDestAlpha();
  895. }
  896. void CPs3NonVirt_IShaderAPIDX8::GetMatrix( MaterialMatrixMode_t matrixMode, float *dst )
  897. {
  898. g_ShaderAPIDX8.CShaderAPIDx8::GetMatrix(matrixMode,dst);
  899. }
  900. void CPs3NonVirt_IShaderAPIDX8::PushDeformation( DeformationBase_t const *Deformation )
  901. {
  902. g_ShaderAPIDX8.CShaderAPIDx8::PushDeformation(Deformation);
  903. }
  904. void CPs3NonVirt_IShaderAPIDX8::PopDeformation( )
  905. {
  906. g_ShaderAPIDX8.CShaderAPIDx8::PopDeformation();
  907. }
  908. int CPs3NonVirt_IShaderAPIDX8::GetNumActiveDeformations()
  909. {
  910. return g_ShaderAPIDX8.CShaderAPIDx8::GetNumActiveDeformations();
  911. }
  912. int CPs3NonVirt_IShaderAPIDX8::GetPackedDeformationInformation( int nMaskOfUnderstoodDeformations, float *pConstantValuesOut, int nBufferSize, int nMaximumDeformations, int *pNumDefsOut )
  913. {
  914. return g_ShaderAPIDX8.CShaderAPIDx8::GetPackedDeformationInformation(nMaskOfUnderstoodDeformations,pConstantValuesOut,nBufferSize,nMaximumDeformations,pNumDefsOut);
  915. }
  916. void CPs3NonVirt_IShaderAPIDX8::MarkUnusedVertexFields( unsigned int nFlags, int nTexCoordCount, bool *pUnusedTexCoords )
  917. {
  918. g_ShaderAPIDX8.CShaderAPIDx8::MarkUnusedVertexFields(nFlags,nTexCoordCount,pUnusedTexCoords);
  919. }
  920. void CPs3NonVirt_IShaderAPIDX8::ExecuteCommandBuffer( uint8 *pCmdBuffer )
  921. {
  922. g_ShaderAPIDX8.CShaderAPIDx8::ExecuteCommandBuffer(pCmdBuffer);
  923. }
  924. void CPs3NonVirt_IShaderAPIDX8::ExecuteCommandBufferPPU( uint8 *pCmdBuffer )
  925. {
  926. g_ShaderAPIDX8.CShaderAPIDx8::ExecuteCommandBufferPPU(pCmdBuffer);
  927. }
  928. void CPs3NonVirt_IShaderAPIDX8::GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo )
  929. {
  930. g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentColorCorrection(pInfo);
  931. }
  932. ITexture * CPs3NonVirt_IShaderAPIDX8::GetTextureRenderingParameter(int parm_number)
  933. {
  934. return g_ShaderAPIDX8.CShaderAPIDx8::GetTextureRenderingParameter(parm_number);
  935. }
  936. void CPs3NonVirt_IShaderAPIDX8::SetScreenSizeForVPOS( int pshReg)
  937. {
  938. g_ShaderAPIDX8.CShaderAPIDx8::SetScreenSizeForVPOS(pshReg);
  939. }
  940. void CPs3NonVirt_IShaderAPIDX8::SetVSNearAndFarZ( int vshReg )
  941. {
  942. g_ShaderAPIDX8.CShaderAPIDx8::SetVSNearAndFarZ(vshReg);
  943. }
  944. float CPs3NonVirt_IShaderAPIDX8::GetFarZ()
  945. {
  946. return g_ShaderAPIDX8.CShaderAPIDx8::GetFarZ();
  947. }
  948. bool CPs3NonVirt_IShaderAPIDX8::SinglePassFlashlightModeEnabled()
  949. {
  950. return g_ShaderAPIDX8.CShaderAPIDx8::SinglePassFlashlightModeEnabled();
  951. }
  952. void CPs3NonVirt_IShaderAPIDX8::GetActualProjectionMatrix( float *pMatrix )
  953. {
  954. g_ShaderAPIDX8.CShaderAPIDx8::GetActualProjectionMatrix( pMatrix );
  955. }
  956. void CPs3NonVirt_IShaderAPIDX8::SetDepthFeatheringPixelShaderConstant( int iConstant, float fDepthBlendScale )
  957. {
  958. g_ShaderAPIDX8.CShaderAPIDx8::SetDepthFeatheringPixelShaderConstant(iConstant,fDepthBlendScale);
  959. }
  960. void CPs3NonVirt_IShaderAPIDX8::GetFlashlightShaderInfo( bool *pShadowsEnabled, bool *pUberLight )
  961. {
  962. g_ShaderAPIDX8.CShaderAPIDx8::GetFlashlightShaderInfo(pShadowsEnabled,pUberLight);
  963. }
  964. float CPs3NonVirt_IShaderAPIDX8::GetFlashlightAmbientOcclusion( )
  965. {
  966. return g_ShaderAPIDX8.CShaderAPIDx8::GetFlashlightAmbientOcclusion();
  967. }
  968. void CPs3NonVirt_IShaderAPIDX8::SetTextureFilterMode( Sampler_t sampler, TextureFilterMode_t nMode )
  969. {
  970. g_ShaderAPIDX8.CShaderAPIDx8::SetTextureFilterMode(sampler,nMode);
  971. }
  972. TessellationMode_t CPs3NonVirt_IShaderAPIDX8::GetTessellationMode()
  973. {
  974. return g_ShaderAPIDX8.CShaderAPIDx8::GetTessellationMode();
  975. }
  976. float CPs3NonVirt_IShaderAPIDX8::GetSubDHeight()
  977. {
  978. return g_ShaderAPIDX8.CShaderAPIDx8::GetSubDHeight();
  979. }
  980. bool CPs3NonVirt_IShaderAPIDX8::IsRenderingPaint()
  981. {
  982. return g_ShaderAPIDX8.CShaderAPIDx8::IsRenderingPaint();
  983. }
  984. bool CPs3NonVirt_IShaderAPIDX8::IsStereoActiveThisFrame()
  985. {
  986. return g_ShaderAPIDX8.CShaderAPIDx8::IsStereoActiveThisFrame();
  987. }
  988. bool CPs3NonVirt_IShaderAPIDX8::OnDeviceInit()
  989. {
  990. return g_ShaderAPIDX8.CShaderAPIDx8::OnDeviceInit();
  991. }
  992. void CPs3NonVirt_IShaderAPIDX8::OnDeviceShutdown()
  993. {
  994. g_ShaderAPIDX8.CShaderAPIDx8::OnDeviceShutdown();
  995. }
  996. void CPs3NonVirt_IShaderAPIDX8::AdvancePIXFrame()
  997. {
  998. g_ShaderAPIDX8.CShaderAPIDx8::AdvancePIXFrame();
  999. }
  1000. void CPs3NonVirt_IShaderAPIDX8::ReleaseShaderObjects( bool bReleaseManagedResources)
  1001. {
  1002. g_ShaderAPIDX8.CShaderAPIDx8::ReleaseShaderObjects(bReleaseManagedResources);
  1003. }
  1004. void CPs3NonVirt_IShaderAPIDX8::RestoreShaderObjects()
  1005. {
  1006. g_ShaderAPIDX8.CShaderAPIDx8::RestoreShaderObjects();
  1007. }
  1008. IDirect3DBaseTexture* CPs3NonVirt_IShaderAPIDX8::GetD3DTexture( ShaderAPITextureHandle_t hTexture )
  1009. {
  1010. return g_ShaderAPIDX8.CShaderAPIDx8::GetD3DTexture(hTexture);
  1011. }
  1012. void CPs3NonVirt_IShaderAPIDX8::GetPs3Texture(void* pPs3tex, ShaderAPITextureHandle_t hTexture )
  1013. {
  1014. return g_ShaderAPIDX8.CShaderAPIDx8::GetPs3Texture(pPs3tex, hTexture);
  1015. }
  1016. void CPs3NonVirt_IShaderAPIDX8::GetPs3Texture(void* pPs3tex, StandardTextureId_t nTextureId )
  1017. {
  1018. return g_ShaderAPIDX8.CShaderAPIDx8::GetPs3Texture(pPs3tex, nTextureId);
  1019. }
  1020. void CPs3NonVirt_IShaderAPIDX8::QueueResetRenderState()
  1021. {
  1022. g_ShaderAPIDX8.CShaderAPIDx8::QueueResetRenderState();
  1023. }
  1024. void CPs3NonVirt_IShaderAPIDX8::DrawMesh( CMeshBase *pMesh, int nCount, const MeshInstanceData_t *pInstances, VertexCompressionType_t nCompressionType, CompiledLightingState_t* pCompiledState, InstanceInfo_t *pInfo )
  1025. {
  1026. g_ShaderAPIDX8.CShaderAPIDx8::DrawMesh(pMesh,nCount,pInstances,nCompressionType,pCompiledState,pInfo);
  1027. }
  1028. void CPs3NonVirt_IShaderAPIDX8::DrawWithVertexAndIndexBuffers()
  1029. {
  1030. g_ShaderAPIDX8.CShaderAPIDx8::DrawWithVertexAndIndexBuffers();
  1031. }
  1032. void CPs3NonVirt_IShaderAPIDX8::GetBufferedState( BufferedState_t &state )
  1033. {
  1034. g_ShaderAPIDX8.CShaderAPIDx8::GetBufferedState(state);
  1035. }
  1036. D3DCULL CPs3NonVirt_IShaderAPIDX8::GetCullMode()
  1037. {
  1038. return g_ShaderAPIDX8.CShaderAPIDx8::GetCullMode();
  1039. }
  1040. void CPs3NonVirt_IShaderAPIDX8::ComputeFillRate()
  1041. {
  1042. g_ShaderAPIDX8.CShaderAPIDx8::ComputeFillRate();
  1043. }
  1044. bool CPs3NonVirt_IShaderAPIDX8::IsInSelectionMode()
  1045. {
  1046. return g_ShaderAPIDX8.CShaderAPIDx8::IsInSelectionMode();
  1047. }
  1048. void CPs3NonVirt_IShaderAPIDX8::RegisterSelectionHit( float minz, float maxz )
  1049. {
  1050. g_ShaderAPIDX8.CShaderAPIDx8::RegisterSelectionHit(minz,maxz);
  1051. }
  1052. IMaterialInternal* CPs3NonVirt_IShaderAPIDX8::GetBoundMaterial()
  1053. {
  1054. return g_ShaderAPIDX8.CShaderAPIDx8::GetBoundMaterial();
  1055. }
  1056. void CPs3NonVirt_IShaderAPIDX8::ApplyZBias( const DepthTestState_t& shaderState )
  1057. {
  1058. g_ShaderAPIDX8.CShaderAPIDx8::ApplyZBias(shaderState);
  1059. }
  1060. void CPs3NonVirt_IShaderAPIDX8::ApplyCullEnable( bool bEnable )
  1061. {
  1062. g_ShaderAPIDX8.CShaderAPIDx8::ApplyCullEnable(bEnable);
  1063. }
  1064. void CPs3NonVirt_IShaderAPIDX8::ApplyFogMode( ShaderFogMode_t fogMode, bool bVertexFog, bool bSRGBWritesEnabled, bool bDisableGammaCorrection )
  1065. {
  1066. g_ShaderAPIDX8.CShaderAPIDx8::ApplyFogMode(fogMode,bVertexFog,bSRGBWritesEnabled,bDisableGammaCorrection);
  1067. }
  1068. int CPs3NonVirt_IShaderAPIDX8::GetActualSamplerCount()
  1069. {
  1070. return g_ShaderAPIDX8.CShaderAPIDx8::GetActualSamplerCount();
  1071. }
  1072. bool CPs3NonVirt_IShaderAPIDX8::IsRenderingMesh()
  1073. {
  1074. return g_ShaderAPIDX8.CShaderAPIDx8::IsRenderingMesh();
  1075. }
  1076. void CPs3NonVirt_IShaderAPIDX8::EnableFixedFunctionFog( bool bFogEnable )
  1077. {
  1078. g_ShaderAPIDX8.CShaderAPIDx8::EnableFixedFunctionFog(bFogEnable);
  1079. }
  1080. int CPs3NonVirt_IShaderAPIDX8::GetCurrentFrameCounter()
  1081. {
  1082. return g_ShaderAPIDX8.CShaderAPIDx8::GetCurrentFrameCounter();
  1083. }
  1084. void CPs3NonVirt_IShaderAPIDX8::SetupSelectionModeVisualizationState()
  1085. {
  1086. g_ShaderAPIDX8.CShaderAPIDx8::SetupSelectionModeVisualizationState();
  1087. }
  1088. bool CPs3NonVirt_IShaderAPIDX8::UsingSoftwareVertexProcessing()
  1089. {
  1090. return g_ShaderAPIDX8.CShaderAPIDx8::UsingSoftwareVertexProcessing();
  1091. }
  1092. void CPs3NonVirt_IShaderAPIDX8::EnabledSRGBWrite( bool bEnabled )
  1093. {
  1094. g_ShaderAPIDX8.CShaderAPIDx8::EnabledSRGBWrite(bEnabled);
  1095. }
  1096. void CPs3NonVirt_IShaderAPIDX8::ApplyAlphaToCoverage( bool bEnable )
  1097. {
  1098. g_ShaderAPIDX8.CShaderAPIDx8::ApplyAlphaToCoverage(bEnable);
  1099. }
  1100. void CPs3NonVirt_IShaderAPIDX8::PrintfVA( char *fmt, va_list vargs )
  1101. {
  1102. g_ShaderAPIDX8.CShaderAPIDx8::PrintfVA(fmt,vargs);
  1103. }
  1104. float CPs3NonVirt_IShaderAPIDX8::Knob( char *knobname, float *setvalue)
  1105. {
  1106. return g_ShaderAPIDX8.CShaderAPIDx8::Knob(knobname,setvalue);
  1107. }
  1108. void CPs3NonVirt_IShaderAPIDX8::NotifyShaderConstantsChangedInRenderPass()
  1109. {
  1110. g_ShaderAPIDX8.CShaderAPIDx8::NotifyShaderConstantsChangedInRenderPass();
  1111. }
  1112. void CPs3NonVirt_IShaderAPIDX8::GenerateNonInstanceRenderState( MeshInstanceData_t *pInstance, CompiledLightingState_t** pCompiledState, InstanceInfo_t **pInfo )
  1113. {
  1114. g_ShaderAPIDX8.CShaderAPIDx8::GenerateNonInstanceRenderState(pInstance,pCompiledState,pInfo);
  1115. }
  1116. void CPs3NonVirt_IShaderAPIDX8::ExecuteInstanceCommandBuffer( const unsigned char *pCmdBuf, int nInstanceIndex, bool bForceStateSet )
  1117. {
  1118. g_ShaderAPIDX8.CShaderAPIDx8::ExecuteInstanceCommandBuffer(pCmdBuf,nInstanceIndex,bForceStateSet);
  1119. }
  1120. void CPs3NonVirt_IShaderAPIDX8::SetVertexDecl( VertexFormat_t vertexFormat, bool bHasColorMesh, bool bUsingFlex, bool bUsingMorph, bool bUsingPreTessPatch, VertexStreamSpec_t *pStreamSpec )
  1121. {
  1122. g_ShaderAPIDX8.CShaderAPIDx8::SetVertexDecl(vertexFormat,bHasColorMesh,bUsingFlex,bUsingMorph,bUsingPreTessPatch,pStreamSpec);
  1123. }
  1124. void CPs3NonVirt_IShaderAPIDX8::SetTessellationMode( TessellationMode_t mode )
  1125. {
  1126. g_ShaderAPIDX8.CShaderAPIDx8::SetTessellationMode(mode);
  1127. }
  1128. IMesh * CPs3NonVirt_IShaderAPIDX8::GetExternalMesh( const ExternalMeshInfo_t& info )
  1129. {
  1130. return g_ShaderAPIDX8.CShaderAPIDx8::GetExternalMesh(info);
  1131. }
  1132. void CPs3NonVirt_IShaderAPIDX8::SetExternalMeshData( IMesh *pMesh, const ExternalMeshData_t &data )
  1133. {
  1134. g_ShaderAPIDX8.CShaderAPIDx8::SetExternalMeshData(pMesh,data);
  1135. }
  1136. IIndexBuffer * CPs3NonVirt_IShaderAPIDX8::GetExternalIndexBuffer( int nIndexCount, uint16 *pIndexData )
  1137. {
  1138. return g_ShaderAPIDX8.CShaderAPIDx8::GetExternalIndexBuffer(nIndexCount,pIndexData);
  1139. }
  1140. void CPs3NonVirt_IShaderAPIDX8::FlushGPUCache( void *pBaseAddr, size_t nSizeInBytes )
  1141. {
  1142. g_ShaderAPIDX8.CShaderAPIDx8::FlushGPUCache(pBaseAddr,nSizeInBytes);
  1143. }
  1144. void CPs3NonVirt_IShaderAPIDX8::AddShaderComboInformation( const ShaderComboSemantics_t *pSemantics )
  1145. {
  1146. g_ShaderAPIDX8.CShaderAPIDx8::AddShaderComboInformation(pSemantics);
  1147. }
  1148. void CPs3NonVirt_IShaderAPIDX8::BeginConsoleZPass2( int nNumDynamicIndicesNeeded )
  1149. {
  1150. g_ShaderAPIDX8.CShaderAPIDx8::BeginConsoleZPass2( nNumDynamicIndicesNeeded );
  1151. }
  1152. void CPs3NonVirt_IShaderAPIDX8::EndConsoleZPass()
  1153. {
  1154. g_ShaderAPIDX8.CShaderAPIDx8::EndConsoleZPass( );
  1155. }
  1156. void CPs3NonVirt_IShaderAPIDX8::SetSRGBWrite( bool bState )
  1157. {
  1158. g_ShaderAPIDX8.CShaderAPIDx8::SetSRGBWrite( bState );
  1159. }