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doc.txt
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doc.txt
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TestCooperativeLevel
SetCursorProperties
CreateAdditionalSwapChain
GetSwapChain
Reset
Present
GetBackBuffer
CreateTexture device
CreateVolumeTexture
CreateCubeTexture
CreateVertexBuffer
CreateIndexBuffer
CreateRenderTarget
CreateDepthStencilSurface
UpdateSurface
UpdateTexture
GetRenderTargetData
GetFrontBufferData
StretchRect
ColorFill
CreateOffscreenPlainSurface
SetRenderTarget
GetRenderTarget
SetDepthStencilSurface
GetDepthStencilSurface
BeginScene();
EndScene();
Clear
SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX*
MultiplyTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMA
SetViewport(CONST D3DVIEWPORT9* pViewport);
CreateStateBlock(D3DSTATEBLOCKTYPE Type,IDirect3DStateBlo
BeginStateBlock();
EndStateBlock(IDirect3DStateBlock9** ppSB);
GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture)
SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture);
DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVe
DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT B
DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT Primi
DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UIN
ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT Ve
CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexE
SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl
CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertex
SetVertexShader(IDirect3DVertexShader9* pShader);
GetVertexShader(IDirect3DVertexShader9** ppShader);
SetVertexShaderConstantF(UINT StartRegister,CONST float*
GetVertexShaderConstantF(UINT StartRegister,float* pData,
SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9*
GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9*
SetIndices(IDirect3DIndexBuffer9* pIndexData);
GetIndices(IDirect3DIndexBuffer9** ppIndexData);
CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelSh
SetPixelShader(IDirect3DPixelShader9* pShader);
GetPixelShader(IDirect3DPixelShader9** ppShader);
SetPixelShaderConstantF(UINT StartRegister,CONST float* p
GetPixelShaderConstantF(UINT StartRegister,float* pData,
DrawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3D
DrawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DT
CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);