mirror of
https://github.com/thunderbrewhq/binana.git
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450 lines
20 KiB
C
450 lines
20 KiB
C
#ifndef GX_DEVICE_H
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#define GX_DEVICE_H
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#include "system/types.h"
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#include "storm/array.h"
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#include "storm/array/c2vector.h"
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#include "storm/array/c3vector.h"
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#include "storm/array/cimvector.h"
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#include "storm/array/float.h"
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#include "storm/array/uint16_t.h"
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#include "storm/array/uint32_t.h"
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#include "tempest/box.h"
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#include "tempest/matrix.h"
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#include "tempest/plane.h"
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#include "tempest/rect.h"
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#include "tempest/vector.h"
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#include "gx/apilight.h"
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#include "gx/batch.h"
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#include "gx/buffer.h"
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#include "gx/caps.h"
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#include "gx/emergencymem.h"
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#include "gx/format.h"
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#include "gx/matrix_stack.h"
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#include "gx/query.h"
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#include "gx/shader.h"
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#include "gx/state_bom.h"
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#include "gx/texture.h"
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#include "gx/types.h"
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DECLARE_STRUCT(CGxAppRenderState);
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DECLARE_STRUCT(CGxPushedRenderState);
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DECLARE_STRUCT(ShaderConstants);
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DECLARE_STRUCT(CGxDevice);
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DECLARE_STRUCT(CGxDevice__TextureTarget);
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DECLARE_STRUCT(CGxDevice__v_table);
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DECLARE_STRUCT(CGxDevice__GxLight);
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typedef int32_t (
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*GxWindowProc_interface)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam);
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typedef GxWindowProc_interface GxWindowProc;
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typedef void (*DEVICERESTOREDCALLBACK_interface)();
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typedef DEVICERESTOREDCALLBACK_interface DEVICERESTOREDCALLBACK;
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STORM_TS_GROWABLE_ARRAY(DEVICERESTOREDCALLBACK);
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typedef void (*TEXTURERECREATIONCALLBACK_interface)();
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typedef TEXTURERECREATIONCALLBACK_interface TEXTURERECREATIONCALLBACK;
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STORM_TS_GROWABLE_ARRAY(TEXTURERECREATIONCALLBACK);
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typedef void (*STEREOCHANGEDCALLBACK_interface)();
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typedef STEREOCHANGEDCALLBACK_interface STEREOCHANGEDCALLBACK;
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STORM_TS_GROWABLE_ARRAY(STEREOCHANGEDCALLBACK);
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struct CGxAppRenderState {
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CGxStateBom m_value;
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uint32_t m_stackDepth;
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int32_t m_dirty;
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};
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STORM_TS_FIXED_ARRAY(CGxAppRenderState);
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struct CGxPushedRenderState {
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EGxRenderState m_which;
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CGxStateBom m_value;
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uint32_t m_stackDepth;
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};
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STORM_TS_GROWABLE_ARRAY(CGxPushedRenderState);
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struct ShaderConstants {
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C4Vector constants[256];
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uint32_t unk1;
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uint32_t unk2;
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};
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struct CGxDevice__TextureTarget {
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CGxTex* m_texture;
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uint32_t m_plane;
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void* m_apiSpecific;
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};
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// 84 functions
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#define INTERFACE CGxDevice
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struct CGxDevice__v_table {
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// void ITexMarkAsUpdated(CGxTex* texId);
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P_METHOD(void, _00_ITexMarkAsUpdated, CGxTex* texId);
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// void IRsSendToHw(EGxRenderState rs);
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// no base implementation
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P_METHOD(void, _01_IRsSendToHw, EGxRenderState rs);
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// void ICursorCreate(const CGxFormat& format);
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P_METHOD(void, _02_ICursorCreate, CGxFormat* format);
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// void ICursorDestroy();
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E_METHOD(void, _03_ICursorDestroy);
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// void ICursorDraw();
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E_METHOD(void, _04_ICursorDraw);
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// This gets called when window is resized. It runs a list of callbacks in an array.
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// two functions that are in this array (ONLY once in-game, not in login screen):
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// * 007E7FE0
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// * 00512920
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// void NotifyOnDeviceRestored();
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E_METHOD(void, _05_NotifyOnDeviceRestored);
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// void NotifyOnTextureRecreation();
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E_METHOD(void, _06_NotifyOnTextureRecreation);
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// void NotifyOnStereoChanged();
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E_METHOD(void, _07_NotifyOnStereoChanged);
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// void `scalar deleting destructor'(uint32_t __flags)
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P_METHOD(void, _08_scalar_deleting_destructor, uint32_t __flags);
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// int32_t DeviceCreate(uintptr_t hwnd, const CGxFormat& format);
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P_METHOD(int32_t, _09_DeviceCreate, uintptr_t hwnd, CGxFormat* format);
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// int32_t DeviceCreate(long (*windowProc)(void*, uint32_t, uint32_t, int32_t), CGxFormat const&
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// format);
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P_METHOD(int32_t, _10_DeviceCreate, GxWindowProc windowProc, CGxFormat* format);
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// void DeviceDestroy();
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E_METHOD(void, _11_DeviceDestroy);
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// void DeviceEvictResources();
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E_METHOD(void, _12_DeviceEvictResources);
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// int32_t DeviceSetFormat(const CGxFormat& format);
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P_METHOD(int32_t, _13_DeviceSetFormat, CGxFormat* format);
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// void DeviceSetBaseMipLevel(uint32_t mipLevel);
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P_METHOD(void, _14_DeviceSetBaseMipLevel, uint32_t mipLevel);
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// void DeviceSetGamma(const CGxGammaRamp& ramp);
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P_METHOD(void, _15_DeviceSetGamma, CGxGammaRamp* ramp);
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// void DeviceSetGamma(float gamma);
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P_METHOD(void, _16_DeviceSetGamma, float gamma);
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// no base implementation
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// void* DeviceWindow();
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E_METHOD(void*, _17_DeviceWindow);
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// void DeviceTakeScreenShot();
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E_METHOD(void, _18_DeviceTakeScreenShot);
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// void DeviceReadScreenShot(uint32_t& w, uint32_t& h, const CImVector*& pixels) */
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P_METHOD(void, _19_DeviceReadScreenShot, uint32_t* w, uint32_t* h, CImVector** pixels);
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// void DeviceReadPixels(CiRect& rect, TSGrowableArray<CImVector>& pixels);
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P_METHOD(void, _20_DeviceReadPixels, CiRect* rect, TSGrowableArray_CImVector* pixels);
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// void DeviceReadDepths(CiRect& rect, TSGrowableArray<float>& depths);
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P_METHOD(void, _21_DeviceReadDepths, CiRect* rect, TSGrowableArray_float* depths);
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// void DeviceWM(EGxWM wm, int32_t param1, int32_t param2);
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P_METHOD(void, _22_DeviceWM, EGxWM wm, int32_t param1, int32_t param2);
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// void DeviceSetRenderTarget(EGxBuffer buffer, CGxTex* texture, uint32_t plane);
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P_METHOD(void, _23_DeviceSetRenderTarget, EGxBuffer buffer, CGxTex* texture, uint32_t plane);
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// void v_fn_24(); DeviceReleaseDepthBuffer?
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// d3d:
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// this->m_d3dDevice->GetDepthStencilSurface(&PTR_00C6033C);
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// PTR_00C6033C->Release();
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E_METHOD(void, _24);
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// void v_fn_25(); DeviceResetDepthBuffer?
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// d3d:
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// this->m_d3dDevice->SetDepthStencilSurface(PTR_00C6033C);
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E_METHOD(void, _25);
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// void v_fn_26(CGxTex* texId); DeviceResolveDepthBuffer(CGxTex*) seems to be the most logical
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// candidate for this d3d:
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// if (this->m_context) {
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// if (texId &&
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// (texId->m_needsCreation ||
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// (texId->m_apiSpecificData == nullptr &&
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// texId->m_apiSpecificData2 == nullptr)) {
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// this->ITexCreate(texId);
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// }
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// this->m_d3dDevice->SetDepthStencilSurface(texId->m_apiSpecificData);
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// }
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// void DeviceResolveDepthBuffer(CGxTex* texId);
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P_METHOD(void, _26_DeviceResolveDepthBuffer, CGxTex* texId);
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// void DeviceCopyTex(CGxTex* sourceTex, uint32_t sourcePlane, CGxTex* destTex, uint32_t
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// destPlane);
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P_METHOD(
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void,
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_27_DeviceCopyTex,
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CGxTex* sourceTex,
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uint32_t sourcePlane,
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CGxTex* destTex,
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uint32_t destPlane);
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// void DeviceOverride(EGxOverride override, uint32_t value);
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P_METHOD(void, _28_DeviceOverride, EGxOverride override, uint32_t value);
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// void AddDeviceRestoredCallback(DEVICERESTOREDCALLBACK callback);
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P_METHOD(void, _29_AddDeviceRestoredCallback, DEVICERESTOREDCALLBACK callback);
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// int32_t RemoveDeviceRestoredCallback(DEVICERESTOREDCALLBACK callback);
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P_METHOD(int32_t, _30_RemoveDeviceRestoredCallback, DEVICERESTOREDCALLBACK callback);
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// void AddTextureRecreationCallback(TEXTURERECREATIONCALLBACK callback);
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P_METHOD(void, _31_AddTextureRecreationCallback, TEXTURERECREATIONCALLBACK callback);
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// int32_t RemoveTextureRecreationCallback(TEXTURERECREATIONCALLBACK callback);
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P_METHOD(int32_t, _32_RemoveTextureRecreationCallback, TEXTURERECREATIONCALLBACK callback);
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// void AddStereoChangedCallback(STEREOCHANGEDCALLBACK callback);
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P_METHOD(void, _33_AddStereoChangedCallback, STEREOCHANGEDCALLBACK callback);
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// int32_t RemoveStereoChangeCallback(STEREOCHANGEDCALLBACK callback);
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P_METHOD(int32_t, _34_RemoveStereoChangedCallback, STEREOCHANGEDCALLBACK callback);
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// void CapsWindowSize(CRect& dst);
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P_METHOD(void, _35_CapsWindowSize, CRect* dst);
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// void CapsWindowSizeInScreenCoords(CRect& dst);
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P_METHOD(void, _36_CapsWindowSizeInScreenCoords, CRect* dst);
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// void LogCrashInfo(char* buffer, uint32_t buffersize);
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P_METHOD(void, _37_LogCrashInfo, char* buffer, uint32_t buffersize);
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// void ScenePresent();
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E_METHOD(void, _38_ScenePresent);
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// void SceneClear(uint32_t mask, CImVector color);
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P_METHOD(void, _39_SceneClear, uint32_t mask, CImVector color);
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// void XformSetProjection(const C44Matrix& matrix);
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P_METHOD(void, _40_XformSetProjection, C44Matrix* matrix);
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// void XformSetView(const C44Matrix& matrix);
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P_METHOD(void, _41_XformSetView, C44Matrix* matrix);
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// void Draw(CGxBatch* batch, int32_t indexed);
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P_METHOD(void, _42_Draw, CGxBatch* batch, int32_t indexed);
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// void PrimBegin(EGxPrim primType);
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P_METHOD(void, _43_PrimBegin, EGxPrim primType);
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// void PrimDrawElements();
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E_METHOD(void, _44_PrimDrawElements);
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// void PrimVertex(const C3Vector& v);
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P_METHOD(void, _45_PrimVertex, C3Vector* v);
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// void PrimTexCoord(uint32_t tmu, const C2Vector& t);
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P_METHOD(void, _46_PrimTexCoord, uint32_t tmu, C2Vector* t);
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// void PrimNormal(const C3Vector& n);
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P_METHOD(void, _47_PrimNormal, C3Vector* n);
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// void PrimColor(const CImVector& c);
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P_METHOD(void, _48_PrimColor, CImVector* c);
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// void PrimPointSize(float s);
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P_METHOD(void, _49_PrimPointSize, float s);
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// void PrimLineWidth(float w);
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P_METHOD(void, _50_PrimLineWidth, float w);
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// void MasterEnableSet(EGxMasterEnables state, int32_t enable);
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P_METHOD(void, _51_MasterEnableSet, EGxMasterEnables state, int32_t enable);
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// void PoolSizeSet(CGxPool* pool, uint32_t size);
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P_METHOD(void, _52_PoolSizeSet, CGxPool* pool, uint32_t size);
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// void PoolDestroy(CGxPool* pool);
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P_METHOD(void, _53_PoolDestroy, CGxPool* pool);
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// char* BufLock(CGxBuf* buf);
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P_METHOD(char*, _54_BufLock, CGxBuf* buf);
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// int32_t BufUnlock(CGxBuf* buf, uint32_t size);
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P_METHOD(int32_t, _55_BufUnlock, CGxBuf* buf, uint32_t size);
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// void BufData(CGxBuf* buf, const void* data, uint32_t size, uint32_t offset);
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P_METHOD(void, _56_BufData, CGxBuf* buf, const void* data, uint32_t size, uint32_t offset);
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// int32_t TexCreate(EGxTexTarget target, uint32_t width, uint32_t height, uint32_t depth,
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// EGxTexFormat format, EGxTexFormat dataFormat, CGxTexFlags flags, void* userArg, void
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// (*userFunc)(EGxTexCommand, uint32_t, uint32_t, uint32_t, uint32_t, void*, uint32_t&, void
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// const*&), const char* name, CGxTex*& texId);
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P_METHOD(
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int32_t,
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_57_TexCreate,
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EGxTexTarget target,
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uint32_t width,
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uint32_t height,
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uint32_t depth,
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EGxTexFormat format,
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EGxTexFormat dataFormat,
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CGxTexFlags flags,
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void* userArg,
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GxTexCallback userFunc,
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const char* name,
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CGxTex** texId);
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// void TexDestroy(CGxTex* texId);
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P_METHOD(void, _58_TexDestroy, CGxTex* texId);
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// int32_t TexCopy(CGxTex* destTex, CGxTex* sourceTex, const C2iVector& pos, const C2iVector&
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// size, uint32_t level, uint32_t plane);
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P_METHOD(
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int32_t,
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_59_TexCopy,
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CGxTex* destTex,
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CGxTex* sourceTex,
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C2iVector* pos,
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C2iVector* size,
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uint32_t level,
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uint32_t plane);
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// bool TexStretch(CGxTex* sourceTex, CGxTex* destTex, const CiRect* destRect, const CiRect*
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// sourceRect, uint32_t level, uint32_t plane);
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P_METHOD(
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bool,
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_60_TexStretch,
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CGxTex* sourceTex,
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CGxTex* destTex,
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const CiRect* destRect,
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const CiRect* sourceRect,
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uint32_t level,
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uint32_t plane);
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// void TexSetCacheSize(int32_t cacheSize);
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P_METHOD(void, _61_TexSetCacheSize, int32_t cacheSize);
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// void QueryCreate(CGxQuery*& query, EGxQueryType type);
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P_METHOD(void, _62_QueryCreate, CGxQuery** query, EGxQueryType type);
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// void QueryDestroy(CGxQuery*& query);
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P_METHOD(void, _63_QueryDestroy, CGxQuery** query);
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// bool QueryBegin(CGxQuery* query);
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P_METHOD(bool, _64_QueryBegin, CGxQuery* query);
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// bool QueryEnd(CGxQuery* query);
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P_METHOD(bool, _65_QueryEnd, CGxQuery* query);
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// bool QueryGetParam(CGxQuery* query, EGxQueryParam param, uint32_t* data);
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P_METHOD(bool, _66_QueryGetParam, CGxQuery* query, EGxQueryParam param, uint32_t* data);
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// bool QueryGetData(CGxQuery* query, uint32_t* data);
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P_METHOD(bool, _67_QueryGetData, CGxQuery* query, uint32_t* data);
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// void ShaderCreate(CGxShader* shaders[], EGxShTarget target, const char* a3, const char* a4,
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// int32_t permutations);
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P_METHOD(
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void,
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_68_ShaderCreate,
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CGxShader** shaders,
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EGxShTarget target,
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const char* a3,
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const char* a4,
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int32_t permutations);
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// void ShaderDestroy(CGxShader*& shader);
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P_METHOD(void, _69_ShaderDestroy, CGxShader** shader);
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// void ShaderConstantsSet(EGxShTarget target, uint32_t index, const float* constraints,
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// uint32_t count);
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P_METHOD(
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void,
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_70_ShaderConstantsSet,
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EGxShTarget target,
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uint32_t index,
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const float* constraints,
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uint32_t count);
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// void IShaderReload(CGxShader* shader, const char* a2, const char* a3);
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P_METHOD(void, _71_IShaderReload, CGxShader* shader, const char* a2, const char* a3);
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// void IShaderCreate(CGxShader* shader);
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P_METHOD(void, _72_IShaderCreate, CGxShader* shader);
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// void CursorSetVisible(int32_t visible);
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P_METHOD(void, _73_CursorSetVisible, int32_t visible);
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// uint32_t* CursorLock();
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E_METHOD(uint32_t*, _74_CursorLock);
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// void CursorUnlock(uint32_t x, uint32_t y);
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P_METHOD(void, _75_CursorUnlock, uint32_t x, uint32_t y);
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// void StereoSetConvergence(float c);
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P_METHOD(void, _76_StereoSetConvergence, float c);
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// float StereoGetConvergence();
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E_METHOD(float, _77_StereoGetConvergence);
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// void StereoSetSeparation(float s);
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P_METHOD(void, _78_StereoSetSeparation, float s);
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// double StereoGetSeparation();
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E_METHOD(double, _79_StereoGetSeparation);
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// bool StereoEnabled();
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E_METHOD(bool, _80_StereoEnabled);
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// void DebugGroupBegin(const char* a1, char* a2);
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P_METHOD(void, _81_DebugGroupBegin, const char* a1, char* a2);
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// void DebugGroupEnd();
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E_METHOD(void, _82_DebugGroupEnd);
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// void DebugEvent(const char* a1, char* a2);
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P_METHOD(void, _83_DebugEvent, const char* a1, char* a2);
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};
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#undef INTERFACE
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// this class is 14692 bytes in size
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struct CGxDevice {
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// pointer to struct CGxDevice__vtable
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CGxDevice__v_table* v_table; // 0x0 (size: 0x4)
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TSGrowableArray_CGxPushedRenderState m_pushedStates; // 0x4 (size: 0x14)
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TSGrowableArray_uint32_t m_stackOffsets; // 0x18 (size: 0x14)
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TSGrowableArray_EGxRenderState m_dirtyStates; // 0x2C (size: 0x14)
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EGxPrim m_primType;
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int32_t m_indexLocked;
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int32_t m_vertexLocked;
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int32_t m_inBeginEnd;
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C3Vector m_primVertex;
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C2Vector m_primTexCoord[8];
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C3Vector m_primNormal;
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CImVector m_primColor;
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TSGrowableArray_C3Vector m_primVertexArray;
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TSGrowableArray_C2Vector m_primTexCoordArray[8];
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TSGrowableArray_C3Vector m_primNormalArray;
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TSGrowableArray_CImVector m_primColorArray;
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TSGrowableArray_uint16_t m_primIndexArray;
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uint32_t m_primMask;
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CRect m_defWindowRect; // 0x164 (size: 0x10)
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CRect m_curWindowRect; // 0x174 (size: 0x10)
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TSGrowableArray_DEVICERESTOREDCALLBACK m_deviceRestoredCallbacks; // 0x184
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TSGrowableArray_TEXTURERECREATIONCALLBACK m_textureRecreationCallbacks;
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TSGrowableArray_STEREOCHANGEDCALLBACK m_stereoChangedCallbacks; // check darwin @ 00a2b779
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EGxApi m_api; // 0x1b4
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uint32_t m_cpuFeatures;
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CGxFormat m_format;
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CGxCaps m_caps;
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uint32_t m_baseMipLevel;
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CGxGammaRamp m_gammaRamp;
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CGxGammaRamp m_systemGammaRamp;
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// TSHashTable_CGxShader_HASHKEY_STRI m_shaderList[GxShTargets_Last];
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// TSHashTable_CGxShader_HASHKEY_STRI m_shaderList[6];
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int32_t (*m_windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam);
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int32_t m_context;
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// Set to zero by CGxDevice::ScenePresent
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// prevents Draw from working if != 0
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// m_inRenderPass?
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int32_t intF5C;
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int32_t m_windowVisible;
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// set to 1 by ICursorClip
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int32_t m_windowFocus;
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// Incremented by CGxDevice::ScenePresent
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int32_t m_frameCount; // m_perfCounter?
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// seems to have the same place as CGxDeviceD3d::m_d3dNeedsReset (Alpha)
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int32_t m_viewportDirty; // m_viewportDirty
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CBoundingBox m_viewport;
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C44Matrix m_projection;
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C44Matrix m_projNative;
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// CGxMatrixStack m_xforms[GxXforms_Last];
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CGxMatrixStack m_xforms[11];
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CGxMatrixStack m_texGen[8];
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// used by CGxDevice::ClipPlaneSet
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// seems to be a bitmask to note which clip planes are set
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uint32_t m_clipPlaneMask;
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// used by:
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// CGxDevice::ClipPlaneSet
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C4Plane m_clipPlane[6]; // m_clipPlanes?
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// used by
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// CGxDeviceD3d::DeviceSetRenderTarget
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// set to 1
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// CGxDeviceD3d::IStateSyncScissorRect
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int32_t m_scissorRectDirty; // m_scissorRectDirty?
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CRect m_scissorRect;
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// something to do with lighting?
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// uint32_t unk2548[72];
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CGxApiLight m_lights[4];
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// uint32_t unk2536[60];
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TSHashTable_CGxShader_HASHKEY_STRI m_shaderList[6];
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uint32_t m_appMasterEnables;
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uint32_t m_hwMasterEnables;
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TSList_CGxPool m_poolList;
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uint32_t unk276C[3];
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// CGxBuf* m_bufLocked[GxPoolTargets_Last];
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CGxBuf* m_bufLocked[2];
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CGxPool* m_vertexPool;
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CGxPool* m_indexPool;
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// CGxBuf* m_streamBufs[GxPoolTargets_Last];
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CGxBuf* m_streamBufs[2];
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// CGxVertexAttrib m_primVertexFormatAttrib[GxVertexBufferFormats_Last];
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CGxVertexAttrib m_primVertexFormatAttrib[14];
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// CGxBuf* m_primVertexFormatBuf[GxVertexBufferFormats_Last];
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|
CGxBuf* m_primVertexFormatBuf[14];
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|
uint32_t m_primVertexMask;
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|
uint32_t m_primVertexDirty;
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|
EGxVertexBufferFormat m_primVertexFormat;
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|
CGxBuf* m_primVertexBuf;
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|
uint32_t m_primVertexSize;
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|
CGxBuf* m_primIndexBuf;
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|
int32_t m_primIndexDirty;
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|
// EmergencyMem m_emergencyMem[GxPoolTargets_Last];
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|
EmergencyMem m_emergencyMem[2]; // 0x28C4
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|
TSFixedArray_CGxAppRenderState m_appRenderStates;
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|
TSFixedArray_CGxStateBom m_hwRenderStates;
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|
// Accessed by ITexForceRecreation
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|
TSExplicitList_CGxTex m_textures; // 0x2904 (size 0xC)
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|
CGxDevice__TextureTarget m_textureTarget[2];
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TSExplicitList_CGxQuery m_queryList; // 0x2928
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int32_t m_scrShotClick; // 0x2934
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uint32_t m_scrShotWidth; // 0x2938
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|
uint32_t m_scrShotHeight; // 0x293C
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TSGrowableArray_CImVector m_scrShotPixels; // 0x2940
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|
int32_t m_cursorVisible;
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|
int32_t m_hwCursor; // 0x2954 (size 0x4)
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|
uint32_t m_cursorHotspotX;
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|
uint32_t m_cursorHotspotY;
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|
uint32_t m_cursor[1024]; // 0x2960 (size 0x4)
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|
CGxTex* m_cursorTexture; // 0x3960 (size 0x4)
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|
float m_cursorDepth; // 0x3964 (size 0x4)
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|
// 0x3968 == 14692 (the complete size of CGxDevice)
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|
};
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#endif
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