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feat(gx): add buffer handling to d3d backend
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2 changed files with 152 additions and 0 deletions
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@ -229,14 +229,21 @@ class CGxDeviceD3d : public CGxDevice {
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virtual void CapsWindowSize(CRect& dst);
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virtual void CapsWindowSizeInScreenCoords(CRect& dst);
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virtual void PoolSizeSet(CGxPool* pool, uint32_t size);
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virtual char* BufLock(CGxBuf* buf);
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virtual int32_t BufUnlock(CGxBuf* buf, uint32_t size);
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virtual void IShaderCreate(CGxShader* shader);
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virtual int32_t StereoEnabled();
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// Member functions
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CGxDeviceD3d();
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int32_t CreatePoolAPI(CGxPool* pool);
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void DsSet(EDeviceState state, uint32_t val);
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char* IBufLock(CGxBuf* buf);
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void IBufUnlock(CGxBuf* buf);
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int32_t ICreateD3d();
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int32_t ICreateD3dDevice(const CGxFormat& format);
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LPDIRECT3DINDEXBUFFER9 ICreateD3dIB(EGxPoolUsage usage, uint32_t size);
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LPDIRECT3DVERTEXBUFFER9 ICreateD3dVB(EGxPoolUsage usage, uint32_t size);
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bool ICreateWindow(CGxFormat& format);
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void ISetPresentParms(D3DPRESENT_PARAMETERS& d3dpp, const CGxFormat& format);
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void IDestroyD3d();
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