//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "gfx/D3D9/gfxD3D9Shader.h" #include "gfx/gfxEnums.h" //------------------------------------------------------------------------------ namespace GFXD3D9EnumTranslate { void init(); }; //------------------------------------------------------------------------------ extern _D3DFORMAT GFXD3D9IndexFormat[GFXIndexFormat_COUNT]; extern _D3DSAMPLERSTATETYPE GFXD3D9SamplerState[GFXSAMP_COUNT]; extern _D3DFORMAT GFXD3D9TextureFormat[GFXFormat_COUNT]; #ifdef TORQUE_OS_XENON extern _D3DFORMAT GFXD3D9RenderTargetFormat[GFXFormat_COUNT]; #endif extern _D3DRENDERSTATETYPE GFXD3D9RenderState[GFXRenderState_COUNT]; extern _D3DTEXTUREFILTERTYPE GFXD3D9TextureFilter[GFXTextureFilter_COUNT]; extern _D3DBLEND GFXD3D9Blend[GFXBlend_COUNT]; extern _D3DBLENDOP GFXD3D9BlendOp[GFXBlendOp_COUNT]; extern _D3DSTENCILOP GFXD3D9StencilOp[GFXStencilOp_COUNT]; extern _D3DCMPFUNC GFXD3D9CmpFunc[GFXCmp_COUNT]; extern _D3DCULL GFXD3D9CullMode[GFXCull_COUNT]; extern _D3DFILLMODE GFXD3D9FillMode[GFXFill_COUNT]; extern _D3DPRIMITIVETYPE GFXD3D9PrimType[GFXPT_COUNT]; extern _D3DTEXTURESTAGESTATETYPE GFXD3D9TextureStageState[GFXTSS_COUNT]; extern _D3DTEXTUREADDRESS GFXD3D9TextureAddress[GFXAddress_COUNT]; extern _D3DTEXTUREOP GFXD3D9TextureOp[GFXTOP_COUNT]; extern _D3DDECLTYPE GFXD3D9DeclType[GFXDeclType_COUNT]; #define GFXREVERSE_LOOKUP( tablearray, enumprefix, val ) \ for( int i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \ if( (int)tablearray##[i] == val ) \ { \ val = i; \ break; \ } \