#ifndef D3D11STUBS_H #define D3D11STUBS_H #pragma once #include "winapi_stubs.h" #include "DirectXMath/DirectXMath.h" // The DirectXMath SAL shim defines a few reserved identifiers such as // `__valid`. Newer libstdc++ headers also use those internal names, so keep // the shim's macros from leaking past the DirectXMath include. #ifdef __valid #undef __valid #endif #ifdef __notvalid #undef __notvalid #endif #ifdef __maybevalid #undef __maybevalid #endif using namespace DirectX; typedef struct _RECT { LONG left; LONG top; LONG right; LONG bottom; } RECT, *PRECT; // stole- i mean borrowed from OrbisStubs.h typedef void ID3D11Device; typedef void ID3D11DeviceContext; typedef void IDXGISwapChain; typedef RECT D3D11_RECT; typedef void ID3D11RenderTargetView; typedef void ID3D11DepthStencilView; typedef void ID3D11Buffer; // typedef DWORD (*PTHREAD_START_ROUTINE)( void* lpThreadParameter); // typedef PTHREAD_START_ROUTINE LPTHREAD_START_ROUTINE; // Used only by windows/durango gdraw and UIController. Will be unnecessary once // we have our own UIController stubs. typedef void ID3D11ShaderResourceView; typedef void ID3D11Resource; typedef void ID3D11Texture2D; typedef void D3D11_TEXTURE2D_DESC; enum D3D11_BLEND { D3D11_BLEND_ZERO = 1, D3D11_BLEND_ONE = 2, D3D11_BLEND_SRC_COLOR = 3, D3D11_BLEND_INV_SRC_COLOR = 4, D3D11_BLEND_SRC_ALPHA = 5, D3D11_BLEND_INV_SRC_ALPHA = 6, D3D11_BLEND_DEST_ALPHA = 7, D3D11_BLEND_INV_DEST_ALPHA = 8, D3D11_BLEND_DEST_COLOR = 9, D3D11_BLEND_INV_DEST_COLOR = 10, D3D11_BLEND_SRC_ALPHA_SAT = 11, D3D11_BLEND_BLEND_FACTOR = 14, D3D11_BLEND_INV_BLEND_FACTOR = 15, D3D11_BLEND_SRC1_COLOR = 16, D3D11_BLEND_INV_SRC1_COLOR = 17, D3D11_BLEND_SRC1_ALPHA = 18, D3D11_BLEND_INV_SRC1_ALPHA = 19 }; enum D3D11_COMPARISON_FUNC { D3D11_COMPARISON_NEVER = 1, D3D11_COMPARISON_LESS = 2, D3D11_COMPARISON_EQUAL = 3, D3D11_COMPARISON_LESS_EQUAL = 4, D3D11_COMPARISON_GREATER = 5, D3D11_COMPARISON_NOT_EQUAL = 6, D3D11_COMPARISON_GREATER_EQUAL = 7, D3D11_COMPARISON_ALWAYS = 8 }; #endif // D3D11STUBS_H