// // d3dCallbackEmpty.h // // Dummy header for d3dCallback exports // #define D3D9CALLBACK_API __forceinline D3D9CALLBACK_API void D3D9CallbackInitialize() {} D3D9CALLBACK_API void D3D9CallbackFreeMemory() {} // // Creation callbacks // D3D9CALLBACK_API void ReportCreateVertexShader(CONST DWORD* pFunction, HANDLE Shader) {} D3D9CALLBACK_API void ReportCreatePixelShader(CONST DWORD* pFunction, HANDLE Shader) {} // // Allocation update callbacks // D3D9CALLBACK_API bool ReportUnlockTexture(D3DSURFACE_DESC &Desc, Bitmap &Bmp, HANDLE Handle) { return true; } D3D9CALLBACK_API void ReportLockVertexBuffer(BufferLockData &Data, D3DVERTEXBUFFER_DESC &Desc) {} D3D9CALLBACK_API void ReportLockIndexBuffer(BufferLockData &Data, D3DINDEXBUFFER_DESC &Desc) {} D3D9CALLBACK_API void ReportDestroy(HANDLE Handle) {} // // D3D device state update callbacks // D3D9CALLBACK_API void ReportSetTexture(DWORD Stage, HANDLE *SurfaceHandles, UINT SurfaceHandleCount) {} D3D9CALLBACK_API void ReportSetViewport(CONST D3DVIEWPORT9 *pViewport) {} D3D9CALLBACK_API void ReportSetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {} D3D9CALLBACK_API void ReportSetVertexDeclaration(D3DVERTEXELEMENT9 *Elements, UINT ElementCount) {} D3D9CALLBACK_API void ReportSetFVF(DWORD FVF) {} D3D9CALLBACK_API void ReportSetStreamSource(UINT StreamNumber, HANDLE VBufferHandle, UINT OffsetInBytes, UINT Stride) {} D3D9CALLBACK_API void ReportSetLight(DWORD Index, CONST D3DLIGHT9* pLight) {} D3D9CALLBACK_API void ReportLightEnable(DWORD Index, BOOL Enable) {} D3D9CALLBACK_API void ReportSetMaterial(CONST D3DMATERIAL9* pMaterial) {} D3D9CALLBACK_API void ReportSetRenderState(D3DRENDERSTATETYPE State, DWORD Value) {} D3D9CALLBACK_API void ReportSetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) {} D3D9CALLBACK_API void ReportSetIndices(HANDLE IBufferHandle) {} D3D9CALLBACK_API void ReportSetVertexShader(HANDLE Shader) {} D3D9CALLBACK_API void ReportSetPixelShader(HANDLE Shader) {} D3D9CALLBACK_API void ReportSetVertexShaderConstantB(UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount) {} D3D9CALLBACK_API void ReportSetVertexShaderConstantF(UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount) {} D3D9CALLBACK_API void ReportSetVertexShaderConstantI(UINT StartRegister, CONST UINT* pConstantData, UINT Vector4iCount) {} D3D9CALLBACK_API void ReportSetPixelShaderConstantB(UINT StartRegister, CONST BOOL* pConstantData, UINT BoolCount) {} D3D9CALLBACK_API void ReportSetPixelShaderConstantF(UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount) {} D3D9CALLBACK_API void ReportSetPixelShaderConstantI(UINT StartRegister, CONST UINT* pConstantData, UINT Vector4iCount) {} D3D9CALLBACK_API void ReportSetRenderTarget(DWORD RenderTargetIndex, HANDLE Surface) {} // // Render callbacks // D3D9CALLBACK_API bool ReportDrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) { return true; } D3D9CALLBACK_API bool ReportDrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, INT BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount) { return true; } D3D9CALLBACK_API bool ReportDrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride) { return true; } D3D9CALLBACK_API bool ReportDrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, UINT PrimitiveCount, CONST void* pIndexData, D3DFORMAT IndexDataFormat, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride) { return true; } // // Frame buffer update callbacks // D3D9CALLBACK_API void ReportPresent(CONST RECT* pSourceRect,CONST RECT* pDestRect) {} D3D9CALLBACK_API void ReportClear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil) {} // // Scene updates // D3D9CALLBACK_API void ReportBeginScene() {} D3D9CALLBACK_API void ReportEndScene() {} // // Device reference updates // D3D9CALLBACK_API void ReportCreateDevice(D3D9Base::LPDIRECT3DDEVICE9 Device, ID3D9DeviceOverlay *Overlay) {} D3D9CALLBACK_API void ReportFreeDevice() {}