#include "..\..\..\stdafx.h" #include "..\DllLoaderContainer.h" #include #include #include "emu_dx8.h" void export_xbox_dx8() { g_dlls.xbox_dx8.AddExport("D3DVertexBuffer_Lock2@8", (unsigned long)D3DVertexBuffer_Lock2); g_dlls.xbox_dx8.AddExport("D3DTexture_LockRect@20", (unsigned long)D3DTexture_LockRect); g_dlls.xbox_dx8.AddExport("D3DResource_Release@4", (unsigned long)D3DResource_Release); g_dlls.xbox_dx8.AddExport("D3DDevice_SetStreamSource@12", (unsigned long)D3DDevice_SetStreamSource); g_dlls.xbox_dx8.AddExport("D3DDevice_SetVertexShader@4", (unsigned long)D3DDevice_SetVertexShader); g_dlls.xbox_dx8.AddExport("D3DDevice_DrawVerticesUP@16", (unsigned long)D3DDevice_DrawVerticesUP); g_dlls.xbox_dx8.AddExport("D3DDevice_DrawVertices@12", (unsigned long)D3DDevice_DrawVertices); g_dlls.xbox_dx8.AddExport("D3DDevice_SetTexture@8", (unsigned long)D3DDevice_SetTexture); g_dlls.xbox_dx8.AddExport("GetLastError", (unsigned long)GetLastError); g_dlls.xbox_dx8.AddExport("D3DDevice_CreateVertexBuffer2@4", (unsigned long)D3DDevice_CreateVertexBuffer2); g_dlls.xbox_dx8.AddExport("D3DDevice_CreateTexture2@28", (unsigned long)D3DDevice_CreateTexture2); g_dlls.xbox_dx8.AddExport("D3D__TextureState", (unsigned long)D3D__TextureState); g_dlls.xbox_dx8.AddExport("@D3DDevice_SetRenderState_Simple@8", (unsigned long)D3DDevice_SetRenderState_Simple); g_dlls.xbox_dx8.AddExport("D3D__RenderState", (unsigned long)D3D__RenderState); g_dlls.xbox_dx8.AddExport("D3D__DirtyFlags", (unsigned long)D3D__DirtyFlags); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_FillMode@4", (unsigned long)D3DDevice_SetRenderState_FillMode); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_CullMode@4", (unsigned long)D3DDevice_SetRenderState_CullMode); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_ZEnable@4", (unsigned long)D3DDevice_SetRenderState_ZEnable); g_dlls.xbox_dx8.AddExport("d3dSetTextureStageState", (unsigned long)d3dSetTextureStageState); g_dlls.xbox_dx8.AddExport("d3dSetRenderState", (unsigned long)d3dSetRenderState); g_dlls.xbox_dx8.AddExport("D3DDevice_SetTransform@8", (unsigned long)D3DDevice_SetTransform); g_dlls.xbox_dx8.AddExport("D3DDevice_GetTransform@8", (unsigned long)D3DDevice_GetTransform); g_dlls.xbox_dx8.AddExport("D3DXMatrixLookAtLH@16", (unsigned long)D3DXMatrixLookAtLH); g_dlls.xbox_dx8.AddExport("D3DXMatrixPerspectiveFovLH@20", (unsigned long)D3DXMatrixPerspectiveFovLH); g_dlls.xbox_dx8.AddExport("D3DXMatrixMultiply@12", (unsigned long)D3DXMatrixMultiply); g_dlls.xbox_dx8.AddExport("D3DXMatrixRotationYawPitchRoll@16", (unsigned long)D3DXMatrixRotationYawPitchRoll); g_dlls.xbox_dx8.AddExport("D3DDevice_Clear@24", (unsigned long)D3DDevice_Clear); g_dlls.xbox_dx8.AddExport("D3DDevice_GetDeviceCaps@4", (unsigned long)D3DDevice_GetDeviceCaps); g_dlls.xbox_dx8.AddExport("D3DDevice_Swap@4", (unsigned long)D3DDevice_Swap); g_dlls.xbox_dx8.AddExport("D3DDevice_SetMaterial@4", (unsigned long)D3DDevice_SetMaterial); g_dlls.xbox_dx8.AddExport("D3DXMatrixScaling@16", (unsigned long)D3DXMatrixScaling); g_dlls.xbox_dx8.AddExport("D3DXMatrixTranslation@16", (unsigned long)D3DXMatrixTranslation); g_dlls.xbox_dx8.AddExport("D3DXCreateTextureFromFileA@12", (unsigned long)D3DXCreateTextureFromFileA); g_dlls.xbox_dx8.AddExport("OutputDebug", (unsigned long)OutputDebug); g_dlls.xbox_dx8.AddExport("d3dGetRenderState", (unsigned long)d3dGetRenderState); g_dlls.xbox_dx8.AddExport("D3DDevice_SetLight@8", (unsigned long)D3DDevice_SetLight); g_dlls.xbox_dx8.AddExport("D3DDevice_LightEnable@8", (unsigned long)D3DDevice_LightEnable); g_dlls.xbox_dx8.AddExport("D3DXVec3Normalize@8", (unsigned long)D3DXVec3Normalize); g_dlls.xbox_dx8.AddExport("D3DDevice_GetBackBuffer2@4", (unsigned long)D3DDevice_GetBackBuffer2); g_dlls.xbox_dx8.AddExport("D3DSurface_GetDesc@8", (unsigned long)D3DSurface_GetDesc); g_dlls.xbox_dx8.AddExport("D3DXCreateTexture@32", (unsigned long)D3DXCreateTexture); g_dlls.xbox_dx8.AddExport("D3DXCreateTextureFromFileInMemory@16", (unsigned long)D3DXCreateTextureFromFileInMemory); g_dlls.xbox_dx8.AddExport("D3DBaseTexture_GetLevelCount@4", (unsigned long)D3DBaseTexture_GetLevelCount); g_dlls.xbox_dx8.AddExport("D3DTexture_GetSurfaceLevel2@8", (unsigned long)D3DTexture_GetSurfaceLevel2); g_dlls.xbox_dx8.AddExport("D3DTexture_GetSurfaceLevel2@8", (unsigned long)D3DTexture_GetSurfaceLevel2); g_dlls.xbox_dx8.AddExport("D3DSurface_LockRect@16", (unsigned long)D3DSurface_LockRect); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_YuvEnable@4", (unsigned long)D3DDevice_SetRenderState_YuvEnable); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_Dxt1NoiseEnable@4", (unsigned long)D3DDevice_SetRenderState_Dxt1NoiseEnable); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_SampleAlpha@4", (unsigned long)D3DDevice_SetRenderState_SampleAlpha); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_LineWidth@4", (unsigned long)D3DDevice_SetRenderState_LineWidth); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_ShadowFunc@4", (unsigned long)D3DDevice_SetRenderState_ShadowFunc); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_MultiSampleRenderTargetMode@4", (unsigned long)D3DDevice_SetRenderState_MultiSampleRenderTargetMode); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_MultiSampleMode@4", (unsigned long)D3DDevice_SetRenderState_MultiSampleMode); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_MultiSampleMask@4", (unsigned long)D3DDevice_SetRenderState_MultiSampleMask); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_MultiSampleAntiAlias@4", (unsigned long)D3DDevice_SetRenderState_MultiSampleAntiAlias); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_EdgeAntiAlias@4", (unsigned long)D3DDevice_SetRenderState_EdgeAntiAlias); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_LogicOp@4", (unsigned long)D3DDevice_SetRenderState_LogicOp); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_ZBias@4", (unsigned long)D3DDevice_SetRenderState_ZBias); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_TextureFactor@4", (unsigned long)D3DDevice_SetRenderState_TextureFactor); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_FrontFace@4", (unsigned long)D3DDevice_SetRenderState_FrontFace); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_OcclusionCullEnable@4", (unsigned long)D3DDevice_SetRenderState_OcclusionCullEnable); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_StencilFail@4", (unsigned long)D3DDevice_SetRenderState_StencilFail); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_StencilEnable@4", (unsigned long)D3DDevice_SetRenderState_StencilEnable); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_NormalizeNormals@4", (unsigned long)D3DDevice_SetRenderState_NormalizeNormals); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_TwoSidedLighting@4", (unsigned long)D3DDevice_SetRenderState_TwoSidedLighting); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_BackFillMode@4", (unsigned long)D3DDevice_SetRenderState_BackFillMode); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_FogColor@4", (unsigned long)D3DDevice_SetRenderState_FogColor); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_VertexBlend@4", (unsigned long)D3DDevice_SetRenderState_VertexBlend); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_PSTextureModes@4", (unsigned long)D3DDevice_SetRenderState_PSTextureModes); g_dlls.xbox_dx8.AddExport("D3DDevice_SetTextureState_BumpEnv@12", (unsigned long)D3DDevice_SetTextureState_BumpEnv); g_dlls.xbox_dx8.AddExport("D3DDevice_SetTextureState_ColorKeyColor@8", (unsigned long)D3DDevice_SetTextureState_ColorKeyColor); g_dlls.xbox_dx8.AddExport("D3DDevice_SetTextureState_BorderColor@8", (unsigned long)D3DDevice_SetTextureState_BorderColor); g_dlls.xbox_dx8.AddExport("D3DDevice_SetTextureState_TexCoordIndex@8", (unsigned long)D3DDevice_SetTextureState_TexCoordIndex); g_dlls.xbox_dx8.AddExport("D3DDevice_DrawIndexedVerticesUP@20", (unsigned long)D3DDevice_DrawIndexedVerticesUP); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_StencilCullEnable@4", (unsigned long)D3DDevice_SetRenderState_StencilCullEnable); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_RopZCmpAlwaysRead@4", (unsigned long)D3DDevice_SetRenderState_RopZCmpAlwaysRead); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_RopZRead@4", (unsigned long)D3DDevice_SetRenderState_RopZRead); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderState_DoNotCullUncompressed@4", (unsigned long)D3DDevice_SetRenderState_DoNotCullUncompressed); g_dlls.xbox_dx8.AddExport("D3DDevice_CopyRects@20", (unsigned long)D3DDevice_CopyRects); g_dlls.xbox_dx8.AddExport("D3DDevice_SetPixelShader@4", (unsigned long)D3DDevice_SetPixelShader); g_dlls.xbox_dx8.AddExport("D3DDevice_GetPersistedSurface2@0", (unsigned long)D3DDevice_GetPersistedSurface2); g_dlls.xbox_dx8.AddExport("D3DResource_AddRef@4", (unsigned long)D3DResource_AddRef); g_dlls.xbox_dx8.AddExport("D3DDevice_Release@0", (unsigned long)D3DDevice_Release); // XFONT Support g_dlls.xbox_dx8.AddExport("XFONT_SetTextColor@8", (unsigned long)XFONT_SetTextColor); g_dlls.xbox_dx8.AddExport("XFONT_SetBkColor@8", (unsigned long)XFONT_SetBkColor); g_dlls.xbox_dx8.AddExport("XFONT_SetBkMode@8", (unsigned long)XFONT_SetBkMode); g_dlls.xbox_dx8.AddExport("XFONT_TextOut@24", (unsigned long)XFONT_TextOut); g_dlls.xbox_dx8.AddExport("XFONT_OpenDefaultFont@4", (unsigned long)XFONT_OpenDefaultFont); g_dlls.xbox_dx8.AddExport("XGBuffer_Release@4", (unsigned long)XGBuffer_Release); g_dlls.xbox_dx8.AddExport("XGAssembleShader@44", (unsigned long)XGAssembleShader); g_dlls.xbox_dx8.AddExport("D3DDevice_DeletePixelShader@4", (unsigned long)D3DDevice_DeletePixelShader); g_dlls.xbox_dx8.AddExport("D3DDevice_CreatePixelShader@8", (unsigned long)D3DDevice_CreatePixelShader); g_dlls.xbox_dx8.AddExport("D3DDevice_SetRenderTarget@8", (unsigned long)D3DDevice_SetRenderTarget); g_dlls.xbox_dx8.AddExport("D3DDevice_GetRenderTarget2@0", (unsigned long)D3DDevice_GetRenderTarget2); g_dlls.xbox_dx8.AddExport("D3DDevice_CreateIndexBuffer2@4", (unsigned long)D3DDevice_CreateIndexBuffer2); g_dlls.xbox_dx8.AddExport("D3DDevice_SetIndices@8", (unsigned long)D3DDevice_SetIndices); g_dlls.xbox_dx8.AddExport("D3DDevice_CreateVertexShader@16", (unsigned long)D3DDevice_CreateVertexShader); g_dlls.xbox_dx8.AddExport("D3DDevice_DeleteVertexShader@4", (unsigned long)D3DDevice_DeleteVertexShader); g_dlls.xbox_dx8.AddExport("@D3DDevice_SetVertexShaderConstant4@8", (unsigned long)D3DDevice_SetVertexShaderConstant4); g_dlls.xbox_dx8.AddExport("@D3DDevice_SetVertexShaderConstant1@8", (unsigned long)D3DDevice_SetVertexShaderConstant1); g_dlls.xbox_dx8.AddExport("D3DXMatrixTranspose@8", (unsigned long)D3DXMatrixTranspose); g_dlls.xbox_dx8.AddExport("D3DXMatrixInverse@12", (unsigned long)D3DXMatrixInverse); g_dlls.xbox_dx8.AddExport("D3DXMatrixLookAtLH@16", (unsigned long)D3DXMatrixLookAtLH); g_dlls.xbox_dx8.AddExport("@D3DDevice_SetVertexShaderConstant1Fast@8", (unsigned long)D3DDevice_SetVertexShaderConstant1Fast); g_dlls.xbox_dx8.AddExport("@D3DDevice_SetVertexShaderConstantNotInlineFast@12", (unsigned long)D3DDevice_SetVertexShaderConstantNotInlineFast); g_dlls.xbox_dx8.AddExport("D3DXCreateCubeTextureFromFileA@12", (unsigned long)D3DXCreateCubeTextureFromFileA); g_dlls.xbox_dx8.AddExport("d3dSetTransform", (unsigned long)d3dSetTransform); g_dlls.xbox_dx8.AddExport("D3DXCreateTextureFromFileExA@56", (unsigned long)D3DXCreateTextureFromFileExA); g_dlls.xbox_dx8.AddExport("D3DDevice_GetDepthStencilSurface2@0", (unsigned long)D3DDevice_GetDepthStencilSurface2); g_dlls.xbox_dx8.AddExport("D3DXMatrixOrthoLH@20", (unsigned long)D3DXMatrixOrthoLH); g_dlls.xbox_dx8.AddExport("Direct3D_GetDeviceCaps@12", (unsigned long)Direct3D_GetDeviceCaps); g_dlls.xbox_dx8.AddExport("D3DSurface_GetDesc@8", (unsigned long)D3DSurface_GetDesc); g_dlls.xbox_dx8.AddExport("D3DDevice_SetScissors@12", (unsigned long)D3DDevice_SetScissors); g_dlls.xbox_dx8.AddExport("d3dCreateTexture", (unsigned long)d3dCreateTexture); g_dlls.xbox_dx8.AddExport("D3DDevice_DrawIndexedVertices@12", (unsigned long)D3DDevice_DrawIndexedVertices); g_dlls.xbox_dx8.AddExport("d3dDrawIndexedPrimitive", (unsigned long)d3dDrawIndexedPrimitive); g_dlls.xbox_dx8.AddExport("D3DDevice_BeginVisibilityTest@0", (unsigned long)D3DDevice_BeginVisibilityTest); g_dlls.xbox_dx8.AddExport("D3DDevice_EndVisibilityTest@4", (unsigned long)D3DDevice_EndVisibilityTest); g_dlls.xbox_dx8.AddExport("D3DDevice_GetVisibilityTestResult@12", (unsigned long)D3DDevice_GetVisibilityTestResult); g_dlls.xbox_dx8.AddExport("D3DXCreateMatrixStack@8", (unsigned long)&D3DXCreateMatrixStack); g_dlls.xbox_dx8.AddExport("D3DDevice_CreateSurface2@16", (unsigned long)D3DDevice_CreateSurface2); g_dlls.xbox_dx8.AddExport("D3DDevice_SetViewport@4", (unsigned long)D3DDevice_SetViewport); } void export_xbox___dx8() { g_dlls.xbox___dx8.AddExport("_D3DXCreateTexture@32", (unsigned long)&D3DXCreateTexture); g_dlls.xbox___dx8.AddExport("_D3DXCreateTextureFromFileInMemory@16", (unsigned long)&D3DXCreateTextureFromFileInMemory); }