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/*
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* Copyright 2005 Sun Microsystems, Inc. All Rights Reserved.
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* This code is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 only, as
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* published by the Free Software Foundation. Sun designates this
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* particular file as subject to the "Classpath" exception as provided
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* by Sun in the LICENSE file that accompanied this code.
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*
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* This code is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* version 2 for more details (a copy is included in the LICENSE file that
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* accompanied this code).
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*
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* You should have received a copy of the GNU General Public License version
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* 2 along with this work; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
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* CA 95054 USA or visit www.sun.com if you need additional information or
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* have any questions.
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*/
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#ifndef D3DUTILS_H
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#define D3DUTILS_H
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#include "D3DContext.h"
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// - Types and macros used in SelectDeviceGUID -----------------------
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// Indexes for the rasterizers:
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// TNL, HAL, REF, RGB
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#define TNL_IDX (0)
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#define HAL_IDX (1)
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#define REF_IDX (2)
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#define RGB_IDX (3)
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#define DEV_IDX_MAX (RGB_IDX+1)
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typedef struct {
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const GUID *pGUIDs[4];
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} DEVICES_INFO;
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// - Utility funcions for dealing with pixel formats ----------------
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const GUID *
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D3DUtils_SelectDeviceGUID(IDirect3D7 *d3dObject);
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HRESULT
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D3DUtils_FindDepthBufferFormat(IDirect3D7 *d3dObject,
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int preferredDepth,
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DDPIXELFORMAT* pddpf,
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const GUID *pDeviceGUID);
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HRESULT
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D3DUtils_FindMaskTileTextureFormat(IDirect3DDevice7 *d3dDevice,
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DDPIXELFORMAT* pddpf);
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void
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D3DUtils_SetupTextureFormats(IDirect3DDevice7 *d3dDevice,
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D3DTextureTable &table);
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// - Utility funcions for working with matricies ---------------------
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void
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D3DUtils_SetIdentityMatrix(D3DMATRIX *m, BOOL adjust = TRUE);
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void
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D3DUtils_SetOrthoMatrixOffCenterLH(D3DMATRIX *m,
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float width, float height);
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DDrawSurface *
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D3DUtils_CreatePlainSurface(JNIEnv *env, DDraw *ddObject,
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D3DContext *d3dContext,
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int w, int h);
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DDrawSurface *
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D3DUtils_CreateTexture(JNIEnv *env, DDraw *ddObject,
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D3DContext *d3dContext,
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int transparency,
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int w, int h);
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HRESULT
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D3DUtils_UploadIntImageToXRGBTexture(DDrawSurface *lpTexture,
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int *pSrc, int width, int height);
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// - Utility functions for checking various capabilities of the device
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HRESULT
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D3DUtils_CheckD3DCaps(LPD3DDEVICEDESC7 lpDesc7);
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HRESULT
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D3DUtils_CheckDepthCaps(LPD3DDEVICEDESC7 lpDesc7);
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HRESULT
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D3DUtils_CheckTextureCaps(LPD3DDEVICEDESC7 lpDesc7);
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HRESULT
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D3DUtils_CheckDeviceCaps(LPD3DDEVICEDESC7 lpDesc7);
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// - Utility macros error handling of d3d operations -----------------
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/* #define NO_D3D_CHECKING */
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#ifdef NO_D3D_CHECKING
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#define D3DU_PRIM_LOOP_BEGIN(RES, DST_WSDO)
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#define D3DU_PRIM2_LOOP_BEGIN(RES, SRC_WSDO, DST_WSDO)
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#define D3DU_PRIM_LOOP_END(ENV, RES, DST_WSDO, PRIM)
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#define D3DU_PRIM2_LOOP_END(ENV, RES, SRC_WSDO, DST_WSDO, PRIM)
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#else /* NO_D3D_CHECKING */
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#ifndef MAX_BUSY_ATTEMPTS
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#define MAX_BUSY_ATTEMPTS 50 // Arbitrary number of times to attempt
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#endif
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#define D3DU_PRIM_LOOP_BEGIN(RES, DST_WSDO) \
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do { \
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int attempts = 0; \
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while (attempts++ < MAX_BUSY_ATTEMPTS) { \
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if (FAILED((DST_WSDO)->lpSurface->IsLost())) { \
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RES = DDERR_SURFACELOST; \
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} else {
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#define D3DU_PRIM2_LOOP_BEGIN(RES, SRC_WSDO, DST_WSDO) \
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do { \
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int attempts = 0; \
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while (attempts++ < MAX_BUSY_ATTEMPTS) { \
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if (FAILED((DST_WSDO)->lpSurface->IsLost()) || \
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FAILED((SRC_WSDO)->lpSurface->IsLost())) \
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{ \
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RES = DDERR_SURFACELOST; \
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} else {
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#define D3DU_PRIM_LOOP_END(ENV, RES, DST_WSDO, PRIM) \
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} \
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if (SUCCEEDED(RES)) { \
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break; \
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} else if (RES == DDERR_SURFACEBUSY || RES == DDERR_WASSTILLDRAWING) { \
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J2dTraceLn(J2D_TRACE_VERBOSE, #PRIM ## ": surface is busy."); \
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continue; \
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} else if (RES == DDERR_SURFACELOST) { \
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J2dTraceLn(J2D_TRACE_INFO, #PRIM ## ": dest surface lost."); \
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DST_WSDO->RestoreSurface(ENV, DST_WSDO); \
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break; \
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} else { \
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DebugPrintDirectDrawError(RES, #PRIM); \
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} \
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} \
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} while (0)
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#define D3DU_PRIM2_LOOP_END(ENV, RES, SRC_WSDO, DST_WSDO, PRIM) \
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} \
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if (SUCCEEDED(RES)) { \
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break; \
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} else if (RES == DDERR_SURFACEBUSY || RES == DDERR_WASSTILLDRAWING) { \
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J2dTraceLn(J2D_TRACE_VERBOSE, #PRIM ## ": surface is busy."); \
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continue; \
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} else if (RES == DDERR_SURFACELOST) { \
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if (FAILED((DST_WSDO)->lpSurface->IsLost())) { \
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J2dTraceLn(J2D_TRACE_INFO, #PRIM ## ": dst surface lost."); \
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(DST_WSDO)->RestoreSurface(ENV, (DST_WSDO)); \
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} \
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if (FAILED((SRC_WSDO)->lpSurface->IsLost())) { \
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J2dTraceLn(J2D_TRACE_INFO, #PRIM ## ": src surface lost."); \
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(SRC_WSDO)->RestoreSurface(ENV, (SRC_WSDO)); \
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} \
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break; \
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} else { \
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DebugPrintDirectDrawError(RES, #PRIM); \
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} \
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} \
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} while (0)
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#endif /* NO_D3D_CHECKING */
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// - Utility macros for initializing vertex structures ---------------
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#define D3D_EXEC_PRIM_LOOP(ENV, RES, DST_WSDO, PRIM) \
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D3DU_PRIM_LOOP_BEGIN(RES, DST_WSDO); \
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RES = (PRIM); \
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D3DU_PRIM_LOOP_END(ENV, RES, DST_WSDO, PRIM);
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#define D3DU_INIT_VERTEX_PENT_XY(VQUAD, X1, Y1, X2, Y2) \
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do { \
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D3DU_INIT_VERTEX_QUAD_XY(VQUAD, X1, Y1, X2, Y2); \
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(VQUAD)[4].x = (X1); (VQUAD)[4].y = (Y1); \
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} while (0)
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#define D3DU_INIT_VERTEX_PENT_COLOR(VQUAD, VCOLOR) \
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do { \
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D3DU_INIT_VERTEX_QUAD_COLOR(VQUAD, VCOLOR); \
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(VQUAD)[4].color = (VCOLOR); \
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} while (0)
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#define D3DU_INIT_VERTEX_QUAD_XY(VQUAD, X1, Y1, X2, Y2) \
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do { \
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(VQUAD)[0].x = (X1); (VQUAD)[0].y = (Y1); \
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(VQUAD)[1].x = (X2); (VQUAD)[1].y = (Y1); \
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(VQUAD)[2].x = (X2); (VQUAD)[2].y = (Y2); \
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(VQUAD)[3].x = (X1); (VQUAD)[3].y = (Y2); \
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} while (0)
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#define D3DU_INIT_VERTEX_QUAD_XYZ(VQUAD, X1, Y1, X2, Y2, Z) \
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do { \
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D3DU_INIT_VERTEX_QUAD_XY(VQUAD, X1, Y1, X2, Y2); \
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(VQUAD)[0].z = (Z); \
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(VQUAD)[1].z = (Z); \
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(VQUAD)[2].z = (Z); \
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(VQUAD)[3].z = (Z); \
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} while (0)
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#define D3DU_INIT_VERTEX_QUAD_COLOR(VQUAD, VCOLOR) \
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do { \
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(VQUAD)[0].color = (VCOLOR); \
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(VQUAD)[1].color = (VCOLOR); \
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(VQUAD)[2].color = (VCOLOR); \
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(VQUAD)[3].color = (VCOLOR); \
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} while (0)
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#define D3DU_INIT_VERTEX_QUAD_UV(VQUAD, TU1, TV1, TU2, TV2) \
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do { \
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(VQUAD)[0].tu = (TU1); (VQUAD)[0].tv = (TV1); \
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(VQUAD)[1].tu = (TU2); (VQUAD)[1].tv = (TV1); \
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(VQUAD)[2].tu = (TU2); (VQUAD)[2].tv = (TV2); \
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(VQUAD)[3].tu = (TU1); (VQUAD)[3].tv = (TV2); \
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} while (0)
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#define D3DU_INIT_VERTEX_QUAD_XYUV(VQUAD, X1, Y1, X2, Y2, TU1, TV1, TU2, TV2) \
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do { \
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D3DU_INIT_VERTEX_QUAD_XY(VQUAD, X1, Y1, X2, Y2); \
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D3DU_INIT_VERTEX_QUAD_UV(VQUAD, TU1, TV1, TU2, TV2); \
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} while (0)
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#define D3DU_INIT_VERTEX_QUAD(VQUAD, X1, Y1, X2, Y2, VCOLOR, TU1, TV1, TU2, TV2) \
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do { \
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D3DU_INIT_VERTEX_QUAD_XYUV(VQUAD, X1, Y1, X2, Y2, TU1, TV1, TU2, TV2); \
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D3DU_INIT_VERTEX_QUAD_COLOR(VQUAD, VCOLOR); \
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} while (0)
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#define D3DU_INIT_VERTEX_6(VQUAD, X1, Y1, X2, Y2, VCOLOR, TU1, TV1, TU2, TV2) \
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do { \
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D3DU_INIT_VERTEX_XY_6(VHEX, X1, Y1, X2, Y2); \
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D3DU_INIT_VERTEX_UV_6(VHEX, TU1, TV1, TU2, TV2); \
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D3DU_INIT_VERTEX_COLOR_6(VHEX, VCOLOR); \
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} while (0)
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#define D3DU_INIT_VERTEX_UV_6(VHEX, TU1, TV1, TU2, TV2) \
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do { \
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(VHEX)[0].tu = TU1; (VHEX)[0].tv = TV1; \
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(VHEX)[1].tu = TU2; (VHEX)[1].tv = TV1; \
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(VHEX)[2].tu = TU1; (VHEX)[2].tv = TV2; \
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(VHEX)[3].tu = TU1; (VHEX)[3].tv = TV2; \
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(VHEX)[4].tu = TU2; (VHEX)[4].tv = TV1; \
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(VHEX)[5].tu = TU2; (VHEX)[5].tv = TV2; \
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} while (0)
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#define D3DU_INIT_VERTEX_COLOR_6(VHEX, VCOLOR) \
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do { \
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(VHEX)[0].color = VCOLOR; \
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(VHEX)[1].color = VCOLOR; \
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(VHEX)[2].color = VCOLOR; \
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(VHEX)[3].color = VCOLOR; \
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(VHEX)[4].color = VCOLOR; \
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(VHEX)[5].color = VCOLOR; \
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} while (0)
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#define D3DU_INIT_VERTEX_XY_6(VHEX, X1, Y1, X2, Y2) \
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do { \
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(VHEX)[0].x = X1; (VHEX)[0].y = Y1; \
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(VHEX)[1].x = X2; (VHEX)[1].y = Y1; \
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(VHEX)[2].x = X1; (VHEX)[2].y = Y2; \
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(VHEX)[3].x = X1; (VHEX)[3].y = Y2; \
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(VHEX)[4].x = X2; (VHEX)[4].y = Y1; \
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(VHEX)[5].x = X2; (VHEX)[5].y = Y2; \
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} while (0)
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#define D3DU_INIT_VERTEX_XYZ_6(VHEX, X1, Y1, X2, Y2, Z) \
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do { \
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D3DU_INIT_VERTEX_XY_6(VHEX, X1, Y1, X2, Y2); \
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(VHEX)[0].z = (Z); \
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(VHEX)[1].z = (Z); \
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(VHEX)[2].z = (Z); \
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(VHEX)[3].z = (Z); \
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(VHEX)[4].z = (Z); \
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(VHEX)[5].z = (Z); \
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} while (0)
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#endif // D3DUTILS_H
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