Artifact 440959a663efe1fe4fa5cbc9732e4e8f70edcf85
- File
src/win32/directx/d3d10.d
-
2015-05-05 06:49:05
- part of checkin
[9b639cf2d6]
on branch trunk
- Working version for update to 2.067.
The problem was __gshared. Replacing it with TLS fixed the issue. Remaining problem is that "hack.d"'s CloseHandle hack is not working anymore.
(user: kinaba) [annotate]
-
2015-05-05 06:49:05
- part of checkin
[9b639cf2d6]
on branch trunk
- Working version for update to 2.067.
/***********************************************************************\ * d3d10.d * * * * Windows API header module * * * * Placed into public domain * \***********************************************************************/ module win32.directx.d3d10; private import win32.windows; public import win32.directx.dxgitype; public import win32.directx.dxgi; public import win32.directx.d3d10misc; pragma(lib, "d3d10.lib"); const D3D10_16BIT_INDEX_STRIP_CUT_VALUE = 0xffff; const D3D10_32BIT_INDEX_STRIP_CUT_VALUE = 0xffffffff; const D3D10_8BIT_INDEX_STRIP_CUT_VALUE = 0xff; const D3D10_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT = 9; const D3D10_CLIP_OR_CULL_DISTANCE_COUNT = 8; const D3D10_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT = 2; const D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT = 14; const D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS = 4; const D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT = 32; const D3D10_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT = 15; const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4; const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT = 15; const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1; const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1; const D3D10_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT = 64; const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4; const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT = 1; const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1; const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1; const D3D10_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT = 32; const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS = 1; const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT = 128; const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST = 1; const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS = 1; const D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT = 128; const D3D10_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS = 1; const D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT = 16; const D3D10_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST = 1; const D3D10_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS = 1; const D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT = 16; const D3D10_COMMONSHADER_SUBROUTINE_NESTING_LIMIT = 32; const D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENTS = 4; const D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_COMMONSHADER_TEMP_REGISTER_COUNT = 4096; const D3D10_COMMONSHADER_TEMP_REGISTER_READS_PER_INST = 3; const D3D10_COMMONSHADER_TEMP_REGISTER_READ_PORTS = 3; const D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX = 10; const D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN = -10; const D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE = -8; const D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE = 7; const D3D10_DEFAULT_BLEND_FACTOR_ALPHA = 1.0f; const D3D10_DEFAULT_BLEND_FACTOR_BLUE = 1.0f; const D3D10_DEFAULT_BLEND_FACTOR_GREEN = 1.0f; const D3D10_DEFAULT_BLEND_FACTOR_RED = 1.0f; const D3D10_DEFAULT_BORDER_COLOR_COMPONENT = 0.0f; const D3D10_DEFAULT_DEPTH_BIAS = 0; const D3D10_DEFAULT_DEPTH_BIAS_CLAMP = 0.0f; const D3D10_DEFAULT_MAX_ANISOTROPY = 16.0f; const D3D10_DEFAULT_MIP_LOD_BIAS = 0.0f; const D3D10_DEFAULT_RENDER_TARGET_ARRAY_INDEX = 0; const D3D10_DEFAULT_SAMPLE_MASK = 0xffffffff; const D3D10_DEFAULT_SCISSOR_ENDX = 0; const D3D10_DEFAULT_SCISSOR_ENDY = 0; const D3D10_DEFAULT_SCISSOR_STARTX = 0; const D3D10_DEFAULT_SCISSOR_STARTY = 0; const D3D10_DEFAULT_SLOPE_SCALED_DEPTH_BIAS = 0.0f; const D3D10_DEFAULT_STENCIL_READ_MASK = 0xff; const D3D10_DEFAULT_STENCIL_REFERENCE = 0; const D3D10_DEFAULT_STENCIL_WRITE_MASK = 0xff; const D3D10_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX = 0; const D3D10_DEFAULT_VIEWPORT_HEIGHT = 0; const D3D10_DEFAULT_VIEWPORT_MAX_DEPTH = 0.0f; const D3D10_DEFAULT_VIEWPORT_MIN_DEPTH = 0.0f; const D3D10_DEFAULT_VIEWPORT_TOPLEFTX = 0; const D3D10_DEFAULT_VIEWPORT_TOPLEFTY = 0; const D3D10_DEFAULT_VIEWPORT_WIDTH = 0; const D3D10_FLOAT16_FUSED_TOLERANCE_IN_ULP = 0.6; const D3D10_FLOAT32_MAX = 3.402823466e+38f; const D3D10_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP = 0.6f; const D3D10_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR = 2.4f; const D3D10_FLOAT_TO_SRGB_EXPONENT_NUMERATOR = 1.0f; const D3D10_FLOAT_TO_SRGB_OFFSET = 0.055f; const D3D10_FLOAT_TO_SRGB_SCALE_1 = 12.92f; const D3D10_FLOAT_TO_SRGB_SCALE_2 = 1.055f; const D3D10_FLOAT_TO_SRGB_THRESHOLD = 0.0031308f; const D3D10_FTOI_INSTRUCTION_MAX_INPUT = 2147483647.999f; const D3D10_FTOI_INSTRUCTION_MIN_INPUT = -2147483648.999f; const D3D10_FTOU_INSTRUCTION_MAX_INPUT = 4294967295.999f; const D3D10_FTOU_INSTRUCTION_MIN_INPUT = 0.0f; const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS = 1; const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COUNT = 1; const D3D10_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST = 2; const D3D10_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS = 1; const D3D10_GS_INPUT_REGISTER_COMPONENTS = 4; const D3D10_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_GS_INPUT_REGISTER_COUNT = 16; const D3D10_GS_INPUT_REGISTER_READS_PER_INST = 2; const D3D10_GS_INPUT_REGISTER_READ_PORTS = 1; const D3D10_GS_INPUT_REGISTER_VERTICES = 6; const D3D10_GS_OUTPUT_ELEMENTS = 32; const D3D10_GS_OUTPUT_REGISTER_COMPONENTS = 4; const D3D10_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_GS_OUTPUT_REGISTER_COUNT = 32; const D3D10_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES = 0; const D3D10_IA_DEFAULT_PRIMITIVE_TOPOLOGY = 0; const D3D10_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES = 0; const D3D10_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT = 1; const D3D10_IA_INSTANCE_ID_BIT_COUNT = 32; const D3D10_IA_INTEGER_ARITHMETIC_BIT_COUNT = 32; const D3D10_IA_PRIMITIVE_ID_BIT_COUNT = 32; const D3D10_IA_VERTEX_ID_BIT_COUNT = 32; const D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT = 16; const D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS = 64; const D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT = 16; const D3D10_INTEGER_DIVIDE_BY_ZERO_QUOTIENT = 0xffffffff; const D3D10_INTEGER_DIVIDE_BY_ZERO_REMAINDER = 0xffffffff; const D3D10_LINEAR_GAMMA = 1.0f; const D3D10_MAX_BORDER_COLOR_COMPONENT = 1.0f; const D3D10_MAX_DEPTH = 1.0f; const D3D10_MAX_MAXANISOTROPY = 16; const D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT = 32; const D3D10_MAX_POSITION_VALUE = 3.402823466e+34f; const D3D10_MAX_TEXTURE_DIMENSION_2_TO_EXP = 17; const D3D10_MIN_BORDER_COLOR_COMPONENT = 0.0f; const D3D10_MIN_DEPTH = 0.0f; const D3D10_MIN_MAXANISOTROPY = 0; const D3D10_MIP_LOD_BIAS_MAX = 15.99f; const D3D10_MIP_LOD_BIAS_MIN = -16.0f; const D3D10_MIP_LOD_FRACTIONAL_BIT_COUNT = 6; const D3D10_MIP_LOD_RANGE_BIT_COUNT = 8; const D3D10_MULTISAMPLE_ANTIALIAS_LINE_WIDTH = 1.4f; const D3D10_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT = 0; const D3D10_PIXEL_ADDRESS_RANGE_BIT_COUNT = 13; const D3D10_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT = 15; const D3D10_PS_FRONTFACING_DEFAULT_VALUE = 0xffffffff; const D3D10_PS_FRONTFACING_FALSE_VALUE = 0; const D3D10_PS_FRONTFACING_TRUE_VALUE = 0xffffffff; const D3D10_PS_INPUT_REGISTER_COMPONENTS = 4; const D3D10_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_PS_INPUT_REGISTER_COUNT = 32; const D3D10_PS_INPUT_REGISTER_READS_PER_INST = 2; const D3D10_PS_INPUT_REGISTER_READ_PORTS = 1; const D3D10_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT = 0.0f; const D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS = 1; const D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_PS_OUTPUT_DEPTH_REGISTER_COUNT = 1; const D3D10_PS_OUTPUT_REGISTER_COMPONENTS = 4; const D3D10_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_PS_OUTPUT_REGISTER_COUNT = 8; const D3D10_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT = 0.5f; const D3D10_REQ_BLEND_OBJECT_COUNT_PER_CONTEXT = 4096; const D3D10_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP = 27; const D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT = 4096; const D3D10_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_CONTEXT = 4096; const D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP = 32; const D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP = 32; const D3D10_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION = 8192; const D3D10_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT = 1024; const D3D10_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT = 4096; const D3D10_REQ_MAXANISOTROPY = 16; const D3D10_REQ_MIP_LEVELS = 14; const D3D10_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES = 2048; const D3D10_REQ_RASTERIZER_OBJECT_COUNT_PER_CONTEXT = 4096; const D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH = 8192; const D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES = 128; const D3D10_REQ_RESOURCE_VIEW_COUNT_PER_CONTEXT_2_TO_EXP = 20; const D3D10_REQ_SAMPLER_OBJECT_COUNT_PER_CONTEXT = 4096; const D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION = 512; const D3D10_REQ_TEXTURE1D_U_DIMENSION = 8192; const D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION = 512; const D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION = 8192; const D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION = 2048; const D3D10_REQ_TEXTURECUBE_DIMENSION = 8192; const D3D10_RESINFO_INSTRUCTION_MISSING_COMPONENT_RETVAL = 0; const D3D10_SHADER_MAJOR_VERSION = 4; const D3D10_SHADER_MINOR_VERSION = 0; const D3D10_SHIFT_INSTRUCTION_PAD_VALUE = 0; const D3D10_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT = 5; const D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT = 8; const D3D10_SO_BUFFER_MAX_STRIDE_IN_BYTES = 2048; const D3D10_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES = 256; const D3D10_SO_BUFFER_SLOT_COUNT = 4; const D3D10_SO_DDI_REGISTER_INDEX_DENOTING_GAP = 0xffffffff; const D3D10_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER = 1; const D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT = 64; const D3D10_SRGB_GAMMA = 2.2f; const D3D10_SRGB_TO_FLOAT_DENOMINATOR_1 = 12.92f; const D3D10_SRGB_TO_FLOAT_DENOMINATOR_2 = 1.055f; const D3D10_SRGB_TO_FLOAT_EXPONENT = 2.4f; const D3D10_SRGB_TO_FLOAT_OFFSET = 0.055f; const D3D10_SRGB_TO_FLOAT_THRESHOLD = 0.04045f; const D3D10_SRGB_TO_FLOAT_TOLERANCE_IN_ULP = 0.5f; const D3D10_STANDARD_COMPONENT_BIT_COUNT = 32; const D3D10_STANDARD_COMPONENT_BIT_COUNT_DOUBLED = 64; const D3D10_STANDARD_MAXIMUM_ELEMENT_ALIGNMENT_BYTE_MULTIPLE = 4; const D3D10_STANDARD_PIXEL_COMPONENT_COUNT = 128; const D3D10_STANDARD_PIXEL_ELEMENT_COUNT = 32; const D3D10_STANDARD_VECTOR_SIZE = 4; const D3D10_STANDARD_VERTEX_ELEMENT_COUNT = 16; const D3D10_STANDARD_VERTEX_TOTAL_COMPONENT_COUNT = 64; const D3D10_SUBPIXEL_FRACTIONAL_BIT_COUNT = 8; const D3D10_SUBTEXEL_FRACTIONAL_BIT_COUNT = 6; const D3D10_TEXEL_ADDRESS_RANGE_BIT_COUNT = 18; const D3D10_UNBOUND_MEMORY_ACCESS_RESULT = 0; const D3D10_VIEWPORT_AND_SCISSORRECT_MAX_INDEX = 15; const D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE = 16; const D3D10_VIEWPORT_BOUNDS_MAX = 16383; const D3D10_VIEWPORT_BOUNDS_MIN = -16384; const D3D10_VS_INPUT_REGISTER_COMPONENTS = 4; const D3D10_VS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_VS_INPUT_REGISTER_COUNT = 16; const D3D10_VS_INPUT_REGISTER_READS_PER_INST = 2; const D3D10_VS_INPUT_REGISTER_READ_PORTS = 1; const D3D10_VS_OUTPUT_REGISTER_COMPONENTS = 4; const D3D10_VS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32; const D3D10_VS_OUTPUT_REGISTER_COUNT = 16; const D3D10_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT = 10; const D3D10_WHQL_DRAWINDEXED_INDEX_COUNT_2_TO_EXP = 25; const D3D10_WHQL_DRAW_VERTEX_COUNT_2_TO_EXP = 25; const D3D_MAJOR_VERSION = 10; const D3D_MINOR_VERSION = 0; const D3D_SPEC_DATE_DAY = 8; const D3D_SPEC_DATE_MONTH = 8; const D3D_SPEC_DATE_YEAR = 2006; const D3D_SPEC_VERSION = 1.050005; const _FACD3D10 = 0x879; const _FACD3D10DEBUG = _FACD3D10 + 1; HRESULT MAKE_D3D10_HRESULT(T)(T code) { return MAKE_HRESULT(1, _FACD3D10, code); } HRESULT MAKE_D3D10_STATUS(T)(T code) { return MAKE_HRESULT(0, _FACD3D10, code); } const D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS = MAKE_D3D10_HRESULT(1); const D3D10_ERROR_FILE_NOT_FOUND = MAKE_D3D10_HRESULT(2); enum D3D10_INPUT_CLASSIFICATION { D3D10_INPUT_PER_VERTEX_DATA = 0, D3D10_INPUT_PER_INSTANCE_DATA = 1 } const D3D10_APPEND_ALIGNED_ELEMENT = 0xffffffff; struct D3D10_INPUT_ELEMENT_DESC { LPCSTR SemanticName; UINT SemanticIndex; DXGI_FORMAT Format; UINT InputSlot; UINT AlignedByteOffset; D3D10_INPUT_CLASSIFICATION InputSlotClass; UINT InstanceDataStepRate; } enum D3D10_FILL_MODE { D3D10_FILL_WIREFRAME = 2, D3D10_FILL_SOLID = 3 } enum D3D10_PRIMITIVE_TOPOLOGY { D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED = 0, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST = 1, D3D10_PRIMITIVE_TOPOLOGY_LINELIST = 2, D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP = 3, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5, D3D10_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10, D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13 } enum D3D10_PRIMITIVE { D3D10_PRIMITIVE_UNDEFINED = 0, D3D10_PRIMITIVE_POINT = 1, D3D10_PRIMITIVE_LINE = 2, D3D10_PRIMITIVE_TRIANGLE = 3, D3D10_PRIMITIVE_LINE_ADJ = 6, D3D10_PRIMITIVE_TRIANGLE_ADJ = 7 } enum D3D10_CULL_MODE { D3D10_CULL_NONE = 1, D3D10_CULL_FRONT, D3D10_CULL_BACK } struct D3D10_SO_DECLARATION_ENTRY { LPCSTR SemanticName; UINT SemanticIndex; BYTE StartComponent; BYTE ComponentCount; BYTE OutputSlot; } struct D3D10_VIEWPORT { INT TopLeftX; INT TopLeftY; UINT Width; UINT Height; FLOAT MinDepth; FLOAT MaxDepth; } enum D3D10_RESOURCE_DIMENSION { D3D10_RESOURCE_DIMENSION_UNKNOWN = 0, D3D10_RESOURCE_DIMENSION_BUFFER, D3D10_RESOURCE_DIMENSION_TEXTURE1D, D3D10_RESOURCE_DIMENSION_TEXTURE2D, D3D10_RESOURCE_DIMENSION_TEXTURE3D } enum D3D10_SRV_DIMENSION { D3D10_SRV_DIMENSION_UNKNOWN = 0, D3D10_SRV_DIMENSION_BUFFER, D3D10_SRV_DIMENSION_TEXTURE1D, D3D10_SRV_DIMENSION_TEXTURE1DARRAY, D3D10_SRV_DIMENSION_TEXTURE2D, D3D10_SRV_DIMENSION_TEXTURE2DARRAY, D3D10_SRV_DIMENSION_TEXTURE2DMS, D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY, D3D10_SRV_DIMENSION_TEXTURE3D, D3D10_SRV_DIMENSION_TEXTURECUBE } enum D3D10_DSV_DIMENSION { D3D10_DSV_DIMENSION_UNKNOWN = 0, D3D10_DSV_DIMENSION_TEXTURE1D, D3D10_DSV_DIMENSION_TEXTURE1DARRAY, D3D10_DSV_DIMENSION_TEXTURE2D, D3D10_DSV_DIMENSION_TEXTURE2DARRAY, D3D10_DSV_DIMENSION_TEXTURE2DMS, D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY6 } enum D3D10_RTV_DIMENSION { D3D10_RTV_DIMENSION_UNKNOWN = 0, D3D10_RTV_DIMENSION_BUFFER, D3D10_RTV_DIMENSION_TEXTURE1D, D3D10_RTV_DIMENSION_TEXTURE1DARRAY, D3D10_RTV_DIMENSION_TEXTURE2D, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, D3D10_RTV_DIMENSION_TEXTURE2DMS, D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY, D3D10_RTV_DIMENSION_TEXTURE3D } enum D3D10_USAGE { D3D10_USAGE_DEFAULT = 0, D3D10_USAGE_IMMUTABLE, D3D10_USAGE_DYNAMIC, D3D10_USAGE_STAGING } enum D3D10_BIND_FLAG { D3D10_BIND_VERTEX_BUFFER = 0x01, D3D10_BIND_INDEX_BUFFER = 0x02, D3D10_BIND_CONSTANT_BUFFER = 0x04, D3D10_BIND_SHADER_RESOURCE = 0x08, D3D10_BIND_STREAM_OUTPUT = 0x10, D3D10_BIND_RENDER_TARGET = 0x20, D3D10_BIND_DEPTH_STENCIL = 0x40 } enum D3D10_CPU_ACCESS_FLAG { D3D10_CPU_ACCESS_WRITE = 0x10000, D3D10_CPU_ACCESS_READ = 0x20000 } enum D3D10_RESOURCE_MISC_FLAG { D3D10_RESOURCE_MISC_GENERATE_MIPS = 0x01, D3D10_RESOURCE_MISC_SHARED = 0x02, D3D10_RESOURCE_MISC_TEXTURECUBE = 0x04 } enum D3D10_MAP { D3D10_MAP_READ = 1, D3D10_MAP_WRITE, D3D10_MAP_READ_WRITE, D3D10_MAP_WRITE_DISCARD, D3D10_MAP_WRITE_NO_OVERWRITE } enum D3D10_MAP_FLAG { D3D10_MAP_FLAG_DO_NOT_WAIT = 0x100000 } enum D3D10_RAISE_FLAG { D3D10_RAISE_FLAG_DRIVER_INTERNAL_ERROR = 0x01 } enum D3D10_CLEAR_FLAG { D3D10_CLEAR_DEPTH = 0x01, D3D10_CLEAR_STENCIL = 0x02 } alias RECT D3D10_RECT; struct D3D10_BOX { UINT left; UINT top; UINT front; UINT right; UINT bottom; UINT back; } extern (Windows) interface ID3D10DeviceChild : IUnknown { //extern(Windows) : void GetDevice(ID3D10Device* ppDevice); HRESULT GetPrivateData(REFGUID guid, UINT *pDataSize, void *pData); HRESULT SetPrivateData(REFGUID guid, UINT DataSize, void *pData); HRESULT SetPrivateDataInterface(REFGUID guid, IUnknown pData); } enum D3D10_COMPARISON_FUNC { D3D10_COMPARISON_NEVER = 1, D3D10_COMPARISON_LESS, D3D10_COMPARISON_EQUAL, D3D10_COMPARISON_LESS_EQUAL, D3D10_COMPARISON_GREATER, D3D10_COMPARISON_NOT_EQUAL, D3D10_COMPARISON_GREATER_EQUAL, D3D10_COMPARISON_ALWAYS } enum D3D10_DEPTH_WRITE_MASK { D3D10_DEPTH_WRITE_MASK_ZERO = 0, D3D10_DEPTH_WRITE_MASK_ALL } enum D3D10_STENCIL_OP { D3D10_STENCIL_OP_KEEP = 1, D3D10_STENCIL_OP_ZERO, D3D10_STENCIL_OP_REPLACE, D3D10_STENCIL_OP_INCR_SAT, D3D10_STENCIL_OP_DECR_SAT, D3D10_STENCIL_OP_INVERT, D3D10_STENCIL_OP_INCR, D3D10_STENCIL_OP_DECR } struct D3D10_DEPTH_STENCILOP_DESC { D3D10_STENCIL_OP StencilFailOp; D3D10_STENCIL_OP StencilDepthFailOp; D3D10_STENCIL_OP StencilPassOp; D3D10_COMPARISON_FUNC StencilFunc; } struct D3D10_DEPTH_STENCIL_DESC { BOOL DepthEnable; D3D10_DEPTH_WRITE_MASK DepthWriteMask; D3D10_COMPARISON_FUNC DepthFunc; BOOL StencilEnable; UINT8 StencilReadMask; UINT8 StencilWriteMask; D3D10_DEPTH_STENCILOP_DESC FrontFace; D3D10_DEPTH_STENCILOP_DESC BackFace; } interface ID3D10DepthStencilState : ID3D10DeviceChild { extern(Windows) : void GetDesc(D3D10_DEPTH_STENCIL_DESC *pDesc); } enum D3D10_BLEND { D3D10_BLEND_ZERO = 1, D3D10_BLEND_ONE = 2, D3D10_BLEND_SRC_COLOR = 3, D3D10_BLEND_INV_SRC_COLOR = 4, D3D10_BLEND_SRC_ALPHA = 5, D3D10_BLEND_INV_SRC_ALPHA = 6, D3D10_BLEND_DEST_ALPHA = 7, D3D10_BLEND_INV_DEST_ALPHA = 8, D3D10_BLEND_DEST_COLOR = 9, D3D10_BLEND_INV_DEST_COLOR = 10, D3D10_BLEND_SRC_ALPHA_SAT = 11, D3D10_BLEND_BLEND_FACTOR = 14, D3D10_BLEND_INV_BLEND_FACTOR = 15, D3D10_BLEND_SRC1_COLOR = 16, D3D10_BLEND_INV_SRC1_COLOR = 17, D3D10_BLEND_SRC1_ALPHA = 18, D3D10_BLEND_INV_SRC1_ALPHA = 19 } enum D3D10_BLEND_OP { D3D10_BLEND_OP_ADD = 1, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_OP_MIN, D3D10_BLEND_OP_MAX } enum D3D10_COLOR_WRITE_ENABLE { D3D10_COLOR_WRITE_ENABLE_RED = 1, D3D10_COLOR_WRITE_ENABLE_GREEN = 2, D3D10_COLOR_WRITE_ENABLE_BLUE = 4, D3D10_COLOR_WRITE_ENABLE_ALPHA = 8, D3D10_COLOR_WRITE_ENABLE_ALL = (((D3D10_COLOR_WRITE_ENABLE_RED | D3D10_COLOR_WRITE_ENABLE_GREEN) | D3D10_COLOR_WRITE_ENABLE_BLUE) | D3D10_COLOR_WRITE_ENABLE_ALPHA) } struct D3D10_BLEND_DESC { BOOL AlphaToCoverageEnable; BOOL[8] BlendEnable; D3D10_BLEND SrcBlend; D3D10_BLEND DestBlend; D3D10_BLEND_OP BlendOp; D3D10_BLEND SrcBlendAlpha; D3D10_BLEND DestBlendAlpha; D3D10_BLEND_OP BlendOpAlpha; UINT8[8] RenderTargetWriteMask; } interface ID3D10BlendState : ID3D10DeviceChild { extern(Windows) : void GetDesc(D3D10_BLEND_DESC *pDesc); } struct D3D10_RASTERIZER_DESC { D3D10_FILL_MODE FillMode; D3D10_CULL_MODE CullMode; BOOL FrontCounterClockwise; INT DepthBias; FLOAT DepthBiasClamp; FLOAT SlopeScaledDepthBias; BOOL DepthClipEnable; BOOL ScissorEnable; BOOL MultisampleEnable; BOOL AntialiasedLineEnable; } interface ID3D10RasterizerState : ID3D10DeviceChild { extern(Windows) : void GetDesc(D3D10_RASTERIZER_DESC *pDesc); } UINT D3D10CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT MipLevels) { return MipSlice + ArraySlice * MipLevels; } struct D3D10_SUBRESOURCE_DATA { void *pSysMem; UINT SysMemPitch; UINT SysMemSlicePitch; } interface ID3D10Resource : ID3D10DeviceChild { extern(Windows) : void GetType(D3D10_RESOURCE_DIMENSION *rType); void SetEvictionPriority(UINT EvictionPriority); UINT GetEvictionPriority(); } struct D3D10_BUFFER_DESC { UINT ByteWidth; D3D10_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; } interface ID3D10Buffer : ID3D10Resource { extern(Windows) : HRESULT Map(D3D10_MAP MapType, UINT MapFlags, void **ppData); void Unmap(); void GetDesc(D3D10_BUFFER_DESC *pDesc); } struct D3D10_TEXTURE1D_DESC { UINT Width; UINT MipLevels; UINT ArraySize; DXGI_FORMAT Format; D3D10_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; } interface ID3D10Texture1D : ID3D10Resource { extern(Windows) : HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, void **ppData); void Unmap(UINT Subresource); void GetDesc(D3D10_TEXTURE1D_DESC *pDesc); } struct D3D10_TEXTURE2D_DESC { UINT Width; UINT Height; UINT MipLevels; UINT ArraySize; DXGI_FORMAT Format; DXGI_SAMPLE_DESC SampleDesc; D3D10_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; } struct D3D10_MAPPED_TEXTURE2D { void *pData; UINT RowPitch; } interface ID3D10Texture2D : ID3D10Resource { extern(Windows) : HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, D3D10_MAPPED_TEXTURE2D *pMappedTex2D); void Unmap(UINT Subresource); void GetDesc(D3D10_TEXTURE2D_DESC *pDesc); } struct D3D10_TEXTURE3D_DESC { UINT Width; UINT Height; UINT Depth; UINT MipLevels; DXGI_FORMAT Format; D3D10_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; } struct D3D10_MAPPED_TEXTURE3D { void *pData; UINT RowPitch; UINT DepthPitch; } interface ID3D10Texture3D : ID3D10Resource { extern(Windows) : HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, D3D10_MAPPED_TEXTURE3D *pMappedTex3D); void Unmap(UINT Subresource); void GetDesc(D3D10_TEXTURE3D_DESC *pDesc); } enum D3D10_TEXTURECUBE_FACE { D3D10_TEXTURECUBE_FACE_POSITIVE_X = 0, D3D10_TEXTURECUBE_FACE_NEGATIVE_X, D3D10_TEXTURECUBE_FACE_POSITIVE_Y, D3D10_TEXTURECUBE_FACE_NEGATIVE_Y, D3D10_TEXTURECUBE_FACE_POSITIVE_Z, D3D10_TEXTURECUBE_FACE_NEGATIVE_Z } interface ID3D10View : ID3D10DeviceChild { extern(Windows) : void GetResource(ID3D10Resource *ppResource); } struct D3D10_BUFFER_SRV { UINT ElementOffset; UINT ElementWidth; } struct D3D10_TEX1D_SRV { UINT MostDetailedMip; UINT MipLevels; } struct D3D10_TEX1D_ARRAY_SRV { UINT MostDetailedMip; UINT MipLevels; UINT FirstArraySlice; UINT ArraySize; } struct D3D10_TEX2D_SRV { UINT MostDetailedMip; UINT MipLevels; } struct D3D10_TEX2D_ARRAY_SRV { UINT MostDetailedMip; UINT MipLevels; UINT FirstArraySlice; UINT ArraySize; } struct D3D10_TEX3D_SRV { UINT MostDetailedMip; UINT MipLevels; } struct D3D10_TEXCUBE_SRV { UINT MostDetailedMip; UINT MipLevels; } struct D3D10_TEX2DMS_SRV { UINT UnusedField_NothingToDefine; } struct D3D10_TEX2DMS_ARRAY_SRV { UINT FirstArraySlice; UINT ArraySize; } struct D3D10_SHADER_RESOURCE_VIEW_DESC { DXGI_FORMAT Format; D3D10_SRV_DIMENSION ViewDimension; union { D3D10_BUFFER_SRV Buffer; D3D10_TEX1D_SRV Texture1D; D3D10_TEX1D_ARRAY_SRV Texture1DArray; D3D10_TEX2D_SRV Texture2D; D3D10_TEX2D_ARRAY_SRV Texture2DArray; D3D10_TEX2DMS_SRV Texture2DMS; D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; D3D10_TEX3D_SRV Texture3D; D3D10_TEXCUBE_SRV TextureCube; } } interface ID3D10ShaderResourceView : ID3D10View { extern(Windows) : void GetDesc(D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc); } struct D3D10_BUFFER_RTV { UINT ElementOffset; UINT ElementWidth; } struct D3D10_TEX1D_RTV { UINT MipSlice; } struct D3D10_TEX1D_ARRAY_RTV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } struct D3D10_TEX2D_RTV { UINT MipSlice; } struct D3D10_TEX2DMS_RTV { UINT UnusedField_NothingToDefine; } struct D3D10_TEX2D_ARRAY_RTV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } struct D3D10_TEX2DMS_ARRAY_RTV { UINT FirstArraySlice; UINT ArraySize; } struct D3D10_TEX3D_RTV { UINT MipSlice; UINT FirstWSlice; UINT WSize; } struct D3D10_RENDER_TARGET_VIEW_DESC { DXGI_FORMAT Format; D3D10_RTV_DIMENSION ViewDimension; union { D3D10_BUFFER_RTV Buffer; D3D10_TEX1D_RTV Texture1D; D3D10_TEX1D_ARRAY_RTV Texture1DArray; D3D10_TEX2D_RTV Texture2D; D3D10_TEX2D_ARRAY_RTV Texture2DArray; D3D10_TEX2DMS_RTV Texture2DMS; D3D10_TEX2DMS_ARRAY_RTV Texture2DMSArray; D3D10_TEX3D_RTV Texture3D; } } interface ID3D10RenderTargetView : ID3D10View { extern(Windows) : void GetDesc(D3D10_RENDER_TARGET_VIEW_DESC *pDesc); } struct D3D10_TEX1D_DSV { UINT MipSlice; } struct D3D10_TEX1D_ARRAY_DSV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } struct D3D10_TEX2D_DSV { UINT MipSlice; } struct D3D10_TEX2D_ARRAY_DSV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } struct D3D10_TEX2DMS_DSV { UINT UnusedField_NothingToDefine; } struct D3D10_TEX2DMS_ARRAY_DSV { UINT FirstArraySlice; UINT ArraySize; } struct D3D10_DEPTH_STENCIL_VIEW_DESC { DXGI_FORMAT Format; D3D10_DSV_DIMENSION ViewDimension; union { D3D10_TEX1D_DSV Texture1D; D3D10_TEX1D_ARRAY_DSV Texture1DArray; D3D10_TEX2D_DSV Texture2D; D3D10_TEX2D_ARRAY_DSV Texture2DArray; D3D10_TEX2DMS_DSV Texture2DMS; D3D10_TEX2DMS_ARRAY_DSV Texture2DMSArray; } } interface ID3D10DepthStencilView : ID3D10View { extern(Windows) : void GetDesc(D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc); } interface ID3D10VertexShader : ID3D10DeviceChild { } interface ID3D10GeometryShader : ID3D10DeviceChild { } interface ID3D10PixelShader : ID3D10DeviceChild { } interface ID3D10InputLayout : ID3D10DeviceChild { } enum D3D10_FILTER { D3D10_FILTER_MIN_MAG_MIP_POINT = 0x00, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01, D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04, D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05, D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10, D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11, D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14, D3D10_FILTER_MIN_MAG_MIP_LINEAR = 0x15, D3D10_FILTER_ANISOTROPIC = 0x55, D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80, D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81, D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84, D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85, D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90, D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91, D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94, D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95, D3D10_FILTER_COMPARISON_ANISOTROPIC = 0xd5, D3D10_FILTER_TEXT_1BIT = 0x80000000 } enum D3D10_FILTER_TYPE { D3D10_FILTER_TYPE_POINT = 0, D3D10_FILTER_TYPE_LINEAR } const D3D10_FILTER_TYPE_MASK = 0x03; const D3D10_MIN_FILTER_SHIFT = 4; const D3D10_MAG_FILTER_SHIFT = 2; const D3D10_MIP_FILTER_SHIFT = 0; const D3D10_COMPARISON_FILTERING_BIT = 0x80; const D3D10_ANISOTROPIC_FILTERING_BIT = 0x40; const D3D10_TEXT_1BIT_BIT = 0x80000000; D3D10_FILTER D3D10_ENCODE_BASIC_FILTER(int min, int mag, int mip, bool bComparison) { return cast(D3D10_FILTER)(((bComparison) ? D3D10_COMPARISON_FILTERING_BIT : 0) | ((min & D3D10_FILTER_TYPE_MASK) << D3D10_MIN_FILTER_SHIFT) | ((mag & D3D10_FILTER_TYPE_MASK) << D3D10_MAG_FILTER_SHIFT) | ((mip & D3D10_FILTER_TYPE_MASK) << D3D10_MIP_FILTER_SHIFT)); } D3D10_FILTER D3D10_ENCODE_ANISOTROPIC_FILTER(bool bComparison) { return cast(D3D10_FILTER)(D3D10_ANISOTROPIC_FILTERING_BIT | D3D10_ENCODE_BASIC_FILTER(D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR, D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR, D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR, bComparison)); } D3D10_FILTER_TYPE D3D10_DECODE_MIN_FILTER(D3D10_FILTER d3d10Filter) { return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MIN_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK); } D3D10_FILTER_TYPE D3D10_DECODE_MAG_FILTER(D3D10_FILTER d3d10Filter) { return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MAG_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK); } D3D10_FILTER_TYPE D3D10_DECODE_MIP_FILTER(D3D10_FILTER d3d10Filter) { return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MIP_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK); } bool D3D10_DECODE_IS_COMPARISON_FILTER(D3D10_FILTER d3d10Filter) { return (d3d10Filter & D3D10_COMPARISON_FILTERING_BIT) == D3D10_COMPARISON_FILTERING_BIT; } bool D3D10_DECODE_IS_ANISOTROPIC_FILTER(D3D10_FILTER d3d10Filter) { return ((d3d10Filter & D3D10_ANISOTROPIC_FILTERING_BIT) && (D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MIN_FILTER(d3d10Filter)) && (D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MAG_FILTER(d3d10Filter)) && (D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MIP_FILTER(d3d10Filter))); } bool D3D10_DECODE_IS_TEXT_1BIT_FILTER(D3D10_FILTER d3d10Filter) { return d3d10Filter == D3D10_TEXT_1BIT_BIT; } enum D3D10_TEXTURE_ADDRESS_MODE { D3D10_TEXTURE_ADDRESS_WRAP = 1, D3D10_TEXTURE_ADDRESS_MIRROR, D3D10_TEXTURE_ADDRESS_CLAMP, D3D10_TEXTURE_ADDRESS_BORDER, D3D10_TEXTURE_ADDRESS_MIRROR_ONCE } struct D3D10_SAMPLER_DESC { D3D10_FILTER Filter; D3D10_TEXTURE_ADDRESS_MODE AddressU; D3D10_TEXTURE_ADDRESS_MODE AddressV; D3D10_TEXTURE_ADDRESS_MODE AddressW; FLOAT MipLODBias; UINT MaxAnisotropy; D3D10_COMPARISON_FUNC ComparisonFunc; FLOAT[4] BorderColor; FLOAT MinLOD; FLOAT MaxLOD; } interface ID3D10SamplerState : ID3D10DeviceChild { extern(Windows) : void GetDesc(D3D10_SAMPLER_DESC *pDesc); } enum D3D10_FORMAT_SUPPORT { D3D10_FORMAT_SUPPORT_BUFFER = 0x000001, D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER = 0x000002, D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER = 0x000004, D3D10_FORMAT_SUPPORT_SO_BUFFER = 0x000008, D3D10_FORMAT_SUPPORT_TEXTURE1D = 0x000010, D3D10_FORMAT_SUPPORT_TEXTURE2D = 0x000020, D3D10_FORMAT_SUPPORT_TEXTURE3D = 0x000040, D3D10_FORMAT_SUPPORT_TEXTURECUBE = 0x000080, D3D10_FORMAT_SUPPORT_SHADER_LOAD = 0x000100, D3D10_FORMAT_SUPPORT_SHADER_SAMPLE = 0x000200, D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON = 0x000400, D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT = 0x000800, D3D10_FORMAT_SUPPORT_MIP = 0x001000, D3D10_FORMAT_SUPPORT_MIP_AUTOGEN = 0x002000, D3D10_FORMAT_SUPPORT_RENDER_TARGET = 0x004000, D3D10_FORMAT_SUPPORT_BLENDABLE = 0x008000, D3D10_FORMAT_SUPPORT_DEPTH_STENCIL = 0x010000, D3D10_FORMAT_SUPPORT_CPU_LOCKABLE = 0x020000, D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE = 0x040000, D3D10_FORMAT_SUPPORT_DISPLAY = 0x080000, D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT = 0x100000, D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET = 0x200000, D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD = 0x400000, D3D10_FORMAT_SUPPORT_SHADER_GATHER = 0x800000 } interface ID3D10Asynchronous : ID3D10DeviceChild { extern(Windows) : void Begin(); void End(); HRESULT GetData(void *pData, UINT DataSize, UINT GetDataFlags); UINT GetDataSize(); } enum D3D10_ASYNC_GETDATA_FLAG { D3D10_ASYNC_GETDATA_DONOTFLUSH = 0x1 } enum D3D10_QUERY { D3D10_QUERY_EVENT = 0, D3D10_QUERY_OCCLUSION = (D3D10_QUERY_EVENT + 1), D3D10_QUERY_TIMESTAMP = (D3D10_QUERY_OCCLUSION + 1), D3D10_QUERY_TIMESTAMP_DISJOINT = (D3D10_QUERY_TIMESTAMP + 1), D3D10_QUERY_PIPELINE_STATISTICS = (D3D10_QUERY_TIMESTAMP_DISJOINT + 1), D3D10_QUERY_OCCLUSION_PREDICATE = (D3D10_QUERY_PIPELINE_STATISTICS + 1), D3D10_QUERY_SO_STATISTICS = (D3D10_QUERY_OCCLUSION_PREDICATE + 1), D3D10_QUERY_SO_OVERFLOW_PREDICATE = (D3D10_QUERY_SO_STATISTICS + 1) } enum D3D10_QUERY_MISC_FLAG { D3D10_QUERY_MISC_PREDICATEHINT = 0x01 } struct D3D10_QUERY_DESC { D3D10_QUERY Query; UINT MiscFlags; } interface ID3D10Query : ID3D10Asynchronous { extern(Windows) : void GetDesc(D3D10_QUERY_DESC *pDesc); } interface ID3D10Predicate : ID3D10Query { } struct D3D10_QUERY_DATA_TIMESTAMP_DISJOINT { UINT64 Frequency; BOOL Disjoint; } struct D3D10_QUERY_DATA_PIPELINE_STATISTICS { UINT64 IAVertices; UINT64 IAPrimitives; UINT64 VSInvocations; UINT64 GSInvocations; UINT64 GSPrimitives; UINT64 CInvocations; UINT64 CPrimitives; UINT64 PSInvocations; } struct D3D10_QUERY_DATA_SO_STATISTICS { UINT64 NumPrimitivesWritten; UINT64 PrimitivesStorageNeeded; } enum D3D10_COUNTER { D3D10_COUNTER_GPU_IDLE = 0, D3D10_COUNTER_VERTEX_PROCESSING = (D3D10_COUNTER_GPU_IDLE + 1), D3D10_COUNTER_GEOMETRY_PROCESSING = (D3D10_COUNTER_VERTEX_PROCESSING + 1), D3D10_COUNTER_PIXEL_PROCESSING = (D3D10_COUNTER_GEOMETRY_PROCESSING + 1), D3D10_COUNTER_OTHER_GPU_PROCESSING = (D3D10_COUNTER_PIXEL_PROCESSING + 1), D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION = (D3D10_COUNTER_OTHER_GPU_PROCESSING + 1), D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION = (D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION + 1), D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION + 1), D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION + 1), D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION + 1), D3D10_COUNTER_VS_MEMORY_LIMITED = (D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION + 1), D3D10_COUNTER_VS_COMPUTATION_LIMITED = (D3D10_COUNTER_VS_MEMORY_LIMITED + 1), D3D10_COUNTER_GS_MEMORY_LIMITED = (D3D10_COUNTER_VS_COMPUTATION_LIMITED + 1), D3D10_COUNTER_GS_COMPUTATION_LIMITED = (D3D10_COUNTER_GS_MEMORY_LIMITED + 1), D3D10_COUNTER_PS_MEMORY_LIMITED = (D3D10_COUNTER_GS_COMPUTATION_LIMITED + 1), D3D10_COUNTER_PS_COMPUTATION_LIMITED = (D3D10_COUNTER_PS_MEMORY_LIMITED + 1), D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE = (D3D10_COUNTER_PS_COMPUTATION_LIMITED + 1), D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE = (D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE + 1), D3D10_COUNTER_DEVICE_DEPENDENT_0 = 0x40000000 } enum D3D10_COUNTER_TYPE { D3D10_COUNTER_TYPE_FLOAT32 = 0, D3D10_COUNTER_TYPE_UINT16 = (D3D10_COUNTER_TYPE_FLOAT32 + 1), D3D10_COUNTER_TYPE_UINT32 = (D3D10_COUNTER_TYPE_UINT16 + 1), D3D10_COUNTER_TYPE_UINT64 = (D3D10_COUNTER_TYPE_UINT32 + 1) } struct D3D10_COUNTER_DESC { D3D10_COUNTER Counter; UINT MiscFlags; } struct D3D10_COUNTER_INFO { D3D10_COUNTER LastDeviceDependentCounter; UINT NumSimultaneousCounters; UINT8 NumDetectableParallelUnits; } interface ID3D10Counter : ID3D10Asynchronous { extern(Windows) : void GetDesc(D3D10_COUNTER_DESC *pDesc); } interface ID3D10Device : IUnknown { extern(Windows) : void VSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers); void PSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews); void PSSetShader(ID3D10PixelShader pPixelShader); void PSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers); void VSSetShader(ID3D10VertexShader pVertexShader); void DrawIndexed(UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation); void Draw(UINT VertexCount, UINT StartVertexLocation); void PSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers); void IASetInputLayout(ID3D10InputLayout pInputLayout); void IASetVertexBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppVertexBuffers, UINT* pStrides, UINT* pOffsets); void IASetIndexBuffer(ID3D10Buffer pIndexBuffer, DXGI_FORMAT Format, UINT Offset); void DrawIndexedInstanced(UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation); void DrawInstanced(UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation); void GSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers); void GSSetShader(ID3D10GeometryShader pShader); void IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY Topology); void VSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews); void VSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers); void SetPredication(ID3D10Predicate pPredicate, BOOL PredicateValue); void GSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews); void GSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers); void OMSetRenderTargets(UINT NumViews, ID3D10RenderTargetView* ppRenderTargetViews, ID3D10DepthStencilView pDepthStencilView); void OMSetBlendState(ID3D10BlendState pBlendState, FLOAT[4] BlendFactor, UINT SampleMask); void OMSetDepthStencilState(ID3D10DepthStencilState pDepthStencilState, UINT StencilRef); void SOSetTargets(UINT NumBuffers, ID3D10Buffer* ppSOTargets, UINT* pOffsets); void DrawAuto(); void RSSetState(ID3D10RasterizerState pRasterizerState); void RSSetViewports(UINT NumViewports, D3D10_VIEWPORT* pViewports); void RSSetScissorRects(UINT NumRects, D3D10_RECT* pRects); void CopySubresourceRegion(ID3D10Resource pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D10Resource pSrcResource, UINT SrcSubresource, D3D10_BOX* pSrcBox); void CopyResource(ID3D10Resource pDstResource, ID3D10Resource pSrcResource); void UpdateSubresource(ID3D10Resource pDstResource, UINT DstSubresource, D3D10_BOX* pDstBox, void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch); void ClearRenderTargetView(ID3D10RenderTargetView pRenderTargetView, FLOAT[4]* ColorRGBA); void ClearDepthStencilView(ID3D10DepthStencilView pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil); void GenerateMips(ID3D10ShaderResourceView pShaderResourceView); void ResolveSubresource(ID3D10Resource pDstResource, UINT DstSubresource, ID3D10Resource pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format); void VSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers); void PSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews); void PSGetShader(ID3D10PixelShader* ppPixelShader); void PSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers); void VSGetShader(ID3D10VertexShader* ppVertexShader); void PSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers); void IAGetInputLayout(ID3D10InputLayout* ppInputLayout); void IAGetVertexBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppVertexBuffers, UINT* pStrides, UINT* pOffsets); void IAGetIndexBuffer(ID3D10Buffer* pIndexBuffer, DXGI_FORMAT* Format, UINT* Offset); void GSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers); void GSGetShader(ID3D10GeometryShader* ppGeometryShader); void IAGetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY* pTopology); void VSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews); void VSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers); void GetPredication(ID3D10Predicate* ppPredicate, BOOL* pPredicateValue); void GSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews); void GSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers); void OMGetRenderTargets(UINT NumViews, ID3D10RenderTargetView* ppRenderTargetViews, ID3D10DepthStencilView* ppDepthStencilView); void OMGetBlendState(ID3D10BlendState* ppBlendState, FLOAT[ 4 ] BlendFactor, UINT* pSampleMask); void OMGetDepthStencilState(ID3D10DepthStencilState* ppDepthStencilState, UINT* pStencilRef); void SOGetTargets(UINT NumBuffers, ID3D10Buffer* ppSOTargets, UINT* pOffsets); void RSGetState(ID3D10RasterizerState* ppRasterizerState); void RSGetViewports(UINT* NumViewports, D3D10_VIEWPORT* pViewports); void RSGetScissorRects(UINT* NumRects, D3D10_RECT* pRects); HRESULT GetDeviceRemovedReason(); HRESULT SetExceptionMode(UINT RaiseFlags); UINT GetExceptionMode(); HRESULT GetPrivateData(REFGUID guid, UINT* pDataSize, void* pData); HRESULT SetPrivateData(REFGUID guid, UINT DataSize, void* pData); HRESULT SetPrivateDataInterface(REFGUID guid, IUnknown pData); void ClearState(); void Flush(); HRESULT CreateBuffer(D3D10_BUFFER_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Buffer* ppBuffer); HRESULT CreateTexture1D(D3D10_TEXTURE1D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture1D* ppTexture1D); HRESULT CreateTexture2D(D3D10_TEXTURE2D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture2D* ppTexture2D); HRESULT CreateTexture3D(D3D10_TEXTURE3D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture3D* ppTexture3D); HRESULT CreateShaderResourceView(ID3D10Resource pResource, D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc, ID3D10ShaderResourceView* ppSRView); HRESULT CreateRenderTargetView(ID3D10Resource pResource, D3D10_RENDER_TARGET_VIEW_DESC* pDesc, ID3D10RenderTargetView* ppRTView); HRESULT CreateDepthStencilView(ID3D10Resource pResource, D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc, ID3D10DepthStencilView* ppDepthStencilView); HRESULT CreateInputLayout(D3D10_INPUT_ELEMENT_DESC* pInputElementDescs, UINT NumElements, void* pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, ID3D10InputLayout* ppInputLayout); HRESULT CreateVertexShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10VertexShader* ppVertexShader); HRESULT CreateGeometryShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10GeometryShader* ppGeometryShader); HRESULT CreateGeometryShaderWithStreamOutput(void* pShaderBytecode, SIZE_T BytecodeLength, D3D10_SO_DECLARATION_ENTRY* pSODeclaration, UINT NumEntries, UINT OutputStreamStride, ID3D10GeometryShader* ppGeometryShader); HRESULT CreatePixelShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10PixelShader* ppPixelShader); HRESULT CreateBlendState(D3D10_BLEND_DESC* pBlendStateDesc, ID3D10BlendState* ppBlendState); HRESULT CreateDepthStencilState(D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc, ID3D10DepthStencilState* ppDepthStencilState); HRESULT CreateRasterizerState(D3D10_RASTERIZER_DESC* pRasterizerDesc, ID3D10RasterizerState* ppRasterizerState); HRESULT CreateSamplerState(D3D10_SAMPLER_DESC* pSamplerDesc, ID3D10SamplerState* ppSamplerState); HRESULT CreateQuery(D3D10_QUERY_DESC* pQueryDesc, ID3D10Query* ppQuery); HRESULT CreatePredicate(D3D10_QUERY_DESC* pPredicateDesc, ID3D10Predicate* ppPredicate); HRESULT CreateCounter(D3D10_COUNTER_DESC* pCounterDesc, ID3D10Counter* ppCounter); HRESULT CheckFormatSupport(DXGI_FORMAT Format, UINT* pFormatSupport); HRESULT CheckMultisampleQualityLevels(DXGI_FORMAT Format, UINT SampleCount, UINT* pNumQualityLevels); void CheckCounterInfo(D3D10_COUNTER_INFO* pCounterInfo); HRESULT CheckCounter(D3D10_COUNTER_DESC* pDesc, D3D10_COUNTER_TYPE* pType, UINT* pActiveCounters, LPSTR szName, UINT* pNameLength, LPSTR szUnits, UINT* pUnitsLength, LPSTR szDescription, UINT* pDescriptionLength); UINT GetCreationFlags(); HRESULT OpenSharedResource(HANDLE hResource, REFIID ReturnedInterface, void** ppResource); void SetTextFilterSize(UINT Width, UINT Height); void GetTextFilterSize(UINT* pWidth, UINT* pHeight); } interface ID3D10Multithread : IUnknown { extern(Windows) : void Enter(); void Leave(); BOOL SetMultithreadProtected(BOOL bMTProtect); BOOL GetMultithreadProtected(); } enum D3D10_CREATE_DEVICE_FLAG { D3D10_CREATE_DEVICE_SINGLETHREADED = 0x01, D3D10_CREATE_DEVICE_DEBUG = 0x02, D3D10_CREATE_DEVICE_SWITCH_TO_REF = 0x04, D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS = 0x08 } const D3D10_SDK_VERSION = 29; extern(C) const GUID IID_ID3D10DeviceChild = {0x9B7E4C00, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10DepthStencilState = {0x2B4B1CC8, 0xA4AD, 0x41f8, [0x83, 0x22, 0xCA, 0x86, 0xFC, 0x3E, 0xC6, 0x75]}; extern(C) const GUID IID_ID3D10BlendState = {0xEDAD8D19, 0x8A35, 0x4d6d, [0x85, 0x66, 0x2E, 0xA2, 0x76, 0xCD, 0xE1, 0x61]}; extern(C) const GUID IID_ID3D10RasterizerState = {0xA2A07292, 0x89AF, 0x4345, [0xBE, 0x2E, 0xC5, 0x3D, 0x9F, 0xBB, 0x6E, 0x9F]}; extern(C) const GUID IID_ID3D10Resource = {0x9B7E4C01, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Buffer = {0x9B7E4C02, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Texture1D = {0x9B7E4C03, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Texture2D = {0x9B7E4C04, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Texture3D = {0x9B7E4C05, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10View = {0xC902B03F, 0x60A7, 0x49BA, [0x99, 0x36, 0x2A, 0x3A, 0xB3, 0x7A, 0x7E, 0x33]}; extern(C) const GUID IID_ID3D10ShaderResourceView = {0x9B7E4C07, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10RenderTargetView = {0x9B7E4C08, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10DepthStencilView = {0x9B7E4C09, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10VertexShader = {0x9B7E4C0A, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10GeometryShader = {0x6316BE88, 0x54CD, 0x4040, [0xAB, 0x44, 0x20, 0x46, 0x1B, 0xC8, 0x1F, 0x68]}; extern(C) const GUID IID_ID3D10PixelShader = {0x4968B601, 0x9D00, 0x4cde, [0x83, 0x46, 0x8E, 0x7F, 0x67, 0x58, 0x19, 0xB6]}; extern(C) const GUID IID_ID3D10InputLayout = {0x9B7E4C0B, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10SamplerState = {0x9B7E4C0C, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Asynchronous = {0x9B7E4C0D, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Query = {0x9B7E4C0E, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Predicate = {0x9B7E4C10, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Counter = {0x9B7E4C11, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Device = {0x9B7E4C0F, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; extern(C) const GUID IID_ID3D10Multithread = {0x9B7E4E00, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]}; public import win32.directx.d3d10shader; public import win32.directx.d3d10effect;