1 /***********************************************************************\
2 * d3d10.d *
3 * *
4 * Windows API header module *
5 * *
6 * Placed into public domain *
7 \***********************************************************************/
8 module win32.directx.d3d10;
9 version(Windows):
10
11 private import win32.windows;
12
13 public import win32.directx.dxgitype;
14 public import win32.directx.dxgi;
15 public import win32.directx.d3d10misc;
16
17 pragma(lib, "d3d10.lib");
18
19 const D3D10_16BIT_INDEX_STRIP_CUT_VALUE = 0xffff;
20 const D3D10_32BIT_INDEX_STRIP_CUT_VALUE = 0xffffffff;
21 const D3D10_8BIT_INDEX_STRIP_CUT_VALUE = 0xff;
22 const D3D10_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT = 9;
23 const D3D10_CLIP_OR_CULL_DISTANCE_COUNT = 8;
24 const D3D10_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT = 2;
25 const D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT = 14;
26 const D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS = 4;
27 const D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT = 32;
28 const D3D10_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT = 15;
29 const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4;
30 const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT = 15;
31 const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
32 const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1;
33 const D3D10_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT = 64;
34 const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4;
35 const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT = 1;
36 const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
37 const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1;
38 const D3D10_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT = 32;
39 const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS = 1;
40 const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT = 128;
41 const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST = 1;
42 const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS = 1;
43 const D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT = 128;
44 const D3D10_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS = 1;
45 const D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT = 16;
46 const D3D10_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST = 1;
47 const D3D10_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS = 1;
48 const D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT = 16;
49 const D3D10_COMMONSHADER_SUBROUTINE_NESTING_LIMIT = 32;
50 const D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENTS = 4;
51 const D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT = 32;
52 const D3D10_COMMONSHADER_TEMP_REGISTER_COUNT = 4096;
53 const D3D10_COMMONSHADER_TEMP_REGISTER_READS_PER_INST = 3;
54 const D3D10_COMMONSHADER_TEMP_REGISTER_READ_PORTS = 3;
55 const D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX = 10;
56 const D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN = -10;
57 const D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE = -8;
58 const D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE = 7;
59 const D3D10_DEFAULT_BLEND_FACTOR_ALPHA = 1.0f;
60 const D3D10_DEFAULT_BLEND_FACTOR_BLUE = 1.0f;
61 const D3D10_DEFAULT_BLEND_FACTOR_GREEN = 1.0f;
62 const D3D10_DEFAULT_BLEND_FACTOR_RED = 1.0f;
63 const D3D10_DEFAULT_BORDER_COLOR_COMPONENT = 0.0f;
64 const D3D10_DEFAULT_DEPTH_BIAS = 0;
65 const D3D10_DEFAULT_DEPTH_BIAS_CLAMP = 0.0f;
66 const D3D10_DEFAULT_MAX_ANISOTROPY = 16.0f;
67 const D3D10_DEFAULT_MIP_LOD_BIAS = 0.0f;
68 const D3D10_DEFAULT_RENDER_TARGET_ARRAY_INDEX = 0;
69 const D3D10_DEFAULT_SAMPLE_MASK = 0xffffffff;
70 const D3D10_DEFAULT_SCISSOR_ENDX = 0;
71 const D3D10_DEFAULT_SCISSOR_ENDY = 0;
72 const D3D10_DEFAULT_SCISSOR_STARTX = 0;
73 const D3D10_DEFAULT_SCISSOR_STARTY = 0;
74 const D3D10_DEFAULT_SLOPE_SCALED_DEPTH_BIAS = 0.0f;
75 const D3D10_DEFAULT_STENCIL_READ_MASK = 0xff;
76 const D3D10_DEFAULT_STENCIL_REFERENCE = 0;
77 const D3D10_DEFAULT_STENCIL_WRITE_MASK = 0xff;
78 const D3D10_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX = 0;
79 const D3D10_DEFAULT_VIEWPORT_HEIGHT = 0;
80 const D3D10_DEFAULT_VIEWPORT_MAX_DEPTH = 0.0f;
81 const D3D10_DEFAULT_VIEWPORT_MIN_DEPTH = 0.0f;
82 const D3D10_DEFAULT_VIEWPORT_TOPLEFTX = 0;
83 const D3D10_DEFAULT_VIEWPORT_TOPLEFTY = 0;
84 const D3D10_DEFAULT_VIEWPORT_WIDTH = 0;
85 const D3D10_FLOAT16_FUSED_TOLERANCE_IN_ULP = 0.6;
86 const D3D10_FLOAT32_MAX = 3.402823466e+38f;
87 const D3D10_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP = 0.6f;
88 const D3D10_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR = 2.4f;
89 const D3D10_FLOAT_TO_SRGB_EXPONENT_NUMERATOR = 1.0f;
90 const D3D10_FLOAT_TO_SRGB_OFFSET = 0.055f;
91 const D3D10_FLOAT_TO_SRGB_SCALE_1 = 12.92f;
92 const D3D10_FLOAT_TO_SRGB_SCALE_2 = 1.055f;
93 const D3D10_FLOAT_TO_SRGB_THRESHOLD = 0.0031308f;
94 const D3D10_FTOI_INSTRUCTION_MAX_INPUT = 2147483647.999f;
95 const D3D10_FTOI_INSTRUCTION_MIN_INPUT = -2147483648.999f;
96 const D3D10_FTOU_INSTRUCTION_MAX_INPUT = 4294967295.999f;
97 const D3D10_FTOU_INSTRUCTION_MIN_INPUT = 0.0f;
98 const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS = 1;
99 const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT = 32;
100 const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COUNT = 1;
101 const D3D10_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST = 2;
102 const D3D10_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS = 1;
103 const D3D10_GS_INPUT_REGISTER_COMPONENTS = 4;
104 const D3D10_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
105 const D3D10_GS_INPUT_REGISTER_COUNT = 16;
106 const D3D10_GS_INPUT_REGISTER_READS_PER_INST = 2;
107 const D3D10_GS_INPUT_REGISTER_READ_PORTS = 1;
108 const D3D10_GS_INPUT_REGISTER_VERTICES = 6;
109 const D3D10_GS_OUTPUT_ELEMENTS = 32;
110 const D3D10_GS_OUTPUT_REGISTER_COMPONENTS = 4;
111 const D3D10_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
112 const D3D10_GS_OUTPUT_REGISTER_COUNT = 32;
113 const D3D10_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES = 0;
114 const D3D10_IA_DEFAULT_PRIMITIVE_TOPOLOGY = 0;
115 const D3D10_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES = 0;
116 const D3D10_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT = 1;
117 const D3D10_IA_INSTANCE_ID_BIT_COUNT = 32;
118 const D3D10_IA_INTEGER_ARITHMETIC_BIT_COUNT = 32;
119 const D3D10_IA_PRIMITIVE_ID_BIT_COUNT = 32;
120 const D3D10_IA_VERTEX_ID_BIT_COUNT = 32;
121 const D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT = 16;
122 const D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS = 64;
123 const D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT = 16;
124 const D3D10_INTEGER_DIVIDE_BY_ZERO_QUOTIENT = 0xffffffff;
125 const D3D10_INTEGER_DIVIDE_BY_ZERO_REMAINDER = 0xffffffff;
126 const D3D10_LINEAR_GAMMA = 1.0f;
127 const D3D10_MAX_BORDER_COLOR_COMPONENT = 1.0f;
128 const D3D10_MAX_DEPTH = 1.0f;
129 const D3D10_MAX_MAXANISOTROPY = 16;
130 const D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT = 32;
131 const D3D10_MAX_POSITION_VALUE = 3.402823466e+34f;
132 const D3D10_MAX_TEXTURE_DIMENSION_2_TO_EXP = 17;
133 const D3D10_MIN_BORDER_COLOR_COMPONENT = 0.0f;
134 const D3D10_MIN_DEPTH = 0.0f;
135 const D3D10_MIN_MAXANISOTROPY = 0;
136 const D3D10_MIP_LOD_BIAS_MAX = 15.99f;
137 const D3D10_MIP_LOD_BIAS_MIN = -16.0f;
138 const D3D10_MIP_LOD_FRACTIONAL_BIT_COUNT = 6;
139 const D3D10_MIP_LOD_RANGE_BIT_COUNT = 8;
140 const D3D10_MULTISAMPLE_ANTIALIAS_LINE_WIDTH = 1.4f;
141 const D3D10_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT = 0;
142 const D3D10_PIXEL_ADDRESS_RANGE_BIT_COUNT = 13;
143 const D3D10_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT = 15;
144 const D3D10_PS_FRONTFACING_DEFAULT_VALUE = 0xffffffff;
145 const D3D10_PS_FRONTFACING_FALSE_VALUE = 0;
146 const D3D10_PS_FRONTFACING_TRUE_VALUE = 0xffffffff;
147 const D3D10_PS_INPUT_REGISTER_COMPONENTS = 4;
148 const D3D10_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
149 const D3D10_PS_INPUT_REGISTER_COUNT = 32;
150 const D3D10_PS_INPUT_REGISTER_READS_PER_INST = 2;
151 const D3D10_PS_INPUT_REGISTER_READ_PORTS = 1;
152 const D3D10_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT = 0.0f;
153 const D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS = 1;
154 const D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT = 32;
155 const D3D10_PS_OUTPUT_DEPTH_REGISTER_COUNT = 1;
156 const D3D10_PS_OUTPUT_REGISTER_COMPONENTS = 4;
157 const D3D10_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
158 const D3D10_PS_OUTPUT_REGISTER_COUNT = 8;
159 const D3D10_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT = 0.5f;
160 const D3D10_REQ_BLEND_OBJECT_COUNT_PER_CONTEXT = 4096;
161 const D3D10_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP = 27;
162 const D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT = 4096;
163 const D3D10_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_CONTEXT = 4096;
164 const D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP = 32;
165 const D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP = 32;
166 const D3D10_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION = 8192;
167 const D3D10_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT = 1024;
168 const D3D10_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT = 4096;
169 const D3D10_REQ_MAXANISOTROPY = 16;
170 const D3D10_REQ_MIP_LEVELS = 14;
171 const D3D10_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES = 2048;
172 const D3D10_REQ_RASTERIZER_OBJECT_COUNT_PER_CONTEXT = 4096;
173 const D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH = 8192;
174 const D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES = 128;
175 const D3D10_REQ_RESOURCE_VIEW_COUNT_PER_CONTEXT_2_TO_EXP = 20;
176 const D3D10_REQ_SAMPLER_OBJECT_COUNT_PER_CONTEXT = 4096;
177 const D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION = 512;
178 const D3D10_REQ_TEXTURE1D_U_DIMENSION = 8192;
179 const D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION = 512;
180 const D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION = 8192;
181 const D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION = 2048;
182 const D3D10_REQ_TEXTURECUBE_DIMENSION = 8192;
183 const D3D10_RESINFO_INSTRUCTION_MISSING_COMPONENT_RETVAL = 0;
184 const D3D10_SHADER_MAJOR_VERSION = 4;
185 const D3D10_SHADER_MINOR_VERSION = 0;
186 const D3D10_SHIFT_INSTRUCTION_PAD_VALUE = 0;
187 const D3D10_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT = 5;
188 const D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT = 8;
189 const D3D10_SO_BUFFER_MAX_STRIDE_IN_BYTES = 2048;
190 const D3D10_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES = 256;
191 const D3D10_SO_BUFFER_SLOT_COUNT = 4;
192 const D3D10_SO_DDI_REGISTER_INDEX_DENOTING_GAP = 0xffffffff;
193 const D3D10_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER = 1;
194 const D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT = 64;
195 const D3D10_SRGB_GAMMA = 2.2f;
196 const D3D10_SRGB_TO_FLOAT_DENOMINATOR_1 = 12.92f;
197 const D3D10_SRGB_TO_FLOAT_DENOMINATOR_2 = 1.055f;
198 const D3D10_SRGB_TO_FLOAT_EXPONENT = 2.4f;
199 const D3D10_SRGB_TO_FLOAT_OFFSET = 0.055f;
200 const D3D10_SRGB_TO_FLOAT_THRESHOLD = 0.04045f;
201 const D3D10_SRGB_TO_FLOAT_TOLERANCE_IN_ULP = 0.5f;
202 const D3D10_STANDARD_COMPONENT_BIT_COUNT = 32;
203 const D3D10_STANDARD_COMPONENT_BIT_COUNT_DOUBLED = 64;
204 const D3D10_STANDARD_MAXIMUM_ELEMENT_ALIGNMENT_BYTE_MULTIPLE = 4;
205 const D3D10_STANDARD_PIXEL_COMPONENT_COUNT = 128;
206 const D3D10_STANDARD_PIXEL_ELEMENT_COUNT = 32;
207 const D3D10_STANDARD_VECTOR_SIZE = 4;
208 const D3D10_STANDARD_VERTEX_ELEMENT_COUNT = 16;
209 const D3D10_STANDARD_VERTEX_TOTAL_COMPONENT_COUNT = 64;
210 const D3D10_SUBPIXEL_FRACTIONAL_BIT_COUNT = 8;
211 const D3D10_SUBTEXEL_FRACTIONAL_BIT_COUNT = 6;
212 const D3D10_TEXEL_ADDRESS_RANGE_BIT_COUNT = 18;
213 const D3D10_UNBOUND_MEMORY_ACCESS_RESULT = 0;
214 const D3D10_VIEWPORT_AND_SCISSORRECT_MAX_INDEX = 15;
215 const D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE = 16;
216 const D3D10_VIEWPORT_BOUNDS_MAX = 16383;
217 const D3D10_VIEWPORT_BOUNDS_MIN = -16384;
218 const D3D10_VS_INPUT_REGISTER_COMPONENTS = 4;
219 const D3D10_VS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
220 const D3D10_VS_INPUT_REGISTER_COUNT = 16;
221 const D3D10_VS_INPUT_REGISTER_READS_PER_INST = 2;
222 const D3D10_VS_INPUT_REGISTER_READ_PORTS = 1;
223 const D3D10_VS_OUTPUT_REGISTER_COMPONENTS = 4;
224 const D3D10_VS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
225 const D3D10_VS_OUTPUT_REGISTER_COUNT = 16;
226 const D3D10_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT = 10;
227 const D3D10_WHQL_DRAWINDEXED_INDEX_COUNT_2_TO_EXP = 25;
228 const D3D10_WHQL_DRAW_VERTEX_COUNT_2_TO_EXP = 25;
229 const D3D_MAJOR_VERSION = 10;
230 const D3D_MINOR_VERSION = 0;
231 const D3D_SPEC_DATE_DAY = 8;
232 const D3D_SPEC_DATE_MONTH = 8;
233 const D3D_SPEC_DATE_YEAR = 2006;
234 const D3D_SPEC_VERSION = 1.050005;
235
236 const _FACD3D10 = 0x879;
237 const _FACD3D10DEBUG = _FACD3D10 + 1;
238
239 HRESULT MAKE_D3D10_HRESULT(T)(T code) {
240 return MAKE_HRESULT(1, _FACD3D10, code);
241 }
242
243 HRESULT MAKE_D3D10_STATUS(T)(T code) {
244 return MAKE_HRESULT(0, _FACD3D10, code);
245 }
246
247 const D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS = MAKE_D3D10_HRESULT(1);
248 const D3D10_ERROR_FILE_NOT_FOUND = MAKE_D3D10_HRESULT(2);
249
250 enum D3D10_INPUT_CLASSIFICATION {
251 D3D10_INPUT_PER_VERTEX_DATA = 0,
252 D3D10_INPUT_PER_INSTANCE_DATA = 1
253 }
254
255 const D3D10_APPEND_ALIGNED_ELEMENT = 0xffffffff;
256
257 struct D3D10_INPUT_ELEMENT_DESC {
258 LPCSTR SemanticName;
259 UINT SemanticIndex;
260 DXGI_FORMAT Format;
261 UINT InputSlot;
262 UINT AlignedByteOffset;
263 D3D10_INPUT_CLASSIFICATION InputSlotClass;
264 UINT InstanceDataStepRate;
265 }
266
267 enum D3D10_FILL_MODE {
268 D3D10_FILL_WIREFRAME = 2,
269 D3D10_FILL_SOLID = 3
270 }
271
272 enum D3D10_PRIMITIVE_TOPOLOGY {
273 D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED = 0,
274 D3D10_PRIMITIVE_TOPOLOGY_POINTLIST = 1,
275 D3D10_PRIMITIVE_TOPOLOGY_LINELIST = 2,
276 D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP = 3,
277 D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4,
278 D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5,
279 D3D10_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10,
280 D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11,
281 D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12,
282 D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13
283 }
284
285 enum D3D10_PRIMITIVE {
286 D3D10_PRIMITIVE_UNDEFINED = 0,
287 D3D10_PRIMITIVE_POINT = 1,
288 D3D10_PRIMITIVE_LINE = 2,
289 D3D10_PRIMITIVE_TRIANGLE = 3,
290 D3D10_PRIMITIVE_LINE_ADJ = 6,
291 D3D10_PRIMITIVE_TRIANGLE_ADJ = 7
292 }
293
294 enum D3D10_CULL_MODE {
295 D3D10_CULL_NONE = 1,
296 D3D10_CULL_FRONT,
297 D3D10_CULL_BACK
298 }
299
300 struct D3D10_SO_DECLARATION_ENTRY {
301 LPCSTR SemanticName;
302 UINT SemanticIndex;
303 BYTE StartComponent;
304 BYTE ComponentCount;
305 BYTE OutputSlot;
306 }
307
308 struct D3D10_VIEWPORT {
309 INT TopLeftX;
310 INT TopLeftY;
311 UINT Width;
312 UINT Height;
313 FLOAT MinDepth;
314 FLOAT MaxDepth;
315 }
316
317 enum D3D10_RESOURCE_DIMENSION {
318 D3D10_RESOURCE_DIMENSION_UNKNOWN = 0,
319 D3D10_RESOURCE_DIMENSION_BUFFER,
320 D3D10_RESOURCE_DIMENSION_TEXTURE1D,
321 D3D10_RESOURCE_DIMENSION_TEXTURE2D,
322 D3D10_RESOURCE_DIMENSION_TEXTURE3D
323 }
324
325 enum D3D10_SRV_DIMENSION {
326 D3D10_SRV_DIMENSION_UNKNOWN = 0,
327 D3D10_SRV_DIMENSION_BUFFER,
328 D3D10_SRV_DIMENSION_TEXTURE1D,
329 D3D10_SRV_DIMENSION_TEXTURE1DARRAY,
330 D3D10_SRV_DIMENSION_TEXTURE2D,
331 D3D10_SRV_DIMENSION_TEXTURE2DARRAY,
332 D3D10_SRV_DIMENSION_TEXTURE2DMS,
333 D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY,
334 D3D10_SRV_DIMENSION_TEXTURE3D,
335 D3D10_SRV_DIMENSION_TEXTURECUBE
336 }
337
338 enum D3D10_DSV_DIMENSION {
339 D3D10_DSV_DIMENSION_UNKNOWN = 0,
340 D3D10_DSV_DIMENSION_TEXTURE1D,
341 D3D10_DSV_DIMENSION_TEXTURE1DARRAY,
342 D3D10_DSV_DIMENSION_TEXTURE2D,
343 D3D10_DSV_DIMENSION_TEXTURE2DARRAY,
344 D3D10_DSV_DIMENSION_TEXTURE2DMS,
345 D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY6
346 }
347
348 enum D3D10_RTV_DIMENSION {
349 D3D10_RTV_DIMENSION_UNKNOWN = 0,
350 D3D10_RTV_DIMENSION_BUFFER,
351 D3D10_RTV_DIMENSION_TEXTURE1D,
352 D3D10_RTV_DIMENSION_TEXTURE1DARRAY,
353 D3D10_RTV_DIMENSION_TEXTURE2D,
354 D3D10_RTV_DIMENSION_TEXTURE2DARRAY,
355 D3D10_RTV_DIMENSION_TEXTURE2DMS,
356 D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY,
357 D3D10_RTV_DIMENSION_TEXTURE3D
358 }
359
360 enum D3D10_USAGE {
361 D3D10_USAGE_DEFAULT = 0,
362 D3D10_USAGE_IMMUTABLE,
363 D3D10_USAGE_DYNAMIC,
364 D3D10_USAGE_STAGING
365 }
366
367 enum D3D10_BIND_FLAG {
368 D3D10_BIND_VERTEX_BUFFER = 0x01,
369 D3D10_BIND_INDEX_BUFFER = 0x02,
370 D3D10_BIND_CONSTANT_BUFFER = 0x04,
371 D3D10_BIND_SHADER_RESOURCE = 0x08,
372 D3D10_BIND_STREAM_OUTPUT = 0x10,
373 D3D10_BIND_RENDER_TARGET = 0x20,
374 D3D10_BIND_DEPTH_STENCIL = 0x40
375 }
376
377 enum D3D10_CPU_ACCESS_FLAG {
378 D3D10_CPU_ACCESS_WRITE = 0x10000,
379 D3D10_CPU_ACCESS_READ = 0x20000
380 }
381
382 enum D3D10_RESOURCE_MISC_FLAG {
383 D3D10_RESOURCE_MISC_GENERATE_MIPS = 0x01,
384 D3D10_RESOURCE_MISC_SHARED = 0x02,
385 D3D10_RESOURCE_MISC_TEXTURECUBE = 0x04
386 }
387
388 enum D3D10_MAP {
389 D3D10_MAP_READ = 1,
390 D3D10_MAP_WRITE,
391 D3D10_MAP_READ_WRITE,
392 D3D10_MAP_WRITE_DISCARD,
393 D3D10_MAP_WRITE_NO_OVERWRITE
394 }
395
396 enum D3D10_MAP_FLAG {
397 D3D10_MAP_FLAG_DO_NOT_WAIT = 0x100000
398 }
399
400 enum D3D10_RAISE_FLAG {
401 D3D10_RAISE_FLAG_DRIVER_INTERNAL_ERROR = 0x01
402 }
403
404 enum D3D10_CLEAR_FLAG {
405 D3D10_CLEAR_DEPTH = 0x01,
406 D3D10_CLEAR_STENCIL = 0x02
407 }
408
409 alias RECT D3D10_RECT;
410
411 struct D3D10_BOX {
412 UINT left;
413 UINT top;
414 UINT front;
415 UINT right;
416 UINT bottom;
417 UINT back;
418 }
419
420 extern (Windows) interface ID3D10DeviceChild : IUnknown {
421 //extern(Windows) :
422 void GetDevice(ID3D10Device* ppDevice);
423 HRESULT GetPrivateData(REFGUID guid, UINT *pDataSize, void *pData);
424 HRESULT SetPrivateData(REFGUID guid, UINT DataSize, void *pData);
425 HRESULT SetPrivateDataInterface(REFGUID guid, IUnknown pData);
426 }
427
428 enum D3D10_COMPARISON_FUNC {
429 D3D10_COMPARISON_NEVER = 1,
430 D3D10_COMPARISON_LESS,
431 D3D10_COMPARISON_EQUAL,
432 D3D10_COMPARISON_LESS_EQUAL,
433 D3D10_COMPARISON_GREATER,
434 D3D10_COMPARISON_NOT_EQUAL,
435 D3D10_COMPARISON_GREATER_EQUAL,
436 D3D10_COMPARISON_ALWAYS
437 }
438
439 enum D3D10_DEPTH_WRITE_MASK {
440 D3D10_DEPTH_WRITE_MASK_ZERO = 0,
441 D3D10_DEPTH_WRITE_MASK_ALL
442 }
443
444 enum D3D10_STENCIL_OP {
445 D3D10_STENCIL_OP_KEEP = 1,
446 D3D10_STENCIL_OP_ZERO,
447 D3D10_STENCIL_OP_REPLACE,
448 D3D10_STENCIL_OP_INCR_SAT,
449 D3D10_STENCIL_OP_DECR_SAT,
450 D3D10_STENCIL_OP_INVERT,
451 D3D10_STENCIL_OP_INCR,
452 D3D10_STENCIL_OP_DECR
453 }
454
455 struct D3D10_DEPTH_STENCILOP_DESC {
456 D3D10_STENCIL_OP StencilFailOp;
457 D3D10_STENCIL_OP StencilDepthFailOp;
458 D3D10_STENCIL_OP StencilPassOp;
459 D3D10_COMPARISON_FUNC StencilFunc;
460 }
461
462 struct D3D10_DEPTH_STENCIL_DESC {
463 BOOL DepthEnable;
464 D3D10_DEPTH_WRITE_MASK DepthWriteMask;
465 D3D10_COMPARISON_FUNC DepthFunc;
466 BOOL StencilEnable;
467 UINT8 StencilReadMask;
468 UINT8 StencilWriteMask;
469 D3D10_DEPTH_STENCILOP_DESC FrontFace;
470 D3D10_DEPTH_STENCILOP_DESC BackFace;
471 }
472
473 interface ID3D10DepthStencilState : ID3D10DeviceChild {
474 extern(Windows) :
475 void GetDesc(D3D10_DEPTH_STENCIL_DESC *pDesc);
476 }
477
478 enum D3D10_BLEND {
479 D3D10_BLEND_ZERO = 1,
480 D3D10_BLEND_ONE = 2,
481 D3D10_BLEND_SRC_COLOR = 3,
482 D3D10_BLEND_INV_SRC_COLOR = 4,
483 D3D10_BLEND_SRC_ALPHA = 5,
484 D3D10_BLEND_INV_SRC_ALPHA = 6,
485 D3D10_BLEND_DEST_ALPHA = 7,
486 D3D10_BLEND_INV_DEST_ALPHA = 8,
487 D3D10_BLEND_DEST_COLOR = 9,
488 D3D10_BLEND_INV_DEST_COLOR = 10,
489 D3D10_BLEND_SRC_ALPHA_SAT = 11,
490 D3D10_BLEND_BLEND_FACTOR = 14,
491 D3D10_BLEND_INV_BLEND_FACTOR = 15,
492 D3D10_BLEND_SRC1_COLOR = 16,
493 D3D10_BLEND_INV_SRC1_COLOR = 17,
494 D3D10_BLEND_SRC1_ALPHA = 18,
495 D3D10_BLEND_INV_SRC1_ALPHA = 19
496 }
497
498 enum D3D10_BLEND_OP {
499 D3D10_BLEND_OP_ADD = 1,
500 D3D10_BLEND_OP_SUBTRACT,
501 D3D10_BLEND_OP_REV_SUBTRACT,
502 D3D10_BLEND_OP_MIN,
503 D3D10_BLEND_OP_MAX
504 }
505
506 enum D3D10_COLOR_WRITE_ENABLE {
507 D3D10_COLOR_WRITE_ENABLE_RED = 1,
508 D3D10_COLOR_WRITE_ENABLE_GREEN = 2,
509 D3D10_COLOR_WRITE_ENABLE_BLUE = 4,
510 D3D10_COLOR_WRITE_ENABLE_ALPHA = 8,
511 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)
512 }
513
514 struct D3D10_BLEND_DESC {
515 BOOL AlphaToCoverageEnable;
516 BOOL[8] BlendEnable;
517 D3D10_BLEND SrcBlend;
518 D3D10_BLEND DestBlend;
519 D3D10_BLEND_OP BlendOp;
520 D3D10_BLEND SrcBlendAlpha;
521 D3D10_BLEND DestBlendAlpha;
522 D3D10_BLEND_OP BlendOpAlpha;
523 UINT8[8] RenderTargetWriteMask;
524 }
525
526 interface ID3D10BlendState : ID3D10DeviceChild {
527 extern(Windows) :
528 void GetDesc(D3D10_BLEND_DESC *pDesc);
529 }
530
531 struct D3D10_RASTERIZER_DESC {
532 D3D10_FILL_MODE FillMode;
533 D3D10_CULL_MODE CullMode;
534 BOOL FrontCounterClockwise;
535 INT DepthBias;
536 FLOAT DepthBiasClamp;
537 FLOAT SlopeScaledDepthBias;
538 BOOL DepthClipEnable;
539 BOOL ScissorEnable;
540 BOOL MultisampleEnable;
541 BOOL AntialiasedLineEnable;
542 }
543
544 interface ID3D10RasterizerState : ID3D10DeviceChild {
545 extern(Windows) :
546 void GetDesc(D3D10_RASTERIZER_DESC *pDesc);
547 }
548
549 UINT D3D10CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT MipLevels) {
550 return MipSlice + ArraySlice * MipLevels;
551 }
552
553 struct D3D10_SUBRESOURCE_DATA {
554 void *pSysMem;
555 UINT SysMemPitch;
556 UINT SysMemSlicePitch;
557 }
558
559 interface ID3D10Resource : ID3D10DeviceChild {
560 extern(Windows) :
561 void GetType(D3D10_RESOURCE_DIMENSION *rType);
562 void SetEvictionPriority(UINT EvictionPriority);
563 UINT GetEvictionPriority();
564 }
565
566 struct D3D10_BUFFER_DESC {
567 UINT ByteWidth;
568 D3D10_USAGE Usage;
569 UINT BindFlags;
570 UINT CPUAccessFlags;
571 UINT MiscFlags;
572 }
573
574 interface ID3D10Buffer : ID3D10Resource {
575 extern(Windows) :
576 HRESULT Map(D3D10_MAP MapType, UINT MapFlags, void **ppData);
577 void Unmap();
578 void GetDesc(D3D10_BUFFER_DESC *pDesc);
579 }
580
581 struct D3D10_TEXTURE1D_DESC {
582 UINT Width;
583 UINT MipLevels;
584 UINT ArraySize;
585 DXGI_FORMAT Format;
586 D3D10_USAGE Usage;
587 UINT BindFlags;
588 UINT CPUAccessFlags;
589 UINT MiscFlags;
590 }
591
592 interface ID3D10Texture1D : ID3D10Resource {
593 extern(Windows) :
594 HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, void **ppData);
595 void Unmap(UINT Subresource);
596 void GetDesc(D3D10_TEXTURE1D_DESC *pDesc);
597 }
598
599 struct D3D10_TEXTURE2D_DESC {
600 UINT Width;
601 UINT Height;
602 UINT MipLevels;
603 UINT ArraySize;
604 DXGI_FORMAT Format;
605 DXGI_SAMPLE_DESC SampleDesc;
606 D3D10_USAGE Usage;
607 UINT BindFlags;
608 UINT CPUAccessFlags;
609 UINT MiscFlags;
610 }
611
612 struct D3D10_MAPPED_TEXTURE2D {
613 void *pData;
614 UINT RowPitch;
615 }
616
617 interface ID3D10Texture2D : ID3D10Resource {
618 extern(Windows) :
619 HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, D3D10_MAPPED_TEXTURE2D *pMappedTex2D);
620 void Unmap(UINT Subresource);
621 void GetDesc(D3D10_TEXTURE2D_DESC *pDesc);
622 }
623
624 struct D3D10_TEXTURE3D_DESC {
625 UINT Width;
626 UINT Height;
627 UINT Depth;
628 UINT MipLevels;
629 DXGI_FORMAT Format;
630 D3D10_USAGE Usage;
631 UINT BindFlags;
632 UINT CPUAccessFlags;
633 UINT MiscFlags;
634 }
635
636 struct D3D10_MAPPED_TEXTURE3D {
637 void *pData;
638 UINT RowPitch;
639 UINT DepthPitch;
640 }
641
642 interface ID3D10Texture3D : ID3D10Resource {
643 extern(Windows) :
644 HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, D3D10_MAPPED_TEXTURE3D *pMappedTex3D);
645 void Unmap(UINT Subresource);
646 void GetDesc(D3D10_TEXTURE3D_DESC *pDesc);
647 }
648
649 enum D3D10_TEXTURECUBE_FACE {
650 D3D10_TEXTURECUBE_FACE_POSITIVE_X = 0,
651 D3D10_TEXTURECUBE_FACE_NEGATIVE_X,
652 D3D10_TEXTURECUBE_FACE_POSITIVE_Y,
653 D3D10_TEXTURECUBE_FACE_NEGATIVE_Y,
654 D3D10_TEXTURECUBE_FACE_POSITIVE_Z,
655 D3D10_TEXTURECUBE_FACE_NEGATIVE_Z
656 }
657
658 interface ID3D10View : ID3D10DeviceChild {
659 extern(Windows) :
660 void GetResource(ID3D10Resource *ppResource);
661 }
662
663 struct D3D10_BUFFER_SRV {
664 UINT ElementOffset;
665 UINT ElementWidth;
666 }
667
668 struct D3D10_TEX1D_SRV {
669 UINT MostDetailedMip;
670 UINT MipLevels;
671 }
672
673 struct D3D10_TEX1D_ARRAY_SRV {
674 UINT MostDetailedMip;
675 UINT MipLevels;
676 UINT FirstArraySlice;
677 UINT ArraySize;
678 }
679
680 struct D3D10_TEX2D_SRV {
681 UINT MostDetailedMip;
682 UINT MipLevels;
683 }
684
685 struct D3D10_TEX2D_ARRAY_SRV {
686 UINT MostDetailedMip;
687 UINT MipLevels;
688 UINT FirstArraySlice;
689 UINT ArraySize;
690 }
691
692 struct D3D10_TEX3D_SRV {
693 UINT MostDetailedMip;
694 UINT MipLevels;
695 }
696
697 struct D3D10_TEXCUBE_SRV {
698 UINT MostDetailedMip;
699 UINT MipLevels;
700 }
701
702 struct D3D10_TEX2DMS_SRV {
703 UINT UnusedField_NothingToDefine;
704 }
705
706 struct D3D10_TEX2DMS_ARRAY_SRV {
707 UINT FirstArraySlice;
708 UINT ArraySize;
709 }
710
711 struct D3D10_SHADER_RESOURCE_VIEW_DESC {
712 DXGI_FORMAT Format;
713 D3D10_SRV_DIMENSION ViewDimension;
714 union {
715 D3D10_BUFFER_SRV Buffer;
716 D3D10_TEX1D_SRV Texture1D;
717 D3D10_TEX1D_ARRAY_SRV Texture1DArray;
718 D3D10_TEX2D_SRV Texture2D;
719 D3D10_TEX2D_ARRAY_SRV Texture2DArray;
720 D3D10_TEX2DMS_SRV Texture2DMS;
721 D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
722 D3D10_TEX3D_SRV Texture3D;
723 D3D10_TEXCUBE_SRV TextureCube;
724 }
725 }
726
727 interface ID3D10ShaderResourceView : ID3D10View {
728 extern(Windows) :
729 void GetDesc(D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
730 }
731
732 struct D3D10_BUFFER_RTV {
733 UINT ElementOffset;
734 UINT ElementWidth;
735 }
736
737 struct D3D10_TEX1D_RTV {
738 UINT MipSlice;
739 }
740
741 struct D3D10_TEX1D_ARRAY_RTV {
742 UINT MipSlice;
743 UINT FirstArraySlice;
744 UINT ArraySize;
745 }
746
747 struct D3D10_TEX2D_RTV {
748 UINT MipSlice;
749 }
750
751 struct D3D10_TEX2DMS_RTV {
752 UINT UnusedField_NothingToDefine;
753 }
754
755 struct D3D10_TEX2D_ARRAY_RTV {
756 UINT MipSlice;
757 UINT FirstArraySlice;
758 UINT ArraySize;
759 }
760
761 struct D3D10_TEX2DMS_ARRAY_RTV {
762 UINT FirstArraySlice;
763 UINT ArraySize;
764 }
765
766 struct D3D10_TEX3D_RTV {
767 UINT MipSlice;
768 UINT FirstWSlice;
769 UINT WSize;
770 }
771
772 struct D3D10_RENDER_TARGET_VIEW_DESC {
773 DXGI_FORMAT Format;
774 D3D10_RTV_DIMENSION ViewDimension;
775 union {
776 D3D10_BUFFER_RTV Buffer;
777 D3D10_TEX1D_RTV Texture1D;
778 D3D10_TEX1D_ARRAY_RTV Texture1DArray;
779 D3D10_TEX2D_RTV Texture2D;
780 D3D10_TEX2D_ARRAY_RTV Texture2DArray;
781 D3D10_TEX2DMS_RTV Texture2DMS;
782 D3D10_TEX2DMS_ARRAY_RTV Texture2DMSArray;
783 D3D10_TEX3D_RTV Texture3D;
784 }
785 }
786
787 interface ID3D10RenderTargetView : ID3D10View {
788 extern(Windows) :
789 void GetDesc(D3D10_RENDER_TARGET_VIEW_DESC *pDesc);
790 }
791
792 struct D3D10_TEX1D_DSV {
793 UINT MipSlice;
794 }
795
796 struct D3D10_TEX1D_ARRAY_DSV {
797 UINT MipSlice;
798 UINT FirstArraySlice;
799 UINT ArraySize;
800 }
801
802 struct D3D10_TEX2D_DSV {
803 UINT MipSlice;
804 }
805
806 struct D3D10_TEX2D_ARRAY_DSV {
807 UINT MipSlice;
808 UINT FirstArraySlice;
809 UINT ArraySize;
810 }
811
812 struct D3D10_TEX2DMS_DSV {
813 UINT UnusedField_NothingToDefine;
814 }
815
816 struct D3D10_TEX2DMS_ARRAY_DSV {
817 UINT FirstArraySlice;
818 UINT ArraySize;
819 }
820
821 struct D3D10_DEPTH_STENCIL_VIEW_DESC {
822 DXGI_FORMAT Format;
823 D3D10_DSV_DIMENSION ViewDimension;
824 union {
825 D3D10_TEX1D_DSV Texture1D;
826 D3D10_TEX1D_ARRAY_DSV Texture1DArray;
827 D3D10_TEX2D_DSV Texture2D;
828 D3D10_TEX2D_ARRAY_DSV Texture2DArray;
829 D3D10_TEX2DMS_DSV Texture2DMS;
830 D3D10_TEX2DMS_ARRAY_DSV Texture2DMSArray;
831 }
832 }
833
834 interface ID3D10DepthStencilView : ID3D10View {
835 extern(Windows) :
836 void GetDesc(D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc);
837 }
838
839 interface ID3D10VertexShader : ID3D10DeviceChild { }
840
841 interface ID3D10GeometryShader : ID3D10DeviceChild { }
842
843 interface ID3D10PixelShader : ID3D10DeviceChild { }
844
845 interface ID3D10InputLayout : ID3D10DeviceChild { }
846
847 enum D3D10_FILTER {
848 D3D10_FILTER_MIN_MAG_MIP_POINT = 0x00,
849 D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
850 D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
851 D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
852 D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
853 D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
854 D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
855 D3D10_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
856 D3D10_FILTER_ANISOTROPIC = 0x55,
857 D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80,
858 D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81,
859 D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84,
860 D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85,
861 D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90,
862 D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91,
863 D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94,
864 D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95,
865 D3D10_FILTER_COMPARISON_ANISOTROPIC = 0xd5,
866 D3D10_FILTER_TEXT_1BIT = 0x80000000
867 }
868
869
870 enum D3D10_FILTER_TYPE {
871 D3D10_FILTER_TYPE_POINT = 0,
872 D3D10_FILTER_TYPE_LINEAR
873 }
874
875 const D3D10_FILTER_TYPE_MASK = 0x03;
876
877 const D3D10_MIN_FILTER_SHIFT = 4;
878
879 const D3D10_MAG_FILTER_SHIFT = 2;
880
881 const D3D10_MIP_FILTER_SHIFT = 0;
882
883 const D3D10_COMPARISON_FILTERING_BIT = 0x80;
884
885 const D3D10_ANISOTROPIC_FILTERING_BIT = 0x40;
886
887 const D3D10_TEXT_1BIT_BIT = 0x80000000;
888
889 D3D10_FILTER D3D10_ENCODE_BASIC_FILTER(int min, int mag, int mip, bool bComparison) {
890 return cast(D3D10_FILTER)(((bComparison) ? D3D10_COMPARISON_FILTERING_BIT : 0) |
891 ((min & D3D10_FILTER_TYPE_MASK) << D3D10_MIN_FILTER_SHIFT) |
892 ((mag & D3D10_FILTER_TYPE_MASK) << D3D10_MAG_FILTER_SHIFT) |
893 ((mip & D3D10_FILTER_TYPE_MASK) << D3D10_MIP_FILTER_SHIFT));
894 }
895
896 D3D10_FILTER D3D10_ENCODE_ANISOTROPIC_FILTER(bool bComparison) {
897 return cast(D3D10_FILTER)(D3D10_ANISOTROPIC_FILTERING_BIT |
898 D3D10_ENCODE_BASIC_FILTER(D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR,
899 D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR, D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR,
900 bComparison));
901 }
902
903 D3D10_FILTER_TYPE D3D10_DECODE_MIN_FILTER(D3D10_FILTER d3d10Filter) {
904 return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MIN_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK);
905 }
906
907 D3D10_FILTER_TYPE D3D10_DECODE_MAG_FILTER(D3D10_FILTER d3d10Filter) {
908 return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MAG_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK);
909 }
910
911 D3D10_FILTER_TYPE D3D10_DECODE_MIP_FILTER(D3D10_FILTER d3d10Filter) {
912 return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MIP_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK);
913 }
914
915 bool D3D10_DECODE_IS_COMPARISON_FILTER(D3D10_FILTER d3d10Filter) {
916 return (d3d10Filter & D3D10_COMPARISON_FILTERING_BIT) == D3D10_COMPARISON_FILTERING_BIT;
917 }
918
919 bool D3D10_DECODE_IS_ANISOTROPIC_FILTER(D3D10_FILTER d3d10Filter) {
920 return ((d3d10Filter & D3D10_ANISOTROPIC_FILTERING_BIT) &&
921 (D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MIN_FILTER(d3d10Filter)) &&
922 (D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MAG_FILTER(d3d10Filter)) &&
923 (D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MIP_FILTER(d3d10Filter)));
924 }
925
926 bool D3D10_DECODE_IS_TEXT_1BIT_FILTER(D3D10_FILTER d3d10Filter) {
927 return d3d10Filter == D3D10_TEXT_1BIT_BIT;
928 }
929
930 enum D3D10_TEXTURE_ADDRESS_MODE {
931 D3D10_TEXTURE_ADDRESS_WRAP = 1,
932 D3D10_TEXTURE_ADDRESS_MIRROR,
933 D3D10_TEXTURE_ADDRESS_CLAMP,
934 D3D10_TEXTURE_ADDRESS_BORDER,
935 D3D10_TEXTURE_ADDRESS_MIRROR_ONCE
936 }
937
938 struct D3D10_SAMPLER_DESC {
939 D3D10_FILTER Filter;
940 D3D10_TEXTURE_ADDRESS_MODE AddressU;
941 D3D10_TEXTURE_ADDRESS_MODE AddressV;
942 D3D10_TEXTURE_ADDRESS_MODE AddressW;
943 FLOAT MipLODBias;
944 UINT MaxAnisotropy;
945 D3D10_COMPARISON_FUNC ComparisonFunc;
946 FLOAT[4] BorderColor;
947 FLOAT MinLOD;
948 FLOAT MaxLOD;
949 }
950
951 interface ID3D10SamplerState : ID3D10DeviceChild {
952 extern(Windows) :
953 void GetDesc(D3D10_SAMPLER_DESC *pDesc);
954 }
955
956 enum D3D10_FORMAT_SUPPORT {
957 D3D10_FORMAT_SUPPORT_BUFFER = 0x000001,
958 D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER = 0x000002,
959 D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER = 0x000004,
960 D3D10_FORMAT_SUPPORT_SO_BUFFER = 0x000008,
961 D3D10_FORMAT_SUPPORT_TEXTURE1D = 0x000010,
962 D3D10_FORMAT_SUPPORT_TEXTURE2D = 0x000020,
963 D3D10_FORMAT_SUPPORT_TEXTURE3D = 0x000040,
964 D3D10_FORMAT_SUPPORT_TEXTURECUBE = 0x000080,
965 D3D10_FORMAT_SUPPORT_SHADER_LOAD = 0x000100,
966 D3D10_FORMAT_SUPPORT_SHADER_SAMPLE = 0x000200,
967 D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON = 0x000400,
968 D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT = 0x000800,
969 D3D10_FORMAT_SUPPORT_MIP = 0x001000,
970 D3D10_FORMAT_SUPPORT_MIP_AUTOGEN = 0x002000,
971 D3D10_FORMAT_SUPPORT_RENDER_TARGET = 0x004000,
972 D3D10_FORMAT_SUPPORT_BLENDABLE = 0x008000,
973 D3D10_FORMAT_SUPPORT_DEPTH_STENCIL = 0x010000,
974 D3D10_FORMAT_SUPPORT_CPU_LOCKABLE = 0x020000,
975 D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE = 0x040000,
976 D3D10_FORMAT_SUPPORT_DISPLAY = 0x080000,
977 D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT = 0x100000,
978 D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET = 0x200000,
979 D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD = 0x400000,
980 D3D10_FORMAT_SUPPORT_SHADER_GATHER = 0x800000
981 }
982
983 interface ID3D10Asynchronous : ID3D10DeviceChild {
984 extern(Windows) :
985 void Begin();
986 void End();
987 HRESULT GetData(void *pData, UINT DataSize, UINT GetDataFlags);
988 UINT GetDataSize();
989 }
990
991 enum D3D10_ASYNC_GETDATA_FLAG {
992 D3D10_ASYNC_GETDATA_DONOTFLUSH = 0x1
993 }
994
995 enum D3D10_QUERY {
996 D3D10_QUERY_EVENT = 0,
997 D3D10_QUERY_OCCLUSION = (D3D10_QUERY_EVENT + 1),
998 D3D10_QUERY_TIMESTAMP = (D3D10_QUERY_OCCLUSION + 1),
999 D3D10_QUERY_TIMESTAMP_DISJOINT = (D3D10_QUERY_TIMESTAMP + 1),
1000 D3D10_QUERY_PIPELINE_STATISTICS = (D3D10_QUERY_TIMESTAMP_DISJOINT + 1),
1001 D3D10_QUERY_OCCLUSION_PREDICATE = (D3D10_QUERY_PIPELINE_STATISTICS + 1),
1002 D3D10_QUERY_SO_STATISTICS = (D3D10_QUERY_OCCLUSION_PREDICATE + 1),
1003 D3D10_QUERY_SO_OVERFLOW_PREDICATE = (D3D10_QUERY_SO_STATISTICS + 1)
1004 }
1005
1006 enum D3D10_QUERY_MISC_FLAG {
1007 D3D10_QUERY_MISC_PREDICATEHINT = 0x01
1008 }
1009
1010 struct D3D10_QUERY_DESC {
1011 D3D10_QUERY Query;
1012 UINT MiscFlags;
1013 }
1014
1015 interface ID3D10Query : ID3D10Asynchronous {
1016 extern(Windows) :
1017 void GetDesc(D3D10_QUERY_DESC *pDesc);
1018 }
1019
1020 interface ID3D10Predicate : ID3D10Query { }
1021
1022 struct D3D10_QUERY_DATA_TIMESTAMP_DISJOINT {
1023 UINT64 Frequency;
1024 BOOL Disjoint;
1025 }
1026
1027 struct D3D10_QUERY_DATA_PIPELINE_STATISTICS {
1028 UINT64 IAVertices;
1029 UINT64 IAPrimitives;
1030 UINT64 VSInvocations;
1031 UINT64 GSInvocations;
1032 UINT64 GSPrimitives;
1033 UINT64 CInvocations;
1034 UINT64 CPrimitives;
1035 UINT64 PSInvocations;
1036 }
1037
1038 struct D3D10_QUERY_DATA_SO_STATISTICS {
1039 UINT64 NumPrimitivesWritten;
1040 UINT64 PrimitivesStorageNeeded;
1041 }
1042
1043 enum D3D10_COUNTER {
1044 D3D10_COUNTER_GPU_IDLE = 0,
1045 D3D10_COUNTER_VERTEX_PROCESSING = (D3D10_COUNTER_GPU_IDLE + 1),
1046 D3D10_COUNTER_GEOMETRY_PROCESSING = (D3D10_COUNTER_VERTEX_PROCESSING + 1),
1047 D3D10_COUNTER_PIXEL_PROCESSING = (D3D10_COUNTER_GEOMETRY_PROCESSING + 1),
1048 D3D10_COUNTER_OTHER_GPU_PROCESSING = (D3D10_COUNTER_PIXEL_PROCESSING + 1),
1049 D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION = (D3D10_COUNTER_OTHER_GPU_PROCESSING + 1),
1050 D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION = (D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION + 1),
1051 D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION + 1),
1052 D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION + 1),
1053 D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION + 1),
1054 D3D10_COUNTER_VS_MEMORY_LIMITED = (D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION + 1),
1055 D3D10_COUNTER_VS_COMPUTATION_LIMITED = (D3D10_COUNTER_VS_MEMORY_LIMITED + 1),
1056 D3D10_COUNTER_GS_MEMORY_LIMITED = (D3D10_COUNTER_VS_COMPUTATION_LIMITED + 1),
1057 D3D10_COUNTER_GS_COMPUTATION_LIMITED = (D3D10_COUNTER_GS_MEMORY_LIMITED + 1),
1058 D3D10_COUNTER_PS_MEMORY_LIMITED = (D3D10_COUNTER_GS_COMPUTATION_LIMITED + 1),
1059 D3D10_COUNTER_PS_COMPUTATION_LIMITED = (D3D10_COUNTER_PS_MEMORY_LIMITED + 1),
1060 D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE = (D3D10_COUNTER_PS_COMPUTATION_LIMITED + 1),
1061 D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE = (D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE + 1),
1062 D3D10_COUNTER_DEVICE_DEPENDENT_0 = 0x40000000
1063 }
1064
1065 enum D3D10_COUNTER_TYPE {
1066 D3D10_COUNTER_TYPE_FLOAT32 = 0,
1067 D3D10_COUNTER_TYPE_UINT16 = (D3D10_COUNTER_TYPE_FLOAT32 + 1),
1068 D3D10_COUNTER_TYPE_UINT32 = (D3D10_COUNTER_TYPE_UINT16 + 1),
1069 D3D10_COUNTER_TYPE_UINT64 = (D3D10_COUNTER_TYPE_UINT32 + 1)
1070 }
1071
1072 struct D3D10_COUNTER_DESC {
1073 D3D10_COUNTER Counter;
1074 UINT MiscFlags;
1075 }
1076
1077 struct D3D10_COUNTER_INFO {
1078 D3D10_COUNTER LastDeviceDependentCounter;
1079 UINT NumSimultaneousCounters;
1080 UINT8 NumDetectableParallelUnits;
1081 }
1082
1083 interface ID3D10Counter : ID3D10Asynchronous {
1084 extern(Windows) :
1085 void GetDesc(D3D10_COUNTER_DESC *pDesc);
1086 }
1087
1088 interface ID3D10Device : IUnknown {
1089 extern(Windows) :
1090 void VSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
1091 void PSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
1092 void PSSetShader(ID3D10PixelShader pPixelShader);
1093 void PSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
1094 void VSSetShader(ID3D10VertexShader pVertexShader);
1095 void DrawIndexed(UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation);
1096 void Draw(UINT VertexCount, UINT StartVertexLocation);
1097 void PSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
1098 void IASetInputLayout(ID3D10InputLayout pInputLayout);
1099 void IASetVertexBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppVertexBuffers, UINT* pStrides, UINT* pOffsets);
1100 void IASetIndexBuffer(ID3D10Buffer pIndexBuffer, DXGI_FORMAT Format, UINT Offset);
1101 void DrawIndexedInstanced(UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation);
1102 void DrawInstanced(UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation);
1103 void GSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
1104 void GSSetShader(ID3D10GeometryShader pShader);
1105 void IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY Topology);
1106 void VSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
1107 void VSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
1108 void SetPredication(ID3D10Predicate pPredicate, BOOL PredicateValue);
1109 void GSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
1110 void GSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
1111 void OMSetRenderTargets(UINT NumViews, ID3D10RenderTargetView* ppRenderTargetViews, ID3D10DepthStencilView pDepthStencilView);
1112 void OMSetBlendState(ID3D10BlendState pBlendState, FLOAT[4] BlendFactor, UINT SampleMask);
1113 void OMSetDepthStencilState(ID3D10DepthStencilState pDepthStencilState, UINT StencilRef);
1114 void SOSetTargets(UINT NumBuffers, ID3D10Buffer* ppSOTargets, UINT* pOffsets);
1115 void DrawAuto();
1116 void RSSetState(ID3D10RasterizerState pRasterizerState);
1117 void RSSetViewports(UINT NumViewports, D3D10_VIEWPORT* pViewports);
1118 void RSSetScissorRects(UINT NumRects, D3D10_RECT* pRects);
1119 void CopySubresourceRegion(ID3D10Resource pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D10Resource pSrcResource, UINT SrcSubresource, D3D10_BOX* pSrcBox);
1120 void CopyResource(ID3D10Resource pDstResource, ID3D10Resource pSrcResource);
1121 void UpdateSubresource(ID3D10Resource pDstResource, UINT DstSubresource, D3D10_BOX* pDstBox, void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch);
1122 void ClearRenderTargetView(ID3D10RenderTargetView pRenderTargetView, FLOAT[4]* ColorRGBA);
1123 void ClearDepthStencilView(ID3D10DepthStencilView pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil);
1124 void GenerateMips(ID3D10ShaderResourceView pShaderResourceView);
1125 void ResolveSubresource(ID3D10Resource pDstResource, UINT DstSubresource, ID3D10Resource pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format);
1126 void VSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
1127 void PSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
1128 void PSGetShader(ID3D10PixelShader* ppPixelShader);
1129 void PSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
1130 void VSGetShader(ID3D10VertexShader* ppVertexShader);
1131 void PSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
1132 void IAGetInputLayout(ID3D10InputLayout* ppInputLayout);
1133 void IAGetVertexBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppVertexBuffers, UINT* pStrides, UINT* pOffsets);
1134 void IAGetIndexBuffer(ID3D10Buffer* pIndexBuffer, DXGI_FORMAT* Format, UINT* Offset);
1135 void GSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
1136 void GSGetShader(ID3D10GeometryShader* ppGeometryShader);
1137 void IAGetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY* pTopology);
1138 void VSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
1139 void VSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
1140 void GetPredication(ID3D10Predicate* ppPredicate, BOOL* pPredicateValue);
1141 void GSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
1142 void GSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
1143 void OMGetRenderTargets(UINT NumViews, ID3D10RenderTargetView* ppRenderTargetViews, ID3D10DepthStencilView* ppDepthStencilView);
1144 void OMGetBlendState(ID3D10BlendState* ppBlendState, FLOAT BlendFactor[ 4 ], UINT* pSampleMask);
1145 void OMGetDepthStencilState(ID3D10DepthStencilState* ppDepthStencilState, UINT* pStencilRef);
1146 void SOGetTargets(UINT NumBuffers, ID3D10Buffer* ppSOTargets, UINT* pOffsets);
1147 void RSGetState(ID3D10RasterizerState* ppRasterizerState);
1148 void RSGetViewports(UINT* NumViewports, D3D10_VIEWPORT* pViewports);
1149 void RSGetScissorRects(UINT* NumRects, D3D10_RECT* pRects);
1150 HRESULT GetDeviceRemovedReason();
1151 HRESULT SetExceptionMode(UINT RaiseFlags);
1152 UINT GetExceptionMode();
1153 HRESULT GetPrivateData(REFGUID guid, UINT* pDataSize, void* pData);
1154 HRESULT SetPrivateData(REFGUID guid, UINT DataSize, void* pData);
1155 HRESULT SetPrivateDataInterface(REFGUID guid, IUnknown pData);
1156 void ClearState();
1157 void Flush();
1158 HRESULT CreateBuffer(D3D10_BUFFER_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Buffer* ppBuffer);
1159 HRESULT CreateTexture1D(D3D10_TEXTURE1D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture1D* ppTexture1D);
1160 HRESULT CreateTexture2D(D3D10_TEXTURE2D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture2D* ppTexture2D);
1161 HRESULT CreateTexture3D(D3D10_TEXTURE3D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture3D* ppTexture3D);
1162 HRESULT CreateShaderResourceView(ID3D10Resource pResource, D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc, ID3D10ShaderResourceView* ppSRView);
1163 HRESULT CreateRenderTargetView(ID3D10Resource pResource, D3D10_RENDER_TARGET_VIEW_DESC* pDesc, ID3D10RenderTargetView* ppRTView);
1164 HRESULT CreateDepthStencilView(ID3D10Resource pResource, D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc, ID3D10DepthStencilView* ppDepthStencilView);
1165 HRESULT CreateInputLayout(D3D10_INPUT_ELEMENT_DESC* pInputElementDescs, UINT NumElements, void* pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, ID3D10InputLayout* ppInputLayout);
1166 HRESULT CreateVertexShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10VertexShader* ppVertexShader);
1167 HRESULT CreateGeometryShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10GeometryShader* ppGeometryShader);
1168 HRESULT CreateGeometryShaderWithStreamOutput(void* pShaderBytecode, SIZE_T BytecodeLength, D3D10_SO_DECLARATION_ENTRY* pSODeclaration, UINT NumEntries, UINT OutputStreamStride, ID3D10GeometryShader* ppGeometryShader);
1169 HRESULT CreatePixelShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10PixelShader* ppPixelShader);
1170 HRESULT CreateBlendState(D3D10_BLEND_DESC* pBlendStateDesc, ID3D10BlendState* ppBlendState);
1171 HRESULT CreateDepthStencilState(D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc, ID3D10DepthStencilState* ppDepthStencilState);
1172 HRESULT CreateRasterizerState(D3D10_RASTERIZER_DESC* pRasterizerDesc, ID3D10RasterizerState* ppRasterizerState);
1173 HRESULT CreateSamplerState(D3D10_SAMPLER_DESC* pSamplerDesc, ID3D10SamplerState* ppSamplerState);
1174 HRESULT CreateQuery(D3D10_QUERY_DESC* pQueryDesc, ID3D10Query* ppQuery);
1175 HRESULT CreatePredicate(D3D10_QUERY_DESC* pPredicateDesc, ID3D10Predicate* ppPredicate);
1176 HRESULT CreateCounter(D3D10_COUNTER_DESC* pCounterDesc, ID3D10Counter* ppCounter);
1177 HRESULT CheckFormatSupport(DXGI_FORMAT Format, UINT* pFormatSupport);
1178 HRESULT CheckMultisampleQualityLevels(DXGI_FORMAT Format, UINT SampleCount, UINT* pNumQualityLevels);
1179 void CheckCounterInfo(D3D10_COUNTER_INFO* pCounterInfo);
1180 HRESULT CheckCounter(D3D10_COUNTER_DESC* pDesc, D3D10_COUNTER_TYPE* pType, UINT* pActiveCounters, LPSTR szName, UINT* pNameLength, LPSTR szUnits, UINT* pUnitsLength, LPSTR szDescription, UINT* pDescriptionLength);
1181 UINT GetCreationFlags();
1182 HRESULT OpenSharedResource(HANDLE hResource, REFIID ReturnedInterface, void** ppResource);
1183 void SetTextFilterSize(UINT Width, UINT Height);
1184 void GetTextFilterSize(UINT* pWidth, UINT* pHeight);
1185 }
1186
1187 interface ID3D10Multithread : IUnknown {
1188 extern(Windows) :
1189 void Enter();
1190 void Leave();
1191 BOOL SetMultithreadProtected(BOOL bMTProtect);
1192 BOOL GetMultithreadProtected();
1193 }
1194
1195 enum D3D10_CREATE_DEVICE_FLAG {
1196 D3D10_CREATE_DEVICE_SINGLETHREADED = 0x01,
1197 D3D10_CREATE_DEVICE_DEBUG = 0x02,
1198 D3D10_CREATE_DEVICE_SWITCH_TO_REF = 0x04,
1199 D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS = 0x08
1200 }
1201
1202 const D3D10_SDK_VERSION = 29;
1203
1204 extern(C) const GUID IID_ID3D10DeviceChild = {0x9B7E4C00, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1205 extern(C) const GUID IID_ID3D10DepthStencilState = {0x2B4B1CC8, 0xA4AD, 0x41f8, [0x83, 0x22, 0xCA, 0x86, 0xFC, 0x3E, 0xC6, 0x75]};
1206 extern(C) const GUID IID_ID3D10BlendState = {0xEDAD8D19, 0x8A35, 0x4d6d, [0x85, 0x66, 0x2E, 0xA2, 0x76, 0xCD, 0xE1, 0x61]};
1207 extern(C) const GUID IID_ID3D10RasterizerState = {0xA2A07292, 0x89AF, 0x4345, [0xBE, 0x2E, 0xC5, 0x3D, 0x9F, 0xBB, 0x6E, 0x9F]};
1208 extern(C) const GUID IID_ID3D10Resource = {0x9B7E4C01, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1209 extern(C) const GUID IID_ID3D10Buffer = {0x9B7E4C02, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1210 extern(C) const GUID IID_ID3D10Texture1D = {0x9B7E4C03, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1211 extern(C) const GUID IID_ID3D10Texture2D = {0x9B7E4C04, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1212 extern(C) const GUID IID_ID3D10Texture3D = {0x9B7E4C05, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1213 extern(C) const GUID IID_ID3D10View = {0xC902B03F, 0x60A7, 0x49BA, [0x99, 0x36, 0x2A, 0x3A, 0xB3, 0x7A, 0x7E, 0x33]};
1214 extern(C) const GUID IID_ID3D10ShaderResourceView = {0x9B7E4C07, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1215 extern(C) const GUID IID_ID3D10RenderTargetView = {0x9B7E4C08, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1216 extern(C) const GUID IID_ID3D10DepthStencilView = {0x9B7E4C09, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1217 extern(C) const GUID IID_ID3D10VertexShader = {0x9B7E4C0A, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1218 extern(C) const GUID IID_ID3D10GeometryShader = {0x6316BE88, 0x54CD, 0x4040, [0xAB, 0x44, 0x20, 0x46, 0x1B, 0xC8, 0x1F, 0x68]};
1219 extern(C) const GUID IID_ID3D10PixelShader = {0x4968B601, 0x9D00, 0x4cde, [0x83, 0x46, 0x8E, 0x7F, 0x67, 0x58, 0x19, 0xB6]};
1220 extern(C) const GUID IID_ID3D10InputLayout = {0x9B7E4C0B, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1221 extern(C) const GUID IID_ID3D10SamplerState = {0x9B7E4C0C, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1222 extern(C) const GUID IID_ID3D10Asynchronous = {0x9B7E4C0D, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1223 extern(C) const GUID IID_ID3D10Query = {0x9B7E4C0E, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1224 extern(C) const GUID IID_ID3D10Predicate = {0x9B7E4C10, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1225 extern(C) const GUID IID_ID3D10Counter = {0x9B7E4C11, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1226 extern(C) const GUID IID_ID3D10Device = {0x9B7E4C0F, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1227 extern(C) const GUID IID_ID3D10Multithread = {0x9B7E4E00, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
1228
1229 public import win32.directx.d3d10shader;
1230 public import win32.directx.d3d10effect;