Mercurial > projects > ddbg_continued
diff win32/directx/d3d10effect.d @ 1:4a9dcbd9e54f
-files of 0.13 beta
-fixes so that it now compiles with the current dmd version
author | marton@basel.hu |
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date | Tue, 05 Apr 2011 20:44:01 +0200 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/win32/directx/d3d10effect.d Tue Apr 05 20:44:01 2011 +0200 @@ -0,0 +1,798 @@ +/***********************************************************************\ +* d3d10effect.d * +* * +* Windows API header module * +* * +* Placed into public domain * +\***********************************************************************/ +module win32.directx.d3d10effect; + +private import win32.windows; +private import win32.directx.d3d10; + +// some forward references... +enum D3D10_SHADER_VARIABLE_CLASS; +enum D3D10_SHADER_VARIABLE_TYPE; + +enum D3D10_DEVICE_STATE_TYPES { + D3D10_DST_SO_BUFFERS = 1, + D3D10_DST_OM_RENDER_TARGETS, + D3D10_DST_OM_DEPTH_STENCIL_STATE, + D3D10_DST_OM_BLEND_STATE, + D3D10_DST_VS, + D3D10_DST_VS_SAMPLERS, + D3D10_DST_VS_SHADER_RESOURCES, + D3D10_DST_VS_CONSTANT_BUFFERS, + D3D10_DST_GS, + D3D10_DST_GS_SAMPLERS, + D3D10_DST_GS_SHADER_RESOURCES, + D3D10_DST_GS_CONSTANT_BUFFERS, + D3D10_DST_PS, + D3D10_DST_PS_SAMPLERS, + D3D10_DST_PS_SHADER_RESOURCES, + D3D10_DST_PS_CONSTANT_BUFFERS, + D3D10_DST_IA_VERTEX_BUFFERS, + D3D10_DST_IA_INDEX_BUFFER, + D3D10_DST_IA_INPUT_LAYOUT, + D3D10_DST_IA_PRIMITIVE_TOPOLOGY, + D3D10_DST_RS_VIEWPORTS, + D3D10_DST_RS_SCISSOR_RECTS, + D3D10_DST_RS_RASTERIZER_STATE, + D3D10_DST_PREDICATION +} + +struct D3D10_STATE_BLOCK_MASK { + BYTE VS; + BYTE[2] VSSamplers; + BYTE[16] VSShaderResources; + BYTE[2] VSConstantBuffers; + BYTE GS; + BYTE[2] GSSamplers; + BYTE[16] GSShaderResources; + BYTE[2] GSConstantBuffers; + BYTE PS; + BYTE[2] PSSamplers; + BYTE[16] PSShaderResources; + BYTE[2] PSConstantBuffers; + BYTE[2] IAVertexBuffers; + BYTE IAIndexBuffer; + BYTE IAInputLayout; + BYTE IAPrimitiveTopology; + BYTE OMRenderTargets; + BYTE OMDepthStencilState; + BYTE OMBlendState; + BYTE RSViewports; + BYTE RSScissorRects; + BYTE RSRasterizerState; + BYTE SOBuffers; + BYTE Predication; +} + +extern (C) const GUID IID_ID3D10StateBlock = {0x803425a, 0x57f5, 0x4dd6, [0x94, 0x65, 0xa8, 0x75, 0x70, 0x83, 0x4a, 0x08]}; + +interface ID3D10StateBlock : IUnknown { + extern(Windows) : + HRESULT Capture(); + HRESULT Apply(); + HRESULT ReleaseAllDeviceObjects(); + HRESULT GetDevice(ID3D10Device ppDevice); +} + +HRESULT D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK* pA, D3D10_STATE_BLOCK_MASK* pB, D3D10_STATE_BLOCK_MASK* pResult); +HRESULT D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK* pA, D3D10_STATE_BLOCK_MASK* pB, D3D10_STATE_BLOCK_MASK* pResult); +HRESULT D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK* pA, D3D10_STATE_BLOCK_MASK* pB, D3D10_STATE_BLOCK_MASK* pResult); +HRESULT D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK* pMask, D3D10_DEVICE_STATE_TYPES StateType, UINT RangeStart, UINT RangeLength); +HRESULT D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK* pMask, D3D10_DEVICE_STATE_TYPES StateType, UINT RangeStart, UINT RangeLength); +HRESULT D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK* pMask); +HRESULT D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK* pMask); +BOOL D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK* pMask, D3D10_DEVICE_STATE_TYPES StateType, UINT Entry); +HRESULT D3D10CreateStateBlock(ID3D10Device pDevice, D3D10_STATE_BLOCK_MASK* pStateBlockMask, ID3D10StateBlock ppStateBlock); + +const D3D10_EFFECT_COMPILE_CHILD_EFFECT = 1 << 0; +const D3D10_EFFECT_COMPILE_ALLOW_SLOW_OPS = 1 << 1; +const D3D10_EFFECT_SINGLE_THREADED = 1 << 3; +const D3D10_EFFECT_VARIABLE_POOLED = 1 << 0; +const D3D10_EFFECT_VARIABLE_ANNOTATION = 1 << 1; +const D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT = 1 << 2; + +struct D3D10_EFFECT_TYPE_DESC { + LPCSTR TypeName; + D3D10_SHADER_VARIABLE_CLASS Class; + D3D10_SHADER_VARIABLE_TYPE Type; + UINT Elements; + UINT Members; + UINT Rows; + UINT Columns; + UINT PackedSize; + UINT UnpackedSize; + UINT Stride; +} + +extern (C) const GUID IID_ID3D10EffectType = {0x4e9e1ddc, 0xcd9d, 0x4772, [0xa8, 0x37, 0x0, 0x18, 0x0b, 0x9b, 0x88, 0xfd]}; + +interface ID3D10EffectType { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + HRESULT GetDesc(D3D10_EFFECT_TYPE_DESC* pDesc); + ID3D10EffectType GetMemberTypeByIndex(UINT Index); + ID3D10EffectType GetMemberTypeByName(LPCSTR Name); + ID3D10EffectType GetMemberTypeBySemantic(LPCSTR Semantic); + LPCSTR GetMemberName(UINT Index); + LPCSTR GetMemberSemantic(UINT Index); + */ +} + +struct D3D10_EFFECT_VARIABLE_DESC { + LPCSTR Name; + LPCSTR Semantic; + UINT Flags; + UINT Annotations; + UINT BufferOffset; + UINT ExplicitBindPoint; +} + +extern (C) const GUID IID_ID3D10EffectVariable = {0xae897105, 0x00e6, 0x45bf, [0xbb, 0x8e, 0x28, 0x1d, 0xd6, 0xdb, 0x8e, 0x1b]}; + +interface ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + */ +} + +extern (C) const GUID IID_ID3D10EffectScalarVariable = {0xe48f7b, 0xd2c8, 0x49e8, [0xa8, 0x6c, 0x2, 0x2d, 0xee, 0x53, 0x43, 0x1f]}; + +interface ID3D10EffectScalarVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); + HRESULT GetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); + HRESULT SetFloat(float Value); + HRESULT GetFloat(float* pValue); + HRESULT SetFloatArray(float* pData, UINT Offset, UINT Count); + HRESULT GetFloatArray(float* pData, UINT Offset, UINT Count); + HRESULT SetInt(int Value); + HRESULT GetInt(int* pValue); + HRESULT SetIntArray(int* pData, UINT Offset, UINT Count); + HRESULT GetIntArray(int* pData, UINT Offset, UINT Count); + HRESULT SetBool(BOOL Value); + HRESULT GetBool(BOOL* pValue); + HRESULT SetBoolArray(BOOL* pData, UINT Offset, UINT Count); + HRESULT GetBoolArray(BOOL* pData, UINT Offset, UINT Count); + */ +} + +extern (C) const GUID IID_ID3D10EffectVectorVariable = {0x62b98c44, 0x1f82, 0x4c67, [0xbc, 0xd0, 0x72, 0xcf, 0x8f, 0x21, 0x7e, 0x81]}; + +interface ID3D10EffectVectorVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); + HRESULT GetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); + HRESULT SetBoolVector (BOOL* pData); + HRESULT SetIntVector (int* pData); + HRESULT SetFloatVector(float* pData); + HRESULT GetBoolVector (BOOL* pData); + HRESULT GetIntVector (int* pData); + HRESULT GetFloatVector(float* pData); + HRESULT SetBoolVectorArray (BOOL* pData, UINT Offset, UINT Count); + HRESULT SetIntVectorArray (int* pData, UINT Offset, UINT Count); + HRESULT SetFloatVectorArray(float* pData, UINT Offset, UINT Count); + HRESULT GetBoolVectorArray (BOOL* pData, UINT Offset, UINT Count); + HRESULT GetIntVectorArray (int* pData, UINT Offset, UINT Count); + HRESULT GetFloatVectorArray(float* pData, UINT Offset, UINT Count); + */ +} + +extern (C) const GUID IID_ID3D10EffectMatrixVariable = {0x50666c24, 0xb82f, 0x4eed, [0xa1, 0x72, 0x5b, 0x6e, 0x7e, 0x85, 0x22, 0xe0]}; + +interface ID3D10EffectMatrixVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); + HRESULT GetRawValue(void* pData, UINT ByteOffset, UINT ByteCount); + HRESULT SetMatrix(float* pData); + HRESULT GetMatrix(float* pData); + HRESULT SetMatrixArray(float* pData, UINT Offset, UINT Count); + HRESULT GetMatrixArray(float* pData, UINT Offset, UINT Count); + HRESULT SetMatrixTranspose(float* pData); + HRESULT GetMatrixTranspose(float* pData); + HRESULT SetMatrixTransposeArray(float* pData, UINT Offset, UINT Count); + HRESULT GetMatrixTransposeArray(float* pData, UINT Offset, UINT Count); + */ +} + +extern (C) const GUID IID_ID3D10EffectStringVariable = {0x71417501, 0x8df9, 0x4e0a, [0xa7, 0x8a, 0x25, 0x5f, 0x97, 0x56, 0xba, 0xff]}; + +interface ID3D10EffectStringVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetString(LPCSTR* ppString); + HRESULT GetStringArray(LPCSTR* ppStrings, UINT Offset, UINT Count); + */ +} + +extern (C) const GUID IID_ID3D10EffectShaderResourceVariable = {0xc0a7157b, 0xd872, 0x4b1d, [0x80, 0x73, 0xef, 0xc2, 0xac, 0xd4, 0xb1, 0xfc]}; + +interface ID3D10EffectShaderResourceVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT SetResource(ID3D10ShaderResourceView pResource); + HRESULT GetResource(ID3D10ShaderResourceView* ppResource); + HRESULT SetResourceArray(ID3D10ShaderResourceView* ppResources, UINT Offset, UINT Count); + HRESULT GetResourceArray(ID3D10ShaderResourceView* ppResources, UINT Offset, UINT Count); + */ +} + +extern (C) const GUID IID_ID3D10EffectRenderTargetViewVariable = {0x28ca0cc3, 0xc2c9, 0x40bb, [0xb5, 0x7f, 0x67, 0xb7, 0x37, 0x12, 0x2b, 0x17]}; + +interface ID3D10EffectRenderTargetViewVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT SetRenderTarget(ID3D10RenderTargetView pResource); + HRESULT GetRenderTarget(ID3D10RenderTargetView* ppResource); + HRESULT SetRenderTargetArray(ID3D10RenderTargetView* ppResources, UINT Offset, UINT Count); + HRESULT GetRenderTargetArray(ID3D10RenderTargetView* ppResources, UINT Offset, UINT Count); + */ +} + +extern (C) const GUID IID_ID3D10EffectDepthStencilViewVariable = {0x3e02c918, 0xcc79, 0x4985, [0xb6, 0x22, 0x2d, 0x92, 0xad, 0x70, 0x16, 0x23]}; + +interface ID3D10EffectDepthStencilViewVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT SetDepthStencil(ID3D10DepthStencilView pResource); + HRESULT GetDepthStencil(ID3D10DepthStencilView* ppResource); + HRESULT SetDepthStencilArray(ID3D10DepthStencilView* ppResources, UINT Offset, UINT Count); + HRESULT GetDepthStencilArray(ID3D10DepthStencilView* ppResources, UINT Offset, UINT Count); + */ +} + +extern (C) const GUID IID_ID3D10EffectConstantBuffer = {0x56648f4d, 0xcc8b, 0x4444, [0xa5, 0xad, 0xb5, 0xa3, 0xd7, 0x6e, 0x91, 0xb3]}; + +interface ID3D10EffectConstantBuffer : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT SetConstantBuffer(ID3D10Buffer pConstantBuffer); + HRESULT GetConstantBuffer(ID3D10Buffer* ppConstantBuffer); + HRESULT SetTextureBuffer(ID3D10ShaderResourceView pTextureBuffer); + HRESULT GetTextureBuffer(ID3D10ShaderResourceView* ppTextureBuffer); + */ +} + +struct D3D10_EFFECT_SHADER_DESC { + BYTE* pInputSignature; + BOOL IsInline; + BYTE* pBytecode; + UINT BytecodeLength; + LPCSTR SODecl; + UINT NumInputSignatureEntries; + UINT NumOutputSignatureEntries; +} + +extern (C) const GUID IID_ID3D10EffectShaderVariable = {0x80849279, 0xc799, 0x4797, [0x8c, 0x33, 0x4, 0x7, 0xa0, 0x7d, 0x9e, 0x6]}; + +interface ID3D10EffectShaderVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetShaderDesc(UINT ShaderIndex, D3D10_EFFECT_SHADER_DESC* pDesc); + HRESULT GetVertexShader(UINT ShaderIndex, ID3D10VertexShader* ppVS); + HRESULT GetGeometryShader(UINT ShaderIndex, ID3D10GeometryShader* ppGS); + HRESULT GetPixelShader(UINT ShaderIndex, ID3D10PixelShader* ppPS); + HRESULT GetInputSignatureElementDesc(UINT ShaderIndex, UINT Element, D3D10_SIGNATURE_PARAMETER_DESC* pDesc); + HRESULT GetOutputSignatureElementDesc(UINT ShaderIndex, UINT Element, D3D10_SIGNATURE_PARAMETER_DESC* pDesc); + */ +} + +extern (C) const GUID IID_ID3D10EffectBlendVariable = {0x1fcd2294, 0xdf6d, 0x4eae, [0x86, 0xb3, 0xe, 0x91, 0x60, 0xcf, 0xb0, 0x7b]}; + +interface ID3D10EffectBlendVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetBlendState(UINT Index, ID3D10BlendState* ppBlendState); + HRESULT GetBackingStore(UINT Index, D3D10_BLEND_DESC* pBlendDesc); + */ +} + +extern (C) const GUID IID_ID3D10EffectDepthStencilVariable = {0xaf482368, 0x330a, 0x46a5, [0x9a, 0x5c, 0x1, 0xc7, 0x1a, 0xf2, 0x4c, 0x8d]}; + +interface ID3D10EffectDepthStencilVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetDepthStencilState(UINT Index, ID3D10DepthStencilState* ppDepthStencilState); + HRESULT GetBackingStore(UINT Index, D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc); + */ +} + +extern (C) const GUID IID_ID3D10EffectRasterizerVariable = {0x21af9f0e, 0x4d94, 0x4ea9, [0x97, 0x85, 0x2c, 0xb7, 0x6b, 0x8c, 0xb, 0x34]}; + +interface ID3D10EffectRasterizerVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRasterizerState(UINT Index, ID3D10RasterizerState* ppRasterizerState); + HRESULT GetBackingStore(UINT Index, D3D10_RASTERIZER_DESC* pRasterizerDesc); + */ +} + +extern (C) const GUID IID_ID3D10EffectSamplerVariable = {0x6530d5c7, 0x07e9, 0x4271, [0xa4, 0x18, 0xe7, 0xce, 0x4b, 0xd1, 0xe4, 0x80]}; + +interface ID3D10EffectSamplerVariable : ID3D10EffectVariable { +/* TODO: fix vtbl[0] bug + extern(Windows) : + ID3D10EffectType GetType(); + HRESULT GetDesc(D3D10_EFFECT_VARIABLE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectVariable GetMemberByIndex(UINT Index); + ID3D10EffectVariable GetMemberByName(LPCSTR Name); + ID3D10EffectVariable GetMemberBySemantic(LPCSTR Semantic); + ID3D10EffectVariable GetElement(UINT Index); + ID3D10EffectConstantBuffer GetParentConstantBuffer(); + ID3D10EffectScalarVariable AsScalar(); + ID3D10EffectVectorVariable AsVector(); + ID3D10EffectMatrixVariable AsMatrix(); + ID3D10EffectStringVariable AsString(); + ID3D10EffectShaderResourceVariable AsShaderResource(); + ID3D10EffectRenderTargetViewVariable AsRenderTargetView(); + ID3D10EffectDepthStencilViewVariable AsDepthStencilView(); + ID3D10EffectConstantBuffer AsConstantBuffer(); + ID3D10EffectShaderVariable AsShader(); + ID3D10EffectBlendVariable AsBlend(); + ID3D10EffectDepthStencilVariable AsDepthStencil(); + ID3D10EffectRasterizerVariable AsRasterizer(); + ID3D10EffectSamplerVariable AsSampler(); + HRESULT SetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetRawValue(void* pData, UINT Offset, UINT Count); + HRESULT GetSampler(UINT Index, ID3D10SamplerState* ppSampler); + HRESULT GetBackingStore(UINT Index, D3D10_SAMPLER_DESC* pSamplerDesc); + */ +} + +struct D3D10_PASS_DESC { + LPCSTR Name; + UINT Annotations; + BYTE* pIAInputSignature; + SIZE_T IAInputSignatureSize; + UINT StencilRef; + UINT SampleMask; + FLOAT[4] BlendFactor; +} + +struct D3D10_PASS_SHADER_DESC { + ID3D10EffectShaderVariable pShaderVariable; + UINT ShaderIndex; +} + +extern (C) const GUID IID_ID3D10EffectPass = {0x5cfbeb89, 0x1a06, 0x46e0, [0xb2, 0x82, 0xe3, 0xf9, 0xbf, 0xa3, 0x6a, 0x54]}; + +/+interface ID3D10EffectPass { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + HRESULT GetDesc(D3D10_PASS_DESC* pDesc); + HRESULT GetVertexShaderDesc(D3D10_PASS_SHADER_DESC* pDesc); + HRESULT GetGeometryShaderDesc(D3D10_PASS_SHADER_DESC* pDesc); + HRESULT GetPixelShaderDesc(D3D10_PASS_SHADER_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + HRESULT Apply(UINT Flags); + HRESULT ComputeStateBlockMask(D3D10_STATE_BLOCK_MASK* pStateBlockMask); + */ +}+/ +/** + * HACK to FIX vtbl[0] bug: + * This is an example HACK how to fix all interfaces which are NOT derived from + * IUnknown. They need the first entry in their vtbl[] point to the first + * virtual function. + * See: + * http://www.digitalmars.com/d/cpp_interface.html + * http://d.puremagic.com/issues/show_bug.cgi?id=1687 + */ +struct ID3D10EffectPassVtbl { + extern(Windows) : + BOOL function(ID3D10EffectPass) IsValid; + HRESULT function(ID3D10EffectPass, D3D10_PASS_DESC* pDesc) GetDesc; + HRESULT function(ID3D10EffectPass, D3D10_PASS_SHADER_DESC* pDesc) GetVertexShaderDesc; + HRESULT function(ID3D10EffectPass, D3D10_PASS_SHADER_DESC* pDesc) GetGeometryShaderDesc; + HRESULT function(ID3D10EffectPass, D3D10_PASS_SHADER_DESC* pDesc) GetPixelShaderDesc; + ID3D10EffectVariable function(ID3D10EffectPass, UINT Index) GetAnnotationByIndex; + ID3D10EffectVariable function(ID3D10EffectPass, LPCSTR Name) GetAnnotationByName; + HRESULT function(ID3D10EffectPass, UINT Flags) Apply; + HRESULT function(ID3D10EffectPass, D3D10_STATE_BLOCK_MASK* pStateBlockMask) ComputeStateBlockMask; +} +alias ID3D10EffectPassVtbl** ID3D10EffectPass; + +struct D3D10_TECHNIQUE_DESC { + LPCSTR Name; + UINT Passes; + UINT Annotations; +} + +extern (C) const GUID IID_ID3D10EffectTechnique = {0xdb122ce8, 0xd1c9, 0x4292, [0xb2, 0x37, 0x24, 0xed, 0x3d, 0xe8, 0xb1, 0x75]}; + +/+interface ID3D10EffectTechnique { +/* TODO: fix vtbl[0] bug + extern(Windows) : + BOOL IsValid(); + HRESULT GetDesc(D3D10_TECHNIQUE_DESC* pDesc); + ID3D10EffectVariable GetAnnotationByIndex(UINT Index); + ID3D10EffectVariable GetAnnotationByName(LPCSTR Name); + ID3D10EffectPass GetPassByIndex(UINT Index); + ID3D10EffectPass GetPassByName(LPCSTR Name); + HRESULT ComputeStateBlockMask(D3D10_STATE_BLOCK_MASK* pStateBlockMask); + */ +}+/ +/** + * HACK to FIX vtbl[0] bug: + * This is an example HACK how to fix all interfaces which are NOT derived from + * IUnknown. They need the first entry in their vtbl[] point to the first + * virtual function. + * See: + * http://www.digitalmars.com/d/cpp_interface.html + * http://d.puremagic.com/issues/show_bug.cgi?id=1687 + */ +struct ID3D10EffectTechniqueVtbl { + extern(Windows) : + BOOL function(ID3D10EffectTechnique) IsValid; + HRESULT function(ID3D10EffectTechnique, D3D10_TECHNIQUE_DESC* pDesc) GetDesc; + ID3D10EffectVariable function(ID3D10EffectTechnique, UINT Index) GetAnnotationByIndex; + ID3D10EffectVariable function(ID3D10EffectTechnique, LPCSTR Name) GetAnnotationByName; + ID3D10EffectPass function(ID3D10EffectTechnique, UINT Index) GetPassByIndex; + ID3D10EffectPass function(ID3D10EffectTechnique, LPCSTR Name) GetPassByName; + HRESULT function(ID3D10EffectTechnique, D3D10_STATE_BLOCK_MASK* pStateBlockMask) ComputeStateBlockMask; +} +alias ID3D10EffectTechniqueVtbl** ID3D10EffectTechnique; + +struct D3D10_EFFECT_DESC { + BOOL IsChildEffect; + UINT ConstantBuffers; + UINT SharedConstantBuffers; + UINT GlobalVariables; + UINT SharedGlobalVariables; + UINT Techniques; +} + +extern (C) const GUID IID_ID3D10Effect = {0x51b0ca8b, 0xec0b, 0x4519, [0x87, 0xd, 0x8e, 0xe1, 0xcb, 0x50, 0x17, 0xc7]}; + +interface ID3D10Effect : IUnknown { + extern(Windows) : + BOOL IsValid(); + BOOL IsPool(); + HRESULT GetDevice(ID3D10Device* ppDevice); + HRESULT GetDesc(D3D10_EFFECT_DESC* pDesc); + ID3D10EffectConstantBuffer GetConstantBufferByIndex(UINT Index); + ID3D10EffectConstantBuffer GetConstantBufferByName(LPCSTR Name); + ID3D10EffectVariable GetVariableByIndex(UINT Index); + ID3D10EffectVariable GetVariableByName(LPCSTR Name); + ID3D10EffectVariable GetVariableBySemantic(LPCSTR Semantic); + ID3D10EffectTechnique GetTechniqueByIndex(UINT Index); + ID3D10EffectTechnique GetTechniqueByName(LPCSTR Name); + HRESULT Optimize(); + BOOL IsOptimized(); +} + +extern (C) const GUID IID_ID3D10EffectPool = {0x9537ab04, 0x3250, 0x412e, [0x82, 0x13, 0xfc, 0xd2, 0xf8, 0x67, 0x79, 0x33]}; + +interface ID3D10EffectPool : IUnknown { + extern(Windows) : + ID3D10Effect AsEffect(); +} + +HRESULT D3D10CompileEffectFromMemory(void* pData, SIZE_T DataLength, LPCSTR pSrcFileName, D3D10_SHADER_MACRO* pDefines, ID3D10Include pInclude, UINT HLSLFlags, UINT FXFlags, ID3D10Blob* ppCompiledEffect, ID3D10Blob* ppErrors); +HRESULT D3D10CreateEffectFromMemory(void* pData, SIZE_T DataLength, UINT FXFlags, ID3D10Device pDevice, ID3D10EffectPool pEffectPool, ID3D10Effect* ppEffect); +HRESULT D3D10CreateEffectPoolFromMemory(void* pData, SIZE_T DataLength, UINT FXFlags, ID3D10Device pDevice, ID3D10EffectPool* ppEffectPool); +HRESULT D3D10DisassembleEffect(ID3D10Effect pEffect, BOOL EnableColorCode, ID3D10Blob* ppDisassembly);