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
date Tue, 05 Apr 2011 20:44:01 +0200
parents
children
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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);