Mercurial > projects > ddbg_continued
diff win32/directx/d3d9types.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/d3d9types.d Tue Apr 05 20:44:01 2011 +0200 @@ -0,0 +1,1846 @@ +/*==========================================================================; + * + * Copyright (C) Microsoft Corporation. All Rights Reserved. + * + * File: d3d9types.h + * Content: Direct3D capabilities include file + * + ***************************************************************************/ + +module win32.directx.d3d9types; + +private import win32.windows; + +// Alignment compatibility +align(4): + +// D3DCOLOR is equivalent to D3DFMT_A8R8G8B8 +typedef uint D3DCOLOR; + +// maps unsigned 8 bits/channel to D3DCOLOR +D3DCOLOR D3DCOLOR_ARGB(ubyte a,ubyte r,ubyte g,ubyte b) { return cast(D3DCOLOR)((a<<24)|(r<<16)|(g<<8)|b); } +D3DCOLOR D3DCOLOR_RGBA(ubyte r,ubyte g,ubyte b,ubyte a) { return D3DCOLOR_ARGB(a,r,g,b); } +D3DCOLOR D3DCOLOR_XRGB(ubyte r,ubyte g,ubyte b) { return D3DCOLOR_ARGB(0xff,r,g,b); } + +D3DCOLOR D3DCOLOR_XYUV(ubyte y, ubyte u, ubyte v) { return D3DCOLOR_ARGB(0xff,y,u,v); } +D3DCOLOR D3DCOLOR_AYUV( ubyte a, ubyte y, ubyte u, ubyte v) { return D3DCOLOR_ARGB(a,y,u,v); } + +// maps floating point channels (0.f to 1.f range) to D3DCOLOR +D3DCOLOR D3DCOLOR_COLORVALUE(float r, float g, float b, float a) { return D3DCOLOR_RGBA(cast(ubyte)(r*255.0f),cast(ubyte)(g*255.0f),cast(ubyte)(b*255.0f),cast(ubyte)(a*255.0f)); } + +struct D3DVECTOR { + float x; + float y; + float z; +} + +struct D3DCOLORVALUE { + float r; + float g; + float b; + float a; +} + +struct D3DRECT { + LONG x1; + LONG y1; + LONG x2; + LONG y2; +} + +struct D3DMATRIX { + union { + struct { + float _11, _12, _13, _14; + float _21, _22, _23, _24; + float _31, _32, _33, _34; + float _41, _42, _43, _44; + } + float[4][4] m; + } +} + +struct D3DVIEWPORT9 { + uint X; + uint Y; /* Viewport Top left */ + uint Width; + uint Height; /* Viewport Dimensions */ + float MinZ; /* Min/max of clip Volume */ + float MaxZ; +} + +/* + * Values for clip fields. + */ + +// Max number of user clipping planes, supported in D3D. +const D3DMAXUSERCLIPPLANES = 32; + +// These bits could be ORed together to use with D3DRS_CLIPPLANEENABLE +// +const D3DCLIPPLANE0 = (1<<0); +const D3DCLIPPLANE1 = (1<<1); +const D3DCLIPPLANE2 = (1<<2); +const D3DCLIPPLANE3 = (1<<3); +const D3DCLIPPLANE4 = (1<<4); +const D3DCLIPPLANE5 = (1<<5); + +// The following bits are used in the ClipUnion and ClipIntersection +// members of the D3DCLIPSTATUS9 +// + +const D3DCS_LEFT = 0x00000001L; +const D3DCS_RIGHT = 0x00000002L; +const D3DCS_TOP = 0x00000004L; +const D3DCS_BOTTOM = 0x00000008L; +const D3DCS_FRONT = 0x00000010L; +const D3DCS_BACK = 0x00000020L; +const D3DCS_PLANE0 = 0x00000040L; +const D3DCS_PLANE1 = 0x00000080L; +const D3DCS_PLANE2 = 0x00000100L; +const D3DCS_PLANE3 = 0x00000200L; +const D3DCS_PLANE4 = 0x00000400L; +const D3DCS_PLANE5 = 0x00000800L; + +const D3DCS_ALL = D3DCS_LEFT | + D3DCS_RIGHT | + D3DCS_TOP | + D3DCS_BOTTOM | + D3DCS_FRONT | + D3DCS_BACK | + D3DCS_PLANE0 | + D3DCS_PLANE1 | + D3DCS_PLANE2 | + D3DCS_PLANE3 | + D3DCS_PLANE4 | + D3DCS_PLANE5; + +struct D3DCLIPSTATUS9 { + uint ClipUnion; + uint ClipIntersection; +} + +struct D3DMATERIAL9 { + D3DCOLORVALUE Diffuse; /* Diffuse color RGBA */ + D3DCOLORVALUE Ambient; /* Ambient color RGB */ + D3DCOLORVALUE Specular; /* Specular 'shininess' */ + D3DCOLORVALUE Emissive; /* Emissive color RGB */ + float Power; /* Sharpness if specular highlight */ +} + +enum : uint { + D3DLIGHT_POINT = 1, + D3DLIGHT_SPOT = 2, + D3DLIGHT_DIRECTIONAL = 3 +} +typedef uint D3DLIGHTTYPE; + +struct D3DLIGHT9 { + D3DLIGHTTYPE Type; /* Type of light source */ + D3DCOLORVALUE Diffuse; /* Diffuse color of light */ + D3DCOLORVALUE Specular; /* Specular color of light */ + D3DCOLORVALUE Ambient; /* Ambient color of light */ + D3DVECTOR Position; /* Position in world space */ + D3DVECTOR Direction; /* Direction in world space */ + float Range; /* Cutoff range */ + float Falloff; /* Falloff */ + float Attenuation0; /* Constant attenuation */ + float Attenuation1; /* Linear attenuation */ + float Attenuation2; /* Quadratic attenuation */ + float Theta; /* Inner angle of spotlight cone */ + float Phi; /* Outer angle of spotlight cone */ +} + +/* + * Options for clearing + */ +const D3DCLEAR_TARGET = 0x00000001L; /* Clear target surface */ +const D3DCLEAR_ZBUFFER = 0x00000002L; /* Clear target z buffer */ +const D3DCLEAR_STENCIL = 0x00000004L; /* Clear stencil planes */ + +/* + * The following defines the rendering states + */ + +enum : D3DSHADEMODE { + D3DSHADE_FLAT = 1, + D3DSHADE_GOURAUD = 2, + D3DSHADE_PHONG = 3 +} +typedef uint D3DSHADEMODE; + +enum : D3DFILLMODE { + D3DFILL_POINT = 1, + D3DFILL_WIREFRAME = 2, + D3DFILL_SOLID = 3 +} +typedef uint D3DFILLMODE; + +enum : D3DBLEND { + D3DBLEND_ZERO = 1, + D3DBLEND_ONE = 2, + D3DBLEND_SRCCOLOR = 3, + D3DBLEND_INVSRCCOLOR = 4, + D3DBLEND_SRCALPHA = 5, + D3DBLEND_INVSRCALPHA = 6, + D3DBLEND_DESTALPHA = 7, + D3DBLEND_INVDESTALPHA = 8, + D3DBLEND_DESTCOLOR = 9, + D3DBLEND_INVDESTCOLOR = 10, + D3DBLEND_SRCALPHASAT = 11, + D3DBLEND_BOTHSRCALPHA = 12, + D3DBLEND_BOTHINVSRCALPHA = 13, + D3DBLEND_BLENDFACTOR = 14, /* Only supported if D3DPBLENDCAPS_BLENDFACTOR is on */ + D3DBLEND_INVBLENDFACTOR = 15, /* Only supported if D3DPBLENDCAPS_BLENDFACTOR is on */ + D3DBLEND_SRCCOLOR2 = 16, + D3DBLEND_INVSRCCOLOR2 = 17 +} +typedef uint D3DBLEND; + +enum : D3DBLENDOP { + D3DBLENDOP_ADD = 1, + D3DBLENDOP_SUBTRACT = 2, + D3DBLENDOP_REVSUBTRACT = 3, + D3DBLENDOP_MIN = 4, + D3DBLENDOP_MAX = 5 +} +typedef uint D3DBLENDOP; + +enum : D3DTEXTUREADDRESS { + D3DTADDRESS_WRAP = 1, + D3DTADDRESS_MIRROR = 2, + D3DTADDRESS_CLAMP = 3, + D3DTADDRESS_BORDER = 4, + D3DTADDRESS_MIRRORONCE = 5 +} +typedef uint D3DTEXTUREADDRESS; + +enum : D3DCULL { + D3DCULL_NONE = 1, + D3DCULL_CW = 2, + D3DCULL_CCW = 3 +} +typedef uint D3DCULL; + +enum : D3DCMPFUNC { + D3DCMP_NEVER = 1, + D3DCMP_LESS = 2, + D3DCMP_EQUAL = 3, + D3DCMP_LESSEQUAL = 4, + D3DCMP_GREATER = 5, + D3DCMP_NOTEQUAL = 6, + D3DCMP_GREATEREQUAL = 7, + D3DCMP_ALWAYS = 8 +} +typedef uint D3DCMPFUNC; + +enum : D3DSTENCILOP { + D3DSTENCILOP_KEEP = 1, + D3DSTENCILOP_ZERO = 2, + D3DSTENCILOP_REPLACE = 3, + D3DSTENCILOP_INCRSAT = 4, + D3DSTENCILOP_DECRSAT = 5, + D3DSTENCILOP_INVERT = 6, + D3DSTENCILOP_INCR = 7, + D3DSTENCILOP_DECR = 8 +} +typedef uint D3DSTENCILOP; + +enum : D3DFOGMODE { + D3DFOG_NONE = 0, + D3DFOG_EXP = 1, + D3DFOG_EXP2 = 2, + D3DFOG_LINEAR = 3 +} +typedef uint D3DFOGMODE; + +enum : D3DZBUFFERTYPE { + D3DZB_FALSE = 0, + D3DZB_TRUE = 1, // Z buffering + D3DZB_USEW = 2 // W buffering +} +typedef uint D3DZBUFFERTYPE; + +// Primitives supported by draw-primitive API +enum : D3DPRIMITIVETYPE { + D3DPT_POINTLIST = 1, + D3DPT_LINELIST = 2, + D3DPT_LINESTRIP = 3, + D3DPT_TRIANGLELIST = 4, + D3DPT_TRIANGLESTRIP = 5, + D3DPT_TRIANGLEFAN = 6 +} +typedef uint D3DPRIMITIVETYPE; + +D3DTRANSFORMSTATETYPE D3DTS_WORLDMATRIX(uint index) { return cast(D3DTRANSFORMSTATETYPE)(index + 256); } +template T_D3DTS_WORLDMATRIX(uint index) { + const D3DTRANSFORMSTATETYPE T_D3DTS_WORLDMATRIX = index + 256; +} + +enum : D3DTRANSFORMSTATETYPE { + D3DTS_VIEW = 2, + D3DTS_PROJECTION = 3, + D3DTS_TEXTURE0 = 16, + D3DTS_TEXTURE1 = 17, + D3DTS_TEXTURE2 = 18, + D3DTS_TEXTURE3 = 19, + D3DTS_TEXTURE4 = 20, + D3DTS_TEXTURE5 = 21, + D3DTS_TEXTURE6 = 22, + D3DTS_TEXTURE7 = 23, + D3DTS_WORLD = T_D3DTS_WORLDMATRIX!(0), + D3DTS_WORLD1 = T_D3DTS_WORLDMATRIX!(1), + D3DTS_WORLD2 = T_D3DTS_WORLDMATRIX!(2), + D3DTS_WORLD3 = T_D3DTS_WORLDMATRIX!(3) +} +typedef uint D3DTRANSFORMSTATETYPE; + +enum : D3DRENDERSTATETYPE { + D3DRS_ZENABLE = 7, /* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) */ + D3DRS_FILLMODE = 8, /* D3DFILLMODE */ + D3DRS_SHADEMODE = 9, /* D3DSHADEMODE */ + D3DRS_ZWRITEENABLE = 14, /* TRUE to enable z writes */ + D3DRS_ALPHATESTENABLE = 15, /* TRUE to enable alpha tests */ + D3DRS_LASTPIXEL = 16, /* TRUE for last-pixel on lines */ + D3DRS_SRCBLEND = 19, /* D3DBLEND */ + D3DRS_DESTBLEND = 20, /* D3DBLEND */ + D3DRS_CULLMODE = 22, /* D3DCULL */ + D3DRS_ZFUNC = 23, /* D3DCMPFUNC */ + D3DRS_ALPHAREF = 24, /* D3DFIXED */ + D3DRS_ALPHAFUNC = 25, /* D3DCMPFUNC */ + D3DRS_DITHERENABLE = 26, /* TRUE to enable dithering */ + D3DRS_ALPHABLENDENABLE = 27, /* TRUE to enable alpha blending */ + D3DRS_FOGENABLE = 28, /* TRUE to enable fog blending */ + D3DRS_SPECULARENABLE = 29, /* TRUE to enable specular */ + D3DRS_FOGCOLOR = 34, /* D3DCOLOR */ + D3DRS_FOGTABLEMODE = 35, /* D3DFOGMODE */ + D3DRS_FOGSTART = 36, /* Fog start (for both vertex and pixel fog) */ + D3DRS_FOGEND = 37, /* Fog end */ + D3DRS_FOGDENSITY = 38, /* Fog density */ + D3DRS_RANGEFOGENABLE = 48, /* Enables range-based fog */ + D3DRS_STENCILENABLE = 52, /* BOOL enable/disable stenciling */ + D3DRS_STENCILFAIL = 53, /* D3DSTENCILOP to do if stencil test fails */ + D3DRS_STENCILZFAIL = 54, /* D3DSTENCILOP to do if stencil test passes and Z test fails */ + D3DRS_STENCILPASS = 55, /* D3DSTENCILOP to do if both stencil and Z tests pass */ + D3DRS_STENCILFUNC = 56, /* D3DCMPFUNC fn. Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */ + D3DRS_STENCILREF = 57, /* Reference value used in stencil test */ + D3DRS_STENCILMASK = 58, /* Mask value used in stencil test */ + D3DRS_STENCILWRITEMASK = 59, /* Write mask applied to values written to stencil buffer */ + D3DRS_TEXTUREFACTOR = 60, /* D3DCOLOR used for multi-texture blend */ + D3DRS_WRAP0 = 128, /* wrap for 1st texture coord. set */ + D3DRS_WRAP1 = 129, /* wrap for 2nd texture coord. set */ + D3DRS_WRAP2 = 130, /* wrap for 3rd texture coord. set */ + D3DRS_WRAP3 = 131, /* wrap for 4th texture coord. set */ + D3DRS_WRAP4 = 132, /* wrap for 5th texture coord. set */ + D3DRS_WRAP5 = 133, /* wrap for 6th texture coord. set */ + D3DRS_WRAP6 = 134, /* wrap for 7th texture coord. set */ + D3DRS_WRAP7 = 135, /* wrap for 8th texture coord. set */ + D3DRS_CLIPPING = 136, + D3DRS_LIGHTING = 137, + D3DRS_AMBIENT = 139, + D3DRS_FOGVERTEXMODE = 140, + D3DRS_COLORVERTEX = 141, + D3DRS_LOCALVIEWER = 142, + D3DRS_NORMALIZENORMALS = 143, + D3DRS_DIFFUSEMATERIALSOURCE = 145, + D3DRS_SPECULARMATERIALSOURCE = 146, + D3DRS_AMBIENTMATERIALSOURCE = 147, + D3DRS_EMISSIVEMATERIALSOURCE = 148, + D3DRS_VERTEXBLEND = 151, + D3DRS_CLIPPLANEENABLE = 152, + D3DRS_POINTSIZE = 154, /* float point size */ + D3DRS_POINTSIZE_MIN = 155, /* float point size min threshold */ + D3DRS_POINTSPRITEENABLE = 156, /* BOOL point texture coord control */ + D3DRS_POINTSCALEENABLE = 157, /* BOOL point size scale enable */ + D3DRS_POINTSCALE_A = 158, /* float point attenuation A value */ + D3DRS_POINTSCALE_B = 159, /* float point attenuation B value */ + D3DRS_POINTSCALE_C = 160, /* float point attenuation C value */ + D3DRS_MULTISAMPLEANTIALIAS = 161, // BOOL - set to do FSAA with multisample buffer + D3DRS_MULTISAMPLEMASK = 162, // DWORD - per-sample enable/disable + D3DRS_PATCHEDGESTYLE = 163, // Sets whether patch edges will use float style tessellation + D3DRS_DEBUGMONITORTOKEN = 165, // DEBUG ONLY - token to debug monitor + D3DRS_POINTSIZE_MAX = 166, /* float point size max threshold */ + D3DRS_INDEXEDVERTEXBLENDENABLE = 167, + D3DRS_COLORWRITEENABLE = 168, // per-channel write enable + D3DRS_TWEENFACTOR = 170, // float tween factor + D3DRS_BLENDOP = 171, // D3DBLENDOP setting + D3DRS_POSITIONDEGREE = 172, // NPatch position interpolation degree. D3DDEGREE_LINEAR or D3DDEGREE_CUBIC (default) + D3DRS_NORMALDEGREE = 173, // NPatch normal interpolation degree. D3DDEGREE_LINEAR (default) or D3DDEGREE_QUADRATIC + D3DRS_SCISSORTESTENABLE = 174, + D3DRS_SLOPESCALEDEPTHBIAS = 175, + D3DRS_ANTIALIASEDLINEENABLE = 176, + D3DRS_MINTESSELLATIONLEVEL = 178, + D3DRS_MAXTESSELLATIONLEVEL = 179, + D3DRS_ADAPTIVETESS_X = 180, + D3DRS_ADAPTIVETESS_Y = 181, + D3DRS_ADAPTIVETESS_Z = 182, + D3DRS_ADAPTIVETESS_W = 183, + D3DRS_ENABLEADAPTIVETESSELLATION = 184, + D3DRS_TWOSIDEDSTENCILMODE = 185, /* BOOL enable/disable 2 sided stenciling */ + D3DRS_CCW_STENCILFAIL = 186, /* D3DSTENCILOP to do if ccw stencil test fails */ + D3DRS_CCW_STENCILZFAIL = 187, /* D3DSTENCILOP to do if ccw stencil test passes and Z test fails */ + D3DRS_CCW_STENCILPASS = 188, /* D3DSTENCILOP to do if both ccw stencil and Z tests pass */ + D3DRS_CCW_STENCILFUNC = 189, /* D3DCMPFUNC fn. ccw Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */ + D3DRS_COLORWRITEENABLE1 = 190, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ + D3DRS_COLORWRITEENABLE2 = 191, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ + D3DRS_COLORWRITEENABLE3 = 192, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ + D3DRS_BLENDFACTOR = 193, /* D3DCOLOR used for a constant blend factor during alpha blending for devices that support D3DPBLENDCAPS_BLENDFACTOR */ + D3DRS_SRGBWRITEENABLE = 194, /* Enable rendertarget writes to be DE-linearized to SRGB (for formats that expose D3DUSAGE_QUERY_SRGBWRITE) */ + D3DRS_DEPTHBIAS = 195, + D3DRS_WRAP8 = 198, /* Additional wrap states for vs_3_0+ attributes with D3DDECLUSAGE_TEXCOORD */ + D3DRS_WRAP9 = 199, + D3DRS_WRAP10 = 200, + D3DRS_WRAP11 = 201, + D3DRS_WRAP12 = 202, + D3DRS_WRAP13 = 203, + D3DRS_WRAP14 = 204, + D3DRS_WRAP15 = 205, + D3DRS_SEPARATEALPHABLENDENABLE = 206, /* TRUE to enable a separate blending function for the alpha channel */ + D3DRS_SRCBLENDALPHA = 207, /* SRC blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */ + D3DRS_DESTBLENDALPHA = 208, /* DST blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */ + D3DRS_BLENDOPALPHA = 209 /* Blending operation for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */ +} +typedef uint D3DRENDERSTATETYPE; + +// Maximum number of simultaneous render targets D3D supports +const D3D_MAX_SIMULTANEOUS_RENDERTARGETS = 4; + +// Values for material source +enum : D3DMATERIALCOLORSOURCE { + D3DMCS_MATERIAL = 0, // Color from material is used + D3DMCS_COLOR1 = 1, // Diffuse vertex color is used + D3DMCS_COLOR2 = 2 // Specular vertex color is used +} +typedef uint D3DMATERIALCOLORSOURCE; + +// Bias to apply to the texture coordinate set to apply a wrap to. +const D3DRENDERSTATE_WRAPBIAS = 128UL; + +/* Flags to construct the WRAP render states */ +const D3DWRAP_U = 0x00000001L; +const D3DWRAP_V = 0x00000002L; +const D3DWRAP_W = 0x00000004L; + +/* Flags to construct the WRAP render states for 1D thru 4D texture coordinates */ +const D3DWRAPCOORD_0 = 0x00000001L; // same as D3DWRAP_U +const D3DWRAPCOORD_1 = 0x00000002L; // same as D3DWRAP_V +const D3DWRAPCOORD_2 = 0x00000004L; // same as D3DWRAP_W +const D3DWRAPCOORD_3 = 0x00000008L; + +/* Flags to construct D3DRS_COLORWRITEENABLE */ +const D3DCOLORWRITEENABLE_RED = (1L<<0); +const D3DCOLORWRITEENABLE_GREEN = (1L<<1); +const D3DCOLORWRITEENABLE_BLUE = (1L<<2); +const D3DCOLORWRITEENABLE_ALPHA = (1L<<3); + +/* + * State enumerants for per-stage processing of fixed function pixel processing + * Two of these affect fixed function vertex processing as well: TEXTURETRANSFORMFLAGS and TEXCOORDINDEX. + */ +enum : D3DTEXTURESTAGESTATETYPE { + D3DTSS_COLOROP = 1, /* D3DTEXTUREOP - per-stage blending controls for color channels */ + D3DTSS_COLORARG1 = 2, /* D3DTA_* (texture arg) */ + D3DTSS_COLORARG2 = 3, /* D3DTA_* (texture arg) */ + D3DTSS_ALPHAOP = 4, /* D3DTEXTUREOP - per-stage blending controls for alpha channel */ + D3DTSS_ALPHAARG1 = 5, /* D3DTA_* (texture arg) */ + D3DTSS_ALPHAARG2 = 6, /* D3DTA_* (texture arg) */ + D3DTSS_BUMPENVMAT00 = 7, /* float (bump mapping matrix) */ + D3DTSS_BUMPENVMAT01 = 8, /* float (bump mapping matrix) */ + D3DTSS_BUMPENVMAT10 = 9, /* float (bump mapping matrix) */ + D3DTSS_BUMPENVMAT11 = 10, /* float (bump mapping matrix) */ + D3DTSS_TEXCOORDINDEX = 11, /* identifies which set of texture coordinates index this texture */ + D3DTSS_BUMPENVLSCALE = 22, /* float scale for bump map luminance */ + D3DTSS_BUMPENVLOFFSET = 23, /* float offset for bump map luminance */ + D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */ + D3DTSS_COLORARG0 = 26, /* D3DTA_* third arg for triadic ops */ + D3DTSS_ALPHAARG0 = 27, /* D3DTA_* third arg for triadic ops */ + D3DTSS_RESULTARG = 28, /* D3DTA_* arg for result (CURRENT or TEMP) */ + D3DTSS_CONSTANT = 32 /* Per-stage constant D3DTA_CONSTANT */ +} +typedef uint D3DTEXTURESTAGESTATETYPE; + +/* + * State enumerants for per-sampler texture processing. + */ +enum : D3DSAMPLERSTATETYPE { + D3DSAMP_ADDRESSU = 1, /* D3DTEXTUREADDRESS for U coordinate */ + D3DSAMP_ADDRESSV = 2, /* D3DTEXTUREADDRESS for V coordinate */ + D3DSAMP_ADDRESSW = 3, /* D3DTEXTUREADDRESS for W coordinate */ + D3DSAMP_BORDERCOLOR = 4, /* D3DCOLOR */ + D3DSAMP_MAGFILTER = 5, /* D3DTEXTUREFILTER filter to use for magnification */ + D3DSAMP_MINFILTER = 6, /* D3DTEXTUREFILTER filter to use for minification */ + D3DSAMP_MIPFILTER = 7, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */ + D3DSAMP_MIPMAPLODBIAS = 8, /* float Mipmap LOD bias */ + D3DSAMP_MAXMIPLEVEL = 9, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */ + D3DSAMP_MAXANISOTROPY = 10, /* DWORD maximum anisotropy */ + D3DSAMP_SRGBTEXTURE = 11, /* Default = 0 (which means Gamma 1.0, + no correction required.) else correct for + Gamma = 2.2 */ + D3DSAMP_ELEMENTINDEX = 12, /* When multi-element texture is assigned to sampler, this + indicates which element index to use. Default = 0. */ + D3DSAMP_DMAPOFFSET = 13 /* Offset in vertices in the pre-sampled displacement map. + Only valid for D3DDMAPSAMPLER sampler */ +} +typedef uint D3DSAMPLERSTATETYPE; + +/* Special sampler which is used in the tesselator */ +const D3DDMAPSAMPLER = 256; + +// Samplers used in vertex shaders +const D3DVERTEXTEXTURESAMPLER0 = (D3DDMAPSAMPLER+1); +const D3DVERTEXTEXTURESAMPLER1 = (D3DDMAPSAMPLER+2); +const D3DVERTEXTEXTURESAMPLER2 = (D3DDMAPSAMPLER+3); +const D3DVERTEXTEXTURESAMPLER3 = (D3DDMAPSAMPLER+4); + +// Values, used with D3DTSS_TEXCOORDINDEX, to specify that the vertex data(position +// and normal in the camera space) should be taken as texture coordinates +// Low 16 bits are used to specify texture coordinate index, to take the WRAP mode from +// +const D3DTSS_TCI_PASSTHRU = 0x00000000; +const D3DTSS_TCI_CAMERASPACENORMAL = 0x00010000; +const D3DTSS_TCI_CAMERASPACEPOSITION = 0x00020000; +const D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR = 0x00030000; +const D3DTSS_TCI_SPHEREMAP = 0x00040000; + +/* + * Enumerations for COLOROP and ALPHAOP texture blending operations set in + * texture processing stage controls in D3DTSS. + */ +enum : D3DTEXTUREOP { + // Control + D3DTOP_DISABLE = 1, // disables stage + D3DTOP_SELECTARG1 = 2, // the default + D3DTOP_SELECTARG2 = 3, + + // Modulate + D3DTOP_MODULATE = 4, // multiply args together + D3DTOP_MODULATE2X = 5, // multiply and 1 bit + D3DTOP_MODULATE4X = 6, // multiply and 2 bits + + // Add + D3DTOP_ADD = 7, // add arguments together + D3DTOP_ADDSIGNED = 8, // add with -0.5 bias + D3DTOP_ADDSIGNED2X = 9, // as above but left 1 bit + D3DTOP_SUBTRACT = 10, // Arg1 - Arg2, with no saturation + D3DTOP_ADDSMOOTH = 11, // add 2 args, subtract product + // Arg1 + Arg2 - Arg1*Arg2 + // = Arg1 + (1-Arg1)*Arg2 + + // Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha) + D3DTOP_BLENDDIFFUSEALPHA = 12, // iterated alpha + D3DTOP_BLENDTEXTUREALPHA = 13, // texture alpha + D3DTOP_BLENDFACTORALPHA = 14, // alpha from D3DRS_TEXTUREFACTOR + + // Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha) + D3DTOP_BLENDTEXTUREALPHAPM = 15, // texture alpha + D3DTOP_BLENDCURRENTALPHA = 16, // by alpha of current color + + // Specular mapping + D3DTOP_PREMODULATE = 17, // modulate with next texture before use + D3DTOP_MODULATEALPHA_ADDCOLOR = 18, // Arg1.RGB + Arg1.A*Arg2.RGB + // COLOROP only + D3DTOP_MODULATECOLOR_ADDALPHA = 19, // Arg1.RGB*Arg2.RGB + Arg1.A + // COLOROP only + D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20, // (1-Arg1.A)*Arg2.RGB + Arg1.RGB + // COLOROP only + D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21, // (1-Arg1.RGB)*Arg2.RGB + Arg1.A + // COLOROP only + + // Bump mapping + D3DTOP_BUMPENVMAP = 22, // per pixel env map perturbation + D3DTOP_BUMPENVMAPLUMINANCE = 23, // with luminance channel + + // This can do either diffuse or specular bump mapping with correct input. + // Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B) + // where each component has been scaled and offset to make it signed. + // The result is replicated into all four (including alpha) channels. + // This is a valid COLOROP only. + D3DTOP_DOTPRODUCT3 = 24, + + // Triadic ops + D3DTOP_MULTIPLYADD = 25, // Arg0 + Arg1*Arg2 + D3DTOP_LERP = 26 // (Arg0)*Arg1 + (1-Arg0)*Arg2 +} +typedef uint D3DTEXTUREOP; + +/* + * Values for COLORARG0,1,2, ALPHAARG0,1,2, and RESULTARG texture blending + * operations set in texture processing stage controls in D3DRENDERSTATE. + */ +const D3DTA_SELECTMASK = 0x0000000f; // mask for arg selector +const D3DTA_DIFFUSE = 0x00000000; // select diffuse color (read only) +const D3DTA_CURRENT = 0x00000001; // select stage destination register (read/write) +const D3DTA_TEXTURE = 0x00000002; // select texture color (read only) +const D3DTA_TFACTOR = 0x00000003; // select D3DRS_TEXTUREFACTOR (read only) +const D3DTA_SPECULAR = 0x00000004; // select specular color (read only) +const D3DTA_TEMP = 0x00000005; // select temporary register color (read/write) +const D3DTA_CONSTANT = 0x00000006; // select texture stage constant +const D3DTA_COMPLEMENT = 0x00000010; // take 1.0 - x (read modifier) +const D3DTA_ALPHAREPLICATE = 0x00000020; // replicate alpha to color components (read modifier) + +// +// Values for D3DSAMP_***FILTER texture stage states +// +enum : D3DTEXTUREFILTERTYPE { + D3DTEXF_NONE = 0, // filtering disabled (valid for mip filter only) + D3DTEXF_POINT = 1, // nearest + D3DTEXF_LINEAR = 2, // linear interpolation + D3DTEXF_ANISOTROPIC = 3, // anisotropic + D3DTEXF_PYRAMIDALQUAD = 6, // 4-sample tent + D3DTEXF_GAUSSIANQUAD = 7, // 4-sample gaussian + D3DTEXF_CONVOLUTIONMONO = 8 // Convolution filter for monochrome textures +} +typedef uint D3DTEXTUREFILTERTYPE; + +/* Bits for Flags in ProcessVertices call */ + +const D3DPV_DONOTCOPYDATA = (1 << 0); + +//------------------------------------------------------------------- + +// Flexible vertex format bits +// +const D3DFVF_RESERVED0 = 0x001; +const D3DFVF_POSITION_MASK = 0x400E; +const D3DFVF_XYZ = 0x002; +const D3DFVF_XYZRHW = 0x004; +const D3DFVF_XYZB1 = 0x006; +const D3DFVF_XYZB2 = 0x008; +const D3DFVF_XYZB3 = 0x00a; +const D3DFVF_XYZB4 = 0x00c; +const D3DFVF_XYZB5 = 0x00e; +const D3DFVF_XYZW = 0x4002; + +const D3DFVF_NORMAL = 0x010; +const D3DFVF_PSIZE = 0x020; +const D3DFVF_DIFFUSE = 0x040; +const D3DFVF_SPECULAR = 0x080; + +const D3DFVF_TEXCOUNT_MASK = 0xf00; +const D3DFVF_TEXCOUNT_SHIFT = 8; +const D3DFVF_TEX0 = 0x000; +const D3DFVF_TEX1 = 0x100; +const D3DFVF_TEX2 = 0x200; +const D3DFVF_TEX3 = 0x300; +const D3DFVF_TEX4 = 0x400; +const D3DFVF_TEX5 = 0x500; +const D3DFVF_TEX6 = 0x600; +const D3DFVF_TEX7 = 0x700; +const D3DFVF_TEX8 = 0x800; + +const D3DFVF_LASTBETA_UBYTE4 = 0x1000; +const D3DFVF_LASTBETA_D3DCOLOR = 0x8000; + +const D3DFVF_RESERVED2 = 0x6000; // 2 reserved bits + +//--------------------------------------------------------------------- +// Vertex Shaders +// + +// Vertex shader declaration + +// Vertex element semantics +// +enum : D3DDECLUSAGE { + D3DDECLUSAGE_POSITION = 0, + D3DDECLUSAGE_BLENDWEIGHT, // 1 + D3DDECLUSAGE_BLENDINDICES, // 2 + D3DDECLUSAGE_NORMAL, // 3 + D3DDECLUSAGE_PSIZE, // 4 + D3DDECLUSAGE_TEXCOORD, // 5 + D3DDECLUSAGE_TANGENT, // 6 + D3DDECLUSAGE_BINORMAL, // 7 + D3DDECLUSAGE_TESSFACTOR, // 8 + D3DDECLUSAGE_POSITIONT, // 9 + D3DDECLUSAGE_COLOR, // 10 + D3DDECLUSAGE_FOG, // 11 + D3DDECLUSAGE_DEPTH, // 12 + D3DDECLUSAGE_SAMPLE // 13 +} +typedef uint D3DDECLUSAGE; + +const MAXD3DDECLUSAGE = D3DDECLUSAGE_SAMPLE; +const MAXD3DDECLUSAGEINDEX = 15; +const MAXD3DDECLLENGTH = 64; // does not include "end" marker vertex element + +enum : D3DDECLMETHOD { + D3DDECLMETHOD_DEFAULT = 0, + D3DDECLMETHOD_PARTIALU, + D3DDECLMETHOD_PARTIALV, + D3DDECLMETHOD_CROSSUV, // Normal + D3DDECLMETHOD_UV, + D3DDECLMETHOD_LOOKUP, // Lookup a displacement map + D3DDECLMETHOD_LOOKUPPRESAMPLED // Lookup a pre-sampled displacement map +} +typedef uint D3DDECLMETHOD; + +const MAXD3DDECLMETHOD = D3DDECLMETHOD_LOOKUPPRESAMPLED; + +// Declarations for _Type fields +// +enum : D3DDECLTYPE { + D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.) + D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.) + D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.) + D3DDECLTYPE_FLOAT4 = 3, // 4D float + D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range + // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A) + D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte + D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.) + D3DDECLTYPE_SHORT4 = 7, // 4D signed short + +// The following types are valid only with vertex shaders >= 2.0 + + + D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0 + D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1) + D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0) + D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1) + D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0) + D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1) + D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1) + D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1) + D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values + D3DDECLTYPE_UNUSED = 17 // When the type field in a decl is unused. +} +typedef uint D3DDECLTYPE; + +const MAXD3DDECLTYPE = D3DDECLTYPE_UNUSED; + +struct D3DVERTEXELEMENT9 +{ + ushort Stream; // Stream index + ushort Offset; // Offset in the stream in bytes + ubyte Type; // Data type + ubyte Method; // Processing method + ubyte Usage; // Semantics + ubyte UsageIndex; // Semantic index +} +alias D3DVERTEXELEMENT9 *LPD3DVERTEXELEMENT9; + +// This is used to initialize the last vertex element in a vertex declaration +// array +// +template D3DDECL_END() { + static const D3DVERTEXELEMENT9 D3DDECL_END = { 0xFF,0,D3DDECLTYPE_UNUSED,0,0,0 }; +} + +// Maximum supported number of texture coordinate sets +const D3DDP_MAXTEXCOORD = 8; + +//--------------------------------------------------------------------- +// Values for IDirect3DDevice9::SetStreamSourceFreq's Setting parameter +//--------------------------------------------------------------------- +const D3DSTREAMSOURCE_INDEXEDDATA = (1<<30); +const D3DSTREAMSOURCE_INSTANCEDATA = (2<<30); + + + +//--------------------------------------------------------------------- +// +// The internal format of Pixel Shader (PS) & Vertex Shader (VS) +// Instruction Tokens is defined in the Direct3D Device Driver Kit +// +//--------------------------------------------------------------------- + +// +// Instruction Token Bit Definitions +// +const D3DSI_OPCODE_MASK = 0x0000FFFF; + +const D3DSI_INSTLENGTH_MASK = 0x0F000000; +const D3DSI_INSTLENGTH_SHIFT = 24; + +enum : D3DSHADER_INSTRUCTION_OPCODE_TYPE { + D3DSIO_NOP = 0, + D3DSIO_MOV , + D3DSIO_ADD , + D3DSIO_SUB , + D3DSIO_MAD , + D3DSIO_MUL , + D3DSIO_RCP , + D3DSIO_RSQ , + D3DSIO_DP3 , + D3DSIO_DP4 , + D3DSIO_MIN , + D3DSIO_MAX , + D3DSIO_SLT , + D3DSIO_SGE , + D3DSIO_EXP , + D3DSIO_LOG , + D3DSIO_LIT , + D3DSIO_DST , + D3DSIO_LRP , + D3DSIO_FRC , + D3DSIO_M4x4 , + D3DSIO_M4x3 , + D3DSIO_M3x4 , + D3DSIO_M3x3 , + D3DSIO_M3x2 , + D3DSIO_CALL , + D3DSIO_CALLNZ , + D3DSIO_LOOP , + D3DSIO_RET , + D3DSIO_ENDLOOP , + D3DSIO_LABEL , + D3DSIO_DCL , + D3DSIO_POW , + D3DSIO_CRS , + D3DSIO_SGN , + D3DSIO_ABS , + D3DSIO_NRM , + D3DSIO_SINCOS , + D3DSIO_REP , + D3DSIO_ENDREP , + D3DSIO_IF , + D3DSIO_IFC , + D3DSIO_ELSE , + D3DSIO_ENDIF , + D3DSIO_BREAK , + D3DSIO_BREAKC , + D3DSIO_MOVA , + D3DSIO_DEFB , + D3DSIO_DEFI , + + D3DSIO_TEXCOORD = 64, + D3DSIO_TEXKILL , + D3DSIO_TEX , + D3DSIO_TEXBEM , + D3DSIO_TEXBEML , + D3DSIO_TEXREG2AR , + D3DSIO_TEXREG2GB , + D3DSIO_TEXM3x2PAD , + D3DSIO_TEXM3x2TEX , + D3DSIO_TEXM3x3PAD , + D3DSIO_TEXM3x3TEX , + D3DSIO_RESERVED0 , + D3DSIO_TEXM3x3SPEC , + D3DSIO_TEXM3x3VSPEC , + D3DSIO_EXPP , + D3DSIO_LOGP , + D3DSIO_CND , + D3DSIO_DEF , + D3DSIO_TEXREG2RGB , + D3DSIO_TEXDP3TEX , + D3DSIO_TEXM3x2DEPTH , + D3DSIO_TEXDP3 , + D3DSIO_TEXM3x3 , + D3DSIO_TEXDEPTH , + D3DSIO_CMP , + D3DSIO_BEM , + D3DSIO_DP2ADD , + D3DSIO_DSX , + D3DSIO_DSY , + D3DSIO_TEXLDD , + D3DSIO_SETP , + D3DSIO_TEXLDL , + D3DSIO_BREAKP , + + D3DSIO_PHASE = 0xFFFD, + D3DSIO_COMMENT = 0xFFFE, + D3DSIO_END = 0xFFFF +} +typedef uint D3DSHADER_INSTRUCTION_OPCODE_TYPE; + +//--------------------------------------------------------------------- +// Use these constants with D3DSIO_SINCOS macro as SRC2, SRC3 +// +const float[4] D3DSINCOSCONST1 = [-1.5500992e-006f, -2.1701389e-005f, 0.0026041667f, 0.00026041668f]; +const float[4] D3DSINCOSCONST2 = [-0.020833334f, -0.12500000f, 1.0f, 0.50000000f]; + +//--------------------------------------------------------------------- +// Co-Issue Instruction Modifier - if set then this instruction is to be +// issued in parallel with the previous instruction(s) for which this bit +// is not set. +// +const D3DSI_COISSUE = 0x40000000; + +//--------------------------------------------------------------------- +// Opcode specific controls + +const D3DSP_OPCODESPECIFICCONTROL_MASK = 0x00ff0000; +const D3DSP_OPCODESPECIFICCONTROL_SHIFT = 16; + +// ps_2_0 texld controls +const D3DSI_TEXLD_PROJECT = (0x01 << D3DSP_OPCODESPECIFICCONTROL_SHIFT); +const D3DSI_TEXLD_BIAS = (0x02 << D3DSP_OPCODESPECIFICCONTROL_SHIFT); + +// Comparison for dynamic conditional instruction opcodes (i.e. if, breakc) +enum : D3DSHADER_COMPARISON { + // < = > + D3DSPC_RESERVED0= 0, // 0 0 0 + D3DSPC_GT = 1, // 0 0 1 + D3DSPC_EQ = 2, // 0 1 0 + D3DSPC_GE = 3, // 0 1 1 + D3DSPC_LT = 4, // 1 0 0 + D3DSPC_NE = 5, // 1 0 1 + D3DSPC_LE = 6, // 1 1 0 + D3DSPC_RESERVED1= 7 // 1 1 1 +} +typedef uint D3DSHADER_COMPARISON; + +// Comparison is part of instruction opcode token: +const D3DSHADER_COMPARISON_SHIFT = D3DSP_OPCODESPECIFICCONTROL_SHIFT; +const D3DSHADER_COMPARISON_MASK = (0x7<<D3DSHADER_COMPARISON_SHIFT); + +//--------------------------------------------------------------------- +// Predication flags on instruction token +const D3DSHADER_INSTRUCTION_PREDICATED = (0x1 << 28); + +//--------------------------------------------------------------------- +// DCL Info Token Controls + +// For dcl info tokens requiring a semantic (usage + index) +const D3DSP_DCL_USAGE_SHIFT = 0; +const D3DSP_DCL_USAGE_MASK = 0x0000000f; + +const D3DSP_DCL_USAGEINDEX_SHIFT = 16; +const D3DSP_DCL_USAGEINDEX_MASK = 0x000f0000; + +// DCL pixel shader sampler info token. +const D3DSP_TEXTURETYPE_SHIFT = 27; +const D3DSP_TEXTURETYPE_MASK = 0x78000000; + +enum : D3DSAMPLER_TEXTURE_TYPE { + D3DSTT_UNKNOWN = 0<<D3DSP_TEXTURETYPE_SHIFT, // uninitialized value + D3DSTT_2D = 2<<D3DSP_TEXTURETYPE_SHIFT, // dcl_2d s# (for declaring a 2-D texture) + D3DSTT_CUBE = 3<<D3DSP_TEXTURETYPE_SHIFT, // dcl_cube s# (for declaring a cube texture) + D3DSTT_VOLUME = 4<<D3DSP_TEXTURETYPE_SHIFT // dcl_volume s# (for declaring a volume texture) +} +typedef uint D3DSAMPLER_TEXTURE_TYPE; + +//--------------------------------------------------------------------- +// Parameter Token Bit Definitions +// +const D3DSP_REGNUM_MASK = 0x000007FF; + +// destination parameter write mask +const D3DSP_WRITEMASK_0 = 0x00010000; // Component 0 (X;Red) +const D3DSP_WRITEMASK_1 = 0x00020000; // Component 1 (Y;Green) +const D3DSP_WRITEMASK_2 = 0x00040000; // Component 2 (Z;Blue) +const D3DSP_WRITEMASK_3 = 0x00080000; // Component 3 (W;Alpha) +const D3DSP_WRITEMASK_ALL = 0x000F0000; // All Components + +// destination parameter modifiers +const D3DSP_DSTMOD_SHIFT = 20; +const D3DSP_DSTMOD_MASK = 0x00F00000; + +// Bit masks for destination parameter modifiers +const D3DSPDM_NONE = (0<<D3DSP_DSTMOD_SHIFT); // nop +const D3DSPDM_SATURATE = (1<<D3DSP_DSTMOD_SHIFT); // clamp to 0. to 1. range +const D3DSPDM_PARTIALPRECISION = (2<<D3DSP_DSTMOD_SHIFT); // Partial precision hint +const D3DSPDM_MSAMPCENTROID = (4<<D3DSP_DSTMOD_SHIFT); // Relevant to multisampling only: + // When the pixel center is not covered, sample + // attribute or compute gradients/LOD + // using multisample "centroid" location. + // "Centroid" is some location within the covered + // region of the pixel. + +// destination parameter +const D3DSP_DSTSHIFT_SHIFT = 24; +const D3DSP_DSTSHIFT_MASK = 0x0F000000; + +// destination/source parameter register type +const D3DSP_REGTYPE_SHIFT = 28; +const D3DSP_REGTYPE_SHIFT2 = 8; +const D3DSP_REGTYPE_MASK = 0x70000000; +const D3DSP_REGTYPE_MASK2 = 0x00001800; + +enum : D3DSHADER_PARAM_REGISTER_TYPE { + D3DSPR_TEMP = 0, // Temporary Register File + D3DSPR_INPUT = 1, // Input Register File + D3DSPR_CONST = 2, // Constant Register File + D3DSPR_ADDR = 3, // Address Register (VS) + D3DSPR_TEXTURE = 3, // Texture Register File (PS) + D3DSPR_RASTOUT = 4, // Rasterizer Register File + D3DSPR_ATTROUT = 5, // Attribute Output Register File + D3DSPR_TEXCRDOUT = 6, // Texture Coordinate Output Register File + D3DSPR_OUTPUT = 6, // Output register file for VS3.0+ + D3DSPR_CONSTINT = 7, // Constant Integer Vector Register File + D3DSPR_COLOROUT = 8, // Color Output Register File + D3DSPR_DEPTHOUT = 9, // Depth Output Register File + D3DSPR_SAMPLER = 10, // Sampler State Register File + D3DSPR_CONST2 = 11, // Constant Register File 2048 - 4095 + D3DSPR_CONST3 = 12, // Constant Register File 4096 - 6143 + D3DSPR_CONST4 = 13, // Constant Register File 6144 - 8191 + D3DSPR_CONSTBOOL = 14, // Constant Boolean register file + D3DSPR_LOOP = 15, // Loop counter register file + D3DSPR_TEMPFLOAT16 = 16, // 16-bit float temp register file + D3DSPR_MISCTYPE = 17, // Miscellaneous (single) registers. + D3DSPR_LABEL = 18, // Label + D3DSPR_PREDICATE = 19 // Predicate register +} +typedef uint D3DSHADER_PARAM_REGISTER_TYPE; + +// The miscellaneous register file (D3DSPR_MISCTYPES) +// contains register types for which there is only ever one +// register (i.e. the register # is not needed). +// Rather than use up additional register types for such +// registers, they are defined +// as particular offsets into the misc. register file: +enum : D3DSHADER_MISCTYPE_OFFSETS { + D3DSMO_POSITION = 0, // Input position x,y,z,rhw (PS) + D3DSMO_FACE = 1, // Floating point primitive area (PS) +} +typedef uint D3DSHADER_MISCTYPE_OFFSETS; + +// Register offsets in the Rasterizer Register File +// +enum : D3DVS_RASTOUT_OFFSETS { + D3DSRO_POSITION = 0, + D3DSRO_FOG, + D3DSRO_POINT_SIZE +} +typedef uint D3DVS_RASTOUT_OFFSETS; + +// Source operand addressing modes + +const D3DVS_ADDRESSMODE_SHIFT = 13; +const D3DVS_ADDRESSMODE_MASK = (1 << D3DVS_ADDRESSMODE_SHIFT); + +enum : D3DVS_ADDRESSMODE_TYPE { + D3DVS_ADDRMODE_ABSOLUTE = (0 << D3DVS_ADDRESSMODE_SHIFT), + D3DVS_ADDRMODE_RELATIVE = (1 << D3DVS_ADDRESSMODE_SHIFT) +} +typedef uint D3DVS_ADDRESSMODE_TYPE; + +const D3DSHADER_ADDRESSMODE_SHIFT = 13; +const D3DSHADER_ADDRESSMODE_MASK = (1 << D3DSHADER_ADDRESSMODE_SHIFT); + +enum : D3DSHADER_ADDRESSMODE_TYPE { + D3DSHADER_ADDRMODE_ABSOLUTE = (0 << D3DSHADER_ADDRESSMODE_SHIFT), + D3DSHADER_ADDRMODE_RELATIVE = (1 << D3DSHADER_ADDRESSMODE_SHIFT) +} +typedef uint D3DSHADER_ADDRESSMODE_TYPE; + +// Source operand swizzle definitions +// +const D3DVS_SWIZZLE_SHIFT = 16; +const D3DVS_SWIZZLE_MASK = 0x00FF0000; + +// The following bits define where to take component X from: + +const D3DVS_X_X = (0<<D3DVS_SWIZZLE_SHIFT); +const D3DVS_X_Y = (1<<D3DVS_SWIZZLE_SHIFT); +const D3DVS_X_Z = (2<<D3DVS_SWIZZLE_SHIFT); +const D3DVS_X_W = (3<<D3DVS_SWIZZLE_SHIFT); + +// The following bits define where to take component Y from: + +const D3DVS_Y_X = (0<<(D3DVS_SWIZZLE_SHIFT+2)); +const D3DVS_Y_Y = (1<<(D3DVS_SWIZZLE_SHIFT+2)); +const D3DVS_Y_Z = (2<<(D3DVS_SWIZZLE_SHIFT+2)); +const D3DVS_Y_W = (3<<(D3DVS_SWIZZLE_SHIFT+2)); + +// The following bits define where to take component Z from: + +const D3DVS_Z_X = (0<<(D3DVS_SWIZZLE_SHIFT+4)); +const D3DVS_Z_Y = (1<<(D3DVS_SWIZZLE_SHIFT+4)); +const D3DVS_Z_Z = (2<<(D3DVS_SWIZZLE_SHIFT+4)); +const D3DVS_Z_W = (3<<(D3DVS_SWIZZLE_SHIFT+4)); + +// The following bits define where to take component W from: + +const D3DVS_W_X = (0<<(D3DVS_SWIZZLE_SHIFT+6)); +const D3DVS_W_Y = (1<<(D3DVS_SWIZZLE_SHIFT+6)); +const D3DVS_W_Z = (2<<(D3DVS_SWIZZLE_SHIFT+6)); +const D3DVS_W_W = (3<<(D3DVS_SWIZZLE_SHIFT+6)); + +// Value when there is no swizzle (X is taken from X, Y is taken from Y, +// Z is taken from Z, W is taken from W +// +const D3DVS_NOSWIZZLE = (D3DVS_X_X|D3DVS_Y_Y|D3DVS_Z_Z|D3DVS_W_W); + +// source parameter swizzle +const D3DSP_SWIZZLE_SHIFT = 16; +const D3DSP_SWIZZLE_MASK = 0x00FF0000; + +const D3DSP_NOSWIZZLE = ( (0 << (D3DSP_SWIZZLE_SHIFT + 0)) | + (1 << (D3DSP_SWIZZLE_SHIFT + 2)) | + (2 << (D3DSP_SWIZZLE_SHIFT + 4)) | + (3 << (D3DSP_SWIZZLE_SHIFT + 6)) ); + +// pixel-shader swizzle ops +const D3DSP_REPLICATERED = + ( (0 << (D3DSP_SWIZZLE_SHIFT + 0)) | + (0 << (D3DSP_SWIZZLE_SHIFT + 2)) | + (0 << (D3DSP_SWIZZLE_SHIFT + 4)) | + (0 << (D3DSP_SWIZZLE_SHIFT + 6)) ); + +const D3DSP_REPLICATEGREEN = + ( (1 << (D3DSP_SWIZZLE_SHIFT + 0)) | + (1 << (D3DSP_SWIZZLE_SHIFT + 2)) | + (1 << (D3DSP_SWIZZLE_SHIFT + 4)) | + (1 << (D3DSP_SWIZZLE_SHIFT + 6)) ); + +const D3DSP_REPLICATEBLUE = + ( (2 << (D3DSP_SWIZZLE_SHIFT + 0)) | + (2 << (D3DSP_SWIZZLE_SHIFT + 2)) | + (2 << (D3DSP_SWIZZLE_SHIFT + 4)) | + (2 << (D3DSP_SWIZZLE_SHIFT + 6)) ); + +const D3DSP_REPLICATEALPHA = + ( (3 << (D3DSP_SWIZZLE_SHIFT + 0)) | + (3 << (D3DSP_SWIZZLE_SHIFT + 2)) | + (3 << (D3DSP_SWIZZLE_SHIFT + 4)) | + (3 << (D3DSP_SWIZZLE_SHIFT + 6)) ); + +// source parameter modifiers +const D3DSP_SRCMOD_SHIFT = 24; +const D3DSP_SRCMOD_MASK = 0x0F000000; + +enum : D3DSHADER_PARAM_SRCMOD_TYPE { + D3DSPSM_NONE = 0<<D3DSP_SRCMOD_SHIFT, // nop + D3DSPSM_NEG = 1<<D3DSP_SRCMOD_SHIFT, // negate + D3DSPSM_BIAS = 2<<D3DSP_SRCMOD_SHIFT, // bias + D3DSPSM_BIASNEG = 3<<D3DSP_SRCMOD_SHIFT, // bias and negate + D3DSPSM_SIGN = 4<<D3DSP_SRCMOD_SHIFT, // sign + D3DSPSM_SIGNNEG = 5<<D3DSP_SRCMOD_SHIFT, // sign and negate + D3DSPSM_COMP = 6<<D3DSP_SRCMOD_SHIFT, // complement + D3DSPSM_X2 = 7<<D3DSP_SRCMOD_SHIFT, // *2 + D3DSPSM_X2NEG = 8<<D3DSP_SRCMOD_SHIFT, // *2 and negate + D3DSPSM_DZ = 9<<D3DSP_SRCMOD_SHIFT, // divide through by z component + D3DSPSM_DW = 10<<D3DSP_SRCMOD_SHIFT, // divide through by w component + D3DSPSM_ABS = 11<<D3DSP_SRCMOD_SHIFT, // abs() + D3DSPSM_ABSNEG = 12<<D3DSP_SRCMOD_SHIFT, // -abs() + D3DSPSM_NOT = 13<<D3DSP_SRCMOD_SHIFT // for predicate register: "!p0" +} +typedef uint D3DSHADER_PARAM_SRCMOD_TYPE; + +// pixel shader version token +uint D3DPS_VERSION(ubyte _Major, ubyte _Minor) { return (0xFFFF0000|(_Major<<8)|_Minor); } + +// vertex shader version token +uint D3DVS_VERSION(ubyte _Major, ubyte _Minor) { return (0xFFFE0000|(_Major<<8)|_Minor); } + +// extract major/minor from version cap +ubyte D3DSHADER_VERSION_MAJOR(uint _Version) { return cast(ubyte)((_Version>>8)&0xFF); } +ubyte D3DSHADER_VERSION_MINOR(uint _Version) { return cast(ubyte)((_Version>>0)&0xFF); } + +// destination/source parameter register type +const D3DSI_COMMENTSIZE_SHIFT = 16; +const D3DSI_COMMENTSIZE_MASK = 0x7FFF0000; +uint D3DSHADER_COMMENT(ushort _DWordSize) { return (((_DWordSize<<D3DSI_COMMENTSIZE_SHIFT)&D3DSI_COMMENTSIZE_MASK)|D3DSIO_COMMENT); } + +// pixel/vertex shader end token +const D3DPS_END = 0x0000FFFF; +const D3DVS_END = 0x0000FFFF; + + +//--------------------------------------------------------------------- + +// High order surfaces +// +enum : D3DBASISTYPE { + D3DBASIS_BEZIER = 0, + D3DBASIS_BSPLINE = 1, + D3DBASIS_CATMULL_ROM = 2 /* In D3D8 this used to be D3DBASIS_INTERPOLATE */ +} +typedef uint D3DBASISTYPE; + +enum : D3DDEGREETYPE { + D3DDEGREE_LINEAR = 1, + D3DDEGREE_QUADRATIC = 2, + D3DDEGREE_CUBIC = 3, + D3DDEGREE_QUINTIC = 5 +} +typedef uint D3DDEGREETYPE; + +enum : D3DPATCHEDGESTYLE { + D3DPATCHEDGE_DISCRETE = 0, + D3DPATCHEDGE_CONTINUOUS = 1 +} +typedef uint D3DPATCHEDGESTYLE; + +enum : D3DSTATEBLOCKTYPE { + D3DSBT_ALL = 1, // capture all state + D3DSBT_PIXELSTATE = 2, // capture pixel state + D3DSBT_VERTEXSTATE = 3 // capture vertex state +} +typedef uint D3DSTATEBLOCKTYPE; + +// The D3DVERTEXBLENDFLAGS type is used with D3DRS_VERTEXBLEND state. +// +enum : D3DVERTEXBLENDFLAGS { + D3DVBF_DISABLE = 0, // Disable vertex blending + D3DVBF_1WEIGHTS = 1, // 2 matrix blending + D3DVBF_2WEIGHTS = 2, // 3 matrix blending + D3DVBF_3WEIGHTS = 3, // 4 matrix blending + D3DVBF_TWEENING = 255, // blending using D3DRS_TWEENFACTOR + D3DVBF_0WEIGHTS = 256 // one matrix is used with weight 1.0 +} +typedef uint D3DVERTEXBLENDFLAGS; + +enum : D3DTEXTURETRANSFORMFLAGS { + D3DTTFF_DISABLE = 0, // texture coordinates are passed directly + D3DTTFF_COUNT1 = 1, // rasterizer should expect 1-D texture coords + D3DTTFF_COUNT2 = 2, // rasterizer should expect 2-D texture coords + D3DTTFF_COUNT3 = 3, // rasterizer should expect 3-D texture coords + D3DTTFF_COUNT4 = 4, // rasterizer should expect 4-D texture coords + D3DTTFF_PROJECTED = 256 // texcoords to be divided by COUNTth element +} +typedef uint D3DTEXTURETRANSFORMFLAGS; + +// Macros to set texture coordinate format bits in the FVF id + +const D3DFVF_TEXTUREFORMAT2 = 0; // Two floating point values +const D3DFVF_TEXTUREFORMAT1 = 3; // One floating point value +const D3DFVF_TEXTUREFORMAT3 = 1; // Three floating point values +const D3DFVF_TEXTUREFORMAT4 = 2; // Four floating point values + +uint D3DFVF_TEXCOORDSIZE3(uint CoordIndex) { return (D3DFVF_TEXTUREFORMAT3 << (CoordIndex*2 + 16)); } +uint D3DFVF_TEXCOORDSIZE2(uint CoordIndex) { return (D3DFVF_TEXTUREFORMAT2); } +uint D3DFVF_TEXCOORDSIZE4(uint CoordIndex) { return (D3DFVF_TEXTUREFORMAT4 << (CoordIndex*2 + 16)); } +uint D3DFVF_TEXCOORDSIZE1(uint CoordIndex) { return (D3DFVF_TEXTUREFORMAT1 << (CoordIndex*2 + 16)); } + + +//--------------------------------------------------------------------- + +/* Direct3D9 Device types */ +enum : D3DDEVTYPE { + D3DDEVTYPE_HAL = 1, + D3DDEVTYPE_REF = 2, + D3DDEVTYPE_SW = 3, + + D3DDEVTYPE_NULLREF = 4 +} +typedef uint D3DDEVTYPE; + +/* Multi-Sample buffer types */ +enum : D3DMULTISAMPLE_TYPE { + D3DMULTISAMPLE_NONE = 0, + D3DMULTISAMPLE_NONMASKABLE = 1, + D3DMULTISAMPLE_2_SAMPLES = 2, + D3DMULTISAMPLE_3_SAMPLES = 3, + D3DMULTISAMPLE_4_SAMPLES = 4, + D3DMULTISAMPLE_5_SAMPLES = 5, + D3DMULTISAMPLE_6_SAMPLES = 6, + D3DMULTISAMPLE_7_SAMPLES = 7, + D3DMULTISAMPLE_8_SAMPLES = 8, + D3DMULTISAMPLE_9_SAMPLES = 9, + D3DMULTISAMPLE_10_SAMPLES = 10, + D3DMULTISAMPLE_11_SAMPLES = 11, + D3DMULTISAMPLE_12_SAMPLES = 12, + D3DMULTISAMPLE_13_SAMPLES = 13, + D3DMULTISAMPLE_14_SAMPLES = 14, + D3DMULTISAMPLE_15_SAMPLES = 15, + D3DMULTISAMPLE_16_SAMPLES = 16 +} +typedef uint D3DMULTISAMPLE_TYPE; + +/* Formats + * Most of these names have the following convention: + * A = Alpha + * R = Red + * G = Green + * B = Blue + * X = Unused Bits + * P = Palette + * L = Luminance + * U = dU coordinate for BumpMap + * V = dV coordinate for BumpMap + * S = Stencil + * D = Depth (e.g. Z or W buffer) + * C = Computed from other channels (typically on certain read operations) + * + * Further, the order of the pieces are from MSB first; hence + * D3DFMT_A8L8 indicates that the high byte of this two byte + * format is alpha. + * + * D3DFMT_D16_LOCKABLE indicates: + * - An integer 16-bit value. + * - An app-lockable surface. + * + * D3DFMT_D32F_LOCKABLE indicates: + * - An IEEE 754 floating-point value. + * - An app-lockable surface. + * + * All Depth/Stencil formats except D3DFMT_D16_LOCKABLE and D3DFMT_D32F_LOCKABLE indicate: + * - no particular bit ordering per pixel, and + * - are not app lockable, and + * - the driver is allowed to consume more than the indicated + * number of bits per Depth channel (but not Stencil channel). + */ +uint MAKEFOURCC(ubyte ch0, ubyte ch1, ubyte ch2, ubyte ch3) { + return cast(uint)ch0 | cast(uint)(ch1 << 8) | cast(uint)(ch2 << 16) | cast(uint)(ch3 << 24 ); +} +template T_MAKEFOURCC(ubyte ch0, ubyte ch1, ubyte ch2, ubyte ch3) { + const T_MAKEFOURCC = cast(uint)ch0 | cast(uint)(ch1 << 8) | cast(uint)(ch2 << 16) | cast(uint)(ch3 << 24 ); +} + +enum : D3DFORMAT { + D3DFMT_UNKNOWN = 0, + + D3DFMT_R8G8B8 = 20, + D3DFMT_A8R8G8B8 = 21, + D3DFMT_X8R8G8B8 = 22, + D3DFMT_R5G6B5 = 23, + D3DFMT_X1R5G5B5 = 24, + D3DFMT_A1R5G5B5 = 25, + D3DFMT_A4R4G4B4 = 26, + D3DFMT_R3G3B2 = 27, + D3DFMT_A8 = 28, + D3DFMT_A8R3G3B2 = 29, + D3DFMT_X4R4G4B4 = 30, + D3DFMT_A2B10G10R10 = 31, + D3DFMT_A8B8G8R8 = 32, + D3DFMT_X8B8G8R8 = 33, + D3DFMT_G16R16 = 34, + D3DFMT_A2R10G10B10 = 35, + D3DFMT_A16B16G16R16 = 36, + + D3DFMT_A8P8 = 40, + D3DFMT_P8 = 41, + + D3DFMT_L8 = 50, + D3DFMT_A8L8 = 51, + D3DFMT_A4L4 = 52, + + D3DFMT_V8U8 = 60, + D3DFMT_L6V5U5 = 61, + D3DFMT_X8L8V8U8 = 62, + D3DFMT_Q8W8V8U8 = 63, + D3DFMT_V16U16 = 64, + D3DFMT_A2W10V10U10 = 67, + + D3DFMT_UYVY = T_MAKEFOURCC!('U', 'Y', 'V', 'Y'), + D3DFMT_R8G8_B8G8 = T_MAKEFOURCC!('R', 'G', 'B', 'G'), + D3DFMT_YUY2 = T_MAKEFOURCC!('Y', 'U', 'Y', '2'), + D3DFMT_G8R8_G8B8 = T_MAKEFOURCC!('G', 'R', 'G', 'B'), + D3DFMT_DXT1 = T_MAKEFOURCC!('D', 'X', 'T', '1'), + D3DFMT_DXT2 = T_MAKEFOURCC!('D', 'X', 'T', '2'), + D3DFMT_DXT3 = T_MAKEFOURCC!('D', 'X', 'T', '3'), + D3DFMT_DXT4 = T_MAKEFOURCC!('D', 'X', 'T', '4'), + D3DFMT_DXT5 = T_MAKEFOURCC!('D', 'X', 'T', '5'), + + D3DFMT_D16_LOCKABLE = 70, + D3DFMT_D32 = 71, + D3DFMT_D15S1 = 73, + D3DFMT_D24S8 = 75, + D3DFMT_D24X8 = 77, + D3DFMT_D24X4S4 = 79, + D3DFMT_D16 = 80, + + D3DFMT_D32F_LOCKABLE = 82, + D3DFMT_D24FS8 = 83, + + /* Z-Stencil formats valid for CPU access */ + D3DFMT_D32_LOCKABLE = 84, + D3DFMT_S8_LOCKABLE = 85, + + D3DFMT_L16 = 81, + + D3DFMT_VERTEXDATA =100, + D3DFMT_INDEX16 =101, + D3DFMT_INDEX32 =102, + + D3DFMT_Q16W16V16U16 =110, + + D3DFMT_MULTI2_ARGB8 = T_MAKEFOURCC!('M','E','T','1'), + + // Floating point surface formats + + // s10e5 formats (16-bits per channel) + D3DFMT_R16F = 111, + D3DFMT_G16R16F = 112, + D3DFMT_A16B16G16R16F = 113, + + // IEEE s23e8 formats (32-bits per channel) + D3DFMT_R32F = 114, + D3DFMT_G32R32F = 115, + D3DFMT_A32B32G32R32F = 116, + + D3DFMT_CxV8U8 = 117, + + // Monochrome 1 bit per pixel format + D3DFMT_A1 = 118, + + + // Binary format indicating that the data has no inherent type + D3DFMT_BINARYBUFFER = 199 +} +typedef uint D3DFORMAT; + +/* Display Modes */ +struct D3DDISPLAYMODE { + uint Width; + uint Height; + uint RefreshRate; + D3DFORMAT Format; +} + +/* Creation Parameters */ +struct D3DDEVICE_CREATION_PARAMETERS +{ + UINT AdapterOrdinal; + D3DDEVTYPE DeviceType; + HWND hFocusWindow; + DWORD BehaviorFlags; +} + + +/* SwapEffects */ +enum : D3DSWAPEFFECT { + D3DSWAPEFFECT_DISCARD = 1, + D3DSWAPEFFECT_FLIP = 2, + D3DSWAPEFFECT_COPY = 3 +} +typedef uint D3DSWAPEFFECT; + +/* Pool types */ +enum : D3DPOOL { + D3DPOOL_DEFAULT = 0, + D3DPOOL_MANAGED = 1, + D3DPOOL_SYSTEMMEM = 2, + D3DPOOL_SCRATCH = 3 +} +typedef uint D3DPOOL; + + +/* RefreshRate pre-defines */ +const D3DPRESENT_RATE_DEFAULT = 0x00000000; + + +/* Resize Optional Parameters */ +struct D3DPRESENT_PARAMETERS +{ + UINT BackBufferWidth; + UINT BackBufferHeight; + D3DFORMAT BackBufferFormat; + UINT BackBufferCount; + + D3DMULTISAMPLE_TYPE MultiSampleType; + DWORD MultiSampleQuality; + + D3DSWAPEFFECT SwapEffect; + HWND hDeviceWindow; + BOOL Windowed; + BOOL EnableAutoDepthStencil; + D3DFORMAT AutoDepthStencilFormat; + DWORD Flags; + + /* FullScreen_RefreshRateInHz must be zero for Windowed mode */ + UINT FullScreen_RefreshRateInHz; + UINT PresentationInterval; +} + +// Values for D3DPRESENT_PARAMETERS.Flags + +const D3DPRESENTFLAG_LOCKABLE_BACKBUFFER = 0x00000001; +const D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL = 0x00000002; +const D3DPRESENTFLAG_DEVICECLIP = 0x00000004; +const D3DPRESENTFLAG_VIDEO = 0x00000010; + +const D3DPRESENTFLAG_NOAUTOROTATE = 0x00000020; +const D3DPRESENTFLAG_UNPRUNEDMODE = 0x00000040; + +/* Gamma Ramp: Same as DX7 */ + +struct D3DGAMMARAMP +{ + ushort[256] red; + ushort[256] green; + ushort[256] blue; +} + +/* Back buffer types */ +enum : D3DBACKBUFFER_TYPE { + D3DBACKBUFFER_TYPE_MONO = 0, + D3DBACKBUFFER_TYPE_LEFT = 1, + D3DBACKBUFFER_TYPE_RIGHT = 2 +} +typedef uint D3DBACKBUFFER_TYPE; + +/* Types */ +enum : D3DRESOURCETYPE { + D3DRTYPE_SURFACE = 1, + D3DRTYPE_VOLUME = 2, + D3DRTYPE_TEXTURE = 3, + D3DRTYPE_VOLUMETEXTURE = 4, + D3DRTYPE_CUBETEXTURE = 5, + D3DRTYPE_VERTEXBUFFER = 6, + D3DRTYPE_INDEXBUFFER = 7 //if this changes, change _D3DDEVINFO_RESOURCEMANAGER definition +} +typedef uint D3DRESOURCETYPE; + +/* Usages */ +const D3DUSAGE_RENDERTARGET = 0x00000001L; +const D3DUSAGE_DEPTHSTENCIL = 0x00000002L; +const D3DUSAGE_DYNAMIC = 0x00000200L; +const D3DUSAGE_NONSECURE = 0x00800000L; + +// When passed to CheckDeviceFormat, D3DUSAGE_AUTOGENMIPMAP may return +// D3DOK_NOAUTOGEN if the device doesn't support autogeneration for that format. +// D3DOK_NOAUTOGEN is a success code, not a failure code... the SUCCEEDED and FAILED macros +// will return true and false respectively for this code. +const D3DUSAGE_AUTOGENMIPMAP = 0x00000400L; +const D3DUSAGE_DMAP = 0x00004000L; + +// The following usages are valid only for querying CheckDeviceFormat +const D3DUSAGE_QUERY_LEGACYBUMPMAP = 0x00008000L; +const D3DUSAGE_QUERY_SRGBREAD = 0x00010000L; +const D3DUSAGE_QUERY_FILTER = 0x00020000L; +const D3DUSAGE_QUERY_SRGBWRITE = 0x00040000L; +const D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING = 0x00080000L; +const D3DUSAGE_QUERY_VERTEXTEXTURE = 0x00100000L; +const D3DUSAGE_QUERY_WRAPANDMIP = 0x00200000L; + +/* Usages for Vertex/Index buffers */ +const D3DUSAGE_WRITEONLY = 0x00000008L; +const D3DUSAGE_SOFTWAREPROCESSING = 0x00000010L; +const D3DUSAGE_DONOTCLIP = 0x00000020L; +const D3DUSAGE_POINTS = 0x00000040L; +const D3DUSAGE_RTPATCHES = 0x00000080L; +const D3DUSAGE_NPATCHES = 0x00000100L; +const D3DUSAGE_TEXTAPI = 0x10000000L; + +/* CubeMap Face identifiers */ +enum : D3DCUBEMAP_FACES { + D3DCUBEMAP_FACE_POSITIVE_X = 0, + D3DCUBEMAP_FACE_NEGATIVE_X = 1, + D3DCUBEMAP_FACE_POSITIVE_Y = 2, + D3DCUBEMAP_FACE_NEGATIVE_Y = 3, + D3DCUBEMAP_FACE_POSITIVE_Z = 4, + D3DCUBEMAP_FACE_NEGATIVE_Z = 5 +} +typedef uint D3DCUBEMAP_FACES; + +/* Lock flags */ +const D3DLOCK_READONLY = 0x00000010L; +const D3DLOCK_DISCARD = 0x00002000L; +const D3DLOCK_NOOVERWRITE = 0x00001000L; +const D3DLOCK_NOSYSLOCK = 0x00000800L; +const D3DLOCK_DONOTWAIT = 0x00004000L; +const D3DLOCK_NO_DIRTY_UPDATE = 0x00008000L; + +/* Vertex Buffer Description */ +struct D3DVERTEXBUFFER_DESC { + D3DFORMAT Format; + D3DRESOURCETYPE Type; + DWORD Usage; + D3DPOOL Pool; + UINT Size; + DWORD FVF; +} + +/* Index Buffer Description */ +struct D3DINDEXBUFFER_DESC { + D3DFORMAT Format; + D3DRESOURCETYPE Type; + DWORD Usage; + D3DPOOL Pool; + UINT Size; +} + + +/* Surface Description */ +struct D3DSURFACE_DESC { + D3DFORMAT Format; + D3DRESOURCETYPE Type; + DWORD Usage; + D3DPOOL Pool; + + D3DMULTISAMPLE_TYPE MultiSampleType; + DWORD MultiSampleQuality; + UINT Width; + UINT Height; +} + +struct D3DVOLUME_DESC { + D3DFORMAT Format; + D3DRESOURCETYPE Type; + DWORD Usage; + D3DPOOL Pool; + + UINT Width; + UINT Height; + UINT Depth; +} + +/* Structure for LockRect */ +struct D3DLOCKED_RECT { + INT Pitch; + void* pBits; +} + +/* Structures for LockBox */ +struct D3DBOX { + UINT Left; + UINT Top; + UINT Right; + UINT Bottom; + UINT Front; + UINT Back; +} + +struct D3DLOCKED_BOX +{ + INT RowPitch; + INT SlicePitch; + void* pBits; +} + +/* Structures for LockRange */ +struct D3DRANGE +{ + UINT Offset; + UINT Size; +} + +/* Structures for high order primitives */ +struct D3DRECTPATCH_INFO +{ + UINT StartVertexOffsetWidth; + UINT StartVertexOffsetHeight; + UINT Width; + UINT Height; + UINT Stride; + D3DBASISTYPE Basis; + D3DDEGREETYPE Degree; +} + +struct D3DTRIPATCH_INFO +{ + UINT StartVertexOffset; + UINT NumVertices; + D3DBASISTYPE Basis; + D3DDEGREETYPE Degree; +} + +/* Adapter Identifier */ + +const MAX_DEVICE_IDENTIFIER_STRING = 512; +struct D3DADAPTER_IDENTIFIER9 +{ + char[MAX_DEVICE_IDENTIFIER_STRING] Driver; + char[MAX_DEVICE_IDENTIFIER_STRING] Description; + char[32] DeviceName; /* Device name for GDI (ex. \\.\DISPLAY1) */ + + LARGE_INTEGER DriverVersion; /* Defined for 32 bit components */ + + DWORD VendorId; + DWORD DeviceId; + DWORD SubSysId; + DWORD Revision; + + GUID DeviceIdentifier; + + DWORD WHQLLevel; +} + + +/* Raster Status structure returned by GetRasterStatus */ +struct D3DRASTER_STATUS +{ + BOOL InVBlank; + UINT ScanLine; +} + + + +/* Debug monitor tokens (DEBUG only) + + Note that if D3DRS_DEBUGMONITORTOKEN is set, the call is treated as + passing a token to the debug monitor. For example, if, after passing + D3DDMT_ENABLE/DISABLE to D3DRS_DEBUGMONITORTOKEN other token values + are passed in, the enabled/disabled state of the debug + monitor will still persist. + + The debug monitor defaults to enabled. + + Calling GetRenderState on D3DRS_DEBUGMONITORTOKEN is not of any use. +*/ +enum : D3DDEBUGMONITORTOKENS { + D3DDMT_ENABLE = 0, // enable debug monitor + D3DDMT_DISABLE = 1 // disable debug monitor +} +typedef uint D3DDEBUGMONITORTOKENS; + +// Async feedback + +enum : D3DQUERYTYPE { + D3DQUERYTYPE_VCACHE = 4, /* D3DISSUE_END */ + D3DQUERYTYPE_RESOURCEMANAGER = 5, /* D3DISSUE_END */ + D3DQUERYTYPE_VERTEXSTATS = 6, /* D3DISSUE_END */ + D3DQUERYTYPE_EVENT = 8, /* D3DISSUE_END */ + D3DQUERYTYPE_OCCLUSION = 9, /* D3DISSUE_BEGIN, D3DISSUE_END */ + D3DQUERYTYPE_TIMESTAMP = 10, /* D3DISSUE_END */ + D3DQUERYTYPE_TIMESTAMPDISJOINT = 11, /* D3DISSUE_BEGIN, D3DISSUE_END */ + D3DQUERYTYPE_TIMESTAMPFREQ = 12, /* D3DISSUE_END */ + D3DQUERYTYPE_PIPELINETIMINGS = 13, /* D3DISSUE_BEGIN, D3DISSUE_END */ + D3DQUERYTYPE_INTERFACETIMINGS = 14, /* D3DISSUE_BEGIN, D3DISSUE_END */ + D3DQUERYTYPE_VERTEXTIMINGS = 15, /* D3DISSUE_BEGIN, D3DISSUE_END */ + D3DQUERYTYPE_PIXELTIMINGS = 16, /* D3DISSUE_BEGIN, D3DISSUE_END */ + D3DQUERYTYPE_BANDWIDTHTIMINGS = 17, /* D3DISSUE_BEGIN, D3DISSUE_END */ + D3DQUERYTYPE_CACHEUTILIZATION = 18, /* D3DISSUE_BEGIN, D3DISSUE_END */ +} +typedef uint D3DQUERYTYPE; + +// Flags field for Issue +const D3DISSUE_END = (1 << 0); // Tells the runtime to issue the end of a query, changing it's state to "non-signaled". +const D3DISSUE_BEGIN = (1 << 1); // Tells the runtime to issue the beginng of a query. + + +// Flags field for GetData +const D3DGETDATA_FLUSH = (1 << 0); // Tells the runtime to flush if the query is outstanding. + + +struct D3DRESOURCESTATS +{ +// Data collected since last Present() + BOOL bThrashing; /* indicates if thrashing */ + DWORD ApproxBytesDownloaded; /* Approximate number of bytes downloaded by resource manager */ + DWORD NumEvicts; /* number of objects evicted */ + DWORD NumVidCreates; /* number of objects created in video memory */ + DWORD LastPri; /* priority of last object evicted */ + DWORD NumUsed; /* number of objects set to the device */ + DWORD NumUsedInVidMem; /* number of objects set to the device, which are already in video memory */ +// Persistent data + DWORD WorkingSet; /* number of objects in video memory */ + DWORD WorkingSetBytes; /* number of bytes in video memory */ + DWORD TotalManaged; /* total number of managed objects */ + DWORD TotalBytes; /* total number of bytes of managed objects */ +} + +const D3DRTYPECOUNT = D3DRTYPE_INDEXBUFFER+1; + +struct D3DDEVINFO_RESOURCEMANAGER +{ +//#ifndef WOW64_ENUM_WORKAROUND +// D3DRESOURCESTATS stats[D3DRTYPECOUNT]; + D3DRESOURCESTATS stats[8]; +} +alias D3DDEVINFO_RESOURCEMANAGER* LPD3DDEVINFO_RESOURCEMANAGER; + +struct D3DDEVINFO_D3DVERTEXSTATS +{ + DWORD NumRenderedTriangles; /* total number of triangles that are not clipped in this frame */ + DWORD NumExtraClippingTriangles; /* Number of new triangles generated by clipping */ +} +alias D3DDEVINFO_D3DVERTEXSTATS *LPD3DDEVINFO_D3DVERTEXSTATS; + + +struct D3DDEVINFO_VCACHE { + DWORD Pattern; /* bit pattern, return value must be FOUR_CC('C', 'A', 'C', 'H') */ + DWORD OptMethod; /* optimization method 0 means longest strips, 1 means vertex cache based */ + DWORD CacheSize; /* cache size to optimize for (only required if type is 1) */ + DWORD MagicNumber; /* used to determine when to restart strips (only required if type is 1)*/ +} +alias D3DDEVINFO_VCACHE *LPD3DDEVINFO_VCACHE; + +struct D3DDEVINFO_D3D9PIPELINETIMINGS +{ + FLOAT VertexProcessingTimePercent; + FLOAT PixelProcessingTimePercent; + FLOAT OtherGPUProcessingTimePercent; + FLOAT GPUIdleTimePercent; +} + +struct D3DDEVINFO_D3D9INTERFACETIMINGS +{ + FLOAT WaitingForGPUToUseApplicationResourceTimePercent; + FLOAT WaitingForGPUToAcceptMoreCommandsTimePercent; + FLOAT WaitingForGPUToStayWithinLatencyTimePercent; + FLOAT WaitingForGPUExclusiveResourceTimePercent; + FLOAT WaitingForGPUOtherTimePercent; +} + +struct D3DDEVINFO_D3D9STAGETIMINGS +{ + FLOAT MemoryProcessingPercent; + FLOAT ComputationProcessingPercent; +} + +struct D3DDEVINFO_D3D9BANDWIDTHTIMINGS +{ + FLOAT MaxBandwidthUtilized; + FLOAT FrontEndUploadMemoryUtilizedPercent; + FLOAT VertexRateUtilizedPercent; + FLOAT TriangleSetupRateUtilizedPercent; + FLOAT FillRateUtilizedPercent; +} + +struct D3DDEVINFO_D3D9CACHEUTILIZATION +{ + FLOAT TextureCacheHitRate; // Percentage of cache hits + FLOAT PostTransformVertexCacheHitRate; +} + +enum : D3DCOMPOSERECTSOP { + D3DCOMPOSERECTS_COPY = 1, + D3DCOMPOSERECTS_OR = 2, + D3DCOMPOSERECTS_AND = 3, + D3DCOMPOSERECTS_NEG = 4 +} +typedef uint D3DCOMPOSERECTSOP; + +struct D3DCOMPOSERECTDESC +{ + USHORT X, Y; // Top-left coordinates of a rect in the source surface + USHORT Width, Height; // Dimensions of the rect +} + +struct D3DCOMPOSERECTDESTINATION +{ + USHORT SrcRectIndex; // Index of D3DCOMPOSERECTDESC + USHORT Reserved; // For alignment + SHORT X, Y; // Top-left coordinates of the rect in the destination surface +} + +const D3DCOMPOSERECTS_MAXNUMRECTS = 0xFFFF; +const D3DCONVOLUTIONMONO_MAXWIDTH = 7; +const D3DCONVOLUTIONMONO_MAXHEIGHT = D3DCONVOLUTIONMONO_MAXWIDTH; +const D3DFMT_A1_SURFACE_MAXWIDTH = 8192; +const D3DFMT_A1_SURFACE_MAXHEIGHT = 2048; + + +struct D3DPRESENTSTATS { + UINT PresentCount; + UINT PresentRefreshCount; + UINT SyncRefreshCount; + LARGE_INTEGER SyncQPCTime; + LARGE_INTEGER SyncGPUTime; +} + +enum : D3DSCANLINEORDERING +{ + D3DSCANLINEORDERING_UNKNOWN = 0, + D3DSCANLINEORDERING_PROGRESSIVE = 1, + D3DSCANLINEORDERING_INTERLACED = 2 +} +typedef uint D3DSCANLINEORDERING; + + +struct D3DDISPLAYMODEEX +{ + UINT Size; + UINT Width; + UINT Height; + UINT RefreshRate; + D3DFORMAT Format; + D3DSCANLINEORDERING ScanLineOrdering; +} + +struct D3DDISPLAYMODEFILTER +{ + UINT Size; + D3DFORMAT Format; + D3DSCANLINEORDERING ScanLineOrdering; +} + + +enum : D3DDISPLAYROTATION +{ + D3DDISPLAYROTATION_IDENTITY = 1, // No rotation. + D3DDISPLAYROTATION_90 = 2, // Rotated 90 degrees. + D3DDISPLAYROTATION_180 = 3, // Rotated 180 degrees. + D3DDISPLAYROTATION_270 = 4 // Rotated 270 degrees. +} +typedef uint D3DDISPLAYROTATION; + +/* For use in ID3DResource9::SetPriority calls */ +const D3D9_RESOURCE_PRIORITY_MINIMUM = 0x28000000; +const D3D9_RESOURCE_PRIORITY_LOW = 0x50000000; +const D3D9_RESOURCE_PRIORITY_NORMAL = 0x78000000; +const D3D9_RESOURCE_PRIORITY_HIGH = 0xa0000000; +const D3D9_RESOURCE_PRIORITY_MAXIMUM = 0xc8000000; 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