diff win32/directx/d3dx10tex.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
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/win32/directx/d3dx10tex.d	Tue Apr 05 20:44:01 2011 +0200
@@ -0,0 +1,192 @@
+/***********************************************************************\
+*                               d3dx10tex.d                             *
+*                                                                       *
+*                       Windows API header module                       *
+*                                                                       *
+*                       Placed into public domain                       *
+\***********************************************************************/
+module win32.directx.d3dx10tex;
+
+private import win32.windows;
+private import win32.directx.d3d10;
+private import win32.directx.d3dx10core;
+
+enum D3DX10_FILTER_FLAG {
+	D3DX10_FILTER_NONE             = 0x000001,
+	D3DX10_FILTER_POINT            = 0x000002,
+	D3DX10_FILTER_LINEAR           = 0x000003,
+	D3DX10_FILTER_TRIANGLE         = 0x000004,
+	D3DX10_FILTER_BOX              = 0x000005,
+	D3DX10_FILTER_MIRROR_U         = 0x010000,
+	D3DX10_FILTER_MIRROR_V         = 0x020000,
+	D3DX10_FILTER_MIRROR_W         = 0x040000,
+	D3DX10_FILTER_MIRROR           = 0x070000,
+	D3DX10_FILTER_DITHER           = 0x080000,
+	D3DX10_FILTER_DITHER_DIFFUSION = 0x100000,
+	D3DX10_FILTER_SRGB_IN          = 0x200000,
+	D3DX10_FILTER_SRGB_OUT         = 0x400000,
+	D3DX10_FILTER_SRGB             = 0x600000
+}
+
+enum D3DX10_NORMALMAP_FLAG {
+	D3DX10_NORMALMAP_MIRROR_U          = 0x010000,
+	D3DX10_NORMALMAP_MIRROR_V          = 0x020000,
+	D3DX10_NORMALMAP_MIRROR            = 0x030000,
+	D3DX10_NORMALMAP_INVERTSIGN        = 0x080000,
+	D3DX10_NORMALMAP_COMPUTE_OCCLUSION = 0x100000
+}
+
+enum D3DX10_CHANNEL_FLAG {
+	D3DX10_CHANNEL_RED       =  1,
+	D3DX10_CHANNEL_BLUE      =  2,
+	D3DX10_CHANNEL_GREEN     =  4,
+	D3DX10_CHANNEL_ALPHA     =  8,
+	D3DX10_CHANNEL_LUMINANCE = 16
+}
+
+enum D3DX10_IMAGE_FILE_FORMAT {
+	D3DX10_IFF_BMP         =  0,
+	D3DX10_IFF_JPG         =  1,
+	D3DX10_IFF_PNG         =  3,
+	D3DX10_IFF_DDS         =  4,
+	D3DX10_IFF_TIFF        = 10,
+	D3DX10_IFF_GIF         = 11,
+	D3DX10_IFF_WMP         = 12,
+	D3DX10_IFF_FORCE_DWORD = 0x7fffffff
+}
+
+enum D3DX10_SAVE_TEXTURE_FLAG {
+	D3DX10_STF_USEINPUTBLOB = 1
+}
+
+struct D3DX10_IMAGE_INFO {
+	UINT        Width;
+	UINT        Height;
+	UINT        Depth;
+	UINT        ArraySize;
+	UINT        MipLevels;
+	UINT        MiscFlags;
+	DXGI_FORMAT Format;
+	D3D10_RESOURCE_DIMENSION ResourceDimension;
+	D3DX10_IMAGE_FILE_FORMAT ImageFileFormat;
+}
+
+struct D3DX10_IMAGE_LOAD_INFO {
+	UINT               Width;
+	UINT               Height;
+	UINT               Depth;
+	UINT               FirstMipLevel;
+	UINT               MipLevels;
+	D3D10_USAGE        Usage;
+	UINT               BindFlags;
+	UINT               CpuAccessFlags;
+	UINT               MiscFlags;
+	DXGI_FORMAT        Format;
+	UINT               Filter;
+	UINT               MipFilter;
+	D3DX10_IMAGE_INFO* pSrcInfo;
+}
+
+HRESULT D3DX10GetImageInfoFromFileA(LPCSTR pSrcFile, ID3DX10ThreadPump pPump,
+  D3DX10_IMAGE_INFO* pSrcInfo, HRESULT* pHResult);
+HRESULT D3DX10GetImageInfoFromFileW(LPCWSTR pSrcFile, ID3DX10ThreadPump pPump,
+  D3DX10_IMAGE_INFO* pSrcInfo, HRESULT* pHResult);
+
+HRESULT D3DX10GetImageInfoFromResourceA(HMODULE hSrcModule,
+  LPCSTR pSrcResource, ID3DX10ThreadPump pPump, D3DX10_IMAGE_INFO* pSrcInfo,
+  HRESULT* pHResult);
+HRESULT D3DX10GetImageInfoFromResourceW(HMODULE hSrcModule,
+  LPCWSTR pSrcResource, ID3DX10ThreadPump pPump, D3DX10_IMAGE_INFO* pSrcInfo,
+  HRESULT* pHResult);
+
+HRESULT D3DX10GetImageInfoFromMemory(LPCVOID pSrcData, SIZE_T SrcDataSize,
+  ID3DX10ThreadPump pPump, D3DX10_IMAGE_INFO* pSrcInfo, HRESULT* pHResult);
+
+HRESULT D3DX10CreateShaderResourceViewFromFileA(ID3D10Device pDevice,
+  LPCSTR pSrcFile, D3DX10_IMAGE_LOAD_INFO* pLoadInfo, ID3DX10ThreadPump pPump,
+  ID3D10ShaderResourceView* ppShaderResourceView, HRESULT* pHResult);
+HRESULT D3DX10CreateShaderResourceViewFromFileW(ID3D10Device pDevice,
+  LPCWSTR pSrcFile, D3DX10_IMAGE_LOAD_INFO* pLoadInfo, ID3DX10ThreadPump pPump,
+  ID3D10ShaderResourceView* ppShaderResourceView, HRESULT* pHResult);
+
+HRESULT D3DX10CreateTextureFromFileA(ID3D10Device pDevice, LPCSTR pSrcFile,
+  D3DX10_IMAGE_LOAD_INFO* pLoadInfo, ID3DX10ThreadPump pPump,
+  ID3D10Resource* ppTexture, HRESULT* pHResult);
+HRESULT D3DX10CreateTextureFromFileW(ID3D10Device pDevice, LPCWSTR pSrcFile,
+  D3DX10_IMAGE_LOAD_INFO* pLoadInfo, ID3DX10ThreadPump pPump,
+  ID3D10Resource* ppTexture, HRESULT* pHResult);
+
+HRESULT D3DX10CreateShaderResourceViewFromResourceA(ID3D10Device pDevice,
+  HMODULE hSrcModule, LPCSTR pSrcResource, D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
+  ID3DX10ThreadPump pPump, ID3D10ShaderResourceView* ppShaderResourceView,
+  HRESULT* pHResult);
+HRESULT D3DX10CreateShaderResourceViewFromResourceW(ID3D10Device pDevice,
+  HMODULE hSrcModule, LPCWSTR pSrcResource, D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
+  ID3DX10ThreadPump pPump, ID3D10ShaderResourceView* ppShaderResourceView,
+  HRESULT* pHResult);
+
+HRESULT D3DX10CreateTextureFromResourceA(ID3D10Device pDevice,
+  HMODULE hSrcModule, LPCSTR pSrcResource, D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
+  ID3DX10ThreadPump pPump, ID3D10Resource* ppTexture, HRESULT* pHResult);
+HRESULT D3DX10CreateTextureFromResourceW(ID3D10Device pDevice,
+  HMODULE hSrcModule, LPCWSTR pSrcResource, D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
+  ID3DX10ThreadPump pPump, ID3D10Resource* ppTexture, HRESULT* pHResult);
+
+HRESULT D3DX10CreateShaderResourceViewFromMemory(ID3D10Device pDevice,
+  LPCVOID pSrcData, SIZE_T SrcDataSize, D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
+  ID3DX10ThreadPump pPump, ID3D10ShaderResourceView* ppShaderResourceView,
+  HRESULT* pHResult);
+
+HRESULT D3DX10CreateTextureFromMemory(ID3D10Device pDevice, LPCVOID pSrcData,
+  SIZE_T SrcDataSize, D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
+  ID3DX10ThreadPump pPump, ID3D10Resource* ppTexture, HRESULT* pHResult);
+
+struct D3DX10_TEXTURE_LOAD_INFO {
+	D3D10_BOX* pSrcBox;
+	D3D10_BOX* pDstBox;
+	UINT       SrcFirstMip;
+	UINT       DstFirstMip;
+	UINT       NumMips;
+	UINT       SrcFirstElement;
+	UINT       DstFirstElement;
+	UINT       NumElements;
+	UINT       Filter;
+	UINT       MipFilter;
+}
+
+HRESULT D3DX10LoadTextureFromTexture(ID3D10Resource pSrcTexture,
+  D3DX10_TEXTURE_LOAD_INFO* pLoadInfo, ID3D10Resource pDstTexture);
+
+HRESULT D3DX10FilterTexture(ID3D10Resource pTexture, UINT SrcLevel, UINT MipFilter);
+
+HRESULT D3DX10SaveTextureToFileA(ID3D10Resource pSrcTexture,
+  D3DX10_IMAGE_FILE_FORMAT DestFormat, LPCSTR pDestFile);
+HRESULT D3DX10SaveTextureToFileW(ID3D10Resource pSrcTexture,
+  D3DX10_IMAGE_FILE_FORMAT DestFormat, LPCWSTR pDestFile);
+
+HRESULT D3DX10SaveTextureToMemory(ID3D10Resource pSrcTexture,
+  D3DX10_IMAGE_FILE_FORMAT DestFormat, ID3D10Blob* ppDestBuf, UINT Flags);
+
+HRESULT D3DX10ComputeNormalMap(ID3D10Texture2D pSrcTexture, UINT Flags,
+  UINT Channel, FLOAT Amplitude, ID3D10Texture2D pDestTexture);
+
+HRESULT D3DX10SHProjectCubeMap(UINT Order, ID3D10Texture2D pCubeMap,
+  FLOAT* pROut, FLOAT* pGOut, FLOAT* pBOut);
+
+version(Unicode) {
+	alias D3DX10GetImageInfoFromFileW D3DX10GetImageInfoFromFile;
+	alias D3DX10GetImageInfoFromResourceW D3DX10GetImageInfoFromResource;
+	alias D3DX10CreateShaderResourceViewFromFileW D3DX10CreateShaderResourceViewFromFile;
+	alias D3DX10CreateTextureFromFileW D3DX10CreateTextureFromFile;
+	alias D3DX10CreateShaderResourceViewFromResourceW D3DX10CreateShaderResourceViewFromResource;
+	alias D3DX10CreateTextureFromResourceW D3DX10CreateTextureFromResource;
+	alias D3DX10SaveTextureToFileW D3DX10SaveTextureToFile;
+} else {
+	alias D3DX10GetImageInfoFromFileA D3DX10GetImageInfoFromFile;
+	alias D3DX10GetImageInfoFromResourceA D3DX10GetImageInfoFromResource;
+	alias D3DX10CreateShaderResourceViewFromFileA D3DX10CreateShaderResourceViewFromFile;
+	alias D3DX10CreateTextureFromFileA D3DX10CreateTextureFromFile;
+	alias D3DX10CreateShaderResourceViewFromResourceA D3DX10CreateShaderResourceViewFromResource;
+	alias D3DX10CreateTextureFromResourceA D3DX10CreateTextureFromResource;
+	alias D3DX10SaveTextureToFileA D3DX10SaveTextureToFile;
+}