dlangui/3rdparty/win32/directx/d3d10.d

1231 lines
46 KiB
D

/***********************************************************************\
* d3d10.d *
* *
* Windows API header module *
* *
* Placed into public domain *
\***********************************************************************/
module win32.directx.d3d10;
version(Windows):
private import win32.windows;
public import win32.directx.dxgitype;
public import win32.directx.dxgi;
public import win32.directx.d3d10misc;
pragma(lib, "d3d10.lib");
const D3D10_16BIT_INDEX_STRIP_CUT_VALUE = 0xffff;
const D3D10_32BIT_INDEX_STRIP_CUT_VALUE = 0xffffffff;
const D3D10_8BIT_INDEX_STRIP_CUT_VALUE = 0xff;
const D3D10_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT = 9;
const D3D10_CLIP_OR_CULL_DISTANCE_COUNT = 8;
const D3D10_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT = 2;
const D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT = 14;
const D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS = 4;
const D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT = 32;
const D3D10_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT = 15;
const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4;
const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT = 15;
const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1;
const D3D10_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT = 64;
const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS = 4;
const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT = 1;
const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS = 1;
const D3D10_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT = 32;
const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS = 1;
const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT = 128;
const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST = 1;
const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS = 1;
const D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT = 128;
const D3D10_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS = 1;
const D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT = 16;
const D3D10_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST = 1;
const D3D10_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS = 1;
const D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT = 16;
const D3D10_COMMONSHADER_SUBROUTINE_NESTING_LIMIT = 32;
const D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENTS = 4;
const D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_COMMONSHADER_TEMP_REGISTER_COUNT = 4096;
const D3D10_COMMONSHADER_TEMP_REGISTER_READS_PER_INST = 3;
const D3D10_COMMONSHADER_TEMP_REGISTER_READ_PORTS = 3;
const D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX = 10;
const D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN = -10;
const D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE = -8;
const D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE = 7;
const D3D10_DEFAULT_BLEND_FACTOR_ALPHA = 1.0f;
const D3D10_DEFAULT_BLEND_FACTOR_BLUE = 1.0f;
const D3D10_DEFAULT_BLEND_FACTOR_GREEN = 1.0f;
const D3D10_DEFAULT_BLEND_FACTOR_RED = 1.0f;
const D3D10_DEFAULT_BORDER_COLOR_COMPONENT = 0.0f;
const D3D10_DEFAULT_DEPTH_BIAS = 0;
const D3D10_DEFAULT_DEPTH_BIAS_CLAMP = 0.0f;
const D3D10_DEFAULT_MAX_ANISOTROPY = 16.0f;
const D3D10_DEFAULT_MIP_LOD_BIAS = 0.0f;
const D3D10_DEFAULT_RENDER_TARGET_ARRAY_INDEX = 0;
const D3D10_DEFAULT_SAMPLE_MASK = 0xffffffff;
const D3D10_DEFAULT_SCISSOR_ENDX = 0;
const D3D10_DEFAULT_SCISSOR_ENDY = 0;
const D3D10_DEFAULT_SCISSOR_STARTX = 0;
const D3D10_DEFAULT_SCISSOR_STARTY = 0;
const D3D10_DEFAULT_SLOPE_SCALED_DEPTH_BIAS = 0.0f;
const D3D10_DEFAULT_STENCIL_READ_MASK = 0xff;
const D3D10_DEFAULT_STENCIL_REFERENCE = 0;
const D3D10_DEFAULT_STENCIL_WRITE_MASK = 0xff;
const D3D10_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX = 0;
const D3D10_DEFAULT_VIEWPORT_HEIGHT = 0;
const D3D10_DEFAULT_VIEWPORT_MAX_DEPTH = 0.0f;
const D3D10_DEFAULT_VIEWPORT_MIN_DEPTH = 0.0f;
const D3D10_DEFAULT_VIEWPORT_TOPLEFTX = 0;
const D3D10_DEFAULT_VIEWPORT_TOPLEFTY = 0;
const D3D10_DEFAULT_VIEWPORT_WIDTH = 0;
const D3D10_FLOAT16_FUSED_TOLERANCE_IN_ULP = 0.6;
const D3D10_FLOAT32_MAX = 3.402823466e+38f;
const D3D10_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP = 0.6f;
const D3D10_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR = 2.4f;
const D3D10_FLOAT_TO_SRGB_EXPONENT_NUMERATOR = 1.0f;
const D3D10_FLOAT_TO_SRGB_OFFSET = 0.055f;
const D3D10_FLOAT_TO_SRGB_SCALE_1 = 12.92f;
const D3D10_FLOAT_TO_SRGB_SCALE_2 = 1.055f;
const D3D10_FLOAT_TO_SRGB_THRESHOLD = 0.0031308f;
const D3D10_FTOI_INSTRUCTION_MAX_INPUT = 2147483647.999f;
const D3D10_FTOI_INSTRUCTION_MIN_INPUT = -2147483648.999f;
const D3D10_FTOU_INSTRUCTION_MAX_INPUT = 4294967295.999f;
const D3D10_FTOU_INSTRUCTION_MIN_INPUT = 0.0f;
const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS = 1;
const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COUNT = 1;
const D3D10_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST = 2;
const D3D10_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS = 1;
const D3D10_GS_INPUT_REGISTER_COMPONENTS = 4;
const D3D10_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_GS_INPUT_REGISTER_COUNT = 16;
const D3D10_GS_INPUT_REGISTER_READS_PER_INST = 2;
const D3D10_GS_INPUT_REGISTER_READ_PORTS = 1;
const D3D10_GS_INPUT_REGISTER_VERTICES = 6;
const D3D10_GS_OUTPUT_ELEMENTS = 32;
const D3D10_GS_OUTPUT_REGISTER_COMPONENTS = 4;
const D3D10_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_GS_OUTPUT_REGISTER_COUNT = 32;
const D3D10_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES = 0;
const D3D10_IA_DEFAULT_PRIMITIVE_TOPOLOGY = 0;
const D3D10_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES = 0;
const D3D10_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT = 1;
const D3D10_IA_INSTANCE_ID_BIT_COUNT = 32;
const D3D10_IA_INTEGER_ARITHMETIC_BIT_COUNT = 32;
const D3D10_IA_PRIMITIVE_ID_BIT_COUNT = 32;
const D3D10_IA_VERTEX_ID_BIT_COUNT = 32;
const D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT = 16;
const D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS = 64;
const D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT = 16;
const D3D10_INTEGER_DIVIDE_BY_ZERO_QUOTIENT = 0xffffffff;
const D3D10_INTEGER_DIVIDE_BY_ZERO_REMAINDER = 0xffffffff;
const D3D10_LINEAR_GAMMA = 1.0f;
const D3D10_MAX_BORDER_COLOR_COMPONENT = 1.0f;
const D3D10_MAX_DEPTH = 1.0f;
const D3D10_MAX_MAXANISOTROPY = 16;
const D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT = 32;
const D3D10_MAX_POSITION_VALUE = 3.402823466e+34f;
const D3D10_MAX_TEXTURE_DIMENSION_2_TO_EXP = 17;
const D3D10_MIN_BORDER_COLOR_COMPONENT = 0.0f;
const D3D10_MIN_DEPTH = 0.0f;
const D3D10_MIN_MAXANISOTROPY = 0;
const D3D10_MIP_LOD_BIAS_MAX = 15.99f;
const D3D10_MIP_LOD_BIAS_MIN = -16.0f;
const D3D10_MIP_LOD_FRACTIONAL_BIT_COUNT = 6;
const D3D10_MIP_LOD_RANGE_BIT_COUNT = 8;
const D3D10_MULTISAMPLE_ANTIALIAS_LINE_WIDTH = 1.4f;
const D3D10_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT = 0;
const D3D10_PIXEL_ADDRESS_RANGE_BIT_COUNT = 13;
const D3D10_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT = 15;
const D3D10_PS_FRONTFACING_DEFAULT_VALUE = 0xffffffff;
const D3D10_PS_FRONTFACING_FALSE_VALUE = 0;
const D3D10_PS_FRONTFACING_TRUE_VALUE = 0xffffffff;
const D3D10_PS_INPUT_REGISTER_COMPONENTS = 4;
const D3D10_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_PS_INPUT_REGISTER_COUNT = 32;
const D3D10_PS_INPUT_REGISTER_READS_PER_INST = 2;
const D3D10_PS_INPUT_REGISTER_READ_PORTS = 1;
const D3D10_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT = 0.0f;
const D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS = 1;
const D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_PS_OUTPUT_DEPTH_REGISTER_COUNT = 1;
const D3D10_PS_OUTPUT_REGISTER_COMPONENTS = 4;
const D3D10_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_PS_OUTPUT_REGISTER_COUNT = 8;
const D3D10_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT = 0.5f;
const D3D10_REQ_BLEND_OBJECT_COUNT_PER_CONTEXT = 4096;
const D3D10_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP = 27;
const D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT = 4096;
const D3D10_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_CONTEXT = 4096;
const D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP = 32;
const D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP = 32;
const D3D10_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION = 8192;
const D3D10_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT = 1024;
const D3D10_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT = 4096;
const D3D10_REQ_MAXANISOTROPY = 16;
const D3D10_REQ_MIP_LEVELS = 14;
const D3D10_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES = 2048;
const D3D10_REQ_RASTERIZER_OBJECT_COUNT_PER_CONTEXT = 4096;
const D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH = 8192;
const D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES = 128;
const D3D10_REQ_RESOURCE_VIEW_COUNT_PER_CONTEXT_2_TO_EXP = 20;
const D3D10_REQ_SAMPLER_OBJECT_COUNT_PER_CONTEXT = 4096;
const D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION = 512;
const D3D10_REQ_TEXTURE1D_U_DIMENSION = 8192;
const D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION = 512;
const D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION = 8192;
const D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION = 2048;
const D3D10_REQ_TEXTURECUBE_DIMENSION = 8192;
const D3D10_RESINFO_INSTRUCTION_MISSING_COMPONENT_RETVAL = 0;
const D3D10_SHADER_MAJOR_VERSION = 4;
const D3D10_SHADER_MINOR_VERSION = 0;
const D3D10_SHIFT_INSTRUCTION_PAD_VALUE = 0;
const D3D10_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT = 5;
const D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT = 8;
const D3D10_SO_BUFFER_MAX_STRIDE_IN_BYTES = 2048;
const D3D10_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES = 256;
const D3D10_SO_BUFFER_SLOT_COUNT = 4;
const D3D10_SO_DDI_REGISTER_INDEX_DENOTING_GAP = 0xffffffff;
const D3D10_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER = 1;
const D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT = 64;
const D3D10_SRGB_GAMMA = 2.2f;
const D3D10_SRGB_TO_FLOAT_DENOMINATOR_1 = 12.92f;
const D3D10_SRGB_TO_FLOAT_DENOMINATOR_2 = 1.055f;
const D3D10_SRGB_TO_FLOAT_EXPONENT = 2.4f;
const D3D10_SRGB_TO_FLOAT_OFFSET = 0.055f;
const D3D10_SRGB_TO_FLOAT_THRESHOLD = 0.04045f;
const D3D10_SRGB_TO_FLOAT_TOLERANCE_IN_ULP = 0.5f;
const D3D10_STANDARD_COMPONENT_BIT_COUNT = 32;
const D3D10_STANDARD_COMPONENT_BIT_COUNT_DOUBLED = 64;
const D3D10_STANDARD_MAXIMUM_ELEMENT_ALIGNMENT_BYTE_MULTIPLE = 4;
const D3D10_STANDARD_PIXEL_COMPONENT_COUNT = 128;
const D3D10_STANDARD_PIXEL_ELEMENT_COUNT = 32;
const D3D10_STANDARD_VECTOR_SIZE = 4;
const D3D10_STANDARD_VERTEX_ELEMENT_COUNT = 16;
const D3D10_STANDARD_VERTEX_TOTAL_COMPONENT_COUNT = 64;
const D3D10_SUBPIXEL_FRACTIONAL_BIT_COUNT = 8;
const D3D10_SUBTEXEL_FRACTIONAL_BIT_COUNT = 6;
const D3D10_TEXEL_ADDRESS_RANGE_BIT_COUNT = 18;
const D3D10_UNBOUND_MEMORY_ACCESS_RESULT = 0;
const D3D10_VIEWPORT_AND_SCISSORRECT_MAX_INDEX = 15;
const D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE = 16;
const D3D10_VIEWPORT_BOUNDS_MAX = 16383;
const D3D10_VIEWPORT_BOUNDS_MIN = -16384;
const D3D10_VS_INPUT_REGISTER_COMPONENTS = 4;
const D3D10_VS_INPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_VS_INPUT_REGISTER_COUNT = 16;
const D3D10_VS_INPUT_REGISTER_READS_PER_INST = 2;
const D3D10_VS_INPUT_REGISTER_READ_PORTS = 1;
const D3D10_VS_OUTPUT_REGISTER_COMPONENTS = 4;
const D3D10_VS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = 32;
const D3D10_VS_OUTPUT_REGISTER_COUNT = 16;
const D3D10_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT = 10;
const D3D10_WHQL_DRAWINDEXED_INDEX_COUNT_2_TO_EXP = 25;
const D3D10_WHQL_DRAW_VERTEX_COUNT_2_TO_EXP = 25;
const D3D_MAJOR_VERSION = 10;
const D3D_MINOR_VERSION = 0;
const D3D_SPEC_DATE_DAY = 8;
const D3D_SPEC_DATE_MONTH = 8;
const D3D_SPEC_DATE_YEAR = 2006;
const D3D_SPEC_VERSION = 1.050005;
const _FACD3D10 = 0x879;
const _FACD3D10DEBUG = _FACD3D10 + 1;
HRESULT MAKE_D3D10_HRESULT(T)(T code) {
return MAKE_HRESULT(1, _FACD3D10, code);
}
HRESULT MAKE_D3D10_STATUS(T)(T code) {
return MAKE_HRESULT(0, _FACD3D10, code);
}
const D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS = MAKE_D3D10_HRESULT(1);
const D3D10_ERROR_FILE_NOT_FOUND = MAKE_D3D10_HRESULT(2);
enum D3D10_INPUT_CLASSIFICATION {
D3D10_INPUT_PER_VERTEX_DATA = 0,
D3D10_INPUT_PER_INSTANCE_DATA = 1
}
const D3D10_APPEND_ALIGNED_ELEMENT = 0xffffffff;
struct D3D10_INPUT_ELEMENT_DESC {
LPCSTR SemanticName;
UINT SemanticIndex;
DXGI_FORMAT Format;
UINT InputSlot;
UINT AlignedByteOffset;
D3D10_INPUT_CLASSIFICATION InputSlotClass;
UINT InstanceDataStepRate;
}
enum D3D10_FILL_MODE {
D3D10_FILL_WIREFRAME = 2,
D3D10_FILL_SOLID = 3
}
enum D3D10_PRIMITIVE_TOPOLOGY {
D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED = 0,
D3D10_PRIMITIVE_TOPOLOGY_POINTLIST = 1,
D3D10_PRIMITIVE_TOPOLOGY_LINELIST = 2,
D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP = 3,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5,
D3D10_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10,
D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13
}
enum D3D10_PRIMITIVE {
D3D10_PRIMITIVE_UNDEFINED = 0,
D3D10_PRIMITIVE_POINT = 1,
D3D10_PRIMITIVE_LINE = 2,
D3D10_PRIMITIVE_TRIANGLE = 3,
D3D10_PRIMITIVE_LINE_ADJ = 6,
D3D10_PRIMITIVE_TRIANGLE_ADJ = 7
}
enum D3D10_CULL_MODE {
D3D10_CULL_NONE = 1,
D3D10_CULL_FRONT,
D3D10_CULL_BACK
}
struct D3D10_SO_DECLARATION_ENTRY {
LPCSTR SemanticName;
UINT SemanticIndex;
BYTE StartComponent;
BYTE ComponentCount;
BYTE OutputSlot;
}
struct D3D10_VIEWPORT {
INT TopLeftX;
INT TopLeftY;
UINT Width;
UINT Height;
FLOAT MinDepth;
FLOAT MaxDepth;
}
enum D3D10_RESOURCE_DIMENSION {
D3D10_RESOURCE_DIMENSION_UNKNOWN = 0,
D3D10_RESOURCE_DIMENSION_BUFFER,
D3D10_RESOURCE_DIMENSION_TEXTURE1D,
D3D10_RESOURCE_DIMENSION_TEXTURE2D,
D3D10_RESOURCE_DIMENSION_TEXTURE3D
}
enum D3D10_SRV_DIMENSION {
D3D10_SRV_DIMENSION_UNKNOWN = 0,
D3D10_SRV_DIMENSION_BUFFER,
D3D10_SRV_DIMENSION_TEXTURE1D,
D3D10_SRV_DIMENSION_TEXTURE1DARRAY,
D3D10_SRV_DIMENSION_TEXTURE2D,
D3D10_SRV_DIMENSION_TEXTURE2DARRAY,
D3D10_SRV_DIMENSION_TEXTURE2DMS,
D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY,
D3D10_SRV_DIMENSION_TEXTURE3D,
D3D10_SRV_DIMENSION_TEXTURECUBE
}
enum D3D10_DSV_DIMENSION {
D3D10_DSV_DIMENSION_UNKNOWN = 0,
D3D10_DSV_DIMENSION_TEXTURE1D,
D3D10_DSV_DIMENSION_TEXTURE1DARRAY,
D3D10_DSV_DIMENSION_TEXTURE2D,
D3D10_DSV_DIMENSION_TEXTURE2DARRAY,
D3D10_DSV_DIMENSION_TEXTURE2DMS,
D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY6
}
enum D3D10_RTV_DIMENSION {
D3D10_RTV_DIMENSION_UNKNOWN = 0,
D3D10_RTV_DIMENSION_BUFFER,
D3D10_RTV_DIMENSION_TEXTURE1D,
D3D10_RTV_DIMENSION_TEXTURE1DARRAY,
D3D10_RTV_DIMENSION_TEXTURE2D,
D3D10_RTV_DIMENSION_TEXTURE2DARRAY,
D3D10_RTV_DIMENSION_TEXTURE2DMS,
D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY,
D3D10_RTV_DIMENSION_TEXTURE3D
}
enum D3D10_USAGE {
D3D10_USAGE_DEFAULT = 0,
D3D10_USAGE_IMMUTABLE,
D3D10_USAGE_DYNAMIC,
D3D10_USAGE_STAGING
}
enum D3D10_BIND_FLAG {
D3D10_BIND_VERTEX_BUFFER = 0x01,
D3D10_BIND_INDEX_BUFFER = 0x02,
D3D10_BIND_CONSTANT_BUFFER = 0x04,
D3D10_BIND_SHADER_RESOURCE = 0x08,
D3D10_BIND_STREAM_OUTPUT = 0x10,
D3D10_BIND_RENDER_TARGET = 0x20,
D3D10_BIND_DEPTH_STENCIL = 0x40
}
enum D3D10_CPU_ACCESS_FLAG {
D3D10_CPU_ACCESS_WRITE = 0x10000,
D3D10_CPU_ACCESS_READ = 0x20000
}
enum D3D10_RESOURCE_MISC_FLAG {
D3D10_RESOURCE_MISC_GENERATE_MIPS = 0x01,
D3D10_RESOURCE_MISC_SHARED = 0x02,
D3D10_RESOURCE_MISC_TEXTURECUBE = 0x04
}
enum D3D10_MAP {
D3D10_MAP_READ = 1,
D3D10_MAP_WRITE,
D3D10_MAP_READ_WRITE,
D3D10_MAP_WRITE_DISCARD,
D3D10_MAP_WRITE_NO_OVERWRITE
}
enum D3D10_MAP_FLAG {
D3D10_MAP_FLAG_DO_NOT_WAIT = 0x100000
}
enum D3D10_RAISE_FLAG {
D3D10_RAISE_FLAG_DRIVER_INTERNAL_ERROR = 0x01
}
enum D3D10_CLEAR_FLAG {
D3D10_CLEAR_DEPTH = 0x01,
D3D10_CLEAR_STENCIL = 0x02
}
alias RECT D3D10_RECT;
struct D3D10_BOX {
UINT left;
UINT top;
UINT front;
UINT right;
UINT bottom;
UINT back;
}
extern (Windows) interface ID3D10DeviceChild : IUnknown {
//extern(Windows) :
void GetDevice(ID3D10Device* ppDevice);
HRESULT GetPrivateData(REFGUID guid, UINT *pDataSize, void *pData);
HRESULT SetPrivateData(REFGUID guid, UINT DataSize, void *pData);
HRESULT SetPrivateDataInterface(REFGUID guid, IUnknown pData);
}
enum D3D10_COMPARISON_FUNC {
D3D10_COMPARISON_NEVER = 1,
D3D10_COMPARISON_LESS,
D3D10_COMPARISON_EQUAL,
D3D10_COMPARISON_LESS_EQUAL,
D3D10_COMPARISON_GREATER,
D3D10_COMPARISON_NOT_EQUAL,
D3D10_COMPARISON_GREATER_EQUAL,
D3D10_COMPARISON_ALWAYS
}
enum D3D10_DEPTH_WRITE_MASK {
D3D10_DEPTH_WRITE_MASK_ZERO = 0,
D3D10_DEPTH_WRITE_MASK_ALL
}
enum D3D10_STENCIL_OP {
D3D10_STENCIL_OP_KEEP = 1,
D3D10_STENCIL_OP_ZERO,
D3D10_STENCIL_OP_REPLACE,
D3D10_STENCIL_OP_INCR_SAT,
D3D10_STENCIL_OP_DECR_SAT,
D3D10_STENCIL_OP_INVERT,
D3D10_STENCIL_OP_INCR,
D3D10_STENCIL_OP_DECR
}
struct D3D10_DEPTH_STENCILOP_DESC {
D3D10_STENCIL_OP StencilFailOp;
D3D10_STENCIL_OP StencilDepthFailOp;
D3D10_STENCIL_OP StencilPassOp;
D3D10_COMPARISON_FUNC StencilFunc;
}
struct D3D10_DEPTH_STENCIL_DESC {
BOOL DepthEnable;
D3D10_DEPTH_WRITE_MASK DepthWriteMask;
D3D10_COMPARISON_FUNC DepthFunc;
BOOL StencilEnable;
UINT8 StencilReadMask;
UINT8 StencilWriteMask;
D3D10_DEPTH_STENCILOP_DESC FrontFace;
D3D10_DEPTH_STENCILOP_DESC BackFace;
}
interface ID3D10DepthStencilState : ID3D10DeviceChild {
extern(Windows) :
void GetDesc(D3D10_DEPTH_STENCIL_DESC *pDesc);
}
enum D3D10_BLEND {
D3D10_BLEND_ZERO = 1,
D3D10_BLEND_ONE = 2,
D3D10_BLEND_SRC_COLOR = 3,
D3D10_BLEND_INV_SRC_COLOR = 4,
D3D10_BLEND_SRC_ALPHA = 5,
D3D10_BLEND_INV_SRC_ALPHA = 6,
D3D10_BLEND_DEST_ALPHA = 7,
D3D10_BLEND_INV_DEST_ALPHA = 8,
D3D10_BLEND_DEST_COLOR = 9,
D3D10_BLEND_INV_DEST_COLOR = 10,
D3D10_BLEND_SRC_ALPHA_SAT = 11,
D3D10_BLEND_BLEND_FACTOR = 14,
D3D10_BLEND_INV_BLEND_FACTOR = 15,
D3D10_BLEND_SRC1_COLOR = 16,
D3D10_BLEND_INV_SRC1_COLOR = 17,
D3D10_BLEND_SRC1_ALPHA = 18,
D3D10_BLEND_INV_SRC1_ALPHA = 19
}
enum D3D10_BLEND_OP {
D3D10_BLEND_OP_ADD = 1,
D3D10_BLEND_OP_SUBTRACT,
D3D10_BLEND_OP_REV_SUBTRACT,
D3D10_BLEND_OP_MIN,
D3D10_BLEND_OP_MAX
}
enum D3D10_COLOR_WRITE_ENABLE {
D3D10_COLOR_WRITE_ENABLE_RED = 1,
D3D10_COLOR_WRITE_ENABLE_GREEN = 2,
D3D10_COLOR_WRITE_ENABLE_BLUE = 4,
D3D10_COLOR_WRITE_ENABLE_ALPHA = 8,
D3D10_COLOR_WRITE_ENABLE_ALL = (((D3D10_COLOR_WRITE_ENABLE_RED | D3D10_COLOR_WRITE_ENABLE_GREEN) | D3D10_COLOR_WRITE_ENABLE_BLUE) | D3D10_COLOR_WRITE_ENABLE_ALPHA)
}
struct D3D10_BLEND_DESC {
BOOL AlphaToCoverageEnable;
BOOL[8] BlendEnable;
D3D10_BLEND SrcBlend;
D3D10_BLEND DestBlend;
D3D10_BLEND_OP BlendOp;
D3D10_BLEND SrcBlendAlpha;
D3D10_BLEND DestBlendAlpha;
D3D10_BLEND_OP BlendOpAlpha;
UINT8[8] RenderTargetWriteMask;
}
interface ID3D10BlendState : ID3D10DeviceChild {
extern(Windows) :
void GetDesc(D3D10_BLEND_DESC *pDesc);
}
struct D3D10_RASTERIZER_DESC {
D3D10_FILL_MODE FillMode;
D3D10_CULL_MODE CullMode;
BOOL FrontCounterClockwise;
INT DepthBias;
FLOAT DepthBiasClamp;
FLOAT SlopeScaledDepthBias;
BOOL DepthClipEnable;
BOOL ScissorEnable;
BOOL MultisampleEnable;
BOOL AntialiasedLineEnable;
}
interface ID3D10RasterizerState : ID3D10DeviceChild {
extern(Windows) :
void GetDesc(D3D10_RASTERIZER_DESC *pDesc);
}
UINT D3D10CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT MipLevels) {
return MipSlice + ArraySlice * MipLevels;
}
struct D3D10_SUBRESOURCE_DATA {
void *pSysMem;
UINT SysMemPitch;
UINT SysMemSlicePitch;
}
interface ID3D10Resource : ID3D10DeviceChild {
extern(Windows) :
void GetType(D3D10_RESOURCE_DIMENSION *rType);
void SetEvictionPriority(UINT EvictionPriority);
UINT GetEvictionPriority();
}
struct D3D10_BUFFER_DESC {
UINT ByteWidth;
D3D10_USAGE Usage;
UINT BindFlags;
UINT CPUAccessFlags;
UINT MiscFlags;
}
interface ID3D10Buffer : ID3D10Resource {
extern(Windows) :
HRESULT Map(D3D10_MAP MapType, UINT MapFlags, void **ppData);
void Unmap();
void GetDesc(D3D10_BUFFER_DESC *pDesc);
}
struct D3D10_TEXTURE1D_DESC {
UINT Width;
UINT MipLevels;
UINT ArraySize;
DXGI_FORMAT Format;
D3D10_USAGE Usage;
UINT BindFlags;
UINT CPUAccessFlags;
UINT MiscFlags;
}
interface ID3D10Texture1D : ID3D10Resource {
extern(Windows) :
HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, void **ppData);
void Unmap(UINT Subresource);
void GetDesc(D3D10_TEXTURE1D_DESC *pDesc);
}
struct D3D10_TEXTURE2D_DESC {
UINT Width;
UINT Height;
UINT MipLevels;
UINT ArraySize;
DXGI_FORMAT Format;
DXGI_SAMPLE_DESC SampleDesc;
D3D10_USAGE Usage;
UINT BindFlags;
UINT CPUAccessFlags;
UINT MiscFlags;
}
struct D3D10_MAPPED_TEXTURE2D {
void *pData;
UINT RowPitch;
}
interface ID3D10Texture2D : ID3D10Resource {
extern(Windows) :
HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, D3D10_MAPPED_TEXTURE2D *pMappedTex2D);
void Unmap(UINT Subresource);
void GetDesc(D3D10_TEXTURE2D_DESC *pDesc);
}
struct D3D10_TEXTURE3D_DESC {
UINT Width;
UINT Height;
UINT Depth;
UINT MipLevels;
DXGI_FORMAT Format;
D3D10_USAGE Usage;
UINT BindFlags;
UINT CPUAccessFlags;
UINT MiscFlags;
}
struct D3D10_MAPPED_TEXTURE3D {
void *pData;
UINT RowPitch;
UINT DepthPitch;
}
interface ID3D10Texture3D : ID3D10Resource {
extern(Windows) :
HRESULT Map(UINT Subresource, D3D10_MAP MapType, UINT MapFlags, D3D10_MAPPED_TEXTURE3D *pMappedTex3D);
void Unmap(UINT Subresource);
void GetDesc(D3D10_TEXTURE3D_DESC *pDesc);
}
enum D3D10_TEXTURECUBE_FACE {
D3D10_TEXTURECUBE_FACE_POSITIVE_X = 0,
D3D10_TEXTURECUBE_FACE_NEGATIVE_X,
D3D10_TEXTURECUBE_FACE_POSITIVE_Y,
D3D10_TEXTURECUBE_FACE_NEGATIVE_Y,
D3D10_TEXTURECUBE_FACE_POSITIVE_Z,
D3D10_TEXTURECUBE_FACE_NEGATIVE_Z
}
interface ID3D10View : ID3D10DeviceChild {
extern(Windows) :
void GetResource(ID3D10Resource *ppResource);
}
struct D3D10_BUFFER_SRV {
UINT ElementOffset;
UINT ElementWidth;
}
struct D3D10_TEX1D_SRV {
UINT MostDetailedMip;
UINT MipLevels;
}
struct D3D10_TEX1D_ARRAY_SRV {
UINT MostDetailedMip;
UINT MipLevels;
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_TEX2D_SRV {
UINT MostDetailedMip;
UINT MipLevels;
}
struct D3D10_TEX2D_ARRAY_SRV {
UINT MostDetailedMip;
UINT MipLevels;
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_TEX3D_SRV {
UINT MostDetailedMip;
UINT MipLevels;
}
struct D3D10_TEXCUBE_SRV {
UINT MostDetailedMip;
UINT MipLevels;
}
struct D3D10_TEX2DMS_SRV {
UINT UnusedField_NothingToDefine;
}
struct D3D10_TEX2DMS_ARRAY_SRV {
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_SHADER_RESOURCE_VIEW_DESC {
DXGI_FORMAT Format;
D3D10_SRV_DIMENSION ViewDimension;
union {
D3D10_BUFFER_SRV Buffer;
D3D10_TEX1D_SRV Texture1D;
D3D10_TEX1D_ARRAY_SRV Texture1DArray;
D3D10_TEX2D_SRV Texture2D;
D3D10_TEX2D_ARRAY_SRV Texture2DArray;
D3D10_TEX2DMS_SRV Texture2DMS;
D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
D3D10_TEX3D_SRV Texture3D;
D3D10_TEXCUBE_SRV TextureCube;
}
}
interface ID3D10ShaderResourceView : ID3D10View {
extern(Windows) :
void GetDesc(D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
}
struct D3D10_BUFFER_RTV {
UINT ElementOffset;
UINT ElementWidth;
}
struct D3D10_TEX1D_RTV {
UINT MipSlice;
}
struct D3D10_TEX1D_ARRAY_RTV {
UINT MipSlice;
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_TEX2D_RTV {
UINT MipSlice;
}
struct D3D10_TEX2DMS_RTV {
UINT UnusedField_NothingToDefine;
}
struct D3D10_TEX2D_ARRAY_RTV {
UINT MipSlice;
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_TEX2DMS_ARRAY_RTV {
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_TEX3D_RTV {
UINT MipSlice;
UINT FirstWSlice;
UINT WSize;
}
struct D3D10_RENDER_TARGET_VIEW_DESC {
DXGI_FORMAT Format;
D3D10_RTV_DIMENSION ViewDimension;
union {
D3D10_BUFFER_RTV Buffer;
D3D10_TEX1D_RTV Texture1D;
D3D10_TEX1D_ARRAY_RTV Texture1DArray;
D3D10_TEX2D_RTV Texture2D;
D3D10_TEX2D_ARRAY_RTV Texture2DArray;
D3D10_TEX2DMS_RTV Texture2DMS;
D3D10_TEX2DMS_ARRAY_RTV Texture2DMSArray;
D3D10_TEX3D_RTV Texture3D;
}
}
interface ID3D10RenderTargetView : ID3D10View {
extern(Windows) :
void GetDesc(D3D10_RENDER_TARGET_VIEW_DESC *pDesc);
}
struct D3D10_TEX1D_DSV {
UINT MipSlice;
}
struct D3D10_TEX1D_ARRAY_DSV {
UINT MipSlice;
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_TEX2D_DSV {
UINT MipSlice;
}
struct D3D10_TEX2D_ARRAY_DSV {
UINT MipSlice;
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_TEX2DMS_DSV {
UINT UnusedField_NothingToDefine;
}
struct D3D10_TEX2DMS_ARRAY_DSV {
UINT FirstArraySlice;
UINT ArraySize;
}
struct D3D10_DEPTH_STENCIL_VIEW_DESC {
DXGI_FORMAT Format;
D3D10_DSV_DIMENSION ViewDimension;
union {
D3D10_TEX1D_DSV Texture1D;
D3D10_TEX1D_ARRAY_DSV Texture1DArray;
D3D10_TEX2D_DSV Texture2D;
D3D10_TEX2D_ARRAY_DSV Texture2DArray;
D3D10_TEX2DMS_DSV Texture2DMS;
D3D10_TEX2DMS_ARRAY_DSV Texture2DMSArray;
}
}
interface ID3D10DepthStencilView : ID3D10View {
extern(Windows) :
void GetDesc(D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc);
}
interface ID3D10VertexShader : ID3D10DeviceChild { }
interface ID3D10GeometryShader : ID3D10DeviceChild { }
interface ID3D10PixelShader : ID3D10DeviceChild { }
interface ID3D10InputLayout : ID3D10DeviceChild { }
enum D3D10_FILTER {
D3D10_FILTER_MIN_MAG_MIP_POINT = 0x00,
D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
D3D10_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
D3D10_FILTER_ANISOTROPIC = 0x55,
D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80,
D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81,
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84,
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85,
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90,
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91,
D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94,
D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95,
D3D10_FILTER_COMPARISON_ANISOTROPIC = 0xd5,
D3D10_FILTER_TEXT_1BIT = 0x80000000
}
enum D3D10_FILTER_TYPE {
D3D10_FILTER_TYPE_POINT = 0,
D3D10_FILTER_TYPE_LINEAR
}
const D3D10_FILTER_TYPE_MASK = 0x03;
const D3D10_MIN_FILTER_SHIFT = 4;
const D3D10_MAG_FILTER_SHIFT = 2;
const D3D10_MIP_FILTER_SHIFT = 0;
const D3D10_COMPARISON_FILTERING_BIT = 0x80;
const D3D10_ANISOTROPIC_FILTERING_BIT = 0x40;
const D3D10_TEXT_1BIT_BIT = 0x80000000;
D3D10_FILTER D3D10_ENCODE_BASIC_FILTER(int min, int mag, int mip, bool bComparison) {
return cast(D3D10_FILTER)(((bComparison) ? D3D10_COMPARISON_FILTERING_BIT : 0) |
((min & D3D10_FILTER_TYPE_MASK) << D3D10_MIN_FILTER_SHIFT) |
((mag & D3D10_FILTER_TYPE_MASK) << D3D10_MAG_FILTER_SHIFT) |
((mip & D3D10_FILTER_TYPE_MASK) << D3D10_MIP_FILTER_SHIFT));
}
D3D10_FILTER D3D10_ENCODE_ANISOTROPIC_FILTER(bool bComparison) {
return cast(D3D10_FILTER)(D3D10_ANISOTROPIC_FILTERING_BIT |
D3D10_ENCODE_BASIC_FILTER(D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR,
D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR, D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR,
bComparison));
}
D3D10_FILTER_TYPE D3D10_DECODE_MIN_FILTER(D3D10_FILTER d3d10Filter) {
return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MIN_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK);
}
D3D10_FILTER_TYPE D3D10_DECODE_MAG_FILTER(D3D10_FILTER d3d10Filter) {
return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MAG_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK);
}
D3D10_FILTER_TYPE D3D10_DECODE_MIP_FILTER(D3D10_FILTER d3d10Filter) {
return cast(D3D10_FILTER_TYPE)((d3d10Filter >> D3D10_MIP_FILTER_SHIFT) & D3D10_FILTER_TYPE_MASK);
}
bool D3D10_DECODE_IS_COMPARISON_FILTER(D3D10_FILTER d3d10Filter) {
return (d3d10Filter & D3D10_COMPARISON_FILTERING_BIT) == D3D10_COMPARISON_FILTERING_BIT;
}
bool D3D10_DECODE_IS_ANISOTROPIC_FILTER(D3D10_FILTER d3d10Filter) {
return ((d3d10Filter & D3D10_ANISOTROPIC_FILTERING_BIT) &&
(D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MIN_FILTER(d3d10Filter)) &&
(D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MAG_FILTER(d3d10Filter)) &&
(D3D10_FILTER_TYPE.D3D10_FILTER_TYPE_LINEAR == D3D10_DECODE_MIP_FILTER(d3d10Filter)));
}
bool D3D10_DECODE_IS_TEXT_1BIT_FILTER(D3D10_FILTER d3d10Filter) {
return d3d10Filter == D3D10_TEXT_1BIT_BIT;
}
enum D3D10_TEXTURE_ADDRESS_MODE {
D3D10_TEXTURE_ADDRESS_WRAP = 1,
D3D10_TEXTURE_ADDRESS_MIRROR,
D3D10_TEXTURE_ADDRESS_CLAMP,
D3D10_TEXTURE_ADDRESS_BORDER,
D3D10_TEXTURE_ADDRESS_MIRROR_ONCE
}
struct D3D10_SAMPLER_DESC {
D3D10_FILTER Filter;
D3D10_TEXTURE_ADDRESS_MODE AddressU;
D3D10_TEXTURE_ADDRESS_MODE AddressV;
D3D10_TEXTURE_ADDRESS_MODE AddressW;
FLOAT MipLODBias;
UINT MaxAnisotropy;
D3D10_COMPARISON_FUNC ComparisonFunc;
FLOAT[4] BorderColor;
FLOAT MinLOD;
FLOAT MaxLOD;
}
interface ID3D10SamplerState : ID3D10DeviceChild {
extern(Windows) :
void GetDesc(D3D10_SAMPLER_DESC *pDesc);
}
enum D3D10_FORMAT_SUPPORT {
D3D10_FORMAT_SUPPORT_BUFFER = 0x000001,
D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER = 0x000002,
D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER = 0x000004,
D3D10_FORMAT_SUPPORT_SO_BUFFER = 0x000008,
D3D10_FORMAT_SUPPORT_TEXTURE1D = 0x000010,
D3D10_FORMAT_SUPPORT_TEXTURE2D = 0x000020,
D3D10_FORMAT_SUPPORT_TEXTURE3D = 0x000040,
D3D10_FORMAT_SUPPORT_TEXTURECUBE = 0x000080,
D3D10_FORMAT_SUPPORT_SHADER_LOAD = 0x000100,
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE = 0x000200,
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON = 0x000400,
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT = 0x000800,
D3D10_FORMAT_SUPPORT_MIP = 0x001000,
D3D10_FORMAT_SUPPORT_MIP_AUTOGEN = 0x002000,
D3D10_FORMAT_SUPPORT_RENDER_TARGET = 0x004000,
D3D10_FORMAT_SUPPORT_BLENDABLE = 0x008000,
D3D10_FORMAT_SUPPORT_DEPTH_STENCIL = 0x010000,
D3D10_FORMAT_SUPPORT_CPU_LOCKABLE = 0x020000,
D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE = 0x040000,
D3D10_FORMAT_SUPPORT_DISPLAY = 0x080000,
D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT = 0x100000,
D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET = 0x200000,
D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD = 0x400000,
D3D10_FORMAT_SUPPORT_SHADER_GATHER = 0x800000
}
interface ID3D10Asynchronous : ID3D10DeviceChild {
extern(Windows) :
void Begin();
void End();
HRESULT GetData(void *pData, UINT DataSize, UINT GetDataFlags);
UINT GetDataSize();
}
enum D3D10_ASYNC_GETDATA_FLAG {
D3D10_ASYNC_GETDATA_DONOTFLUSH = 0x1
}
enum D3D10_QUERY {
D3D10_QUERY_EVENT = 0,
D3D10_QUERY_OCCLUSION = (D3D10_QUERY_EVENT + 1),
D3D10_QUERY_TIMESTAMP = (D3D10_QUERY_OCCLUSION + 1),
D3D10_QUERY_TIMESTAMP_DISJOINT = (D3D10_QUERY_TIMESTAMP + 1),
D3D10_QUERY_PIPELINE_STATISTICS = (D3D10_QUERY_TIMESTAMP_DISJOINT + 1),
D3D10_QUERY_OCCLUSION_PREDICATE = (D3D10_QUERY_PIPELINE_STATISTICS + 1),
D3D10_QUERY_SO_STATISTICS = (D3D10_QUERY_OCCLUSION_PREDICATE + 1),
D3D10_QUERY_SO_OVERFLOW_PREDICATE = (D3D10_QUERY_SO_STATISTICS + 1)
}
enum D3D10_QUERY_MISC_FLAG {
D3D10_QUERY_MISC_PREDICATEHINT = 0x01
}
struct D3D10_QUERY_DESC {
D3D10_QUERY Query;
UINT MiscFlags;
}
interface ID3D10Query : ID3D10Asynchronous {
extern(Windows) :
void GetDesc(D3D10_QUERY_DESC *pDesc);
}
interface ID3D10Predicate : ID3D10Query { }
struct D3D10_QUERY_DATA_TIMESTAMP_DISJOINT {
UINT64 Frequency;
BOOL Disjoint;
}
struct D3D10_QUERY_DATA_PIPELINE_STATISTICS {
UINT64 IAVertices;
UINT64 IAPrimitives;
UINT64 VSInvocations;
UINT64 GSInvocations;
UINT64 GSPrimitives;
UINT64 CInvocations;
UINT64 CPrimitives;
UINT64 PSInvocations;
}
struct D3D10_QUERY_DATA_SO_STATISTICS {
UINT64 NumPrimitivesWritten;
UINT64 PrimitivesStorageNeeded;
}
enum D3D10_COUNTER {
D3D10_COUNTER_GPU_IDLE = 0,
D3D10_COUNTER_VERTEX_PROCESSING = (D3D10_COUNTER_GPU_IDLE + 1),
D3D10_COUNTER_GEOMETRY_PROCESSING = (D3D10_COUNTER_VERTEX_PROCESSING + 1),
D3D10_COUNTER_PIXEL_PROCESSING = (D3D10_COUNTER_GEOMETRY_PROCESSING + 1),
D3D10_COUNTER_OTHER_GPU_PROCESSING = (D3D10_COUNTER_PIXEL_PROCESSING + 1),
D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION = (D3D10_COUNTER_OTHER_GPU_PROCESSING + 1),
D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION = (D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION + 1),
D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION + 1),
D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION + 1),
D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION = (D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION + 1),
D3D10_COUNTER_VS_MEMORY_LIMITED = (D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION + 1),
D3D10_COUNTER_VS_COMPUTATION_LIMITED = (D3D10_COUNTER_VS_MEMORY_LIMITED + 1),
D3D10_COUNTER_GS_MEMORY_LIMITED = (D3D10_COUNTER_VS_COMPUTATION_LIMITED + 1),
D3D10_COUNTER_GS_COMPUTATION_LIMITED = (D3D10_COUNTER_GS_MEMORY_LIMITED + 1),
D3D10_COUNTER_PS_MEMORY_LIMITED = (D3D10_COUNTER_GS_COMPUTATION_LIMITED + 1),
D3D10_COUNTER_PS_COMPUTATION_LIMITED = (D3D10_COUNTER_PS_MEMORY_LIMITED + 1),
D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE = (D3D10_COUNTER_PS_COMPUTATION_LIMITED + 1),
D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE = (D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE + 1),
D3D10_COUNTER_DEVICE_DEPENDENT_0 = 0x40000000
}
enum D3D10_COUNTER_TYPE {
D3D10_COUNTER_TYPE_FLOAT32 = 0,
D3D10_COUNTER_TYPE_UINT16 = (D3D10_COUNTER_TYPE_FLOAT32 + 1),
D3D10_COUNTER_TYPE_UINT32 = (D3D10_COUNTER_TYPE_UINT16 + 1),
D3D10_COUNTER_TYPE_UINT64 = (D3D10_COUNTER_TYPE_UINT32 + 1)
}
struct D3D10_COUNTER_DESC {
D3D10_COUNTER Counter;
UINT MiscFlags;
}
struct D3D10_COUNTER_INFO {
D3D10_COUNTER LastDeviceDependentCounter;
UINT NumSimultaneousCounters;
UINT8 NumDetectableParallelUnits;
}
interface ID3D10Counter : ID3D10Asynchronous {
extern(Windows) :
void GetDesc(D3D10_COUNTER_DESC *pDesc);
}
interface ID3D10Device : IUnknown {
extern(Windows) :
void VSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
void PSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
void PSSetShader(ID3D10PixelShader pPixelShader);
void PSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
void VSSetShader(ID3D10VertexShader pVertexShader);
void DrawIndexed(UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation);
void Draw(UINT VertexCount, UINT StartVertexLocation);
void PSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
void IASetInputLayout(ID3D10InputLayout pInputLayout);
void IASetVertexBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppVertexBuffers, UINT* pStrides, UINT* pOffsets);
void IASetIndexBuffer(ID3D10Buffer pIndexBuffer, DXGI_FORMAT Format, UINT Offset);
void DrawIndexedInstanced(UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation);
void DrawInstanced(UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation);
void GSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
void GSSetShader(ID3D10GeometryShader pShader);
void IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY Topology);
void VSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
void VSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
void SetPredication(ID3D10Predicate pPredicate, BOOL PredicateValue);
void GSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
void GSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
void OMSetRenderTargets(UINT NumViews, ID3D10RenderTargetView* ppRenderTargetViews, ID3D10DepthStencilView pDepthStencilView);
void OMSetBlendState(ID3D10BlendState pBlendState, FLOAT[4] BlendFactor, UINT SampleMask);
void OMSetDepthStencilState(ID3D10DepthStencilState pDepthStencilState, UINT StencilRef);
void SOSetTargets(UINT NumBuffers, ID3D10Buffer* ppSOTargets, UINT* pOffsets);
void DrawAuto();
void RSSetState(ID3D10RasterizerState pRasterizerState);
void RSSetViewports(UINT NumViewports, D3D10_VIEWPORT* pViewports);
void RSSetScissorRects(UINT NumRects, D3D10_RECT* pRects);
void CopySubresourceRegion(ID3D10Resource pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D10Resource pSrcResource, UINT SrcSubresource, D3D10_BOX* pSrcBox);
void CopyResource(ID3D10Resource pDstResource, ID3D10Resource pSrcResource);
void UpdateSubresource(ID3D10Resource pDstResource, UINT DstSubresource, D3D10_BOX* pDstBox, void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch);
void ClearRenderTargetView(ID3D10RenderTargetView pRenderTargetView, FLOAT[4]* ColorRGBA);
void ClearDepthStencilView(ID3D10DepthStencilView pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil);
void GenerateMips(ID3D10ShaderResourceView pShaderResourceView);
void ResolveSubresource(ID3D10Resource pDstResource, UINT DstSubresource, ID3D10Resource pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format);
void VSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
void PSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
void PSGetShader(ID3D10PixelShader* ppPixelShader);
void PSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
void VSGetShader(ID3D10VertexShader* ppVertexShader);
void PSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
void IAGetInputLayout(ID3D10InputLayout* ppInputLayout);
void IAGetVertexBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppVertexBuffers, UINT* pStrides, UINT* pOffsets);
void IAGetIndexBuffer(ID3D10Buffer* pIndexBuffer, DXGI_FORMAT* Format, UINT* Offset);
void GSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D10Buffer* ppConstantBuffers);
void GSGetShader(ID3D10GeometryShader* ppGeometryShader);
void IAGetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY* pTopology);
void VSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
void VSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
void GetPredication(ID3D10Predicate* ppPredicate, BOOL* pPredicateValue);
void GSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView* ppShaderResourceViews);
void GSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D10SamplerState* ppSamplers);
void OMGetRenderTargets(UINT NumViews, ID3D10RenderTargetView* ppRenderTargetViews, ID3D10DepthStencilView* ppDepthStencilView);
void OMGetBlendState(ID3D10BlendState* ppBlendState, FLOAT BlendFactor[ 4 ], UINT* pSampleMask);
void OMGetDepthStencilState(ID3D10DepthStencilState* ppDepthStencilState, UINT* pStencilRef);
void SOGetTargets(UINT NumBuffers, ID3D10Buffer* ppSOTargets, UINT* pOffsets);
void RSGetState(ID3D10RasterizerState* ppRasterizerState);
void RSGetViewports(UINT* NumViewports, D3D10_VIEWPORT* pViewports);
void RSGetScissorRects(UINT* NumRects, D3D10_RECT* pRects);
HRESULT GetDeviceRemovedReason();
HRESULT SetExceptionMode(UINT RaiseFlags);
UINT GetExceptionMode();
HRESULT GetPrivateData(REFGUID guid, UINT* pDataSize, void* pData);
HRESULT SetPrivateData(REFGUID guid, UINT DataSize, void* pData);
HRESULT SetPrivateDataInterface(REFGUID guid, IUnknown pData);
void ClearState();
void Flush();
HRESULT CreateBuffer(D3D10_BUFFER_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Buffer* ppBuffer);
HRESULT CreateTexture1D(D3D10_TEXTURE1D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture1D* ppTexture1D);
HRESULT CreateTexture2D(D3D10_TEXTURE2D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture2D* ppTexture2D);
HRESULT CreateTexture3D(D3D10_TEXTURE3D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture3D* ppTexture3D);
HRESULT CreateShaderResourceView(ID3D10Resource pResource, D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc, ID3D10ShaderResourceView* ppSRView);
HRESULT CreateRenderTargetView(ID3D10Resource pResource, D3D10_RENDER_TARGET_VIEW_DESC* pDesc, ID3D10RenderTargetView* ppRTView);
HRESULT CreateDepthStencilView(ID3D10Resource pResource, D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc, ID3D10DepthStencilView* ppDepthStencilView);
HRESULT CreateInputLayout(D3D10_INPUT_ELEMENT_DESC* pInputElementDescs, UINT NumElements, void* pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, ID3D10InputLayout* ppInputLayout);
HRESULT CreateVertexShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10VertexShader* ppVertexShader);
HRESULT CreateGeometryShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10GeometryShader* ppGeometryShader);
HRESULT CreateGeometryShaderWithStreamOutput(void* pShaderBytecode, SIZE_T BytecodeLength, D3D10_SO_DECLARATION_ENTRY* pSODeclaration, UINT NumEntries, UINT OutputStreamStride, ID3D10GeometryShader* ppGeometryShader);
HRESULT CreatePixelShader(void* pShaderBytecode, SIZE_T BytecodeLength, ID3D10PixelShader* ppPixelShader);
HRESULT CreateBlendState(D3D10_BLEND_DESC* pBlendStateDesc, ID3D10BlendState* ppBlendState);
HRESULT CreateDepthStencilState(D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc, ID3D10DepthStencilState* ppDepthStencilState);
HRESULT CreateRasterizerState(D3D10_RASTERIZER_DESC* pRasterizerDesc, ID3D10RasterizerState* ppRasterizerState);
HRESULT CreateSamplerState(D3D10_SAMPLER_DESC* pSamplerDesc, ID3D10SamplerState* ppSamplerState);
HRESULT CreateQuery(D3D10_QUERY_DESC* pQueryDesc, ID3D10Query* ppQuery);
HRESULT CreatePredicate(D3D10_QUERY_DESC* pPredicateDesc, ID3D10Predicate* ppPredicate);
HRESULT CreateCounter(D3D10_COUNTER_DESC* pCounterDesc, ID3D10Counter* ppCounter);
HRESULT CheckFormatSupport(DXGI_FORMAT Format, UINT* pFormatSupport);
HRESULT CheckMultisampleQualityLevels(DXGI_FORMAT Format, UINT SampleCount, UINT* pNumQualityLevels);
void CheckCounterInfo(D3D10_COUNTER_INFO* pCounterInfo);
HRESULT CheckCounter(D3D10_COUNTER_DESC* pDesc, D3D10_COUNTER_TYPE* pType, UINT* pActiveCounters, LPSTR szName, UINT* pNameLength, LPSTR szUnits, UINT* pUnitsLength, LPSTR szDescription, UINT* pDescriptionLength);
UINT GetCreationFlags();
HRESULT OpenSharedResource(HANDLE hResource, REFIID ReturnedInterface, void** ppResource);
void SetTextFilterSize(UINT Width, UINT Height);
void GetTextFilterSize(UINT* pWidth, UINT* pHeight);
}
interface ID3D10Multithread : IUnknown {
extern(Windows) :
void Enter();
void Leave();
BOOL SetMultithreadProtected(BOOL bMTProtect);
BOOL GetMultithreadProtected();
}
enum D3D10_CREATE_DEVICE_FLAG {
D3D10_CREATE_DEVICE_SINGLETHREADED = 0x01,
D3D10_CREATE_DEVICE_DEBUG = 0x02,
D3D10_CREATE_DEVICE_SWITCH_TO_REF = 0x04,
D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS = 0x08
}
const D3D10_SDK_VERSION = 29;
extern(C) const GUID IID_ID3D10DeviceChild = {0x9B7E4C00, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10DepthStencilState = {0x2B4B1CC8, 0xA4AD, 0x41f8, [0x83, 0x22, 0xCA, 0x86, 0xFC, 0x3E, 0xC6, 0x75]};
extern(C) const GUID IID_ID3D10BlendState = {0xEDAD8D19, 0x8A35, 0x4d6d, [0x85, 0x66, 0x2E, 0xA2, 0x76, 0xCD, 0xE1, 0x61]};
extern(C) const GUID IID_ID3D10RasterizerState = {0xA2A07292, 0x89AF, 0x4345, [0xBE, 0x2E, 0xC5, 0x3D, 0x9F, 0xBB, 0x6E, 0x9F]};
extern(C) const GUID IID_ID3D10Resource = {0x9B7E4C01, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Buffer = {0x9B7E4C02, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Texture1D = {0x9B7E4C03, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Texture2D = {0x9B7E4C04, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Texture3D = {0x9B7E4C05, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10View = {0xC902B03F, 0x60A7, 0x49BA, [0x99, 0x36, 0x2A, 0x3A, 0xB3, 0x7A, 0x7E, 0x33]};
extern(C) const GUID IID_ID3D10ShaderResourceView = {0x9B7E4C07, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10RenderTargetView = {0x9B7E4C08, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10DepthStencilView = {0x9B7E4C09, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10VertexShader = {0x9B7E4C0A, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10GeometryShader = {0x6316BE88, 0x54CD, 0x4040, [0xAB, 0x44, 0x20, 0x46, 0x1B, 0xC8, 0x1F, 0x68]};
extern(C) const GUID IID_ID3D10PixelShader = {0x4968B601, 0x9D00, 0x4cde, [0x83, 0x46, 0x8E, 0x7F, 0x67, 0x58, 0x19, 0xB6]};
extern(C) const GUID IID_ID3D10InputLayout = {0x9B7E4C0B, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10SamplerState = {0x9B7E4C0C, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Asynchronous = {0x9B7E4C0D, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Query = {0x9B7E4C0E, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Predicate = {0x9B7E4C10, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Counter = {0x9B7E4C11, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Device = {0x9B7E4C0F, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
extern(C) const GUID IID_ID3D10Multithread = {0x9B7E4E00, 0x342C, 0x4106, [0xA1, 0x9F, 0x4F, 0x27, 0x04, 0xF6, 0x89, 0xF0]};
public import win32.directx.d3d10shader;
public import win32.directx.d3d10effect;