Am 30.10.2013 17:53, schrieb evilrat:
On Wednesday, 30 October 2013 at 15:18:57 UTC, Benjamin Thaut wrote:
Well we all make problems. Give me a note when you are done with
complete directx bindings as I'm also interrested in having minimal up
to date directx bindings.
Also its always apperciated to thank you a person which invested
multiple hours to track down _your_ problem.
yes, thanks again. i just really do prefer to solve my problems without
bothering people around.
what exactly parts of DirectX you are interested in? my plans was to
provide bindings for d3d11, xaudio2, x3daudio, xinput), d3d11 shader
compiler and stuff, and maybe d3d10.
(though i'm not sure about this, d3d11 is newer and cleaner and can
utilize d3d 9-to-11 gpu's).
and at last directxmath.h, but i don't know if it's possible to hack
just one layer of C++ namespace with current extern(C++). but if its not
possible i wish to avoid asm sections with SIMD(or maybe i can use
phobos SIMD instrinsics, never tried it before) to provide same API as
DirectXMath.
I'm mostly interrested in directx 11 and d3d11 shader compiler bindings.
I don't really need any other part of the directx api (maybe xaudio2 in
the future, currently I'm using OpenAL for sound)
I already have my own math classes implemented in D so I don't really
need DirectXMath. Also D compilers will not be able to inline stuff that
comes in from C++. D's SIMD intrinsics (core.simd) are unusable at the
momemnt, so I would avoid them. The simd intrinsics of LDC and GDC work
however (__builtin_x stuff).
--
Kind Regards
Benjamin Thaut