Re: Aurora DirectX Bindings 12.1

2018-10-05 Thread Nicholas Wilson via Digitalmars-d-announce

On Saturday, 6 October 2018 at 00:02:36 UTC, Adam Wilson wrote:
So for now I definitely think the package route is a better 
option.


Indeed.

But if you do end up using these bindings on DCompute please 
let me know! I've made sure that all the Shader interfaces 
exist, but if you find anything missing I will gladly except 
PR's.


Will do. It really depends on a) what happens at the LLVM Dev 
meeting in a week and a half and b) what Blizzard want out of it, 
both if it happens at all, and how much, if any (i.e. anything 
more than codegen), of the API will need to be usable from D.


Re: Aurora DirectX Bindings 12.1

2018-10-05 Thread Adam Wilson via Digitalmars-d-announce

On 10/3/18 10:15 PM, rikki cattermole wrote:

On 04/10/2018 5:33 PM, Nicholas Wilson wrote:

On Thursday, 4 October 2018 at 04:03:27 UTC, rikki cattermole wrote:

On 04/10/2018 2:06 PM, Adam Wilson wrote:
The Aurora DirectX bindings have been updated to support Windows 10 
1809. Also the D2D Effect Authoring SDK has been added.


GitHub: https://github.com/auroragraphics/directx
DUB: http://code.dlang.org/packages/aurora-directx

Please send PR's if you find any bugs!


It would be nice to get DirectX bindings into druntime. Just need 
9/10 (some are floating about) after these mature a bit.


I don't think thats wise, nor is it ever like to happen. Druntime is 
D's runtime, the only reason there are bindings to the C and and C++ 
standard library is because of their ubiquity. This is much better 
suited to a dub package.


Side note, its possible that I might end up adding a DX12 backend to 
LDC/DCompute (which I'm going to have to rename if I do) based on 
https://github.com/Microsoft/DirectXShaderCompiler/ even more likely 
if MS (Hi Adam) upstream it to LLVM.


Direct3D is part of the system API on Window's today, it is equivalent 
to using WinAPI for graphics. Which is well within the scope of druntime 
bindings.


A couple of thoughts on this. First IIRC, the Win32 bindings in DRT is 
nowhere near a complete implementation of the Win32, I think it's 
primarily from user32.lib. Second, the DirectX bindings themselves are 
absolutely massive and the move pretty quickly (they change with every 
release of Windows, so every 6 months right now). Putting them in DRT 
would significantly slow down updates. For example, I had these updates 
released within two days of the release of 1809. Third, my 
implementation is not complete. There are a bunch of missing macros and 
helper functions that have not yet been ported.


So for now I definitely think the package route is a better option.

But if you do end up using these bindings on DCompute please let me 
know! I've made sure that all the Shader interfaces exist, but if you 
find anything missing I will gladly except PR's.


--
Adam Wilson
IRC: LightBender
import quiet.dlang.dev;


Re: Aurora DirectX Bindings 12.1

2018-10-03 Thread rikki cattermole via Digitalmars-d-announce

On 04/10/2018 5:33 PM, Nicholas Wilson wrote:

On Thursday, 4 October 2018 at 04:03:27 UTC, rikki cattermole wrote:

On 04/10/2018 2:06 PM, Adam Wilson wrote:
The Aurora DirectX bindings have been updated to support Windows 10 
1809. Also the D2D Effect Authoring SDK has been added.


GitHub: https://github.com/auroragraphics/directx
DUB: http://code.dlang.org/packages/aurora-directx

Please send PR's if you find any bugs!


It would be nice to get DirectX bindings into druntime. Just need 9/10 
(some are floating about) after these mature a bit.


I don't think thats wise, nor is it ever like to happen. Druntime is D's 
runtime, the only reason there are bindings to the C and and C++ 
standard library is because of their ubiquity. This is much better 
suited to a dub package.


Side note, its possible that I might end up adding a DX12 backend to 
LDC/DCompute (which I'm going to have to rename if I do) based on 
https://github.com/Microsoft/DirectXShaderCompiler/ even more likely if 
MS (Hi Adam) upstream it to LLVM.


Direct3D is part of the system API on Window's today, it is equivalent 
to using WinAPI for graphics. Which is well within the scope of druntime 
bindings.


Re: Aurora DirectX Bindings 12.1

2018-10-03 Thread Nicholas Wilson via Digitalmars-d-announce
On Thursday, 4 October 2018 at 04:03:27 UTC, rikki cattermole 
wrote:

On 04/10/2018 2:06 PM, Adam Wilson wrote:
The Aurora DirectX bindings have been updated to support 
Windows 10 1809. Also the D2D Effect Authoring SDK has been 
added.


GitHub: https://github.com/auroragraphics/directx
DUB: http://code.dlang.org/packages/aurora-directx

Please send PR's if you find any bugs!


It would be nice to get DirectX bindings into druntime. Just 
need 9/10 (some are floating about) after these mature a bit.


I don't think thats wise, nor is it ever like to happen. Druntime 
is D's runtime, the only reason there are bindings to the C and 
and C++ standard library is because of their ubiquity. This is 
much better suited to a dub package.


Side note, its possible that I might end up adding a DX12 backend 
to LDC/DCompute (which I'm going to have to rename if I do) based 
on https://github.com/Microsoft/DirectXShaderCompiler/ even more 
likely if MS (Hi Adam) upstream it to LLVM.


Re: Aurora DirectX Bindings 12.1

2018-10-03 Thread rikki cattermole via Digitalmars-d-announce

On 04/10/2018 2:06 PM, Adam Wilson wrote:
The Aurora DirectX bindings have been updated to support Windows 10 
1809. Also the D2D Effect Authoring SDK has been added.


GitHub: https://github.com/auroragraphics/directx
DUB: http://code.dlang.org/packages/aurora-directx

Please send PR's if you find any bugs!


It would be nice to get DirectX bindings into druntime. Just need 9/10 
(some are floating about) after these mature a bit.


Re: Aurora DirectX Bindings 12.1

2018-10-03 Thread Adam Wilson via Digitalmars-d-announce
The Aurora DirectX bindings have been updated to support Windows 10 
1809. Also the D2D Effect Authoring SDK has been added.


GitHub: https://github.com/auroragraphics/directx
DUB: http://code.dlang.org/packages/aurora-directx

Please send PR's if you find any bugs!

--
Adam Wilson
IRC: LightBender
import quiet.dlang.dev;


Aurora DirectX Bindings 12.1

2018-04-15 Thread Adam Wilson via Digitalmars-d-announce
I am happy to announce that after a prolonged hiatus the Aurora DirectX 
bindings have been updated to support DirectX 12.1 and DirectX 11.4. The 
project has been refactored to more closely align with the DirectX SDK 
headers and the scope is significantly increased to include the D3D 
Video, D2D Effects, SVG, and Debugging libraries. And finally, the 
package has now been added to DUB.


The following components of DirectX are supported:

DirectX 12.1
- Shaders
- Shader Tracing
- Video
- SDK Layers (Debugging)
DirectX 11.4
- Shaders
- Shader Tracing
- Video
- SDK Layers (Debugging)
Direct2D 1.3
- Effects 1.2
- SVG
DirectWrite 1.3
DXGI 1.6
WIC

The work is a combination of mechanical and hand conversion and there 
may be some inconsistent or incorrect types in the interface. If you 
encounter any inconsistencies I would love you pull requests.


Please note that most Macros are NOT ported yet. PR's welcome!

These bindings are based on the Windows SDK version 10.0.16299.0 
(Windows Build 1709 - Redstone 3)


GitHub: https://github.com/auroragraphics/directx
DUB: http://code.dlang.org/packages/aurora-directx

--
Adam Wilson
IRC: LightBender
import quiet.dlang.dev;


Re: DirectX bindings

2017-06-23 Thread evilrat via Digitalmars-d-announce
On Friday, 23 June 2017 at 13:31:04 UTC, Petar Kirov [ZombineDev] 
wrote:


Hi evilrat. That's unfortunate to hear. I would to suggest a 
way forward.

What do you think about joining dlang-community [0] [1]?
That way:
* You remain an owner of your repo, so you can continue to 
develop it if/when you decide to do so.
* Other members of the community would be able to merge PRs 
with fixes and enhancements.
* Most importantly, we're going to ensure that library 
continues to compile with every new compiler release, even if 
you're not around to help with that.


Since DirectX is one of the most widely used APIs for graphics 
and game development on Windows, I think it is important for D 
to have a set of well supported bindings.


[0]: https://github.com/dlang-community
[1]: 
http://forum.dlang.org/post/sgzxolfspoqnueebm...@forum.dlang.org


I consider this as an option, if no other solution comes I'll try 
this in early July.
However my message was due to reason, very specific one - the 
programming. I have enough of it! Thats it, I'm leaving.


I'm now packing my stuff and will be unavailable for year or so. 
This means its a temporary solution, beacause sooner or later 
community will had to replace/configure my old dub package anyway.




Re: DirectX bindings

2017-06-23 Thread via Digitalmars-d-announce
On Friday, 23 June 2017 at 13:31:04 UTC, Petar Kirov [ZombineDev] 
wrote:

On Thursday, 22 June 2017 at 09:09:40 UTC, evilrat wrote:

[...]


Hi evilrat. That's unfortunate to hear. I would to suggest a 
way forward.

What do you think about joining dlang-community [0] [1]?
That way:
* You remain an owner of your repo, so you can continue to 
develop it if/when you decide to do so.
* Other members of the community would be able to merge PRs 
with fixes and enhancements.
* Most importantly, we're going to ensure that library 
continues to compile with every new compiler release, even if 
you're not around to help with that.


[...]


I would *like* to suggest a way forward.


Re: DirectX bindings

2017-06-23 Thread via Digitalmars-d-announce

On Thursday, 22 June 2017 at 09:09:40 UTC, evilrat wrote:

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:


https://github.com/evilrat666/directx-d



I'm sorry to say that, but I have to quit the post of DirectX 
bindings maintainer. I haven't yet decided on what to do with 
dub package[1], but I'm in favor of completely deleting it so 
the next maintainer or D foundation can step in, that way there 
should be little to no code breakage occurs and most users 
won't even notice a change. My current estimate is to drop it 
till the end of month.
I will probably continue to maintain github repository for few 
months for my personal needs though.


[1] http://code.dlang.org/packages/directx-d


Hi evilrat. That's unfortunate to hear. I would to suggest a way 
forward.

What do you think about joining dlang-community [0] [1]?
That way:
* You remain an owner of your repo, so you can continue to 
develop it if/when you decide to do so.
* Other members of the community would be able to merge PRs with 
fixes and enhancements.
* Most importantly, we're going to ensure that library continues 
to compile with every new compiler release, even if you're not 
around to help with that.


Since DirectX is one of the most widely used APIs for graphics 
and game development on Windows, I think it is important for D to 
have a set of well supported bindings.


[0]: https://github.com/dlang-community
[1]: 
http://forum.dlang.org/post/sgzxolfspoqnueebm...@forum.dlang.org


Re: DirectX bindings

2017-06-23 Thread John Burton via Digitalmars-d-announce

On Friday, 23 June 2017 at 12:39:45 UTC, evilrat wrote:

On Friday, 23 June 2017 at 11:34:34 UTC, John Burton wrote:


Ah... Well thank you for your work on this up to now.

I was just looking at these bindings a few days ago, 
considering if I should use C++ or D for a little hobby 
graphics projects I wanted to look at, and thought I'd maybe 
use this. I'm hoping there is an alternative if this is 
deleted.


You still could use it, for example clone the repo to your 
project directory and set relative dub dependency path in the 
project, should work just fine.


Thanks, yes that should work. I just didn't want to base a 
project on an unsupported library, but I think in this case it's 
different as binding are not likely to require maintenance.


Re: DirectX bindings

2017-06-23 Thread evilrat via Digitalmars-d-announce

On Friday, 23 June 2017 at 11:34:34 UTC, John Burton wrote:


Ah... Well thank you for your work on this up to now.

I was just looking at these bindings a few days ago, 
considering if I should use C++ or D for a little hobby 
graphics projects I wanted to look at, and thought I'd maybe 
use this. I'm hoping there is an alternative if this is deleted.


You still could use it, for example clone the repo to your 
project directory and set relative dub dependency path in the 
project, should work just fine.


Re: DirectX bindings

2017-06-23 Thread John Burton via Digitalmars-d-announce

On Thursday, 22 June 2017 at 09:09:40 UTC, evilrat wrote:

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:


https://github.com/evilrat666/directx-d



I'm sorry to say that, but I have to quit the post of DirectX 
bindings maintainer. I haven't yet decided on what to do with 
dub package[1], but I'm in favor of completely deleting it so 
the next maintainer or D foundation can step in, that way there 
should be little to no code breakage occurs and most users 
won't even notice a change. My current estimate is to drop it 
till the end of month.
I will probably continue to maintain github repository for few 
months for my personal needs though.


[1] http://code.dlang.org/packages/directx-d


Ah... Well thank you for your work on this up to now.

I was just looking at these bindings a few days ago, considering 
if I should use C++ or D for a little hobby graphics projects I 
wanted to look at, and thought I'd maybe use this. I'm hoping 
there is an alternative if this is deleted.


Re: DirectX bindings

2017-06-23 Thread Sönke Ludwig via Digitalmars-d-announce

Am 22.06.2017 um 11:09 schrieb evilrat:

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:


https://github.com/evilrat666/directx-d



I'm sorry to say that, but I have to quit the post of DirectX bindings 
maintainer. I haven't yet decided on what to do with dub package[1], but 
I'm in favor of completely deleting it so the next maintainer or D 
foundation can step in, that way there should be little to no code 
breakage occurs and most users won't even notice a change. My current 
estimate is to drop it till the end of month.
I will probably continue to maintain github repository for few months 
for my personal needs though.


[1] http://code.dlang.org/packages/directx-d


I don't know how much the package is currently in use (I still use my 
own partial bindings that I hacked together a while ago for example), 
but, at least if you'll continue to be able to react when a new 
maintainer steps up, I would suggest to simply keep the DUB package 
there in standby. Removing it without having a replacement ready will 
just potentially break code for no real benefit.


Re: DirectX bindings

2017-06-22 Thread Igor Shirkalin via Digitalmars-d-announce

On Thursday, 22 June 2017 at 09:09:40 UTC, evilrat wrote:

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:


https://github.com/evilrat666/directx-d



I'm sorry to say that, but I have to quit the post of DirectX 
bindings maintainer. I haven't yet decided on what to do with 
dub package[1], but I'm in favor of completely deleting it so 
the next maintainer or D foundation can step in, that way there 
should be little to no code breakage occurs and most users 
won't even notice a change. My current estimate is to drop it 
till the end of month.
I will probably continue to maintain github repository for few 
months for my personal needs though.


[1] http://code.dlang.org/packages/directx-d


Thanks for your DirectX bindings! I'm currently in the process of 
learning it.


Re: DirectX bindings

2017-06-22 Thread evilrat via Digitalmars-d-announce

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:


https://github.com/evilrat666/directx-d



I'm sorry to say that, but I have to quit the post of DirectX 
bindings maintainer. I haven't yet decided on what to do with dub 
package[1], but I'm in favor of completely deleting it so the 
next maintainer or D foundation can step in, that way there 
should be little to no code breakage occurs and most users won't 
even notice a change. My current estimate is to drop it till the 
end of month.
I will probably continue to maintain github repository for few 
months for my personal needs though.


[1] http://code.dlang.org/packages/directx-d


Re: DirectX bindings

2016-12-17 Thread evilrat via Digitalmars-d-announce

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:


https://github.com/evilrat666/directx-d



A long awaited update - v0.10.0 is out!

Be wary there is still a lot of things untested, and one may 
encounter access violation or random crashes.


It is great to see community expanding and the language growing 
up.

Thanks everyone who contributed.


Re: DirectX bindings

2015-01-26 Thread evilrat via Digitalmars-d-announce
On Saturday, 24 January 2015 at 20:35:23 UTC, Andrej Mitrovic 
wrote:

On 5/27/14, evilrat via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:

https://github.com/evilrat666/directx-d


this is it. i think i can't continue on this one anymore, nor 
do

i have time, nor passion.


Hey, sorry you didn't find an audience for this, thanks for 
your work

nevertheless! But do you by any chance know how up to date your
bindings are compared to these other ones:
https://github.com/auroragraphics/directx

If you don't know I'll try to diff my way and find out.


it is very sparse comparing to what i've done, but DirectX itself 
is stable so there shouldn't be any problems. though my version 
is targeted for same usage as if in C++, and contains most of 
helper functions, so one could easily rewrite C++ arrows as dots 
and thats all - everything should work(most times at least). This 
is very useful and convenient since there are very few learning 
resources about D and especially DirectX with D(if any).


maybe i'll update it to DirectX 12 as soon it is released. but 
still i would merge peoples PR's if there be any commits.


Re: DirectX bindings

2015-01-24 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/27/14, evilrat via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
 https://github.com/evilrat666/directx-d

 this is it. i think i can't continue on this one anymore, nor do
 i have time, nor passion.

Hey, sorry you didn't find an audience for this, thanks for your work
nevertheless! But do you by any chance know how up to date your
bindings are compared to these other ones:
https://github.com/auroragraphics/directx

If you don't know I'll try to diff my way and find out.


Re: DirectX bindings

2014-05-29 Thread Adam Wilson via Digitalmars-d-announce

On Tue, 27 May 2014 02:24:01 -0700, evilrat evilrat...@gmail.com wrote:


On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:

https://github.com/evilrat666/directx-d


this is it. i think i can't continue on this one anymore, nor do i have  
time, nor passion. i've made a lot of work and meet (almost) no  
interest. i will be stay in contact, so any pull request will not be  
lost, but i think this is my last commit to it. i have encountered lot  
of obstacles such as UFCS on classes, which makes impossible seamless  
migration of user code from C++ to D(no, that wasnt real purpose but for  
me it is important point). i may return later, let say in a year or two  
when D will be more complete and usable, but for now i take my leave.  
please take my apologies if one really used this bindings or have high  
hopes on it.


I think it would appropriate at this point to note that Aurora is  
currently hosting bindings for DirectX and will continue to maintain  
DirectX bindings for a the foreseeable future. DirectX 12 bindings will be  
provided once they become available.


So if you need current and maintained bindings for DirectX you can find  
them on GitHub here:

https://github.com/auroragraphics/directx

--
Adam Wilson
GitHub/IRC: LightBender
Project Coordinator
The Aurora Project


Re: DirectX bindings

2014-05-27 Thread evilrat via Digitalmars-d-announce

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:

https://github.com/evilrat666/directx-d


this is it. i think i can't continue on this one anymore, nor do 
i have time, nor passion. i've made a lot of work and meet 
(almost) no interest. i will be stay in contact, so any pull 
request will not be lost, but i think this is my last commit to 
it. i have encountered lot of obstacles such as UFCS on classes, 
which makes impossible seamless migration of user code from C++ 
to D(no, that wasnt real purpose but for me it is important 
point). i may return later, let say in a year or two when D will 
be more complete and usable, but for now i take my leave. please 
take my apologies if one really used this bindings or have high 
hopes on it.


Re: DirectX bindings

2014-05-24 Thread evilrat via Digitalmars-d-announce

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:


https://github.com/evilrat666/directx-d



new additions:
+Direct2D [DX9 state] (though still some helper functions 
missing)

+DirectWrite  [DX9 state]
+DXGI [DX11.1, DX11.2]
+Direct3D [DX11.1, DX11.2]

examples:
+Direct2D sample from MSDN ( a bit ugly at this moment )


Re: DirectX bindings

2014-05-19 Thread evilrat via Digitalmars-d-announce

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:


https://github.com/evilrat666/directx-d



little update: i'm currently looking at some other not yet 
converted stuff such as Direct2D, DirectWrite and DXVA(video 
decoding). can't say anything for now, i don't promise i will 
translate it but i'll looking forward to adding them in to repo. 
that's all i can say now. if i had enough time i'll put D2D later 
this week.


Re: DirectX bindings

2014-02-03 Thread evilrat
it has been for a long time since i released this bindings, so i 
wonder if anyone uses this in their projects? it would be nice to 
see some results of projects using this bindings :)


Re: DirectX bindings

2014-02-03 Thread Benjamin Thaut

Am 03.02.2014 10:55, schrieb evilrat:

it has been for a long time since i released this bindings, so i wonder
if anyone uses this in their projects? it would be nice to see some
results of projects using this bindings :)


I'm currently using them. But there is nothing showabe yet. I will keep 
you posted.


Re: DirectX bindings

2013-11-11 Thread evilrat

On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote:

On 11/3/13, evilrat evilrat...@gmail.com wrote:

https://github.com/evilrat666/directx-d


Nice!

I tried porting one of the samples from the SDK but it uses
D3DX11CompileFromFile which is missing in the bindings.

MSDN says they recommend not using it (well.. why are they 
using it in

the samples then?:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476261%28v=vs.85%29.aspx

So maybe it's not worth binding it? No idea. :)


indeed this is not recommended to use, and there are no more such 
function on windows 8. i'm also need to fix xaudio example too :(


Re: DirectX bindings

2013-11-08 Thread ponce

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
please be careful though, as it is only in alpha stage and 
missing some stuff. current version is June 2010 SDK, but i 
update it(to win8 sdk version) once i had win8 machine(i'm 
still don't have a PC at home).




Hi evilrat,

I've been thinking about this for a while, maybe you know about 
SharpDX.

https://github.com/sharpdx/SharpDX

It parses DirectX SDK headers and provide C# DirectX bindings + 
marshalling code (based on gccxml C++ parser).
I wonder how involved would it be to modify its generation tool 
(https://github.com/sharpdx/SharpDX/tree/master/Source/Tools/SharpGen) 
to output D bindings instead.


Re: DirectX bindings

2013-11-08 Thread liyu

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:

Greetings,
many of you may notice lack of (up-to-date and working) DirectX 
bindings, one may also seen my activity on d.learn sub forum. 
so let me announce yet another bindings for DirectX which one 
may fork right now from github!


https://github.com/evilrat666/directx-d

please be careful though, as it is only in alpha stage and 
missing some stuff. current version is June 2010 SDK, but i 
update it(to win8 sdk version) once i had win8 machine(i'm 
still don't have a PC at home).


also, there is no d3d9 and d3d10 stuff as i consider it 
outdated now, but i would appreciate pull requests for them 
anyway :)


great, however it seems has a little problem, the arg of
ID3D11DeviceContext.Unmap should be ID3D11Resource not
ID3D11Resource*, arg of IASetIndexBuffer should be ID3D11Buffer
not ID3D11Buffer*


Re: DirectX bindings

2013-11-08 Thread evilrat

On Friday, 8 November 2013 at 11:37:38 UTC, liyu wrote:

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:

Greetings,
many of you may notice lack of (up-to-date and working) 
DirectX bindings, one may also seen my activity on d.learn sub 
forum. so let me announce yet another bindings for DirectX 
which one may fork right now from github!


https://github.com/evilrat666/directx-d

please be careful though, as it is only in alpha stage and 
missing some stuff. current version is June 2010 SDK, but i 
update it(to win8 sdk version) once i had win8 machine(i'm 
still don't have a PC at home).


also, there is no d3d9 and d3d10 stuff as i consider it 
outdated now, but i would appreciate pull requests for them 
anyway :)


great, however it seems has a little problem, the arg of
ID3D11DeviceContext.Unmap should be ID3D11Resource not
ID3D11Resource*, arg of IASetIndexBuffer should be ID3D11Buffer
not ID3D11Buffer*


uh, yes, it has some problems, this is semi-automatic coversion 
bindings, and i have missed some stuff. thanks for pointing out.


Re: DirectX bindings

2013-11-08 Thread Andrej Mitrovic
On 11/8/13, ponce cont...@gam3sfrommars.fr wrote:
 I've been thinking about this for a while, maybe you know about
 SharpDX.
 https://github.com/sharpdx/SharpDX

 It parses DirectX SDK headers and provide C# DirectX bindings +
 marshalling code (based on gccxml C++ parser).

If you need a gccxml XML loader you could grab this code:
https://github.com/AndrejMitrovic/dgen/blob/master/src/dgen/parser/gccxml.d

It's not exactly a self-hosting module, there's a few dependencies.

I also have a fork of gccxml that exports some additional attributes
(and documents some things as well):
https://github.com/AndrejMitrovic/gccxml

Don't even ask about that project though, it's something I /might/ get
back to at one point, but I'm way too busy with other stuff.


Re: DirectX bindings

2013-11-07 Thread evilrat
i have finished dub transition, git repo should pop up on dub 
registry soon.


Re: DirectX bindings

2013-11-07 Thread Andrej Mitrovic
On 11/3/13, evilrat evilrat...@gmail.com wrote:
 https://github.com/evilrat666/directx-d

Nice!

I tried porting one of the samples from the SDK but it uses
D3DX11CompileFromFile which is missing in the bindings.

MSDN says they recommend not using it (well.. why are they using it in
the samples then?:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476261%28v=vs.85%29.aspx

So maybe it's not worth binding it? No idea. :)


Re: DirectX bindings

2013-11-07 Thread evilrat

On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote:

On 11/3/13, evilrat evilrat...@gmail.com wrote:

https://github.com/evilrat666/directx-d


Nice!

I tried porting one of the samples from the SDK but it uses
D3DX11CompileFromFile which is missing in the bindings.

MSDN says they recommend not using it (well.. why are they 
using it in

the samples then?:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476261%28v=vs.85%29.aspx

So maybe it's not worth binding it? No idea. :)


its already in the bindings
https://github.com/evilrat666/directx-d/blob/master/src/directx/d3dx11async.d#L79

however i may forgot to add public import this module in d3dx11.


Re: DirectX bindings

2013-11-07 Thread Andrej Mitrovic
On 11/8/13, evilrat evilrat...@gmail.com wrote:
 its already in the bindings
 https://github.com/evilrat666/directx-d/blob/master/src/directx/d3dx11async.d#L79

 however i may forgot to add public import this module in d3dx11.

Ah, I forgot to check for updates. Awesome, there's a triangle example
now. Thanks!


Re: DirectX bindings

2013-11-06 Thread evilrat
i have added dub package to this bindings, need testing. i don't 
have an idea how it works since dub lacks documentation.


Re: DirectX bindings

2013-11-06 Thread Mike Parker

On 11/6/2013 6:29 PM, evilrat wrote:

i have added dub package to this bindings, need testing. i don't have an
idea how it works since dub lacks documentation.


http://code.dlang.org/about
http://code.dlang.org/package-format


Re: DirectX bindings

2013-11-06 Thread evilrat

On Wednesday, 6 November 2013 at 14:25:46 UTC, Mike Parker wrote:

On 11/6/2013 6:29 PM, evilrat wrote:
i have added dub package to this bindings, need testing. i 
don't have an

idea how it works since dub lacks documentation.


http://code.dlang.org/about
http://code.dlang.org/package-format


i know about this, i mean there is no such info like dub .lib 
search paths for testing - i don't want to modify sc.ini every 
time. there was some other things too, but i can't remember 
anything else atm.


also if you look at my repo u can see it has examples subfolder, 
should i put package.json there too or it would be simpler to add 
custom build script for building all this examples?


Re: DirectX bindings

2013-11-06 Thread Dicebot

On Wednesday, 6 November 2013 at 14:35:07 UTC, evilrat wrote:
also if you look at my repo u can see it has examples 
subfolder, should i put package.json there too or it would be 
simpler to add custom build script for building all this 
examples?


I think former is expected as it is how Sonke (dub author) does 
it for vibe.d : 
https://github.com/rejectedsoftware/vibe.d/tree/master/examples


Re: DirectX bindings

2013-11-06 Thread evilrat

On Wednesday, 6 November 2013 at 14:44:59 UTC, Dicebot wrote:

On Wednesday, 6 November 2013 at 14:35:07 UTC, evilrat wrote:
also if you look at my repo u can see it has examples 
subfolder, should i put package.json there too or it would be 
simpler to add custom build script for building all this 
examples?


I think former is expected as it is how Sonke (dub author) does 
it for vibe.d : 
https://github.com/rejectedsoftware/vibe.d/tree/master/examples


ah ok, thats fine, thanks.


Re: DirectX bindings

2013-11-03 Thread ponce

On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:

Greetings,
many of you may notice lack of (up-to-date and working) DirectX 
bindings, one may also seen my activity on d.learn sub forum. 
so let me announce yet another bindings for DirectX which one 
may fork right now from github!


https://github.com/evilrat666/directx-d

please be careful though, as it is only in alpha stage and 
missing some stuff. current version is June 2010 SDK, but i 
update it(to win8 sdk version) once i had win8 machine(i'm 
still don't have a PC at home).


also, there is no d3d9 and d3d10 stuff as i consider it 
outdated now, but i would appreciate pull requests for them 
anyway :)


Hi,

Good work.
While porting header to D you can use:

  alias int _D3D_SHADER_INPUT_FLAGS
  enum : _D3D_SHADER_INPUT_FLAGS
  {
  D3D_SIF_USERPACKED= 1,
  // others...
  }

instead of:

  enum _D3D_SHADER_INPUT_FLAGS
  {
  D3D_SIF_USERPACKED= 1,
  // others...
  }

That way using the enum won't force to use a namespace.


Re: DirectX bindings

2013-11-03 Thread evilrat

On Sunday, 3 November 2013 at 08:42:52 UTC, ponce wrote:


Hi,

Good work.
While porting header to D you can use:

  alias int _D3D_SHADER_INPUT_FLAGS
  enum : _D3D_SHADER_INPUT_FLAGS
  {
  D3D_SIF_USERPACKED= 1,
  // others...
  }

instead of:

  enum _D3D_SHADER_INPUT_FLAGS
  {
  D3D_SIF_USERPACKED= 1,
  // others...
  }

That way using the enum won't force to use a namespace.


thanks for notice, i'll need to try it first on something bigger 
than simple example first.


most likely i had been doing this by default if i were work with 
real C++ DirectX projects, unfortunately i only used OpenGL until 
now :(


DirectX bindings

2013-11-02 Thread evilrat

Greetings,
many of you may notice lack of (up-to-date and working) DirectX 
bindings, one may also seen my activity on d.learn sub forum. so 
let me announce yet another bindings for DirectX which one may 
fork right now from github!


https://github.com/evilrat666/directx-d

please be careful though, as it is only in alpha stage and 
missing some stuff. current version is June 2010 SDK, but i 
update it(to win8 sdk version) once i had win8 machine(i'm still 
don't have a PC at home).


also, there is no d3d9 and d3d10 stuff as i consider it outdated 
now, but i would appreciate pull requests for them anyway :)