Re: Aurora DirectX Bindings 12.1
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
On Saturday, 24 January 2015 at 20:35:23 UTC, Andrej Mitrovic wrote: On 5/27/14, evilrat via Digitalmars-d-announce 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
On 5/27/14, evilrat via Digitalmars-d-announce 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
On Tue, 27 May 2014 02:24:01 -0700, evilrat 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
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
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
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
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
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
On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote: On 11/3/13, evilrat 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
On 11/8/13, Andrej Mitrovic wrote: > 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. This is referring to dgen, not gccxml.
Re: DirectX bindings
On 11/8/13, ponce 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
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
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
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
On 11/8/13, evilrat 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
On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote: On 11/3/13, evilrat 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
On 11/3/13, evilrat 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
i have finished dub transition, git repo should pop up on dub registry soon.
Re: DirectX bindings
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
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
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
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
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
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
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
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 :)