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                                                                                                                                                                                                         
{******************************************************************************}
{*                                                                            *}
{*  Copyright (C) Microsoft Corporation.  All Rights Reserved.                *}
{*                                                                            *}
{*  File:       d3dx9.h, d3dx9anim.h, d3dx9core.h, d3dx9effect.h,             *}
{*              d3dx9math.h, d3dx9math.inl, d3dx9mesh.h, d3dx9shader.h,       *}
{*              d3dx9shape.h, d3dx9tex.h                                      *}
{*                                                                            *}
{*  Content:    Direct3DX 9.0 headers                                         *}
{*                                                                            *}
{*  Direct3DX 9.0 Delphi adaptation by Alexey Barkovoy                        *}
{*  E-Mail: clootie@reactor.ru                                                *}
{*                                                                            *}
{*  Modified: 27-Apr-2003                                                     *}
{*                                                                            *}
{*  Latest version can be downloaded from:                                    *}
{*     http://clootie.narod.ru/delphi                                         *}
{*                                                                            *}
{*  This File contains only Direct3DX 9.0 Definitions.                        *}
{*  If you want to use previous versions - use D3DX.pas and D3DX8.pas         *}
{*                                                                            *}
{******************************************************************************)
{                                                                              }
{ Obtained through: Joint Endeavour of Delphi Innovators (Project JEDI)        }
{                                                                              }
{ The contents of this file are used with permission, subject to the Mozilla   }
{ Public License Version 1.1 (the "License"); you may not use this file except }
{ in compliance with the License. You may obtain a copy of the License at      }
{ http://www.mozilla.org/MPL/MPL-1.1.html                                      }
{                                                                              }
{ Software distributed under the License is distributed on an "AS IS" basis,   }
{ WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for }
{ the specific language governing rights and limitations under the License.    }
{                                                                              }
{ Alternatively, the contents of this file may be used under the terms of the  }
{ GNU Lesser General Public License (the  "LGPL License"), in which case the   }
{ provisions of the LGPL License are applicable instead of those above.        }
{ If you wish to allow use of your version of this file only under the terms   }
{ of the LGPL License and not to allow others to use your version of this file }
{ under the MPL, indicate your decision by deleting  the provisions above and  }
{ replace  them with the notice and other provisions required by the LGPL      }
{ License.  If you do not delete the provisions above, a recipient may use     }
{ your version of this file under either the MPL or the LGPL License.          }
{                                                                              }
{ For more information about the LGPL: http://www.gnu.org/copyleft/lesser.html }
{                                                                              }
{******************************************************************************}

// Original source contained in "D3DX9.par"

{$I DirectX.inc}

unit D3DX9;

interface

// Remove "dot" below to link with debug version of D3DX9
// (only in JEDI or TMT pascal version)
{.$DEFINE DEBUG}

// Remove "dot" below to link with separate DLL's (one DLL per part of D3DX9 API)
// instead of monolithic "all-in-one" version of D3DX9
{.$DEFINE D3DX_SEPARATE}

// Remove "dot" below to link with Tim Baumgarten D3D9.pas
// note: it currently has bugged definition of D3DMATRIX (on 27-Apr-2003)
{.$DEFINE DXG_COMPAT}

(*$HPPEMIT '#include "d3dx9.h"' *)
(*$HPPEMIT '#include "dxfile.h"' *)

// Do not emit "hpp" files to C++Builder
{$NOINCLUDE DXFile}

(*$HPPEMIT 'namespace D3dx9' *)

(*$HPPEMIT '{' *)

uses
  Windows,
  ActiveX,
  SysUtils,
  {$IFDEF DXG_COMPAT}D3D9{$ELSE}Direct3D9{$ENDIF},
  DXFile;

const
  //////////// DLL export definitions ///////////////////////////////////////
  d3dx9dll ={$IFDEF DEBUG} 'd3dx9d.dll'{$ELSE} 'D3DX9ab.dll'{$ENDIF};
  {$IFDEF DEBUG}{$UNDEF D3DX_SEPARATE}{$ENDIF}
  d3dx9mathDLL   = {$IFDEF D3DX_SEPARATE}'d3dx9abMath.dll'{$ELSE}d3dx9dll{$ENDIF};
  d3dx9coreDLL   = {$IFDEF D3DX_SEPARATE}'d3dx9abCore.dll'{$ELSE}d3dx9dll{$ENDIF};
  d3dx9shaderDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abShader.dll'{$ELSE}d3dx9dll{$ENDIF};
  d3dx9effectDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abEffect.dll'{$ELSE}d3dx9dll{$ENDIF};
  d3dx9meshDLL   = {$IFDEF D3DX_SEPARATE}'d3dx9abMesh.dll'{$ELSE}d3dx9dll{$ENDIF};
  d3dx9shapesDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abShapes.dll'{$ELSE}d3dx9dll{$ENDIF};
  d3dx9texDLL    = {$IFDEF D3DX_SEPARATE}'d3dx9abTex.dll'{$ELSE}d3dx9dll{$ENDIF};
  d3dx9animDLL   = {$IFDEF D3DX_SEPARATE}'d3dx9abAnim.dll'{$ELSE}d3dx9dll{$ENDIF};


{$IFNDEF COMPILER6_UP}
type
  PPointer = ^Pointer;
  PPAnsiChar = ^PAnsiChar;

{$ENDIF}
//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9.h
//  Content:    D3DX utility library
//
//////////////////////////////////////////////////////////////////////////////

const
  // #define D3DX_DEFAULT ULONG_MAX
  // #define D3DX_DEFAULT            ((UINT) -1)
  D3DX_DEFAULT          = Cardinal(-1);
  {$EXTERNALSYM D3DX_DEFAULT}
  // #define D3DX_DEFAULT_NONPOW2    ((UINT) -2)
  D3DX_DEFAULT_NONPOW2  = Cardinal(-2);
  {$EXTERNALSYM D3DX_DEFAULT_NONPOW2}

var
  // #define D3DX_DEFAULT_FLOAT FLT_MAX
  // Forced to define as 'var' cos pascal compiler treats all consts as Double
  D3DX_DEFAULT_FLOAT: Single = 3.402823466e+38;  // max single value
  {$EXTERNALSYM D3DX_DEFAULT_FLOAT}

type
  _D3DXERR = HResult;
  {$EXTERNALSYM _D3DXERR}

{$IFDEF DXG_COMPAT}
const
  MAKE_D3DHRESULT_R = MAKE_D3DHRESULT;
{$ENDIF}

const
  D3DXERR_CANNOTMODIFYINDEXBUFFER       = HResult(MAKE_D3DHRESULT_R or 2900);
  {$EXTERNALSYM D3DXERR_CANNOTMODIFYINDEXBUFFER}
  D3DXERR_INVALIDMESH                   = HResult(MAKE_D3DHRESULT_R or 2901);
  {$EXTERNALSYM D3DXERR_INVALIDMESH}
  D3DXERR_CANNOTATTRSORT                = HResult(MAKE_D3DHRESULT_R or 2902);
  {$EXTERNALSYM D3DXERR_CANNOTATTRSORT}
  D3DXERR_SKINNINGNOTSUPPORTED          = HResult(MAKE_D3DHRESULT_R or 2903);
  {$EXTERNALSYM D3DXERR_SKINNINGNOTSUPPORTED}
  D3DXERR_TOOMANYINFLUENCES             = HResult(MAKE_D3DHRESULT_R or 2904);
  {$EXTERNALSYM D3DXERR_TOOMANYINFLUENCES}
  D3DXERR_INVALIDDATA                   = HResult(MAKE_D3DHRESULT_R or 2905);
  {$EXTERNALSYM D3DXERR_INVALIDDATA}
  D3DXERR_LOADEDMESHASNODATA            = HResult(MAKE_D3DHRESULT_R or 2906);
  {$EXTERNALSYM D3DXERR_LOADEDMESHASNODATA}
  D3DXERR_DUPLICATENAMEDFRAGMENT        = HResult(MAKE_D3DHRESULT_R or 2907);
  {$EXTERNALSYM D3DXERR_DUPLICATENAMEDFRAGMENT}




//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9math.h
//  Content:    D3DX math types and functions
//
//////////////////////////////////////////////////////////////////////////////

//===========================================================================
//
// General purpose utilities
//
//===========================================================================
const
  D3DX_PI: Single       = 3.141592654;
  {$EXTERNALSYM D3DX_PI}
  D3DX_1BYPI: Single    = 0.318309886;
  {$EXTERNALSYM D3DX_1BYPI}

//#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f))
function D3DXToRadian(Degree: Single): Single;
{$EXTERNALSYM D3DXToRadian}
//#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI))
function D3DXToDegree(Radian: Single): Single;
{$EXTERNALSYM D3DXToDegree}



//===========================================================================
//
// 16 bit floating point numbers
//
//===========================================================================

const
  D3DX_16F_DIG          = 3;               // # of decimal digits of precision
  {$EXTERNALSYM D3DX_16F_DIG}
  D3DX_16F_EPSILON      = 4.8875809e-4;    // smallest such that 1.0 + epsilon <> 1.0
  {$EXTERNALSYM D3DX_16F_EPSILON}
  D3DX_16F_MANT_DIG     = 11;              // # of bits in mantissa
  {$EXTERNALSYM D3DX_16F_MANT_DIG}
  D3DX_16F_MAX          = 6.550400e+004;   // max value
  {$EXTERNALSYM D3DX_16F_MAX}
  D3DX_16F_MAX_10_EXP   = 4;               // max decimal exponent
  {$EXTERNALSYM D3DX_16F_MAX_10_EXP}
  D3DX_16F_MAX_EXP      = 15;              // max binary exponent
  {$EXTERNALSYM D3DX_16F_MAX_EXP}
  D3DX_16F_MIN          = 6.1035156e-5;    // min positive value
  {$EXTERNALSYM D3DX_16F_MIN}
  D3DX_16F_MIN_10_EXP   = -4;              // min decimal exponent
  {$EXTERNALSYM D3DX_16F_MIN_10_EXP}
  D3DX_16F_MIN_EXP      = -12;             // min binary exponent
  {$EXTERNALSYM D3DX_16F_MIN_EXP}
  D3DX_16F_RADIX        = 2;               // exponent radix
  {$EXTERNALSYM D3DX_16F_RADIX}
  D3DX_16F_ROUNDS       = 1;               // addition rounding: near
  {$EXTERNALSYM D3DX_16F_ROUNDS}


type
  (*$HPPEMIT 'typedef D3DXFLOAT16       TD3DXFloat16;' *)
  (*$HPPEMIT 'typedef D3DXFLOAT16      *PD3DXFloat16;' *)
  PD3DXFloat16 = ^TD3DXFloat16;
  {$EXTERNALSYM PD3DXFloat16}
  TD3DXFloat16 = packed record
    value: Word;
  end;
  {$NODEFINE TD3DXFloat16}

// Some pascal equalents of C++ class functions & operators
const D3DXFloat16Zero: TD3DXFloat16 = (value:0); // 0
function D3DXFloat16(value: Single): TD3DXFloat16;
function D3DXFloat16Equal(const v1, v2: TD3DXFloat16): Boolean;
function D3DXFloat16ToFloat(value: TD3DXFloat16): Single;



//===========================================================================
//
// Vectors
//
//===========================================================================


//--------------------------
// 2D Vector
//--------------------------
type
  (*$HPPEMIT 'typedef D3DXVECTOR2       TD3DXVector2;' *)
  (*$HPPEMIT 'typedef D3DXVECTOR2      *PD3DXVector2;' *)
  PD3DXVector2 = ^TD3DXVector2;
  {$EXTERNALSYM PD3DXVector2}
  TD3DXVector2 = packed record
    x, y: Single;
  end;
  {$NODEFINE TD3DXVector2}

// Some pascal equalents of C++ class functions & operators
const D3DXVector2Zero: TD3DXVector2 = (x:0; y:0);  // (0,0)
function D3DXVector2(_x, _y: Single): TD3DXVector2;
function D3DXVector2Equal(const v1, v2: TD3DXVector2): Boolean;



//--------------------------
// 2D Vector (16 bit)
//--------------------------
type
  (*$HPPEMIT 'typedef D3DXVECTOR2_16F       TD3DXVector2_16F;' *)
  (*$HPPEMIT 'typedef D3DXVECTOR2_16F      *PD3DXVector2_16F;' *)
  PD3DXVector2_16F = ^TD3DXVector2_16F;
  {$EXTERNALSYM PD3DXVector2_16F}
  TD3DXVector2_16F = packed record
    x, y: TD3DXFloat16;
  end;
  {$NODEFINE TD3DXVector2_16F}

// Some pascal equalents of C++ class functions & operators
const D3DXVector2_16fZero: TD3DXVector2_16F = (x:(value:0); y:(value:0));  // (0,0)
function D3DXVector2_16F(_x, _y: TD3DXFloat16): TD3DXVector2_16F;
function D3DXVector2_16fEqual(const v1, v2: TD3DXVector2_16F): Boolean;
function D3DXVector2_16fFromVector2(const v: TD3DXVector2): TD3DXVector2_16f;
function D3DXVector2FromVector2_16f(const v: TD3DXVector2_16f): TD3DXVector2;



//--------------------------
// 3D Vector
//--------------------------
type
  (*$HPPEMIT 'typedef D3DXVECTOR3       TD3DXVector3;' *)
  (*$HPPEMIT 'typedef D3DXVECTOR3      *PD3DXVector3;' *)
  PD3DXVector3 = ^TD3DXVector3;
  {$EXTERNALSYM PD3DXVector3}
  TD3DXVector3 = TD3DVector;
  {$NODEFINE TD3DXVector3}

// Some pascal equalents of C++ class functions & operators
const D3DXVector3Zero: TD3DXVector3 = (x:0; y:0; z:0);  // (0,0,0)
function D3DXVector3(_x, _y, _z: Single): TD3DXVector3;
function D3DXVector3Equal(const v1, v2: TD3DXVector3): Boolean;



//--------------------------
// 3D Vector (16 bit)
//--------------------------
type
  (*$HPPEMIT 'typedef D3DXVECTOR3_16F       TD3DXVector3_16F;' *)
  (*$HPPEMIT 'typedef D3DXVECTOR3_16F      *PD3DXVector3_16F;' *)
  PD3DXVector3_16F = ^TD3DXVector3_16F;
  {$EXTERNALSYM PD3DXVector3}
  TD3DXVector3_16F = packed record
    x, y, z: TD3DXFloat16;
  end;
  {$NODEFINE TD3DXVector3_16F}

// Some pascal equalents of C++ class functions & operators
const D3DXVector3_16fZero: TD3DXVector3_16F = (x:(value:0); y:(value:0); z:(value:0));  // (0,0,0)
function D3DXVector3_16F(_x, _y, _z: TD3DXFloat16): TD3DXVector3_16F;
function D3DXVector3_16fEqual(const v1, v2: TD3DXVector3_16F): Boolean;
function D3DXVector3_16fFromVector3(const v: TD3DXVector3): TD3DXVector3_16f;
function D3DXVector3FromVector3_16f(const v: TD3DXVector3_16f): TD3DXVector3;



//--------------------------
// 4D Vector
//--------------------------
type
  (*$HPPEMIT 'typedef D3DXVECTOR4       TD3DXVector4;' *)
  (*$HPPEMIT 'typedef D3DXVECTOR4      *PD3DXVector4;' *)
  PD3DXVector4 = ^TD3DXVector4;
  {$EXTERNALSYM PD3DXVector4}
  TD3DXVector4 = packed record
    x, y, z, w: Single;
  end;
  {$NODEFINE TD3DXVector4}

// Some pascal equalents of C++ class functions & operators
const D3DXVector4Zero: TD3DXVector4 = (x:0; y:0; z:0; w:0);  // (0,0,0,0)
function D3DXVector4(_x, _y, _z, _w: Single): TD3DXVector4;
function D3DXVector4Equal(const v1, v2: TD3DXVector4): Boolean;



//--------------------------
// 4D Vector (16 bit)
//--------------------------
type
  (*$HPPEMIT 'typedef D3DXVECTOR4_16F       TD3DXVector4_16F;' *)
  (*$HPPEMIT 'typedef D3DXVECTOR4_16F      *PD3DXVector4_16F;' *)
  PD3DXVector4_16F = ^TD3DXVector4_16F;
  {$EXTERNALSYM PD3DXVector4_16F}
  TD3DXVector4_16F = packed record
    x, y, z, w: TD3DXFloat16;
  end;
  {$NODEFINE TD3DXVector4_16F}

// Some pascal equalents of C++ class functions & operators
const D3DXVector4_16fZero: TD3DXVector4_16F = (x:(value:0); y:(value:0); z:(value:0); w:(value:0));  // (0,0,0,0)
function D3DXVector4_16F(_x, _y, _z, _w: TD3DXFloat16): TD3DXVector4_16F;
function D3DXVector4_16fEqual(const v1, v2: TD3DXVector4_16F): Boolean;
function D3DXVector4_16fFromVector4(const v: TD3DXVector4): TD3DXVector4_16f;
function D3DXVector4FromVector4_16f(const v: TD3DXVector4_16f): TD3DXVector4;



//===========================================================================
//
// Matrices
//
//===========================================================================
type
  (*$HPPEMIT 'typedef D3DXMATRIX        TD3DXMatrix;' *)
  (*$HPPEMIT 'typedef D3DXMATRIX       *PD3DXMatrix;' *)
  (*$HPPEMIT 'typedef D3DXMATRIX      **PPD3DXMatrix;' *)
  PPD3DXMatrix = ^PD3DXMatrix;
  PD3DXMatrix = ^TD3DXMatrix;
  {$EXTERNALSYM PD3DXMatrix}
  TD3DXMatrix = TD3DMatrix;
  {$NODEFINE TD3DXMatrix}

// Some pascal equalents of C++ class functions & operators
function D3DXMatrix(
  _m00, _m01, _m02, _m03,
  _m10, _m11, _m12, _m13,
  _m20, _m21, _m22, _m23,
  _m30, _m31, _m32, _m33: Single): TD3DXMatrix;
function D3DXMatrixAdd(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
function D3DXMatrixSubtract(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
function D3DXMatrixMul(out mOut: TD3DXMatrix; const m: TD3DXMatrix; MulBy: Single): PD3DXMatrix;
function D3DXMatrixEqual(const m1, m2: TD3DXMatrix): Boolean;


//---------------------------------------------------------------------------
// Aligned Matrices
//
// This class helps keep matrices 16-byte aligned as preferred by P4 cpus.
// It aligns matrices on the stack and on the heap or in global scope.
// It does this using __declspec(align(16)) which works on VC7 and on VC 6
// with the processor pack. Unfortunately there is no way to detect the
// latter so this is turned on only on VC7. On other compilers this is the
// the same as D3DXMATRIX.
//
// Using this class on a compiler that does not actually do the alignment
// can be dangerous since it will not expose bugs that ignore alignment.
// E.g if an object of this class in inside a struct or class, and some code
// memcopys data in it assuming tight packing. This could break on a compiler
// that eventually start aligning the matrix.
//---------------------------------------------------------------------------

// Translator comments: None of current pascal compilers can even align data
// inside records to 16 byte boundary, so we just leave aligned matrix
// declaration equal to standart matrix
type
  PD3DXMatrixA16 = ^TD3DXMatrixA16;
  TD3DXMatrixA16 = TD3DXMatrix;


//===========================================================================
//
//    Quaternions
//
//===========================================================================
type
  (*$HPPEMIT 'typedef D3DXQUATERNION TD3DXQuaternion;' *)
  PD3DXQuaternion = ^TD3DXQuaternion;
  TD3DXQuaternion = packed record
    x, y, z, w: Single;
  end;
  {$NODEFINE TD3DXQuaternion}

// Some pascal equalents of C++ class functions & operators
function D3DXQuaternion(_x, _y, _z, _w: Single): TD3DXQuaternion;
function D3DXQuaternionAdd(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
function D3DXQuaternionSubtract(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
function D3DXQuaternionEqual(const q1, q2: TD3DXQuaternion): Boolean;
function D3DXQuaternionScale(out qOut: TD3DXQuaternion; const q: TD3DXQuaternion;
  s: Single): PD3DXQuaternion;



//===========================================================================
//
// Planes
//
//===========================================================================
type
  (*$HPPEMIT 'typedef D3DXPLANE TD3DXPlane;' *)
  PD3DXPlane = ^TD3DXPlane;
  TD3DXPlane = packed record
    a, b, c, d: Single;
  end;
  {$NODEFINE TD3DXPlane}

// Some pascal equalents of C++ class functions & operators
const D3DXPlaneZero: TD3DXPlane = (a:0; b:0; c:0; d:0);  // (0,0,0,0)
function D3DXPlane(_a, _b, _c, _d: Single): TD3DXPlane;
function D3DXPlaneEqual(const p1, p2: TD3DXPlane): Boolean;


//===========================================================================
//
// Colors
//
//===========================================================================
type
  (*$HPPEMIT 'typedef D3DXCOLOR TD3DXColor;' *)
  (*$HPPEMIT 'typedef D3DXCOLOR *PD3DXColor;' *)
  PD3DXColor = PD3DColorValue;
  {$EXTERNALSYM PD3DXColor}
  TD3DXColor = TD3DColorValue;
  {$EXTERNALSYM TD3DXColor}

function D3DXColor(_r, _g, _b, _a: Single): TD3DXColor;
function D3DXColorToDWord(c: TD3DXColor): DWord;
function D3DXColorFromDWord(c: DWord): TD3DXColor;
function D3DXColorEqual(const c1, c2: TD3DXColor): Boolean;


//===========================================================================
//
// D3DX math functions:
//
// NOTE:
//  * All these functions can take the same object as in and out parameters.
//
//  * Out parameters are typically also returned as return values, so that
//    the output of one function may be used as a parameter to another.
//
//===========================================================================

//--------------------------
// Float16
//--------------------------

// non-inline

// Converts an array 32-bit floats to 16-bit floats
function D3DXFloat32To16Array(pOut: PD3DXFloat16; pIn: PSingle; n: LongWord): PD3DXFloat16; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXFloat32To16Array}

// Converts an array 16-bit floats to 32-bit floats
function D3DXFloat16To32Array(pOut: PSingle; pIn: PD3DXFloat16; n: LongWord): PSingle; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXFloat16To32Array}


//--------------------------
// 2D Vector
//--------------------------

// inline

function D3DXVec2Length(const v: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2Length}

function D3DXVec2LengthSq(const v: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2LengthSq}

function D3DXVec2Dot(const v1, v2: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2Dot}

// Z component of ((x1,y1,0) cross (x2,y2,0))
function D3DXVec2CCW(const v1, v2: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2CCW}

function D3DXVec2Add(const v1, v2: TD3DXVector2): TD3DXVector2;
{$EXTERNALSYM D3DXVec2Add}

function D3DXVec2Subtract(const v1, v2: TD3DXVector2): TD3DXVector2;
{$EXTERNALSYM D3DXVec2Subtract}

// Minimize each component.  x = min(x1, x2), y = min(y1, y2)
function D3DXVec2Minimize(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2): PD3DXVector2;
{$EXTERNALSYM D3DXVec2Minimize}

// Maximize each component.  x = max(x1, x2), y = max(y1, y2)
function D3DXVec2Maximize(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2): PD3DXVector2;
{$EXTERNALSYM D3DXVec2Maximize}

function D3DXVec2Scale(out vOut: TD3DXVector2; const v: TD3DXVector2; s: Single): PD3DXVector2;
{$EXTERNALSYM D3DXVec2Scale}

// Linear interpolation. V1 + s(V2-V1)
function D3DXVec2Lerp(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2; s: Single): PD3DXVector2;
{$EXTERNALSYM D3DXVec2Lerp}

// non-inline
function D3DXVec2Normalize(out vOut: TD3DXVector2; const v: TD3DXVector2): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2Normalize}

// Hermite interpolation between position V1, tangent T1 (when s == 0)
// and position V2, tangent T2 (when s == 1).
function D3DXVec2Hermite(out vOut: TD3DXVector2;
   const v1, t1, v2, t2: TD3DXVector2; s: Single): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2Hermite}

// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
function D3DXVec2CatmullRom(out vOut: TD3DXVector2;
   const v0, v1, v2: TD3DXVector2; s: Single): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2CatmullRom}

// Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1)
function D3DXVec2BaryCentric(out vOut: TD3DXVector2;
   const v1, v2, v3: TD3DXVector2; f, g: Single): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2BaryCentric}

// Transform (x, y, 0, 1) by matrix.
function D3DXVec2Transform(out vOut: TD3DXVector4;
  const v: TD3DXVector2; const m: TD3DXMatrix): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2Transform}

// Transform (x, y, 0, 1) by matrix, project result back into w=1.
function D3DXVec2TransformCoord(out vOut: TD3DXVector2;
  const v: TD3DXVector2; const m: TD3DXMatrix): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformCoord}

// Transform (x, y, 0, 0) by matrix.
function D3DXVec2TransformNormal(out vOut: TD3DXVector2;
  const v: TD3DXVector2; const m: TD3DXMatrix): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformNormal}


// Transform Array (x, y, 0, 1) by matrix.
function D3DXVec2TransformArray(pOut: PD3DXVector4; OutStride: LongWord;
  pV: PD3DXVector2; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformArray}

// Transform Array (x, y, 0, 1) by matrix, project result back into w=1.
function D3DXVec2TransformCoordArray(pOut: PD3DXVector2; OutStride: LongWord;
  pV: PD3DXVector2; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformCoordArray}

// Transform Array (x, y, 0, 0) by matrix.
function D3DXVec2TransformNormalArray(pOut: PD3DXVector2; OutStride: LongWord;
  pV: PD3DXVector2; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformNormalArray}


//--------------------------
// 3D Vector
//--------------------------

// inline

function D3DXVec3Length(const v: TD3DXVector3): Single;
{$EXTERNALSYM D3DXVec3Length}

function D3DXVec3LengthSq(const v: TD3DXVector3): Single;
{$EXTERNALSYM D3DXVec3LengthSq}

function D3DXVec3Dot(const v1, v2: TD3DXVector3): Single;
{$EXTERNALSYM D3DXVec3Dot}

function D3DXVec3Cross(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Cross}

function D3DXVec3Add(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Add}

function D3DXVec3Subtract(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Subtract}

// Minimize each component.  x = min(x1, x2), y = min(y1, y2), ...
function D3DXVec3Minimize(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Minimize}

// Maximize each component.  x = max(x1, x2), y = max(y1, y2), ...
function D3DXVec3Maximize(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Maximize}

function D3DXVec3Scale(out vOut: TD3DXVector3; const v: TD3DXVector3; s: Single): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Scale}

// Linear interpolation. V1 + s(V2-V1)
function D3DXVec3Lerp(out vOut: TD3DXVector3;
  const v1, v2: TD3DXVector3; s: Single): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Lerp}

// non-inline

function D3DXVec3Normalize(out vOut: TD3DXVector3;
   const v: TD3DXVector3): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Normalize}

// Hermite interpolation between position V1, tangent T1 (when s == 0)
// and position V2, tangent T2 (when s == 1).
function D3DXVec3Hermite(out vOut: TD3DXVector3;
   const v1, t1, v2, t2: TD3DXVector3; s: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Hermite}

// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
function D3DXVec3CatmullRom(out vOut: TD3DXVector3;
   const v1, v2, v3: TD3DXVector3; s: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3CatmullRom}

// Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1)
function D3DXVec3BaryCentric(out vOut: TD3DXVector3;
   const v1, v2, v3: TD3DXVector3; f, g: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3BaryCentric}

// Transform (x, y, z, 1) by matrix.
function D3DXVec3Transform(out vOut: TD3DXVector4;
  const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Transform}

// Transform (x, y, z, 1) by matrix, project result back into w=1.
function D3DXVec3TransformCoord(out vOut: TD3DXVector3;
  const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformCoord}

// Transform (x, y, z, 0) by matrix.  If you transforming a normal by a
// non-affine matrix, the matrix you pass to this function should be the
// transpose of the inverse of the matrix you would use to transform a coord.
function D3DXVec3TransformNormal(out vOut: TD3DXVector3;
  const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformNormal}


// Transform Array (x, y, z, 1) by matrix.
function D3DXVec3TransformArray(pOut: PD3DXVector4; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformArray}

// Transform Array (x, y, z, 1) by matrix, project result back into w=1.
function D3DXVec3TransformCoordArray(pOut: PD3DXVector3; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformCoordArray}

// Transform (x, y, z, 0) by matrix.  If you transforming a normal by a
// non-affine matrix, the matrix you pass to this function should be the
// transpose of the inverse of the matrix you would use to transform a coord.
function D3DXVec3TransformNormalArray(pOut: PD3DXVector3; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformNormalArray}

// Project vector from object space into screen space
function D3DXVec3Project(out vOut: TD3DXVector3;
  const v: TD3DXVector3; const pViewport: TD3DViewport9;
  const pProjection, pView, pWorld: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Project}

// Project vector from screen space into object space
function D3DXVec3Unproject(out vOut: TD3DXVector3;
  const v: TD3DXVector3; const pViewport: TD3DViewport9;
  const pProjection, pView, pWorld: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Unproject}

// Project vector Array from object space into screen space
function D3DXVec3ProjectArray(pOut: PD3DXVector3; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const pViewport: TD3DViewport9;
  const pProjection, pView, pWorld: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3ProjectArray}

// Project vector Array from screen space into object space
function D3DXVec3UnprojectArray(pOut: PD3DXVector3; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const pViewport: TD3DViewport9;
  const pProjection, pView, pWorld: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3UnprojectArray}


//--------------------------
// 4D Vector
//--------------------------

// inline

function D3DXVec4Length(const v: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4Length}

function D3DXVec4LengthSq(const v: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4LengthSq}

function D3DXVec4Dot(const v1, v2: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4Dot}

function D3DXVec4Add(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Add}

function D3DXVec4Subtract(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Subtract}

// Minimize each component.  x = min(x1, x2), y = min(y1, y2), ...
function D3DXVec4Minimize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Minimize}

// Maximize each component.  x = max(x1, x2), y = max(y1, y2), ...
function D3DXVec4Maximize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Maximize}

function D3DXVec4Scale(out vOut: TD3DXVector4; const v: TD3DXVector4; s: Single): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Scale}

// Linear interpolation. V1 + s(V2-V1)
function D3DXVec4Lerp(out vOut: TD3DXVector4;
  const v1, v2: TD3DXVector4; s: Single): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Lerp}

// non-inline

// Cross-product in 4 dimensions.
function D3DXVec4Cross(out vOut: TD3DXVector4;
  const v1, v2, v3: TD3DXVector4): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Cross}

function D3DXVec4Normalize(out vOut: TD3DXVector4;
  const v: TD3DXVector4): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Normalize}

// Hermite interpolation between position V1, tangent T1 (when s == 0)
// and position V2, tangent T2 (when s == 1).
function D3DXVec4Hermite(out vOut: TD3DXVector4;
   const v1, t1, v2, t2: TD3DXVector4; s: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Hermite}

// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
function D3DXVec4CatmullRom(out vOut: TD3DXVector4;
   const v0, v1, v2, v3: TD3DXVector4; s: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4CatmullRom}

// Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1)
function D3DXVec4BaryCentric(out vOut: TD3DXVector4;
   const v1, v2, v3: TD3DXVector4; f, g: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4BaryCentric}

// Transform vector by matrix.
function D3DXVec4Transform(out vOut: TD3DXVector4;
  const v: TD3DXVector4; const m: TD3DXMatrix): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Transform}

// Transform vector array by matrix.
function D3DXVec4TransformArray(pOut: PD3DXVector4; OutStride: LongWord;
  pV: PD3DXVector4; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4TransformArray}


//--------------------------
// 4D Matrix
//--------------------------

// inline

function D3DXMatrixIdentity(out mOut: TD3DXMatrix): PD3DXMatrix;
{$EXTERNALSYM D3DXMatrixIdentity}

function D3DXMatrixIsIdentity(const m: TD3DXMatrix): BOOL;
{$EXTERNALSYM D3DXMatrixIsIdentity}

// non-inline

function D3DXMatrixDeterminant(const m: TD3DXMatrix): Single; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixDeterminant}

function D3DXMatrixTranspose(out pOut: TD3DXMatrix; const pM: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTranspose}

// Matrix multiplication.  The result represents the transformation M2
// followed by the transformation M1.  (Out = M1 * M2)
function D3DXMatrixMultiply(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixMultiply}

// Matrix multiplication, followed by a transpose. (Out = T(M1 * M2))
function D3DXMatrixMultiplyTranspose(out pOut: TD3DXMatrix; const pM1, pM2: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixMultiplyTranspose}

// Calculate inverse of matrix.  Inversion my fail, in which case NULL will
// be returned.  The determinant of pM is also returned it pfDeterminant
// is non-NULL.
function D3DXMatrixInverse(out mOut: TD3DXMatrix; pfDeterminant: PSingle;
    const m: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixInverse}

// Build a matrix which scales by (sx, sy, sz)
function D3DXMatrixScaling(out mOut: TD3DXMatrix; sx, sy, sz: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixScaling}

// Build a matrix which translates by (x, y, z)
function D3DXMatrixTranslation(out mOut: TD3DXMatrix; x, y, z: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTranslation}

// Build a matrix which rotates around the X axis
function D3DXMatrixRotationX(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationX}

// Build a matrix which rotates around the Y axis
function D3DXMatrixRotationY(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationY}

// Build a matrix which rotates around the Z axis
function D3DXMatrixRotationZ(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationZ}

// Build a matrix which rotates around an arbitrary axis
function D3DXMatrixRotationAxis(out mOut: TD3DXMatrix; const v: TD3DXVector3;
  angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationAxis}

// Build a matrix from a quaternion
function D3DXMatrixRotationQuaternion(out mOut: TD3DXMatrix; const Q: TD3DXQuaternion): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationQuaternion}

// Yaw around the Y axis, a pitch around the X axis,
// and a roll around the Z axis.
function D3DXMatrixRotationYawPitchRoll(out mOut: TD3DXMatrix; yaw, pitch, roll: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationYawPitchRoll}


// Build transformation matrix.  NULL arguments are treated as identity.
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt
function D3DXMatrixTransformation(out mOut: TD3DXMatrix;
   pScalingCenter: PD3DXVector3;
   pScalingRotation: PD3DXQuaternion; pScaling, pRotationCenter: PD3DXVector3;
   pRotation: PD3DXQuaternion; pTranslation: PD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTransformation}

// Build affine transformation matrix.  NULL arguments are treated as identity.
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt
function D3DXMatrixAffineTransformation(out mOut: TD3DXMatrix;
   Scaling: Single; pRotationCenter: PD3DXVector3;
   pRotation: PD3DXQuaternion; pTranslation: PD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixAffineTransformation}

// Build a lookat matrix. (right-handed)
function D3DXMatrixLookAtRH(out mOut: TD3DXMatrix; const Eye, At, Up: TD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixLookAtRH}

// Build a lookat matrix. (left-handed)
function D3DXMatrixLookAtLH(out mOut: TD3DXMatrix; const Eye, At, Up: TD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixLookAtLH}

// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveRH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveRH}

// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveLH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveLH}

// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveFovRH(out mOut: TD3DXMatrix; flovy, aspect, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveFovRH}

// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveFovLH(out mOut: TD3DXMatrix; flovy, aspect, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveFovLH}

// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveOffCenterRH(out mOut: TD3DXMatrix;
   l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveOffCenterRH}

// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveOffCenterLH(out mOut: TD3DXMatrix;
   l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveOffCenterLH}

// Build an ortho projection matrix. (right-handed)
function D3DXMatrixOrthoRH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoRH}

// Build an ortho projection matrix. (left-handed)
function D3DXMatrixOrthoLH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoLH}

// Build an ortho projection matrix. (right-handed)
function D3DXMatrixOrthoOffCenterRH(out mOut: TD3DXMatrix;
  l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoOffCenterRH}

// Build an ortho projection matrix. (left-handed)
function D3DXMatrixOrthoOffCenterLH(out mOut: TD3DXMatrix;
  l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoOffCenterLH}

// Build a matrix which flattens geometry into a plane, as if casting
// a shadow from a light.
function D3DXMatrixShadow(out mOut: TD3DXMatrix;
  const Light: TD3DXVector4; const Plane: TD3DXPlane): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixShadow}

// Build a matrix which reflects the coordinate system about a plane
function D3DXMatrixReflect(out mOut: TD3DXMatrix;
   const Plane: TD3DXPlane): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixReflect}


//--------------------------
// Quaternion
//--------------------------

// inline

function D3DXQuaternionLength(const q: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionLength}

// Length squared, or "norm"
function D3DXQuaternionLengthSq(const q: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionLengthSq}

function D3DXQuaternionDot(const q1, q2: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionDot}

// (0, 0, 0, 1)
function D3DXQuaternionIdentity(out qOut: TD3DXQuaternion): PD3DXQuaternion;
{$EXTERNALSYM D3DXQuaternionIdentity}

function D3DXQuaternionIsIdentity (const q: TD3DXQuaternion): BOOL;
{$EXTERNALSYM D3DXQuaternionIsIdentity}

// (-x, -y, -z, w)
function D3DXQuaternionConjugate(out qOut: TD3DXQuaternion;
  const q: TD3DXQuaternion): PD3DXQuaternion;
{$EXTERNALSYM D3DXQuaternionConjugate}


// non-inline

// Compute a quaternin's axis and angle of rotation. Expects unit quaternions.
procedure D3DXQuaternionToAxisAngle(const q: TD3DXQuaternion;
  out Axis: TD3DXVector3; out Angle: Single); stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionToAxisAngle}

// Build a quaternion from a rotation matrix.
function D3DXQuaternionRotationMatrix(out qOut: TD3DXQuaternion;
  const m: TD3DXMatrix): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionRotationMatrix}

// Rotation about arbitrary axis.
function D3DXQuaternionRotationAxis(out qOut: TD3DXQuaternion;
  const v: TD3DXVector3; Angle: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionRotationAxis}

// Yaw around the Y axis, a pitch around the X axis,
// and a roll around the Z axis.
function D3DXQuaternionRotationYawPitchRoll(out qOut: TD3DXQuaternion;
  yaw, pitch, roll: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionRotationYawPitchRoll}

// Quaternion multiplication.  The result represents the rotation Q2
// followed by the rotation Q1.  (Out = Q2 * Q1)
function D3DXQuaternionMultiply(out qOut: TD3DXQuaternion;
   const q1, q2: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionMultiply}

function D3DXQuaternionNormalize(out qOut: TD3DXQuaternion;
   const q: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionNormalize}

// Conjugate and re-norm
function D3DXQuaternionInverse(out qOut: TD3DXQuaternion;
   const q: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionInverse}

// Expects unit quaternions.
// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v)
function D3DXQuaternionLn(out qOut: TD3DXQuaternion;
   const q: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionLn}

// Expects pure quaternions. (w == 0)  w is ignored in calculation.
// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v)
function D3DXQuaternionExp(out qOut: TD3DXQuaternion;
   const q: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionExp}

// Spherical linear interpolation between Q1 (s == 0) and Q2 (s == 1).
// Expects unit quaternions.
function D3DXQuaternionSlerp(out qOut: TD3DXQuaternion;
   const q1, q2: TD3DXQuaternion; t: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionSlerp}

// Spherical quadrangle interpolation.
// Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t))
function D3DXQuaternionSquad(out qOut: TD3DXQuaternion;
   const pQ1, pA, pB, pC: TD3DXQuaternion; t: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionSquad}

// Setup control points for spherical quadrangle interpolation
// from Q1 to Q2.  The control points are chosen in such a way
// to ensure the continuity of tangents with adjacent segments.
procedure D3DXQuaternionSquadSetup(out pAOut, pBOut, pCOut: TD3DXQuaternion;
   const pQ0, pQ1, pQ2, pQ3: TD3DXQuaternion); stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionSquadSetup}

// Barycentric interpolation.
// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
function D3DXQuaternionBaryCentric(out qOut: TD3DXQuaternion;
   const q1, q2, q3: TD3DXQuaternion; f, g: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionBaryCentric}


//--------------------------
// Plane
//--------------------------

// inline

// ax + by + cz + dw
function D3DXPlaneDot(const p: TD3DXPlane; const v: TD3DXVector4): Single;
{$EXTERNALSYM D3DXPlaneDot}

// ax + by + cz + d
function D3DXPlaneDotCoord(const p: TD3DXPlane; const v: TD3DXVector3): Single;
{$EXTERNALSYM D3DXPlaneDotCoord}

// ax + by + cz
function D3DXPlaneDotNormal(const p: TD3DXPlane; const v: TD3DXVector3): Single;
{$EXTERNALSYM D3DXPlaneDotNormal}


// non-inline

// Normalize plane (so that |a,b,c| == 1)
function D3DXPlaneNormalize(out pOut: TD3DXPlane; const p: TD3DXPlane): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneNormalize}

// Find the intersection between a plane and a line.  If the line is
// parallel to the plane, NULL is returned.
function D3DXPlaneIntersectLine(out vOut: TD3DXVector3;
   const p: TD3DXPlane; const v1, v2: TD3DXVector3): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneIntersectLine}

// Construct a plane from a point and a normal
function D3DXPlaneFromPointNormal(out pOut: TD3DXPlane;
   const vPoint, vNormal: TD3DXVector3): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneFromPointNormal}

// Construct a plane from 3 points
function D3DXPlaneFromPoints(out pOut: TD3DXPlane;
   const v1, v2, v3: TD3DXVector3): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneFromPoints}

// Transform a plane by a matrix.  The vector (a,b,c) must be normal.
// M should be the inverse transpose of the transformation desired.
function D3DXPlaneTransform(out pOut: TD3DXPlane; const m: TD3DXMatrix): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneTransform}

// Transform an array of planes by a matrix.  The vectors (a,b,c) must be normal.
// M should be the inverse transpose of the transformation desired.
function D3DXPlaneTransformArray(pOut: PD3DXPlane; OutStride: LongWord;
  pP: PD3DXPlane; PStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneTransformArray}


//--------------------------
// Color
//--------------------------

// inline

// (1-r, 1-g, 1-b, a)
function D3DXColorNegative(out cOut: TD3DXColor; const c: TD3DXColor): PD3DXColor;
{$EXTERNALSYM D3DXColorNegative}

function D3DXColorAdd(out cOut: TD3DXColor; const c1, c2: TD3DXColor): PD3DXColor;
{$EXTERNALSYM D3DXColorAdd}

function D3DXColorSubtract(out cOut: TD3DXColor; const c1, c2: TD3DXColor): PD3DXColor;
{$EXTERNALSYM D3DXColorSubtract}

function D3DXColorScale(out cOut: TD3DXColor; const c: TD3DXColor; s: Single): PD3DXColor;
{$EXTERNALSYM D3DXColorScale}

// (r1*r2, g1*g2, b1*b2, a1*a2)
function D3DXColorModulate(out cOut: TD3DXColor; const c1, c2: TD3DXColor): PD3DXColor;
{$EXTERNALSYM D3DXColorModulate}

// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
function D3DXColorLerp(out cOut: TD3DXColor; const c1, c2: TD3DXColor; s: Single): PD3DXColor;
{$EXTERNALSYM D3DXColorLerp}

// non-inline

// Interpolate r,g,b between desaturated color and color.
// DesaturatedColor + s(Color - DesaturatedColor)
function D3DXColorAdjustSaturation(out cOut: TD3DXColor;
   const pC: TD3DXColor; s: Single): PD3DXColor; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXColorAdjustSaturation}

// Interpolate r,g,b between 50% grey and color.  Grey + s(Color - Grey)
function D3DXColorAdjustContrast(out cOut: TD3DXColor;
   const pC: TD3DXColor; c: Single): PD3DXColor; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXColorAdjustContrast}


//--------------------------
// Misc
//--------------------------

// Calculate Fresnel term given the cosine of theta (likely obtained by
// taking the dot of two normals), and the refraction index of the material.
function D3DXFresnelTerm(CosTheta, RefractionIndex: Single): Single; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXFresnelTerm}



//===========================================================================
//
//    Matrix Stack
//
//===========================================================================

type
  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXMatrixStack);'}
  {$EXTERNALSYM ID3DXMatrixStack}
  ID3DXMatrixStack = interface(IUnknown)
    ['{E3357330-CC5E-11d2-A434-00A0C90629A8}']
    //
    // ID3DXMatrixStack methods
    //

    // Pops the top of the stack, returns the current top
    // *after* popping the top.
    function Pop: HResult; stdcall;

    // Pushes the stack by one, duplicating the current matrix.
    function Push: HResult; stdcall;

    // Loads identity in the current matrix.
    function LoadIdentity: HResult; stdcall;

    // Loads the given matrix into the current matrix
    function LoadMatrix(const M: TD3DXMatrix): HResult; stdcall;

    // Right-Multiplies the given matrix to the current matrix.
    // (transformation is about the current world origin)
    function MultMatrix(const M: TD3DXMatrix): HResult; stdcall;

    // Left-Multiplies the given matrix to the current matrix
    // (transformation is about the local origin of the object)
    function MultMatrixLocal(const M: TD3DXMatrix): HResult; stdcall;

    // Right multiply the current matrix with the computed rotation
    // matrix, counterclockwise about the given axis with the given angle.
    // (rotation is about the current world origin)
    function RotateAxis(const V: TD3DXVector3; Angle: Single): HResult; stdcall;

    // Left multiply the current matrix with the computed rotation
    // matrix, counterclockwise about the given axis with the given angle.
    // (rotation is about the local origin of the object)
    function RotateAxisLocal(const V: TD3DXVector3; Angle: Single): HResult; stdcall;

    // Right multiply the current matrix with the computed rotation
    // matrix. All angles are counterclockwise. (rotation is about the
    // current world origin)

    // The rotation is composed of a yaw around the Y axis, a pitch around
    // the X axis, and a roll around the Z axis.
    function RotateYawPitchRoll(yaw, pitch, roll: Single): HResult; stdcall;

    // Left multiply the current matrix with the computed rotation
    // matrix. All angles are counterclockwise. (rotation is about the
    // local origin of the object)

    // The rotation is composed of a yaw around the Y axis, a pitch around
    // the X axis, and a roll around the Z axis.
    function RotateYawPitchRollLocal(yaw, pitch, roll: Single): HResult; stdcall;

    // Right multiply the current matrix with the computed scale
    // matrix. (transformation is about the current world origin)
    function Scale(x, y, z: Single): HResult; stdcall;

    // Left multiply the current matrix with the computed scale
    // matrix. (transformation is about the local origin of the object)
    function ScaleLocal(x, y, z: Single): HResult; stdcall;

    // Right multiply the current matrix with the computed translation
    // matrix. (transformation is about the current world origin)
    function Translate(x, y, z: Single): HResult; stdcall;

    // Left multiply the current matrix with the computed translation
    // matrix. (transformation is about the local origin of the object)
    function TranslateLocal(x, y, z: Single): HResult; stdcall;

    // Obtain the current matrix at the top of the stack
    function GetTop: PD3DXMatrix; stdcall;
  end;

type
  IID_ID3DXMatrixStack = ID3DXMatrixStack;
  {$EXTERNALSYM IID_ID3DXMatrixStack}

function D3DXCreateMatrixStack(Flags: DWord; out Stack: ID3DXMatrixStack): HResult; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXCreateMatrixStack}







///////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9core.h
//  Content:    D3DX core types and functions
//
///////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////////
// D3DX_SDK_VERSION:
// -----------------
// This identifier is passed to D3DXCheckVersion in order to ensure that an
// application was built against the correct header files and lib files.
// This number is incremented whenever a header (or other) change would
// require applications to be rebuilt. If the version doesn't match,
// D3DXCreateVersion will return FALSE. (The number itself has no meaning.)
///////////////////////////////////////////////////////////////////////////

const
  D3DX_VERSION          = 0900;
  {$EXTERNALSYM D3DX_VERSION}
  D3DX_SDK_VERSION      = 9;
  {$EXTERNALSYM D3DX_SDK_VERSION}

function D3DXCheckVersion(D3DSdkVersion, D3DXSdkVersion: LongWord): BOOL; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCheckVersion}



///////////////////////////////////////////////////////////////////////////
// D3DXGetDriverLevel:
//    Returns driver version information:
//
//    700 - DX7 level driver
//    800 - DX8 level driver
//    900 - DX9 level driver
///////////////////////////////////////////////////////////////////////////

function D3DXGetDriverLevel(pDevice: IDirect3DDevice9): LongWord; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXGetDriverLevel}


///////////////////////////////////////////////////////////////////////////
// ID3DXBuffer:
// ------------
// The buffer object is used by D3DX to return arbitrary size data.
//
// GetBufferPointer -
//    Returns a pointer to the beginning of the buffer.
//
// GetBufferSize -
//    Returns the size of the buffer, in bytes.
///////////////////////////////////////////////////////////////////////////

type
  PID3DXBuffer = ^ID3DXBuffer;
  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXBuffer);'}
  {$EXTERNALSYM ID3DXBuffer}
  ID3DXBuffer = interface(IUnknown)
    ['{932E6A7E-C68E-45dd-A7BF-53D19C86DB1F}']
    // ID3DXBuffer
    function GetBufferPointer: Pointer; stdcall;
    function GetBufferSize: DWord; stdcall;
  end;



///////////////////////////////////////////////////////////////////////////
// ID3DXFont:
// ----------
// Font objects contain the textures and resources needed to render
// a specific font on a specific device.
//
// Begin -
//    Prepartes device for drawing text.  This is optional.. if DrawText
//    is called outside of Begin/End, it will call Begin and End for you.
//
// DrawText -
//    Draws formatted text on a D3D device.  Some parameters are
//    surprisingly similar to those of GDI's DrawText function.  See GDI
//    documentation for a detailed description of these parameters.
//
// End -
//    Restores device state to how it was when Begin was called.
//
// OnLostDevice, OnResetDevice -
//    Call OnLostDevice() on this object before calling Reset() on the
//    device, so that this object can release any stateblocks and video
//    memory resources.  After Reset(), the call OnResetDevice().
//
///////////////////////////////////////////////////////////////////////////

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXFont);'}
  {$EXTERNALSYM ID3DXFont}
  ID3DXFont = interface(IUnknown)
    ['{4AAE6B4D-D15F-4909-B09F-8D6AA34AC06B}']
    // ID3DXFont
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
    function GetLogFont(out pLogFont: TLogFont): HResult; stdcall;

    function _Begin: HResult; stdcall;
    function DrawTextA(pString: PAnsiChar; Count: Integer; const pRect: TRect; Format: DWord; Color: TD3DColor): Integer; stdcall;
    function DrawTextW(pString: PWideChar; Count: Integer; const pRect: TRect; Format: DWord; Color: TD3DColor): Integer; stdcall;
    function _End: HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateFont(pDevice: IDirect3DDevice9; hFont: HFONT;
  out ppFont: ID3DXFont): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateFont}

function D3DXCreateFontIndirect(pDevice: IDirect3DDevice9;
  const pLogFont: TLogFont; out ppFont: ID3DXFont): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateFontIndirect}



///////////////////////////////////////////////////////////////////////////
// ID3DXSprite:
// ------------
// This object intends to provide an easy way to drawing sprites using D3D.
//
// Begin -
//    Prepares device for drawing sprites
//
// Draw, DrawAffine, DrawTransform -
//    Draws a sprite in screen-space.  Before transformation, the sprite is
//    the size of SrcRect, with its top-left corner at the origin (0,0).
//    The color and alpha channels are modulated by Color.
//
// End -
//     Restores device state to how it was when Begin was called.
//
// OnLostDevice, OnResetDevice -
//    Call OnLostDevice() on this object before calling Reset() on the
//    device, so that this object can release any stateblocks and video
//    memory resources.  After Reset(), the call OnResetDevice().
///////////////////////////////////////////////////////////////////////////
type

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXSprite);'}
  {$EXTERNALSYM ID3DXSprite}
  ID3DXSprite = interface(IUnknown)
    ['{B07EC84A-8D35-4e86-A9A0-8DFF21D71075}']
    // ID3DXSprite
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;

    function _Begin: HResult; stdcall;

    function Draw(pSrcTexture: IDirect3DTexture9; pSrcRect: PRect;
      pScaling, pRotationCenter: PD3DXVector2; Rotation: Single;
      pTranslation: PD3DXVector2; Color: TD3DColor): HResult; stdcall;

    function DrawTransform(pSrcTexture: IDirect3DTexture9; pSrcRect: PRect;
      const pTransform: TD3DXMatrix; Color: TD3DColor): HResult; stdcall;

    function _End: HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateSprite(ppDevice: IDirect3DDevice9;
  out ppSprite: ID3DXSprite): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateSprite}



///////////////////////////////////////////////////////////////////////////
// ID3DXRenderToSurface:
// ---------------------
// This object abstracts rendering to surfaces.  These surfaces do not
// necessarily need to be render targets.  If they are not, a compatible
// render target is used, and the result copied into surface at end scene.
//
// BeginScene, EndScene -
//    Call BeginScene() and EndScene() at the beginning and ending of your
//    scene.  These calls will setup and restore render targets, viewports,
//    etc..
//
// OnLostDevice, OnResetDevice -
//    Call OnLostDevice() on this object before calling Reset() on the
//    device, so that this object can release any stateblocks and video
//    memory resources.  After Reset(), the call OnResetDevice().
///////////////////////////////////////////////////////////////////////////
type

  PD3DXRTSDesc = ^TD3DXRTSDesc;
  _D3DXRTS_DESC = packed record
    Width: LongWord;
    Height: LongWord;
    Format: TD3DFormat;
    DepthStencil: BOOL;
    DepthStencilFormat: TD3DFormat;
  end {_D3DXRTS_DESC};
  {$EXTERNALSYM _D3DXRTS_DESC}
  D3DXRTS_DESC = _D3DXRTS_DESC;
  {$EXTERNALSYM D3DXRTS_DESC}
  TD3DXRTSDesc = _D3DXRTS_DESC;


  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXRenderToSurface);'}
  {$EXTERNALSYM ID3DXRenderToSurface}
  ID3DXRenderToSurface = interface(IUnknown)
    ['{0D014791-8863-4c2c-A1C0-02F3E0C0B653}']
    // ID3DXRenderToSurface
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
    function GetDesc(out pDesc: TD3DXRTSDesc): HResult; stdcall;

    function BeginScene(pSurface: IDirect3DSurface9; pViewport: PD3DViewport9): HResult; stdcall;
    function EndScene(MipFilter: DWORD): HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateRenderToSurface(ppDevice: IDirect3DDevice9;
  Width: LongWord;
  Height: LongWord;
  Format: TD3DFormat;
  DepthStencil: BOOL;
  DepthStencilFormat: TD3DFormat;
  out ppRenderToSurface: ID3DXRenderToSurface): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateRenderToSurface}




///////////////////////////////////////////////////////////////////////////
// ID3DXRenderToEnvMap:
// --------------------
// This object abstracts rendering to environment maps.  These surfaces
// do not necessarily need to be render targets.  If they are not, a
// compatible render target is used, and the result copied into the
// environment map at end scene.
//
// BeginCube, BeginSphere, BeginHemisphere, BeginParabolic -
//    This function initiates the rendering of the environment map.  As
//    parameters, you pass the textures in which will get filled in with
//    the resulting environment map.
//
// Face -
//    Call this function to initiate the drawing of each face.  For each
//    environment map, you will call this six times.. once for each face
//    in D3DCUBEMAP_FACES.
//
// End -
//    This will restore all render targets, and if needed compose all the
//    rendered faces into the environment map surfaces.
//
// OnLostDevice, OnResetDevice -
//    Call OnLostDevice() on this object before calling Reset() on the
//    device, so that this object can release any stateblocks and video
//    memory resources.  After Reset(), the call OnResetDevice().
///////////////////////////////////////////////////////////////////////////
type

  PD3DXRTEDesc = ^TD3DXRTEDesc;
  _D3DXRTE_DESC = record
    Size: LongWord;
    MipLevels: LongWord;
    Format: TD3DFormat;
    DepthStencil: Bool;
    DepthStencilFormat: TD3DFormat;
  end {_D3DXRTE_DESC};
  {$EXTERNALSYM _D3DXRTE_DESC}
  D3DXRTE_DESC = _D3DXRTE_DESC;
  {$EXTERNALSYM D3DXRTE_DESC}
  TD3DXRTEDesc = _D3DXRTE_DESC;


  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXRenderToEnvMap);'}
  {$EXTERNALSYM ID3DXRenderToEnvMap}
  ID3DXRenderToEnvMap = interface(IUnknown)
    ['{1561135E-BC78-495b-8586-94EA537BD557}']
    // ID3DXRenderToEnvMap
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
    function GetDesc(out pDesc: TD3DXRTEDesc): HResult; stdcall;

    function BeginCube(pCubeTex: IDirect3DCubeTexture9): HResult; stdcall;

    function BeginSphere(pTex: IDirect3DTexture9): HResult; stdcall;

    function BeginHemisphere(pTexZPos, pTexZNeg: IDirect3DTexture9): HResult; stdcall;

    function BeginParabolic(pTexZPos, pTexZNeg: IDirect3DTexture9): HResult; stdcall;

    function Face(Face: TD3DCubemapFaces; MipFilter: DWORD): HResult; stdcall;
    function _End(MipFilter: DWORD): HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateRenderToEnvMap(ppDevice: IDirect3DDevice9;
  Size: LongWord;
  MipLevels: LongWord;
  Format: TD3DFormat;
  DepthStencil: BOOL;
  DepthStencilFormat: TD3DFormat;
  out ppRenderToEnvMap: ID3DXRenderToEnvMap): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateRenderToEnvMap}



///////////////////////////////////////////////////////////////////////////
// ID3DXLine:
// ------------
// This object intends to provide an easy way to draw lines using D3D.
//
// Begin -
//    Prepares device for drawing lines
//
// Draw -
//    Draws a line strip in screen-space.
//    Input is in the form of a array defining points on the line strip. of D3DXVECTOR2 
//
// DrawTransform -
//    Draws a line in screen-space with a specified input transformation matrix.
//
// End - 
//     Restores device state to how it was when Begin was called.
//
// SetPattern - 
//     Applies a stipple pattern to the line.  Input is one 32-bit
//     DWORD which describes the stipple pattern. 1 is opaque, 0 is
//     transparent.
//
// SetPatternScale -
//     Stretches the stipple pattern in the u direction.  Input is one
//     floating-point value.  0.0f is no scaling, whereas 1.0f doubles
//     the length of the stipple pattern.
//
// SetWidth - 
//     Specifies the thickness of the line in the v direction.  Input is
//     one floating-point value.
//
// SetAntialias - 
//     Toggles line antialiasing.  Input is a BOOL.
//     TRUE  = Antialiasing on.
//     FALSE = Antialiasing off.
//
// SetGLLines - 
//     Toggles non-antialiased OpenGL line emulation.  Input is a BOOL.
//     TRUE  = OpenGL line emulation on.
//     FALSE = OpenGL line emulation off.
//
// OpenGL line:     Regular line:
//   *\                *\
//   | \              /  \
//   |  \            *\   \
//   *\  \             \   \
//     \  \             \   \
//      \  *             \   *
//       \ |              \ /
//        \|               *
//         *
//
// OnLostDevice, OnResetDevice -
//    Call OnLostDevice() on this object before calling Reset() on the
//    device, so that this object can release any stateblocks and video
//    memory resources.  After Reset(), the call OnResetDevice().
///////////////////////////////////////////////////////////////////////////
type

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXLine);'}
  {$EXTERNALSYM ID3DXLine}
  ID3DXLine = interface(IUnknown)
    ['{72CE4D70-CC40-4143-A896-32E50AD2EF35}']
    // ID3DXLine
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;

    function _Begin: HResult; stdcall;

    function Draw(pVertexList: PD3DXVector2; dwVertexListCount: DWORD; Color: TD3DColor): HResult; stdcall;

    function DrawTransform(pVertexList: PD3DXVector3; dwVertexListCount: DWORD;
      const pTransform: TD3DXMatrix; Color: TD3DColor): HResult; stdcall;

    function SetPattern(dwPattern: DWORD): HResult; stdcall;
    function GetPattern: DWORD; stdcall;

    function SetPatternScale(fPatternScale: Single): HResult; stdcall;
    function GetPatternScale: Single; stdcall;

    function SetWidth(fWidth: Single): HResult; stdcall;
    function GetWidth: Single; stdcall;

    function SetAntialias(bAntialias: BOOL): HResult; stdcall;
    function GetAntialias: BOOL; stdcall;

    function SetGLLines(bGLLines: BOOL): HResult; stdcall;
    function GetGLLines: BOOL; stdcall;

    function _End: HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateLine(ppDevice: IDirect3DDevice9;
  out ppLine: ID3DXLine): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateLine}





//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (c) Microsoft Corporation.  All rights reserved.
//
//  File:       d3dx9shader.h
//  Content:    D3DX Shader APIs
//
//////////////////////////////////////////////////////////////////////////////


//---------------------------------------------------------------------------
// D3DXTX_VERSION:
// --------------
// Version token used to create a procedural texture filler in effects
// Used by D3DXFill[]TX functions
//---------------------------------------------------------------------------
// #define D3DXTX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
function D3DXTX_VERSION(_Major, _Minor: Byte): DWORD;
{$EXTERNALSYM D3DXTX_VERSION}



//----------------------------------------------------------------------------
// D3DXSHADER flags:
// -----------------
// D3DXSHADER_DEBUG
//   Insert debug file/line/type/symbol information.
//
// D3DXSHADER_SKIPVALIDATION
//   Do not validate the generated code against known capabilities and
//   constraints.  This option is only recommended when compiling shaders
//   you KNOW will work.  (ie. have compiled before without this option.)
//   Shaders are always validated by D3D before they are set to the device.
//
// D3DXSHADER_SKIPOPTIMIZATION (valid for D3DXCompileShader calls only)
//   Instructs the compiler to skip optimization steps during code generation.
//   Unless you are trying to isolate a problem in your code, and suspect the
//   compiler, using this option is not recommended.
//
// D3DXSHADER_PACKMATRIX_ROWMAJOR
//   Unless explicitly specified, matrices will be packed in row-major order
//   on input and output from the shader.
//
// D3DXSHADER_PACKMATRIX_COLUMNMAJOR
//   Unless explicitly specified, matrices will be packed in column-major
//   order on input and output from the shader.  This is generally more
//   efficient, since it allows vector-matrix multiplication to be performed
//   using a series of dot-products.
//----------------------------------------------------------------------------
const
  D3DXSHADER_DEBUG                    = (1 shl 0);
  {$EXTERNALSYM D3DXSHADER_DEBUG}
  D3DXSHADER_SKIPVALIDATION           = (1 shl 2);
  {$EXTERNALSYM D3DXSHADER_SKIPVALIDATION}
  D3DXSHADER_SKIPOPTIMIZATION         = (1 shl 3);
  {$EXTERNALSYM D3DXSHADER_SKIPOPTIMIZATION}
  D3DXSHADER_PACKMATRIX_ROWMAJOR      = (1 shl 4);
  {$EXTERNALSYM D3DXSHADER_PACKMATRIX_ROWMAJOR}
  D3DXSHADER_PACKMATRIX_COLUMNMAJOR   = (1 shl 5);
  {$EXTERNALSYM D3DXSHADER_PACKMATRIX_COLUMNMAJOR}



//----------------------------------------------------------------------------
// D3DXHANDLE:
// -----------
// Handle values used to efficiently reference shader and effect parameters.
// Strings can be used as handles.  However, handles are not always strings.
//----------------------------------------------------------------------------

type
  {$HPPEMIT 'typedef D3DXHANDLE TD3DXHandle;'}
  {$HPPEMIT 'typedef D3DXHANDLE *PD3DXHandle;'}
  PD3DXHandle = ^TD3DXHandle;
  {$EXTERNALSYM PD3DXHandle}
  TD3DXHandle = {$IFDEF TYPE_IDENTITY}type {$ENDIF}PAnsiChar;
  {$NODEFINE TD3DXHandle}


//----------------------------------------------------------------------------
// D3DXMACRO:
// ----------
// Preprocessor macro definition.  The application pass in a NULL-terminated
// array of this structure to various D3DX APIs.  This enables the application
// to #define tokens at runtime, before the file is parsed.
//----------------------------------------------------------------------------

  PD3DXMacro = ^TD3DXMacro;
  _D3DXMACRO = packed record
    Name: PAnsiChar;
    Definition: PAnsiChar;
  end;
  {$EXTERNALSYM _D3DXMACRO}
  D3DXMACRO = _D3DXMACRO;
  {$EXTERNALSYM D3DXMACRO}
  TD3DXMacro = _D3DXMACRO;


//----------------------------------------------------------------------------
// D3DXSEMANTIC:
//----------------------------------------------------------------------------

  PD3DXSemantic = ^TD3DXSemantic;
  _D3DXSEMANTIC = packed record
    Usage: LongWord;
    UsageIndex: LongWord;
  end;
  {$EXTERNALSYM _D3DXSEMANTIC}
  D3DXSEMANTIC = _D3DXSEMANTIC;
  {$EXTERNALSYM D3DXSEMANTIC}
  TD3DXSemantic = _D3DXSEMANTIC;



//----------------------------------------------------------------------------
// D3DXFRAGMENT_DESC:
//----------------------------------------------------------------------------

  PD3DXFragmentDesc = ^TD3DXFragmentDesc;
  _D3DXFRAGMENT_DESC = packed record
    Name: PAnsiChar;
    Target: DWORD;
  end;
  {$EXTERNALSYM _D3DXFRAGMENT_DESC}
  D3DXFRAGMENT_DESC = _D3DXFRAGMENT_DESC;
  {$EXTERNALSYM D3DXFRAGMENT_DESC}
  TD3DXFragmentDesc = _D3DXFRAGMENT_DESC;


//----------------------------------------------------------------------------
// D3DXREGISTER_SET:
//----------------------------------------------------------------------------

  _D3DXREGISTER_SET = (
    D3DXRS_BOOL,
    D3DXRS_INT4,
    D3DXRS_FLOAT4,
    D3DXRS_SAMPLER
  );
  {$EXTERNALSYM _D3DXREGISTER_SET}
  D3DXREGISTER_SET = _D3DXREGISTER_SET;
  {$EXTERNALSYM D3DXREGISTER_SET}
  TD3DXRegisterSet = _D3DXREGISTER_SET;


//----------------------------------------------------------------------------
// D3DXPARAMETER_CLASS:
//----------------------------------------------------------------------------

  _D3DXPARAMETER_CLASS = (
    D3DXPC_SCALAR,
    D3DXPC_VECTOR,
    D3DXPC_MATRIX_ROWS,
    D3DXPC_MATRIX_COLUMNS,
    D3DXPC_OBJECT,
    D3DXPC_STRUCT
  );
  {$EXTERNALSYM _D3DXPARAMETER_CLASS}
  D3DXPARAMETER_CLASS = _D3DXPARAMETER_CLASS;
  {$EXTERNALSYM D3DXPARAMETER_CLASS}
  TD3DXParameterClass = _D3DXPARAMETER_CLASS;


//----------------------------------------------------------------------------
// D3DXPARAMETER_TYPE:
//----------------------------------------------------------------------------

  _D3DXPARAMETER_TYPE = (
    D3DXPT_VOID,
    D3DXPT_BOOL,
    D3DXPT_INT,
    D3DXPT_FLOAT,
    D3DXPT_STRING,
    D3DXPT_TEXTURE,
    D3DXPT_TEXTURE1D,
    D3DXPT_TEXTURE2D,
    D3DXPT_TEXTURE3D,
    D3DXPT_TEXTURECUBE,
    D3DXPT_SAMPLER,
    D3DXPT_SAMPLER1D,
    D3DXPT_SAMPLER2D,
    D3DXPT_SAMPLER3D,
    D3DXPT_SAMPLERCUBE,
    D3DXPT_PIXELSHADER,
    D3DXPT_VERTEXSHADER,
    D3DXPT_PIXELFRAGMENT,
    D3DXPT_VERTEXFRAGMENT
  );
  {$EXTERNALSYM _D3DXPARAMETER_TYPE}
  D3DXPARAMETER_TYPE = _D3DXPARAMETER_TYPE;
  {$EXTERNALSYM D3DXPARAMETER_TYPE}
  TD3DXParameterType = _D3DXPARAMETER_TYPE;



//----------------------------------------------------------------------------
// D3DXCONSTANTTABLE_DESC:
//----------------------------------------------------------------------------

  PD3DXConstantTableDesc = ^TD3DXConstantTableDesc;
  _D3DXCONSTANTTABLE_DESC = packed record
    Creator: PAnsiChar;                 // Creator string
    Version: DWORD;                     // Shader version
    Constants: LongWord;                // Number of constants
  end;
  {$EXTERNALSYM _D3DXCONSTANTTABLE_DESC}
  D3DXCONSTANTTABLE_DESC = _D3DXCONSTANTTABLE_DESC;
  {$EXTERNALSYM D3DXCONSTANTTABLE_DESC}
  TD3DXConstantTableDesc = _D3DXCONSTANTTABLE_DESC;


//----------------------------------------------------------------------------
// D3DXCONSTANT_DESC:
//----------------------------------------------------------------------------

   PD3DXConstantDesc = ^TD3DXConstantDesc;
  _D3DXCONSTANT_DESC = packed record
    Name: PAnsiChar;                    // Constant name

    RegisterSet: TD3DXRegisterSet;      // Register set
    RegisterIndex: LongWord;            // Register index
    RegisterCount: LongWord;            // Number of registers occupied

    _Class: TD3DXParameterClass;        // Class
    _Type: TD3DXParameterType;          // Component type

    Rows: LongWord;                     // Number of rows
    Columns: LongWord;                  // Number of columns
    Elements: LongWord;                 // Number of array elements
    StructMembers: LongWord;            // Number of structure member sub-parameters

    Bytes: LongWord;                    // Data size, in bytes
    DefaultValue: Pointer;              // Pointer to default value
  end;
  {$EXTERNALSYM _D3DXCONSTANT_DESC}
  D3DXCONSTANT_DESC = _D3DXCONSTANT_DESC;
  {$EXTERNALSYM D3DXCONSTANT_DESC}
   TD3DXConstantDesc = _D3DXCONSTANT_DESC;



//----------------------------------------------------------------------------
// ID3DXConstantTable:
//----------------------------------------------------------------------------


  PID3DXConstantTable = ^ID3DXConstantTable;
  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXConstantTable);'}
  {$EXTERNALSYM ID3DXConstantTable}
  ID3DXConstantTable = interface(ID3DXBuffer)
    ['{9DCA3190-38B9-4fc3-92E3-39C6DDFB358B}']
    // Descs
    function GetDesc(out pDesc: TD3DXConstantTableDesc): HResult; stdcall;
    function GetConstantDesc(hConstant: TD3DXHandle; pConstantDesc: PD3DXConstantDesc; var pCount: LongWord): HResult; stdcall;

    // Handle operations
    function GetConstant(hConstant: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
    function GetConstantByName(hConstant: TD3DXHandle; pName: PAnsiChar): TD3DXHandle; stdcall;
    function GetConstantElement(hConstant: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;

    // Set Constants
    function SetDefaults(pDevice: IDirect3DDevice9): HResult; stdcall;
    function SetValue(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pData: Pointer; Bytes: LongWord): HResult; stdcall;
    function SetBool(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; b: BOOL): HResult; stdcall;
    function SetBoolArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pb: PBOOL; Count: LongWord): HResult; stdcall;
    function SetInt(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; n: Integer): HResult; stdcall;
    function SetIntArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pn: PInteger; Count: LongWord): HResult; stdcall;
    function SetFloat(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; f: Single): HResult; stdcall;
    function SetFloatArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pf: PSingle; Count: LongWord): HResult; stdcall;
    function SetVector(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; const pVector: TD3DXVector4): HResult; stdcall;
    function SetVectorArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pVector: PD3DXVector4; Count: LongWord): HResult; stdcall;
    function SetMatrix(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; const pMatrix: TD3DXMatrix): HResult; stdcall;
    function SetMatrixArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
    function SetMatrixPointerArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
    function SetMatrixTranspose(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; const pMatrix: TD3DXMatrix): HResult; stdcall;
    function SetMatrixTransposeArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
    function SetMatrixTransposePointerArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
  end;


//----------------------------------------------------------------------------
// ID3DXFragmentLinker
//----------------------------------------------------------------------------

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXFragmentLinker);'}
  {$EXTERNALSYM ID3DXFragmentLinker}
  ID3DXFragmentLinker = interface(IUnknown)
    ['{D59D3777-C973-4a3c-B4B0-2A62CD3D8B40}']
    // ID3DXFragmentLinker

    // fragment access and information retrieval functions
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
    function GetNumberOfFragments: LongWord; stdcall;

    function GetFragmentHandleByIndex(Index: LongWord): TD3DXHandle; stdcall;
    function GetFragmentHandleByName(Name: PAnsiChar): TD3DXHandle; stdcall;
    function GetFragmentDesc(Name: TD3DXHandle; out FragDesc: TD3DXFragmentDesc): HResult; stdcall;

    // add the fragments in the buffer to the linker
    function AddFragments(Fragments: PDWORD): HResult; stdcall;

    // Create a buffer containing the fragments.  Suitable for saving to disk
    function GetAllFragments(out ppBuffer: ID3DXBuffer): HResult; stdcall;
    function GetFragment(Name: TD3DXHandle; out ppBuffer: ID3DXBuffer): HResult; stdcall;

    function LinkShader(pTarget: PAnsiChar; Flags: DWORD; rgFragmentHandles: PD3DXHandle; cFragments: LongWord; out ppBuffer: ID3DXBuffer; ppErrorMsgs: PID3DXBuffer): HResult; stdcall;
    function LinkVertexShader(pTarget: PAnsiChar; Flags: DWORD; rgFragmentHandles: PD3DXHandle; cFragments: LongWord; out pVShader: IDirect3DVertexShader9; ppErrorMsgs: PID3DXBuffer): HResult; stdcall;

    function ClearCache: HResult; stdcall;
  end;


//----------------------------------------------------------------------------
// D3DXINCLUDE_TYPE:
//----------------------------------------------------------------------------
type
  PD3DXIncludeType = ^TD3DXIncludeType;
  _D3DXINCLUDE_TYPE = (
    D3DXINC_LOCAL,
    D3DXINC_SYSTEM
  );
  {$EXTERNALSYM _D3DXINCLUDE_TYPE}
  D3DXINCLUDE_TYPE = _D3DXINCLUDE_TYPE;
  {$EXTERNALSYM D3DXINCLUDE_TYPE}
  TD3DXIncludeType = _D3DXINCLUDE_TYPE;


//----------------------------------------------------------------------------
// ID3DXInclude:
// -------------
// This interface is intended to be implemented by the application, and can
// be used by various D3DX APIs.  This enables application-specific handling
// of #include directives in source files.
//
// Open()
//    Opens an include file.  If successful, it should fill in ppData and
//    pBytes.  The data pointer returned must remain valid until Close is
//    subsequently called.
// Close()
//    Closes an include file.  If Open was successful, Close is guaranteed
//    to be called before the API using this interface returns.
//----------------------------------------------------------------------------

  PID3DXInclude = ^ID3DXInclude;
  {$EXTERNALSYM ID3DXInclude}
  ID3DXInclude = class
    function Open(IncludeType: TD3DXIncludeType; pFileName: PAnsiChar; pParentData: Pointer; out ppData: Pointer; out pBytes: LongWord): HResult; virtual; stdcall; abstract;
    function Close(pData: Pointer): HResult; virtual; stdcall; abstract;
  end;


//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////



//----------------------------------------------------------------------------
// D3DXAssembleShader:
// -------------------
// Assembles a shader.
//
// Parameters:
//  pSrcFile
//      Source file name
//  hSrcModule
//      Module handle. if NULL, current module will be used
//  pSrcResource
//      Resource name in module
//  pSrcData
//      Pointer to source code
//  SrcDataLen
//      Size of source code, in bytes
//  pDefines
//      Optional NULL-terminated array of preprocessor macro definitions.
//  pInclude
//      Optional interface pointer to use for handling #include directives.
//      If this parameter is NULL, #includes will be honored when assembling
//      from file, and will error when assembling from resource or memory.
//  Flags
//      See D3DXSHADER_xxx flags
//  ppShader
//      Returns a buffer containing the created shader.  This buffer contains
//      the assembled shader code, as well as any embedded debug info.
//      (See D3DXGetShaderDebugInfo)
//  ppErrorMsgs
//      Returns a buffer containing a listing of errors and warnings that were
//      encountered during assembly.  If you are running in a debugger,
//      these are the same messages you will see in your debug output.
//----------------------------------------------------------------------------

function D3DXAssembleShaderFromFileA(
  pSrcFile: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromFileA';
{$EXTERNALSYM D3DXAssembleShaderFromFileA}

function D3DXAssembleShaderFromFileW(
  pSrcFile: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromFileW';
{$EXTERNALSYM D3DXAssembleShaderFromFileW}

function D3DXAssembleShaderFromFile(
  pSrcFile: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromFileA';
{$EXTERNALSYM D3DXAssembleShaderFromFile}


function D3DXAssembleShaderFromResourceA(
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWord;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromResourceA';
{$EXTERNALSYM D3DXAssembleShaderFromResourceA}

function D3DXAssembleShaderFromResourceW(
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWord;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromResourceW';
{$EXTERNALSYM D3DXAssembleShaderFromResourceW}

function D3DXAssembleShaderFromResource(
  hSrcModule: HModule;
  pSrcResource: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWord;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromResourceA';
{$EXTERNALSYM D3DXAssembleShaderFromResource}


function D3DXAssembleShader(
  pSrcData: PAnsiChar;
  SrcDataLen: LongWord;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWord;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXAssembleShader}


  
//----------------------------------------------------------------------------
// D3DXCompileShader:
// ------------------
// Compiles a shader.
//
// Parameters:
//  pSrcFile
//      Source file name.
//  hSrcModule
//      Module handle. if NULL, current module will be used.
//  pSrcResource
//      Resource name in module.
//  pSrcData
//      Pointer to source code.
//  SrcDataLen
//      Size of source code, in bytes.
//  pDefines
//      Optional NULL-terminated array of preprocessor macro definitions.
//  pInclude
//      Optional interface pointer to use for handling #include directives.
//      If this parameter is NULL, #includes will be honored when compiling
//      from file, and will error when compiling from resource or memory.
//  pFunctionName
//      Name of the entrypoint function where execution should begin.
//  pTarget
//      Instruction set to be used when generating code.  Currently supported
//      targets are "vs_1_1", "vs_2_0", "vs_2_sw", "ps_1_1", "ps_1_2", "ps_1_3", 
//      "ps_1_4", "ps_2_0", "ps_2_sw", "tx_1_0"
//  Flags
//      See D3DXSHADER_xxx flags.
//  ppShader
//      Returns a buffer containing the created shader.  This buffer contains
//      the compiled shader code, as well as any embedded debug and symbol
//      table info.  (See D3DXGetShaderDebugInfo, D3DXGetShaderConstantTable)
//  ppErrorMsgs
//      Returns a buffer containing a listing of errors and warnings that were
//      encountered during the compile.  If you are running in a debugger,
//      these are the same messages you will see in your debug output.
//  ppConstantTable
//      Returns a ID3DXConstantTable object which can be used to set
//      shader constants to the device.  Alternatively, an application can
//      parse the D3DXSHADER_CONSTANTTABLE block embedded as a comment within
//      the shader.
//----------------------------------------------------------------------------

function D3DXCompileShaderFromFileA(
  pSrcFile: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  pFunctionName: PAnsiChar;
  pTarget: PAnsiChar;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer;
  ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromFileA';
{$EXTERNALSYM D3DXCompileShaderFromFileA}

function D3DXCompileShaderFromFileW(
  pSrcFile: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  pFunctionName: PAnsiChar;
  pTarget: PAnsiChar;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer;
  ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromFileW';
{$EXTERNALSYM D3DXCompileShaderFromFileW}

function D3DXCompileShaderFromFile(
  pSrcFile: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  pFunctionName: PAnsiChar;
  pTarget: PAnsiChar;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer;
  ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromFileA';
{$EXTERNALSYM D3DXCompileShaderFromFile}


function D3DXCompileShaderFromResourceA(
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  pFunctionName: PAnsiChar;
  pTarget: PAnsiChar;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer;
  ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromResourceA';
{$EXTERNALSYM D3DXCompileShaderFromResourceA}

function D3DXCompileShaderFromResourceW(
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  pFunctionName: PAnsiChar;
  pTarget: PAnsiChar;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer;
  ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromResourceW';
{$EXTERNALSYM D3DXCompileShaderFromResourceW}

function D3DXCompileShaderFromResource(
  hSrcModule: HModule;
  pSrcResource: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  pFunctionName: PAnsiChar;
  pTarget: PAnsiChar;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer;
  ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromResourceA';
{$EXTERNALSYM D3DXCompileShaderFromResource}


function D3DXCompileShader(
  pSrcData: PAnsiChar;
  SrcDataLen: LongWord;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  pFunctionName: PAnsiChar;
  pTarget: PAnsiChar;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer;
  ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXCompileShader}

//----------------------------------------------------------------------------
// D3DXFindShaderComment:
// ----------------------
// Searches through a shader for a particular comment, denoted by a FourCC in
// the first DWORD of the comment.  If the comment is not found, and no other
// error has occurred, S_FALSE is returned.
//
// Parameters:
//  pFunction
//      Pointer to the function DWORD stream
//  FourCC
//      FourCC used to identify the desired comment block.
//  ppData
//      Returns a pointer to the comment data (not including comment token
//      and FourCC).  Can be NULL.
//  pSizeInBytes
//      Returns the size of the comment data in bytes.  Can be NULL.
//----------------------------------------------------------------------------

function D3DXFindShaderComment(
  pFunction: PDWORD;
  FourCC: DWORD;
  ppData: PPointer;
  pSizeInBytes: PLongWord): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXFindShaderComment}


//----------------------------------------------------------------------------
// D3DXGetShaderSemantics:
// -----------------------
// Gets semantics for all input elements referenced inside a given shader.
//
// Parameters:
//  pFunction
//      Pointer to the function DWORD stream
//  pSemantics
//      Pointer to an array of D3DXSEMANTIC structures.  The function will
//      fill this array with the semantics for each input element referenced
//      inside the shader.  This array is assumed to contain at least
//      MAXD3DDECLLENGTH elements.
//  pCount
//      Returns the number of elements referenced by the shader
//----------------------------------------------------------------------------

function D3DXGetShaderInputSemantics(
  pFunction: PDWORD;
  pSemantics: PD3DXSemantic;
  pCount: PLongWord): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderInputSemantics}

function D3DXGetShaderOutputSemantics(
  pFunction: PDWORD;
  pSemantics: PD3DXSemantic;
  pCount: PLongWord): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderOutputSemantics}


//----------------------------------------------------------------------------
// D3DXGetShaderSamplers:
// ----------------------
// Gets semantics for all input elements referenced inside a given shader.
//
// pFunction
//      Pointer to the function DWORD stream
// pSamplers
//      Pointer to an array of LPCSTRs.  The function will fill this array
//      with pointers to the sampler names contained within pFunction, for
//      each sampler referenced inside the shader.  This array is assumed to
//      contain at least 16 elements.
// pCount
//      Returns the number of samplers referenced by the shader
//----------------------------------------------------------------------------

function D3DXGetShaderSamplers(
  pFunction: PDWORD;
  pSamplers: PPAnsiChar;
  pCount: PLongWord): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderSamplers}


//----------------------------------------------------------------------------
// D3DXGetShaderConstantTable:
// ---------------------------
// Gets shader constant table embedded inside shader.  A constant table is
// generated by D3DXAssembleShader and D3DXCompileShader, and is embedded in
// the body of the shader.
//
// Parameters:
//  pFunction
//      Pointer to the function DWORD stream
//  ppConstantTable
//      Returns a ID3DXConstantTable object which can be used to set
//      shader constants to the device.  Alternatively, an application can
//      parse the D3DXSHADER_CONSTANTTABLE block embedded as a comment within
//      the shader.
//----------------------------------------------------------------------------

function D3DXGetShaderConstantTable(
  pFunction: PDWORD;
  out ppConstantTable: ID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderConstantTable}


//----------------------------------------------------------------------------
// D3DXGetShaderDebugInfo:
// -----------------------
// Gets shader debug info.  Debug info is generated D3DXAssembleShader and
// D3DXCompileShader and is embedded the body of the shader.
//
// Parameters:
//  pFunction
//      Pointer to the function DWORD stream
//  ppDebugInfo
//      Buffer used to return debug info.  For information about the layout
//      of this buffer, see definition of D3DXSHADER_DEBUGINFO above.
//----------------------------------------------------------------------------

function D3DXGetShaderDebugInfo(
  pFunction: PDWORD;
  out ppDebugInfo: ID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderDebugInfo}



//----------------------------------------------------------------------------
// D3DXGatherFragments:
// -------------------
// Assembles shader fragments into a buffer to be passed to a fragment linker.
//   will generate shader fragments for all fragments in the file
//
// Parameters:
//  pSrcFile
//      Source file name
//  hSrcModule
//      Module handle. if NULL, current module will be used
//  pSrcResource
//      Resource name in module
//  pSrcData
//      Pointer to source code
//  SrcDataLen
//      Size of source code, in bytes
//  pDefines
//      Optional NULL-terminated array of preprocessor macro definitions.
//  pInclude
//      Optional interface pointer to use for handling #include directives.
//      If this parameter is NULL, #includes will be honored when assembling
//      from file, and will error when assembling from resource or memory.
//  Flags
//      See D3DXSHADER_xxx flags
//  ppShader
//      Returns a buffer containing the created shader fragments.  This buffer contains
//      the assembled shader code, as well as any embedded debug info.
//  ppErrorMsgs
//      Returns a buffer containing a listing of errors and warnings that were
//      encountered during assembly.  If you are running in a debugger,
//      these are the same messages you will see in your debug output.
//----------------------------------------------------------------------------


function D3DXGatherFragmentsFromFileA(
  pSrcFile: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromFileA';
{$EXTERNALSYM D3DXGatherFragmentsFromFileA}

function D3DXGatherFragmentsFromFileW(
  pSrcFile: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromFileW';
{$EXTERNALSYM D3DXGatherFragmentsFromFileW}

function D3DXGatherFragmentsFromFile(
  pSrcFile: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromFileA';
{$EXTERNALSYM D3DXGatherFragmentsFromFile}


function D3DXGatherFragmentsFromResourceA(
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWord;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromResourceA';
{$EXTERNALSYM D3DXGatherFragmentsFromResourceA}

function D3DXGatherFragmentsFromResourceW(
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWord;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromResourceW';
{$EXTERNALSYM D3DXGatherFragmentsFromResourceW}

function D3DXGatherFragmentsFromResource(
  hSrcModule: HModule;
  pSrcResource: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWord;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromResourceA';
{$EXTERNALSYM D3DXGatherFragmentsFromResource}


function D3DXGatherFragments(
  pSrcData: PAnsiChar;
  SrcDataLen: LongWord;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWord;
  ppShader: PID3DXBuffer;
  ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGatherFragments}


//----------------------------------------------------------------------------
// D3DXCreateFragmentLinker:
// -------------------------
// Creates a fragment linker with a given cache size.  The interface returned
// can be used to link together shader fragments.  (both HLSL & ASM fragements)
//
// Parameters:
//  pDevice
//      Pointer of the device on which to create the effect
//  ShaderCacheSize
//      Size of the shader cache
//  ppFragmentLinker
//      pointer to a memory location to put the created interface pointer
//
//----------------------------------------------------------------------------

function D3DXCreateFragmentLinker(
  pDevice: IDirect3DDevice9;
  ShaderCacheSize: LongWord;
  out ppFragmentLinker: ID3DXFragmentLinker): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXCreateFragmentLinker}



//////////////////////////////////////////////////////////////////////////////
// Shader comment block layouts //////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

//----------------------------------------------------------------------------
// D3DXSHADER_CONSTANTTABLE:
// -------------------------
// Shader constant information; included as an CTAB comment block inside
// shaders.  All offsets are BYTE offsets from start of CONSTANTTABLE struct.
// Entries in the table are sorted by Name in ascending order.
//----------------------------------------------------------------------------

type
  PD3DXShaderConstantTable = ^TD3DXShaderConstantTable;
  _D3DXSHADER_CONSTANTTABLE = packed record
    Size: DWORD;             // sizeof(D3DXSHADER_CONSTANTTABLE)
    Creator: DWORD;          // LPCSTR offset
    Version: DWORD;          // shader version
    Constants: DWORD;        // number of constants
    ConstantInfo: DWORD;     // D3DXSHADER_CONSTANTINFO[Constants] offset
  end;
  {$EXTERNALSYM _D3DXSHADER_CONSTANTTABLE}
  D3DXSHADER_CONSTANTTABLE = _D3DXSHADER_CONSTANTTABLE;
  {$EXTERNALSYM D3DXSHADER_CONSTANTTABLE}
  TD3DXShaderConstantTable = _D3DXSHADER_CONSTANTTABLE;


  PD3DXShaderConstantInfo = ^TD3DXShaderConstantInfo;
  _D3DXSHADER_CONSTANTINFO = packed record
    Name: DWORD;             // LPCSTR offset
    RegisterSet: Word;       // D3DXREGISTER_SET
    RegisterIndex: Word;     // register number
    RegisterCount: Word;     // number of registers
    Reserved: Word;          // reserved
    TypeInfo: DWORD;         // D3DXSHADER_TYPEINFO offset
    DefaultValue: DWORD;     // offset of default value
  end;
  {$EXTERNALSYM _D3DXSHADER_CONSTANTINFO}
  D3DXSHADER_CONSTANTINFO = _D3DXSHADER_CONSTANTINFO;
  {$EXTERNALSYM D3DXSHADER_CONSTANTINFO}
  TD3DXShaderConstantInfo = _D3DXSHADER_CONSTANTINFO;


  PD3DXShaderTypeInfo = ^TD3DXShaderTypeInfo;
  _D3DXSHADER_TYPEINFO = packed record
    _Class: Word;            // D3DXPARAMETER_CLASS
    _Type: Word;             // D3DXPARAMETER_TYPE
    Rows: Word;              // number of rows (matrices)
    Columns: Word;           // number of columns (vectors and matrices)
    Elements: Word;          // array dimension
    StructMembers: Word;     // number of struct members
    StructMemberInfo: DWORD; // D3DXSHADER_STRUCTMEMBERINFO[Members] offset
  end;
  {$EXTERNALSYM _D3DXSHADER_TYPEINFO}
  D3DXSHADER_TYPEINFO = _D3DXSHADER_TYPEINFO;
  {$EXTERNALSYM D3DXSHADER_TYPEINFO}
  TD3DXShaderTypeInfo = _D3DXSHADER_TYPEINFO;


  PD3DXShaderStructMemberInfo = ^TD3DXShaderStructMemberInfo;
  _D3DXSHADER_STRUCTMEMBERINFO = packed record
    Name: DWORD;             // LPCSTR offset
    TypeInfo: DWORD;         // D3DXSHADER_TYPEINFO offset
  end;
  {$EXTERNALSYM _D3DXSHADER_STRUCTMEMBERINFO}
  D3DXSHADER_STRUCTMEMBERINFO = _D3DXSHADER_STRUCTMEMBERINFO;
  {$EXTERNALSYM D3DXSHADER_STRUCTMEMBERINFO}
  TD3DXShaderStructMemberInfo = _D3DXSHADER_STRUCTMEMBERINFO;






//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (c) Microsoft Corporation.  All rights reserved.
//
//  File:       d3dx9effect.h
//  Content:    D3DX effect types and Shaders
//
//////////////////////////////////////////////////////////////////////////////


//----------------------------------------------------------------------------
// D3DXFX_DONOTSAVESTATE
//   This flag is used as a parameter to ID3DXEffect::Begin().  When this flag
//   is specified, device state is not saved and restored in Begin/End.
// D3DXFX_DONOTSAVESHADERSTATE
//   This flag is used as a parameter to ID3DXEffect::Begin().  When this flag
//   is specified, shader device state is not saved and restored in Begin/End.
//   This includes pixel/vertex shaders and shader constants
//----------------------------------------------------------------------------
const
  D3DXFX_DONOTSAVESTATE         = (1 shl 0);
  {$EXTERNALSYM D3DXFX_DONOTSAVESTATE}
  D3DXFX_DONOTSAVESHADERSTATE   = (1 shl 1);
  {$EXTERNALSYM D3DXFX_DONOTSAVESHADERSTATE}


//----------------------------------------------------------------------------
// D3DX_PARAMETER_SHARED
//   Indicates that the value of a parameter will be shared with all effects
//   which share the same namespace.  Changing the value in one effect will
//   change it in all.
//
// D3DX_PARAMETER_LITERAL
//   Indicates that the value of this parameter can be treated as literal.
//   Literal parameters can be marked when the effect is compiled, and their
//   cannot be changed after the effect is compiled.  Shared parameters cannot
//   be literal.
//----------------------------------------------------------------------------
const
  D3DX_PARAMETER_SHARED       = (1 shl 0);
  {$EXTERNALSYM D3DX_PARAMETER_SHARED}
  D3DX_PARAMETER_LITERAL      = (1 shl 1);
  {$EXTERNALSYM D3DX_PARAMETER_LITERAL}
  D3DX_PARAMETER_ANNOTATION   = (1 shl 2);
  {$EXTERNALSYM D3DX_PARAMETER_ANNOTATION}


//----------------------------------------------------------------------------
// D3DXEFFECT_DESC:
//----------------------------------------------------------------------------

type
  _D3DXEFFECT_DESC = packed record
    Creator: PAnsiChar;                 // Creator string
    Parameters: LongWord;               // Number of parameters
    Techniques: LongWord;               // Number of techniques
    Functions: LongWord;                // Number of function entrypoints
  end;
  {$EXTERNALSYM _D3DXEFFECT_DESC}
  D3DXEFFECT_DESC = _D3DXEFFECT_DESC;
  {$EXTERNALSYM D3DXEFFECT_DESC}
  TD3DXEffectDesc = _D3DXEFFECT_DESC;


//----------------------------------------------------------------------------
// D3DXPARAMETER_DESC:
//----------------------------------------------------------------------------

  PD3DXParameterDesc = ^TD3DXParameterDesc;
  _D3DXPARAMETER_DESC = packed record
    Name: PAnsiChar;                    // Parameter name
    Semantic: PAnsiChar;                // Parameter semantic
    _Class: TD3DXParameterClass;        // Class
    _Type: TD3DXParameterType;          // Component type
    Rows: LongWord;                     // Number of rows
    Columns: LongWord;                  // Number of columns
    Elements: LongWord;                 // Number of array elements
    Annotations: LongWord;              // Number of annotations
    StructMembers: LongWord;            // Number of structure member sub-parameters
    Flags: DWORD;                       // D3DX_PARAMETER_* flags
    Bytes: LongWord;                    // Parameter size, in bytes
  end;
  {$EXTERNALSYM _D3DXPARAMETER_DESC}
  D3DXPARAMETER_DESC = _D3DXPARAMETER_DESC;
  {$EXTERNALSYM D3DXPARAMETER_DESC}
  TD3DXParameterDesc = _D3DXPARAMETER_DESC;


//----------------------------------------------------------------------------
// D3DXTECHNIQUE_DESC:
//----------------------------------------------------------------------------

  PD3DXTechniqueDesc = ^TD3DXTechniqueDesc;
  _D3DXTECHNIQUE_DESC = packed record
    Name: PAnsiChar;                    // Technique name
    Passes: LongWord;                   // Number of passes
    Annotations: LongWord;              // Number of annotations
  end;
  {$EXTERNALSYM _D3DXTECHNIQUE_DESC}
  D3DXTECHNIQUE_DESC = _D3DXTECHNIQUE_DESC;
  {$EXTERNALSYM D3DXTECHNIQUE_DESC}
  TD3DXTechniqueDesc = _D3DXTECHNIQUE_DESC;


//----------------------------------------------------------------------------
// D3DXPASS_DESC:
//----------------------------------------------------------------------------

  PD3DXPassDesc = ^TD3DXPassDesc;
  _D3DXPASS_DESC = packed record
    Name: PAnsiChar;                    // Pass name
    Annotations: LongWord;              // Number of annotations

    VSVersion: DWORD;                   // Vertex shader version (0 in case of NULL shader)
    PSVersion: DWORD;                   // Pixel shader version (0 in case of NULL shader)

    VSSemanticsUsed: LongWord;
    VSSemantics: array [0..MAXD3DDECLLENGTH-1] of TD3DXSemantic;

    PSSemanticsUsed: LongWord;
    PSSemantics: array [0..MAXD3DDECLLENGTH-1]of TD3DXSemantic;

    PSSamplersUsed: LongWord;
    PSSamplers: array [0..15] of PAnsiChar;
  end;
  {$EXTERNALSYM _D3DXPASS_DESC}
  D3DXPASS_DESC = _D3DXPASS_DESC;
  {$EXTERNALSYM D3DXPASS_DESC}
  TD3DXPassDesc = _D3DXPASS_DESC;


//----------------------------------------------------------------------------
// D3DXFUNCTION_DESC:
//----------------------------------------------------------------------------

  PD3DXFunctionDesc = ^TD3DXFunctionDesc;
  _D3DXFUNCTION_DESC = packed record
    Name: PAnsiChar;                    // Function name
    Annotations: LongWord;              // Number of annotations
  end;
  {$EXTERNALSYM _D3DXFUNCTION_DESC}
  D3DXFUNCTION_DESC = _D3DXFUNCTION_DESC;
  {$EXTERNALSYM D3DXFUNCTION_DESC}
  TD3DXFunctionDesc = _D3DXFUNCTION_DESC;



//////////////////////////////////////////////////////////////////////////////
// ID3DXEffectPool ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXEffectPool);'}
  {$EXTERNALSYM ID3DXEffectPool}
  ID3DXEffectPool = interface(IUnknown)
    ['{53CA7768-C0D0-4664-8E79-D156E4F5B7E0}']
    // No public methods
  end;


//////////////////////////////////////////////////////////////////////////////
// ID3DXBaseEffect ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXBaseEffect);'}
  {$EXTERNALSYM ID3DXBaseEffect}
  ID3DXBaseEffect = interface(IUnknown)
    ['{804EF574-CCC1-4bf6-B06A-B1404ABDEADE}']
    // Descs
    function GetDesc(out pDesc: TD3DXEffectDesc): HResult; stdcall;
    function GetParameterDesc(hParameter: TD3DXHandle; out pDesc: TD3DXParameterDesc): HResult; stdcall;

    function GetTechniqueDesc(hTechnique: TD3DXHandle; out pDesc: TD3DXTechniqueDesc): HResult; stdcall;
    function GetPassDesc(hPass: TD3DXHandle; out pDesc: TD3DXPassDesc): HResult; stdcall;
    function GetFunctionDesc(hShader: TD3DXHandle; out pDesc: TD3DXFunctionDesc): HResult; stdcall;

    // Handle operations
    function GetParameter(hParameter: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
    function GetParameterByName(hParameter: TD3DXHandle; pName: PAnsiChar): TD3DXHandle; stdcall;
    function GetParameterBySemantic(hParameter: TD3DXHandle; pSemantic: PAnsiChar): TD3DXHandle; stdcall;
    function GetParameterElement(hParameter: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
    function GetTechnique(Index: LongWord): TD3DXHandle; stdcall;
    function GetTechniqueByName(pName: PAnsiChar): TD3DXHandle; stdcall;
    function GetPass(hTechnique: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
    function GetPassByName(hTechnique: TD3DXHandle; pName: PAnsiChar): TD3DXHandle; stdcall;
    function GetFunction(Index: LongWord): TD3DXHandle; stdcall;
    function GetFunctionByName(pName: PAnsiChar): TD3DXHandle; stdcall;
    function GetAnnotation(hObject: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
    function GetAnnotationByName(hObject: TD3DXHandle; pName: PAnsiChar): TD3DXHandle; stdcall;

    // Get/Set Parameters
    function SetValue(hParameter: TD3DXHandle; pData: Pointer; Bytes: LongWord): HResult; stdcall;
    function GetValue(hParameter: TD3DXHandle; pData: Pointer; Bytes: LongWord): HResult; stdcall;
    function SetBool(hParameter: TD3DXHandle; b: BOOL): HResult; stdcall;
    function GetBool(hParameter: TD3DXHandle; out pb: BOOL): HResult; stdcall;
    function SetBoolArray(hParameter: TD3DXHandle; pb: PBOOL; Count: LongWord): HResult; stdcall;
    function GetBoolArray(hParameter: TD3DXHandle; pb: PBOOL; Count: LongWord): HResult; stdcall;
    function SetInt(hParameter: TD3DXHandle; n: Integer): HResult; stdcall;
    function GetInt(hParameter: TD3DXHandle; out pn: Integer): HResult; stdcall;
    function SetIntArray(hParameter: TD3DXHandle; pn: PInteger; Count: LongWord): HResult; stdcall;
    function GetIntArray(hParameter: TD3DXHandle; pn: PInteger; Count: LongWord): HResult; stdcall;
    function SetFloat(hParameter: TD3DXHandle; f: Single): HResult; stdcall;
    function GetFloat(hParameter: TD3DXHandle; out pf: Single): HResult; stdcall;
    function SetFloatArray(hParameter: TD3DXHandle; pf: PSingle; Count: LongWord): HResult; stdcall;
    function GetFloatArray(hParameter: TD3DXHandle; pf: PSingle; Count: LongWord): HResult; stdcall;
    function SetVector(hParameter: TD3DXHandle; const pVector: TD3DXVector4): HResult; stdcall;
    function GetVector(hParameter: TD3DXHandle; out pVector: TD3DXVector4): HResult; stdcall;
    function SetVectorArray(hParameter: TD3DXHandle; pVector: PD3DXVector4; Count: LongWord): HResult; stdcall;
    function GetVectorArray(hParameter: TD3DXHandle; pVector: PD3DXVector4; Count: LongWord): HResult; stdcall;
    function SetMatrix(hParameter: TD3DXHandle; const pMatrix: TD3DXMatrix): HResult; stdcall;
    function GetMatrix(hParameter: TD3DXHandle; out pMatrix: TD3DXMatrix): HResult; stdcall;
    function SetMatrixArray(hParameter: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
    function GetMatrixArray(hParameter: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
    function SetMatrixPointerArray(hParameter: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
    function GetMatrixPointerArray(hParameter: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
    function SetMatrixTranspose(hParameter: TD3DXHandle; const pMatrix: TD3DXMatrix): HResult; stdcall;
    function GetMatrixTranspose(hParameter: TD3DXHandle; out pMatrix: TD3DXMatrix): HResult; stdcall;
    function SetMatrixTransposeArray(hParameter: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
    function GetMatrixTransposeArray(hParameter: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
    function SetMatrixTransposePointerArray(hParameter: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
    function GetMatrixTransposePointerArray(hParameter: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
    function SetString(hParameter: TD3DXHandle; pString: PAnsiChar): HResult; stdcall;
    function GetString(hParameter: TD3DXHandle; out ppString: PAnsiChar): HResult; stdcall;
    function SetTexture(hParameter: TD3DXHandle; pTexture: IDirect3DBaseTexture9): HResult; stdcall;
    function GetTexture(hParameter: TD3DXHandle; out ppTexture: IDirect3DBaseTexture9): HResult; stdcall;
    function SetPixelShader(hParameter: TD3DXHandle; pPShader: IDirect3DPixelShader9): HResult; stdcall;
    function GetPixelShader(hParameter: TD3DXHandle; out ppPShader: IDirect3DPixelShader9): HResult; stdcall;
    function SetVertexShader(hParameter: TD3DXHandle; pVShader: IDirect3DVertexShader9): HResult; stdcall;
    function GetVertexShader(hParameter: TD3DXHandle; out ppVShader: IDirect3DVertexShader9): HResult; stdcall;
  end;


//////////////////////////////////////////////////////////////////////////////
// ID3DXEffect ///////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXEffect);'}
  {$EXTERNALSYM ID3DXEffect}
  ID3DXEffect = interface(ID3DXBaseEffect)
    ['{B589B04A-293D-4516-AF0B-3D7DBCF5AC54}']
    // Pool
    function GetPool(out ppPool: ID3DXEffectPool): HResult; stdcall;

    // Selecting and setting a technique
    function SetTechnique(hTechnique: TD3DXHandle): HResult; stdcall;
    function GetCurrentTechnique: TD3DXHandle; stdcall;
    function ValidateTechnique(hTechnique: TD3DXHandle): HResult; stdcall;
    function FindNextValidTechnique(hTechnique: TD3DXHandle; out pTechnique: TD3DXHandle): HResult; stdcall;
    function IsParameterUsed(hParameter: TD3DXHandle; hTechnique: TD3DXHandle): BOOL; stdcall;

    // Using current technique
    function _Begin(pPasses: PLongWord; Flags: DWORD): HResult; stdcall; 
    function Pass(Pass: LongWord): HResult; stdcall;
    function _End: HResult; stdcall;

    // Managing D3D Device
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;

    // Cloning
    function CloneEffect(pDevice: IDirect3DDevice9; out ppEffect: ID3DXEffect): HResult; stdcall;
  end;


//////////////////////////////////////////////////////////////////////////////
// ID3DXEffectCompiler ///////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXEffectCompiler);'}
  {$EXTERNALSYM ID3DXEffectCompiler}
  ID3DXEffectCompiler = interface(ID3DXBaseEffect)
    ['{F8EE90D3-FCC6-4f14-8AE8-6374AE968E33}']
    // Parameter sharing, specialization, and information
    function SetLiteral(hParameter: TD3DXHandle; Literal: BOOL): HResult; stdcall;
    function GetLiteral(hParameter: TD3DXHandle; out pLiteral: BOOL): HResult; stdcall;

    // Compilation
    function CompileEffect(Flags: DWORD; ppEffect, ppErrorMsgs: PID3DXBuffer): HResult; stdcall;

    function CompileShader(hFunction: TD3DXHandle; pTarget: PAnsiChar; Flags: DWORD;
      ppShader, ppErrorMsgs: PID3DXBuffer; ppConstantTable: PID3DXConstantTable): HResult; stdcall;
  end;


//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////


//----------------------------------------------------------------------------
// D3DXCreateEffectPool:
// ---------------------
// Creates an effect pool.  Pools are used for sharing parameters between
// multiple effects.  For all effects within a pool, shared parameters of the
// same name all share the same value.
//
// Parameters:
//  ppPool
//      Returns the created pool.
//----------------------------------------------------------------------------

function D3DXCreateEffectPool(
  out ppPool: ID3DXEffectPool): HResult; stdcall; external d3dx9effectDLL;
{$EXTERNALSYM D3DXCreateEffectPool}


//----------------------------------------------------------------------------
// D3DXCreateEffect:
// -----------------
// Creates an effect from an ascii or binary effect description.
//
// Parameters:
//  pDevice
//      Pointer of the device on which to create the effect
//  pSrcFile
//      Name of the file containing the effect description
//  hSrcModule
//      Module handle. if NULL, current module will be used.
//  pSrcResource
//      Resource name in module
//  pSrcData
//      Pointer to effect description
//  SrcDataSize
//      Size of the effect description in bytes
//  pDefines
//      Optional NULL-terminated array of preprocessor macro definitions.
//  pInclude
//      Optional interface pointer to use for handling #include directives.
//      If this parameter is NULL, #includes will be honored when compiling
//      from file, and will error when compiling from resource or memory.
//  pPool
//      Pointer to ID3DXEffectPool object to use for shared parameters.
//      If NULL, no parameters will be shared.
//  ppEffect
//      Returns a buffer containing created effect.
//  ppCompilationErrors
//      Returns a buffer containing any error messages which occurred during
//      compile.  Or NULL if you do not care about the error messages.
//
//----------------------------------------------------------------------------

function D3DXCreateEffectFromFileA(
  pDevice: IDirect3DDevice9;
  pSrcFile: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  pPool: ID3DXEffectPool;
  out ppEffect: ID3DXEffect;
  ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromFileA';
{$EXTERNALSYM D3DXCreateEffectFromFileA}

function D3DXCreateEffectFromFileW(
  pDevice: IDirect3DDevice9;
  pSrcFile: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  pPool: ID3DXEffectPool;
  out ppEffect: ID3DXEffect;
  ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromFileW';
{$EXTERNALSYM D3DXCreateEffectFromFileW}

function D3DXCreateEffectFromFile(
  pDevice: IDirect3DDevice9;
  pSrcFile: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  pPool: ID3DXEffectPool;
  out ppEffect: ID3DXEffect;
  ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromFileA';
{$EXTERNALSYM D3DXCreateEffectFromFile}


function D3DXCreateEffectFromResourceA(
  pDevice: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  pPool: ID3DXEffectPool;
  out ppEffect: ID3DXEffect;
  ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromResourceA';
{$EXTERNALSYM D3DXCreateEffectFromResourceA}

function D3DXCreateEffectFromResourceW(
  pDevice: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  pPool: ID3DXEffectPool;
  out ppEffect: ID3DXEffect;
  ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromResourceW';
{$EXTERNALSYM D3DXCreateEffectFromResourceW}

function D3DXCreateEffectFromResource(
  pDevice: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  pPool: ID3DXEffectPool;
  out ppEffect: ID3DXEffect;
  ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromResourceA';
{$EXTERNALSYM D3DXCreateEffectFromResource}


function D3DXCreateEffect(
  pDevice: IDirect3DDevice9;
  pSrcData: Pointer;
  SrcDataLen: LongWord;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  pPool: ID3DXEffectPool;
  out ppEffect: ID3DXEffect;
  ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL;
{$EXTERNALSYM D3DXCreateEffect}



//----------------------------------------------------------------------------
// D3DXCreateEffectCompiler:
// -------------------------
// Creates an effect from an ascii or binary effect description.
//
// Parameters:
//  pSrcFile
//      Name of the file containing the effect description
//  hSrcModule
//      Module handle. if NULL, current module will be used.
//  pSrcResource
//      Resource name in module
//  pSrcData
//      Pointer to effect description
//  SrcDataSize
//      Size of the effect description in bytes
//  pDefines
//      Optional NULL-terminated array of preprocessor macro definitions.
//  pInclude
//      Optional interface pointer to use for handling #include directives.
//      If this parameter is NULL, #includes will be honored when compiling
//      from file, and will error when compiling from resource or memory.
//  pPool
//      Pointer to ID3DXEffectPool object to use for shared parameters.
//      If NULL, no parameters will be shared.
//  ppCompiler
//      Returns a buffer containing created effect compiler.
//  ppParseErrors
//      Returns a buffer containing any error messages which occurred during
//      parse.  Or NULL if you do not care about the error messages.
//
//----------------------------------------------------------------------------

function D3DXCreateEffectCompilerFromFileA(
  pSrcFile: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  out ppCompiler: ID3DXEffectCompiler;
  ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromFileA';
{$EXTERNALSYM D3DXCreateEffectCompilerFromFileA}

function D3DXCreateEffectCompilerFromFileW(
  pSrcFile: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  out ppCompiler: ID3DXEffectCompiler;
  ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromFileW';
{$EXTERNALSYM D3DXCreateEffectCompilerFromFileW}

function D3DXCreateEffectCompilerFromFile(
  pSrcFile: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  out ppCompiler: ID3DXEffectCompiler;
  ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromFileA';
{$EXTERNALSYM D3DXCreateEffectCompilerFromFile}


function D3DXCreateEffectCompilerFromResourceA(
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  out ppCompiler: ID3DXEffectCompiler;
  ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromResourceA';
{$EXTERNALSYM D3DXCreateEffectCompilerFromResourceA}

function D3DXCreateEffectCompilerFromResourceW(
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  out ppCompiler: ID3DXEffectCompiler;
  ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromResourceW';
{$EXTERNALSYM D3DXCreateEffectCompilerFromResourceW}

function D3DXCreateEffectCompilerFromResource(
  hSrcModule: HModule;
  pSrcResource: PChar;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  out ppCompiler: ID3DXEffectCompiler;
  ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromResourceA';
{$EXTERNALSYM D3DXCreateEffectCompilerFromResource}


function D3DXCreateEffectCompiler(
  pSrcData: Pointer;
  SrcDataLen: LongWord;
  pDefines: PD3DXMacro;
  pInclude: ID3DXInclude;
  Flags: DWORD;
  out ppCompiler: ID3DXEffectCompiler;
  ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL;
{$EXTERNALSYM D3DXCreateEffectCompiler}





//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9mesh.h
//  Content:    D3DX mesh types and functions
//
//////////////////////////////////////////////////////////////////////////////

type
  //patch mesh can be quads or tris
  _D3DXPATCHMESHTYPE = (
  {$IFNDEF COMPILER6_UP}
    D3DXPATCHMESH_invalid_0,
    D3DXPATCHMESH_RECT   {= $001},
    D3DXPATCHMESH_TRI    {= $002},
    D3DXPATCHMESH_NPATCH {= $003}
  {$ELSE}
    D3DXPATCHMESH_RECT   = $001,
    D3DXPATCHMESH_TRI    = $002,
    D3DXPATCHMESH_NPATCH = $003
  {$ENDIF}
  );
  {$EXTERNALSYM _D3DXPATCHMESHTYPE}
  D3DXPATCHMESHTYPE = _D3DXPATCHMESHTYPE;
  {$EXTERNALSYM D3DXPATCHMESHTYPE}
  TD3DXPatchMeshType = _D3DXPATCHMESHTYPE;

type
  _D3DXMESH = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
  {$EXTERNALSYM _D3DXMESH}
  TD3DXMesh = _D3DXMESH;

// Mesh options - lower 3 bytes only, upper byte used by _D3DXMESHOPT option flags
const
  D3DXMESH_32BIT                  = $001; // If set, then use 32 bit indices, if not set use 16 bit indices.
  {$EXTERNALSYM D3DXMESH_32BIT}
  D3DXMESH_DONOTCLIP              = $002; // Use D3DUSAGE_DONOTCLIP for VB & IB.
  {$EXTERNALSYM D3DXMESH_DONOTCLIP}
  D3DXMESH_POINTS                 = $004; // Use D3DUSAGE_POINTS for VB & IB.
  {$EXTERNALSYM D3DXMESH_POINTS}
  D3DXMESH_RTPATCHES              = $008; // Use D3DUSAGE_RTPATCHES for VB & IB.
  {$EXTERNALSYM D3DXMESH_RTPATCHES}
  D3DXMESH_NPATCHES      = $4000;// Use D3DUSAGE_NPATCHES for VB & IB.
  {$EXTERNALSYM D3DXMESH_NPATCHES}
  D3DXMESH_VB_SYSTEMMEM      = $010; // Use D3DPOOL_SYSTEMMEM for VB. Overrides D3DXMESH_MANAGEDVERTEXBUFFER
  {$EXTERNALSYM D3DXMESH_VB_SYSTEMMEM}
  D3DXMESH_VB_MANAGED             = $020; // Use D3DPOOL_MANAGED for VB.
  {$EXTERNALSYM D3DXMESH_VB_MANAGED}
  D3DXMESH_VB_WRITEONLY           = $040; // Use D3DUSAGE_WRITEONLY for VB.
  {$EXTERNALSYM D3DXMESH_VB_WRITEONLY}
  D3DXMESH_VB_DYNAMIC             = $080; // Use D3DUSAGE_DYNAMIC for VB.
  {$EXTERNALSYM D3DXMESH_VB_DYNAMIC}
  D3DXMESH_VB_SOFTWAREPROCESSING = $8000; // Use D3DUSAGE_SOFTWAREPROCESSING for VB.
  {$EXTERNALSYM D3DXMESH_VB_SOFTWAREPROCESSING}
  D3DXMESH_IB_SYSTEMMEM      = $100; // Use D3DPOOL_SYSTEMMEM for IB. Overrides D3DXMESH_MANAGEDINDEXBUFFER
  {$EXTERNALSYM D3DXMESH_IB_SYSTEMMEM}
  D3DXMESH_IB_MANAGED             = $200; // Use D3DPOOL_MANAGED for IB.
  {$EXTERNALSYM D3DXMESH_IB_MANAGED}
  D3DXMESH_IB_WRITEONLY           = $400; // Use D3DUSAGE_WRITEONLY for IB.
  {$EXTERNALSYM D3DXMESH_IB_WRITEONLY}
  D3DXMESH_IB_DYNAMIC             = $800; // Use D3DUSAGE_DYNAMIC for IB.
  {$EXTERNALSYM D3DXMESH_IB_DYNAMIC}
  D3DXMESH_IB_SOFTWAREPROCESSING= $10000; // Use D3DUSAGE_SOFTWAREPROCESSING for IB.
  {$EXTERNALSYM D3DXMESH_IB_SOFTWAREPROCESSING}

  D3DXMESH_VB_SHARE               = $1000; // Valid for Clone* calls only, forces cloned mesh/pmesh to share vertex buffer
  {$EXTERNALSYM D3DXMESH_VB_SHARE}

  D3DXMESH_USEHWONLY              = $2000; // Valid for ID3DXSkinMesh::ConvertToBlendedMesh
  {$EXTERNALSYM D3DXMESH_USEHWONLY}

  // Helper options
  D3DXMESH_SYSTEMMEM      = $110; // D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM
  {$EXTERNALSYM D3DXMESH_SYSTEMMEM}
  D3DXMESH_MANAGED                = $220; // D3DXMESH_VB_MANAGED | D3DXMESH_IB_MANAGED
  {$EXTERNALSYM D3DXMESH_MANAGED}
  D3DXMESH_WRITEONLY              = $440; // D3DXMESH_VB_WRITEONLY | D3DXMESH_IB_WRITEONLY
  {$EXTERNALSYM D3DXMESH_WRITEONLY}
  D3DXMESH_DYNAMIC                = $880; // D3DXMESH_VB_DYNAMIC | D3DXMESH_IB_DYNAMIC
  {$EXTERNALSYM D3DXMESH_DYNAMIC}
  D3DXMESH_SOFTWAREPROCESSING   = $18000; // D3DXMESH_VB_SOFTWAREPROCESSING | D3DXMESH_IB_SOFTWAREPROCESSING
  {$EXTERNALSYM D3DXMESH_SOFTWAREPROCESSING}

type
  //patch mesh options
  _D3DXPATCHMESH = (
    D3DXPATCHMESH_DEFAULT {= 000,}
  );
  {$EXTERNALSYM _D3DXPATCHMESH}
  D3DXPATCHMESH = _D3DXPATCHMESH;
  {$EXTERNALSYM D3DXPATCHMESH}
  TD3DXPatchMesh = _D3DXPATCHMESH;

  // option field values for specifying min value in D3DXGeneratePMesh and D3DXSimplifyMesh
  _D3DXMESHSIMP = (
  {$IFNDEF COMPILER6_UP}
    D3DXMESHSIMP_invalid_0{= 0x0},
    D3DXMESHSIMP_VERTEX   {= 0x1},
    D3DXMESHSIMP_FACE     {= 0x2}
  {$ELSE}
    D3DXMESHSIMP_VERTEX   = $1,
    D3DXMESHSIMP_FACE     = $2
  {$ENDIF}
  );
  {$EXTERNALSYM _D3DXMESHSIMP}
  TD3DMeshSimp = _D3DXMESHSIMP;

  _MAX_FVF_DECL_SIZE = DWord;
  {$EXTERNALSYM _MAX_FVF_DECL_SIZE}
const
  MAX_FVF_DECL_SIZE = MAXD3DDECLLENGTH + 1; // +1 for END
  {$EXTERNALSYM MAX_FVF_DECL_SIZE}

type
  TFVFDeclaration = array [0..MAX_FVF_DECL_SIZE-1] of TD3DVertexElement9;

  PD3DXAttributeRange = ^TD3DXAttributeRange;
  _D3DXATTRIBUTERANGE = packed record
    AttribId:    DWord;
    FaceStart:   DWord;
    FaceCount:   DWord;
    VertexStart: DWord;
    VertexCount: DWord;
  end;
  {$EXTERNALSYM _D3DXATTRIBUTERANGE}
  D3DXATTRIBUTERANGE = _D3DXATTRIBUTERANGE;
  {$EXTERNALSYM D3DXATTRIBUTERANGE}
  TD3DXAttributeRange = _D3DXATTRIBUTERANGE;

  PD3DXMaterial = ^TD3DXMaterial;
  _D3DXMATERIAL = packed record
    MatD3D: TD3Dmaterial9;
    pTextureFilename: PAnsiChar;
  end;
  {$EXTERNALSYM _D3DXMATERIAL}
  D3DXMATERIAL = _D3DXMATERIAL;
  {$EXTERNALSYM D3DXMATERIAL}
  TD3DXMaterial = _D3DXMATERIAL;

  _D3DXEFFECTDEFAULTTYPE = (
  {$IFNDEF COMPILER6_UP}
    D3DXEDT_invalid_0,
    D3DXEDT_STRING {= $1},      // pValue points to a null terminated ASCII string
    D3DXEDT_FLOATS {= $2},      // pValue points to an array of floats - number of floats is NumBytes / sizeof(float)
    D3DXEDT_DWORD  {= $3}       // pValue points to a DWORD
  {$ELSE}
    D3DXEDT_STRING = $1,        // pValue points to a null terminated ASCII string
    D3DXEDT_FLOATS = $2,        // pValue points to an array of floats - number of floats is NumBytes / sizeof(float)
    D3DXEDT_DWORD  = $3         // pValue points to a DWORD
  {$ENDIF}
  );
  {$EXTERNALSYM _D3DXEFFECTDEFAULTTYPE}
  D3DXEFFECTDEFAULTTYPE = _D3DXEFFECTDEFAULTTYPE;
  {$EXTERNALSYM D3DXEFFECTDEFAULTTYPE}
  TD3DXEffectDefaultType = _D3DXEFFECTDEFAULTTYPE;

  PD3DXEffectDefault = ^TD3DXEffectDefault;
  _D3DXEFFECTDEFAULT = packed record
    pParamName: PAnsiChar;
    _Type: TD3DXEffectDefaultType;        // type of the data pointed to by pValue
    NumBytes: DWORD;                      // size in bytes of the data pointed to by pValue
    pValue: Pointer;                      // data for the default of the effect
  end;
  {$EXTERNALSYM _D3DXEFFECTDEFAULT}
  D3DXEFFECTDEFAULT = _D3DXEFFECTDEFAULT;
  {$EXTERNALSYM D3DXEFFECTDEFAULT}
  TD3DXEffectDefault = _D3DXEFFECTDEFAULT;

  PD3DXEffectInstance = ^TD3DXEffectInstance;
  _D3DXEFFECTINSTANCE = packed record
    pEffectFilename: PAnsiChar;
    NumDefaults: DWORD;
    pDefaults: PD3DXEffectDefault;
  end;
  {$EXTERNALSYM _D3DXEFFECTINSTANCE}
  D3DXEFFECTINSTANCE = _D3DXEFFECTINSTANCE;
  {$EXTERNALSYM D3DXEFFECTINSTANCE}
  TD3DXEffectInstance = _D3DXEFFECTINSTANCE;

  PD3DXAttributeWeights = ^TD3DXAttributeWeights;
  _D3DXATTRIBUTEWEIGHTS = packed record
    Position: Single;
    Boundary: Single;
    Normal:   Single;
    Diffuse:  Single;
    Specular: Single;
    Texcoord: array[0..7] of Single;
    Tangent: Single;
    Binormal: Single;
  end;
  {$EXTERNALSYM _D3DXATTRIBUTEWEIGHTS}
  D3DXATTRIBUTEWEIGHTS = _D3DXATTRIBUTEWEIGHTS;
  {$EXTERNALSYM D3DXATTRIBUTEWEIGHTS}
  TD3DXAttributeWeights = _D3DXATTRIBUTEWEIGHTS;

  _D3DXWELDEPSILONSFLAGS = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
  {$EXTERNALSYM _D3DXWELDEPSILONSFLAGS}
  TD3DXWeldEpsilonsFlags = _D3DXWELDEPSILONSFLAGS;

const
  D3DXWELDEPSILONS_WELDALL = $1;              // weld all vertices marked by adjacency as being overlapping
  {$EXTERNALSYM D3DXWELDEPSILONS_WELDALL}

  D3DXWELDEPSILONS_WELDPARTIALMATCHES = $2;   // if a given vertex component is within epsilon, modify partial matched
                                                 // vertices so that both components identical AND if all components "equal"
                                                 // remove one of the vertices
  {$EXTERNALSYM D3DXWELDEPSILONS_WELDPARTIALMATCHES}
  D3DXWELDEPSILONS_DONOTREMOVEVERTICES = $4;  // instructs weld to only allow modifications to vertices and not removal
                                                 // ONLY valid if D3DXWELDEPSILONS_WELDPARTIALMATCHES is set
                                                 // useful to modify vertices to be equal, but not allow vertices to be removed
  {$EXTERNALSYM D3DXWELDEPSILONS_DONOTREMOVEVERTICES}
  D3DXWELDEPSILONS_DONOTSPLIT          = $8;  // instructs weld to specify the D3DXMESHOPT_DONOTSPLIT flag when doing an Optimize(ATTR_SORT)
                                                 // if this flag is not set, all vertices that are in separate attribute groups
                                                 // will remain split and not welded.  Setting this flag can slow down software vertex processing
  {$EXTERNALSYM D3DXWELDEPSILONS_DONOTSPLIT}

type
  PD3DXWeldEpsilons = ^TD3DXWeldEpsilons;
  _D3DXWELDEPSILONS = packed record
    Position: Single; // NOTE: This does NOT replace the epsilon in GenerateAdjacency
                      // in general, it should be the same value or greater than the one passed to GeneratedAdjacency
    BlendWeights: Single;
    Normal: Single;
    PSize: Single;
    Specular: Single;
    Diffuse: Single;
    Texcoord: array[0..7] of Single;
    Tangent: Single;
    Binormal: Single;
    TessFactor: Single;
  end;
  {$EXTERNALSYM _D3DXWELDEPSILONS}
  D3DXWELDEPSILONS = _D3DXWELDEPSILONS;
  {$EXTERNALSYM D3DXWELDEPSILONS}
  TD3DXWeldEpsilons = _D3DXWELDEPSILONS;

  ID3DXMesh = interface;

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXBaseMesh);'}
  {$EXTERNALSYM ID3DXBaseMesh}
  ID3DXBaseMesh = interface(IUnknown)
    ['{2A835771-BF4D-43f4-8E14-82A809F17D8A}']
    // ID3DXBaseMesh
    function DrawSubset(AttribId: DWord): HResult; stdcall;
    function GetNumFaces: DWord; stdcall;
    function GetNumVertices: DWord; stdcall;
    function GetFVF: DWord; stdcall;
    function GetDeclaration(out Declaration: TFVFDeclaration): HResult; stdcall;
    function GetNumBytesPerVertex: DWORD;
    function GetOptions: DWord; stdcall;
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
    function CloneMeshFVF(Options, FVF: DWord; pD3DDevice: IDirect3DDevice9;
      out ppCloneMesh: ID3DXMesh): HResult; stdcall;
    function CloneMesh(Options: DWORD; pDeclaration: PD3DVertexElement9;
      pD3DDevice: IDirect3DDevice9; out ppCloneMesh: ID3DXMesh): HResult; stdcall;
    function GetVertexBuffer(out ppVB: IDirect3DVertexBuffer9): HResult; stdcall;
    function GetIndexBuffer(out ppIB: IDirect3DIndexBuffer9): HResult; stdcall;
    function LockVertexBuffer(Flags: DWord; out ppData: Pointer): HResult; stdcall;
    function UnlockVertexBuffer: HResult; stdcall;
    function LockIndexBuffer(Flags: DWord; out ppData: Pointer): HResult; stdcall;
    function UnlockIndexBuffer: HResult; stdcall;
    function GetAttributeTable(pAttribTable: PD3DXAttributeRange;
      pAttribTableSize: PDWord): HResult; stdcall;

    function ConvertPointRepsToAdjacency(pPRep: PDWord; pAdjacency: PDWord): HResult; stdcall;
    function ConvertAdjacencyToPointReps(pAdjacency: PDWord; pPRep: PDWord): HResult; stdcall;
    function GenerateAdjacency(Epsilon: Single; pAdjacency: PDWord): HResult; stdcall;

    function UpdateSemantics(const Declaration: TFVFDeclaration): HResult; stdcall;
  end;

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXMesh);'}
  {$EXTERNALSYM ID3DXMesh}
  ID3DXMesh = interface(ID3DXBaseMesh)
    ['{CCAE5C3B-4DD1-4d0f-997E-4684CA64557F}']
    // ID3DXMesh
    function LockAttributeBuffer(Flags: DWord; out ppData: PByte): HResult; stdcall;
    function UnlockAttributeBuffer: HResult; stdcall;
    function Optimize(Flags: DWord; pAdjacencyIn, pAdjacencyOut: PDWord;
      pFaceRemap: PDWord; ppVertexRemap: PID3DXBuffer;
      out ppOptMesh: ID3DXMesh): HResult; stdcall;
    function OptimizeInplace(Flags: DWord; pAdjacencyIn, pAdjacencyOut: PDWord;
      pFaceRemap: PDWord; ppVertexRemap: PID3DXBuffer): HResult; stdcall;
    function SetAttributeTable(pAttribTable: PD3DXAttributeRange; cAttribTableSize: DWORD): HResult; stdcall;
  end;

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXPMesh);'}
  {$EXTERNALSYM ID3DXPMesh}
  ID3DXPMesh = interface(ID3DXBaseMesh)
    ['{19FBE386-C282-4659-97BD-CB869B084A6C}']
    // ID3DXPMesh
    function ClonePMeshFVF(Options, FVF: DWord; ppDevice: IDirect3DDevice9;
      out ppCloneMesh: ID3DXPMesh): HResult; stdcall;
    function ClonePMesh(Options: DWORD; pDeclaration: PD3DVertexElement9;
      pD3D: IDirect3DDevice9; out ppCloneMesh: ID3DXPMesh): HResult; stdcall;
    function SetNumFaces(Faces: DWord): HResult; stdcall;
    function SetNumVertices(Vertices: DWord): HResult; stdcall;
    function GetMaxFaces: DWord; stdcall;
    function GetMinFaces: DWord; stdcall;
    function GetMaxVertices: DWord; stdcall;
    function GetMinVertices: DWord; stdcall;
    function Save(pStream: IStream; pMaterials: PD3DXMaterial;
      pEffectInstances: PD3DXEffectInstance; NumMaterials: DWORD): HResult; stdcall;

    function Optimize(Flags: DWord; pAdjacencyOut: PDWord;
      pFaceRemap: PDWord; ppVertexRemap: PID3DXBuffer;
      out ppOptMesh: ID3DXMesh): HResult; stdcall;

    function OptimizeBaseLOD(Flags: DWord; pFaceRemap: PDWord): HResult; stdcall;
    function TrimByFaces(NewFacesMin, NewFacesMax: DWord; rgiFaceRemap, rgiVertRemap: PDWord): HResult; stdcall;
    function TrimByVertices(NewVerticesMin, NewVerticesMax: DWord; rgiFaceRemap, rgiVertRemap: PDWord): HResult; stdcall;

    function GetAdjacency(pAdjacency: PDWord): HResult; stdcall;

    //  Used to generate the immediate "ancestor" for each vertex when it is removed by a vsplit.  Allows generation of geomorphs
    //     Vertex buffer must be equal to or greater than the maximum number of vertices in the pmesh
    function GenerateVertexHistory(pVertexHistory: PDWORD): HResult; stdcall;
  end;

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXSPMesh);'}
  {$EXTERNALSYM ID3DXSPMesh}
  ID3DXSPMesh = interface(IUnknown)
    ['{4E3CA05C-D4FF-4d11-8A02-16459E08F6F4}']
    // ID3DXSPMesh
    function GetNumFaces: DWord; stdcall;
    function GetNumVertices: DWord; stdcall;
    function GetFVF: DWord; stdcall;
    function GetDeclaration(out Declaration: TFVFDeclaration): HResult; stdcall;
    function GetOptions: DWord; stdcall;
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
    function CloneMeshFVF(Options, FVF: DWord; ppDevice: IDirect3DDevice9;
      pAdjacencyOut, pVertexRemapOut: PDWord;
      out ppCloneMesh: ID3DXMesh): HResult; stdcall;
    function CloneMesh(Options: DWORD; pDeclaration: PD3DVertexElement9;
      pD3DDevice: IDirect3DDevice9; pAdjacencyOut, pVertexRemapOut: PDWORD;
      out ppCloneMesh: ID3DXMesh): HResult; stdcall;
    function ClonePMeshFVF(Options, FVF: DWORD; pD3D: IDirect3DDevice9;
      pVertexRemapOut: PDWORD; pErrorsByFace: PSingle; out ppCloneMesh: ID3DXPMesh): HResult; stdcall;
    function ClonePMesh(Options: DWORD; pDeclaration: PD3DVertexElement9;
      pD3D: IDirect3DDevice9; pVertexRemapOut: PDWORD; pErrorsbyFace: PSingle;
      out ppCloneMesh: ID3DXPMesh): HResult; stdcall;
    function ReduceFaces(Faces: DWord): HResult; stdcall;
    function ReduceVertices(Vertices: DWord): HResult; stdcall;
    function GetMaxFaces: DWord; stdcall;
    function GetMaxVertices: DWord; stdcall;
    function GetVertexAttributeWeights(pVertexAttributeWeights: PD3DXAttributeWeights): HResult; stdcall;
    function GetVertexWeights(pVertexWeights: PSingle): HResult; stdcall;
  end;

const
  UNUSED16      = $ffff;
  {$EXTERNALSYM UNUSED16}
  UNUSED32      = $ffffffff;
  {$EXTERNALSYM UNUSED32}

// ID3DXMesh::Optimize options - upper byte only, lower 3 bytes used from _D3DXMESH option flags
type
  _D3DXMESHOPT = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
  {$EXTERNALSYM _D3DXMESHOPT}
  TD3DXMeshOpt = _D3DXMESHOPT;

const
  D3DXMESHOPT_COMPACT       = $01000000;
  {$EXTERNALSYM D3DXMESHOPT_COMPACT}
  D3DXMESHOPT_ATTRSORT      = $02000000;
  {$EXTERNALSYM D3DXMESHOPT_ATTRSORT}
  D3DXMESHOPT_VERTEXCACHE   = $04000000;
  {$EXTERNALSYM D3DXMESHOPT_VERTEXCACHE}
  D3DXMESHOPT_STRIPREORDER  = $08000000;
  {$EXTERNALSYM D3DXMESHOPT_STRIPREORDER}
  D3DXMESHOPT_IGNOREVERTS   = $10000000;  // optimize faces only; don't touch vertices
  {$EXTERNALSYM D3DXMESHOPT_IGNOREVERTS}
  D3DXMESHOPT_DONOTSPLIT    = $20000000;  // do not split vertices shared between attribute groups when attribute sorting
  {$EXTERNALSYM D3DXMESHOPT_DONOTSPLIT}
  D3DXMESHOPT_DEVICEINDEPENDENT = $00400000;  // Only affects VCache.  uses a static known good cache size for all cards
  {$EXTERNALSYM D3DXMESHOPT_DEVICEINDEPENDENT}

  // D3DXMESHOPT_SHAREVB has been removed, please use D3DXMESH_VB_SHARE instead

// Subset of the mesh that has the same attribute and bone combination.
// This subset can be rendered in a single draw call
type
  PDWordArray = ^TDWordArray;
  {$NODEFINE PDWordArray}
  TDWordArray = array[0..MaxInt div SizeOf(DWORD) - 1] of DWord;
  {$NODEFINE TDWordArray}

  PD3DXBoneCombination = ^TD3DXBoneCombination;
  _D3DXBONECOMBINATION = packed record
    AttribId: DWord;
    FaceStart: DWord;
    FaceCount: DWord;
    VertexStart: DWord;
    VertexCount: DWord;
    BoneId: PDWordArray; // [ DWORD* ]  in original d3dx8mesh.h
  end;
  {$EXTERNALSYM _D3DXBONECOMBINATION}
  D3DXBONECOMBINATION = _D3DXBONECOMBINATION;
  {$EXTERNALSYM D3DXBONECOMBINATION}
  TD3DXBoneCombination = _D3DXBONECOMBINATION;

// The following types of patch combinations are supported:
// Patch type   Basis       Degree
// Rect         Bezier      2,3,5
// Rect         B-Spline    2,3,5
// Rect         Catmull-Rom 3
// Tri          Bezier      2,3,5
// N-Patch      N/A         3

  PD3DXPatchInfo = ^TD3DXPatchInfo;
  _D3DXPATCHINFO = packed record
    PatchType: TD3DXPatchMeshType;
    Degree: TD3DDegreeType;
    Basis: TD3DBasisType;
  end;
  {$EXTERNALSYM _D3DXPATCHINFO}
  D3DXPATCHINFO = _D3DXPATCHINFO;
  {$EXTERNALSYM D3DXPATCHINFO}
  TD3DXPatchInfo = _D3DXPATCHINFO;

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXPatchMesh);'}
  {$EXTERNALSYM ID3DXPatchMesh}
  ID3DXPatchMesh = interface(IUnknown)
    ['{0AD3E8BC-290D-4dc7-91AB-73A82755B13E}']
    // ID3DXPatchMesh

    // Return creation parameters
    function GetNumPatches: DWORD; stdcall;
    function GetNumVertices: DWORD; stdcall;
    function GetDeclaration(pDeclaration: PD3DVertexElement9): HResult; stdcall;
    function GetControlVerticesPerPatch: DWORD; stdcall;
    function GetOptions: DWORD; stdcall;
    function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
    function GetPatchInfo(out PatchInfo: TD3DXPatchInfo): HResult; stdcall;

    // Control mesh access    
    function GetVertexBuffer(out ppVB: IDirect3DVertexBuffer9): HResult; stdcall;
    function GetIndexBuffer(out ppIB: IDirect3DIndexBuffer9): HResult; stdcall;
    function LockVertexBuffer(flags: DWORD; out ppData: Pointer): HResult; stdcall;
    function UnlockVertexBuffer: HResult; stdcall;
    function LockIndexBuffer(flags: DWORD; out ppData: Pointer): HResult; stdcall;
    function UnlockIndexBuffer: HResult; stdcall;
    function LockAttributeBuffer(flags: DWORD; out ppData: PDWORD): HResult; stdcall;
    function UnlockAttributeBuffer: HResult; stdcall;

    // This function returns the size of the tessellated mesh given a tessellation level.
    // This assumes uniform tessellation. For adaptive tessellation the Adaptive parameter must
    // be set to TRUE and TessellationLevel should be the max tessellation.
    // This will result in the max mesh size necessary for adaptive tessellation.
    function GetTessSize(fTessLevel: Single; Adaptive: LongBool; out NumTriangles, NumVertices: DWORD): HResult; stdcall;

    //GenerateAdjacency determines which patches are adjacent with provided tolerance
    //this information is used internally to optimize tessellation
    function GenerateAdjacency(Tolerance: Single): HResult; stdcall;

    //CloneMesh Creates a new patchmesh with the specified decl, and converts the vertex buffer
    //to the new decl. Entries in the new decl which are new are set to 0. If the current mesh
    //has adjacency, the new mesh will also have adjacency
    function CloneMesh(Options: DWORD; pDecl: PD3DVertexElement9; out pMesh: ID3DXPatchMesh): HResult; stdcall;

    // Optimizes the patchmesh for efficient tessellation. This function is designed
    // to perform one time optimization for patch meshes that need to be tessellated
    // repeatedly by calling the Tessellate() method. The optimization performed is
    // independent of the actual tessellation level used.
    // Currently Flags is unused.
    // If vertices are changed, Optimize must be called again
    function Optimize(flags: DWORD): HResult; stdcall;

    //gets and sets displacement parameters
    //displacement maps can only be 2D textures MIP-MAPPING is ignored for non adapative tessellation
    function SetDisplaceParam(Texture: IDirect3DBaseTexture9;
                              MinFilter: TD3DTextureFilterType;
                              MagFilter: TD3DTextureFilterType;
                              MipFilter: TD3DTextureFilterType;
                              Wrap: TD3DTextureAddress;
                              dwLODBias: DWORD): HResult; stdcall;

    function GetDisplaceParam(out Texture: IDirect3DBaseTexture9;
                              out MinFilter: TD3DTextureFilterType;
                              out MagFilter: TD3DTextureFilterType;
                              out MipFilter: TD3DTextureFilterType;
                              out Wrap: TD3DTextureAddress;
                              out dwLODBias: DWORD): HResult; stdcall;
        
    // Performs the uniform tessellation based on the tessellation level. 
    // This function will perform more efficiently if the patch mesh has been optimized using the Optimize() call.
    function Tessellate(fTessLevel: Single; pMesh: ID3DXMesh): HResult; stdcall;

    // Performs adaptive tessellation based on the Z based adaptive tessellation criterion.
    // pTrans specifies a 4D vector that is dotted with the vertices to get the per vertex
    // adaptive tessellation amount. Each edge is tessellated to the average of the criterion
    // at the 2 vertices it connects.
    // MaxTessLevel specifies the upper limit for adaptive tesselation.
    // This function will perform more efficiently if the patch mesh has been optimized using the Optimize() call.
    function TessellateAdaptive(const pTrans: TD3DXVector4; dwMaxTessLevel, dwMinTessLevel: DWORD; pMesh: ID3DXMesh): HResult; stdcall;
  end;

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXSkinInfo);'}
  {$EXTERNALSYM ID3DXSkinInfo}
  ID3DXSkinInfo = interface(IUnknown)
    ['{0E7DBBF3-421A-4dd8-B738-A5DAC3A48767}']
    // Specify the which vertices do each bones influence and by how much
    function SetBoneInfluence(bone, numInfluences: DWORD; vertices: PDWORD; weights: PSingle): HResult; stdcall;
    function GetNumBoneInfluences(bone: DWORD): DWORD; stdcall;
    function GetBoneInfluence(bone: DWORD; vertices: PDWORD; weights: PSingle): HResult; stdcall;
    function GetMaxVertexInfluences(out maxVertexInfluences: DWORD): HResult; stdcall;
    function GetNumBones: DWORD; stdcall;

    // This gets the max face influences based on a triangle mesh with the specified index buffer
    function GetMaxFaceInfluences(pIB: IDirect3DIndexBuffer9; NumFaces: DWORD; out maxFaceInfluences:DWORD): HResult; stdcall;

    // Set min bone influence. Bone influences that are smaller than this are ignored
    function SetMinBoneInfluence(MinInfl: Single): HResult; stdcall;
    // Get min bone influence.
    function GetMinBoneInfluence: Single; stdcall;

    // Bone names are returned by D3DXLoadSkinMeshFromXof. They are not used by any other method of this object
    function SetBoneName(Bone: DWORD; pName: PAnsiChar): HResult; stdcall; // pName is copied to an internal string buffer
    function GetBoneName(Bone: DWORD): PAnsiChar; stdcall; // A pointer to an internal string buffer is returned. Do not free this.

    // Bone offset matrices are returned by D3DXLoadSkinMeshFromXof. They are not used by any other method of this object
    function SetBoneOffsetMatrix(Bone: DWORD; const pBoneTransform: TD3DXMatrix): HResult; stdcall; // pBoneTransform is copied to an internal buffer
    function GetBoneOffsetMatrix(Bone: DWORD): PD3DXMatrix; stdcall; // A pointer to an internal matrix is returned. Do not free this.

    // Clone a skin info object
    function Clone(out ppSkinInfo: ID3DXSkinInfo): HResult; stdcall;

    // Update bone influence information to match vertices after they are reordered. This should be called
    // if the target vertex buffer has been reordered externally.
    function Remap(NumVertices: DWORD; pVertexRemap: PDWORD): HResult; stdcall;

    // These methods enable the modification of the vertex layout of the vertices that will be skinned
    function SetFVF(FVF: DWORD): HResult; stdcall;
    function SetDeclaration(pDeclaration: PD3DVertexElement9): HResult; stdcall;
    function GetFVF: DWORD; stdcall;
    function GetDeclaration(Declaration: TFVFDeclaration): HResult; stdcall;

    // Apply SW skinning based on current pose matrices to the target vertices.
    function UpdateSkinnedMesh(
      pBoneTransforms: PD3DXMatrix;
      pBoneInvTransposeTransforms: PD3DXMatrix;
      pVerticesSrc: Pointer;
      pVerticesDst: Pointer): HResult; stdcall;

    // Takes a mesh and returns a new mesh with per vertex blend weights and a bone combination
    // table that describes which bones affect which subsets of the mesh
    function ConvertToBlendedMesh(
      pMesh: ID3DXMesh;
      Options: DWORD;
      pAdjacencyIn: PDWORD;
      pAdjacencyOut: PDWORD;
      pFaceRemap: PDWORD;
      ppVertexRemap: PID3DXBuffer;
      pMaxFaceInfl: PDWORD;
      out pNumBoneCombinations: DWORD;
      out ppBoneCombinationTable: ID3DXBuffer;
      out ppMesh: ID3DXMesh): HResult; stdcall;

    // Takes a mesh and returns a new mesh with per vertex blend weights and indices 
    // and a bone combination table that describes which bones palettes affect which subsets of the mesh
    function ConvertToIndexedBlendedMesh(
      pMesh: ID3DXMesh;
      Options: DWORD;
      paletteSize: DWORD;
      pAdjacencyIn: PDWORD;
      pAdjacencyOut: PDWORD;
      pFaceRemap: PDWORD;
      ppVertexRemap: PID3DXBuffer;
      pMaxVertexInfl: PDWORD;
      out pNumBoneCombinations: DWORD;
      out ppBoneCombinationTable: ID3DXBuffer;
      out ppMesh: ID3DXMesh): HResult; stdcall;
  end;

type
  IID_ID3DXBaseMesh     = ID3DXBaseMesh;
  {$EXTERNALSYM IID_ID3DXBaseMesh}
  IID_ID3DXMesh         = ID3DXMesh;
  {$EXTERNALSYM IID_ID3DXMesh}
  IID_ID3DXPMesh        = ID3DXPMesh;
  {$EXTERNALSYM IID_ID3DXPMesh}
  IID_ID3DXSPMesh       = ID3DXSPMesh;
  {$EXTERNALSYM IID_ID3DXSPMesh}
  IID_ID3DXSkinInfo     = ID3DXSkinInfo;
  {$EXTERNALSYM IID_ID3DXSkinInfo}
  IID_ID3DXPatchMesh    = ID3DXPatchMesh;
  {$EXTERNALSYM IID_ID3DXPatchMesh}


function D3DXCreateMesh(NumFaces, NumVertices: DWord; Options: DWord;
  pDeclaration: PD3DVertexElement9;
  pD3D: IDirect3DDevice9; out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateMesh}

function D3DXCreateMeshFVF(NumFaces, NumVertices: DWord; Options: DWord;
  FVF: DWord; pD3D: IDirect3DDevice9; out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateMeshFVF}

function D3DXCreateSPMesh(pMesh: ID3DXMesh; pAdjacency: PDWord;
  pVertexAttributeWeights: PD3DXAttributeWeights; pVertexWeights: PSingle;
  out ppSMesh: ID3DXSPMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateSPMesh}

// clean a mesh up for simplification, try to make manifold
function D3DXCleanMesh(pMeshIn: ID3DXMesh; pAdjacencyIn: PDWord;
  out ppMeshOut: ID3DXMesh; pAdjacencyOut: PDWord;
  ppErrorsAndWarnings: PID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCleanMesh}

function D3DXValidMesh(pMeshIn: ID3DXMesh; pAdjacency: PDWord;
  ppErrorsAndWarnings: PID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXValidMesh}

function D3DXGeneratePMesh(pMesh: ID3DXMesh; pAdjacency: PDWord;
  pVertexAttributeWeights: PD3DXAttributeWeights; pVertexWeights: PSingle;
  MinValue: DWord; Options: TD3DMeshSimp; out ppPMesh: ID3DXPMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGeneratePMesh}

function D3DXSimplifyMesh(pMesh: ID3DXMesh; pAdjacency: PDWord;
  pVertexAttributeWeights: PD3DXAttributeWeights; pVertexWeights: PSingle;
  MinValue: DWord; Options: TD3DMeshSimp; out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXSimplifyMesh}

function D3DXComputeBoundingSphere(
  pFirstPosition: PD3DXVector3;       // pointer to first position
  NumVertices: DWORD;
  dwStride: DWORD;                     // count in bytes to subsequent position vectors
  out pCenter: TD3DXVector3;
  out pRadius: Single): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXComputeBoundingSphere}

function D3DXComputeBoundingBox(
  pFirstPosition: PD3DXVector3;       // pointer to first position
  NumVertices: DWORD;
  dwStride: DWORD;                     // count in bytes to subsequent position vectors
  out pMin, pMax: TD3DXVector3): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXComputeBoundingBox}

function D3DXComputeNormals(pMesh: ID3DXBaseMesh; pAdjacency: PDWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXComputeNormals}

function D3DXCreateBuffer(NumBytes: DWord; out ppBuffer: ID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateBuffer}

function D3DXLoadMeshFromXA(
  pFilename: PAnsiChar;
  Options: DWord;
  pD3D: IDirect3DDevice9;
  ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
  pNumMaterials: PDWORD;
  out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL name 'D3DXLoadMeshFromXA';
{$EXTERNALSYM D3DXLoadMeshFromXA}

function D3DXLoadMeshFromXW(
  pFilename: PWideChar;
  Options: DWord;
  pD3D: IDirect3DDevice9;
  ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
  pNumMaterials: PDWORD;
  out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL name 'D3DXLoadMeshFromXW';
{$EXTERNALSYM D3DXLoadMeshFromXW}

function D3DXLoadMeshFromX(
  pFilename: PChar;
  Options: DWord;
  pD3D: IDirect3DDevice9;
  ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
  pNumMaterials: PDWORD;
  out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL name 'D3DXLoadMeshFromXA';
{$EXTERNALSYM D3DXLoadMeshFromX}


function D3DXLoadMeshFromXInMemory(
  Memory: Pointer;
  SizeOfMemory: DWORD;
  Options: DWORD;
  pD3D: IDirect3DDevice9;
  ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
  pNumMaterials: PDWORD;
  out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadMeshFromXInMemory}

function D3DXLoadMeshFromXResource(
  Module: HModule;
  Name: PAnsiChar;
  _Type: PAnsiChar;
  Options: DWORD;
  pD3D: IDirect3DDevice9;
  ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
  pNumMaterials: PDWORD;
  out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadMeshFromXResource}

function D3DXSaveMeshToXA(
  pFilename: PAnsiChar;
  pMesh: ID3DXMesh;
  pAdjacency: PDWORD;
  pMaterials: PD3DXMaterial;
  pEffectInstances: PD3DXEffectInstance;
  NumMaterials: DWORD;
  Format: DWORD): HResult; stdcall; external d3dx9meshDLL name 'D3DXSaveMeshToXA';
{$EXTERNALSYM D3DXSaveMeshToXA}

function D3DXSaveMeshToXW(
  pFilename: PWideChar;
  pMesh: ID3DXMesh;
  pAdjacency: PDWORD;
  pMaterials: PD3DXMaterial;
  pEffectInstances: PD3DXEffectInstance;
  NumMaterials: DWORD;
  Format: DWORD): HResult; stdcall; external d3dx9meshDLL name 'D3DXSaveMeshToXW';
{$EXTERNALSYM D3DXSaveMeshToXW}

function D3DXSaveMeshToX(
  pFilename: PChar;
  pMesh: ID3DXMesh;
  pAdjacency: PDWORD;
  pMaterials: PD3DXMaterial;
  pEffectInstances: PD3DXEffectInstance;
  NumMaterials: DWORD;
  Format: DWORD): HResult; stdcall; external d3dx9meshDLL name 'D3DXSaveMeshToXA';
{$EXTERNALSYM D3DXSaveMeshToX}


function D3DXCreatePMeshFromStream(
  pStream: IStream;
  Options: DWORD;
  pD3DDevice: IDirect3DDevice9;
  ppMaterials: PID3DXBuffer;
  ppEffectInstances: PID3DXBuffer;
  pNumMaterials: PDWORD;
  out ppPMesh: ID3DXPMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreatePMeshFromStream}

// Creates a skin info object based on the number of vertices, number of bones, and a declaration describing the vertex layout of the target vertices
// The bone names and initial bone transforms are not filled in the skin info object by this method.
function D3DXCreateSkinInfo(
  NumVertices: DWORD;
  pDeclaration: PD3DVertexElement9;
  NumBones: DWORD;
  out ppSkinInfo: ID3DXSkinInfo): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateSkinInfo}

// Creates a skin info object based on the number of vertices, number of bones, and a FVF describing the vertex layout of the target vertices
// The bone names and initial bone transforms are not filled in the skin info object by this method.
function D3DXCreateSkinInfoFVF(
  NumVertices: DWORD;
  FVF: DWORD;
  NumBones: DWORD;
  out ppSkinInfo: ID3DXSkinInfo): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateSkinInfoFVF}

function D3DXLoadMeshFromXof(
  pXofObjMesh: IDirectXFileData;
  Options: DWord;
  pD3D: IDirect3DDevice9;
  ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
  pNumMaterials: PDWord;
  out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadMeshFromXof}

// This similar to D3DXLoadMeshFromXof, except also returns skinning info if present in the file
// If skinning info is not present, ppSkinInfo will be NULL
function D3DXLoadSkinMeshFromXof(
  pXofObjMesh: IDirectXFileData;
  Options: DWORD;
  pD3D: IDirect3DDevice9;
  ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
  pMatOut: PDWORD;
  out ppSkinInfo: ID3DXSkinInfo;
  out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadSkinMeshFromXof}

// The inverse of D3DXConvertTo{Indexed}BlendedMesh() functions. It figures out the skinning info from
// the mesh and the bone combination table and populates a skin info object with that data. The bone
// names and initial bone transforms are not filled in the skin info object by this method. This works
// with either a non-indexed or indexed blended mesh. It examines the FVF or declarator of the mesh to
// determine what type it is.
function D3DXCreateSkinInfoFromBlendedMesh(
  pMesh: ID3DXBaseMesh;
  NumBoneCombinations: DWORD;
  pBoneCombinationTable: PD3DXBoneCombination;
  out ppSkinInfo: ID3DXSkinInfo): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateSkinInfoFromBlendedMesh}

function D3DXTessellateNPatches(pMeshIn: ID3DXMesh;
  pAdjacencyIn: PDWord; NumSegs: Single;
  QuadraticInterpNormals: BOOL; // if false use linear intrep for normals, if true use quadratic
  out ppMeshOut: ID3DXMesh; ppAdjacencyOut: PDWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXTessellateNPatches}


//generates implied outputdecl from input decl
//the decl generated from this should be used to generate the output decl for
//the tessellator subroutines.

function D3DXGenerateOutputDecl(
  pOutput: PD3DVertexElement9;
  pInput: PD3DVertexElement9): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGenerateOutputDecl}

//loads patches from an XFileData
//since an X file can have up to 6 different patch meshes in it,
//returns them in an array - pNumPatches will contain the number of
//meshes in the actual file.
function D3DXLoadPatchMeshFromXof(
  pXofObjMesh: IDirectXFileData;
  Options: DWORD;
  pDevice: IDirect3DDevice9;
  ppMaterials: PID3DXBuffer;
  ppEffectInstances: PID3DXBuffer;
  pNumMaterials: PDWORD;
  out ppMesh: ID3DXPatchMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadPatchMeshFromXof}

//computes the size a single rect patch.
function D3DXRectPatchSize(
  pfNumSegs: PSingle;           //segments for each edge (4)
  pdwTriangles: PDWORD;         //output number of triangles
  pdwVertices: PDWORD           //output number of vertices
 ): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXRectPatchSize}

//computes the size of a single triangle patch
function D3DXTriPatchSize(
  pfNumSegs: PSingle;           //segments for each edge (3)
  pdwTriangles: PDWORD;         //output number of triangles
  pdwVertices: PDWORD           //output number of vertices
 ): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXTriPatchSize}


//tessellates a patch into a created mesh
//similar to D3D RT patch
function D3DXTessellateRectPatch(
  pVB: IDirect3DVertexBuffer9;
  pNumSegs: PSingle;
  pdwInDecl: PD3DVertexElement9;
  const pRectPatchInfo: TD3DRectPatchInfo;
  pMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXTessellateRectPatch}


function D3DXTessellateTriPatch(
  pVB: IDirect3DVertexBuffer9;
  pNumSegs: PSingle;
  pInDecl: PD3DVertexElement9;
  pTriPatchInfo: TD3DTriPatchInfo;
  pMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXTessellateTriPatch}



//creates an NPatch PatchMesh from a D3DXMESH
function D3DXCreateNPatchMesh(
  pMeshSysMem: ID3DXMesh;
  out pPatchMesh: ID3DXPatchMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateNPatchMesh}


//creates a patch mesh
function D3DXCreatePatchMesh(
  const pInfo: TD3DXPatchInfo; //patch type
  dwNumPatches: DWORD;         //number of patches
  dwNumVertices: DWORD;        //number of control vertices
  dwOptions: DWORD;            //options
  pDecl: PD3DVertexElement9;   //format of control vertices
  pDevice: IDirect3DDevice9;
  out pPatchMesh: ID3DXPatchMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreatePatchMesh}


//returns the number of degenerates in a patch mesh -
//text output put in string.
function D3DXValidPatchMesh(
  pMesh: ID3DXPatchMesh;
  dwcDegenerateVertices: PDWORD;
  dwcDegeneratePatches: PDWORD;
  ppErrorsAndWarnings: PID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXValidPatchMesh}

function D3DXGetFVFVertexSize(FVF: DWord): LongWord; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGetFVFVertexSize}

function D3DXGetDeclVertexSize(pDecl: PD3DVertexElement9; Stream: DWORD): LongWord; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGetDeclVertexSize}

function D3DXGetDeclLength(pDecl: PD3DVertexElement9): LongWord; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGetDeclLength}

function D3DXDeclaratorFromFVF(FVF: DWord; out Declaration: TFVFDeclaration): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXDeclaratorFromFVF}

function D3DXFVFFromDeclarator(pDeclarator: PD3DVertexElement9; out pFVF: DWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXFVFFromDeclarator}

function D3DXWeldVertices(
  pMesh: ID3DXMesh;
  Flags: DWORD;
  pEpsilons: PD3DXWeldEpsilons;
  rgdwAdjacencyIn, rgdwAdjacencyOut, pFaceRemap: PDWord;
  ppVertexRemap: PID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXWeldVertices}

type
  PD3DXIntersectInfo = ^TD3DXIntersectInfo;
  _D3DXINTERSECTINFO = packed record
    FaceIndex: DWord;                // index of face intersected
    U: Single;                       // Barycentric Hit Coordinates
    V: Single;                       // Barycentric Hit Coordinates
    Dist: Single;                    // Ray-Intersection Parameter Distance
  end;
  {$EXTERNALSYM _D3DXINTERSECTINFO}
  D3DXINTERSECTINFO = _D3DXINTERSECTINFO;
  {$EXTERNALSYM D3DXINTERSECTINFO}
  TD3DXIntersectInfo = _D3DXINTERSECTINFO;

function D3DXIntersect(pMesh: ID3DXBaseMesh;
  const pRayPos, pRayDir: TD3DXVector3;
  out pHit: BOOL;                   // True if any faces were intersected
  pFaceIndex: PDWord;               // index of closest face intersected
  pU: PSingle;                      // Barycentric Hit Coordinates
  pV: PSingle;                      // Barycentric Hit Coordinates
  pDist: PSingle;                   // Ray-Intersection Parameter Distance
  ppAllHits: PID3DXBuffer;          // Array of D3DXINTERSECTINFOs for all hits (not just closest)
  pCountOfHits: PDWord              // Number of entries in AllHits array
 ): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXIntersect}

function D3DXIntersectSubset(pMesh: ID3DXBaseMesh; AttribId: DWord;
  const pRayPos, pRayDir: TD3DXVector3;
  out pHit: BOOL;                   // True if any faces were intersected
  pFaceIndex: PDWord;               // index of closest face intersected
  pU: PSingle;                      // Barycentric Hit Coordinates
  pV: PSingle;                      // Barycentric Hit Coordinates
  pDist: PSingle;                   // Ray-Intersection Parameter Distance
  ppAllHits: PID3DXBuffer;          // Array of D3DXINTERSECTINFOs for all hits (not just closest)
  pCountOfHits: PDWord              // Number of entries in AllHits array
 ): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXIntersectSubset}


function D3DXSplitMesh(pMeshIn: ID3DXMesh; pAdjacencyIn: PDWord;
  MaxSize, Options: DWord;
  out pMeshesOut: DWord; out ppMeshArrayOut: ID3DXBuffer;
  ppAdjacencyArrayOut, ppFaceRemapArrayOut, ppVertRemapArrayOut: PID3DXBuffer
 ): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXSplitMesh}

function D3DXIntersectTri(
    const p0: TD3DXVector3;           // Triangle vertex 0 position
    const p1: TD3DXVector3;           // Triangle vertex 1 position
    const p2: TD3DXVector3;           // Triangle vertex 2 position
    const pRayPos: TD3DXVector3;      // Ray origin
    const pRayDir: TD3DXVector3;      // Ray direction
    out pU: Single;                   // Barycentric Hit Coordinates
    out pV: Single;                   // Barycentric Hit Coordinates
    out pDist: Single                 // Ray-Intersection Parameter Distance
 ): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXIntersectTri}

function D3DXSphereBoundProbe(const pCenter: TD3DXVector3; Radius: Single;
  out pRayPosition, pRayDirection: TD3DXVector3): BOOL; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXSphereBoundProbe}

function D3DXBoxBoundProbe(const pMin, pMax: TD3DXVector3;
  out pRayPosition, pRayDirection: TD3DXVector3): BOOL; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXBoxBoundProbe}



//D3DXComputeTangent
//
//Computes the Tangent vectors for the TexStage texture coordinates
//and places the results in the TANGENT[TangentIndex] specified in the meshes' DECL
//puts the binorm in BINORM[BinormIndex] also specified in the decl.
//
//If neither the binorm or the tangnet are in the meshes declaration,
//the function will fail. 
//
//If a tangent or Binorm field is in the Decl, but the user does not
//wish D3DXComputeTangent to replace them, then D3DX_DEFAULT specified
//in the TangentIndex or BinormIndex will cause it to ignore the specified 
//semantic.
//
//Wrap should be specified if the texture coordinates wrap.

function D3DXComputeTangent(
  Mesh: ID3DXMesh;
  TexStage: DWORD;
  TangentIndex: DWORD;
  BinormIndex: DWORD;
  Wrap: DWORD;
  Adjacency: PDWORD): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXComputeTangent}

function D3DXConvertMeshSubsetToSingleStrip(
  MeshIn: ID3DXBaseMesh;
  AttribId: DWord;
  IBOptions: DWord;
  out ppIndexBuffer: IDirect3DIndexBuffer9;
  pNumIndices: PDWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXConvertMeshSubsetToSingleStrip}

function D3DXConvertMeshSubsetToStrips(
  MeshIn: ID3DXBaseMesh;
  AttribId: DWord;
  IBOptions: DWord;
  out ppIndexBuffer: IDirect3DIndexBuffer9;
  pNumIndices: PDWord;
  ppStripLengths: PID3DXBuffer;
  pNumStrips: PDWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXConvertMeshSubsetToStrips}




//////////////////////////////////////////////////////////////////////////////
//
//  Definitions of .X file templates used by mesh load/save functions
//    that are not RM standard
//
//////////////////////////////////////////////////////////////////////////////

const
  DXFILEOBJ_XSkinMeshHeader: TGUID    = '{3CF169CE-FF7C-44ab-93C0-F78F62D172E2}';
  {$EXTERNALSYM DXFILEOBJ_XSkinMeshHeader}
  DXFILEOBJ_VertexDuplicationIndices: TGUID = '{B8D65549-D7C9-4995-89CF-53A9A8B031E3}';
  {$EXTERNALSYM DXFILEOBJ_VertexDuplicationIndices}
  DXFILEOBJ_FaceAdjacency: TGUID      = '{A64C844A-E282-4756-8B80-250CDE04398C}';
  {$EXTERNALSYM DXFILEOBJ_FaceAdjacency}
  DXFILEOBJ_SkinWeights: TGUID        = '{6F0D123B-BAD2-4167-A0D0-80224F25FABB}';
  {$EXTERNALSYM DXFILEOBJ_SkinWeights}
  DXFILEOBJ_Patch: TGUID              = '{A3EB5D44-FC22-429d-9AFB-3221CB9719A6}';
  {$EXTERNALSYM DXFILEOBJ_Patch}
  DXFILEOBJ_PatchMesh: TGUID          = '{D02C95CC-EDBA-4305-9B5D-1820D7704BBF}';
  {$EXTERNALSYM DXFILEOBJ_PatchMesh}
  DXFILEOBJ_PatchMesh9: TGUID         = '{B9EC94E1-B9A6-4251-BA18-94893F02C0EA}';
  {$EXTERNALSYM DXFILEOBJ_PatchMesh9}
  DXFILEOBJ_PMInfo: TGUID             = '{B6C3E656-EC8B-4b92-9B62-681659522947}';
  {$EXTERNALSYM DXFILEOBJ_PMInfo}
  DXFILEOBJ_PMAttributeRange: TGUID   = '{917E0427-C61E-4a14-9C64-AFE65F9E9844}';
  {$EXTERNALSYM DXFILEOBJ_PMAttributeRange}
  DXFILEOBJ_PMVSplitRecord: TGUID     = '{574CCC14-F0B3-4333-822D-93E8A8A08E4C}';
  {$EXTERNALSYM DXFILEOBJ_PMVSplitRecord}
  DXFILEOBJ_FVFData: TGUID            = '{B6E70A0E-8EF9-4e83-94AD-ECC8B0C04897}';
  {$EXTERNALSYM DXFILEOBJ_FVFData}
  DXFILEOBJ_VertexElement: TGUID      = '{F752461C-1E23-48f6-B9F8-8350850F336F}';
  {$EXTERNALSYM DXFILEOBJ_VertexElement}
  DXFILEOBJ_DeclData: TGUID           = '{BF22E553-292C-4781-9FEA-62BD554BDD93}';
  {$EXTERNALSYM DXFILEOBJ_DeclData}
  DXFILEOBJ_EffectFloats: TGUID       = '{F1CFE2B3-0DE3-4e28-AFA1-155A750A282D}';
  {$EXTERNALSYM DXFILEOBJ_EffectFloats}
  DXFILEOBJ_EffectString: TGUID       = '{D55B097E-BDB6-4c52-B03D-6051C89D0E42}';
  {$EXTERNALSYM DXFILEOBJ_EffectString}
  DXFILEOBJ_EffectDWord: TGUID        = '{622C0ED0-956E-4da9-908A-2AF94F3CE716}';
  {$EXTERNALSYM DXFILEOBJ_EffectDWord}
  DXFILEOBJ_EffectParamFloats: TGUID  = '{3014B9A0-62F5-478c-9B86-E4AC9F4E418B}';
  {$EXTERNALSYM DXFILEOBJ_EffectParamFloats}
  DXFILEOBJ_EffectParamString: TGUID  = '{1DBC4C88-94C1-46ee-9076-2C28818C9481}';
  {$EXTERNALSYM DXFILEOBJ_EffectParamString}
  DXFILEOBJ_EffectParamDWord: TGUID   = '{E13963BC-AE51-4c5d-B00F-CFA3A9D97CE5}';
  {$EXTERNALSYM DXFILEOBJ_EffectParamDWord}
  DXFILEOBJ_EffectInstance: TGUID     = '{E331F7E4-0559-4cc2-8E99-1CEC1657928F}';
  {$EXTERNALSYM DXFILEOBJ_EffectInstance}
  DXFILEOBJ_AnimTicksPerSecond: TGUID = '{9E415A43-7BA6-4a73-8743-B73D47E88476}';
  {$EXTERNALSYM DXFILEOBJ_AnimTicksPerSecond}

const
  XSKINEXP_TEMPLATES =
        'xof 0303txt 0032' +
        'template XSkinMeshHeader ' +
        '{ ' +
        '    <3CF169CE-FF7C-44ab-93C0-F78F62D172E2> ' +
        '    WORD nMaxSkinWeightsPerVertex; ' +
        '    WORD nMaxSkinWeightsPerFace; ' +
        '    WORD nBones; ' +
        '} ' +
        'template VertexDuplicationIndices ' +
        '{ ' +
        '    <B8D65549-D7C9-4995-89CF-53A9A8B031E3> ' +
        '    DWORD nIndices; ' +
        '    DWORD nOriginalVertices; ' +
        '    array DWORD indices[nIndices]; ' +
        '} ' +
        'template FaceAdjacency ' +
        '{ ' +
        '    <A64C844A-E282-4756-8B80-250CDE04398C> ' +
        '    DWORD nIndices; ' +
        '    array DWORD indices[nIndices]; ' +
        '} ' +
        'template SkinWeights ' +
        '{ ' +
        '    <6F0D123B-BAD2-4167-A0D0-80224F25FABB> ' +
        '    STRING transformNodeName; ' +
        '    DWORD nWeights; ' +
        '    array DWORD vertexIndices[nWeights]; ' +
        '    array float weights[nWeights]; ' +
        '    Matrix4x4 matrixOffset; ' +
        '} ' +
        'template Patch ' +
        '{ ' +
        '    <A3EB5D44-FC22-429D-9AFB-3221CB9719A6> ' +
        '    DWORD nControlIndices; ' +
        '    array DWORD controlIndices[nControlIndices]; ' +
        '} ' +
        'template PatchMesh ' +
        '{ ' +
        '    <D02C95CC-EDBA-4305-9B5D-1820D7704BBF> ' +
        '    DWORD nVertices; ' +
        '    array Vector vertices[nVertices]; ' +
        '    DWORD nPatches; ' +
        '    array Patch patches[nPatches]; ' +
        '    [ ... ] ' +
        '} ' +
        'template PatchMesh9 ' +
        '{ ' +
        '    <B9EC94E1-B9A6-4251-BA18-94893F02C0EA> ' +
        '    DWORD Type; ' +
        '    DWORD Degree; ' +
        '    DWORD Basis; ' +
        '    DWORD nVertices; ' +
        '    array Vector vertices[nVertices]; ' +
        '    DWORD nPatches; ' +
        '    array Patch patches[nPatches]; ' +
        '    [ ... ] ' +
        '} ' +
        'template EffectFloats ' +
        '{ ' +
        '    <F1CFE2B3-0DE3-4e28-AFA1-155A750A282D> ' +
        '    DWORD nFloats; ' +
        '    array float Floats[nFloats]; ' +
        '} ' +
        'template EffectString ' +
        '{ ' +
        '    <D55B097E-BDB6-4c52-B03D-6051C89D0E42> ' +
        '    STRING Value; ' +
        '} ' +
        'template EffectDWord ' +
        '{ ' +
        '    <622C0ED0-956E-4da9-908A-2AF94F3CE716> ' +
        '    DWORD Value; ' +
        '} ' +
        'template EffectParamFloats ' +
        '{ ' +
        '    <3014B9A0-62F5-478c-9B86-E4AC9F4E418B> ' +
        '    STRING ParamName; ' +
        '    DWORD nFloats; ' +
        '    array float Floats[nFloats]; ' +
        '} ' +
        'template EffectParamString ' +
        '{ ' +
        '    <1DBC4C88-94C1-46ee-9076-2C28818C9481> ' +
        '    STRING ParamName; ' +
        '    STRING Value; ' +
        '} ' +
        'template EffectParamDWord ' +
        '{ ' +
        '    <E13963BC-AE51-4c5d-B00F-CFA3A9D97CE5> ' +
        '    STRING ParamName; ' +
        '    DWORD Value; ' +
        '} ' +
        'template EffectInstance ' +
        '{ ' +
        '    <E331F7E4-0559-4cc2-8E99-1CEC1657928F> ' +
        '    STRING EffectFilename; ' +
        '    [ ... ] ' +
        '} ' +
        'template AnimTicksPerSecond ' +
        '{ ' +
        '    <9E415A43-7BA6-4a73-8743-B73D47E88476> ' +
        '    DWORD AnimTicksPerSecond; ' +
        '} ';
  {$EXTERNALSYM XSKINEXP_TEMPLATES}

  XEXTENSIONS_TEMPLATES =
        'xof 0303txt 0032' +
        'template FVFData ' +
        '{ ' +
        '    <B6E70A0E-8EF9-4e83-94AD-ECC8B0C04897> ' +
        '    DWORD dwFVF; ' +
        '    DWORD nDWords; ' +
        '    array DWORD data[nDWords]; ' +
        '} ' +
        'template VertexElement ' +
        '{ ' +
        '    <F752461C-1E23-48f6-B9F8-8350850F336F> ' +
        '    DWORD Type; ' +
        '    DWORD Method; ' +
        '    DWORD Usage; ' +
        '    DWORD UsageIndex; ' +
        '} ' +
        'template DeclData ' +
        '{ ' +
        '    <BF22E553-292C-4781-9FEA-62BD554BDD93> ' +
        '    DWORD nElements; ' +
        '    array VertexElement Elements[nElements]; ' +
        '    DWORD nDWords; ' +
        '    array DWORD data[nDWords]; ' +
        '} ' +
        'template PMAttributeRange ' +
        '{ ' +
        '    <917E0427-C61E-4a14-9C64-AFE65F9E9844> ' +
        '    DWORD iFaceOffset; ' +
        '    DWORD nFacesMin; ' +
        '    DWORD nFacesMax; ' +
        '    DWORD iVertexOffset; ' +
        '    DWORD nVerticesMin; ' +
        '    DWORD nVerticesMax; ' +
        '} ' +
        'template PMVSplitRecord ' +
        '{ ' +
        '    <574CCC14-F0B3-4333-822D-93E8A8A08E4C> ' +
        '    DWORD iFaceCLW; ' +
        '    DWORD iVlrOffset; ' +
        '    DWORD iCode; ' +
        '} ' +
        'template PMInfo ' +
        '{ ' +
        '    <B6C3E656-EC8B-4b92-9B62-681659522947> ' +
        '    DWORD nAttributes; ' +
        '    array PMAttributeRange attributeRanges[nAttributes]; ' +
        '    DWORD nMaxValence; ' +
        '    DWORD nMinLogicalVertices; ' +
        '    DWORD nMaxLogicalVertices; ' +
        '    DWORD nVSplits; ' +
        '    array PMVSplitRecord splitRecords[nVSplits]; ' +
        '    DWORD nAttributeMispredicts; ' +
        '    array DWORD attributeMispredicts[nAttributeMispredicts]; ' +
        '} ';
  {$EXTERNALSYM XEXTENSIONS_TEMPLATES}





///////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9shapes.h
//  Content:    D3DX simple shapes
//
///////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////////
// Functions:
///////////////////////////////////////////////////////////////////////////


//-------------------------------------------------------------------------
// D3DXCreatePolygon:
// ------------------
// Creates a mesh containing an n-sided polygon.  The polygon is centered
// at the origin.
//
// Parameters:
//
//  pDevice     The D3D device with which the mesh is going to be used.
//  Length      Length of each side.
//  Sides       Number of sides the polygon has.  (Must be >= 3)
//  ppMesh      The mesh object which will be created
//  ppAdjacency Returns a buffer containing adjacency info.  Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreatePolygon(ppDevice: IDirect3DDevice9;
  Length: Single;
  Sides: LongWord;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreatePolygon}


//-------------------------------------------------------------------------
// D3DXCreateBox:
// --------------
// Creates a mesh containing an axis-aligned box.  The box is centered at
// the origin.
//
// Parameters:
//
//  pDevice     The D3D device with which the mesh is going to be used.
//  Width       Width of box (along X-axis)
//  Height      Height of box (along Y-axis)
//  Depth       Depth of box (along Z-axis)
//  ppMesh      The mesh object which will be created
//  ppAdjacency Returns a buffer containing adjacency info.  Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateBox(ppDevice: IDirect3DDevice9;
  Width,
  Height,
  Depth: Single;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateBox}


//-------------------------------------------------------------------------
// D3DXCreateCylinder:
// -------------------
// Creates a mesh containing a cylinder.  The generated cylinder is
// centered at the origin, and its axis is aligned with the Z-axis.
//
// Parameters:
//
//  pDevice     The D3D device with which the mesh is going to be used.
//  Radius1     Radius at -Z end (should be >= 0.0f)
//  Radius2     Radius at +Z end (should be >= 0.0f)
//  Length      Length of cylinder (along Z-axis)
//  Slices      Number of slices about the main axis
//  Stacks      Number of stacks along the main axis
//  ppMesh      The mesh object which will be created
//  ppAdjacency Returns a buffer containing adjacency info.  Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateCylinder(ppDevice: IDirect3DDevice9;
  Radius1,
  Radius2,
  Length: Single;
  Slices,
  Stacks: LongWord;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateCylinder}


//-------------------------------------------------------------------------
// D3DXCreateSphere:
// -----------------
// Creates a mesh containing a sphere.  The sphere is centered at the
// origin.
//
// Parameters:
//
//  pDevice     The D3D device with which the mesh is going to be used.
//  Radius      Radius of the sphere (should be >= 0.0f)
//  Slices      Number of slices about the main axis
//  Stacks      Number of stacks along the main axis
//  ppMesh      The mesh object which will be created
//  ppAdjacency Returns a buffer containing adjacency info.  Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateSphere(ppDevice: IDirect3DDevice9;
  Radius: Single;
  Slices,
  Stacks: LongWord;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateSphere}


//-------------------------------------------------------------------------
// D3DXCreateTorus:
// ----------------
// Creates a mesh containing a torus.  The generated torus is centered at
// the origin, and its axis is aligned with the Z-axis.
//
// Parameters:
//
//  pDevice     The D3D device with which the mesh is going to be used.
//  InnerRadius Inner radius of the torus (should be >= 0.0f)
//  OuterRadius Outer radius of the torue (should be >= 0.0f)
//  Sides       Number of sides in a cross-section (must be >= 3)
//  Rings       Number of rings making up the torus (must be >= 3)
//  ppMesh      The mesh object which will be created
//  ppAdjacency Returns a buffer containing adjacency info.  Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateTorus(ppDevice: IDirect3DDevice9;
  InnerRadius,
  OuterRadius: Single;
  Sides,
  Rings: LongWord;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateTorus}


//-------------------------------------------------------------------------
// D3DXCreateTeapot:
// -----------------
// Creates a mesh containing a teapot.
//
// Parameters:
//
//  pDevice     The D3D device with which the mesh is going to be used.
//  ppMesh      The mesh object which will be created
//  ppAdjacency Returns a buffer containing adjacency info.  Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateTeapot(ppDevice: IDirect3DDevice9;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateTeapot}


//-------------------------------------------------------------------------
// D3DXCreateText:
// ---------------
// Creates a mesh containing the specified text using the font associated
// with the device context.
//
// Parameters:
//
//  pDevice       The D3D device with which the mesh is going to be used.
//  hDC           Device context, with desired font selected
//  pText         Text to generate
//  Deviation     Maximum chordal deviation from true font outlines
//  Extrusion     Amount to extrude text in -Z direction
//  ppMesh        The mesh object which will be created
//  pGlyphMetrics Address of buffer to receive glyph metric data (or NULL)
//-------------------------------------------------------------------------

function D3DXCreateTextA(ppDevice: IDirect3DDevice9;
  hDC: HDC;
  pText: PAnsiChar;
  Deviation: Single;
  Extrusion: Single;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer;
  pGlyphMetrics: PGlyphMetricsFloat): HResult; stdcall; external d3dx9shapesDLL name 'D3DXCreateTextA';
{$EXTERNALSYM D3DXCreateTextA}

function D3DXCreateTextW(ppDevice: IDirect3DDevice9;
  hDC: HDC;
  pText: PWideChar;
  Deviation: Single;
  Extrusion: Single;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer;
  pGlyphMetrics: PGlyphMetricsFloat): HResult; stdcall; external d3dx9shapesDLL name 'D3DXCreateTextW';
{$EXTERNALSYM D3DXCreateTextW}

function D3DXCreateText(ppDevice: IDirect3DDevice9;
  hDC: HDC;
  pText: PChar;
  Deviation: Single;
  Extrusion: Single;
  out ppMesh: ID3DXMesh;
  ppAdjacency: PID3DXBuffer;
  pGlyphMetrics: PGlyphMetricsFloat): HResult; stdcall; external d3dx9shapesDLL name 'D3DXCreateTextA';
{$EXTERNALSYM D3DXCreateText}







//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9tex.h
//  Content:    D3DX texturing APIs
//
//////////////////////////////////////////////////////////////////////////////

//----------------------------------------------------------------------------
// D3DX_FILTER flags:
// ------------------
//
// A valid filter must contain one of these values:
//
//  D3DX_FILTER_NONE
//      No scaling or filtering will take place.  Pixels outside the bounds
//      of the source image are assumed to be transparent black.
//  D3DX_FILTER_POINT
//      Each destination pixel is computed by sampling the nearest pixel
//      from the source image.
//  D3DX_FILTER_LINEAR
//      Each destination pixel is computed by linearly interpolating between
//      the nearest pixels in the source image.  This filter works best
//      when the scale on each axis is less than 2.
//  D3DX_FILTER_TRIANGLE
//      Every pixel in the source image contributes equally to the
//      destination image.  This is the slowest of all the filters.
//  D3DX_FILTER_BOX
//      Each pixel is computed by averaging a 2x2(x2) box pixels from
//      the source image. Only works when the dimensions of the
//      destination are half those of the source. (as with mip maps)
//
// And can be OR'd with any of these optional flags:
//
//  D3DX_FILTER_MIRROR_U
//      Indicates that pixels off the edge of the texture on the U-axis
//      should be mirrored, not wraped.
//  D3DX_FILTER_MIRROR_V
//      Indicates that pixels off the edge of the texture on the V-axis
//      should be mirrored, not wraped.
//  D3DX_FILTER_MIRROR_W
//      Indicates that pixels off the edge of the texture on the W-axis
//      should be mirrored, not wraped.
//  D3DX_FILTER_MIRROR
//      Same as specifying D3DX_FILTER_MIRROR_U | D3DX_FILTER_MIRROR_V |
//      D3DX_FILTER_MIRROR_V
//  D3DX_FILTER_DITHER
//      Dithers the resulting image using a 4x4 order dither pattern.
//  D3DX_FILTER_SRGB_IN
//      Denotes that the input data is in sRGB (gamma 2.2) colorspace.
//  D3DX_FILTER_SRGB_OUT
//      Denotes that the output data is in sRGB (gamma 2.2) colorspace.
//  D3DX_FILTER_SRGB
//      Same as specifying D3DX_FILTER_SRGB_IN | D3DX_FILTER_SRGB_OUT
//
//----------------------------------------------------------------------------

const
  D3DX_FILTER_NONE      = (1 shl 0);
  {$EXTERNALSYM D3DX_FILTER_NONE}
  D3DX_FILTER_POINT     = (2 shl 0);
  {$EXTERNALSYM D3DX_FILTER_POINT}
  D3DX_FILTER_LINEAR    = (3 shl 0);
  {$EXTERNALSYM D3DX_FILTER_LINEAR}
  D3DX_FILTER_TRIANGLE  = (4 shl 0);
  {$EXTERNALSYM D3DX_FILTER_TRIANGLE}
  D3DX_FILTER_BOX       = (5 shl 0);
  {$EXTERNALSYM D3DX_FILTER_BOX}

  D3DX_FILTER_MIRROR_U  = (1 shl 16);
  {$EXTERNALSYM D3DX_FILTER_MIRROR_U}
  D3DX_FILTER_MIRROR_V  = (2 shl 16);
  {$EXTERNALSYM D3DX_FILTER_MIRROR_V}
  D3DX_FILTER_MIRROR_W  = (4 shl 16);
  {$EXTERNALSYM D3DX_FILTER_MIRROR_W}
  D3DX_FILTER_MIRROR    = (7 shl 16);
  {$EXTERNALSYM D3DX_FILTER_MIRROR}
  D3DX_FILTER_DITHER    = (1 shl 19);
  {$EXTERNALSYM D3DX_FILTER_DITHER}
  D3DX_FILTER_SRGB_IN   = (1 shl 20);
  {$EXTERNALSYM D3DX_FILTER_SRGB_IN}
  D3DX_FILTER_SRGB_OUT  = (2 shl 20);
  {$EXTERNALSYM D3DX_FILTER_SRGB_OUT}
  D3DX_FILTER_SRGB      = (3 shl 20);
  {$EXTERNALSYM D3DX_FILTER_SRGB}


//----------------------------------------------------------------------------
// D3DX_NORMALMAP flags:
// ---------------------
// These flags are used to control how D3DXComputeNormalMap generates normal
// maps.  Any number of these flags may be OR'd together in any combination.
//
//  D3DX_NORMALMAP_MIRROR_U
//      Indicates that pixels off the edge of the texture on the U-axis
//      should be mirrored, not wraped.
//  D3DX_NORMALMAP_MIRROR_V
//      Indicates that pixels off the edge of the texture on the V-axis
//      should be mirrored, not wraped.
//  D3DX_NORMALMAP_MIRROR
//      Same as specifying D3DX_NORMALMAP_MIRROR_U | D3DX_NORMALMAP_MIRROR_V
//  D3DX_NORMALMAP_INVERTSIGN
//      Inverts the direction of each normal
//  D3DX_NORMALMAP_COMPUTE_OCCLUSION
//      Compute the per pixel Occlusion term and encodes it into the alpha.
//      An Alpha of 1 means that the pixel is not obscured in anyway, and
//      an alpha of 0 would mean that the pixel is completly obscured.
//
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------

const
  D3DX_NORMALMAP_MIRROR_U     = (1 shl 16);
  {$EXTERNALSYM D3DX_NORMALMAP_MIRROR_U}
  D3DX_NORMALMAP_MIRROR_V     = (2 shl 16);
  {$EXTERNALSYM D3DX_NORMALMAP_MIRROR_V}
  D3DX_NORMALMAP_MIRROR       = (3 shl 16);
  {$EXTERNALSYM D3DX_NORMALMAP_MIRROR}
  D3DX_NORMALMAP_INVERTSIGN   = (8 shl 16);
  {$EXTERNALSYM D3DX_NORMALMAP_INVERTSIGN}
  D3DX_NORMALMAP_COMPUTE_OCCLUSION = (16 shl 16);
  {$EXTERNALSYM D3DX_NORMALMAP_COMPUTE_OCCLUSION}


//----------------------------------------------------------------------------
// D3DX_CHANNEL flags:
// -------------------
// These flags are used by functions which operate on or more channels
// in a texture.
//
// D3DX_CHANNEL_RED
//     Indicates the red channel should be used
// D3DX_CHANNEL_BLUE
//     Indicates the blue channel should be used
// D3DX_CHANNEL_GREEN
//     Indicates the green channel should be used
// D3DX_CHANNEL_ALPHA
//     Indicates the alpha channel should be used
// D3DX_CHANNEL_LUMINANCE
//     Indicates the luminaces of the red green and blue channels should be
//     used.
//
//----------------------------------------------------------------------------

const
  D3DX_CHANNEL_RED            = (1 shl 0);
  {$EXTERNALSYM D3DX_CHANNEL_RED}
  D3DX_CHANNEL_BLUE           = (1 shl 1);
  {$EXTERNALSYM D3DX_CHANNEL_BLUE}
  D3DX_CHANNEL_GREEN          = (1 shl 2);
  {$EXTERNALSYM D3DX_CHANNEL_GREEN}
  D3DX_CHANNEL_ALPHA          = (1 shl 3);
  {$EXTERNALSYM D3DX_CHANNEL_ALPHA}
  D3DX_CHANNEL_LUMINANCE      = (1 shl 4);
  {$EXTERNALSYM D3DX_CHANNEL_LUMINANCE}


//----------------------------------------------------------------------------
// D3DXIMAGE_FILEFORMAT:
// ---------------------
// This enum is used to describe supported image file formats.
//
//----------------------------------------------------------------------------

type
  PD3DXImageFileFormat = ^TD3DXImageFileFormat;
  _D3DXIMAGE_FILEFORMAT = (
    D3DXIFF_BMP        {= 0},
    D3DXIFF_JPG        {= 1},
    D3DXIFF_TGA        {= 2},
    D3DXIFF_PNG        {= 3},
    D3DXIFF_DDS        {= 4},
    D3DXIFF_PPM        {= 5},
    D3DXIFF_DIB        {= 6}
  );
  {$EXTERNALSYM _D3DXIMAGE_FILEFORMAT}
  D3DXIMAGE_FILEFORMAT = _D3DXIMAGE_FILEFORMAT;
  {$EXTERNALSYM D3DXIMAGE_FILEFORMAT}
  TD3DXImageFileFormat = _D3DXIMAGE_FILEFORMAT;


//----------------------------------------------------------------------------
// LPD3DXFILL2D and LPD3DXFILL3D:
// ------------------------------
// Function types used by the texture fill functions.
//
// Parameters:
//  pOut
//      Pointer to a vector which the function uses to return its result.
//      X,Y,Z,W will be mapped to R,G,B,A respectivly.
//  pTexCoord
//      Pointer to a vector containing the coordinates of the texel currently
//      being evaluated.  Textures and VolumeTexture texcoord components
//      range from 0 to 1. CubeTexture texcoord component range from -1 to 1.
//  pTexelSize
//      Pointer to a vector containing the dimensions of the current texel.
//  pData
//      Pointer to user data.
//
//----------------------------------------------------------------------------

type
  //typedef VOID (WINAPI *LPD3DXFILL2D)(D3DXVECTOR4 *pOut,
  //    CONST D3DXVECTOR2 *pTexCoord, CONST D3DXVECTOR2 *pTexelSize, LPVOID pData);
  TD3DXFill2D = procedure (out pOut: TD3DXVector4; const pTexCoord, pTexelSize: TD3DXVector2; var pData);
  {$NODEFINE TD3DXFill2D}
  {$HPPEMIT 'typedef LPD3DXFILL2D TD3DXFill2D;'}

  //typedef VOID (WINAPI *LPD3DXFILL3D)(D3DXVECTOR4 *pOut,
  //    CONST D3DXVECTOR3 *pTexCoord, CONST D3DXVECTOR3 *pTexelSize, LPVOID pData);
  TD3DXFill3D = procedure (out pOut: TD3DXVector4; const pTexCoord, pTexelSize: TD3DXVector3; var pData);
  {$NODEFINE TD3DXFill3D}
  {$HPPEMIT 'typedef LPD3DXFILL3D TD3DXFill3D;'}



//----------------------------------------------------------------------------
// D3DXIMAGE_INFO:
// ---------------
// This structure is used to return a rough description of what the
// the original contents of an image file looked like.
//
//  Width
//      Width of original image in pixels
//  Height
//      Height of original image in pixels
//  Depth
//      Depth of original image in pixels
//  MipLevels
//      Number of mip levels in original image
//  Format
//      D3D format which most closely describes the data in original image
//  ResourceType
//      D3DRESOURCETYPE representing the type of texture stored in the file.
//      D3DRTYPE_TEXTURE, D3DRTYPE_VOLUMETEXTURE, or D3DRTYPE_CUBETEXTURE.
//  ImageFileFormat
//      D3DXIMAGE_FILEFORMAT representing the format of the image file.
//
//----------------------------------------------------------------------------

type
  PD3DXImageInfo = ^TD3DXImageInfo;
  _D3DXIMAGE_INFO = packed record
    Width:      LongWord;
    Height:     LongWord;
    Depth:      LongWord;
    MipLevels:  LongWord;
    Format:     TD3DFormat;
    ResourceType: TD3DResourceType;
    ImageFileFormat: TD3DXImageFileFormat;
  end;
  {$EXTERNALSYM _D3DXIMAGE_INFO}
  D3DXIMAGE_INFO = _D3DXIMAGE_INFO;
  {$EXTERNALSYM D3DXIMAGE_INFO}
  TD3DXImageInfo = _D3DXIMAGE_INFO;


//////////////////////////////////////////////////////////////////////////////
// Image File APIs ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

//----------------------------------------------------------------------------
// GetImageInfoFromFile/Resource:
// ------------------------------
// Fills in a D3DXIMAGE_INFO struct with information about an image file.
//
// Parameters:
//  pSrcFile
//      File name of the source image.
//  pSrcModule
//      Module where resource is located, or NULL for module associated
//      with image the os used to create the current process.
//  pSrcResource
//      Resource name
//  pSrcData
//      Pointer to file in memory.
//  SrcDataSize
//      Size in bytes of file in memory.
//  pSrcInfo
//      Pointer to a D3DXIMAGE_INFO structure to be filled in with the
//      description of the data in the source image file.
//
//----------------------------------------------------------------------------

function D3DXGetImageInfoFromFileA(
  pSrcFile: PAnsiChar;
  out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromFileA';
{$EXTERNALSYM D3DXGetImageInfoFromFileA}

function D3DXGetImageInfoFromFileW(
  pSrcFile: PWideChar;
  out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromFileW';
{$EXTERNALSYM D3DXGetImageInfoFromFileW}

function D3DXGetImageInfoFromFile(
  pSrcFile: PChar;
  out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromFileA';
{$EXTERNALSYM D3DXGetImageInfoFromFile}


function D3DXGetImageInfoFromResourceA(
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromResourceA';
{$EXTERNALSYM D3DXGetImageInfoFromResourceA}

function D3DXGetImageInfoFromResourceW(
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromResourceW';
{$EXTERNALSYM D3DXGetImageInfoFromResourceW}

function D3DXGetImageInfoFromResource(
  hSrcModule: HModule;
  pSrcResource: PChar;
  out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromResourceA';
{$EXTERNALSYM D3DXGetImageInfoFromResource}


function D3DXGetImageInfoFromFileInMemory(
  const pSrcData;
  SrcDataSize: LongWord;
  out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXGetImageInfoFromFileInMemory}


//////////////////////////////////////////////////////////////////////////////
// Load/Save Surface APIs ////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////


//----------------------------------------------------------------------------
// D3DXLoadSurfaceFromFile/Resource:
// ---------------------------------
// Load surface from a file or resource
//
// Parameters:
//  pDestSurface
//      Destination surface, which will receive the image.
//  pDestPalette
//      Destination palette of 256 colors, or NULL
//  pDestRect
//      Destination rectangle, or NULL for entire surface
//  pSrcFile
//      File name of the source image.
//  pSrcModule
//      Module where resource is located, or NULL for module associated
//      with image the os used to create the current process.
//  pSrcResource
//      Resource name
//  pSrcData
//      Pointer to file in memory.
//  SrcDataSize
//      Size in bytes of file in memory.
//  pSrcRect
//      Source rectangle, or NULL for entire image
//  Filter
//      D3DX_FILTER flags controlling how the image is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
//  ColorKey
//      Color to replace with transparent black, or 0 to disable colorkey.
//      This is always a 32-bit ARGB color, independent of the source image
//      format.  Alpha is significant, and should usually be set to FF for
//      opaque colorkeys.  (ex. Opaque black == 0xff000000)
//  pSrcInfo
//      Pointer to a D3DXIMAGE_INFO structure to be filled in with the
//      description of the data in the source image file, or NULL.
//
//----------------------------------------------------------------------------
function D3DXLoadSurfaceFromFileA(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  pSrcFile: PAnsiChar;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromFileA';
{$EXTERNALSYM D3DXLoadSurfaceFromFileA}

function D3DXLoadSurfaceFromFileW(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  pSrcFile: PWideChar;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromFileW';
{$EXTERNALSYM D3DXLoadSurfaceFromFileW}

function D3DXLoadSurfaceFromFile(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  pSrcFile: PChar;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromFileA';
{$EXTERNALSYM D3DXLoadSurfaceFromFile}



function D3DXLoadSurfaceFromResourceA(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromResourceA';
{$EXTERNALSYM D3DXLoadSurfaceFromResourceA}

function D3DXLoadSurfaceFromResourceW(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromResourceW';
{$EXTERNALSYM D3DXLoadSurfaceFromResourceW}

function D3DXLoadSurfaceFromResource(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  hSrcModule: HModule;
  pSrcResource: PChar;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromResourceA';
{$EXTERNALSYM D3DXLoadSurfaceFromResource}



function D3DXLoadSurfaceFromFileInMemory(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  const pSrcData;
  SrcDataSize: LongWord;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadSurfaceFromFileInMemory}



//----------------------------------------------------------------------------
// D3DXLoadSurfaceFromSurface:
// ---------------------------
// Load surface from another surface (with color conversion)
//
// Parameters:
//  pDestSurface
//      Destination surface, which will receive the image.
//  pDestPalette
//      Destination palette of 256 colors, or NULL
//  pDestRect
//      Destination rectangle, or NULL for entire surface
//  pSrcSurface
//      Source surface
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//  pSrcRect
//      Source rectangle, or NULL for entire surface
//  Filter
//      D3DX_FILTER flags controlling how the image is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
//  ColorKey
//      Color to replace with transparent black, or 0 to disable colorkey.
//      This is always a 32-bit ARGB color, independent of the source image
//      format.  Alpha is significant, and should usually be set to FF for
//      opaque colorkeys.  (ex. Opaque black == 0xff000000)
//
//----------------------------------------------------------------------------

function D3DXLoadSurfaceFromSurface(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  pSrcSurface: IDirect3DSurface9;
  pSrcPalette: PPaletteEntry;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadSurfaceFromSurface}



//----------------------------------------------------------------------------
// D3DXLoadSurfaceFromMemory:
// ---------------------------
// Load surface from memory.
//
// Parameters:
//  pDestSurface
//      Destination surface, which will receive the image.
//  pDestPalette
//      Destination palette of 256 colors, or NULL
//  pDestRect
//      Destination rectangle, or NULL for entire surface
//  pSrcMemory
//      Pointer to the top-left corner of the source image in memory
//  SrcFormat
//      Pixel format of the source image.
//  SrcPitch
//      Pitch of source image, in bytes.  For DXT formats, this number
//      should represent the width of one row of cells, in bytes.
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//  pSrcRect
//      Source rectangle.
//  Filter
//      D3DX_FILTER flags controlling how the image is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
//  ColorKey
//      Color to replace with transparent black, or 0 to disable colorkey.
//      This is always a 32-bit ARGB color, independent of the source image
//      format.  Alpha is significant, and should usually be set to FF for
//      opaque colorkeys.  (ex. Opaque black == 0xff000000)
//
//----------------------------------------------------------------------------

function D3DXLoadSurfaceFromMemory(
  pDestSurface: IDirect3DSurface9;
  pDestPalette: PPaletteEntry;
  pDestRect: PRect;
  const pSrcMemory;
  SrcFormat: TD3DFormat;
  SrcPitch: LongWord;
  pSrcPalette: PPaletteEntry;
  pSrcRect: PRect;
  Filter: DWord;
  ColorKey: TD3DColor): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadSurfaceFromMemory}



//----------------------------------------------------------------------------
// D3DXSaveSurfaceToFile:
// ----------------------
// Save a surface to a image file.
//
// Parameters:
//  pDestFile
//      File name of the destination file
//  DestFormat
//      D3DXIMAGE_FILEFORMAT specifying file format to use when saving.
//  pSrcSurface
//      Source surface, containing the image to be saved
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//  pSrcRect
//      Source rectangle, or NULL for the entire image
//
//----------------------------------------------------------------------------

function D3DXSaveSurfaceToFileA(
  pDestFile: PAnsiChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcSurface: IDirect3DSurface9;
  pSrcPalette: PPaletteEntry;
  pSrcRect: PRect): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveSurfaceToFileA';
{$EXTERNALSYM D3DXSaveSurfaceToFileA}

function D3DXSaveSurfaceToFileW(
  pDestFile: PWideChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcSurface: IDirect3DSurface9;
  pSrcPalette: PPaletteEntry;
  pSrcRect: PRect): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveSurfaceToFileW';
{$EXTERNALSYM D3DXSaveSurfaceToFileW}

function D3DXSaveSurfaceToFile(
  pDestFile: PChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcSurface: IDirect3DSurface9;
  pSrcPalette: PPaletteEntry;
  pSrcRect: PRect): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveSurfaceToFileA';
{$EXTERNALSYM D3DXSaveSurfaceToFile}



//////////////////////////////////////////////////////////////////////////////
// Load/Save Volume APIs /////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////


//----------------------------------------------------------------------------
// D3DXLoadVolumeFromFile/Resource:
// --------------------------------
// Load volume from a file or resource
//
// Parameters:
//  pDestVolume
//      Destination volume, which will receive the image.
//  pDestPalette
//      Destination palette of 256 colors, or NULL
//  pDestBox
//      Destination box, or NULL for entire volume
//  pSrcFile
//      File name of the source image.
//  pSrcModule
//      Module where resource is located, or NULL for module associated
//      with image the os used to create the current process.
//  pSrcResource
//      Resource name
//  pSrcData
//      Pointer to file in memory.
//  SrcDataSize
//      Size in bytes of file in memory.
//  pSrcBox
//      Source box, or NULL for entire image
//  Filter
//      D3DX_FILTER flags controlling how the image is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
//  ColorKey
//      Color to replace with transparent black, or 0 to disable colorkey.
//      This is always a 32-bit ARGB color, independent of the source image
//      format.  Alpha is significant, and should usually be set to FF for
//      opaque colorkeys.  (ex. Opaque black == 0xff000000)
//  pSrcInfo
//      Pointer to a D3DXIMAGE_INFO structure to be filled in with the
//      description of the data in the source image file, or NULL.
//
//----------------------------------------------------------------------------

function D3DXLoadVolumeFromFileA(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  pSrcFile: PAnsiChar;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromFileA';
{$EXTERNALSYM D3DXLoadVolumeFromFileA}

function D3DXLoadVolumeFromFileW(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  pSrcFile: PWideChar;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromFileW';
{$EXTERNALSYM D3DXLoadVolumeFromFileW}

function D3DXLoadVolumeFromFile(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  pSrcFile: PChar;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromFileA';
{$EXTERNALSYM D3DXLoadVolumeFromFile}


function D3DXLoadVolumeFromResourceA(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromResourceA';
{$EXTERNALSYM D3DXLoadVolumeFromResourceA}

function D3DXLoadVolumeFromResourceW(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromResourceW';
{$EXTERNALSYM D3DXLoadVolumeFromResourceW}

function D3DXLoadVolumeFromResource(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  hSrcModule: HModule;
  pSrcResource: PChar;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromResourceA';
{$EXTERNALSYM D3DXLoadVolumeFromResource}


function D3DXLoadVolumeFromFileInMemory(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  const pSrcData;
  SrcDataSize: LongWord;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadVolumeFromFileInMemory}



//----------------------------------------------------------------------------
// D3DXLoadVolumeFromVolume:
// ---------------------------
// Load volume from another volume (with color conversion)
//
// Parameters:
//  pDestVolume
//      Destination volume, which will receive the image.
//  pDestPalette
//      Destination palette of 256 colors, or NULL
//  pDestBox
//      Destination box, or NULL for entire volume
//  pSrcVolume
//      Source volume
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//  pSrcBox
//      Source box, or NULL for entire volume
//  Filter
//      D3DX_FILTER flags controlling how the image is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
//  ColorKey
//      Color to replace with transparent black, or 0 to disable colorkey.
//      This is always a 32-bit ARGB color, independent of the source image
//      format.  Alpha is significant, and should usually be set to FF for
//      opaque colorkeys.  (ex. Opaque black == 0xff000000)
//
//----------------------------------------------------------------------------

function D3DXLoadVolumeFromVolume(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  pSrcVolume: IDirect3DVolume9;
  pSrcPalette: PPaletteEntry;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadVolumeFromVolume}



//----------------------------------------------------------------------------
// D3DXLoadVolumeFromMemory:
// ---------------------------
// Load volume from memory.
//
// Parameters:
//  pDestVolume
//      Destination volume, which will receive the image.
//  pDestPalette
//      Destination palette of 256 colors, or NULL
//  pDestBox
//      Destination box, or NULL for entire volume
//  pSrcMemory
//      Pointer to the top-left corner of the source volume in memory
//  SrcFormat
//      Pixel format of the source volume.
//  SrcRowPitch
//      Pitch of source image, in bytes.  For DXT formats, this number
//      should represent the size of one row of cells, in bytes.
//  SrcSlicePitch
//      Pitch of source image, in bytes.  For DXT formats, this number
//      should represent the size of one slice of cells, in bytes.
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//  pSrcBox
//      Source box.
//  Filter
//      D3DX_FILTER flags controlling how the image is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
//  ColorKey
//      Color to replace with transparent black, or 0 to disable colorkey.
//      This is always a 32-bit ARGB color, independent of the source image
//      format.  Alpha is significant, and should usually be set to FF for
//      opaque colorkeys.  (ex. Opaque black == 0xff000000)
//
//----------------------------------------------------------------------------

function D3DXLoadVolumeFromMemory(
  pDestVolume: IDirect3DVolume9;
  pDestPalette: PPaletteEntry;
  pDestBox: TD3DBox;
  const pSrcMemory;
  SrcFormat: TD3DFormat;
  SrcRowPitch: LongWord;
  SrcSlicePitch: LongWord;
  pSrcPalette: PPaletteEntry;
  pSrcBox: TD3DBox;
  Filter: DWord;
  ColorKey: TD3DColor): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadVolumeFromMemory}



//----------------------------------------------------------------------------
// D3DXSaveVolumeToFile:
// ---------------------
// Save a volume to a image file.
//
// Parameters:
//  pDestFile
//      File name of the destination file
//  DestFormat
//      D3DXIMAGE_FILEFORMAT specifying file format to use when saving.
//  pSrcVolume
//      Source volume, containing the image to be saved
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//  pSrcBox
//      Source box, or NULL for the entire volume
//
//----------------------------------------------------------------------------

function D3DXSaveVolumeToFileA( 
  pDestFile: PAnsiChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcVolume: IDirect3DVolume9;
  pSrcPalette: PPaletteEntry;
  pSrcBox: TD3DBox): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveVolumeToFileA';
{$EXTERNALSYM D3DXSaveVolumeToFileA}

function D3DXSaveVolumeToFileW( 
  pDestFile: PWideChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcVolume: IDirect3DVolume9;
  pSrcPalette: PPaletteEntry;
  pSrcBox: TD3DBox): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveVolumeToFileW';
{$EXTERNALSYM D3DXSaveVolumeToFileW}

function D3DXSaveVolumeToFile( 
  pDestFile: PChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcVolume: IDirect3DVolume9;
  pSrcPalette: PPaletteEntry;
  pSrcBox: TD3DBox): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveVolumeToFileA';
{$EXTERNALSYM D3DXSaveVolumeToFile}



//////////////////////////////////////////////////////////////////////////////
// Create/Save Texture APIs //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////


//----------------------------------------------------------------------------
// D3DXCheckTextureRequirements:
// -----------------------------
// Checks texture creation parameters.  If parameters are invalid, this
// function returns corrected parameters.
//
// Parameters:
//
//  pDevice
//      The D3D device to be used
//  pWidth, pHeight, pDepth, pSize
//      Desired size in pixels, or NULL.  Returns corrected size.
//  pNumMipLevels
//      Number of desired mipmap levels, or NULL.  Returns corrected number.
//  Usage
//      Texture usage flags
//  pFormat
//      Desired pixel format, or NULL.  Returns corrected format.
//  Pool
//      Memory pool to be used to create texture
//
//----------------------------------------------------------------------------
function D3DXCheckTextureRequirements(
  pDevice: IDirect3DDevice9;
  pWidth: PLongWord;
  pHeight: PLongWord;
  pNumMipLevels: PLongWord;
  Usage: DWord;
  pFormat: PD3DFormat;
  Pool: TD3DPool): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCheckTextureRequirements}

function D3DXCheckCubeTextureRequirements(
  pDevice: IDirect3DDevice9;
  pSize: PLongWord;
  pNumMipLevels: PLongWord;
  Usage: DWord;
  pFormat: PD3DFormat;
  Pool: TD3DPool): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCheckCubeTextureRequirements}

function D3DXCheckVolumeTextureRequirements(
  pDevice: IDirect3DDevice9;
  pWidth: PLongWord;
  pHeight: PLongWord;
  pDepth: PLongWord;
  pNumMipLevels: PLongWord;
  Usage: DWord;
  pFormat: PD3DFormat;
  Pool: TD3DPool): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCheckVolumeTextureRequirements}


//----------------------------------------------------------------------------
// D3DXCreateTexture:
// ------------------
// Create an empty texture
//
// Parameters:
//
//  pDevice
//      The D3D device with which the texture is going to be used.
//  Width, Height, Depth, Size
//      size in pixels. these must be non-zero
//  MipLevels
//      number of mip levels desired. if zero or D3DX_DEFAULT, a complete
//      mipmap chain will be created.
//  Usage
//      Texture usage flags
//  Format
//      Pixel format.
//  Pool
//      Memory pool to be used to create texture
//  ppTexture, ppCubeTexture, ppVolumeTexture
//      The texture object that will be created
//
//----------------------------------------------------------------------------

function D3DXCreateTexture(
  Device: IDirect3DDevice9;
  Width: LongWord;
  Height: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateTexture}

function D3DXCreateCubeTexture(
  Device: IDirect3DDevice9;
  Size: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateCubeTexture}

function D3DXCreateVolumeTexture(
  Device: IDirect3DDevice9;
  Width: LongWord;
  Height: LongWord;
  Depth: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateVolumeTexture}



//----------------------------------------------------------------------------
// D3DXCreateTextureFromFile/Resource:
// -----------------------------------
// Create a texture object from a file or resource.
//
// Parameters:
//
//  pDevice
//      The D3D device with which the texture is going to be used.
//  pSrcFile
//      File name.
//  hSrcModule
//      Module handle. if NULL, current module will be used.
//  pSrcResource
//      Resource name in module
//  pvSrcData
//      Pointer to file in memory.
//  SrcDataSize
//      Size in bytes of file in memory.
//  Width, Height, Depth, Size
//      Size in pixels.  If zero or D3DX_DEFAULT, the size will be taken from 
//      the file and rounded up to a power of two.  If D3DX_DEFAULT_NONPOW2, 
//      the size will be not be rounded, if the device supports NONPOW2 textures.
//  MipLevels
//      Number of mip levels.  If zero or D3DX_DEFAULT, a complete mipmap
//      chain will be created.
//  Usage
//      Texture usage flags
//  Format
//      Desired pixel format.  If D3DFMT_UNKNOWN, the format will be
//      taken from the file.
//  Pool
//      Memory pool to be used to create texture
//  Filter
//      D3DX_FILTER flags controlling how the image is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
//  MipFilter
//      D3DX_FILTER flags controlling how each miplevel is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_BOX,
//  ColorKey
//      Color to replace with transparent black, or 0 to disable colorkey.
//      This is always a 32-bit ARGB color, independent of the source image
//      format.  Alpha is significant, and should usually be set to FF for
//      opaque colorkeys.  (ex. Opaque black == 0xff000000)
//  pSrcInfo
//      Pointer to a D3DXIMAGE_INFO structure to be filled in with the
//      description of the data in the source image file, or NULL.
//  pPalette
//      256 color palette to be filled in, or NULL
//  ppTexture, ppCubeTexture, ppVolumeTexture
//      The texture object that will be created
//
//----------------------------------------------------------------------------


// FromFile

function D3DXCreateTextureFromFileA(
  Device: IDirect3DDevice9;
  pSrcFile: PAnsiChar;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileA';
{$EXTERNALSYM D3DXCreateTextureFromFileA}

function D3DXCreateTextureFromFileW(
  Device: IDirect3DDevice9;
  pSrcFile: PWideChar;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileW';
{$EXTERNALSYM D3DXCreateTextureFromFileW}

function D3DXCreateTextureFromFile(
  Device: IDirect3DDevice9;
  pSrcFile: PChar;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileA';
{$EXTERNALSYM D3DXCreateTextureFromFile}


function D3DXCreateCubeTextureFromFileA(
  Device: IDirect3DDevice9;
  pSrcFile: PAnsiChar;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileA';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileA}

function D3DXCreateCubeTextureFromFileW(
  Device: IDirect3DDevice9;
  pSrcFile: PWideChar;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileW';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileW}

function D3DXCreateCubeTextureFromFile(
  Device: IDirect3DDevice9;
  pSrcFile: PChar;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileA';
{$EXTERNALSYM D3DXCreateCubeTextureFromFile}


function D3DXCreateVolumeTextureFromFileA(
  Device: IDirect3DDevice9;
  pSrcFile: PAnsiChar;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileA}

function D3DXCreateVolumeTextureFromFileW(
  Device: IDirect3DDevice9;
  pSrcFile: PWideChar;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileW';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileW}

function D3DXCreateVolumeTextureFromFile(
  Device: IDirect3DDevice9;
  pSrcFile: PChar;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFile}


// FromResource

function D3DXCreateTextureFromResourceA(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceA';
{$EXTERNALSYM D3DXCreateTextureFromResourceA}

function D3DXCreateTextureFromResourceW(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceW';
{$EXTERNALSYM D3DXCreateTextureFromResourceW}

function D3DXCreateTextureFromResource(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PChar;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceA';
{$EXTERNALSYM D3DXCreateTextureFromResource}


function D3DXCreateCubeTextureFromResourceA(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceA';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceA}

function D3DXCreateCubeTextureFromResourceW(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceW';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceW}

function D3DXCreateCubeTextureFromResource(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PChar;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceA';
{$EXTERNALSYM D3DXCreateCubeTextureFromResource}


function D3DXCreateVolumeTextureFromResourceA(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceA}

function D3DXCreateVolumeTextureFromResourceW(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceW';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceW}

function D3DXCreateVolumeTextureFromResource(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PChar;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResource}


// FromFileEx

function D3DXCreateTextureFromFileExA(
  Device: IDirect3DDevice9;
  pSrcFile: PAnsiChar;
  Width: LongWord;
  Height: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileExA';
{$EXTERNALSYM D3DXCreateTextureFromFileExA}

function D3DXCreateTextureFromFileExW(
  Device: IDirect3DDevice9;
  pSrcFile: PWideChar;
  Width: LongWord;
  Height: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileExW';
{$EXTERNALSYM D3DXCreateTextureFromFileExW}

function D3DXCreateTextureFromFileEx(
  Device: IDirect3DDevice9;
  pSrcFile: PChar;
  Width: LongWord;
  Height: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileExA';
{$EXTERNALSYM D3DXCreateTextureFromFileEx}


function D3DXCreateCubeTextureFromFileExA(
  Device: IDirect3DDevice9;
  pSrcFile: PAnsiChar;
  Size: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileExA';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileExA}

function D3DXCreateCubeTextureFromFileExW(
  Device: IDirect3DDevice9;
  pSrcFile: PWideChar;
  Size: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileExW';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileExW}

function D3DXCreateCubeTextureFromFileEx(
  Device: IDirect3DDevice9;
  pSrcFile: PChar;
  Size: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileExA';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileEx}


function D3DXCreateVolumeTextureFromFileExA(
  Device: IDirect3DDevice9;
  pSrcFile: PAnsiChar;
  Width: LongWord;
  Height: LongWord;
  Depth: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileExA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileExA}

function D3DXCreateVolumeTextureFromFileExW(
  Device: IDirect3DDevice9;
  pSrcFile: PWideChar;
  Width: LongWord;
  Height: LongWord;
  Depth: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileExW';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileExW}

function D3DXCreateVolumeTextureFromFileEx(
  Device: IDirect3DDevice9;
  pSrcFile: PChar;
  Width: LongWord;
  Height: LongWord;
  Depth: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileExA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileEx}


// FromResourceEx

function D3DXCreateTextureFromResourceExA(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  Width: LongWord;
  Height: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateTextureFromResourceExA}

function D3DXCreateTextureFromResourceExW(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  Width: LongWord;
  Height: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceExW';
{$EXTERNALSYM D3DXCreateTextureFromResourceExW}

function D3DXCreateTextureFromResourceEx(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PChar;
  Width: LongWord;
  Height: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateTextureFromResourceEx}


function D3DXCreateCubeTextureFromResourceExA(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  Size: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceExA}

function D3DXCreateCubeTextureFromResourceExW(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  Size: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceExW';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceExW}

function D3DXCreateCubeTextureFromResourceEx(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PChar;
  Size: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceEx}


function D3DXCreateVolumeTextureFromResourceExA(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PAnsiChar;
  Width: LongWord;
  Height: LongWord;
  Depth: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceExA}

function D3DXCreateVolumeTextureFromResourceExW(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PWideChar;
  Width: LongWord;
  Height: LongWord;
  Depth: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceExW';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceExW}

function D3DXCreateVolumeTextureFromResourceEx(
  Device: IDirect3DDevice9;
  hSrcModule: HModule;
  pSrcResource: PChar;
  Width: LongWord;
  Height: LongWord;
  Depth: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceEx}


// FromFileInMemory

function D3DXCreateTextureFromFileInMemory(
  Device: IDirect3DDevice9;
  const pSrcData;
  SrcDataSize: LongWord;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateTextureFromFileInMemory}

function D3DXCreateCubeTextureFromFileInMemory(
  Device: IDirect3DDevice9;
  const pSrcData;
  SrcDataSize: LongWord;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateCubeTextureFromFileInMemory}

function D3DXCreateVolumeTextureFromFileInMemory(
  Device: IDirect3DDevice9;
  const pSrcData;
  SrcDataSize: LongWord;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileInMemory}


// FromFileInMemoryEx

function D3DXCreateTextureFromFileInMemoryEx(
  Device: IDirect3DDevice9;
  const pSrcData;
  SrcDataSize: LongWord;
  Width: LongWord;
  Height: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateTextureFromFileInMemoryEx}

function D3DXCreateCubeTextureFromFileInMemoryEx(
  Device: IDirect3DDevice9;
  const pSrcData;
  SrcDataSize: LongWord;
  Size: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateCubeTextureFromFileInMemoryEx}

function D3DXCreateVolumeTextureFromFileInMemoryEx(
  Device: IDirect3DDevice9;
  const pSrcData;
  SrcDataSize: LongWord;
  Width: LongWord;
  Height: LongWord;
  Depth: LongWord;
  MipLevels: LongWord;
  Usage: DWord;
  Format: TD3DFormat;
  Pool: TD3DPool;
  Filter: DWord;
  MipFilter: DWord;
  ColorKey: TD3DColor;
  pSrcInfo: PD3DXImageInfo;
  pPalette: PPaletteEntry;
  out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileInMemoryEx}



//----------------------------------------------------------------------------
// D3DXSaveTextureToFile:
// ----------------------
// Save a texture to a file.
//
// Parameters:
//  pDestFile
//      File name of the destination file
//  DestFormat
//      D3DXIMAGE_FILEFORMAT specifying file format to use when saving.
//  pSrcTexture
//      Source texture, containing the image to be saved
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//
//----------------------------------------------------------------------------


function D3DXSaveTextureToFileA(
  pDestFile: PAnsiChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcTexture: IDirect3DBaseTexture9;
  pSrcPalette: PPaletteEntry): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveTextureToFileA';
{$EXTERNALSYM D3DXSaveTextureToFileA}

function D3DXSaveTextureToFileW(
  pDestFile: PWideChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcTexture: IDirect3DBaseTexture9;
  pSrcPalette: PPaletteEntry): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveTextureToFileW';
{$EXTERNALSYM D3DXSaveTextureToFileW}

function D3DXSaveTextureToFile(
  pDestFile: PChar;
  DestFormat: TD3DXImageFileFormat;
  pSrcTexture: IDirect3DBaseTexture9;
  pSrcPalette: PPaletteEntry): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveTextureToFileA';
{$EXTERNALSYM D3DXSaveTextureToFile}




//////////////////////////////////////////////////////////////////////////////
// Misc Texture APIs /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

//----------------------------------------------------------------------------
// D3DXFilterTexture:
// ------------------
// Filters mipmaps levels of a texture.
//
// Parameters:
//  pBaseTexture
//      The texture object to be filtered
//  pPalette
//      256 color palette to be used, or NULL for non-palettized formats
//  SrcLevel
//      The level whose image is used to generate the subsequent levels.
//  Filter
//      D3DX_FILTER flags controlling how each miplevel is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_BOX,
//
//-------------------------------------------------------------------------

function D3DXFilterTexture(
  pTexture: IDirect3DTexture9;
  pPalette: PPaletteEntry;
  SrcLevel: LongWord;
  Filter: DWord): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFilterTexture}

// #define D3DXFilterCubeTexture D3DXFilterTexture
// In Pascal this mapped to DLL-exported "D3DXFilterTexture" function
function D3DXFilterCubeTexture(
  pTexture: IDirect3DCubeTexture9;
  pPalette: PPaletteEntry;
  SrcLevel: LongWord;
  Filter: DWord): HResult; stdcall; external d3dx9texDLL name 'D3DXFilterTexture';
{$EXTERNALSYM D3DXFilterCubeTexture}

// #define D3DXFilterVolumeTexture D3DXFilterTexture
// In Pascal this mapped to DLL-exported "D3DXFilterTexture" function
function D3DXFilterVolumeTexture(
  pTexture: IDirect3DVolumeTexture9;
  pPalette: PPaletteEntry;
  SrcLevel: LongWord;
  Filter: DWord): HResult; stdcall; external d3dx9texDLL name 'D3DXFilterTexture';
{$EXTERNALSYM D3DXFilterVolumeTexture}



//----------------------------------------------------------------------------
// D3DXFillTexture:
// ----------------
// Uses a user provided function to fill each texel of each mip level of a
// given texture.
//
// Paramters:
//  pTexture, pCubeTexture, pVolumeTexture
//      Pointer to the texture to be filled.
//  pFunction
//      Pointer to user provided evalutor function which will be used to
//      compute the value of each texel.
//  pData
//      Pointer to an arbitrary block of user defined data.  This pointer
//      will be passed to the function provided in pFunction
//-----------------------------------------------------------------------------

function D3DXFillTexture(
  pTexture: IDirect3DTexture9;
  pFunction: TD3DXFill2D;
  const pData): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillTexture}

function D3DXFillCubeTexture(
  pCubeTexture: IDirect3DCubeTexture9;
  pFunction: TD3DXFill2D;
  const pData): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillCubeTexture}

function D3DXFillVolumeTexture(
  pVolumeTexture: IDirect3DVolumeTexture9;
  pFunction: TD3DXFill3D;
  const pData): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillVolumeTexture}

//----------------------------------------------------------------------------
// D3DXFillTextureTX:
// ----------------
// Uses a TX Shader target to function to fill each texel of each mip level of a
// given texture. The TX Shader target should be a compiled function taking 2
// 2 paramters and returning a float4 color.
//
// Paramters:
//  pTexture, pCubeTexture, pVolumeTexture
//      Pointer to the texture to be filled.
//  pFunction:
//      Pointer to the compiled function returned by D3DX
//  pConstants
//      Constants used by program. Should be filled by user by parsing constant
//      Table information
//  Constants
//      Number of Constants
//-----------------------------------------------------------------------------

function D3DXFillTextureTX(
  pTexture: IDirect3DTexture9;
  pFunction: PDWORD;
  pConstants: PD3DXVector4;
  Constants: LongWord): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillTextureTX}


function D3DXFillCubeTextureTX(
  pCubeTexture: IDirect3DCubeTexture9;
  pFunction: PDWORD;
  pConstants: PD3DXVector4;
  Constants: LongWord): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillCubeTextureTX}


function D3DXFillVolumeTextureTX(
  pVolumeTexture: IDirect3DVolumeTexture9;
  pFunction: PDWORD;
  pConstants: PD3DXVector4;
  Constants: LongWord): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillVolumeTextureTX}


//----------------------------------------------------------------------------
// D3DXComputeNormalMap:
// ---------------------
// Converts a height map into a normal map.  The (x,y,z) components of each
// normal are mapped to the (r,g,b) channels of the output texture.
//
// Parameters
//  pTexture
//      Pointer to the destination texture
//  pSrcTexture
//      Pointer to the source heightmap texture
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//  Flags
//      D3DX_NORMALMAP flags
//  Channel
//      D3DX_CHANNEL specifying source of height information
//  Amplitude
//      The constant value which the height information is multiplied by.
//---------------------------------------------------------------------------

function D3DXComputeNormalMap(
  pTexture: IDirect3DTexture9;
  pSrcTexture: IDirect3DTexture9;
  pSrcPalette: PPaletteEntry;
  Flags: DWord;
  Channel: DWord;
  Amplitude: Single): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXComputeNormalMap}





//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9anim.h
//  Content:    D3DX mesh types and functions
//
//////////////////////////////////////////////////////////////////////////////

type
//----------------------------------------------------------------------------
// This enum defines the type of mesh data present in a MeshData structure
//----------------------------------------------------------------------------
  _D3DXMESHDATATYPE = (
  {$IFNDEF COMPILER6_UP}
    D3DXMESHTYPE_invalid_0,
    D3DXMESHTYPE_MESH      {= $001},     // normal ID3DXMesh data
    D3DXMESHTYPE_PMESH     {= $002},     // Progressive Mesh - ID3DXPMesh
    D3DXMESHTYPE_PATCHMESH {= $003}      // Patch MEsh - ID3DXPatchMesh
  {$ELSE}
    D3DXMESHTYPE_MESH      = $001,     // normal ID3DXMesh data
    D3DXMESHTYPE_PMESH     = $002,     // Progressive Mesh - ID3DXPMesh
    D3DXMESHTYPE_PATCHMESH = $003      // Patch MEsh - ID3DXPatchMesh
  {$ENDIF}
  );
  {$EXTERNALSYM _D3DXMESHDATATYPE}
  D3DXMESHDATATYPE = _D3DXMESHDATATYPE;
  {$EXTERNALSYM D3DXMESHDATATYPE}
  TD3DXMeshDataType = _D3DXMESHDATATYPE;

//----------------------------------------------------------------------------
// This struct encapsulates a the mesh data that can be present in a mesh
//   container.  The supported mesh types are pMesh, pPMesh, pPatchMesh
//   The valid way to access this is determined by the MeshType enum
//----------------------------------------------------------------------------
  PD3DXMeshData = ^TD3DXMeshData;
  _D3DXMESHDATA = packed record
    _Type: TD3DXMeshDataType;

    // current mesh data interface
    // *** Translator ***: Delphi doesn't allow interfaces in variant records
    // so I declare only one field that can be casted in code, for examples, as:
    // either  "mesh := ID3DXPatchMesh(pPatchMesh)"
    // or      "mesh := pPatchMesh as ID3DXPatchMesh"
    pMesh: IUnknown;
{   case Byte of // In Delphi use pMesh record item as defined above
      0: (pMesh:              ID3DXMesh);
      1: (pPMesh:             ID3DXPMesh);
      2: (pPatchMesh:         ID3DXPatchMesh); }
  end;
  {$EXTERNALSYM _D3DXMESHDATA}
  D3DXMESHDATA = _D3DXMESHDATA;
  {$EXTERNALSYM D3DXMESHDATA}
  TD3DXMeshData = _D3DXMESHDATA;

//----------------------------------------------------------------------------
// This struct encapsulates a mesh object in a transformation frame
// hierarchy. The app can derive from this structure to add other app specific
// data to this
//----------------------------------------------------------------------------
  PD3DXMeshContainer = ^TD3DXMeshContainer;
  _D3DXMESHCONTAINER = packed record
    Name:               PAnsiChar;

    MeshData:           TD3DXMeshData;

    pMaterials:         PD3DXMaterial;
    pEffects:           PD3DXEffectInstance;
    NumMaterials:       DWORD;
    pAdjacency:         PDWORD;

    pSkinInfo:          ID3DXSkinInfo;

    pNextMeshContainer: PD3DXMeshContainer;
  end;
  {$EXTERNALSYM _D3DXMESHCONTAINER}
  D3DXMESHCONTAINER = _D3DXMESHCONTAINER;
  {$EXTERNALSYM D3DXMESHCONTAINER}
  TD3DXMeshContainer = _D3DXMESHCONTAINER;

//----------------------------------------------------------------------------
// This struct is the encapsulates a transform frame in a transformation frame
// hierarchy. The app can derive from this structure to add other app specific
// data to this
//----------------------------------------------------------------------------
  PD3DXFrame = ^TD3DXFrame;
  _D3DXFRAME = packed record
    Name:               PAnsiChar;
    TransformationMatrix: TD3DXMatrix;

    pMeshContainer:     PD3DXMeshContainer;

    pFrameSibling:      PD3DXFrame;
    pFrameFirstChild:   PD3DXFrame;
  end;
  {$EXTERNALSYM _D3DXFRAME}
  D3DXFRAME = _D3DXFRAME;
  {$EXTERNALSYM D3DXFRAME}
  TD3DXFrame = _D3DXFRAME;


//----------------------------------------------------------------------------
// This interface is implemented by the application to allocate/free frame and
// mesh container objects. Methods on this are called during loading and
// destroying frame hierarchies
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXAllocateHierarchy ////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
  {$EXTERNALSYM ID3DXAllocateHierarchy}
  ID3DXAllocateHierarchy = class
    // ID3DXAllocateHierarchy

    //------------------------------------------------------------------------
    // CreateFrame:
    // ------------
    // Requests allocation of a frame object.
    //
    // Parameters:
    //  Name
    //		Name of the frame to be created
    //	ppNewFrame
    //		Returns returns the created frame object
    //
    //------------------------------------------------------------------------
    function CreateFrame(Name: PAnsiChar; out ppNewFrame: PD3DXFrame): HResult; virtual; stdcall; abstract;

    //------------------------------------------------------------------------
    // CreateMeshContainer:
    // --------------------
    // Requests allocation of a mesh container object.
    //
    // Parameters:
    //  Name
    //		Name of the mesh
    //	pMesh
    //		Pointer to the mesh object if basic polygon data found
    //	pPMesh
    //		Pointer to the progressive mesh object if progressive mesh data found
    //	pPatchMesh
    //		Pointer to the patch mesh object if patch data found
    //	pMaterials
    //		Array of materials used in the mesh
    //	pEffectInstances
    //		Array of effect instances used in the mesh
    //	NumMaterials
    //		Num elements in the pMaterials array
    //	pAdjacency
    //		Adjacency array for the mesh
    //	pSkinInfo
    //		Pointer to the skininfo object if the mesh is skinned
    //	pBoneNames
    //		Array of names, one for each bone in the skinned mesh.
    //		The numberof bones can be found from the pSkinMesh object
    //	pBoneOffsetMatrices
    //		Array of matrices, one for each bone in the skinned mesh.
    //
    //------------------------------------------------------------------------
    function CreateMeshContainer(Name: PAnsiChar; const pMeshData: TD3DXMeshData;
        pMaterials: PD3DXMaterial; pEffectInstances: PD3DXEffectInstance;
        NumMaterials: DWORD; pAdjacency: PDWORD; pSkinInfo: ID3DXSkinInfo;
        out ppNewMeshContainer: PD3DXMeshContainer): HResult; virtual; stdcall; abstract;

    //------------------------------------------------------------------------
    // DestroyFrame:
    // -------------
    // Requests de-allocation of a frame object.
    //
    // Parameters:
    //  pFrameToFree
    //		Pointer to the frame to be de-allocated
    //
    //------------------------------------------------------------------------
    function DestroyFrame(pFrameToFree: PD3DXFrame): HResult; virtual; stdcall; abstract;

    //------------------------------------------------------------------------
    // DestroyMeshContainer:
    // ---------------------
    // Requests de-allocation of a mesh container object.
    //
    // Parameters:
    //  pMeshContainerToFree
    //		Pointer to the mesh container object to be de-allocated
    //
    //------------------------------------------------------------------------
    function DestroyMeshContainer(pMeshContainerToFree: PD3DXMeshContainer): HResult; virtual; stdcall; abstract;
  end;

//----------------------------------------------------------------------------
// This interface is implemented by the application to load user data in a .X file
//   When user data is found, these callbacks will be used to allow the application
//   to load the data
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXLoadUserData ////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
  {$EXTERNALSYM ID3DXLoadUserData}
  ID3DXLoadUserData = class
    function LoadTopLevelData(pXofChildData: IDirectXFileData): HResult; virtual; stdcall; abstract;

    function LoadFrameChildData(pFrame: PD3DXFrame;
        pXofChildData: IDirectXFileData): HResult; virtual; stdcall; abstract;

    function LoadMeshChildData(pMeshContainer: PD3DXMeshContainer;
        pXofChildData: IDirectXFileData): HResult; virtual; stdcall; abstract;
  end;

//----------------------------------------------------------------------------
// This interface is implemented by the application to save user data in a .X file
//   The callbacks are called for all data saved.  The user can then add any
//   child data objects to the object provided to the callback
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXSaveUserData /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
  {$EXTERNALSYM ID3DXSaveUserData}
  ID3DXSaveUserData = class
    function AddFrameChildData(pFrame: PD3DXFrame;
        pXofSave: IDirectXFileSaveObject; pXofFrameData: IDirectXFileData): HResult; virtual; stdcall; abstract;

    function AddMeshChildData(pMeshContainer: PD3DXMeshContainer;
        pXofSave: IDirectXFileSaveObject; pXofMeshData: IDirectXFileData): HResult; virtual; stdcall; abstract;

    // NOTE: this is called once per Save.  All top level objects should be added using the
    //    provided interface.  One call adds objects before the frame hierarchy, the other after
    function AddTopLevelDataObjectsPre(pXofSave: IDirectXFileSaveObject): HResult; virtual; stdcall; abstract;
    function AddTopLevelDataObjectsPost(pXofSave: IDirectXFileSaveObject): HResult; virtual; stdcall; abstract;

    // callbacks for the user to register and then save templates to the XFile
    function RegisterTemplates(pXFileApi: IDirectXFile): HResult; virtual; stdcall; abstract;
    function SaveTemplates(pXofSave: IDirectXFileSaveObject): HResult; virtual; stdcall; abstract;
  end;



//----------------------------------------------------------------------------
// This interface defines a SRT (scale/rotate/translate) interpolator. This
// is an abstract interface. ID3DXKeyFrameInterpolator inherits from this.
// An application can implement this for custom SRT interpolator
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXInterpolator /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
  PID3DXInterpolator = ^ID3DXInterpolator;
  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXInterpolator);'}
  {$EXTERNALSYM ID3DXInterpolator}
  ID3DXInterpolator = interface(IUnknown)
    ['{ADE2C06D-3747-4b9f-A514-3440B8284980}']
    // ID3DXInterpolator
    function GetName: PAnsiChar; stdcall;
    function GetPeriod: Double; stdcall;

    //----------------------------------------------------------------------------
    // GetSRT:
    // -------
    // Returns the scale, rotation and translation at a given time
    //
    // Parameters:
    //	Time
    //		Time at which the interpolator should be queried
    //	pScale
    //		Returns the scale vector
    //	pRotate
    //		Returns the rotation qaternion
    //	pTranslate
    //		Returns the translate vector
    //
    //----------------------------------------------------------------------------
    function GetSRT(Time: Double; pScale: PD3DXVector3; pRotate: PD3DXQuaternion; pTranslate: PD3DXVector3): HResult; stdcall;
    function GetLastSRT(pScale: PD3DXVector3; pRotate: PD3DXQuaternion; pTranslate: PD3DXVector3): HResult; stdcall;
  end;




//----------------------------------------------------------------------------
// This structure describes a vector key for use in keyframe animation.
// It specifies a vector Value at a given Time. This is used for scale and
// translation keys
//----------------------------------------------------------------------------
type
  PD3DXKeyVector3 = ^TD3DXKeyVector3;
  _D3DXKEY_VECTOR3 = packed record
    Time: Single;
    Value: TD3DXVector3;
  end;
  {$EXTERNALSYM _D3DXKEY_VECTOR3}
  D3DXKEY_VECTOR3 = _D3DXKEY_VECTOR3;
  {$EXTERNALSYM D3DXKEY_VECTOR3}
  TD3DXKeyVector3 = _D3DXKEY_VECTOR3;


//----------------------------------------------------------------------------
// This structure describes a quaternion key for use in keyframe animation.
// It specifies a quaternion Value at a given Time. This is used for rotation
// keys
//----------------------------------------------------------------------------
type
  PD3DXKeyQuaternion = ^TD3DXKeyQuaternion;
  _D3DXKEY_QUATERNION = packed record
    Time: Single;
    Value: TD3DXQuaternion;
  end;
  {$EXTERNALSYM _D3DXKEY_QUATERNION}
  D3DXKEY_QUATERNION = _D3DXKEY_QUATERNION;
  {$EXTERNALSYM D3DXKEY_QUATERNION}
  TD3DXKeyQuaternion = _D3DXKEY_QUATERNION;


//----------------------------------------------------------------------------
// This interface implements an SRT (scale/rotate/translate) interpolator
// It takes a scattered set of keys and interpolates the transform for any
// given time
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXKeyFrameInterpolator /////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXKeyFrameInterpolator);'}
  {$EXTERNALSYM ID3DXKeyFrameInterpolator}
  ID3DXKeyFrameInterpolator = interface(ID3DXInterpolator)
    ['{6CAA71F8-0972-4cdb-A55B-43B968997515}']
    // ID3DXKeyFrameInterpolator
    function GetNumScaleKeys: LongWord; stdcall;
    function GetScaleKeys(pKeys: PD3DXKeyVector3): HResult; stdcall;

    function GetNumRotationKeys: LongWord; stdcall;
    function GetRotationKeys(pKeys: PD3DXKeyQuaternion): HResult; stdcall;

    function GetNumTranslationKeys: LongWord; stdcall;
    function GetTranslationKeys(pKeys: PD3DXKeyVector3): HResult; stdcall;

    // the value passed to D3DXCreateKeyFrameInterpolator to scale from the times in LPD3DXKEY_VECTOR3 to global/anim time.
    function GetSourceTicksPerSecond: Double; stdcall;
  end;



//----------------------------------------------------------------------------
// This interface implements an set of interpolators. The set consists of
// interpolators for many nodes for the same animation.
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXAnimationSet /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXAnimationSet);'}
  {$EXTERNALSYM ID3DXAnimationSet}
  ID3DXAnimationSet = interface(IUnknown)
    ['{54B569AC-0AEF-473e-9704-3FEF317F64AB}']
    // ID3DXAnimationSet
    function GetName: PAnsiChar; stdcall;
    function GetPeriod: Double; stdcall;

    function GetNumInterpolators: LongWord; stdcall;
    function GetInterpolatorByIndex(Index: LongWord; out ppInterpolator: ID3DXInterpolator): HResult; stdcall;
    function GetInterpolatorByName(pName: PAnsiChar; out ppInterpolator: ID3DXInterpolator): HResult; stdcall;
  end;

//----------------------------------------------------------------------------
// This structure describes an animation track. A track is a combination
//  of an animation set (stored separately) and mixing information.
//  the mixing information consists of the current position, speed, and blending
//  weight for the track.  The Flags field also specifies whether the track
//  is low or high priority.  Tracks with the same priority are blended together
//  and then the two resulting values are blended using the priority blend factor.
//----------------------------------------------------------------------------
type
  PD3DXTrackDesc = ^TD3DXTrackDesc;
  _D3DXTRACK_DESC = packed record
    Flags: DWORD;
    Weight: Single;
    Speed: Single;
    Enable:  BOOL;
    AnimTime: Double;
  end;
  {$EXTERNALSYM _D3DXTRACK_DESC}
  D3DXTRACK_DESC = _D3DXTRACK_DESC;
  {$EXTERNALSYM D3DXTRACK_DESC}
  TD3DXTrackDesc = _D3DXTRACK_DESC;

//----------------------------------------------------------------------------
// This enum defines the type of transtion performed on a event that transitions from one value to another
//----------------------------------------------------------------------------
type
  PD3DXTrackFlag = ^TD3DXTrackFlag;
  _D3DXTRACKFLAG = (
    D3DXTF_LOWPRIORITY            {= $000},     // This track should be blended with all low priority tracks before mixed with the high priority result
    D3DXTF_HIGHPRIORITY           {= $001}      // This track should be blended with all high priority tracks before mixed with the low priority result
  );
  {$EXTERNALSYM _D3DXTRACKFLAG}
  D3DXTRACKFLAG = _D3DXTRACKFLAG;
  {$EXTERNALSYM D3DXTRACKFLAG}
  TD3DXTrackFlag = _D3DXTRACKFLAG;


//----------------------------------------------------------------------------
// This interface implements the main animation functionality. It connects
// animation sets with the transform frames that are being animated. Allows
// mixing multiple animations for blended animations or for transistions
// It adds also has methods to modify blending parameters over time to
// enable smooth transistions and other effects.
//----------------------------------------------------------------------------


//----------------------------------------------------------------------------
// This enum defines the type of transtion performed on a event that transitions from one value to another
//----------------------------------------------------------------------------
type
  PD3DXTransitionType = ^TD3DXTransitionType;
  _D3DXTRANSITIONTYPE = (
    D3DXTRANSITION_LINEAR            {= $000},     // Linear transition from one value to the next
    D3DXTRANSITION_EASEINEASEOUT     {= $001}      // Ease-In Ease-Out spline transtion from one value to the next
  );
  {$EXTERNALSYM _D3DXTRANSITIONTYPE}
  D3DXTRANSITIONTYPE = _D3DXTRANSITIONTYPE;
  {$EXTERNALSYM D3DXTRANSITIONTYPE}
  TD3DXTransitionType = _D3DXTRANSITIONTYPE;


//////////////////////////////////////////////////////////////////////////////
// ID3DXAnimationController //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXAnimationController);'}
  {$EXTERNALSYM ID3DXAnimationController}
  ID3DXAnimationController = interface(IUnknown)
    ['{3A714D34-FF61-421e-909F-639F38356708}']
  // mixing functionality
    // register outputs of SetTime
    function RegisterMatrix(Name: PAnsiChar; const pMatrix: TD3DXMatrix): HResult; stdcall;


    // AnimationSets
    function GetNumAnimationSets: LongWord; stdcall;
    function GetAnimationSet(iAnimationSet: DWORD; out ppAnimSet: ID3DXAnimationSet): HResult; stdcall;

    function RegisterAnimationSet(pAnimSet: ID3DXAnimationSet): HResult; stdcall;
    function UnregisterAnimationSet(pAnimSet: ID3DXAnimationSet): HResult; stdcall;


    // Tracks
    function GetMaxNumTracks: LongWord; stdcall;
    function GetTrackDesc(Track: DWORD; out pDesc: TD3DXTrackDesc): HResult; stdcall;
    function SetTrackDesc(Track: DWORD; const pDesc: TD3DXTrackDesc): HResult; stdcall;

    function GetTrackAnimationSet(Track: DWORD; out ppAnimSet: ID3DXAnimationSet): HResult; stdcall;
    function SetTrackAnimationSet(Track: DWORD; pAnimSet: ID3DXAnimationSet): HResult; stdcall;

    // Individual track field access
    function SetTrackSpeed(Track: DWORD; Speed: Single): HResult; stdcall;
    function SetTrackWeight(Track: DWORD; Weight: Single): HResult; stdcall;
    function SetTrackAnimTime(Track: DWORD; AnimTime: Double): HResult; stdcall;
    function SetTrackEnable(Track: DWORD; Enable: BOOL): HResult; stdcall;

    // Time
    function GetTime: Double; stdcall;
    function SetTime(Time: Double): HResult; stdcall;

    function CloneAnimationController(MaxNumMatrices, MaxNumAnimationSets, MaxNumTracks, MaxNumEvents: LongWord; out ppAnimController: ID3DXAnimationController): HResult; stdcall;

    function GetMaxNumMatrices: LongWord; stdcall;
    function GetMaxNumEvents: LongWord; stdcall;
    function GetMaxNumAnimationSets: LongWord; stdcall;

  // Sequencing abilities
    function KeyTrackSpeed(Track: DWORD; NewSpeed: Single; StartTime, Duration: Double; Method: DWORD): HResult; stdcall;
    function KeyTrackWeight(Track: DWORD; NewWeight: Single; StartTime, Duration: Double; Method: DWORD): HResult; stdcall;
    function KeyTrackAnimTime(Track: DWORD; NewAnimTime, StartTime: Double): HResult; stdcall;
    function KeyTrackEnable(Track: DWORD; NewEnable: BOOL; StartTime: Double): HResult; stdcall;

    // this functions sets the blend weight to be used to blend high and low priority tracks together.
    //  NOTE: this has no effect unless there are active animations on tracks for a given matrix that have both high and low results
    function GetPriorityBlend: Single; stdcall;
    function SetPriorityBlend(BlendWeight: Single): HResult; stdcall;

    function KeyPriorityBlend(NewBlendWeight: Single; StartTime, Duration: Double; Method: DWORD): HResult; stdcall;
  end;

type
  IID_ID3DXInterpolator           = ID3DXInterpolator;
  {$EXTERNALSYM IID_ID3DXInterpolator}
  IID_ID3DXKeyFrameInterpolator   = ID3DXKeyFrameInterpolator;
  {$EXTERNALSYM IID_ID3DXKeyFrameInterpolator}
  IID_ID3DXAnimationSet           = ID3DXAnimationSet;
  {$EXTERNALSYM IID_ID3DXAnimationSet}
  IID_ID3DXAnimationController    = ID3DXAnimationController;
  {$EXTERNALSYM IID_ID3DXAnimationController}


//----------------------------------------------------------------------------
// D3DXLoadMeshHierarchyFromX:
// ---------------------------
// Loads the first frame hierarchy in a .X file.
//
// Parameters:
//  Filename
//      Name of the .X file
//  MeshOptions
//      Mesh creation options for meshes in the file (see d3dx9mesh.h)
//  pD3DDevice
//      D3D9 device on which meshes in the file are created in
//  pAlloc
//      Allocation interface used to allocate nodes of the frame hierarchy
//  pUserDataLoader
//      Application provided interface to allow loading of user data
//  ppFrameHierarchy
//      Returns root node pointer of the loaded frame hierarchy
//  ppAnimController
//      Returns pointer to an animation controller corresponding to animation
//		in the .X file. This is created with default max tracks and events
//
//----------------------------------------------------------------------------

function D3DXLoadMeshHierarchyFromXA(
  Filename: PAnsiChar;
  MeshOptions: DWORD;
  pD3DDevice: IDirect3DDevice9;
  pAlloc: ID3DXAllocateHierarchy;
  pUserDataLoader: ID3DXLoadUserData;
  out ppFrameHierarchy: PD3DXFrame;
  out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL name 'D3DXLoadMeshHierarchyFromXA';
{$EXTERNALSYM D3DXLoadMeshHierarchyFromXA}

function D3DXLoadMeshHierarchyFromXW(
  Filename: PWideChar;
  MeshOptions: DWORD;
  pD3DDevice: IDirect3DDevice9;
  pAlloc: ID3DXAllocateHierarchy;
  pUserDataLoader: ID3DXLoadUserData;
  out ppFrameHierarchy: PD3DXFrame;
  out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL name 'D3DXLoadMeshHierarchyFromXW';
{$EXTERNALSYM D3DXLoadMeshHierarchyFromXW}

function D3DXLoadMeshHierarchyFromX(
  Filename: PChar;
  MeshOptions: DWORD;
  pD3DDevice: IDirect3DDevice9;
  pAlloc: ID3DXAllocateHierarchy;
  pUserDataLoader: ID3DXLoadUserData;
  out ppFrameHierarchy: PD3DXFrame;
  out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL name 'D3DXLoadMeshHierarchyFromXA';
{$EXTERNALSYM D3DXLoadMeshHierarchyFromX}


function D3DXLoadMeshHierarchyFromXInMemory(
  Memory: Pointer;
  SizeOfMemory: DWORD;
  MeshOptions: DWORD;
  pD3DDevice: IDirect3DDevice9;
  pAlloc: ID3DXAllocateHierarchy;
  pUserDataLoader: ID3DXLoadUserData;
  out ppFrameHierarchy: PD3DXFrame;
  out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXLoadMeshHierarchyFromXInMemory}

//----------------------------------------------------------------------------
// D3DXSaveMeshHierarchyToFile:
// ---------------------------
// Creates a .X file and saves the mesh hierarchy and corresponding animations
// in it
//
// Parameters:
//  Filename
//      Name of the .X file
//  XFormat
//      Format of the .X file (text or binary, compressed or not, etc)
//  pFrameRoot
//      Root node of the hierarchy to be saved
//  pAnimController
//      The animation mixer whose animation sets are to be stored
//  pUserDataSaver
//      Application provided interface to allow adding of user data to
//        data objects saved to .X file
//
//----------------------------------------------------------------------------

function D3DXSaveMeshHierarchyToFileA(
  Filename: PAnsiChar;
  XFormat: TDXFileFormat;
  pFrameRoot: PD3DXFrame;
  pAnimMixer: ID3DXAnimationController;
  pUserDataSaver: ID3DXSaveUserData): HResult; stdcall; external d3dx9animDLL name 'D3DXSaveMeshHierarchyToFileA';
{$EXTERNALSYM D3DXSaveMeshHierarchyToFileA}

function D3DXSaveMeshHierarchyToFileW(
  Filename: PWideChar;
  XFormat: TDXFileFormat;
  pFrameRoot: PD3DXFrame;
  pAnimMixer: ID3DXAnimationController;
  pUserDataSaver: ID3DXSaveUserData): HResult; stdcall; external d3dx9animDLL name 'D3DXSaveMeshHierarchyToFileW';
{$EXTERNALSYM D3DXSaveMeshHierarchyToFileW}

function D3DXSaveMeshHierarchyToFile(
  Filename: PChar;
  XFormat: TDXFileFormat;
  pFrameRoot: PD3DXFrame;
  pAnimMixer: ID3DXAnimationController;
  pUserDataSaver: ID3DXSaveUserData): HResult; stdcall; external d3dx9animDLL name 'D3DXSaveMeshHierarchyToFileA';
{$EXTERNALSYM D3DXSaveMeshHierarchyToFile}


//----------------------------------------------------------------------------
// D3DXFrameDestroy:
// -----------------
// Destroys the subtree of frames under the root, including the root
//
// Parameters:
//	pFrameRoot
//		Pointer to the root node
//  pAlloc
//      Allocation interface used to de-allocate nodes of the frame hierarchy
//
//----------------------------------------------------------------------------

function D3DXFrameDestroy(
  pFrameRoot: PD3DXFrame;
  pAlloc: ID3DXAllocateHierarchy): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameDestroy}

//----------------------------------------------------------------------------
// D3DXFrameAppendChild:
// ---------------------
// Add a child frame to a frame
//
// Parameters:
//	pFrameParent
//		Pointer to the parent node
//  pFrameChild
//      Pointer to the child node
//
//----------------------------------------------------------------------------

function D3DXFrameAppendChild(
  pFrameParent: PD3DXFrame;
  pFrameChild: PD3DXFrame): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameAppendChild}

//----------------------------------------------------------------------------
// D3DXFrameFind:
// --------------
// Finds a frame with the given name.  Returns NULL if no frame found.
//
// Parameters:
//	pFrameRoot
//		Pointer to the root node
//  Name
//      Name of frame to find
//
//----------------------------------------------------------------------------

function D3DXFrameFind(
  pFrameRoot: PD3DXFrame;
  Name: PAnsiChar): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameFind}

//----------------------------------------------------------------------------
// D3DXFrameRegisterNamedMatrices:
// --------------------------
// Finds all frames that have non-null names and registers each of those frame
// matrices to the given animation mixer
//
// Parameters:
//	pFrameRoot
//		Pointer to the root node
//	pAnimMixer
//		Pointer to the animation mixer where the matrices are registered
//
//----------------------------------------------------------------------------

function D3DXFrameRegisterNamedMatrices(
  pFrameRoot: PD3DXFrame;
  pAnimMixer: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameRegisterNamedMatrices}

//----------------------------------------------------------------------------
// D3DXFrameNumNamedMatrices:
// --------------------------
// Counts number of frames in a subtree that have non-null names
//
// Parameters:
//	pFrameRoot
//		Pointer to the root node of the subtree
// Return Value:
//		Count of frames
//
//----------------------------------------------------------------------------

function D3DXFrameNumNamedMatrices(
  pFrameRoot: PD3DXFrame): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameNumNamedMatrices}

//----------------------------------------------------------------------------
// D3DXFrameCalculateBoundingSphere:
// ---------------------------------
// Computes the bounding sphere of all the meshes in the frame hierarchy
//
// Parameters:
//	pFrameRoot
//		Pointer to the root node
//	pObjectCenter
//		Returns the center of the bounding sphere
//	pObjectRadius
//		Returns the radius of the bounding sphere
//
//----------------------------------------------------------------------------

function D3DXFrameCalculateBoundingSphere(
  pFrameRoot: PD3DXFrame;
  out pObjectCenter: TD3DXVector3;
  out pObjectRadius: Single): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameCalculateBoundingSphere}


//----------------------------------------------------------------------------
// D3DXCreateKeyFrameInterpolator:
// -------------------------------
// Creates a SRT key frame interpolator object from the given set of keys
//
// Parameters:
//	ScaleKeys
//		Array of scale key vectors
//	NumScaleKeys
//		Num elements in ScaleKeys array
//	RotationKeys
//		Array of rotation key quternions
//	NumRotationKeys
//		Num elements in RotationKeys array
//	TranslateKeys
//		Array of translation key vectors
//	NumTranslateKeys
//		Num elements in TranslateKeys array
//	ScaleInputTimeBy
//		All key times are scaled by this factor
//	ppNewInterpolator
//		Returns the keyframe interpolator interface
//
//----------------------------------------------------------------------------

function D3DXCreateKeyFrameInterpolator(Name: PAnsiChar;
  ScaleKeys:    PD3DXKeyVector3;     NumScaleKeys: LongWord;
  RotationKeys: PD3DXKeyQuaternion;  NumRotationKeys: LongWord;
  TranslateKeys:    PD3DXKeyVector3; NumTranslateKeys: LongWord;
  ScaleInputTimeBy: Double; out ppNewInterpolator: ID3DXKeyFrameInterpolator): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXCreateKeyFrameInterpolator}

//----------------------------------------------------------------------------
// D3DXCreateAnimationSet:
// -----------------------
// Creates an animtions set interface given a set of interpolators
//
// Parameters:
//	Name
//		Name of the animation set
//	pInterpolators
//		Array of interpolators
//	NumInterpolators
//		Num elements in the pInterpolators array
//	ppAnimSet
//		Returns the animation set interface
//
//-----------------------------------------------------------------------------

function D3DXCreateAnimationSet(Name: PAnsiChar;
  ppInterpolators: PID3DXInterpolator; NumInterpolators: LongWord;
  out ppAnimSet: ID3DXAnimationSet): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXCreateAnimationSet}

//----------------------------------------------------------------------------
// D3DXCreateAnimationController:
// -------------------------
// Creates an animtion mixer object
//
// Parameters:
//	MaxNumMatrices
//		The upper limit for the number of matrices that can be animated by the
//		the object
//	MaxNumAnimationSets
//		The upper limit of the number of animation sets that can be played by
//		the object
//	MaxNumTracks
//		The upper limit of the number of animation sets that can be blended at
//		any time.
//	MaxNumEvents
//		The upper limit of the number of outstanding events that can be
//		scheduled at once.
//	ppAnimController
//		Returns the animation controller interface
//
//-----------------------------------------------------------------------------

function D3DXCreateAnimationController(
  MaxNumMatrices, MaxNumAnimationSets, MaxNumTracks, MaxNumEvents: LongWord;
  out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXCreateAnimationController}





(*$HPPEMIT '}  /* namespace D3dx9 */' *)

//***************************************************************************//
//***************************************************************************//
//***************************************************************************//
implementation
//***************************************************************************//
//***************************************************************************//
//***************************************************************************//






//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx8math.h
//  Content:    D3DX math types and functions
//
//////////////////////////////////////////////////////////////////////////////



//===========================================================================
//
// General purpose utilities
//
//===========================================================================

function D3DXToRadian(Degree: Single): Single;
begin
  Result:= Degree * (D3DX_PI / 180.0);
end;

function D3DXToDegree(Radian: Single): Single;
begin
  Result:= Radian * (180.0 / D3DX_PI);
end;



//===========================================================================
//
// 16 bit floating point numbers
//
//===========================================================================

function D3DXFloat16(value: Single): TD3DXFloat16;
begin
  D3DXFloat32To16Array(@Result, @value, 1);
end;

function D3DXFloat16Equal(const v1, v2: TD3DXFloat16): Boolean;
begin
  Result:= (v1.value = v2.value);
end;

function D3DXFloat16ToFloat(value: TD3DXFloat16): Single;
begin
  D3DXFloat16To32Array(@Result, @value, 1);
end;



//===========================================================================
//
// Vectors
//
//===========================================================================

//--------------------------
// 2D Vector
//--------------------------

function D3DXVector2(_x, _y: Single): TD3DXVector2;
begin
  Result.x:= _x; Result.y:= _y;
end;

function D3DXVector2Equal(const v1, v2: TD3DXVector2): Boolean;
begin
  Result:= (v1.x = v2.x) and (v1.y = v2.y);
end;


//--------------------------
// 2D Vector (16 bit)
//--------------------------
function D3DXVector2_16F(_x, _y: TD3DXFloat16): TD3DXVector2_16F;
begin
  with Result do
  begin
    x:= _x;
    y:= _y;
  end;
end;

function D3DXVector2_16fEqual(const v1, v2: TD3DXVector2_16F): Boolean;
begin
  Result:= (DWORD(v1) = DWORD(v2));
end;

function D3DXVector2_16fFromVector2(const v: TD3DXVector2): TD3DXVector2_16f;
begin
  D3DXFloat32To16Array(@Result.x, @v.x, 2);
end;

function D3DXVector2FromVector2_16f(const v: TD3DXVector2_16f): TD3DXVector2;
begin
  D3DXFloat16To32Array(@Result.x, @v.x, 2);
end;


//--------------------------
// 3D Vector
//--------------------------

function D3DXVector3(_x, _y, _z: Single): TD3DXVector3;
begin
  with Result do
  begin
    x:= _x; y:= _y; z:=_z;
  end;
end;

function D3DXVector3Equal(const v1, v2: TD3DXVector3): Boolean;
begin
  Result:= (v1.x = v2.x) and (v1.y = v2.y) and (v1.z = v2.z);
end;


//--------------------------
// 3D Vector (16 bit)
//--------------------------

function D3DXVector3_16F(_x, _y, _z: TD3DXFloat16): TD3DXVector3_16F;
begin
  with Result do
  begin
    x:= _x; y:= _y; z:= _z;
  end;
end;

function D3DXVector3_16fEqual(const v1, v2: TD3DXVector3_16F): Boolean;
begin
  Result:= (PDWORD(@v1.x)^ = PDWORD(@v2.x)^) and
           (Word  (v1.z)   = Word (v2.z));
end;

function D3DXVector3_16fFromVector3(const v: TD3DXVector3): TD3DXVector3_16f;
begin
  D3DXFloat32To16Array(@Result.x, @v.x, 3);
end;

function D3DXVector3FromVector3_16f(const v: TD3DXVector3_16f): TD3DXVector3;
begin
  D3DXFloat16To32Array(@Result.x, @v.x, 3);
end;


//--------------------------
// 4D Vector
//--------------------------

function D3DXVector4(_x, _y, _z, _w: Single): TD3DXVector4;
begin
  with Result do
  begin
    x:= _x; y:= _y; z:= _z; w:= _w;
  end;
end;

function D3DXVector4Equal(const v1, v2: TD3DXVector4): Boolean;
begin
  Result:= (v1.x = v2.x) and (v1.y = v2.y) and
    (v1.z = v2.z) and (v1.w = v2.w);
end;


//--------------------------
// 4D Vector (16 bit)
//--------------------------
function D3DXVector4_16F(_x, _y, _z, _w: TD3DXFloat16): TD3DXVector4_16F;
begin
  with Result do
  begin
    x:= _x; y:= _y; z:= _z; w:= _w;
  end;
end;

function D3DXVector4_16fEqual(const v1, v2: TD3DXVector4_16F): Boolean;
begin
  Result:= (PDWORD(@v1.x)^ = PDWORD(@v2.x)^) and
           (PDWORD(@v1.z)^ = PDWORD(@v2.z)^);
end;

function D3DXVector4_16fFromVector4(const v: TD3DXVector4): TD3DXVector4_16f;
begin
  D3DXFloat32To16Array(@Result.x, @v.x, 4);
end;

function D3DXVector4FromVector4_16f(const v: TD3DXVector4_16f): TD3DXVector4;
begin
  D3DXFloat16To32Array(@Result.x, @v.x, 4);
end;


//--------------------------
// 4D Matrix
//--------------------------
function D3DXMatrix(
  _m00, _m01, _m02, _m03,
  _m10, _m11, _m12, _m13,
  _m20, _m21, _m22, _m23,
  _m30, _m31, _m32, _m33: Single): TD3DXMatrix;
begin
  with Result do
  begin
    m[0,0]:= _m00; m[0,1]:= _m01; m[0,2]:= _m02; m[0,3]:= _m03;
    m[1,0]:= _m10; m[1,1]:= _m11; m[1,2]:= _m12; m[1,3]:= _m13;
    m[2,0]:= _m20; m[2,1]:= _m21; m[2,2]:= _m22; m[2,3]:= _m23;
    m[3,0]:= _m30; m[3,1]:= _m31; m[3,2]:= _m32; m[3,3]:= _m33;
  end;
end;

function D3DXMatrixAdd(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
var
  pOut, p1, p2: PSingle; x: Integer;
begin
  pOut:= @mOut._11; p1:= @m1._11; p2:= @m2._11;
  for x:= 0 to 15 do
  begin
    pOut^:= p1^+p2^;
    Inc(pOut); Inc(p1); Inc(p2);
  end;
  Result:= @mOut;
end;

function D3DXMatrixSubtract(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
var
  pOut, p1, p2: PSingle; x: Integer;
begin
  pOut:= @mOut._11; p1:= @m1._11; p2:= @m2._11;
  for x:= 0 to 15 do
  begin
    pOut^:= p1^-p2^;
    Inc(pOut); Inc(p1); Inc(p2);
  end;
  Result:= @mOut;
end;

function D3DXMatrixMul(out mOut: TD3DXMatrix; const m: TD3DXMatrix; MulBy: Single): PD3DXMatrix;
var
  pOut, p: PSingle; x: Integer;
begin
  pOut:= @mOut._11; p:= @m._11;
  for x:= 0 to 15 do
  begin
    pOut^:= p^* MulBy;
    Inc(pOut); Inc(p);
  end;
  Result:= @mOut;
end;

function D3DXMatrixEqual(const m1, m2: TD3DXMatrix): Boolean;
begin
  Result:= CompareMem(@m1, @m2, SizeOf(TD3DXMatrix));
end;

//--------------------------
// Quaternion
//--------------------------
function D3DXQuaternion(_x, _y, _z, _w: Single): TD3DXQuaternion;
begin
  with Result do
  begin
    x:= _x; y:= _y; z:= _z; w:= _w;
  end;
end;

function D3DXQuaternionAdd(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
begin
  with Result do
  begin
    x:= q1.x+q2.x; y:= q1.y+q2.y; z:= q1.z+q2.z; w:= q1.w+q2.w;
  end;
end;

function D3DXQuaternionSubtract(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
begin
  with Result do
  begin
    x:= q1.x-q2.x; y:= q1.y-q2.y; z:= q1.z-q2.z; w:= q1.w-q2.w;
  end;
end;

function D3DXQuaternionEqual(const q1, q2: TD3DXQuaternion): Boolean;
begin
  Result:= (q1.x = q2.x) and (q1.y = q2.y) and
    (q1.z = q2.z) and (q1.w = q2.w);
end;

function D3DXQuaternionScale(out qOut: TD3DXQuaternion; const q: TD3DXQuaternion;
  s: Single): PD3DXQuaternion;
begin
  with qOut do
  begin
    x:= q.x*s; y:= q.y*s; z:= q.z*s; w:= q.w*s;
  end;
  Result:= @qOut;
end;


//--------------------------
// Plane
//--------------------------

function D3DXPlane(_a, _b, _c, _d: Single): TD3DXPlane;
begin
  with Result do
  begin
    a:= _a; b:= _b; c:= _c; d:= _d;
  end;
end;

function D3DXPlaneEqual(const p1, p2: TD3DXPlane): Boolean;
begin
  Result:=
    (p1.a = p2.a) and (p1.b = p2.b) and
    (p1.c = p2.c) and (p1.d = p2.d);
end;


//--------------------------
// Color
//--------------------------

function D3DXColor(_r, _g, _b, _a: Single): TD3DXColor;
begin
  with Result do
  begin
    r:= _r; g:= _g; b:= _b; a:= _a;
  end;
end;

function D3DXColorToDWord(c: TD3DXColor): DWord;

  function ColorLimit(const x: Single): DWord;
  begin
    if x > 1.0 then Result:= 255
     else if x < 0 then Result:= 0
      else Result:= Trunc(x * 255.0 + 0.5);
  end;
begin
  Result:= ColorLimit(c.a) shl 24 or ColorLimit(c.r) shl 16
    or ColorLimit(c.g) shl 8 or ColorLimit(c.b);
end;

function D3DXColorFromDWord(c: DWord): TD3DXColor;
const
  f: Single = 1/255;
begin
  with Result do
  begin
    r:= f * Byte(c shr 16);
    g:= f * Byte(c shr  8);
    b:= f * Byte(c shr  0);
    a:= f * Byte(c shr 24);
  end;
end;

function D3DXColorEqual(const c1, c2: TD3DXColor): Boolean;
begin
  Result:= (c1.r = c2.r) and (c1.g = c2.g) and (c1.b = c2.b) and (c1.a = c2.a);
end;


//===========================================================================
//
// D3DX math functions:
//
// NOTE:
//  * All these functions can take the same object as in and out parameters.
//
//  * Out parameters are typically also returned as return values, so that
//    the output of one function may be used as a parameter to another.
//
//===========================================================================

//--------------------------
// 2D Vector
//--------------------------

// "inline"
function D3DXVec2Length(const v: TD3DXVector2): Single;
begin
  with v do Result:= Sqrt(x*x + y*y);
end;

function D3DXVec2LengthSq(const v: TD3DXVector2): Single;
begin
  with v do Result:= x*x + y*y;
end;

function D3DXVec2Dot(const v1, v2: TD3DXVector2): Single;
begin
  Result:= v1.x*v2.x + v1.y*v2.y;
end;

// Z component of ((x1,y1,0) cross (x2,y2,0))
function D3DXVec2CCW(const v1, v2: TD3DXVector2): Single;
begin
  Result:= v1.x*v2.y - v1.y*v2.x;
end;

function D3DXVec2Add(const v1, v2: TD3DXVector2): TD3DXVector2;
begin
  Result.x:= v1.x + v2.x;
  Result.y:= v1.y + v2.y;
end;

function D3DXVec2Subtract(const v1, v2: TD3DXVector2): TD3DXVector2;
begin
  Result.x:= v1.x - v2.x;
  Result.y:= v1.y - v2.y;
end;

// Minimize each component.  x = min(x1, x2), y = min(y1, y2)
function D3DXVec2Minimize(out vOut: TD3DXVector2; const v1, v2: TD3DXVEctor2): PD3DXVector2;
begin
  if v1.x < v2.x then vOut.x:= v1.x else vOut.y:= v2.x;
  if v1.y < v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
  Result:= @vOut;
end;

// Maximize each component.  x = max(x1, x2), y = max(y1, y2)
function D3DXVec2Maximize(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2): PD3DXVector2;
begin
  if v1.x > v2.x then vOut.x:= v1.x else vOut.y:= v2.x;
  if v1.y > v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
  Result:= @vOut;
end;

function D3DXVec2Scale(out vOut: TD3DXVector2; const v: TD3DXVector2; s: Single): PD3DXVector2;
begin
  vOut.x:= v.x*s; vOut.y:= v.y*s;
  Result:= @vOut;
end;

// Linear interpolation. V1 + s(V2-V1)
function D3DXVec2Lerp(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2; s: Single): PD3DXVector2;
begin
  vOut.x:= v1.x + s * (v2.x-v1.x);
  vOut.y:= v1.y + s * (v2.y-v1.y);
  Result:= @vOut;
end;


//--------------------------
// 3D Vector
//--------------------------
function D3DXVec3Length(const v: TD3DXVector3): Single;
begin
  with v do Result:= Sqrt(x*x + y*y + z*z);
end;

function D3DXVec3LengthSq(const v: TD3DXVector3): Single;
begin
  with v do Result:= x*x + y*y + z*z;
end;

function D3DXVec3Dot(const v1, v2: TD3DXVector3): Single;
begin
  Result:= v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
end;

function D3DXVec3Cross(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
  vOut.x:= v1.y * v2.z - v1.z * v2.y;
  vOut.y:= v1.z * v2.x - v1.x * v2.z;
  vOut.z:= v1.x * v2.y - v1.y * v2.x;
  Result:= @vOut;
end;

function D3DXVec3Add(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
  with vOut do
  begin
    x:= v1.x + v2.x;
    y:= v1.y + v2.y;
    z:= v1.z + v2.z;
  end;
  Result:= @vOut;
end;

function D3DXVec3Subtract(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
  with vOut do
  begin
    x:= v1.x - v2.x;
    y:= v1.y - v2.y;
    z:= v1.z - v2.z;
  end;
  Result:= @vOut;
end;

// Minimize each component.  x = min(x1, x2), y = min(y1, y2)
function D3DXVec3Minimize(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
  if v1.x < v2.x then vOut.x:= v1.x else vOut.x:= v2.x;
  if v1.y < v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
  if v1.z < v2.z then vOut.z:= v1.z else vOut.z:= v2.z;
  Result:= @vOut;
end;

// Maximize each component.  x = max(x1, x2), y = max(y1, y2)
function D3DXVec3Maximize(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
  if v1.x > v2.x then vOut.x:= v1.x else vOut.x:= v2.x;
  if v1.y > v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
  if v1.z > v2.z then vOut.z:= v1.z else vOut.z:= v2.z;
  Result:= @vOut;
end;

function D3DXVec3Scale(out vOut: TD3DXVector3; const v: TD3DXVector3; s: Single): PD3DXVector3;
begin
  with vOut do
  begin
    x:= v.x * s; y:= v.y * s; z:= v.z * s;
  end;
  Result:= @vOut;
end;

// Linear interpolation. V1 + s(V2-V1)
function D3DXVec3Lerp(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3; s: Single): PD3DXVector3;
begin
  vOut.x:= v1.x + s * (v2.x-v1.x);
  vOut.y:= v1.y + s * (v2.y-v1.y);
  vOut.z:= v1.z + s * (v2.z-v1.z);
  Result:= @vOut;
end;


//--------------------------
// 4D Vector
//--------------------------

function D3DXVec4Length(const v: TD3DXVector4): Single;
begin
  with v do Result:= Sqrt(x*x + y*y + z*z + w*w);
end;

function D3DXVec4LengthSq(const v: TD3DXVector4): Single;
begin
  with v do Result:= x*x + y*y + z*z + w*w
end;

function D3DXVec4Dot(const v1, v2: TD3DXVector4): Single;
begin
  Result:= v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
end;

function D3DXVec4Add(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
begin
  with vOut do
  begin
    x:= v1.x + v2.x;
    y:= v1.y + v2.y;
    z:= v1.z + v2.z;
    w:= v1.w + v2.w;
  end;
  Result:= @vOut;
end;

function D3DXVec4Subtract(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
begin
  with vOut do
  begin
    x:= v1.x - v2.x;
    y:= v1.y - v2.y;
    z:= v1.z - v2.z;
    w:= v1.w - v2.w;
  end;
  Result:= @vOut;
end;


// Minimize each component.  x = min(x1, x2), y = min(y1, y2)
function D3DXVec4Minimize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
begin
  if v1.x < v2.x then vOut.x:= v1.x else vOut.x:= v2.x;
  if v1.y < v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
  if v1.z < v2.z then vOut.z:= v1.z else vOut.z:= v2.z;
  if v1.w < v2.w then vOut.w:= v1.w else vOut.w:= v2.w;
  Result:= @vOut;
end;

// Maximize each component.  x = max(x1, x2), y = max(y1, y2)
function D3DXVec4Maximize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
begin
  if v1.x > v2.x then vOut.x:= v1.x else vOut.x:= v2.x;
  if v1.y > v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
  if v1.z > v2.z then vOut.z:= v1.z else vOut.z:= v2.z;
  if v1.w > v2.w then vOut.w:= v1.w else vOut.w:= v2.w;
  Result:= @vOut;
end;

function D3DXVec4Scale(out vOut: TD3DXVector4; const v: TD3DXVector4; s: Single): PD3DXVector4;
begin
  with vOut do
  begin
    x:= v.x * s; y:= v.y * s; z:= v.z * s; w:= v.w * s;
  end;
  Result:= @vOut;
end;

// Linear interpolation. V1 + s(V2-V1)
function D3DXVec4Lerp(out vOut: TD3DXVector4;
  const v1, v2: TD3DXVector4; s: Single): PD3DXVector4;
begin
  with vOut do
  begin
    x:= v1.x + s * (v2.x - v1.x);
    y:= v1.y + s * (v2.y - v1.y);
    z:= v1.z + s * (v2.z - v1.z);
    w:= v1.w + s * (v2.w - v1.w);
  end;
  Result:= @vOut;
end;

//--------------------------
// 4D Matrix
//--------------------------

// inline
function D3DXMatrixIdentity(out mOut: TD3DXMatrix): PD3DXMatrix;
begin
  FillChar(mOut, SizeOf(mOut), 0);
  mOut._11:= 1; mOut._22:= 1; mOut._33:= 1; mOut._44:= 1;
  Result:= @mOut;
end;

function D3DXMatrixIsIdentity(const m: TD3DXMatrix): BOOL;
begin
  with m do Result:=
    (_11 = 1) and (_12 = 0) and (_13 = 0) and (_14 = 0) and
    (_21 = 0) and (_22 = 1) and (_23 = 0) and (_24 = 0) and
    (_31 = 0) and (_32 = 0) and (_33 = 1) and (_34 = 0) and
    (_41 = 0) and (_42 = 0) and (_43 = 0) and (_44 = 1);
end;


//--------------------------
// Quaternion
//--------------------------

// inline

function D3DXQuaternionLength(const q: TD3DXQuaternion): Single;
begin
  with q do Result:= Sqrt(x*x + y*y + z*z + w*w);
end;

// Length squared, or "norm"
function D3DXQuaternionLengthSq(const q: TD3DXQuaternion): Single;
begin
  with q do Result:= x*x + y*y + z*z + w*w;
end;

function D3DXQuaternionDot(const q1, q2: TD3DXQuaternion): Single;
begin
  Result:= q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
end;

function D3DXQuaternionIdentity(out qOut: TD3DXQuaternion): PD3DXQuaternion;
begin
  with qOut do
  begin
    x:= 0; y:= 0; z:= 0; w:= 1.0;
  end;
  Result:= @qOut;
end;

function D3DXQuaternionIsIdentity(const q: TD3DXQuaternion): BOOL;
begin
  with q do Result:= (x = 0) and (y = 0) and (z = 0) and (w = 1);
end;

// (-x, -y, -z, w)
function D3DXQuaternionConjugate(out qOut: TD3DXQuaternion;
  const q: TD3DXQuaternion): PD3DXQuaternion;
begin
  with qOut do
  begin
    x:= -q.x; y:= -q.y; z:= -q.z; w:= q.w;
  end;
  Result:= @qOut;
end;


//--------------------------
// Plane
//--------------------------

// ax + by + cz + dw
function D3DXPlaneDot(const p: TD3DXPlane; const v: TD3DXVector4): Single;
begin
  with p,v do Result:= a*x + b*y + c*z + d*w;
end;

// ax + by + cz + d
function D3DXPlaneDotCoord(const p: TD3DXPlane; const v: TD3DXVector3): Single;
begin
  with p,v do Result:= a*x + b*y + c*z + d;
end;

// ax + by + cz
function D3DXPlaneDotNormal(const p: TD3DXPlane; const v: TD3DXVector3): Single;
begin
  with p,v do Result:= a*x + b*y + c*z;
end;


//--------------------------
// Color
//--------------------------

// inline

function D3DXColorNegative(out cOut: TD3DXColor; const c: TD3DXColor): PD3DXColor;
begin
 with cOut do
 begin
   r:= 1.0 - c.r; g:= 1.0 - c.g; b:= 1.0 - c.b;
   a:= c.a;
 end;
 Result:= @cOut;
end;

function D3DXColorAdd(out cOut: TD3DXColor; const c1,c2: TD3DXColor): PD3DXColor;
begin
  with cOut do
  begin
    r:= c1.r + c2.r; g:= c1.g + c2.g; b:= c1.b + c2.b;
    a:= c1.a + c2.a;
  end;
  Result:= @cOut;
end;

function D3DXColorSubtract(out cOut: TD3DXColor; const c1,c2: TD3DXColor): PD3DXColor;
begin
  with cOut do
  begin
    r:= c1.r - c2.r; g:= c1.g - c2.g; b:= c1.b - c2.b;
    a:= c1.a - c2.a;
  end;
  Result:= @cOut;
end;

function D3DXColorScale(out cOut: TD3DXColor; const c: TD3DXColor; s: Single): PD3DXColor;
begin
  with cOut do
  begin
    r:= c.r * s; g:= c.g * s;
    b:= c.b * s; a:= c.a * s;
  end;
  Result:= @cOut;
end;

// (r1*r2, g1*g2, b1*b2, a1*a2)
function D3DXColorModulate(out cOut: TD3DXColor; const c1,c2: TD3DXColor): PD3DXColor;
begin
  with cOut do
  begin
    r:= c1.r * c2.r; g:= c1.g * c2.g;
    b:= c1.b * c2.b; a:= c1.a * c2.a;
  end;
  Result:= @cOut;
end;

// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
function D3DXColorLerp(out cOut: TD3DXColor; const c1,c2: TD3DXColor; s: Single): PD3DXColor;
begin
  with cOut do
  begin
    r:= c1.r + s * (c2.r - c1.r);
    g:= c1.g + s * (c2.g - c1.g);
    b:= c1.b + s * (c2.b - c1.b);
    a:= c1.a + s * (c2.a - c1.a);
  end;
  Result:= @cOut;
end;





//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (c) Microsoft Corporation.  All rights reserved.
//
//  File:       d3dx9shader.h
//  Content:    D3DX Shader APIs
//
//////////////////////////////////////////////////////////////////////////////


//---------------------------------------------------------------------------
// D3DXTX_VERSION:
// --------------
// Version token used to create a procedural texture filler in effects
// Used by D3DXFill[]TX functions
//---------------------------------------------------------------------------
// #define D3DXTX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
function D3DXTX_VERSION(_Major, _Minor: Byte): DWORD;
begin
  Result := (Ord('T') shl 24) or (Ord('X') shl 16) or (_Major shl 8) or (_Minor);
end;

end.