TOC

The COMPLETE Effect and HLSL Cross-Reference

By Sebastien St-Laurent
ISBN 0-9766132-1-2
Jan 2006 (896 pages)
Buy directly from Paradoxal Press at $20.75 (Save 43%)



 Legal Information
              DirectX Software Development Kit
              What's New in the DirectX SDK
              Features Added
             in the December 2005 DirectX SDK Update  Features Added
            in the October 2005 DirectX SDK Update  Features Added
            in the August 2005 DirectX SDK Update  Features Added in
            the June 2005 DirectX SDK Update  Features Added in
             the April 2005 DirectX SDK Update  Features Added
             in the February 2005 DirectX SDK Update  Features Added
             in the December 2004 DirectX SDK Update  Features Added
            in the Summer 2004 DirectX SDK Update  DirectX Components  DirectX SDK Programming Guide  Programming
            DirectX with C/C++  Using
             Callback Functions  Debugging DirectX Applications  Installing
            DirectX with DirectSetup  
            Using COM 
             COM Object Overview 
             Creating a COM Object
              Using COM Interfaces 
             Managing a COM
             Object's Lifetime  Using C to Access COM Objects  Using
            Macros to Call DirectX COM Methods  DirectX
            COM Documentation Conventions  Using
            ATL with DirectX COM Interfaces  
            irectX SDK Tools  DirectX
            Content Tools  DirectX Extensions for DCC applications  DirectX
             Extensions for Discreet 3ds max  DirectX
            Extensions for Alias Maya  
            DirectX Extensions for Adobe Photoshop  DirectX Viewer (dxviewer.exe)
              DirectX Ops (dxops.exe)  DirectX Ops Script
            Commands  
            exture Viewer (Windows Explorer Extension)  
            exture Converter (Windows Explorer Extension)  DirectX Texture Editor
            (dxtex.exe)  
            exture Conversion Tool (texconv.exe)  DirectX Performance Tools  PIX 
             PIX Counters  PIX Tutorial: Gathering Data in the Basic View 
             PIX
            Tutorial: Comparing Image Quality  PIX Command-Line Options  
            nalyzing D3DX Functions with PIX  DirectX System Tools  DirectX Caps Viewer Tool  DirectX Control Panel Tool  DirectX Diagnostic Tool
              DirectX Error Lookup
            Tool  DirectX SDK Samples  GetDXVer Sample  Dinstall Sample  DirectX SDK Reference 
             DirectX SDK Constants
              The DirectX
            Error Handling Utility Library  
            irectX Error Handling Functions  DXGetErrorDescription  DXGetErrorString  DXTrace
              DirectX
             Error Handling Macros  DXTRACE_ERR 
             DXTRACE_MSG  DXTRACE_ERR_MSGBOX  DirectX Diagnostic Tool Reference  Interfaces
              IDXDiagContainer  
            DXDiagContainer::EnumChildContainerNames  
            DXDiagContainer::EnumPropNames  
            DXDiagContainer::GetChildContainer  
            DXDiagContainer::GetNumberOfChildContainers  
            DXDiagContainer::GetNumberOfProps  IDXDiagContainer::GetProp  IDXDiagProvider  
            IDXDiagProvider::GetRootContainer  
            DXDiagProvider::Initialize  
            Structures  
            XDIAG_INIT_PARAMS  DirectSetup Reference  
            unctions  
            irectXRegisterApplication  
            DirectXSetup
              
            irectXSetupCallbackFunction  
            
            irectXSetupGetEULA  
            irectXSetupGetVersion  
            irectXSetupSetCallback  
            irectXSetupShowEULA  
            irectXUnRegisterApplication  
            
            tructures  
            IRECTXREGISTERAPP  
            IRECTXREGISTERAPP2  
            SETUP_CB_PROGRESS  Enumerations  
            
            SETUP_CB_PROGRESS_PHASE  
            eturn Values  IUnknown  IUnknown::AddRef  
            Unknown::QueryInterface  
            Unknown::Release  Further
            Information  DirectX Documentation Conventions  DirectX Graphics 
             Direct3D 9  Converting to Direct3D
            9  Programming
            Guide  Getting Started  Direct3D Architecture
              Direct3D Devices  Device Types  Creating a Device  Windowed vs
            Full-Screen Mode  Selecting a
             Device  Lost Devices 
             Determining
            Hardware Support  
            rocessing Vertex Data  Primitives 
             Point Lists  Line Lists  Line Strips 
             Triangle Lists  Triangle Strips  Triangle Fans  States  State Blocks Save and Restore State  
            aving All Device States with a StateBlock  Saving
            Vertex States With a StateBlock  Saving
            Pixel States With a StateBlock  
            ender States  Alpha
            Blending State  Alpha
            Testing State  Ambient
             Lighting State  
            ntialiasing State  Culling State
              Depth Buffering State
              Fog State  Lighting State  
            
            utline and Fill State  
            er-Vertex Color State  
            rimitive Clipping State  Shading State
              Stencil Buffer State 
             Texture Wrapping State
              Direct3D Resources 
             Resource Properties 
             Manipulating Resources
              Locking Resources  Resource Relationships
              Managing Resources 
             Application-Managed Resources and Allocation Strategies
              Vertex Buffers  Creating a Vertex
            Buffer  
            ccessing the Contents of a Vertex Buffer  Rendering from a
             Vertex Buffer  FVF Vertex
            Buffers  Fixed Function Vertex Processing  Programmable
            Vertex Processing  Device Types and Vertex Processing Requirements 
             Vertex Declaration 
             
            apping FVF Codes to a Direct3D 9 Declaration  Fixed Function FVF
            Codes  Mapping between a Direct3D 9 Declaration and a Direct3D
            8 Declaration  Mapping between a Direct3D 9 Declaration and FVF Codes
              Programming One
             or More Streams  Index Buffers
              Coordinate
            Systems and Geometry  Coordinate
            Systems  Face and Vertex Normal Vectors  Rasterization Rules 
             Rectangles  Triangle Interpolation
              Vectors,
            Vertices, and Quaternions  
            Transforms 
             World Transform  View Transform  Projection Transform 
             Viewports and Clipping
              Lights and Materials 
             Light Types  Light Properties  Mathematics of Lighting  Ambient Lighting  Diffuse Lighting  Specular Lighting  Emissive Lighting  Camera Space
            Transformations  Attenuation and Spotlight Factor  Materials  Direct3D
            Rendering  Shading  Shading Modes  Comparing Shading Modes
              Setting the Shading
            Mode  Presenting a Scene 
             Introduction
             to Presenting a Scene  Multiple Views in Windowed Mode  Multiple-Monitor
            Operations  Manipulating the Depth Buffer  Accessing the
            Color Front Buffer  Rendering
             Primitives  Vertex
            Data Streams  
            etting the Stream Source  
            
            endering from Vertex and Index Buffers  Rendering
            from User Memory Pointers  
            Depth Buffers
              Querying for
            Depth Buffer Support  
            reating a Depth Buffer  
            nabling Depth Buffering  
            etrieving a Depth Buffer  
            
            learing Depth Buffers  Changing Depth Buffer Write Access  
            hanging Depth Buffer Comparison Functions  Fog
              Alpha Blending  Vertex Alpha  Material Alpha  
            Texture Alpha
              Frame Buffer Alpha 
             Render Target Alpha 
             Direct3D Surfaces  Surface Formats  What Is a Swap Chain?
              Width vs. Pitch  Flipping Surfaces  Page Flipping
            and Back Buffering  Copying to
             Surfaces  Copying
            Surfaces  Accessing Surface Memory Directly  Private Surface Data 
             Gamma Controls  Direct3D Textures  Basic Texturing
            Concepts  
            exture Addressing Modes  Wrap
             Texture Address Mode  
            irror Texture Address Mode  
            Clamp Texture Address Mode  Border Color
            Texture Address Mode  Texture
            Dirty Regions  Texture
            Palettes  Texture
            Coordinates  Directly Mapping Texels to Pixels  Texture Coordinate
            Formats  Texture Coordinate Processing  
            utomatically Generated Texture Coordinates  Texture
            Coordinate Transformations  
            Special
            Effects  Texture
            Filtering  
            earest-Point Sampling  
            inear Texture Filtering  
            ilinear Texture Filtering  
            Anisotropic Texture Filtering  Texture
            Filtering with Mipmaps  Texture
            Resources  Texture
            Wrapping  Texture
            Blending  Texture Blending Operations and Arguments  Assigning the
            Current Textures  
            reating Blending Stages  Alpha
            Texture Blending  
            ultipass Texture Blending  
            Light Mapping with Textures  Monochrome Light Maps
              Color Light Maps  Specular Light Maps 
             Diffuse Light Maps 
             Automatic
            Generation of Mipmaps  
            utomatic Texture Management  
            Compressed Texture Resources  Opaque and
            1-Bit Alpha Textures  
            extures with Alpha Channels  
            Compressed Texture Formats  Using Compressed
            Textures  Hardware Considerations for Texturing  Volume Texture
            Resources  D3DX  Line Drawing
            Support in D3DX  Math Function Support in D3DX  Mesh Support in D3DX 
             Texture Support in D3DX
              X Files (Legacy)  Loading an X File
            (Legacy)  
            aving to an X File (Legacy)  
            
            efining a Simple Cube  Adding
            Textures  
            dding Frames and Animations  
            DXUT
             Programming Guide  DXUT Overview
              Initializing DXUT  Using
            Application Windows with DXUT  Using Devices with DXUT  Using the Main
            Loop with DXUT  Error
             Handling with DXUT  Advanced Device Selection with DXUT  Additional DXUT
            Functions  HLSL Shaders 
             Vertex Shader Basics 
             Pixel Shader Basics 
             HLSL Language Basics 
             Writing HLSL Shaders 
             Using HLSL Shaders 
             HLSL Tutorials  Getting
            Started Debugging Shaders  
            Shader Model
             3  Vertex Textures in
            vs_3_0  Effects  Writing an Effect  Using an Effect  
            Advanced
            Topics  Vertex Pipeline  Tessellation  Displacement Mapping 
             Geometry Blending  Using Geometry Blending
              Indexed Vertex Blending
              Using Indexed
            Vertex Blending  Vertex
            Tweening  Using
            Vertex Tweening  
            igher-Order Primitives  Using Higher-Order Primitives  Point Sprites  
            Matrix Stacks
              Pixel Pipeline  Scissor Test  Depth Bias  
            tencil Buffer Techniques  
            Compositing
              Decaling  Dissolves, Fades,
            and Swipes  
            utlines and Silhouettes  Two-Sided
            Stencil  Shadowing  Bump Mapping  Bump Map Pixel Formats
              Bump Mapping Formulas
              Using Bump Mapping 
             Environment Mapping 
             Cubic Environment
            Mapping  Creating Cubic Environment Map Surfaces  Spherical
            Environment Mapping  Antialiasing 
             Full-Scene Antialiasing
              Motion Blur  Multiple Render Targets
              Multiple-element
            Textures  Frame Buffer 
             Fog Types  Fog Formulas  
            Fog
            Parameters  Fog Blending 
             Fog Color  Vertex Fog  Pixel Fog  Alpha Examples  Billboarding  Clouds, Smoke,
            and Vapor Trails  
            ire, Flares, and Explosions  
            Gamma  Precomputed
            Radiance Transfer  PRT Equations
              Representing PRT
             With Textures  HDR Lighting 
             
            ccurately Profiling Direct3D API Calls  Queries  Efficiently Drawing Multiple Instances of Geometry 
             Using UVAtlas  Programming Tips  Asynchronous
            Notification  Driver
            Internal Errors  Enabling Direct3D Debug Information  Multihead  Multithreading Issues
              Performance
            Optimizations  
            resenting Multiple Views in Windowed Mode  Troubleshooting  
            Working with Device Windows  Working with
            Earlier Drivers  Working with Multiple Monitor Systems  Working with Mouse
            Cursors  Graphics
            Tools  Shader Compilers  Shader Debugger  Tutorials
            and Samples  Tutorials  Direct3D Tutorials 
             Tutorial 1 -
            Creating a Device  
            tep 1 - Creating a Window  
            Step 2 - Initializing_Direct3D  Step 3 -
            Handling_System_Messages  
            Step
            4 - Rendering and Displaying a Scene  Step 5 - Shutting_Down  Tutorial 2 -
            Rendering Vertices  Step 1 - Defining a Custom Vertex Type  Step 2 -
            Setting Up the Vertex Buffer  Step 3 -
            Rendering the Display  
            utorial 3 - Using Matrices  
            Step 1 - Defining the World Transformation Matrix 
             Step 2 - Defining the View Transformation Matrix 
             Step 3 - Defining the Projection Transformation Matrix
              Tutorial
             4 - Creating and Using Lights  Step 1 -
            Initializing Scene Geometry  
            Step 2 - Setting Up Material and Light  Tutorial 5 -
            Using Texture Maps  Step 1 - Defining a Custom Vertex Format  Step 2 -
            Initializing Screen Geometry  Step 3 - Rendering
             the Scene  
            utorial 6 - Using Meshes  
            Step 1 - Loading a Mesh Object  Step 2 -
            Rendering a Mesh Object  Step 3 - Unloading a Mesh Object  HLSL Workshop  
            Goal 1 - Hemispheric Lighting Tutorial  Hemispheric
            Lighting Explained  Goal 2 - Vertex Animation Tutorial  Goal 3 -
            Environment Mapping  Environment Mapping Explained  Goal 4 -
            Procedural Texture Tutorial  
            Goal 5 - Shader Debugging Tutorial  Samples  Antialias
            Sample  BasicHLSL Sample  Blobs Sample  CompiledEffect Sample
              Config System Sample 
             CustomUI Sample  DepthOfField Sample 
             EffectParam Sample 
             EmptyProject Sample 
             EnhancedMesh Sample 
             FragmentLinker Sample
              HDRCubeMap Sample  HDRFormats Sample  HDRLighting Sample 
             HDRPipeline Sample 
             HLSLwithoutEffects
            Sample  Instancing Sample  LocalDeformablePRT
            Sample  MeshFromObj Sample 
             MultiAnimation Sample
              OptimizedMesh Sample 
             PixelMotionBlur Sample
              PostProcess Sample 
             ProgressiveMesh Sample
              PRT Simulator
            (prtcmdline.exe)  PRT Demo
            Sample  IrradianceVolume Sample
              ShadowMap Sample  ShadowVolume Sample 
             SimpleSample Sample 
             SkinnedMesh Sample 
             StateManager Sample 
             Text3D Sample  UV Atlas Command-Line
             Tool (uvatlas.exe)  
            eference  
            irect3D Reference  Interfaces  IDirect3D9 
             
            Direct3D9::CheckDepthStencilMatch  
            Direct3D9::CheckDeviceFormat  
            Direct3D9::CheckDeviceFormatConversion  
            Direct3D9::CheckDeviceMultiSampleType  IDirect3D9::CheckDeviceType  
            Direct3D9::CreateDevice  
            Direct3D9::EnumAdapterModes  
            IDirect3D9::GetAdapterCount  
            Direct3D9::GetAdapterDisplayMode  
            Direct3D9::GetAdapterIdentifier  
            Direct3D9::GetAdapterModeCount  
            Direct3D9::GetAdapterMonitor  IDirect3D9::GetDeviceCaps  
            Direct3D9::RegisterSoftwareDevice  IDirect3DBaseTexture9  
            Direct3DBaseTexture9::GenerateMipSubLevels  
            Direct3DBaseTexture9::GetAutoGenFilterType  
            Direct3DBaseTexture9::GetLevelCount  
            Direct3DBaseTexture9::GetLOD  
            Direct3DBaseTexture9::SetAutoGenFilterType  
            Direct3DBaseTexture9::SetLOD  IDirect3DCubeTexture9  
            Direct3DCubeTexture9::AddDirtyRect  
            Direct3DCubeTexture9::GetCubeMapSurface  
            Direct3DCubeTexture9::GetLevelDesc  
            Direct3DCubeTexture9::LockRect  
            Direct3DCubeTexture9::UnlockRect  IDirect3DDevice9  
            Direct3DDevice9::BeginScene  
            IDirect3DDevice9::BeginStateBlock  IDirect3DDevice9::Clear
              
            Direct3DDevice9::ColorFill  
            
            Direct3DDevice9::CreateAdditionalSwapChain  
            Direct3DDevice9::CreateCubeTexture  
            Direct3DDevice9::CreateDepthStencilSurface  
            Direct3DDevice9::CreateIndexBuffer  
            Direct3DDevice9::CreateOffscreenPlainSurface  
            Direct3DDevice9::CreatePixelShader  
            Direct3DDevice9::CreateQuery  
            Direct3DDevice9::CreateRenderTarget  
            Direct3DDevice9::CreateStateBlock  
            Direct3DDevice9::CreateTexture  
            Direct3DDevice9::CreateVertexBuffer  
            Direct3DDevice9::CreateVertexDeclaration  
            Direct3DDevice9::CreateVertexShader  
            Direct3DDevice9::CreateVolumeTexture  
            Direct3DDevice9::DeletePatch  
            Direct3DDevice9::DrawIndexedPrimitive  
            Direct3DDevice9::DrawIndexedPrimitiveUP  
            Direct3DDevice9::DrawPrimitive  
            Direct3DDevice9::DrawPrimitiveUP  
            Direct3DDevice9::DrawRectPatch  
            Direct3DDevice9::DrawTriPatch  IDirect3DDevice9::EndScene  
            Direct3DDevice9::EndStateBlock  
            Direct3DDevice9::EvictManagedResources  
            Direct3DDevice9::GetAvailableTextureMem  
            Direct3DDevice9::GetBackBuffer  
            Direct3DDevice9::GetClipPlane  
            Direct3DDevice9::GetClipStatus  
            Direct3DDevice9::GetCreationParameters  
            Direct3DDevice9::GetCurrentTexturePalette  
            Direct3DDevice9::GetDepthStencilSurface  
            Direct3DDevice9::GetDeviceCaps  
            Direct3DDevice9::GetDirect3D  
            Direct3DDevice9::GetDisplayMode  
            Direct3DDevice9::GetFrontBufferData  IDirect3DDevice9::GetFVF  
            Direct3DDevice9::GetGammaRamp  
            Direct3DDevice9::GetIndices  
            IDirect3DDevice9::GetLight  
            Direct3DDevice9::GetLightEnable  
            Direct3DDevice9::GetMaterial  
            Direct3DDevice9::GetNPatchMode  
            Direct3DDevice9::GetNumberOfSwapChains  
            Direct3DDevice9::GetPaletteEntries  
            Direct3DDevice9::GetPixelShader  
            Direct3DDevice9::GetPixelShaderConstantB  
            Direct3DDevice9::GetPixelShaderConstantF  
            Direct3DDevice9::GetPixelShaderConstantI  
            Direct3DDevice9::GetRasterStatus  
            Direct3DDevice9::GetRenderState  
            Direct3DDevice9::GetRenderTarget  
            Direct3DDevice9::GetRenderTargetData  
            Direct3DDevice9::GetSamplerState  
            Direct3DDevice9::GetScissorRect  
            Direct3DDevice9::GetSoftwareVertexProcessing  
            Direct3DDevice9::GetStreamSource  
            Direct3DDevice9::GetStreamSourceFreq  
            Direct3DDevice9::GetSwapChain  
            Direct3DDevice9::GetTexture  
            IDirect3DDevice9::GetTextureStageState  
            Direct3DDevice9::GetTransform  
            Direct3DDevice9::GetVertexDeclaration  
            Direct3DDevice9::GetVertexShader  
            Direct3DDevice9::GetVertexShaderConstantB  
            Direct3DDevice9::GetVertexShaderConstantF  
            Direct3DDevice9::GetVertexShaderConstantI  
            Direct3DDevice9::GetViewport  
            Direct3DDevice9::LightEnable  
            Direct3DDevice9::MultiplyTransform  IDirect3DDevice9::Present  
            Direct3DDevice9::ProcessVertices  IDirect3DDevice9::Reset  
            Direct3DDevice9::SetClipPlane  
            Direct3DDevice9::SetClipStatus  
            Direct3DDevice9::SetCurrentTexturePalette  
            Direct3DDevice9::SetCursorPosition  
            Direct3DDevice9::SetCursorProperties  
            Direct3DDevice9::SetDepthStencilSurface  
            Direct3DDevice9::SetDialogBoxMode  IDirect3DDevice9::SetFVF  
            Direct3DDevice9::SetGammaRamp  
            Direct3DDevice9::SetIndices  
            IDirect3DDevice9::SetLight  
            Direct3DDevice9::SetMaterial  
            Direct3DDevice9::SetNPatchMode  
            Direct3DDevice9::SetPaletteEntries  
            Direct3DDevice9::SetPixelShader  
            Direct3DDevice9::SetPixelShaderConstantB  
            Direct3DDevice9::SetPixelShaderConstantF  
            Direct3DDevice9::SetPixelShaderConstantI  
            Direct3DDevice9::SetRenderState  
            Direct3DDevice9::SetRenderTarget  
            Direct3DDevice9::SetSamplerState  
            Direct3DDevice9::SetScissorRect  
            Direct3DDevice9::SetSoftwareVertexProcessing  
            Direct3DDevice9::SetStreamSource  
            Direct3DDevice9::SetStreamSourceFreq  
            Direct3DDevice9::SetTexture  
            IDirect3DDevice9::SetTextureStageState  
            Direct3DDevice9::SetTransform  
            Direct3DDevice9::SetVertexDeclaration  
            Direct3DDevice9::SetVertexShader  
            Direct3DDevice9::SetVertexShaderConstantB  
            Direct3DDevice9::SetVertexShaderConstantF  
            Direct3DDevice9::SetVertexShaderConstantI  
            Direct3DDevice9::SetViewport  
            Direct3DDevice9::ShowCursor  
            IDirect3DDevice9::StretchRect  
            Direct3DDevice9::TestCooperativeLevel  
            Direct3DDevice9::UpdateSurface  
            Direct3DDevice9::UpdateTexture  
            Direct3DDevice9::ValidateDevice  IDirect3DIndexBuffer9  
            Direct3DIndexBuffer9::GetDesc  IDirect3DIndexBuffer9::Lock  
            Direct3DIndexBuffer9::Unlock  IDirect3DPixelShader9  
            Direct3DPixelShader9::GetDevice  
            Direct3DPixelShader9::GetFunction  IDirect3DQuery9  
            
            Direct3DQuery9::GetData  
            Direct3DQuery9::GetDataSize  
            IDirect3DQuery9::GetDevice  
            Direct3DQuery9::GetType  
            Direct3DQuery9::Issue  
            Direct3DResource9  IDirect3DResource9::FreePrivateData  
            Direct3DResource9::GetDevice  
            Direct3DResource9::GetPriority  
            Direct3DResource9::GetPrivateData  IDirect3DResource9::GetType  
            Direct3DResource9::PreLoad  
            IDirect3DResource9::SetPriority  
            Direct3DResource9::SetPrivateData  IDirect3DStateBlock9  IDirect3DStateBlock9::Apply  
            Direct3DStateBlock9::Capture  
            Direct3DStateBlock9::GetDevice  IDirect3DSurface9  
            Direct3DSurface9::GetContainer  IDirect3DSurface9::GetDC  IDirect3DSurface9::GetDesc  
            Direct3DSurface9::LockRect  
            IDirect3DSurface9::ReleaseDC  
            Direct3DSurface9::UnlockRect  IDirect3DSwapChain9  
            Direct3DSwapChain9::GetBackBuffer  
            Direct3DSwapChain9::GetDevice  
            Direct3DSwapChain9::GetDisplayMode  
            Direct3DSwapChain9::GetFrontBufferData  
            Direct3DSwapChain9::GetPresentParameters  
            Direct3DSwapChain9::GetRasterStatus  
            Direct3DSwapChain9::Present  
            
            Direct3DTexture9  IDirect3DTexture9::AddDirtyRect  
            Direct3DTexture9::GetLevelDesc  
            Direct3DTexture9::GetSurfaceLevel  IDirect3DTexture9::LockRect  
            Direct3DTexture9::UnlockRect  IDirect3DVertexBuffer9  
            Direct3DVertexBuffer9::GetDesc  
            Direct3DVertexBuffer9::Lock  
            IDirect3DVertexBuffer9::Unlock  
            Direct3DVertexDeclaration9  
            
            Direct3DVertexDeclaration9::GetDeclaration  
            Direct3DVertexDeclaration9::GetDevice  IDirect3DVertexShader9  
            Direct3DVertexShader9::GetDevice  
            Direct3DVertexShader9::GetFunction  IDirect3DVolume9  
            Direct3DVolume9::FreePrivateData  
            Direct3DVolume9::GetContainer  IDirect3DVolume9::GetDesc  IDirect3DVolume9::GetDevice  
            Direct3DVolume9::GetPrivateData  IDirect3DVolume9::LockBox  
            Direct3DVolume9::SetPrivateData  IDirect3DVolume9::UnlockBox  IDirect3DVolumeTexture9
              
            Direct3DVolumeTexture9::AddDirtyBox  
            Direct3DVolumeTexture9::GetLevelDesc  
            Direct3DVolumeTexture9::GetVolumeLevel  
            Direct3DVolumeTexture9::LockBox  
            Direct3DVolumeTexture9::UnlockBox  Functions
              DebugSetMute  Direct3DCreate9  
            Direct3DShaderValidatorCreate9  D3DPERF_BeginEvent  D3DPERF_EndEvent  D3DPERF_SetMarker  D3DPERF_SetRegion  D3DPERF_QueryRepeatFrame  D3DPERF_SetOptions  D3DPERF_GetStatus  Macros 
             D3DCLIPPLANEn  D3DCOLOR_ARGB  D3DCOLOR_AYUV  D3DCOLOR_COLORVALUE 
             D3DCOLOR_RGBA  D3DCOLOR_XRGB  D3DCOLOR_XYUV  D3DDECL_END  D3DFVF_TEXCOORDSIZEn 
             D3DGETDATA_FLUSH  D3DISSUE_BEGIN  D3DISSUE_END  D3DPS_VERSION  
            D3DTS_WORLD
              D3DTS_WORLDMATRIX  D3DTS_WORLDn  D3DVS_VERSION  
            Structures  
            3DADAPTER_IDENTIFIER9  D3DBOX  D3DCAPS9  D3DCLIPSTATUS9  
            D3DCOLOR 
             D3DCOLORVALUE  
            3DDEVICE_CREATION_PARAMETERS  
            3DDEVINFO_D3D9BANDWIDTHTIMINGS  
            3DDEVINFO_D3D9CACHEUTILIZATION  
            3DDEVINFO_D3D9INTERFACETIMINGS  
            3DDEVINFO_D3D9PIPELINETIMINGS  D3DDEVINFO_D3D9STAGETIMINGS  
            3DDEVINFO_D3DVERTEXSTATS  
            D3DDEVINFO_RESOURCEMANAGER  D3DDEVINFO_VCACHE  
            3DDISPLAYMODE  D3DGAMMARAMP 
             D3DINDEXBUFFER_DESC 
             D3DLIGHT9  D3DLOCKED_BOX  
            
            3DLOCKED_RECT  D3DMATERIAL9 
             D3DMATRIX  D3DPRESENT_PARAMETERS
              D3DPSHADERCAPS2_0  D3DRANGE  D3DRASTER_STATUS  D3DRECT
              D3DRECTPATCH_INFO  D3DRESOURCESTATS  D3DSURFACE_DESC  D3DTRIPATCH_INFO  D3DVECTOR  D3DVERTEXBUFFER_DESC 
             D3DVERTEXELEMENT9  D3DVIEWPORT9  D3DVOLUME_DESC  
            
            3DVSHADERCAPS2_0  PALETTEENTRY 
             Enumerations
              D3DBACKBUFFER_TYPE 
             D3DBASISTYPE  D3DBLEND  D3DBLENDOP 
             D3DCMPFUNC  D3DCUBEMAP_FACES  D3DCULL
              D3DDEBUGMONITORTOKENS
              D3DDECLMETHOD  D3DDECLTYPE  D3DDECLUSAGE  
            D3DDEGREETYPE
              D3DDEVTYPE  D3DERR  D3DFILLMODE 
             D3DFOGMODE  D3DFORMAT  D3DLIGHTTYPE 
             D3DMATERIALCOLORSOURCE
              D3DMULTISAMPLE_TYPE 
             D3DPATCHEDGESTYLE  D3DPOOL  
            3DPRIMITIVETYPE  D3DQUERYTYPE 
             D3DRENDERSTATETYPE 
             D3DRESOURCETYPE  D3DSAMPLER_TEXTURE_TYPE
              D3DSAMPLERSTATETYPE 
             D3DSHADEMODE