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/*
* Copyright (c) 2007-2012 SlimDX Group
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#pragma once

#include <windows.h>

#include "external/atir2vb.h"
#include "D3DXEnums.h"

namespace SlimDX
{
namespace Direct3D9
{
#ifdef XMLDOCS
ref class Device;
#endif

// NOTE: The enumerations defined in this file are in alphabetical order (haha, not anymore). When
// adding new enumerations or renaming existing ones, please make sure
// the ordering is maintained.

/// <summary>
/// Defines stream sources for hardware instancing.
/// </summary>
/// <unmanaged>D3DSTREAMSOURCE</unmanaged>
public enum class StreamSource : System::Int32
{
/// <summary>
/// Indexed data.
/// </summary>
IndexedData,

/// <summary>
/// Instance data.
/// </summary>
InstanceData
};

/// <summary>
/// Defines texture filtering modes for a texture stage.
/// </summary>
/// <unmanaged>D3DTEXTUREFILTERTYPE</unmanaged>
public enum class TextureFilter : System::Int32
{
/// <summary>
/// Mipmapping is disabled.
/// </summary>
None = D3DTEXF_NONE,

/// <summary>
/// Point filtering is used.
/// </summary>
Point = D3DTEXF_POINT,

/// <summary>
/// Bilinear interpolation is used.
/// </summary>
Linear = D3DTEXF_LINEAR,

/// <summary>
/// Anisotropic interpolation is used.
/// </summary>
Anisotropic = D3DTEXF_ANISOTROPIC,

/// <summary>
/// A 4 sample tent filter is used.
/// </summary>
PyramidalQuad = D3DTEXF_PYRAMIDALQUAD,

/// <summary>
/// A 4 sample Guassian filter is used.
/// </summary>
GaussianQuad = D3DTEXF_GAUSSIANQUAD,

/// <summary>
/// Convolution filter for monochrome textures. Available for Direct3D9Ex only.
/// </summary>
ConvolutionMono = D3DTEXF_CONVOLUTIONMONO
};

/// <summary>
/// Defines stencil buffer operations.
/// </summary>
/// <unmanaged>D3DSTENCILOP</unmanaged>
public enum class StencilOperation
{
/// <summary>
/// Keep the current stencil value.
/// </summary>
Keep = D3DSTENCILOP_KEEP,

/// <summary>
/// Zero the stencil value.
/// </summary>
Zero = D3DSTENCILOP_ZERO,

/// <summary>
/// Replace the stencil value.
/// </summary>
Replace = D3DSTENCILOP_REPLACE,

/// <summary>
/// Increment and clamp the stencil value.
/// </summary>
IncrementSaturate = D3DSTENCILOP_INCRSAT,

/// <summary>
/// Decrement and clamp the stencil value.
/// </summary>
DecrementSaturate = D3DSTENCILOP_DECRSAT,

/// <summary>
/// Invert the stencil value.
/// </summary>
Invert = D3DSTENCILOP_INVERT,

/// <summary>
/// Increment the stencil value.
/// </summary>
Increment = D3DSTENCILOP_INCR,

/// <summary>
/// Decrement the stencil value.
/// </summary>
Decrement = D3DSTENCILOP_DECR
};

/// <summary>
/// Defines swap effects.
/// </summary>
/// <unmanaged>D3DSWAPEFFECT</unmanaged>
public enum class SwapEffect : System::Int32
{
/// <summary>
/// Discards the data in the back buffers and render targets after a presentation.
/// </summary>
Discard = D3DSWAPEFFECT_DISCARD,

/// <summary>
/// Flips between multiple back buffers.
/// </summary>
Flip = D3DSWAPEFFECT_FLIP,

/// <summary>
/// Copies the data between back buffers.
/// </summary>
Copy = D3DSWAPEFFECT_COPY,

/// <summary>
/// Use a dedicated area of video memory that can be overlayed on the primary surface. No copy is performed
/// when the overlay is displayed. The overlay operation is performed in hardware, without modifying
/// the data in the primary surface. Available in Direct3D 9Ex on Windows 7 only.
/// </summary>
Overlay = D3DSWAPEFFECT_OVERLAY,

/// <summary>
/// Designates when an application is adopting flip mode, during which time an application's frame
/// is passed instead of copied to the Desktop Window Manager(DWM) for composition when the application
/// is presenting in windowed mode. Flip mode allows an application to more efficiently use memory
/// bandwidth as well as enabling an application to take advantage of full-screen-present statistics.
/// Flip mode does not affect full-screen behavior. Available in Direct3D 9Ex on Windows 7 only.
/// </summary>
FlipEx = D3DSWAPEFFECT_FLIPEX
};

/// <summary>
/// Defines the texture-addressing modes.
/// </summary>
/// <unmanaged>D3DTEXTUREADDRESS</unmanaged>
public enum class TextureAddress : System::Int32
{
/// <summary>
/// Tile the texture at every integer junction.
/// </summary>
Wrap = D3DTADDRESS_WRAP,

/// <summary>
/// The texture is flipped at every integer junction.
/// </summary>
Mirror = D3DTADDRESS_MIRROR,

/// <summary>
/// Texture coordinates outside the range are clamped to the maximum values.
/// </summary>
Clamp = D3DTADDRESS_CLAMP,

/// <summary>
/// Texture coordinates outside the range are set to the border color.
/// </summary>
Border = D3DTADDRESS_BORDER,

/// <summary>
/// Similar to a combination of Wrap, Mirror, and Clamp.
/// </summary>
MirrorOnce = D3DTADDRESS_MIRRORONCE
};

/// <summary>
/// Defines the possible shading modes.
/// </summary>
/// <unmanaged>D3DSHADEMODE</unmanaged>
public enum class ShadeMode : System::Int32
{
/// <summary>
/// Flat shading.
/// </summary>
Flat = D3DSHADE_FLAT,

/// <summary>
/// Gouraud shading.
/// </summary>
Gouraud = D3DSHADE_GOURAUD
};

/// <summary>
/// Defines texture coordinate transformation values.
/// </summary>
/// <unmanaged>D3DTEXTURETRANSFORMFLAGS</unmanaged>
public enum class TextureTransform : System::Int32
{
/// <summary>
/// Texture coordinates are passed directly to the rasterizer.
/// </summary>
Disable = D3DTTFF_DISABLE,

/// <summary>
/// The rasterizer should expect 1D coordinates.
/// </summary>
Count1 = D3DTTFF_COUNT1,

/// <summary>
/// The rasterizer should expect 2D coordinates.
/// </summary>
Count2 = D3DTTFF_COUNT2,

/// <summary>
/// The rasterizer should expect 3D coordinates.
/// </summary>
Count3 = D3DTTFF_COUNT3,

/// <summary>
/// The rasterizer should expect 4D coordinates.
/// </summary>
Count4 = D3DTTFF_COUNT4,

/// <summary>
/// Forces all coordinates to be projected before being sent to the rasterizer.
/// </summary>
Projected = D3DTTFF_PROJECTED
};

/// <summary>
/// Defines possible transformation states.
/// </summary>
/// <unmanaged>D3DTRANSFORMSTATETYPE</unmanaged>
public enum class TransformState : System::Int32
{
/// <summary>
/// Identifies the transformation matrix being set as the view transformation matrix.
/// </summary>
View = D3DTS_VIEW,

/// <summary>
/// Identifies the transformation matrix being set as the projection transformation matrix.
/// </summary>
Projection = D3DTS_PROJECTION,

/// <summary>
/// Identifies the transformation matrix being set as a world transformation matrix.
/// </summary>
World = D3DTS_WORLD,

/// <summary>
/// Identifies the transformation matrix being set as a world transformation matrix.
/// </summary>
World1 = D3DTS_WORLD1,

/// <summary>
/// Identifies the transformation matrix being set as a world transformation matrix.
/// </summary>
World2 = D3DTS_WORLD2,

/// <summary>
/// Identifies the transformation matrix being set as a world transformation matrix.
/// </summary>
World3 = D3DTS_WORLD3,

/// <summary>
/// Identifies the transformation matrix being set for the specified texture stage.
/// </summary>
Texture0 = D3DTS_TEXTURE0,

/// <summary>
/// Identifies the transformation matrix being set for the specified texture stage.
/// </summary>
Texture1 = D3DTS_TEXTURE1,

/// <summary>
/// Identifies the transformation matrix being set for the specified texture stage.
/// </summary>
Texture2 = D3DTS_TEXTURE2,

/// <summary>
/// Identifies the transformation matrix being set for the specified texture stage.
/// </summary>
Texture3 = D3DTS_TEXTURE3,

/// <summary>
/// Identifies the transformation matrix being set for the specified texture stage.
/// </summary>
Texture4 = D3DTS_TEXTURE4,

/// <summary>
/// Identifies the transformation matrix being set for the specified texture stage.
/// </summary>
Texture5 = D3DTS_TEXTURE5,

/// <summary>
/// Identifies the transformation matrix being set for the specified texture stage.
/// </summary>
Texture6 = D3DTS_TEXTURE6,

/// <summary>
/// Identifies the transformation matrix being set for the specified texture stage.
/// </summary>
Texture7 = D3DTS_TEXTURE7
};

/// <summary>
/// Specifies wrapping options for texture coordinates.
/// </summary>
/// <unmanaged href="bb206256">D3DWRAPCOORD</unmanaged>
[System::Flags]
public enum class TextureWrapping : System::Int32
{
/// <summary>
/// No wrapping is performed.
/// </summary>
None = 0,

/// <summary>
/// Wrap the 0 coordinate.
/// </summary>
WrapCoordinate0 = D3DWRAPCOORD_0,

/// <summary>
/// Wrap the 1 coordinate.
/// </summary>
WrapCoordinate1 = D3DWRAPCOORD_1,

/// <summary>
/// Wrap the 2 coordinate.
/// </summary>
WrapCoordinate2 = D3DWRAPCOORD_2,

/// <summary>
/// Wrap the 3 coordinate.
/// </summary>
WrapCoordinate3 = D3DWRAPCOORD_3,

/// <summary>
/// Wrap all coordinates.
/// </summary>
All = WrapCoordinate0 | WrapCoordinate1 | WrapCoordinate2 | WrapCoordinate3
};

/// <summary>
/// Usage options that identify how resources are to be used.
/// </summary>
/// <unmanaged>D3DUSAGE</unmanaged>
[System::Flags]
public enum class Usage : System::Int32
{
/// <summary>
/// No specified usage options.
/// </summary>
None = 0,

/// <summary>
/// The resource will automatically generate mipmaps.
/// </summary>
AutoGenerateMipMap = D3DUSAGE_AUTOGENMIPMAP,

/// <summary>
/// The resource will be a depth/stencil buffer.
/// </summary>
DepthStencil = D3DUSAGE_DEPTHSTENCIL,

/// <summary>
/// The resource will be a displacement map.
/// </summary>
DisplacementMap = D3DUSAGE_DMAP,

/// <summary>
/// Set to indicate that the vertex buffer content will never require clipping.
/// </summary>
DoNotClip = D3DUSAGE_DONOTCLIP,

/// <summary>
/// Indicates that the resource requires dynamic memory use.
/// </summary>
Dynamic = D3DUSAGE_DYNAMIC,

/// <summary>
/// Allow a shared surface created by a secure application to be opened by a non-secure
/// application that has the shared handle. Available for Direct3D9Ex only.
/// </summary>
NonSecure = D3DUSAGE_NONSECURE,

/// <summary>
/// Indicates that the vertex buffer is to be used for drawing N-patches.
/// </summary>
NPatches = D3DUSAGE_NPATCHES,

/// <summary>
/// Indicates that the buffer will be used to draw points.
/// </summary>
Points = D3DUSAGE_POINTS,

/// <summary>
/// The resource will be a render target.
/// </summary>
RenderTarget = D3DUSAGE_RENDERTARGET,

/// <summary>
/// Indicates that the vertex buffer is to be used for drawing high-order primitives.
/// </summary>
RTPatches = D3DUSAGE_RTPATCHES,

/// <summary>
/// Informs the system that the application will only ever write to the buffer.
/// </summary>
WriteOnly = D3DUSAGE_WRITEONLY,

/// <summary>
/// Indicates that vertex processing for this resource should be done in software.
/// </summary>
SoftwareProcessing = D3DUSAGE_SOFTWAREPROCESSING,

/// <summary>
/// Indicates that the resource will be used for composition. Available for Direct3D9Ex only.
/// </summary>
TextApi = D3DUSAGE_TEXTAPI,

/// <summary>
/// Query the resource abour a legacy bump map.
/// </summary>
QueryLegacyBumpMap = D3DUSAGE_QUERY_LEGACYBUMPMAP,

/// <summary>
/// Query the resource to verify if a texture supports gamma correction during a read operation.
/// </summary>
QuerySrgbRead = D3DUSAGE_QUERY_SRGBREAD,

/// <summary>
/// Query the resource format to see if it supports texture filters.
/// </summary>
QueryFilter = D3DUSAGE_QUERY_FILTER,

/// <summary>
/// Query the resource to verify if a texture supports gamma correction during a write operation.
/// </summary>
QuerySrgbWrite = D3DUSAGE_QUERY_SRGBWRITE,

/// <summary>
/// Query the resource to verify support for post pixel shader blending support.
/// </summary>
QueryPostPixelShaderBlending = D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,

/// <summary>
/// Query the resource to verify support for vertex shader texture sampling.
/// </summary>
QueryVertexTexture = D3DUSAGE_QUERY_VERTEXTEXTURE,

/// <summary>
/// Query the resource to verify support for texture wrapping and mip-mapping.
/// </summary>
QueryWrapAndMip = D3DUSAGE_QUERY_WRAPANDMIP,

/// <summary>
/// The resource will be a Render-To-Vertex-Buffer (R2VB) target.
/// </summary>
R2VBTarget = RenderTarget | DisplacementMap,
};

/// <summary>
/// Defines flags used to control the number or matrices that the system applies when performing
/// multimatrix vertex blending.
/// </summary>
/// <unmanaged>D3DVERTEXBLENDFLAGS</unmanaged>
public enum class VertexBlend : System::Int32
{
/// <summary>
/// Disable vertex blending.
/// </summary>
Disable = D3DVBF_DISABLE,

/// <summary>
/// Enable vertex blending between two matrices.
/// </summary>
Weights1 = D3DVBF_1WEIGHTS,

/// <summary>
/// Enable vertex blending between three matrices.
/// </summary>
Weights2 = D3DVBF_2WEIGHTS,

/// <summary>
/// Enable vertex blending between four matrices.
/// </summary>
Weights3 = D3DVBF_3WEIGHTS,

/// <summary>
/// Enable vertex blending between one matrix and a weight of 1.0.
/// </summary>
Weights0 = D3DVBF_0WEIGHTS,

/// <summary>
/// Vertex blending is performed using vertex tweening.
/// </summary>
Tweening = D3DVBF_TWEENING
};

/// <summary>
/// Specifies codes that can be used to define Flexible-Vertex-Formats (FVF).
/// </summary>
/// <unmanaged>D3DFVF</unmanaged>
[System::Flags]
public enum class VertexFormat : System::Int32
{
/// <summary>
/// No vertex format defined.
/// </summary>
None = 0,

/***/

/// <summary>
/// Vertex format includes a vertex normal vector.
/// </summary>
Normal = D3DFVF_NORMAL,

/// <summary>
/// Vertex format contains a point size.
/// </summary>
PointSize = D3DFVF_PSIZE,

/// <summary>
/// Vertex format includes a diffuse color component.
/// </summary>
Diffuse = D3DFVF_DIFFUSE,

/// <summary>
/// Vertex format includes a specular color component.
/// </summary>
Specular = D3DFVF_SPECULAR,

/// <summary>
/// Vertex format includes the position of an untransformed vertex.
/// </summary>
Position = D3DFVF_XYZ,

/// <summary>
/// Vertex format includes the position of a transformed vertex.
/// </summary>
PositionRhw = D3DFVF_XYZRHW,

/// <summary>
/// Vertex format contains position and weighting values for multimatrix blending operations.
/// </summary>
PositionBlend1 = D3DFVF_XYZB1,

/// <summary>
/// Vertex format contains position and weighting values for multimatrix blending operations.
/// </summary>
PositionBlend2 = D3DFVF_XYZB2,

/// <summary>
/// Vertex format contains position and weighting values for multimatrix blending operations.
/// </summary>
PositionBlend3 = D3DFVF_XYZB3,

/// <summary>
/// Vertex format contains position and weighting values for multimatrix blending operations.
/// </summary>
PositionBlend4 = D3DFVF_XYZB4,

/// <summary>
/// Vertex format contains position and weighting values for multimatrix blending operations.
/// </summary>
PositionBlend5 = D3DFVF_XYZB5,

/// <summary>
/// Vertex format contains transformed and clipped data.
/// </summary>
PositionW = D3DFVF_XYZW,

/// <summary>
/// Vertex format contains a position and a normal.
/// </summary>
PositionNormal = Position | Normal,

/***/

/// <summary>
/// Vertex format contains no texture coordinate sets.
/// </summary>
Texture0 = D3DFVF_TEX0,

/// <summary>
/// Vertex format contains 1 texture coordinate set.
/// </summary>
Texture1 = D3DFVF_TEX1,

/// <summary>
/// Vertex format contains 2 texture coordinate sets.
/// </summary>
Texture2 = D3DFVF_TEX2,

/// <summary>
/// Vertex format contains 3 texture coordinate sets.
/// </summary>
Texture3 = D3DFVF_TEX3,

/// <summary>
/// Vertex format contains 4 texture coordinate sets.
/// </summary>
Texture4 = D3DFVF_TEX4,

/// <summary>
/// Vertex format contains 5 texture coordinate sets.
/// </summary>
Texture5 = D3DFVF_TEX5,

/// <summary>
/// Vertex format contains 6 texture coordinate sets.
/// </summary>
Texture6 = D3DFVF_TEX6,

/// <summary>
/// Vertex format contains 7 texture coordinate sets.
/// </summary>
Texture7 = D3DFVF_TEX7,

/// <summary>
/// Vertex format contains 8 texture coordinate sets.
/// </summary>
Texture8 = D3DFVF_TEX8,

/***/

/// <summary>
/// Mask for position bits.
/// </summary>
PositionMask = D3DFVF_POSITION_MASK,

/// <summary>
/// Mask for texture flag bits.
/// </summary>
TextureCountMask = D3DFVF_TEXCOUNT_MASK,

/***/

/// <summary>
/// The number of bits by which to shift an integer value that identifies the number of texture
/// coordinates for a vertex.
/// </summary>
TextureCountShift = D3DFVF_TEXCOUNT_SHIFT,

/// <summary>
/// The last beta field in the vertex position data will be of type UByte4. The data in the beta
/// fields are used with matrix palette skinning to specify matrix indices.
/// </summary>
LastBetaUByte4 = D3DFVF_LASTBETA_UBYTE4,

/// <summary>
/// The last beta field in the vertex position data will be of type Color. The data in the beta
/// fields are used with matrix palette skinning to specify matrix indices.
/// </summary>
LastBetaColor = D3DFVF_LASTBETA_D3DCOLOR
};

/// <summary>
/// Specifies the flexible vertex format capabilities of the device.
/// </summary>
/// <unmanaged HREF="bb172513">D3DFVFCAPS</unmanaged>
[System::Flags]
public enum class VertexFormatCaps : System::Int32
{
/// <summary>
/// Masks the low WORD of FVFCaps. These bits, cast to the WORD data type, describe the total
/// number of texture coordinate sets that the device can simultaneously use for multiple texture
/// blending.
/// </summary>
TextureCoordCountMask = D3DFVFCAPS_TEXCOORDCOUNTMASK,

/// <summary>
/// It is preferable that vertex elements not be stripped. That is, if the vertex format contains
/// elements that are not used with the current render states, there is no need to regenerate the
/// vertices. If this capability flag is not present, stripping extraneous elements from the vertex
/// format provides better performance.
/// </summary>
DoNotStripElements = D3DFVFCAPS_DONOTSTRIPELEMENTS,

/// <summary>
/// Point size is determined by either the render state or the vertex data. If an FVF is used,
/// point size can come from point size data in the vertex declaration.
/// </summary>
PointSize = D3DFVFCAPS_PSIZE
};

/// <summary>
/// Specifies vertex processing capabilities supported by the device.
/// </summary>
/// <unmanaged href="bb172513">D3DVTXCAPS</unmanaged>
[System::Flags]
public enum class VertexProcessingCaps
{
/// <summary>
/// Device can do texture generation.
/// </summary>
TextureGen = D3DVTXPCAPS_TEXGEN,

/// <summary>
/// Indicates that the device supports the color material states.
/// </summary>
MaterialSource7 = D3DVTXPCAPS_MATERIALSOURCE7,

/// <summary>
/// Device can support directional lights.
/// </summary>
DirectionalLights = D3DVTXPCAPS_DIRECTIONALLIGHTS,

/// <summary>
/// Device can support positional lights.
/// </summary>
PositionalLights = D3DVTXPCAPS_POSITIONALLIGHTS,

/// <summary>
/// Device supports local viewer.
/// </summary>
LocalViewer = D3DVTXPCAPS_LOCALVIEWER,

/// <summary>
/// Device supports vertex tweening.
/// </summary>
Tweening = D3DVTXPCAPS_TWEENING,

/// <summary>
/// Device supports sphere maps.
/// </summary>
TexGenSphereMap = D3DVTXPCAPS_TEXGEN_SPHEREMAP,

/// <summary>
/// Device does not support texture generation in non-local viewer mode.
/// </summary>
NoTexGenNonLocalViewer = D3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER
};

/// <summary>
/// Specifies vertex shader capabilities supported by the device.
/// </summary>
/// <unmanaged>D3DVS20CAPS</unmanaged>
[System::Flags]
public enum class VertexShaderCaps : System::Int32
{
/// <summary>
/// No extra vertex shader capabilities specified.
/// </summary>
None = 0,

/// <summary>
/// Instruction predication is supported.
/// </summary>
Predication = D3DVS20CAPS_PREDICATION
};

/// <summary>
/// Specifies possible XFile formats.
/// </summary>
/// <unmanaged>D3DXF_FILEFORMAT</unmanaged>
[System::Flags]
public enum class XFileFormat : System::Int32
{
/// <summary>
/// Legacy file format.
/// </summary>
Binary = D3DXF_FILEFORMAT_BINARY,

/// <summary>
/// Text file format.
/// </summary>
Text = D3DXF_FILEFORMAT_TEXT,

/// <summary>
/// Compressed file.
/// </summary>
Compressed = D3DXF_FILEFORMAT_COMPRESSED
};

/// <summary>
/// Z-buffer usage types.
/// </summary>
/// <unmanaged>D3DZBUFFERTYPE</unmanaged>
public enum class ZBufferType
{
/// <summary>
/// Used to enable the depth buffer.
/// </summary>
UseZBuffer = D3DZB_TRUE,

/// <summary>
/// Used to disable the depth buffer.
/// </summary>
DontUseZBuffer = D3DZB_FALSE,

/// <summary>
/// Used to enable a W-buffer.
/// </summary>
UseWBuffer = D3DZB_USEW
};

/// <summary>Defines the basis type of a high-order patch surface.</summary>
/// <unmanaged>D3DBASISTYPE</unmanaged>
public enum class Basis : System::Int32
{
/// <summary>
/// Input vertices are treated as a series of Bezier patches.
/// </summary>
Bezier = D3DBASIS_BEZIER,

/// <summary>
/// Input vertices are treated as control points of a B-spline surface.
/// </summary>
BSpline = D3DBASIS_BSPLINE,

/// <summary>
/// An interpolation basis defines the surface so that the surface goes through all the input vertices specified.
/// </summary>
CatmullRom = D3DBASIS_CATMULL_ROM,
};

/// <summary>Defines the supported blend mode.</summary>
/// <unmanaged>D3DBLEND</unmanaged>
public enum class Blend : System::Int32
{
/// <summary>
/// Blend factor is (0, 0, 0, 0).
/// </summary>
Zero = D3DBLEND_ZERO,

/// <summary>
/// Blend factor is (1, 1, 1, 1).
/// </summary>
One = D3DBLEND_ONE,

/// <summary>
/// Blend factor is the source color.
/// </summary>
SourceColor = D3DBLEND_SRCCOLOR,

/// <summary>
/// Blend factor is one minus the source color.
/// </summary>
InverseSourceColor = D3DBLEND_INVSRCCOLOR,

/// <summary>
/// Blend factor is the source alpha.
/// </summary>
SourceAlpha = D3DBLEND_SRCALPHA,

/// <summary>
/// Blend factor is one minus the source alpha.
/// </summary>
InverseSourceAlpha = D3DBLEND_INVSRCALPHA,

/// <summary>
/// Blend factor is the destination alpha.
/// </summary>
DestinationAlpha = D3DBLEND_DESTALPHA,

/// <summary>
/// Blend factor is one minus the destination alpha.
/// </summary>
InverseDestinationAlpha = D3DBLEND_INVDESTALPHA,

/// <summary>
/// Blend factor is the destination color.
/// </summary>
DestinationColor = D3DBLEND_DESTCOLOR,

/// <summary>
/// Blend factor is one minus the destination color.
/// </summary>
InverseDestinationColor = D3DBLEND_INVDESTCOLOR,

/// <summary>
/// Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad).
/// </summary>
SourceAlphaSaturated = D3DBLEND_SRCALPHASAT,

/// <summary>
/// Source blend factor is one minus the source alpha, and destination blend factor
/// is one minus the destination alpha.
/// </summary>
BothInverseSourceAlpha = D3DBLEND_BOTHINVSRCALPHA,

/// <summary>
/// Constant color blending factor used by the frame-buffer blender.
/// </summary>
BlendFactor = D3DBLEND_BLENDFACTOR,

/// <summary>
/// Inverted constant color blending factor used by the frame-buffer blender.
/// </summary>
InverseBlendFactor = D3DBLEND_INVBLENDFACTOR,

/// <summary>
/// Blend factor is the output color of the pixel shader. Only available in Direct3D9Ex.
/// </summary>
SourceColor2 = D3DBLEND_SRCCOLOR2,

/// <summary>
/// Blend factor is one minus the output color of the pixel shader. Only available in Direct3D9Ex.
/// </summary>
InverseSourceColor2 = D3DBLEND_INVSRCCOLOR2
};

/// <summary>
/// Defines possible source blending capabilities.
/// </summary>
/// <unmanaged href="bb172513">D3DPBLENDCAPS</unmanaged>
[System::Flags]
public enum class BlendCaps : System::Int32
{
/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.Zero.
/// </summary>
Zero = D3DPBLENDCAPS_ZERO,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.One.
/// </summary>
One = D3DPBLENDCAPS_ONE,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.SourceColor.
/// </summary>
SourceColor = D3DPBLENDCAPS_SRCCOLOR,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.InverseSourceColor.
/// </summary>
InverseSourceColor = D3DPBLENDCAPS_INVSRCCOLOR,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.SourceAlpha.
/// </summary>
SourceAlpha = D3DPBLENDCAPS_SRCALPHA,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.InverseSourceAlpha.
/// </summary>
InverseSourceAlpha = D3DPBLENDCAPS_INVSRCALPHA,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.DestinationAlpha.
/// </summary>
DestinationAlpha = D3DPBLENDCAPS_DESTALPHA,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.InverseDestinationAlpha.
/// </summary>
InverseDestinationAlpha = D3DPBLENDCAPS_INVDESTALPHA,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.DestinationColor.
/// </summary>
DestinationColor = D3DPBLENDCAPS_DESTCOLOR,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.InverseDestinationColor.
/// </summary>
InverseDestinationColor = D3DPBLENDCAPS_INVDESTCOLOR,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.SourceAlphaSaturated.
/// </summary>
SourceAlphaSaturated = D3DPBLENDCAPS_SRCALPHASAT,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.BothInverseSourceAlpha.
/// </summary>
BothInverseSourceAlpha = D3DPBLENDCAPS_BOTHINVSRCALPHA,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Blend"/>.BlendFactor and <see cref="SlimDX::Direct3D9::Blend"/>.InverseBlendFactor.
/// </summary>
BlendFactor = D3DPBLENDCAPS_BLENDFACTOR
};

/// <summary>Defines the supported blend operations.</summary>
/// <unmanaged>D3DBLENDOP</unmanaged>
public enum class BlendOperation : System::Int32
{
/// <summary>
/// The result is the destination added to the source.
/// </summary>
Add = D3DBLENDOP_ADD,

/// <summary>
/// The result is the destination subtracted from the source.
/// </summary>
Subtract = D3DBLENDOP_SUBTRACT,

/// <summary>
/// The result is the source subtracted from the destination.
/// </summary>
ReverseSubtract = D3DBLENDOP_REVSUBTRACT,

/// <summary>
/// The result is the minimum of the source and destination.
/// </summary>
Minimum = D3DBLENDOP_MIN,

/// <summary>
/// The result is the maximum of the source and destination.
/// </summary>
Maximum = D3DBLENDOP_MAX,
};

/// <summary>Driver-specific capability flags.</summary>
/// <unmanaged>D3DCAPS</unmanaged>
[System::Flags]
public enum class Caps : System::Int32
{
/// <summary>
/// No extra capabilities defined.
/// </summary>
None = 0,

/// <summary>
/// Display hardware is capable of returning the current scan line.
/// </summary>
ReadScanline = D3DCAPS_READ_SCANLINE,
};

/// <summary>Driver-specific capability flags.</summary>
/// <unmanaged>D3DCAPS2</unmanaged>
[System::Flags]
public enum class Caps2 : System::Int32
{
/// <summary>
/// No extra capabilities defined.
/// </summary>
None = 0,

/// <summary>
/// The driver supports dynamic gamma ramp adjustment in fullscreen mode.
/// </summary>
FullScreenGamma = D3DCAPS2_FULLSCREENGAMMA,

/// <summary>
/// The system has a calibrator installed that can automatically adjust the gamma ramp so that
/// the result is identical on all systems that have a calibrator.
/// </summary>
CanCalibrateGamma = D3DCAPS2_CANCALIBRATEGAMMA,

/// <summary>
/// The driver is capable of managing resources.
/// </summary>
CanManageResource = D3DCAPS2_CANMANAGERESOURCE,

/// <summary>
/// The driver supports dynamic textures.
/// </summary>
DynamicTextures = D3DCAPS2_DYNAMICTEXTURES,

/// <summary>
/// The driver is capable of automatically generating mipmaps.
/// </summary>
CanAutoGenerateMipMap = D3DCAPS2_CANAUTOGENMIPMAP
};

/// <summary>Driver-specific capability flags.</summary>
/// <unmanaged>D3DCAPS3</unmanaged>
[System::Flags]
public enum class Caps3 : System::Int32
{
/// <summary>
/// No extra capabilities defined.
/// </summary>
None = 0,

/// <summary>
/// Indicates that the device can respect the AlphaBlendEnable render state in fullscreen mode
/// while using the Flip or Discard swap effect.
/// </summary>
AlphaFullScreenFlipOrDiscard = D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD,

/// <summary>
/// Indicates that the device can perform gamma correction from a windowed back buffer to
/// an sRGB desktop.
/// </summary>
LinearToSrgbPresentation = D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION,

/// <summary>
/// Device can accelerate a memory copy from system memory to local video memory.
/// </summary>
CopyToVideoMemory = D3DCAPS3_COPY_TO_VIDMEM,

/// <summary>
/// Device can accelerate a memory copy from local video memory to system memory.
/// </summary>
CopyToSystemMemory = D3DCAPS3_COPY_TO_SYSTEMMEM,
};

/// <summary>
/// Defines possible character sets for fonts.
/// </summary>
/// <unmanaged>CHARSET</unmanaged>
public enum class CharacterSet : System::Int32
{
/// <summary>
/// The ANSI character set.
/// </summary>
Ansi = ANSI_CHARSET,

/// <summary>
/// The default system character set.
/// </summary>
Default = DEFAULT_CHARSET,

/// <summary>
/// The symbol character set.
/// </summary>
Symbol = SYMBOL_CHARSET,

/// <summary>
/// The ShiftJIS character set.
/// </summary>
ShiftJIS = SHIFTJIS_CHARSET,

/// <summary>
/// The Hangul character set.
/// </summary>
Hangul = HANGUL_CHARSET,

/// <summary>
/// The GB2312 character set.
/// </summary>
GB2312 = GB2312_CHARSET,

/// <summary>
/// The Chinese character set.
/// </summary>
ChineseBig5 = CHINESEBIG5_CHARSET,

/// <summary>
/// The OEM character set.
/// </summary>
Oem = OEM_CHARSET,

/// <summary>
/// The Johab character set.
/// </summary>
Johab = JOHAB_CHARSET,

/// <summary>
/// The Hebrew character set.
/// </summary>
Hebrew = HEBREW_CHARSET,

/// <summary>
/// The Arabic character set.
/// </summary>
Arabic = ARABIC_CHARSET,

/// <summary>
/// The Greek character set.
/// </summary>
Greek = GREEK_CHARSET,

/// <summary>
/// The Turkish character set.
/// </summary>
Turkish = TURKISH_CHARSET,

/// <summary>
/// The Vietnamese character set.
/// </summary>
Vietnamese = VIETNAMESE_CHARSET,

/// <summary>
/// The Thai character set.
/// </summary>
Thai = THAI_CHARSET,

/// <summary>
/// The East Europe character set.
/// </summary>
EastEurope = EASTEUROPE_CHARSET,

/// <summary>
/// The Russian character set.
/// </summary>
Russian = RUSSIAN_CHARSET,

/// <summary>
/// The Baltic character set.
/// </summary>
Baltic = BALTIC_CHARSET,

/// <summary>
/// The Mac character set.
/// </summary>
Mac = MAC_CHARSET
};

/// <summary>
/// These flags identify a surface to reset when calling <see cref="SlimDX::Direct3D9::Device">Device.Clear</see>.
/// </summary>
/// <unmanaged>D3DCLEAR</unmanaged>
[System::Flags]
public enum class ClearFlags : System::Int32
{
/// <summary>
/// Don't clear any surfaces.
/// </summary>
None = 0,

/// <summary>
/// Clear the stencil surface.
/// </summary>
Stencil = D3DCLEAR_STENCIL,

/// <summary>
/// Clear the render target.
/// </summary>
Target = D3DCLEAR_TARGET,

/// <summary>
/// Clear the depth buffer.
/// </summary>
ZBuffer = D3DCLEAR_ZBUFFER,

All = Stencil | Target | ZBuffer
};

/// <summary>
/// Specifies a set of values that describe the current clip status.
/// </summary>
/// <unmanaged>D3DCS</unmanaged>
[System::Flags]
public enum class ClipFlags : System::Int32
{
/// <summary>
/// Combination of all clip flags.
/// </summary>
All = D3DCS_ALL,

/// <summary>
/// All vertices are clipped by the left plane of the viewing frustum.
/// </summary>
Left = D3DCS_LEFT,

/// <summary>
/// All vertices are clipped by the right plane of the viewing frustum.
/// </summary>
Right = D3DCS_RIGHT,

/// <summary>
/// All vertices are clipped by the top plane of the viewing frustum.
/// </summary>
Top = D3DCS_TOP,

/// <summary>
/// All vertices are clipped by the bottom plane of the viewing frustum.
/// </summary>
Bottom = D3DCS_BOTTOM,

/// <summary>
/// All vertices are clipped by the front plane of the viewing frustum.
/// </summary>
Front = D3DCS_FRONT,

/// <summary>
/// All vertices are clipped by the back plane of the viewing frustum.
/// </summary>
Back = D3DCS_BACK,

/// <summary>
/// Application defined clipping plane.
/// </summary>
Plane0 = D3DCS_PLANE0,

/// <summary>
/// Application defined clipping plane.
/// </summary>
Plane1 = D3DCS_PLANE1,

/// <summary>
/// Application defined clipping plane.
/// </summary>
Plane2 = D3DCS_PLANE2,

/// <summary>
/// Application defined clipping plane.
/// </summary>
Plane3 = D3DCS_PLANE3,

/// <summary>
/// Application defined clipping plane.
/// </summary>
Plane4 = D3DCS_PLANE4,

/// <summary>
/// Application defined clipping plane.
/// </summary>
Plane5 = D3DCS_PLANE5
};

/// <summary>
/// Defines the location at which a color or color component must be accessed for lighting calculations.
/// </summary>
/// <unmanaged>D3DMATERIALCOLORSOURCE</unmanaged>
public enum class ColorSource : System::Int32
{
/// <summary>
/// Use the color from the current material.
/// </summary>
Material = D3DMCS_MATERIAL,

/// <summary>
/// Use the diffuse vertex color.
/// </summary>
Color1 = D3DMCS_COLOR1,

/// <summary>
/// Use the specular vertex color.
/// </summary>
Color2 = D3DMCS_COLOR2,
};

/// <summary>
/// Flags that enable a per-channel write for the render target color buffer.
/// </summary>
/// <unmanaged href="bb172599">D3DCOLORWRITEENABLE</unmanaged>
[System::Flags]
public enum class ColorWriteEnable : System::Int32
{
/// <summary>
/// Allow writes to the alpha channel.
/// </summary>
Alpha = D3DCOLORWRITEENABLE_ALPHA,

/// <summary>
/// Allow writes to the blue channel.
/// </summary>
Blue = D3DCOLORWRITEENABLE_BLUE,

/// <summary>
/// Allow writes to the green channel.
/// </summary>
Green = D3DCOLORWRITEENABLE_GREEN,

/// <summary>
/// Allow writes to the red channel.
/// </summary>
Red = D3DCOLORWRITEENABLE_RED,

/// <summary>
/// Allow writes to all channels.
/// </summary>
All = Alpha | Blue | Green | Red
};

/// <summary>Specifies possible compare functions.</summary>
/// <unmanaged>D3DCMPFUNC</unmanaged>
public enum class Compare
{
/// <summary>
/// Always fail the test.
/// </summary>
Never = D3DCMP_NEVER,

/// <summary>
/// Accept the new pixel if its value is less than the value of the current pixel.
/// </summary>
Less = D3DCMP_LESS,

/// <summary>
/// Accept the new pixel if its value equals the value of the current pixel.
/// </summary>
Equal = D3DCMP_EQUAL,

/// <summary>
/// Accept the new pixel if its value is less than or equal to the value of the current pixel.
/// </summary>
LessEqual = D3DCMP_LESSEQUAL,

/// <summary>
/// Accept the new pixel if its value is greater than the value of the current pixel.
/// </summary>
Greater = D3DCMP_GREATER,

/// <summary>
/// Accept the new pixel if its value does not equal the value of the current pixel.
/// </summary>
NotEqual = D3DCMP_NOTEQUAL,

/// <summary>
/// Accept the new pixel if its value is greater than or equal to the value of the current pixel.
/// </summary>
GreaterEqual = D3DCMP_GREATEREQUAL,

/// <summary>
/// Always pass the test.
/// </summary>
Always = D3DCMP_ALWAYS
};

/// <summary>
/// Specifies a set of flags that describe the supported compare capabilities of the device.
/// </summary>
/// <unmanaged>D3DPCMPCAPS</unmanaged>
[System::Flags]
public enum class CompareCaps : System::Int32
{
/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Compare"/>.Never.
/// </summary>
Never = D3DPCMPCAPS_NEVER,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Compare"/>.Less.
/// </summary>
Less = D3DPCMPCAPS_LESS,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Compare"/>.Equal.
/// </summary>
Equal = D3DPCMPCAPS_EQUAL,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Compare"/>.lessEqual.
/// </summary>
LessEqual = D3DPCMPCAPS_LESSEQUAL,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Compare"/>.Greater.
/// </summary>
Greater = D3DPCMPCAPS_GREATER,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Compare"/>.NotEqual.
/// </summary>
NotEqual = D3DPCMPCAPS_NOTEQUAL,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Compare"/>.GreaterEqual.
/// </summary>
GreaterEqual = D3DPCMPCAPS_GREATEREQUAL,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::Compare"/>.Always.
/// </summary>
Always = D3DPCMPCAPS_ALWAYS
};

/// <summary>A combination of one or more flags that control the device creation behavior.</summary>
/// <unmanaged>D3DCREATE</unmanaged>
[System::Flags]
public enum class CreateFlags : System::Int32
{
/// <summary>
/// No extra creation flags specified.
/// </summary>
None = 0,

/// <summary>
/// Asks the device to drive all heads that the master adapter owns.
/// </summary>
AdapterGroupDevice = D3DCREATE_ADAPTERGROUP_DEVICE,

/// <summary>
/// Direct3D will managed resources instead of the driver.
/// </summary>
DisableDriverManagement = D3DCREATE_DISABLE_DRIVER_MANAGEMENT,

/// <summary>
/// Direct3D will managed resources instead of the driver. Errors will still be thrown
/// for conditions such as insufficient video memory.
/// </summary>
DisableExtendedDriverManagement = D3DCREATE_DISABLE_DRIVER_MANAGEMENT_EX,

/// <summary>
/// Causes the runtime to not register hotkeys for print screen. Only available in Direct3D9Ex.
/// </summary>
DisablePrintScreen = D3DCREATE_DISABLE_PRINTSCREEN,

/// <summary>
/// Restrict computation to the main application thread. Only available on Windows Vista.
/// </summary>
DisablePsgpThreading = D3DCREATE_DISABLE_PSGP_THREADING,

/// <summary>
/// Enables the gathering of presentation statistics. Only available in Direct3D9Ex.
/// </summary>
EnablePresentStatistics = D3DCREATE_ENABLE_PRESENTSTATS,

/// <summary>
/// Preserve the floating point precision used in the calling thread.
/// </summary>
FpuPreserve = D3DCREATE_FPU_PRESERVE,

/// <summary>
/// Tells the device to use hardware vertex processing.
/// </summary>
HardwareVertexProcessing = D3DCREATE_HARDWARE_VERTEXPROCESSING,

/// <summary>
/// Tells the device to use mixed vertex processing.
/// </summary>
MixedVertexProcessing = D3DCREATE_MIXED_VERTEXPROCESSING,

/// <summary>
/// Indicates that the application requests Direct3D to be multithread safe.
/// </summary>
Multithreaded = D3DCREATE_MULTITHREADED,

/// <summary>
/// Indicates that Direct3D must not alter the focus window in any way.
/// </summary>
NoWindowChanges = D3DCREATE_NOWINDOWCHANGES,

/// <summary>
/// Specifies that the device does not support Get* calls for anything that can be stored
/// in state blocks.
/// </summary>
PureDevice = D3DCREATE_PUREDEVICE,

/// <summary>
/// Allows screensavers during a fullscreen application.
/// </summary>
AllowScreensavers = D3DCREATE_SCREENSAVER,

/// <summary>
/// Tells the device to use software vertex processing.
/// </summary>
SoftwareVertexProcessing = D3DCREATE_SOFTWARE_VERTEXPROCESSING,
};

/// <summary>
/// Specifies how to combine glyph data from the source and destination surfaces in a ComposeRect operation.
/// </summary>
/// <unmanaged>D3DCOMPOSERECTSOP</unmanaged>
public enum class ComposeRectOperation : System::Int32
{
/// <summary>
/// Copy the source to the destination.
/// </summary>
Copy = D3DCOMPOSERECTS_COPY,

/// <summary>
/// Bitwise OR the source and the destination.
/// </summary>
Or = D3DCOMPOSERECTS_OR,

/// <summary>
/// Bitwise AND the source and the destination.
/// </summary>
And = D3DCOMPOSERECTS_AND,

/// <summary>
/// Copy the negated source to the destination.
/// </summary>
Negate = D3DCOMPOSERECTS_NEG
};

/// <summary>Defines the faces of a cubemap.</summary>
/// <unmanaged>D3DCUBEMAP_FACES</unmanaged>
public enum class CubeMapFace : System::Int32
{
/// <summary>
/// Positive x-face of the cubemap.
/// </summary>
PositiveX = D3DCUBEMAP_FACE_POSITIVE_X,

/// <summary>
/// Negative x-face of the cubemap.
/// </summary>
NegativeX = D3DCUBEMAP_FACE_NEGATIVE_X,

/// <summary>
/// Positive y-face of the cubemap.
/// </summary>
PositiveY = D3DCUBEMAP_FACE_POSITIVE_Y,

/// <summary>
/// Negative y-face of the cubemap.
/// </summary>
NegativeY = D3DCUBEMAP_FACE_NEGATIVE_Y,

/// <summary>
/// Positive z-face of the cubemap.
/// </summary>
PositiveZ = D3DCUBEMAP_FACE_POSITIVE_Z,

/// <summary>
/// Negative z-face of the cubemap.
/// </summary>
NegativeZ = D3DCUBEMAP_FACE_NEGATIVE_Z
};

/// <summary>Defines the supported culling modes.</summary>
/// <unmanaged>D3DCULL</unmanaged>
public enum class Cull : System::Int32
{
/// <summary>
/// Cull back faces with clockwise vertices.
/// </summary>
Clockwise = D3DCULL_CW,

/// <summary>
/// Cull back faces with counterclockwise vertices.
/// </summary>
Counterclockwise = D3DCULL_CCW,

/// <summary>
/// Do not cull back faces.
/// </summary>
None = D3DCULL_NONE
};

/// <summary>Driver cursor capability flags.</summary>
/// <unmanaged>D3DCURSORCAPS</unmanaged>
[System::Flags]
public enum class CursorCaps : System::Int32
{
/// <summary>
/// The driver supports color cursors.
/// </summary>
Color = D3DCURSORCAPS_COLOR,

/// <summary>
/// The driver supports cursors in low resolution modes.
/// </summary>
LowResolution = D3DCURSORCAPS_LOWRES,
};

/// <summary>
/// Defines settings for debug monitor tokens.
/// </summary>
/// <unmanaged>D3DDEBUGMONITORTOKENS</unmanaged>
public enum class DebugMonitorTokens : System::Int32
{
/// <summary>
/// Enable the debug monitor.
/// </summary>
Enable = D3DDMT_ENABLE,

/// <summary>
/// Disable the debug monitor.
/// </summary>
Disable = D3DDMT_DISABLE
};

/// <summary>
/// Defines the vertex declaration method which is a predefined operation performed by the
/// tessellator (or any procedural geometry routine on the vertex data during tessellation).
/// </summary>
/// <unmanaged>D3DDECLMETHOD</unmanaged>
public enum class DeclarationMethod : System::Byte
{
/// <summary>
/// Default value. The tessellator copies the vertex data as is, with no additional calculations.
/// </summary>
Default = D3DDECLMETHOD_DEFAULT,

/// <summary>
/// Computes the tangent at a point on the rectangle or triangle patch in the U direction.
/// </summary>
PartialU = D3DDECLMETHOD_PARTIALU,

/// <summary>
/// Computes the tangent at a point on the rectangle or triangle patch in the V direction.
/// </summary>
PartialV = D3DDECLMETHOD_PARTIALV,

/// <summary>
/// Computes the normal at a point on the rectangle or triangle patch by taking the cross product of the two tangents.
/// </summary>
CrossUV = D3DDECLMETHOD_CROSSUV,

/// <summary>
/// Copies out the U and V values at a point on the rectangle or triangle patch.
/// </summary>
UV = D3DDECLMETHOD_UV,

/// <summary>
/// Look up a displacement map.
/// </summary>
Lookup = D3DDECLMETHOD_LOOKUP,

/// <summary>
/// Lookup a presampled displacement map.
/// </summary>
LookupPresampled = D3DDECLMETHOD_LOOKUPPRESAMPLED
};

/// <summary>Defines a vertex declaration data type.</summary>
/// <unmanaged>D3DDECLTYPE</unmanaged>
public enum class DeclarationType : System::Byte
{
/// <summary>
/// One component float.
/// </summary>
Float1 = D3DDECLTYPE_FLOAT1,

/// <summary>
/// Two component float.
/// </summary>
Float2 = D3DDECLTYPE_FLOAT2,

/// <summary>
/// Three component float.
/// </summary>
Float3 = D3DDECLTYPE_FLOAT3,

/// <summary>
/// Four component float.
/// </summary>
Float4 = D3DDECLTYPE_FLOAT4,

/// <summary>
/// Four component, packed, unsigned bytes mapped to the 0 to 1 range. Input is a color
/// and is expanded to RGBA order.
/// </summary>
Color = D3DDECLTYPE_D3DCOLOR,

/// <summary>
/// Four component, unsigned byte.
/// </summary>
Ubyte4 = D3DDECLTYPE_UBYTE4,

/// <summary>
/// Two component, signed short.
/// </summary>
Short2 = D3DDECLTYPE_SHORT2,

/// <summary>
/// Four component, signed short.
/// </summary>
Short4 = D3DDECLTYPE_SHORT4,

/// <summary>
/// Four component byte with each byte normalized by dividing by 255.0f.
/// </summary>
UByte4N = D3DDECLTYPE_UBYTE4N,

/// <summary>
/// Normalized, two component, signed short normalized by dividing by 32767.0f.
/// </summary>
Short2N = D3DDECLTYPE_SHORT2N,

/// <summary>
/// Normalized, four component, signed short normalized by dividing by 32767.0f.
/// </summary>
Short4N = D3DDECLTYPE_SHORT4N,

/// <summary>
/// Normalized, two component, unsigned short normalized by dividing by 65535.0f.
/// </summary>
UShort2N = D3DDECLTYPE_USHORT2N,

/// <summary>
/// Normalized, four component, unsigned short normalized by dividing by 65535.0f.
/// </summary>
UShort4N = D3DDECLTYPE_USHORT4N,

/// <summary>
/// Three component, unsigned, 10 10 10 format.
/// </summary>
UDec3 = D3DDECLTYPE_UDEC3,

/// <summary>
/// Three component, signed, 10 10 10 format normalized by dividing by 511.0f.
/// </summary>
Dec3N = D3DDECLTYPE_DEC3N,

/// <summary>
/// Two component, 16 bit, floating point.
/// </summary>
HalfTwo = D3DDECLTYPE_FLOAT16_2,

/// <summary>
/// Four component, 16 bit, floating point.
/// </summary>
HalfFour = D3DDECLTYPE_FLOAT16_4,

/// <summary>
/// Type field in the declaration is unused.
/// </summary>
Unused = D3DDECLTYPE_UNUSED
};

/// <summary>
/// Specifies the declaration types supported by the device.
/// </summary>
/// <unmanaged>D3DDTCAPS</unmanaged>
[System::Flags]
public enum class DeclarationTypeCaps
{
/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.UByte4.
/// </summary>
UByte4 = D3DDTCAPS_UBYTE4,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.UByte4N.
/// </summary>
UByte4N = D3DDTCAPS_UBYTE4N,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.Short2N.
/// </summary>
Short2N = D3DDTCAPS_SHORT2N,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.Short4N.
/// </summary>
Short4N = D3DDTCAPS_SHORT4N,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.UShort2N.
/// </summary>
UShort2N = D3DDTCAPS_USHORT2N,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.UShort4N.
/// </summary>
UShort4N = D3DDTCAPS_USHORT4N,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.UDec3.
/// </summary>
UDec3 = D3DDTCAPS_UDEC3,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.Dec3N.
/// </summary>
Dec3N = D3DDTCAPS_DEC3N,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.HalfTwo.
/// </summary>
HalfTwo = D3DDTCAPS_FLOAT16_2,

/// <summary>
/// The device supports <see cref="SlimDX::Direct3D9::DeclarationType"/>.HalfFour.
/// </summary>
HalfFour = D3DDTCAPS_FLOAT16_4,
};

/// <summary>Identifies the intended use of vertex data.</summary>
/// <unmanaged>D3DDECLUSAGE</unmanaged>
public enum class DeclarationUsage : System::Byte
{
/// <summary>
/// Position data ranging from (-1, -1) to (1, 1).
/// </summary>
Position = D3DDECLUSAGE_POSITION,

/// <summary>
/// Blending weight data.
/// </summary>
BlendWeight = D3DDECLUSAGE_BLENDWEIGHT,

/// <summary>
/// Blending indices data.
/// </summary>
BlendIndices = D3DDECLUSAGE_BLENDINDICES,

/// <summary>
/// Vertex normal data.
/// </summary>
Normal = D3DDECLUSAGE_NORMAL,

/// <summary>
/// Point size data.
/// </summary>
PointSize = D3DDECLUSAGE_PSIZE,

/// <summary>
/// Texture coordinate data.
/// </summary>
TextureCoordinate = D3DDECLUSAGE_TEXCOORD,

/// <summary>
/// Vertex tangent data.
/// </summary>
Tangent = D3DDECLUSAGE_TANGENT,

/// <summary>
/// Vertex binormal data.
/// </summary>
Binormal = D3DDECLUSAGE_BINORMAL,

/// <summary>
/// Single positive floating point value.
/// </summary>
TessellateFactor = D3DDECLUSAGE_TESSFACTOR,

/// <summary>
/// Vertex data contains transformed position data ranging from (0, 0) to (viewport width, viewport height).
/// </summary>
PositionTransformed = D3DDECLUSAGE_POSITIONT,

/// <summary>
/// Vertex data contains diffuse or specular color.
/// </summary>
Color = D3DDECLUSAGE_COLOR,

/// <summary>
/// Vertex data contains fog data.
/// </summary>
Fog = D3DDECLUSAGE_FOG,

/// <summary>
/// Vertex data contains depth data.
/// </summary>
Depth = D3DDECLUSAGE_DEPTH,

/// <summary>
/// Vertex data contains sampler data.
/// </summary>
Sample = D3DDECLUSAGE_SAMPLE
};

/// <summary>Defines the degree of the variables in the equation that describes a curve.</summary>
/// <unmanaged>D3DDEGREETYPE</unmanaged>
public enum class Degree : System::Int32
{
/// <summary>
/// Curve is described by variables of first order.
/// </summary>
Linear = D3DDEGREE_LINEAR,

/// <summary>
/// Curve is described by variables of second order.
/// </summary>
Quadratic = D3DDEGREE_QUADRATIC,

/// <summary>
/// Curve is described by variables of third order.
/// </summary>
Cubic = D3DDEGREE_CUBIC,

/// <summary>
/// Curve is described by variables of fourth order.
/// </summary>
Quintic = D3DDEGREE_QUINTIC,
};

/// <summary>Driver capability flags.</summary>
/// <unmanaged>D3DDEVCAPS2</unmanaged>
[System::Flags]
public enum class DeviceCaps2
{
/// <summary>
/// Device supports stream offsets.
/// </summary>
StreamOffset = D3DDEVCAPS2_STREAMOFFSET,

/// <summary>
/// Device supports displacement maps for N-patches.
/// </summary>
DMapNPatch = D3DDEVCAPS2_DMAPNPATCH,

/// <summary>
/// Device supports adaptive tessellation of RT-patches.
/// </summary>
AdaptiveTessRTPatch = D3DDEVCAPS2_ADAPTIVETESSRTPATCH,

/// <summary>
/// Device supports adaptive tessellation of N-patches.
/// </summary>
AdaptiveTessNPatch = D3DDEVCAPS2_ADAPTIVETESSNPATCH,

/// <summary>
/// Device supports texture stretching using a texture as the source.
/// </summary>
CanStretchRectFromTextures = D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES,

/// <summary>
/// Devices supports presampled displacement maps for N-patches.
/// </summary>
PresampledMapNPatch = D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH,

/// <summary>
/// Multiple vertex elements can share the same stream offset in a stream.
/// </summary>
VertexElementsCanShareStreamOffset = D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET,
};

/// <summary>
/// Flags identifying the capabilities of the device.
/// </summary>
/// <unmanaged href="bb172513">D3DDEVCAPS</unmanaged>
[System::Flags]
public enum class DeviceCaps : System::Int32
{
/// <summary>
/// Device can use execute buffers from system memory.
/// </summary>
ExecuteSystemMemory = D3DDEVCAPS_EXECUTESYSTEMMEMORY,

/// <summary>
/// Device can use execute buffers from video memory.
/// </summary>
ExecuteVideoMemory = D3DDEVCAPS_EXECUTEVIDEOMEMORY,

/// <summary>
/// Device can use buffers from system memory for transformed and lit vertices.
/// </summary>
TLVertexSystemMemory = D3DDEVCAPS_TLVERTEXSYSTEMMEMORY,

/// <summary>
/// Device can use buffers from video memory for transformed and lit vertices.
/// </summary>
TLVertexVideoMemory = D3DDEVCAPS_TLVERTEXVIDEOMEMORY,

/// <summary>
/// Device can retrieve textures from system memory.
/// </summary>
TextureSystemMemory = D3DDEVCAPS_TEXTURESYSTEMMEMORY,

/// <summary>
/// Device can retrieve textures from video memory.
/// </summary>
TextureVideoMemory = D3DDEVCAPS_TEXTUREVIDEOMEMORY,

/// <summary>
/// Device exports a DrawPrimitive aware HAL.
/// </summary>
DrawPrimTLVertex = D3DDEVCAPS_DRAWPRIMTLVERTEX,

/// <summary>
/// Device can queue rendering commands after a page flip.
/// </summary>
CanRenderAfterFlip = D3DDEVCAPS_CANRENDERAFTERFLIP,

/// <summary>
/// Device can retrieve textures from non-local video memory.
/// </summary>
TextureNonLocalVideoMemory = D3DDEVCAPS_TEXTURENONLOCALVIDMEM,

/// <summary>
/// Device can support at least a DirectX 5-compliant driver.
/// </summary>
DrawPrimitives2 = D3DDEVCAPS_DRAWPRIMITIVES2,

/// <summary>
/// Device is texturing from separate memory pools.
/// </summary>
SeparateTextureMemory = D3DDEVCAPS_SEPARATETEXTUREMEMORIES,

/// <summary>
/// Device can support at least a DirectX 7-compliant driver.
/// </summary>
DrawPrimitives2Extended = D3DDEVCAPS_DRAWPRIMITIVES2EX,

/// <summary>
/// Device can support hardware transformation and lighting.
/// </summary>
HWTransformAndLight = D3DDEVCAPS_HWTRANSFORMANDLIGHT,

/// <summary>
/// Device supports blits from system-memory textures to nonlocal video-memory textures.
/// </summary>
CanBlitSysToNonLocal = D3DDEVCAPS_CANBLTSYSTONONLOCAL,

/// <summary>
/// Device has hardware acceleration for scene rasterization.
/// </summary>
HWRasterization = D3DDEVCAPS_HWRASTERIZATION,

/// <summary>
/// Device can support rasterization, transform, lighting, and shading in hardware.
/// </summary>
PureDevice = D3DDEVCAPS_PUREDEVICE,

/// <summary>
/// Device supports quintic bezier curves and b-splines.
/// </summary>
QuinticRTPatches = D3DDEVCAPS_QUINTICRTPATCHES,

/// <summary>
/// Device supports rectangular and triangular patches.
/// </summary>
RTPatches = D3DDEVCAPS_RTPATCHES,

/// <summary>
/// The device does not require caching of any patch information.
/// </summary>
RTPatchHandleZero = D3DDEVCAPS_RTPATCHHANDLEZERO,

/// <summary>
/// Device supports N-patches.
/// </summary>
NPatches = D3DDEVCAPS_NPATCHES,
};

/// <summary>Defines device types.</summary>
/// <unmanaged>D3DDEVTYPE</unmanaged>
public enum class DeviceType : System::Int32
{
/// <summary>
/// Hardware rasterization.
/// </summary>
Hardware = D3DDEVTYPE_HAL,

/// <summary>
/// Initialize Direct3D on a computer that has neither hardware nor reference rasterization available.
/// </summary>
NullReference = D3DDEVTYPE_NULLREF,

/// <summary>
/// Direct3D features are implemented in software.
/// </summary>
Reference = D3DDEVTYPE_REF,

/// <summary>
/// A pluggable software renderer has been registered. Not supported by SlimDX.
/// </summary>
Software = D3DDEVTYPE_SW
};

/// <summary>
/// Specifies formatting options for text rendering.
/// </summary>
/// <unmanaged href="bb773199">DT</unmanaged>
[System::Flags]
public enum class DrawTextFormat : System::Int32
{
/// <summary>
/// Align the text to the top.
/// </summary>
Top = DT_TOP,

/// <summary>
/// Align the text to the left.
/// </summary>
Left = DT_LEFT,

/// <summary>
/// Align the text to the center.
/// </summary>
Center = DT_CENTER,

/// <summary>
/// Align the text to the right.
/// </summary>
Right = DT_RIGHT,

/// <summary>
/// Vertically align the text to the center.
/// </summary>
VerticalCenter = DT_VCENTER,

/// <summary>
/// Align the text to the bottom.
/// </summary>
Bottom = DT_BOTTOM,

/// <summary>
/// Allow word breaks.
/// </summary>
WordBreak = DT_WORDBREAK,

/// <summary>
/// Force all text to a single line.
/// </summary>
SingleLine = DT_SINGLELINE,

/// <summary>
/// Expand tab characters.
/// </summary>
ExpandTabs = DT_EXPANDTABS,

/// <summary>
/// Don't clip the text.
/// </summary>
NoClip = DT_NOCLIP,

/// <summary>
/// Rendering the text in right-to-left reading order.
/// </summary>
RtlReading = DT_RTLREADING,
};

/// <summary>
/// Specifies possible driver levels.
/// </summary>
/// <unmanaged>None</unmanaged>
public enum class DriverLevel : System::Int32
{
/// <summary>
/// The driver supports at least Direct3D7.
/// </summary>
Direct3D7 = 700,

/// <summary>
/// The driver supports at least Direct3D8.
/// </summary>
Direct3D8 = 800,

/// <summary>
/// The driver supports at least Direct3D9.
/// </summary>
Direct3D9 = 900,
};

/// <summary>
/// Specifies how the monitor being used to display a fullscreen application is rotated.
/// </summary>
/// <unmanaged>D3DDISPLAYROTATION</unmanaged>
public enum class DisplayRotation : System::Int32
{
/// <summary>
/// Display is not rotated.
/// </summary>
Identity = D3DDISPLAYROTATION_IDENTITY,

/// <summary>
/// Display is rotated 90 degrees.
/// </summary>
Rotation90 = D3DDISPLAYROTATION_90,

/// <summary>
/// Display is rotated 180 degrees.
/// </summary>
Rotation180 = D3DDISPLAYROTATION_180,

/// <summary>
/// Display is rotated 270 degrees.
/// </summary>
Rotation270 = D3DDISPLAYROTATION_270
};

/// <summary>
/// Defines constants describing the fill mode.
/// </summary>
/// <unmanaged>D3DFILLMODE</unmanaged>
public enum class FillMode : System::Int32
{
/// <summary>
/// Fill points.
/// </summary>
Point = D3DFILL_POINT,

/// <summary>
/// Fill wireframe.
/// </summary>
Wireframe = D3DFILL_WIREFRAME,

/// <summary>
/// Fill solid.
/// </summary>
Solid = D3DFILL_SOLID
};

/// <summary>
/// Defines the filter capabilities of the device.
/// </summary>
/// <unmanaged>D3DPTFILTERCAPS</unmanaged>
[System::Flags]
public enum class FilterCaps : System::Int32
{
ConvolutionMono = D3DPTFILTERCAPS_CONVOLUTIONMONO,

/// <summary>
/// Device supports per-stage point-sample filtering for minifying textures.
/// </summary>
MinPoint = D3DPTFILTERCAPS_MINFPOINT,

/// <summary>
/// Device supports per-stage linear filtering for minifying textures.
/// </summary>
MinLinear = D3DPTFILTERCAPS_MINFLINEAR,

/// <summary>
/// Device supports per-stage anisotropic filtering for minifying textures.
/// </summary>
MinAnisotropic = D3DPTFILTERCAPS_MINFANISOTROPIC,

/// <summary>
/// Device supports per-stage pyramidal sample filtering for minifying textures.
/// </summary>
MinPyramidalQuad = D3DPTFILTERCAPS_MINFPYRAMIDALQUAD,

/// <summary>
/// Device supports per-stage Gaussian quad filtering for minifying textures.
/// </summary>
MinGaussianQuad = D3DPTFILTERCAPS_MINFGAUSSIANQUAD,

/// <summary>
/// Device supports per-stage point-sample filtering for mipmaps.
/// </summary>
MipPoint = D3DPTFILTERCAPS_MIPFPOINT,

/// <summary>
/// Device supports per-stage linear filtering for mipmaps.
/// </summary>
MipLinear = D3DPTFILTERCAPS_MIPFLINEAR,

/// <summary>
/// Device supports per-stage point-sample filtering for magnifying textures.
/// </summary>
MagPoint = D3DPTFILTERCAPS_MAGFPOINT,

/// <summary>
/// Device supports per-stage linaer filtering for magnifying textures.
/// </summary>
MagLinear = D3DPTFILTERCAPS_MAGFLINEAR,

/// <summary>
/// Device supports per-stage anisotropic filtering for magnifying textures.
/// </summary>
MagAnisotropic = D3DPTFILTERCAPS_MAGFANISOTROPIC,

/// <summary>
/// Device supports per-stage pyramidal sample filtering for magnifying textures.
/// </summary>
MagPyramidalQuad = D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD,

/// <summary>
/// Device supports per-stage Gaussian quad filtering for magnifying textures.
/// </summary>
MagGaussianQuad = D3DPTFILTERCAPS_MAGFGAUSSIANQUAD,
};

/// <summary>
/// Device constants that describe the fog mode.
/// </summary>
/// <unmanaged>D3DFOGMODE</unmanaged>
public enum class FogMode : System::Int32
{
/// <summary>
/// No fog effect.
/// </summary>
None = D3DFOG_NONE,

/// <summary>
/// Fog effect intensifies exponentially.
/// </summary>
Exponential = D3DFOG_EXP,

/// <summary>
/// Fog effect intesifies exponentially with the square of the distance.
/// </summary>
ExponentialSquared = D3DFOG_EXP2,

/// <summary>
/// Fog effect intesifies linearly between the start and end points.
/// </summary>
Linear = D3DFOG_LINEAR
};

/// <summary>
/// Specifies quality options for font rendering.
/// </summary>
/// <unmanaged href="ms901140">QUALITY</unmanaged>
public enum class FontQuality : System::Int32
{
/// <summary>
/// Default quality levels.
/// </summary>
Default = DEFAULT_QUALITY,

/// <summary>
/// Draft quality.
/// </summary>
Draft = DRAFT_QUALITY,

/// <summary>
/// Proof quality.
/// </summary>
Proof = PROOF_QUALITY,

/// <summary>
/// Non-antialiased quality.
/// </summary>
NonAntialiased = NONANTIALIASED_QUALITY,

/// <summary>
/// Antialiased quality.
/// </summary>
Antialiased = ANTIALIASED_QUALITY,

/// <summary>
/// Clear type quality.
/// </summary>
ClearType = CLEARTYPE_QUALITY,

/// <summary>
/// Clear type natural quality.
/// </summary>
ClearTypeNatural = CLEARTYPE_NATURAL_QUALITY,
};

/// <summary>
/// Specifies weights for font rendering.
/// </summary>
/// <unmanaged href="ms901140">FW</unmanaged>
public enum class FontWeight : System::Int32
{
/// <summary>
/// The font weight doesn't matter.
/// </summary>
DoNotCare = FW_DONTCARE,

/// <summary>
/// Make the font thin.
/// </summary>
Thin = FW_THIN,

/// <summary>
/// Make the font extra light.
/// </summary>
ExtraLight = FW_EXTRALIGHT,

/// <summary>
/// Make the font ultra light.
/// </summary>
UltraLight = FW_ULTRALIGHT,

/// <summary>
/// Make the font light.
/// </summary>
Light = FW_LIGHT,

/// <summary>
/// Use a normal weight.
/// </summary>
Normal = FW_NORMAL,

/// <summary>
/// Use a regular weight.
/// </summary>
Regular = FW_REGULAR,

/// <summary>
/// Use a medium weight.
/// </summary>
Medium = FW_MEDIUM,

/// <summary>
/// Use a semi-bold weight.
/// </summary>
SemiBold = FW_SEMIBOLD,

/// <summary>
/// Use a demi-bold weight.
/// </summary>
DemiBold = FW_DEMIBOLD,

/// <summary>
/// Use a bold weight.
/// </summary>
Bold = FW_BOLD,

/// <summary>
/// Use an extra bold weight.
/// </summary>
ExtraBold = FW_EXTRABOLD,

/// <summary>
/// Use an ultra bold weight.
/// </summary>
UltraBold = FW_ULTRABOLD,

/// <summary>
/// Use a heavy weight.
/// </summary>
Heavy = FW_HEAVY,

/// <summary>
/// Use a black weight.
/// </summary>
Black = FW_BLACK,
};

/// <summary>
/// Defines the various types of surface formats.
/// </summary>
/// <unmanaged>D3DFORMAT</unmanaged>
public enum class Format : System::Int32
{
/// <summary>
/// 32-bit surface format using 2 bits for alpha and 10 bits for color components (red, green, blue).
/// </summary>
A2R10G10B10 = D3DFMT_A2R10G10B10,

/// <summary>
/// 32-bit surface format using 8 bits for each channel (alpha, red, green, blue).
/// </summary>
A8R8G8B8 = D3DFMT_A8R8G8B8,

/// <summary>
/// 32-bit surface format using 8 bits for each color component (red, green, blue).
/// </summary>
X8R8G8B8 = D3DFMT_X8R8G8B8,

/// <summary>
/// 16-bit surface format using 1 bit for alpha and 5 bits for each channel (red, green, blue).
/// </summary>
A1R5G5B5 = D3DFMT_A1R5G5B5,

/// <summary>
/// 16-bit surface format using 5 bits for each color component (red, green, blue).
/// </summary>
X1R5G5B5 = D3DFMT_X1R5G5B5,

/// <summary>
/// 16-bit surface format using 5 bits for red and blue and 6 bits for green.
/// </summary>
R5G6B5 = D3DFMT_R5G6B5,

/***/

/// <summary>
/// 16-bit z-buffer lockable format with 16 bits for depth.
/// </summary>
D16Lockable = D3DFMT_D16_LOCKABLE,

/// <summary>
/// 32-bit z-buffer format with 32 bits for depth.
/// </summary>
D32 = D3DFMT_D32,

/// <summary>
/// 16-bit z-buffer format with 15 bits for depth and 1 bit for stencil.
/// </summary>
D15S1 = D3DFMT_D15S1,

/// <summary>
/// 32-bit z-buffer format with 24 bits for depth and 8 bits for stencil.
/// </summary>
D24S8 = D3DFMT_D24S8,

/// <summary>
/// 32-bit z-buffer format with 24 bits for depth.
/// </summary>
D24X8 = D3DFMT_D24X8,

/// <summary>
/// 32-bit z-buffer format with 24 bits for depth and 4 bits for stencil.
/// </summary>
D24X4S4 = D3DFMT_D24X4S4,

/// <summary>
/// 32-bit z-buffer lockable format with 32 bits for depth (in standard IEEE floating point format).
/// </summary>
D32SingleLockable = D3DFMT_D32F_LOCKABLE,

/// <summary>
/// 32-bit z-buffer format with 24 bits for depth (in 24-bit floating point format) and 8 bits for stencil.
/// </summary>
D24SingleS8 = D3DFMT_D24FS8,

/// <summary>
/// Lockable 32-bit depth buffer. Available for Direct3D9Ex only.
/// </summary>
D32Lockable = D3DFMT_D32_LOCKABLE,

/// <summary>
/// Lockable 8-bit stencil buffer. Available for Direct3D9Ex only.
/// </summary>
S8Lockable = D3DFMT_S8_LOCKABLE,

/// <summary>
/// 16-bit z-buffer format with 16 bits for depth.
/// </summary>
D16 = D3DFMT_D16,

/***/

/// <summary>
/// Describes a vertex buffer surface.
/// </summary>
VertexData = D3DFMT_VERTEXDATA,

/// <summary>
/// 16-bit index buffer bit depth.
/// </summary>
Index16 = D3DFMT_INDEX16,

/// <summary>
/// 32-bit index buffer bit depth.
/// </summary>
Index32 = D3DFMT_INDEX32,

/***/

/// <summary>
/// DXT1 compression texture format.
/// </summary>
Dxt1 = D3DFMT_DXT1,

/// <summary>
/// DXT2 compression texture format.
/// </summary>
Dxt2 = D3DFMT_DXT2,

/// <summary>
/// DXT3 compression texture format.
/// </summary>
Dxt3 = D3DFMT_DXT3,

/// <summary>
/// DXT4 compression texture format.
/// </summary>
Dxt4 = D3DFMT_DXT4,

/// <summary>
/// DXT5 compression texture format.
/// </summary>
Dxt5 = D3DFMT_DXT5,

/***/

/// <summary>
/// 16-bit floating point format using 16 bits for the red channel.
/// </summary>
R16F = D3DFMT_R16F,

/// <summary>
/// 32-bit floating point format using 16 bits for the red channel and 16 bits for the green channel.
/// </summary>
G16R16F = D3DFMT_G16R16F,

/// <summary>
/// 64-bit floating point format using 16 bits for each channel (alpha, blue, green, red).
/// </summary>
A16B16G16R16F = D3DFMT_A16B16G16R16F,

/***/

/// <summary>
/// Multielement texture.
/// </summary>
Multi2Argb8 = D3DFMT_MULTI2_ARGB8,

/// <summary>
/// 16-bit packed RGB format consisting of pixel pairs to express color.
/// </summary>
G8R8_G8B8 = D3DFMT_G8R8_G8B8,

/// <summary>
/// 16-bit packed RGB format consisting of pixel pairs to express color.
/// </summary>
R8G8_B8G8 = D3DFMT_R8G8_B8G8,

/// <summary>
/// UYUV format (PC98 compliance).
/// </summary>
Uyvy = D3DFMT_UYVY,

/// <summary>
/// YUY2 format (PC98 compliance).
/// </summary>
Yuy2 = D3DFMT_YUY2,

/***/

/// <summary>
/// 32-bit floating point format using 32 bits for the red channel.
/// </summary>
R32F = D3DFMT_R32F,

/// <summary>
/// 64-bit floating point format using 32 bits for the red channel and 32 bits for the green channel.
/// </summary>
G32R32F = D3DFMT_G32R32F,

/// <summary>
/// 128-bit floating point format using 32 bits for each channel (alpha, blue, green, red).
/// </summary>
A32B32G32R32F = D3DFMT_A32B32G32R32F,

/***/

/// <summary>
/// 16-bit bump map format using 6 bits for luminance and 5 bits each for V and U.
/// </summary>
L6V5U5 = D3DFMT_L6V5U5,

/// <summary>
/// 32-bit bump map format using 8 bits for each channel (luminance, V, U).
/// </summary>
X8L8V8U8 = D3DFMT_X8L8V8U8,

/// <summary>
/// 32-bit bump map format using 2 bits for alpha and 10 bits each for W, V, and U.
/// </summary>
A2W10V10U10 = D3DFMT_A2W10V10U10,

/***/

/// <summary>
/// 16-bit bump map format using 8 bits each for U and V.
/// </summary>
V8U8 = D3DFMT_V8U8,

/// <summary>
/// 32-bit bump map format using 8 bits for each channel (Q, W, V, U).
/// </summary>
Q8W8V8U8 = D3DFMT_Q8W8V8U8,

/// <summary>
/// 32-bit bump map format using 16 bits each for V and U.
/// </summary>
V16U16 = D3DFMT_V16U16,

/// <summary>
/// 64-bit bump map format using 16 bits for each channel (Q, W, V, U).
/// </summary>
Q16W16V16U16 = D3DFMT_Q16W16V16U16,

/// <summary>
/// 16-bit normal compression format.
/// </summary>
CxV8U8 = D3DFMT_CxV8U8,

/***/

/// <summary>
/// 24-bit RGB format using 8 bits per channel.
/// </summary>
R8G8B8 = D3DFMT_R8G8B8,

/// <summary>
/// 16-bit ARGB format using 4 bits for each channel.
/// </summary>
A4R4G4B4 = D3DFMT_A4R4G4B4,

/// <summary>
/// 8-bit RGB format using 3 bits for red and green and 2 bits for blue.
/// </summary>
R3G3B2 = D3DFMT_R3G3B2,

/// <summary>
/// 8-bit alpha format.
/// </summary>
A8 = D3DFMT_A8,

/// <summary>
/// 16-bit ARGB format using 8 bits for alpha, 3 bits for red and green, and 2 bits for blue.
/// </summary>
A8R3G3B2 = D3DFMT_A8R3G3B2,

/// <summary>
/// 16-bit RGB format using 4 bits for each color channel.
/// </summary>
X4R4G4B4 = D3DFMT_X4R4G4B4,

/// <summary>
/// 32-bit ABGR format using 2 bits for alpha and 10 bits for each color component.
/// </summary>
A2B10G10R10 = D3DFMT_A2B10G10R10,

/// <summary>
/// 32-bit ABGR format using 8 bits for each channel.
/// </summary>
A8B8G8R8 = D3DFMT_A8B8G8R8,

/// <summary>
/// 32-bit BGR format using 8 bits for each color channel.
/// </summary>
X8B8G8R8 = D3DFMT_X8B8G8R8,

/// <summary>
/// 32-bit pixel format using 16 bits each for green and red.
/// </summary>
G16R16 = D3DFMT_G16R16,

/// <summary>
/// 64-bit pixel ABGR format using 16 bits for each channel.
/// </summary>
A16B16G16R16 = D3DFMT_A16B16G16R16,

/// <summary>
/// 8-bit color indexed with 8 bits of alpha.
/// </summary>
A8P8 = D3DFMT_A8P8,

/// <summary>
/// 8-bit color indexed.
/// </summary>
P8 = D3DFMT_P8,

/// <summary>
/// 16-bit luminance.
/// </summary>
L16 = D3DFMT_L16,

/// <summary>
/// 8-bit luminance.
/// </summary>
L8 = D3DFMT_L8,

/// <summary>
/// 16-bit format using 8 bits each for alpha and luminance.
/// </summary>
A8L8 = D3DFMT_A8L8,

/// <summary>
/// 8-bit format using 4 bits each for alpha and luminance.
/// </summary>
A4L4 = D3DFMT_A4L4,

/// <summary>
/// 1-bit monochrome format. Available for Direct3D9Ex only.
/// </summary>
A1 = D3DFMT_A1,

/// <summary>
/// Binary buffer format indicating that the data has no inherent type. Available for Direct3D9Ex only.
/// </summary>
BinaryBuffer = D3DFMT_BINARYBUFFER,

/***/

/// <summary>
/// Surface format for Render-To-Vertex-Buffer (R2VB).
/// </summary>
ATI_R2VB = R2VB_FOURCC_R2VB,

/***/

/// <summary>
/// Unknown surface format.
/// </summary>
Unknown = D3DFMT_UNKNOWN,
};

/// <summary>
/// Defines constants for query issues.
/// </summary>
/// <unmanaged>D3DISSUE</unmanaged>
[System::Flags]
public enum class Issue
{
/// <summary>
/// Start a query issue.
/// </summary>
Begin = D3DISSUE_BEGIN,

/// <summary>
/// End a query issue.
/// </summary>
End = D3DISSUE_END
};

/// <summary>
/// Defines possible light types.
/// </summary>
/// <unmanaged>D3DLIGHTTYPE</unmanaged>
public enum class LightType : System::Int32
{
/// <summary>
/// Light is a point source. The light has a position in space and radiates in all directions.
/// </summary>
Point = D3DLIGHT_POINT,

/// <summary>
/// Light is a spotlight source. Illumination is limited to a cone.
/// </summary>
Spot = D3DLIGHT_SPOT,

/// <summary>
/// Light is a directional light source. This is equivalent to using a point light source at an infinite distance.
/// </summary>
Directional = D3DLIGHT_DIRECTIONAL,
};

/// <summary>
/// Specifies the line drawing capabilities of a device.
/// </summary>
/// <unmanaged>D3DLINECAPS</unmanaged>
[System::Flags]
public enum class LineCaps : System::Int32
{
/// <summary>
/// Supports texture-mapping.
/// </summary>
Texture = D3DLINECAPS_TEXTURE,

/// <summary>
/// Supports depth test.
/// </summary>
DepthTest = D3DLINECAPS_ZTEST,

/// <summary>
/// Supports source-blending.
/// </summary>
Blend = D3DLINECAPS_BLEND,

/// <summary>
/// Supports alpha test comparisons.
/// </summary>
AlphaCompare = D3DLINECAPS_ALPHACMP,

/// <summary>
/// Supports fog.
/// </summary>
Fog = D3DLINECAPS_FOG,

/// <summary>
/// Supports antialiasing.
/// </summary>
Antialias = D3DLINECAPS_ANTIALIAS,
};

/// <summary>
/// Defines flags for buffer locking.
/// </summary>
/// <unmanaged>D3DLOCK</unmanaged>
[System::Flags]
public enum class LockFlags : System::Int32
{
/// <summary>
/// The application discards all memory within the locked region.
/// </summary>
Discard = D3DLOCK_DISCARD,

/// <summary>
/// Allows the application to gain back CPU cycles if the driver cannot lock the surface immediately.
/// </summary>
DoNotWait = D3DLOCK_DONOTWAIT,

/// <summary>
/// Prevents any changes to the dirty state of the resource.
/// </summary>
NoDirtyUpdate = D3DLOCK_NO_DIRTY_UPDATE,

/// <summary>
/// No locking flags specified.
/// </summary>
None = 0,

/// <summary>
/// Indicates that the last set of data written will not be modified during this lock call.
/// </summary>
NoOverwrite = D3DLOCK_NOOVERWRITE,

/// <summary>
/// Prevents the allocation of a system wide resource lock.
/// </summary>
NoSystemLock = D3DLOCK_NOSYSLOCK,

/// <summary>
/// The application will not write to the buffer.
/// </summary>
ReadOnly = D3DLOCK_READONLY,

// this just exists for ProcessVertices
DoNotCopyData = D3DPV_DONOTCOPYDATA,
};

/// <summary>
/// Defines the levels of full-scene multisampling that the device can apply.
/// </summary>
/// <unmanaged>D3DMULTISAMPLE_TYPE</unmanaged>
public enum class MultisampleType : System::Int32
{
/// <summary>
/// No level of multisampling is available.
/// </summary>
None = D3DMULTISAMPLE_NONE,

/// <summary>
/// Enables the multisampling quality value.
/// </summary>
NonMaskable = D3DMULTISAMPLE_NONMASKABLE,

/// <summary>
/// Level of full-scene multisampling using 2 samples.
/// </summary>
TwoSamples = D3DMULTISAMPLE_2_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 3 samples.
/// </summary>
ThreeSamples = D3DMULTISAMPLE_3_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 4 samples.
/// </summary>
FourSamples = D3DMULTISAMPLE_4_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 5 samples.
/// </summary>
FiveSamples = D3DMULTISAMPLE_5_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 6 samples.
/// </summary>
SixSamples = D3DMULTISAMPLE_6_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 7 samples.
/// </summary>
SevenSamples = D3DMULTISAMPLE_7_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 8 samples.
/// </summary>
EightSamples = D3DMULTISAMPLE_8_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 9 samples.
/// </summary>
NineSamples = D3DMULTISAMPLE_9_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 10 samples.
/// </summary>
TenSamples = D3DMULTISAMPLE_10_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 11 samples.
/// </summary>
ElevenSamples = D3DMULTISAMPLE_11_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 12 samples.
/// </summary>
TwelveSamples = D3DMULTISAMPLE_12_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 13 samples.
/// </summary>
ThirteenSamples = D3DMULTISAMPLE_13_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 14 samples.
/// </summary>
FourteenSamples = D3DMULTISAMPLE_14_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 15 samples.
/// </summary>
FifteenSamples = D3DMULTISAMPLE_15_SAMPLES,

/// <summary>
/// Level of full-scene multisampling using 16 samples.
/// </summary>
SixteenSamples = D3DMULTISAMPLE_16_SAMPLES
};

/// <summary>
/// Defines whether the current tessellation mode is discrete or continuous.
/// </summary>
/// <unmanaged>D3DPATCHEDGESTYLE</unmanaged>
public enum class PatchEdgeStyle : System::Int32
{
/// <summary>
/// Discrete edge style.
/// </summary>
Discrete = D3DPATCHEDGE_DISCRETE,

/// <summary>
/// Continuous edge style.
/// </summary>
Continuous = D3DPATCHEDGE_CONTINUOUS
};

/// <summary>
/// Defines pitch and family settings for fonts.
/// </summary>
/// <unmanaged href="ms901140">(various font constants)</unmanaged>
[System::Flags]
public enum class PitchAndFamily : System::Int32
{
/// <summary>
/// Default pitch.
/// </summary>
Default = DEFAULT_PITCH,

/// <summary>
/// Fixed pitch.
/// </summary>
Fixed = FIXED_PITCH,

/// <summary>
/// Variable pitch.
/// </summary>
Variable = VARIABLE_PITCH,

/// <summary>
/// Mono pitch.
/// </summary>
Mono = MONO_FONT,

/// <summary>
/// The font family doesn't matter.
/// </summary>
DontCare = FF_DONTCARE,

/// <summary>
/// Use the Roman family.
/// </summary>
Roman = FF_ROMAN,

/// <summary>
/// Use the Swiss family.
/// </summary>
Swiss = FF_SWISS,

/// <summary>
/// Use the Modern family.
/// </summary>
Modern = FF_MODERN,

/// <summary>
/// Use the Script family.
/// </summary>
Script = FF_SCRIPT,

/// <summary>
/// Use the Decorative family.
/// </summary>
Decorative = FF_DECORATIVE,
};

/// <summary>
/// Specifies pixel shader capabilities supported by the device.
/// </summary>
/// <unmanaged>D3DPS20CAPS</unmanaged>
[System::Flags]
public enum class PixelShaderCaps : System::Int32
{
/// <summary>
/// No extra pixel shader capabilities specified.
/// </summary>
None = 0,

/// <summary>
/// Arbitrary swizzling is supported.
/// </summary>
ArbitrarySwizzle = D3DPS20CAPS_ARBITRARYSWIZZLE,

/// <summary>
/// Gradient instructions are supported.
/// </summary>
GradientInstructions = D3DPS20CAPS_GRADIENTINSTRUCTIONS,

/// <summary>
/// Instruction predication is supported.
/// </summary>
Predication = D3DPS20CAPS_PREDICATION,

/// <summary>
/// There is no limit on the number of dependent reads.
/// </summary>
NoDependentReadLimit = D3DPS20CAPS_NODEPENDENTREADLIMIT,

/// <summary>
/// There is no limit on the number of texture instructions.
/// </summary>
NoTextureInstructionLimit = D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT,
};

/// <summary>
/// Defines the memory class that holds the buffers for a resource.
/// </summary>
/// <unmanaged>D3DPOOL</unmanaged>
public enum class Pool : System::Int32
{
/// <summary>
/// Resources are placed in the memory pool most appropriate for the set of usages requested for the resource.
/// </summary>
Default = D3DPOOL_DEFAULT,

/// <summary>
/// Resources are copied automatically to device-accessable memory as needed. Managed resources are
/// backed by system memory and do not need to be recreated when the device is lost.
/// </summary>
Managed = D3DPOOL_MANAGED,

/// <summary>
/// Resources are placed in system memory that is not accessable by the device. These resources
/// do not need to be recreated when the device is lost.
/// </summary>
SystemMemory = D3DPOOL_SYSTEMMEM,

/// <summary>
/// Resources are placed in scratch memory. These resources cannot be used as textures or render
/// targets.
/// </summary>
Scratch = D3DPOOL_SCRATCH,
};

/// <summary>
/// Defines precision levels for font rendering.
/// </summary>
/// <unmanaged href="cc215248">OutPrecision</unmanaged>
public enum class Precision : System::Int32
{
/// <summary>
/// Default precision.
/// </summary>
Default = OUT_DEFAULT_PRECIS,

/// <summary>
/// String-level precision.
/// </summary>
String = OUT_STRING_PRECIS,

/// <summary>
/// Character-level precision.
/// </summary>
Character = OUT_CHARACTER_PRECIS,

/// <summary>
/// Stroke-level precision.
/// </summary>
Stroke = OUT_STROKE_PRECIS,

/// <summary>
/// TrueType precision.
/// </summary>
TrueType = OUT_TT_PRECIS,

/// <summary>
/// Device precision.
/// </summary>
Device = OUT_DEVICE_PRECIS,

/// <summary>
/// Raster precision.
/// </summary>
Raster = OUT_RASTER_PRECIS,

/// <summary>
/// TrueType only precision.
/// </summary>
TrueTypeOnly = OUT_TT_ONLY_PRECIS,

/// <summary>
/// Outline precision.
/// </summary>
Outline = OUT_OUTLINE_PRECIS,

/// <summary>
/// Screen outline precision.
/// </summary>
ScreenOutline = OUT_SCREEN_OUTLINE_PRECIS,

/// <summary>
/// PostScript only precision.
/// </summary>
PostScriptOnly = OUT_PS_ONLY_PRECIS,
};

/// <summary>
/// Defines flags for presentation calls.
/// </summary>
/// <unmanaged>D3DPRESENT</unmanaged>
[System::Flags]
public enum class Present : System::Int32
{
/// <summary>
/// No extra presentation flags.
/// </summary>
None = 0,

/// <summary>
/// Use the front buffer as both the source and the target surface during rendering.
/// Available for Direct3D9Ex only.
/// </summary>
DoNotFlip = D3DPRESENT_DONOTFLIP,

/// <summary>
/// Specifies that the application should not wait for rendering to finish.
/// </summary>
DoNotWait = D3DPRESENT_DONOTWAIT,

/// <summary>
/// The application will discard all previously queued frames and present the current frame next.
/// Available in Direct3D9Ex only.
/// </summary>
FlipRestart = D3DPRESENT_FLIPRESTART,

/// <summary>
/// Clips the rendered content to the monitor/device that the adapter is targetting. Available in
/// Direct3D9Ex only.
/// </summary>
VideoRestrictToMonitor = D3DPRESENT_VIDEO_RESTRICT_TO_MONITOR,

/// <summary>
/// The content of the backbuffer to be presented is in linear color space.
/// </summary>
LinearContent = D3DPRESENT_LINEAR_CONTENT,

/// <summary>
/// PresentInterval.Immediate is enforced on this Present call. This flag can only be specified when
/// using SwapEffect.FlipEx. Windowed and fullscreen presentation behaviors are the same. This is
/// especially useful for media apps that want to discard frames that have been detected as late and
/// present subsequent frames at composition time. An invalid parameter error will be returned if this
/// flag is improperly specified. When multiple consecutive frames with Present.ForceImmediate are
/// queued, only the last frame is displayed, for both windowed and fullscreen presentation.
/// Available in Direct3D9Ex on Windows 7 only
/// </summary>
ForceImmediate = D3DPRESENT_FORCEIMMEDIATE,

/// <summary>
/// Updates the overlay position or the colorkey data without causing an actual flip and without
/// changing the duration with which the image is displayed. Available in Direct3D9Ex only.
/// </summary>
UpdateOverlayOnly = D3DPRESENT_UPDATEOVERLAYONLY,

/// <summary>
/// Turns off the overlay hardware. Available in Direct3D9Ex only.
/// </summary>
HideOverlay = D3DPRESENT_HIDEOVERLAY,

/// <summary>
/// Redraws the colorkey data. Available in Direct3D9Ex only.
/// </summary>
UpdateColorKey = D3DPRESENT_UPDATECOLORKEY
};

/// <summary>
/// Specifies possible presentation flags.
/// </summary>
/// <unmanaged>D3DPRESENTFLAG</unmanaged>
[System::Flags]
public enum class PresentFlags : System::Int32
{
/// <summary>
/// Clips the presentation to the device.
/// </summary>
DeviceClip = D3DPRESENTFLAG_DEVICECLIP,

/// <summary>
/// Discards the contents of the depth/stencil surface after each presentation.
/// </summary>
DiscardDepthStencil = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL,

/// <summary>
/// Set when the application requires the ability to lock the back buffer.
/// </summary>
LockableBackBuffer = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER,

/// <summary>
/// No extra presentation flags specified.
/// </summary>
None = 0,

/// <summary>
/// Specifies that the application will perform its own display rotation. Available in Direct3D9Ex only.
/// </summary>
NoAutoRotate = D3DPRESENTFLAG_NOAUTOROTATE,

/// <summary>
/// Allows the device to use invalid display modes as if they were valid. Available in Direct3D9Ex only.
/// </summary>
UnprunedMode = D3DPRESENTFLAG_UNPRUNEDMODE,

/// <summary>
/// This is a hint to the driver that the back buffers will contain video data.
/// </summary>
Video = D3DPRESENTFLAG_VIDEO,

/// <summary>
/// Indicates limited range RGB. In limited range RGB, the RGB range is compressed such that
/// 16:16:16 is black and 235:235:235 is white. Available in Direct3D9Ex only.
/// </summary>
OverlayLimitedRgb = D3DPRESENTFLAG_OVERLAY_LIMITEDRGB,

/// <summary>
/// Indicates that the overlay is BT.709, for high-definition TV (HDTV). Available in Direct3D9Ex only.
/// </summary>
OverlayYCbCr_BT709 = D3DPRESENTFLAG_OVERLAY_YCbCr_BT709,

/// <summary>
/// Indicates that the overlay is extended YCbCr (xvYCC). Available in Direct3D9Ex only.
/// </summary>
OverlayYCbCr_xvYCC = D3DPRESENTFLAG_OVERLAY_YCbCr_xvYCC,

/// <summary>
/// Indicates that the swapchain contains protected content and automatically causes
/// the runtime to restrict access to the swapchain so that only the Desktop Windows Manager
/// (DWM) can use the swapchain. Available in Direct3D9Ex only.
/// </summary>
RestrictedContent = D3DPRESENTFLAG_RESTRICTED_CONTENT,

/// <summary>
/// Indicates that the driver should restrict access to any shared
/// resources that are created for DWM interaction. The caller must create an authenticated
/// channel with the driver. The driver should then allow access to processes that attempt to
/// open those shared resources. Available in Direct3D9Ex only.
/// </summary>
RestrictSharedResourceDriver = D3DPRESENTFLAG_RESTRICT_SHARED_RESOURCE_DRIVER
};

/// <summary>
/// Specifies presentation intervals.
/// </summary>
/// <unmanaged>D3DPRESENT</unmanaged>
[System::Flags]
public enum class PresentInterval : System::Int32
{
/// <summary>
/// The device will wait for the vertical retrace period.
/// </summary>
Default = D3DPRESENT_INTERVAL_DEFAULT,

/// <summary>
/// The device will present immediately without waiting for the refresh.
/// </summary>
Immediate = static_cast<int>( D3DPRESENT_INTERVAL_IMMEDIATE ),

/// <summary>
/// The device will wait for the vertical retrace period.
/// </summary>
One = D3DPRESENT_INTERVAL_ONE,

/// <summary>
/// Present operations will not be affected more than twice every screen refresh.
/// </summary>
Two = D3DPRESENT_INTERVAL_TWO,

/// <summary>
/// Present operations will not be affected more than three times every screen refresh.
/// </summary>
Three = D3DPRESENT_INTERVAL_THREE,

/// <summary>
/// Present operations will not be affected more than four times every screen refresh.
/// </summary>
Four = D3DPRESENT_INTERVAL_FOUR,
};

/// <summary>
/// Specifies miscellaneous capabilities for primitive rendering supported by the device.
/// </summary>
/// <unmanaged>D3DPMISCCAPS</unmanaged>
[System::Flags]
public enum class PrimitiveMiscCaps : System::Int32
{
/// <summary>
/// Device can enabled and disable modification of the depth buffer on pixel operations.
/// </summary>
MaskZ = D3DPMISCCAPS_MASKZ,

/// <summary>
/// The driver does not perform triangle culling.
/// </summary>
CullNone = D3DPMISCCAPS_CULLNONE,

/// <summary>
/// The driver supports clockwise culling.
/// </summary>
CullCW = D3DPMISCCAPS_CULLCW,

/// <summary>
/// The driver supports counterclockwise culling.
/// </summary>
CullCCW = D3DPMISCCAPS_CULLCCW,

/// <summary>
/// Device supports per-channel writes of the color buffer.
/// </summary>
ColorWriteEnable = D3DPMISCCAPS_COLORWRITEENABLE,

/// <summary>
/// Device correctly clips scaled points of size greater than 1.0.
/// </summary>
ClipPlanesScaledPoints = D3DPMISCCAPS_CLIPPLANESCALEDPOINTS,

/// <summary>
/// Device clips post-transformed vertex primitives.
/// </summary>
ClipTLVertices = D3DPMISCCAPS_CLIPTLVERTS,

/// <summary>
/// Device supports temporary texture arguments.
/// </summary>
TssArgTemp = D3DPMISCCAPS_TSSARGTEMP,

/// <summary>
/// Device supports alpha blending operations.
/// </summary>
BlendOperation = D3DPMISCCAPS_BLENDOP,

/// <summary>
/// A reference device that does not render.
/// </summary>
NullReference = D3DPMISCCAPS_NULLREFERENCE,

/// <summary>
/// Device supports independent write masks for multiple render targets.
/// </summary>
IndependentWriteMasks = D3DPMISCCAPS_INDEPENDENTWRITEMASKS,

/// <summary>
/// Device supports per-stage constants.
/// </summary>
PerStageConstant = D3DPMISCCAPS_PERSTAGECONSTANT,

/// <summary>
/// Device supports conversion to sRGB after blending. Available for Direct3D9Ex only.
/// </summary>
PostBlendSrgbConvert = D3DPMISCCAPS_POSTBLENDSRGBCONVERT,

/// <summary>
/// Device supports fog and specular alpha.
/// </summary>
FogAndSpecularAlpha = D3DPMISCCAPS_FOGANDSPECULARALPHA,

/// <summary>
/// Device supports separate blend settings for the alpha channel.
/// </summary>
SeparateAlphaBlend = D3DPMISCCAPS_SEPARATEALPHABLEND,

/// <summary>
/// Device supports different bit depths for multiple render targets.
/// </summary>
MrtIndependentBitDepths = D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS,

/// <summary>
/// Device supports post pixel shader operations for multiple render targets.
/// </summary>
MrtPostPixelShaderBlending = D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING,

/// <summary>
/// Device clamps fog blend factor per vertex.
/// </summary>
FogVertexClamped = D3DPMISCCAPS_FOGVERTEXCLAMPED
};

/// <summary>
/// Defines the primitives supported by Direct3D.
/// </summary>
/// <unmanaged>D3DPRIMITIVETYPE</unmanaged>
public enum class PrimitiveType : System::Int32
{
/// <summary>
/// Renders the vertices as a collection of isolated points.
/// </summary>
PointList = D3DPT_POINTLIST,

/// <summary>
/// Renders the vertices as a list of isolated line segments.
/// </summary>
LineList = D3DPT_LINELIST,

/// <summary>
/// Renders the vertices as a single polyline.
/// </summary>
LineStrip = D3DPT_LINESTRIP,

/// <summary>
/// Renders the vertices as a sequence of isolated triangles.
/// </summary>
TriangleList = D3DPT_TRIANGLELIST,

/// <summary>
/// Renders the vertices as a triangle strip.
/// </summary>
TriangleStrip = D3DPT_TRIANGLESTRIP,

/// <summary>
/// Renders the vertices as a triangle fan.
/// </summary>
TriangleFan = D3DPT_TRIANGLEFAN
};

/// <summary>
/// Identifies possible query types.
/// </summary>
/// <unmanaged>D3DQUERYTYPE</unmanaged>
public enum class QueryType : System::Int32
{
/// <summary>
/// Query for driver hints about data layout for vertex caching.
/// </summary>
VCache = D3DQUERYTYPE_VCACHE,

/// <summary>
/// Query the resource manager.
/// </summary>
ResourceManager = D3DQUERYTYPE_RESOURCEMANAGER,

/// <summary>
/// Query vertex statistics.
/// </summary>
VertexStats = D3DQUERYTYPE_VERTEXSTATS,

/// <summary>
/// Query for any and all asynchronous events that have been issued from API calls.
/// </summary>
Event = D3DQUERYTYPE_EVENT,

/// <summary>
/// Query for occluded pixels.
/// </summary>
Occlusion = D3DQUERYTYPE_OCCLUSION,

/// <summary>
/// Queryies the 64-bit timestamp.
/// </summary>
Timestamp = D3DQUERYTYPE_TIMESTAMP,

/// <summary>
/// Notifies the application that the timestamp frequency has changed.
/// </summary>
TimestampDisjoint = D3DQUERYTYPE_TIMESTAMPDISJOINT,

/// <summary>
/// Queries the device to see if timestamp frequencies can change mid-call.
/// </summary>
TimestampFreq = D3DQUERYTYPE_TIMESTAMPFREQ,

/// <summary>
/// Query for pipeline timings.
/// </summary>
PipelineTimings = D3DQUERYTYPE_PIPELINETIMINGS,

/// <summary>
/// Query for interface timings.
/// </summary>
InterfaceTimings = D3DQUERYTYPE_INTERFACETIMINGS,

/// <summary>
/// Query for vertex shader timings.
/// </summary>
VertexTimings = D3DQUERYTYPE_VERTEXTIMINGS,

/// <summary>
/// Query for pixel shader timings.
/// </summary>
PixelTimings = D3DQUERYTYPE_PIXELTIMINGS,

/// <summary>
/// Query for bandwidth timings.
/// </summary>
BandwidthTimings = D3DQUERYTYPE_BANDWIDTHTIMINGS,

/// <summary>
/// Measure the cache hit-rate performance for textures and indexed vertices.
/// </summary>
CacheUtilization = D3DQUERYTYPE_CACHEUTILIZATION,
};

/// <summary>
/// Specifies sampler values for Render-To-Vertex-Buffer (R2VB).
/// </summary>
/// <unmanaged>R2VB_VSMP</unmanaged>
public enum class R2VBSampler : System::Int32
{
/// <summary>
/// Override the stream with displacement map sampler.
/// </summary>
OverrideDMap = R2VB_VSMP_OVR_DMAP,

/// <summary>
/// Override the stream with vertex texture 0 sampler.
/// </summary>
OverrideVtx0 = R2VB_VSMP_OVR_VTX0,

/// <summary>
/// Override the stream with vertex texture 1 sampler.
/// </summary>
OverrideVtx1 = R2VB_VSMP_OVR_VTX1,

/// <summary>
/// Override the stream with vertex texture 2 sampler.
/// </summary>
OverrideVtx2 = R2VB_VSMP_OVR_VTX2,

/// <summary>
/// Override the stream with vertex texture 3 sampler.
/// </summary>
OverrideVtx3 = R2VB_VSMP_OVR_VTX3,

/// <summary>
/// Number of available texture samplers.
/// </summary>
Count = R2VB_VSMP_NUM,
};

/// <summary>
/// Specifies information about raster capabilities of the device.
/// </summary>
/// <unmanaged>D3DPRASTERCAPS</unmanaged>
[System::Flags]
public enum class RasterCaps : System::Int32
{
/// <summary>
/// Device can dither to improve color resolution.
/// </summary>
Dither = D3DPRASTERCAPS_DITHER,

/// <summary>
/// Device can perform Z-test operations.
/// </summary>
DepthTest = D3DPRASTERCAPS_ZTEST,

/// <summary>
/// Device calculates the fog value during the lighting operation and interpolates the value during rasterization.
/// </summary>
FogVertex = D3DPRASTERCAPS_FOGVERTEX,

/// <summary>
/// Device calculates the fog value by referring to a lookup table.
/// </summary>
FogTable = D3DPRASTERCAPS_FOGTABLE,

/// <summary>
/// Device supports level-of-detail bias adjustments.
/// </summary>
MipMapLodBias = D3DPRASTERCAPS_MIPMAPLODBIAS,

/// <summary>
/// Device can perform hidden surface removal (HSR) without requiring the application to
/// sort polygons and without requiring the allocation of a depth buffer.
/// </summary>
ZBufferLessHsr = D3DPRASTERCAPS_ZBUFFERLESSHSR,

/// <summary>
/// Device supports range-based fog.
/// </summary>
FogRange = D3DPRASTERCAPS_FOGRANGE,

/// <summary>
/// Device supports anisotropic filtering.
/// </summary>
Anisotropy = D3DPRASTERCAPS_ANISOTROPY,

/// <summary>
/// Device supports depth buffering using w.
/// </summary>
WBuffer = D3DPRASTERCAPS_WBUFFER,

/// <summary>
/// Device supports w-based fog.
/// </summary>
WFog = D3DPRASTERCAPS_WFOG,

/// <summary>
/// Device supports z-based fog.
/// </summary>
ZFog = D3DPRASTERCAPS_ZFOG,

/// <summary>
/// Device iterates colors perspective correctly.
/// </summary>
ColorPerspective = D3DPRASTERCAPS_COLORPERSPECTIVE,

/// <summary>
/// Device supports scissor testing.
/// </summary>
ScissorTest = D3DPRASTERCAPS_SCISSORTEST,

/// <summary>
/// Device performs true slope-scale depth bias.
/// </summary>
SlopeScaleDepthBias = D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS,

/// <summary>
/// Device supports legacy depth bias.
/// </summary>
DepthBias = D3DPRASTERCAPS_DEPTHBIAS,

/// <summary>
/// Device supports toggling multisampling on and off.
/// </summary>
MultisampleToggle = D3DPRASTERCAPS_MULTISAMPLE_TOGGLE,
};

/// <summary>
/// Render states define set-up states for all kinds of vertex and pixel processing.
/// Some render states set up vertex processing, and some set up pixel processing.
/// Render states can be saved and restored using stateblocks.
/// </summary>
/// <unmanaged>D3DRENDERSTATETYPE</unmanaged>
public enum class RenderState : System::Int32
{
/// <summary>
/// Depth-buffering state. Use values from <see cref="SlimDX::Direct3D9::ZBufferType"/> to set this state. The
/// default value for this state is <see cref="SlimDX::Direct3D9::ZBufferType"/>.UseZBuffer if a depth stencil was created
/// along with the device, or <see cref="SlimDX::Direct3D9::ZBufferType"/>.DontUseZBuffer otherwise.
/// </summary>
ZEnable = D3DRS_ZENABLE,

/// <summary>
/// Defines the current fill mode of the device. Use values from <see cref="FillMode"/> to set this state.
/// The default value is <see cref="SlimDX::Direct3D9::FillMode"/>.Solid.
/// </summary>
FillMode = D3DRS_FILLMODE,

/// <summary>
/// Defines the current shade mode of the device. Use values from <see cref="SlimDX::Direct3D9::ShadeMode"/> to set this state.
/// The default value is <see cref="SlimDX::Direct3D9::ShadeMode"/>.Gouraud.
/// </summary>
ShadeMode = D3DRS_SHADEMODE,

/// <summary>
/// Set this state to <c>true</c> to enable writes to the depth buffer, and <c>false</c> to disable
/// them. The default value is <c>true</c>.
/// </summary>
ZWriteEnable = D3DRS_ZWRITEENABLE,

/// <summary>
/// Set this state to <c>true</c> to enable alpha testing, and <c>false</c> to disable it. The
/// default value is <c>false</c>.
/// </summary>
AlphaTestEnable = D3DRS_ALPHATESTENABLE,

/// <summary>
/// Set this state to <c>true</c> to enable drawing of the last pixel in a line, and <c>false</c>
/// to disable it. The default value is <c>true</c>.
/// </summary>
LastPixel = D3DRS_LASTPIXEL,

/// <summary>
/// Defines the current source blending mode of the device. Use values from <see cref="Blend"/> to
/// set this state. The default value is <see cref="SlimDX::Direct3D9::Blend"/>.One.
/// </summary>
SourceBlend = D3DRS_SRCBLEND,

/// <summary>
/// Defines the current destination blending mode of the device. Use values from <see cref="SlimDX::Direct3D9::Blend"/> to
/// set this state. The default value is <see cref="SlimDX::Direct3D9::Blend"/>.Zero.
/// </summary>
DestinationBlend = D3DRS_DESTBLEND,

/// <summary>
/// Specifies how back-facing triangles are culled. Use values from <see cref="SlimDX::Direct3D9::Cull"/> to
/// set this state. The default value is <see cref="SlimDX::Direct3D9::Cull"/>.Counterclockwise.
/// </summary>
CullMode = D3DRS_CULLMODE,

/// <summary>
/// Specifies the current depth testing function. Use values from <see cref="SlimDX::Direct3D9::Compare"/> to
/// set this state. The default value is <see cref="SlimDX::Direct3D9::Compare"/>.LessEqual.
/// </summary>
ZFunc = D3DRS_ZFUNC,

/// <summary>
/// An integer value that specifies the reference alpha against which pixels are tested when
/// alpha blending is enabled. The default value is 0.
/// </summary>
AlphaRef = D3DRS_ALPHAREF,

/// <summary>
/// Specifies the current alpha testing function. Use values from <see cref="SlimDX::Direct3D9::Compare"/> to
/// set this state. The default value is <see cref="SlimDX::Direct3D9::Compare"/>.Always.
/// </summary>
AlphaFunc = D3DRS_ALPHAFUNC,

/// <summary>
/// Set this state to <c>true</c> to enable dithering, and <c>false</c> to disable it. The default
/// value is <c>false</c>.
/// </summary>
DitherEnable = D3DRS_DITHERENABLE,

/// <summary>
/// Set this state to <c>true</c> to enable alpha blending, and <c>false</c> to disable it. The default
/// value is <c>false</c>.
/// </summary>
AlphaBlendEnable = D3DRS_ALPHABLENDENABLE,

/// <summary>
/// Set this state to <c>true</c> to enable fog blending, and <c>false</c> to disable it. The default
/// value is <c>false</c>.
/// </summary>
FogEnable = D3DRS_FOGENABLE,

/// <summary>
/// Set this state to <c>true</c> to enable specular highlights, and <c>false</c> to disable them.
/// The default value is <c>false</c>.
/// </summary>
SpecularEnable = D3DRS_SPECULARENABLE,

/// <summary>
/// Specifies current fog color. Use integer color values to set this state. The default value is
/// 0 (black).
/// </summary>
FogColor = D3DRS_FOGCOLOR,

/// <summary>
/// Specifies the current fog formula to be used for pixel fog. Use values from <see cref="SlimDX::Direct3D9::FogMode"/>
/// to set this state. The default value is <see cref="SlimDX::Direct3D9::FogMode"/>.None.
/// </summary>
FogTableMode = D3DRS_FOGTABLEMODE,

/// <summary>
/// A floating point value that defines the depth at which pixel or vertex fog effects begin.
/// The default value is 0.0f.
/// </summary>
FogStart = D3DRS_FOGSTART,

/// <summary>
/// A floating point value that defines the depth at which pixel or vertex fog effects end.
/// The default value is 1.0f.
/// </summary>
FogEnd = D3DRS_FOGEND,

/// <summary>
/// A floating point value that defines the density of fog used in exponential fog modes.
/// The default value is 1.0f.
/// </summary>
FogDensity = D3DRS_FOGDENSITY,

/// <summary>
/// Set this state to <c>true</c> to enable range based fog, and <c>false</c> to use depth based fog.
/// The default value is <c>false</c>.
/// </summary>
RangeFogEnable = D3DRS_RANGEFOGENABLE,

/// <summary>
/// Set this state to <c>true</c> to enable stenciling, and <c>false</c> to disable it.
/// The default value is <c>false</c>.
/// </summary>
StencilEnable = D3DRS_STENCILENABLE,

/// <summary>
/// Specifies the stencil operation to perform if the stencil test fails. Use values from
/// <see cref="SlimDX::Direct3D9::StencilOperation"/> to set this state. The default value is <see cref="SlimDX::Direct3D9::StencilOperation"/>.Keep.
/// </summary>
StencilFail = D3DRS_STENCILFAIL,

/// <summary>
/// Specifies the stencil operation to perform if the stencil test passes and the depth test fails.
/// Use values from <see cref="SlimDX::Direct3D9::StencilOperation"/> to set this state. The default value is
/// <see cref="SlimDX::Direct3D9::StencilOperation"/>.Keep.
/// </summary>
StencilZFail = D3DRS_STENCILZFAIL,

/// <summary>
/// Specifies the stencil operation to perform if both the stencil and depth tests pass. Use values from
/// <see cref="SlimDX::Direct3D9::StencilOperation"/> to set this state. The default value is <see cref="SlimDX::Direct3D9::StencilOperation"/>.Keep.
/// </summary>
StencilPass = D3DRS_STENCILPASS,

/// <summary>
/// Specifies the comparison function for stencil tests. Use values from <see cref="SlimDX::Direct3D9::Compare"/>
/// to set this state. The default value is <see cref="SlimDX::Direct3D9::Compare"/>.Always.
/// </summary>
StencilFunc = D3DRS_STENCILFUNC,

/// <summary>
/// An integer value that specifies the reference value against which pixels are tested when
/// stencil testing is enabled. The default value is 0.
/// </summary>
StencilRef = D3DRS_STENCILREF,

/// <summary>
/// An integer value that specifies the mask for stencil values. The default value is 0xFFFFFFFF.
/// </summary>
StencilMask = D3DRS_STENCILMASK,

/// <summary>
/// An integer value that specifies the write mask used for values written into the stencil buffer.
/// The default value is 0xFFFFFFFF.
/// </summary>
StencilWriteMask = D3DRS_STENCILWRITEMASK,

/// <summary>
/// Specifies the color used for multiple texture blending. Use integer color values to set this
/// state. The default value is 0xFFFFFFFF (white).
/// </summary>
TextureFactor = D3DRS_TEXTUREFACTOR,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap0 = D3DRS_WRAP0,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap1 = D3DRS_WRAP1,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap2 = D3DRS_WRAP2,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap3 = D3DRS_WRAP3,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap4 = D3DRS_WRAP4,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap5 = D3DRS_WRAP5,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap6 = D3DRS_WRAP6,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap7 = D3DRS_WRAP7,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap8 = D3DRS_WRAP8,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap9 = D3DRS_WRAP9,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap10 = D3DRS_WRAP10,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap11 = D3DRS_WRAP11,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap12 = D3DRS_WRAP12,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap13 = D3DRS_WRAP13,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap14 = D3DRS_WRAP14,

/// <summary>
/// Texture wrapping behavior for multiple sets of texture coordinates. Use values from
/// <see cref="SlimDX::Direct3D9::TextureWrapping"/> to set this state. The default value for this state is <see cref="SlimDX::Direct3D9::TextureWrapping"/>.None.
/// </summary>
Wrap15 = D3DRS_WRAP15,

/// <summary>
/// Set this state to <c>true</c> to enable primitive clipping, and <c>false</c>
/// to disable it. The default value is <c>true</c>.
/// </summary>
Clipping = D3DRS_CLIPPING,

/// <summary>
/// Set this state to <c>true</c> to enable lighting, and <c>false</c>
/// to disable it. The default value is <c>true</c>.
/// </summary>
Lighting = D3DRS_LIGHTING,

/// <summary>
/// Specifies the ambient light color. Use integer color values to set this state. The default value
/// is 0 (black).
/// </summary>
Ambient = D3DRS_AMBIENT,

/// <summary>
/// Specifies the current fog formula to be used for vertex fog. Use values from <see cref="FogMode"/>
/// to set this state. The default value is <see cref="SlimDX::Direct3D9::FogMode"/>.None.
/// </summary>
FogVertexMode = D3DRS_FOGVERTEXMODE,

/// <summary>
/// Set this state to <c>true</c> to enable colored vertices, and <c>false</c>
/// to disable them. The default value is <c>true</c>.
/// </summary>
ColorVertex = D3DRS_COLORVERTEX,

/// <summary>
/// Set this state to <c>true</c> to enable camera-relative specular highlights, and <c>false</c>
/// to use orthogonal specular highlights. The default value is <c>true</c>.
/// </summary>
LocalViewer = D3DRS_LOCALVIEWER,

/// <summary>
/// Set this state to <c>true</c> to enable automatic normalization of vertex normals, and <c>false</c>
/// to disable it. The default value is <c>false</c>.
/// </summary>
NormalizeNormals = D3DRS_NORMALIZENORMALS,

/// <summary>
/// Specifies the source for diffuse colors. Use values from <see cref="ColorSource"/> to set
/// this state. The default value is <see cref="SlimDX::Direct3D9::ColorSource"/>.Color1.
/// </summary>
DiffuseMaterialSource = D3DRS_DIFFUSEMATERIALSOURCE,

/// <summary>
/// Specifies the source for specular colors. Use values from <see cref="ColorSource"/> to set
/// this state. The default value is <see cref="SlimDX::Direct3D9::ColorSource"/>.Color2.
/// </summary>
SpecularMaterialSource = D3DRS_SPECULARMATERIALSOURCE,

/// <summary>
/// Specifies the source for ambient colors. Use values from <see cref="ColorSource"/> to set
/// this state. The default value is <see cref="SlimDX::Direct3D9::ColorSource"/>.Material.
/// </summary>
AmbientMaterialSource = D3DRS_AMBIENTMATERIALSOURCE,

/// <summary>
/// Specifies the source for emissive colors. Use values from <see cref="ColorSource"/> to set
/// this state. The default value is <see cref="SlimDX::Direct3D9::ColorSource"/>.Material.
/// </summary>
EmissiveMaterialSource = D3DRS_EMISSIVEMATERIALSOURCE,

/// <summary>
/// An integer value that specifies the number of matrices to use to perform geometry blending.
/// Use values from <see cref="VertexBlend"/> to set this state. The default value is
/// <see cref="SlimDX::Direct3D9::VertexBlend"/>.Disable.
/// </summary>
VertexBlend = D3DRS_VERTEXBLEND,

/// <summary>
/// An integer value that specifies which user-defined clip planes are active. Use
/// </summary>
ClipPlaneEnable = D3DRS_CLIPPLANEENABLE,

/// <summary>
/// A floating point value that specifies the size of points.
/// </summary>
PointSize = D3DRS_POINTSIZE,

/// <summary>
/// A floating point value that specifies the minimum size of point primitives.
/// </summary>
PointSizeMin = D3DRS_POINTSIZE_MIN,

/// <summary>
/// Set this state to <c>true</c> to enable point sprites, and <c>false</c>
/// to disable them. The default value is <c>false</c>.
/// </summary>
PointSpriteEnable = D3DRS_POINTSPRITEENABLE,

/// <summary>
/// Set this state to <c>true</c> to enable point scaling, and <c>false</c>
/// to disable it. The default value is <c>false</c>.
/// </summary>
PointScaleEnable = D3DRS_POINTSCALEENABLE,

/// <summary>
/// A floating point value that specifies attenuation when point scaling is applied. The default
/// value is 1.0f.
/// </summary>
PointScaleA = D3DRS_POINTSCALE_A,

/// <summary>
/// A floating point value that specifies attenuation when point scaling is applied. The default
/// value is 0.0f.
/// </summary>
PointScaleB = D3DRS_POINTSCALE_B,

/// <summary>
/// A floating point value that specifies attenuation when point scaling is applied. The default
/// value is 0.0f.
/// </summary>
PointScaleC = D3DRS_POINTSCALE_C,

/// <summary>
/// Set this state to <c>true</c> to enable point multisampling, and <c>false</c>
/// to disable it. The default value is <c>false</c>.
/// </summary>
MultisampleAntialias = D3DRS_MULTISAMPLEANTIALIAS,

/// <summary>
/// An integer mask that controls the samples in a multisampling render target.
/// </summary>
MultisampleMask = D3DRS_MULTISAMPLEMASK,

/// <summary>
/// Specifies the current patch edge style. Use values from <see cref="PatchEdgeStyle"/> to
/// set this state. The default value is <see cref="PatchEdgeStyle"/>.Discrete".
/// </summary>
PatchEdgeStyle = D3DRS_PATCHEDGESTYLE,

/// <summary>
/// Specifies the current debug monitor token. Use values from <see cref="DebugMonitorToken"/> to
/// set this state. The default value is <see cref="DebugMonitorToken"/>.Enable".
/// </summary>
DebugMonitorToken = D3DRS_DEBUGMONITORTOKEN,

/// <summary>
/// A floating point value that specifies the maximum size of point primitives.
/// </summary>
PointSizeMax = D3DRS_POINTSIZE_MAX,

/// <summary>
/// Set this state to <c>true</c> to enable indexed vertex blending, and <c>false</c>
/// to disable it. The default value is <c>false</c>.
/// </summary>
IndexedVertexBlendEnable = D3DRS_INDEXEDVERTEXBLENDENABLE,

/// <summary>
/// Specifies the current color write state of the device. Use values from <see cref="ColorWriteEnable"/>
/// to set this state. The default value is <see cref="ColorWriteEnable"/>.All".
/// </summary>
ColorWriteEnable = D3DRS_COLORWRITEENABLE,

/// <summary>
/// A floating point value that specifies the tweening factor. The default value is 0.0f.
/// </summary>
TweenFactor = D3DRS_TWEENFACTOR,

/// <summary>
/// Specifies the blending operation to use when alpha blending is enabled. Use values from
/// <see cref="BlendOperation"/> to set this state. The default value is <see cref="BlendOperation"/>.Add".
/// </summary>
BlendOperation = D3DRS_BLENDOP,

/// <summary>
/// Specifies the N-patch position interpolation degree. Use values from <see cref="Degree"/> to
/// set this state. The default value is <see cref="Degree"/>.Cubic".
/// </summary>
PositionDegree = D3DRS_POSITIONDEGREE,

/// <summary>
/// Specifies the N-patch normal interpolation degree. Use values from <see cref="Degree"/> to
/// set this state. The default value is <see cref="Degree"/>.Linear".
/// </summary>
NormalDegree = D3DRS_NORMALDEGREE,

/// <summary>
/// Set this state to <c>true</c> to enable scissor testing, and <c>false</c>
/// to disable it. The default value is <c>false</c>.
/// </summary>
ScissorTestEnable = D3DRS_SCISSORTESTENABLE,

/// <summary>
/// An integer value that specifies how much bias can be applied to co-planar primitives to reduce
/// Z-fighting. The default value is 0.
/// </summary>
SlopeScaleDepthBias = D3DRS_SLOPESCALEDEPTHBIAS,

/// <summary>
/// Set this state to <c>true</c> to enable antialiased lines, and <c>false</c>
/// to disable them. The default value is <c>false</c>.
/// </summary>
AntialiasedLineEnable = D3DRS_ANTIALIASEDLINEENABLE,

/// <summary>
/// A floating point value that specifies the minium tessellation level. The default value is 1.0f.
/// </summary>
MinTessellationLevel = D3DRS_MINTESSELLATIONLEVEL,

/// <summary>
/// A floating point value that specifies the maximum tessellation level. The default value is 1.0f.
/// </summary>
MaxTessellationLevel = D3DRS_MAXTESSELLATIONLEVEL,

/// <summary>
/// A floating point value that specifies the amount to adaptively tessellate, in the X direction.
/// The default value is 0.0f.
/// </summary>
AdaptiveTessX = D3DRS_ADAPTIVETESS_X,

/// <summary>
/// A floating point value that specifies the amount to adaptively tessellate, in the Y direction.
/// The default value is 0.0f.
/// </summary>
AdaptiveTessY = D3DRS_ADAPTIVETESS_Y,

/// <summary>
/// A floating point value that specifies the amount to adaptively tessellate, in the Z direction.
/// The default value is 0.0f.
/// </summary>
AdaptiveTessZ = D3DRS_ADAPTIVETESS_Z,

/// <summary>
/// A floating point value that specifies the amount to adaptively tessellate, in the W direction.
/// The default value is 1.0f.
/// </summary>
AdaptiveTessW = D3DRS_ADAPTIVETESS_W,

/// <summary>
/// Set this state to <c>true</c> to enable adaptive tessellation, and <c>false</c>
/// to disable it. The default value is <c>false</c>.
/// </summary>
EnableAdaptiveTessellation = D3DRS_ENABLEADAPTIVETESSELLATION,

/// <summary>
/// Set this state to <c>true</c> to enable two sided stenciling, and <c>false</c>
/// to disable it. The default value is <c>false</c>.
/// </summary>
TwoSidedStencilMode = D3DRS_TWOSIDEDSTENCILMODE,

/// <summary>
/// Specifies the operation to perform if the stencil test fails. Use values from
/// <see cref="StencilOperation"/> to set the state. The default value is <see cref="StencilOperation"/>.Keep".
/// </summary>
CcwStencilFail = D3DRS_CCW_STENCILFAIL,

/// <summary>
/// Specifies the operation to perform if the stencil test passes and depth test fails. Use values from
/// <see cref="StencilOperation"/> to set the state. The default value is <see cref="StencilOperation"/>.Keep".
/// </summary>
CcwStencilZFail = D3DRS_CCW_STENCILZFAIL,

/// <summary>
/// Specifies the operation to perform if both the stencil and depth tests pass. Use values from
/// <see cref="StencilOperation"/> to set the state. The default value is <see cref="StencilOperation"/>.Keep".
/// </summary>
CcwStencilPass = D3DRS_CCW_STENCILPASS,

/// <summary>
/// Specifies the comparison function for stencil tests.. Use values from
/// <see cref="Compare"/> to set the state. The default value is <see cref="Compare"/>.Always".
/// </summary>
CcwStencilFunc = D3DRS_CCW_STENCILFUNC,

/// <summary>
/// Specifies additional color write enable settings for the device. Use values from <see cref="ColorWriteEnable"/>
/// to set this state. The default value is <see cref="ColorWriteEnable"/>.All".
/// </summary>
ColorWriteEnable1 = D3DRS_COLORWRITEENABLE1,

/// <summary>
/// Specifies additional color write enable settings for the device. Use values from <see cref="ColorWriteEnable"/>
/// to set this state. The default value is <see cref="ColorWriteEnable"/>.All".
/// </summary>
ColorWriteEnable2 = D3DRS_COLORWRITEENABLE2,

/// <summary>
/// Specifies additional color write enable settings for the device. Use values from <see cref="ColorWriteEnable"/>
/// to set this state. The default value is <see cref="ColorWriteEnable"/>.All".
/// </summary>
ColorWriteEnable3 = D3DRS_COLORWRITEENABLE3,

/// <summary>
/// Specifies a color to use as a constant blend factor for alpha blending. Use integer color values
/// to set this state. The default value is 0xFFFFFFFF (white).
/// </summary>
BlendFactor = D3DRS_BLENDFACTOR,

/// <summary>
/// Set this state to <c>true</c> to enable sRGB gamma correction, and <c>false</c>
/// to disable it. The default value is <c>false</c>.
/// </summary>
SrgbWriteEnable = D3DRS_SRGBWRITEENABLE,

/// <summary>
/// A floating point value that is used for comparison of depth values.
/// </summary>
DepthBias = D3DRS_DEPTHBIAS,

/// <summary>
/// Set this state to <c>true</c> to enable separate blending modes for the alpha channel, and <c>false</c>
/// to disable them. The default value is <c>false</c>.
/// </summary>
SeparateAlphaBlendEnable = D3DRS_SEPARATEALPHABLENDENABLE,

/// <summary>
/// Specifies the source alpha blending function. Use values from <see cref="Blend"/> to set this state.
/// The default value is <see cref="SlimDX::Direct3D9::Blend"/>.One.
/// </summary>
SourceBlendAlpha = D3DRS_SRCBLENDALPHA,

/// <summary>
/// Specifies the destination alpha blending function. Use values from <see cref="Blend"/> to set this state.
/// The default value is <see cref="SlimDX::Direct3D9::Blend"/>.Zero.
/// </summary>
DestinationBlendAlpha = D3DRS_DESTBLENDALPHA,

/// <summary>
/// Specifies the operation to perform for separate alpha blending. Use values from <see cref="BlendOperation"/>
/// to set this state. The default value is <see cref="BlendOperation"/>.Add.
/// </summary>
BlendOperationAlpha = D3DRS_BLENDOPALPHA
};

/// <summary>
/// Defines resource types.
/// </summary>
/// <unmanaged>D3DRESOURCETYPE</unmanaged>
public enum class ResourceType : System::Int32
{
/// <summary>
/// Surface resource.
/// </summary>
Surface = D3DRTYPE_SURFACE,

/// <summary>
/// Volume resource.
/// </summary>
Volume = D3DRTYPE_VOLUME,

/// <summary>
/// Texture resource.
/// </summary>
Texture = D3DRTYPE_TEXTURE,

/// <summary>
/// Volume texture resource.
/// </summary>
VolumeTexture = D3DRTYPE_VOLUMETEXTURE,

/// <summary>
/// Cube texture resource.
/// </summary>
CubeTexture = D3DRTYPE_CUBETEXTURE,

/// <summary>
/// Vertex buffer resource.
/// </summary>
VertexBuffer = D3DRTYPE_VERTEXBUFFER,

/// <summary>
/// Index buffer resource.
/// </summary>
IndexBuffer = D3DRTYPE_INDEXBUFFER,
};

/// <summary>
/// Sampler states define texture sampling operations such as texture addressing and texture filtering.
/// Some sampler states set-up vertex processing, and some set-up pixel processing. Sampler states can
/// be saved and restored using stateblocks
/// </summary>
/// <unmanaged>D3DSAMPLERSTATETYPE</unmanaged>
public enum class SamplerState : System::Int32
{
/// <summary>
/// Specifies the texture address mode for the U coordinate. Use values from <see cref="TextureAddress"/>
/// to set this state. The default value is <see cref="TextureAddress"/>.Wrap.
/// </summary>
AddressU = D3DSAMP_ADDRESSU,

/// <summary>
/// Specifies the texture address mode for the V coordinate. Use values from <see cref="TextureAddress"/>
/// to set this state. The default value is <see cref="TextureAddress"/>.Wrap.
/// </summary>
AddressV = D3DSAMP_ADDRESSV,

/// <summary>
/// Specifies the texture address mode for the W coordinate. Use values from <see cref="TextureAddress"/>
/// to set this state. The default value is <see cref="TextureAddress"/>.Wrap.
/// </summary>
AddressW = D3DSAMP_ADDRESSW,

/// <summary>
/// Specifies the texture border color. Use packed integer color values to set this state.
/// The default value is 0 (black).
/// </summary>
BorderColor = D3DSAMP_BORDERCOLOR,

/// <summary>
/// Specifies the magnification filter. Use values from <see cref="TextureFilter"/> to set this
/// state. The default value is <see cref="TextureFilter"/>.Point.
/// </summary>
MagFilter = D3DSAMP_MAGFILTER,

/// <summary>
/// Specifies the minification filter. Use values from <see cref="TextureFilter"/> to set this
/// state. The default value is <see cref="TextureFilter"/>.Point.
/// </summary>
MinFilter = D3DSAMP_MINFILTER,

/// <summary>
/// Specifies the mipmap filter. Use values from <see cref="TextureFilter"/> to set this
/// state. The default value is <see cref="TextureFilter"/>.Point.
/// </summary>
MipFilter = D3DSAMP_MIPFILTER,

/// <summary>
/// An integer value that specifies the level-of-detail bias. The default value is 0.
/// </summary>
MipMapLodBias = D3DSAMP_MIPMAPLODBIAS,

/// <summary>
/// An integer value that specifies the maximum mipmap level. The default value is 0.
/// </summary>
MaxMipLevel = D3DSAMP_MAXMIPLEVEL,

/// <summary>
/// An integer value that specifies the maximum anisotropy level. The default value is 1.
/// </summary>
MaxAnisotropy = D3DSAMP_MAXANISOTROPY,

/// <summary>
/// An integer value that specifies sRGB gamma correction. The default value is 0.
/// </summary>
SrgbTexture = D3DSAMP_SRGBTEXTURE,

/// <summary>
/// An integer value that specifies which element of a multielement texture to use. The default value is 0.
/// </summary>
ElementIndex = D3DSAMP_ELEMENTINDEX,

/// <summary>
/// An integer value that specifies the vertex offset into a presampled displacement map. The default value is 0.
/// </summary>
DisplacementMapOffset = D3DSAMP_DMAPOFFSET,
};

/// <summary>
/// Specifies the shading operations that a device supports.
/// </summary>
/// <unmanaged>D3DPSHADECAPS</unmanaged>
[System::Flags]
public enum class ShadeCaps : System::Int32
{
/// <summary>
/// Device supports colored Gouraud shading.
/// </summary>
ColorGouraudRgb = D3DPSHADECAPS_COLORGOURAUDRGB,

/// <summary>
/// Device supports Gouraud shading of specular highlights.
/// </summary>
SpecularGouraudRgb = D3DPSHADECAPS_SPECULARGOURAUDRGB,

/// <summary>
/// Device supports Gouraud-blended transparency.
/// </summary>
AlphaGouraudBlend = D3DPSHADECAPS_ALPHAGOURAUDBLEND,

/// <summary>
/// Device supports Gouraud fog.
/// </summary>
FogGouraud = D3DPSHADECAPS_FOGGOURAUD
};

/// <summary>
/// Flags indicating the method the rasterizer uses to create an image on a surface.
/// </summary>
/// <unmanaged>D3DSCANLINEORDERING</unmanaged>
public enum class ScanlineOrdering : System::Int32
{
/// <summary>
/// All scanlines are used to build the final image.
/// </summary>
Progressive = D3DSCANLINEORDERING_PROGRESSIVE,

/// <summary>
/// Every other line is interlaced with the previous one to build the final image.
/// </summary>
Interlaced = D3DSCANLINEORDERING_INTERLACED
};

/// <summary>
/// Predefined sets of pipeline states used by state blocks.
/// </summary>
/// <unmanaged>D3DSTATEBLOCKTYPE</unmanaged>
public enum class StateBlockType : System::Int32
{
/// <summary>
/// Capture the current device state.
/// </summary>
All = D3DSBT_ALL,

/// <summary>
/// Capture the current pixel state.
/// </summary>
PixelState = D3DSBT_PIXELSTATE,

/// <summary>
/// Capture the current vertex state.
/// </summary>
VertexState = D3DSBT_VERTEXSTATE,
};

/// <summary>
/// Defines a set of stencil operations supported by a device.
/// </summary>
/// <unmanaged>D3DSTENCILCAPS</unmanaged>
[System::Flags]
public enum class StencilCaps : System::Int32
{
/// <summary>
/// The device supports <see cref="StencilOperation"/>.Keep.
/// </summary>
Keep = D3DSTENCILCAPS_KEEP,

/// <summary>
/// The device supports <see cref="StencilOperation"/>.Zero.
/// </summary>
Zero = D3DSTENCILCAPS_ZERO,

/// <summary>
/// The device supports <see cref="StencilOperation"/>.Replace.
/// </summary>
Replace = D3DSTENCILCAPS_REPLACE,

/// <summary>
/// The device supports <see cref="StencilOperation"/>.IncrementClamp.
/// </summary>
IncrementClamp = D3DSTENCILCAPS_INCRSAT,

/// <summary>
/// The device supports <see cref="StencilOperation"/>.DecrementClamp.
/// </summary>
DecrementClamp = D3DSTENCILCAPS_DECRSAT,

/// <summary>
/// The device supports <see cref="StencilOperation"/>.Invert.
/// </summary>
Invert = D3DSTENCILCAPS_INVERT,

/// <summary>
/// The device supports <see cref="StencilOperation"/>.Increment.
/// </summary>
Increment = D3DSTENCILCAPS_INCR,

/// <summary>
/// The device supports <see cref="StencilOperation"/>.Decrement.
/// </summary>
Decrement = D3DSTENCILCAPS_DECR,

/// <summary>
/// The device supports <see cref="StencilOperation"/>.TwoSided.
/// </summary>
TwoSided = D3DSTENCILCAPS_TWOSIDED,
};

/// <summary>
/// Specifies possible stream frequencies.
/// </summary>
/// <unmanaged>D3DSTREAMSOURCE</unmanaged>
public enum class StreamFrequency : System::Int32
{
/// <summary>
/// The stream uses indexed data.
/// </summary>
IndexedData = D3DSTREAMSOURCE_INDEXEDDATA,

/// <summary>
/// The stream uses instance data.
/// </summary>
InstanceData = D3DSTREAMSOURCE_INSTANCEDATA
};

/// <summary>
/// Specifies the set of texture addressing modes supported by the device.
/// </summary>
/// <unmanaged>D3DPTADDRESSCAPS</unmanaged>
[System::Flags]
public enum class TextureAddressCaps : System::Int32
{
/// <summary>
/// The device supports <see cref="TextureAddress"/>.Wrap.
/// </summary>
Wrap = D3DPTADDRESSCAPS_WRAP,

/// <summary>
/// The device supports <see cref="TextureAddress"/>.Mirror.
/// </summary>
Mirror = D3DPTADDRESSCAPS_MIRROR,

/// <summary>
/// The device supports <see cref="TextureAddress"/>.Clamp.
/// </summary>
Clamp = D3DPTADDRESSCAPS_CLAMP,

/// <summary>
/// The device supports <see cref="TextureAddress"/>.Border.
/// </summary>
Border = D3DPTADDRESSCAPS_BORDER,

/// <summary>
/// The device can separate the texture-addressing modes of the u and v coordinates of the texture.
/// </summary>
IndependentUV = D3DPTADDRESSCAPS_INDEPENDENTUV,

/// <summary>
/// The device supports <see cref="TextureAddress"/>.MirrorOnce.
/// </summary>
MirrorOnce = D3DPTADDRESSCAPS_MIRRORONCE,
};

/// <summary>
/// Specifies possible texture arguments.
/// </summary>
/// <unmanaged>D3DTA</unmanaged>
[System::Flags]
public enum class TextureArgument : System::Int32
{
/// <summary>
/// Mask value for all arguments.
/// </summary>
SelectMask = D3DTA_SELECTMASK,

/// <summary>
/// The texture argument is the diffuse color.
/// </summary>
Diffuse = D3DTA_DIFFUSE,

/// <summary>
/// The texture argument is the result of the previous blending stage.
/// </summary>
Current = D3DTA_CURRENT,

/// <summary>
/// The texture argument is the texture color.
/// </summary>
Texture = D3DTA_TEXTURE,

/// <summary>
/// The texture argument is the texture factor.
/// </summary>
TFactor = D3DTA_TFACTOR,

/// <summary>
/// The texture argument is the specular color.
/// </summary>
Specular = D3DTA_SPECULAR,

/// <summary>
/// The texture argument is a temporary color register.
/// </summary>
Temp = D3DTA_TEMP,

/// <summary>
/// Selects a constant from a texture stage.
/// </summary>
Constant = D3DTA_CONSTANT,

/// <summary>
/// Specifies that the function should take the complement of the argument.
/// </summary>
Complement = D3DTA_COMPLEMENT,

/// <summary>
/// Replicate the alpha information to all channels before the method completes.
/// </summary>
AlphaReplicate = D3DTA_ALPHAREPLICATE,
};

/// <summary>
/// Specifies miscellaneous texture mapping capabilities supported by the device.
/// </summary>
/// <unmanaged>D3DPTEXTURECAPS</unmanaged>
[System::Flags]
public enum class TextureCaps : System::Int32
{
/// <summary>
/// Perspective correction is supported.
/// </summary>
Perspective = D3DPTEXTURECAPS_PERSPECTIVE,

/// <summary>
/// Specifies that the device requires power of 2 texture sizes.
/// </summary>
Pow2 = D3DPTEXTURECAPS_POW2,

/// <summary>
/// Alpha in texture pixels is supported.
/// </summary>
Alpha = D3DPTEXTURECAPS_ALPHA,

/// <summary>
/// Specifies that all textures must be square.
/// </summary>
SquareOnly = D3DPTEXTURECAPS_SQUAREONLY,

/// <summary>
/// Texture indices are not scaled by their size prior to rendering.
/// </summary>
TextureRepeatNotScaledBySize = D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE,

/// <summary>
/// Device can draw alpha from texture palettes.
/// </summary>
AlphaPalette = D3DPTEXTURECAPS_ALPHAPALETTE,

/// <summary>
/// Determines whether power of 2 texture sizes are required by the device.
/// </summary>
NonPow2Conditional = D3DPTEXTURECAPS_NONPOW2CONDITIONAL,

/// <summary>
/// The device supports the <see cref="TextureTransform"/>.Projected texture transformation flag.
/// </summary>
Projected = D3DPTEXTURECAPS_PROJECTED,

/// <summary>
/// Supports cube map textures.
/// </summary>
CubeMap = D3DPTEXTURECAPS_CUBEMAP,

/// <summary>
/// Supports volume textures.
/// </summary>
VolumeMap = D3DPTEXTURECAPS_VOLUMEMAP,

/// <summary>
/// Device supports mipmaps.
/// </summary>
MipMap = D3DPTEXTURECAPS_MIPMAP,

/// <summary>
/// Device supports mipmaps for volume textures.
/// </summary>
MipVolumeMap = D3DPTEXTURECAPS_MIPVOLUMEMAP,

/// <summary>
/// Device supports mipmaps for cube textures.
/// </summary>
MipCubeMap = D3DPTEXTURECAPS_MIPCUBEMAP,

/// <summary>
/// Specifies whether cube maps must have powers of 2 sizes.
/// </summary>
CubeMapPow2 = D3DPTEXTURECAPS_CUBEMAP_POW2,

/// <summary>
/// Specifies whether volume textures must have powers of 2 sizes.
/// </summary>
VolumeMapPow2 = D3DPTEXTURECAPS_VOLUMEMAP_POW2,

/// <summary>
/// Specifies that the device does not support a projected bump environment lookup operation.
/// </summary>
NoProjectedBumpEnvironment = D3DPTEXTURECAPS_NOPROJECTEDBUMPENV,
};

/// <summary>
/// Driver texture coordinate capability flags.
/// </summary>
/// <unmanaged>D3DTSS_TCI</unmanaged>
[System::Flags]
public enum class TextureCoordIndex : System::Int32
{
/// <summary>
/// Use the specified texture coordinates contained in the vertex format.
/// </summary>
PassThru = D3DTSS_TCI_PASSTHRU,

/// <summary>
/// Use the vertex normal, transformed to camera space, as the input texture coordinates.
/// </summary>
CameraSpaceNormal = D3DTSS_TCI_CAMERASPACENORMAL,

/// <summary>
/// Use the vertex position, transformed to camera space, as the input texture coordinates.
/// </summary>
CameraSpacePosition = D3DTSS_TCI_CAMERASPACEPOSITION,

/// <summary>
/// Use the reflection vector, transformed to camera space, as the input texture coordinates.
/// </summary>
CameraSpaceReflectionVector = D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR,

/// <summary>
/// Use the specified coordinates for sphere mapping.
/// </summary>
SphereMap = D3DTSS_TCI_SPHEREMAP,
};


/// <summary>
/// Defines per-stage texture blending operations.
/// </summary>
/// <unmanaged>D3DTEXTUREOP</unmanaged>
public enum class TextureOperation : System::Int32
{
/// <summary>
/// Disabled output from the current stage and all higher stages.
/// </summary>
Disable = D3DTOP_DISABLE,

/// <summary>
/// Use the current stage's first color or alpha argument, unmodified, as the output.
/// </summary>
SelectArg1 = D3DTOP_SELECTARG1,

/// <summary>
/// Use the current stage's second color or alpha argument, unmodified, as the output.
/// </summary>
SelectArg2 = D3DTOP_SELECTARG2,

/// <summary>
/// Multiply the components of the arguments.
/// </summary>
Modulate = D3DTOP_MODULATE,

/// <summary>
/// Multiply the components of the arguments, and then multiply them by 2.
/// </summary>
Modulate2X = D3DTOP_MODULATE2X,

/// <summary>
/// Multiply the components of the arguments, and then multiply them by 2.
/// </summary>
Modulate4X = D3DTOP_MODULATE4X,

/// <summary>
/// Add the components of the arguments.
/// </summary>
Add = D3DTOP_ADD,

/// <summary>
/// Add the components of the arguments with a -0.5 bias.
/// </summary>
AddSigned = D3DTOP_ADDSIGNED,

/// <summary>
/// Add the components of the arguments with a -0.5 bias, and then multiply them by 2.
/// </summary>
AddSigned2X = D3DTOP_ADDSIGNED2X,

/// <summary>
/// Subtract the components of the second argument from the components of the first argument.
/// </summary>
Subtract = D3DTOP_SUBTRACT,

/// <summary>
/// Add the first and second arguments, and then subtract their product from the sum.
/// </summary>
AddSmooth = D3DTOP_ADDSMOOTH,

/// <summary>
/// Linearly blend the current stage, using the interpolated alpha from each vertex.
/// </summary>
BlendDiffuseAlpha = D3DTOP_BLENDDIFFUSEALPHA,

/// <summary>
/// Linearly blend the current stage, using the alpha from the stage's texture.
/// </summary>
BlendTextureAlpha = D3DTOP_BLENDTEXTUREALPHA,

/// <summary>
/// Linearly blend the current stage, using the current texture factor.
/// </summary>
BlendFactorAlpha = D3DTOP_BLENDFACTORALPHA,

/// <summary>
/// Linearly blend the current stage, using a premultiplied alpha.
/// </summary>
BlendTextureAlphaPM = D3DTOP_BLENDTEXTUREALPHAPM,

/// <summary>
/// Linearly blend the current stage, using the alpha from the previous stage.
/// </summary>
BlendCurrentAlpha = D3DTOP_BLENDCURRENTALPHA,

/// <summary>
/// Premodulate the arguments with the next stage's values.
/// </summary>
Premodulate = D3DTOP_PREMODULATE,

/// <summary>
/// Modulate the color of the second argument, using the alpha from the first argument, and then
/// add the result to argument one.
/// </summary>
ModulateAlphaAddColor = D3DTOP_MODULATEALPHA_ADDCOLOR,

/// <summary>
/// Modulate the arguments, then add the alpha of the first argument.
/// </summary>
ModulateColorAddAlpha = D3DTOP_MODULATECOLOR_ADDALPHA,

/// <summary>
/// Modulate the color of the second argument, using the inverted alpha from the first argument, and then
/// add the result to argument one.
/// </summary>
ModulateInvAlphaAddColor = D3DTOP_MODULATEINVALPHA_ADDCOLOR,

/// <summary>
/// Modulate the arguments, inverting the first argument, then add the alpha of the first argument.
/// </summary>
ModulateInvColorAddAlpha = D3DTOP_MODULATEINVCOLOR_ADDALPHA,

/// <summary>
/// Perform per-pixel bump mapping, using the environment map in the next stage.
/// </summary>
BumpEnvironmentMap = D3DTOP_BUMPENVMAP,

/// <summary>
/// Perform per-pixel bump mapping, using the environment map in the next stage, with luminance.
/// </summary>
BumpEnvironmentMapLuminance = D3DTOP_BUMPENVMAPLUMINANCE,

/// <summary>
/// Modulate the components of each argument as signed components, add their products; then
/// replicate the sum to all color channels, including alpha.
/// </summary>
DotProduct3 = D3DTOP_DOTPRODUCT3,

/// <summary>
/// Performs a multiply-accumulate operation. It takes the last two arguments, multiplies them
/// together, and adds them to the remaining input/source argument, and places that into the result.
/// </summary>
MultiplyAdd = D3DTOP_MULTIPLYADD,

/// <summary>
/// Linearly interpolates between the second and third source arguments by a proportion specified
/// in the first source argument.
/// </summary>
Lerp = D3DTOP_LERP,
};

/// <summary>
/// Specifies the texture operations supported by the device.
/// </summary>
/// <unmanaged>D3DTEXOPCAPS</unmanaged>
[System::Flags]
public enum class TextureOperationCaps : System::Int32
{
/// <summary>
/// The device supports <see cref="TextureOperation"/>.Disable.
/// </summary>
Disable = D3DTEXOPCAPS_DISABLE,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.SelectArg1.
/// </summary>
SelectArg1 = D3DTEXOPCAPS_SELECTARG1,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.SelectArg2.
/// </summary>
SelectArg2 = D3DTEXOPCAPS_SELECTARG2,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.Modulate.
/// </summary>
Modulate = D3DTEXOPCAPS_MODULATE,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.Modulate2X.
/// </summary>
Modulate2X = D3DTEXOPCAPS_MODULATE2X,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.Modulate4X.
/// </summary>
Modulate4X = D3DTEXOPCAPS_MODULATE4X,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.Add.
/// </summary>
Add = D3DTEXOPCAPS_ADD,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.AddSigned.
/// </summary>
AddSigned = D3DTEXOPCAPS_ADDSIGNED,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.AddSigned2X.
/// </summary>
AddSigned2X = D3DTEXOPCAPS_ADDSIGNED2X,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.Subtract.
/// </summary>
Subtract = D3DTEXOPCAPS_SUBTRACT,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.AddSmooth.
/// </summary>
AddSmooth = D3DTEXOPCAPS_ADDSMOOTH,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.BlendDiffuseAlpha.
/// </summary>
BlendDiffuseAlpha = D3DTEXOPCAPS_BLENDDIFFUSEALPHA,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.BlendTextureAlpha.
/// </summary>
BlendTextureAlpha = D3DTEXOPCAPS_BLENDTEXTUREALPHA,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.BlendFactorAlpha.
/// </summary>
BlendFactorAlpha = D3DTEXOPCAPS_BLENDFACTORALPHA,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.BlendTextureAlphaPM.
/// </summary>
BlendTextureAlphaPM = D3DTEXOPCAPS_BLENDTEXTUREALPHAPM,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.BlendCurrentAlpha.
/// </summary>
BlendCurrentAlpha = D3DTEXOPCAPS_BLENDCURRENTALPHA,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.Premodulate.
/// </summary>
Premodulate = D3DTEXOPCAPS_PREMODULATE,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.ModulateAlphaAddColor.
/// </summary>
ModulateAlphaAddColor = D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.ModulateColorAddAlpha.
/// </summary>
ModulateColorAddAlpha = D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.ModulateInvAlphaAddColor.
/// </summary>
ModulateInvAlphaAddColor = D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.ModulateInvColorAddAlpha.
/// </summary>
ModulateInvColorAddAlpha = D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.BumpEnvironmentMap.
/// </summary>
BumpEnvironmentMap = D3DTEXOPCAPS_BUMPENVMAP,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.BumpEnvironmentMapLuminance.
/// </summary>
BumpEnvironmentMapLuminance = D3DTEXOPCAPS_BUMPENVMAPLUMINANCE,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.DotProduct3.
/// </summary>
DotProduct3 = D3DTEXOPCAPS_DOTPRODUCT3,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.MultiplyAdd.
/// </summary>
MultiplyAdd = D3DTEXOPCAPS_MULTIPLYADD,

/// <summary>
/// The device supports <see cref="TextureOperation"/>.Lerp.
/// </summary>
Lerp = D3DTEXOPCAPS_LERP
};

/// <summary>
/// Texture stage states define multi-blender texture operations. Some sampler states set up
/// vertex processing, and some set up pixel processing. Texture stage states can be saved and
/// restored using stateblocks.
/// </summary>
/// <unmanaged>D3DTEXTURESTAGESTATETYPE</unmanaged>
public enum class TextureStage : System::Int32
{
/// <summary>
/// Texture-stage state is a texture color blending operation. Use values from <see cref="TextureOperation"/>
/// to set this state. The default value for the first stage is <see cref="TextureOperation"/>.Modulate;
/// for all other stages the default is <see cref="TextureOperation"/>.Disable.
/// </summary>
ColorOperation = D3DTSS_COLOROP,

/// <summary>
/// Texture-stage state is the first color argument for the stage. Use values from <see cref="TextureArgument"/>
/// to set this state. The default value is <see cref="TextureArgument"/>.Texture.
/// </summary>
ColorArg1 = D3DTSS_COLORARG1,

/// <summary>
/// Texture-stage state is the second color argument for the stage. Use values from <see cref="TextureArgument"/>
/// to set this state. The default value is <see cref="TextureArgument"/>.Current.
/// </summary>
ColorArg2 = D3DTSS_COLORARG2,

/// <summary>
/// Texture-stage state is a texture alpha blending operation. Use values from <see cref="TextureOperation"/>
/// to set this state. The default value for the first stage is <see cref="TextureOperation"/>.SelectArg1;
/// for all other stages the default is <see cref="TextureOperation"/>.Disable"/>.
/// </summary>
AlphaOperation = D3DTSS_ALPHAOP,

/// <summary>
/// Texture-stage state is the first alpha argument for the stage. Use values from <see cref="TextureArgument"/>
/// to set this state. The default value is <see cref="TextureArgument"/>.Texture.
/// </summary>
AlphaArg1 = D3DTSS_ALPHAARG1,

/// <summary>
/// Texture-stage state is the second alpha argument for the stage. Use values from <see cref="TextureArgument"/>
/// to set this state. The default value is <see cref="TextureArgument"/>.Current.
/// </summary>
AlphaArg2 = D3DTSS_ALPHAARG2,

/// <summary>
/// Texture-stage state is a floating-point value for the [0][0] coefficient in a bump-mapping
/// matrix. The default value is 0.0f.
/// </summary>
BumpEnvironmentMat00 = D3DTSS_BUMPENVMAT00,

/// <summary>
/// Texture-stage state is a floating-point value for the [0][1] coefficient in a bump-mapping
/// matrix. The default value is 0.0f.
/// </summary>
BumpEnvironmentMat01 = D3DTSS_BUMPENVMAT01,

/// <summary>
/// Texture-stage state is a floating-point value for the [1][0] coefficient in a bump-mapping
/// matrix. The default value is 0.0f.
/// </summary>
BumpEnvironmentMat10 = D3DTSS_BUMPENVMAT10,

/// <summary>
/// Texture-stage state is a floating-point value for the [1][1] coefficient in a bump-mapping
/// matrix. The default value is 0.0f.
/// </summary>
BumpEnvironmentMat11 = D3DTSS_BUMPENVMAT11,

/// <summary>
/// Index of the texture coordinate set to use with this texture stage. You can specify up to
/// eight sets of texture coordinates per vertex. If a vertex does not include a set of texture
/// coordinates at the specified index, the system defaults to the u and v coordinates (0,0).
/// </summary>
TexCoordIndex = D3DTSS_TEXCOORDINDEX,

/// <summary>
/// Floating-point scale value for bump-map luminance. The default value is 0.0f.
/// </summary>
BumpEnvironmentLScale = D3DTSS_BUMPENVLSCALE,

/// <summary>
/// Floating-point offset value for bump-map luminance. The default value is 0.0f.
/// </summary>
BumpEnvironmentLOffset = D3DTSS_BUMPENVLOFFSET,

/// <summary>
/// Specifies transformation options for texture coordinates. Use values from <see cref="TextureTransform"/>
/// to set this state. The default value is <see cref="TextureTransform"/>.Disable.
/// </summary>
TextureTransformFlags = D3DTSS_TEXTURETRANSFORMFLAGS,

/// <summary>
/// Settings for the third color operand for triadic operations. Use values from <see cref="TextureArgument"/>
/// to set this state. The default value is <see cref="TextureArgument"/>.Current.
/// </summary>
ColorArg0 = D3DTSS_COLORARG0,

/// <summary>
/// Settings for the third alpha operand for triadic operations. Use values from <see cref="TextureArgument"/>
/// to set this state. The default value is <see cref="TextureArgument"/>.Current.
/// </summary>
AlphaArg0 = D3DTSS_ALPHAARG0,

/// <summary>
/// Setting to select the destination register for the result of this stage. Use values from
/// <see cref="TextureArgument"/> to set this state. The default value is <see cref="TextureArgument"/>.Current.
/// </summary>
ResultArg = D3DTSS_RESULTARG,

/// <summary>
/// Per-stage constant color. Use packed integer colors to set this state.
/// </summary>
Constant = D3DTSS_CONSTANT
};

/// <summary>
/// Identifies texture samplers used by vertex shaders.
/// </summary>
/// <unmanaged>D3DVERTEXTEXTURESAMPLER</unmanaged>
public enum class VertexTextureSampler : System::Int32
{
Sampler0 = D3DVERTEXTEXTURESAMPLER0,
Sampler1 = D3DVERTEXTEXTURESAMPLER1,
Sampler2 = D3DVERTEXTEXTURESAMPLER2,
Sampler3 = D3DVERTEXTEXTURESAMPLER3,
DisplacementMapSampler = D3DDMAPSAMPLER,
};
}
}

Change log

r2166 by mike.popoloski on Jan 28, 2012   Diff
Updated copyright dates.
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Older revisions

r1863 by josh.petrie on Jan 7, 2011   Diff
Copyright update.
r1584 by mike.popoloski on May 21, 2010   Diff
Added missing D3D9Ex functionality.
Resolves  issue 664 .
r1332 by josh.petrie on Jan 24, 2010   Diff
Updating copyright strings in the DLL,
test and samples directories.
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