/*** Autogenerated by WIDL 6.4 from include/d3d10_1.idl - Do not edit ***/ #ifdef _WIN32 #ifndef __REQUIRED_RPCNDR_H_VERSION__ #define __REQUIRED_RPCNDR_H_VERSION__ 475 #endif #include #include #endif #ifndef COM_NO_WINDOWS_H #include #include #endif #ifndef __d3d10_1_h__ #define __d3d10_1_h__ /* Forward declarations */ #ifndef __ID3D10BlendState1_FWD_DEFINED__ #define __ID3D10BlendState1_FWD_DEFINED__ typedef interface ID3D10BlendState1 ID3D10BlendState1; #ifdef __cplusplus interface ID3D10BlendState1; #endif /* __cplusplus */ #endif #ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__ #define __ID3D10ShaderResourceView1_FWD_DEFINED__ typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1; #ifdef __cplusplus interface ID3D10ShaderResourceView1; #endif /* __cplusplus */ #endif #ifndef __ID3D10Device1_FWD_DEFINED__ #define __ID3D10Device1_FWD_DEFINED__ typedef interface ID3D10Device1 ID3D10Device1; #ifdef __cplusplus interface ID3D10Device1; #endif /* __cplusplus */ #endif /* Headers for imported files */ #include #include #include #ifdef __cplusplus extern "C" { #endif #ifndef _D3D10_1_CONSTANTS #define _D3D10_1_CONSTANTS #define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff) #define D3D10_1_GS_INPUT_REGISTER_COUNT (32) #define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32) #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128) #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32) #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1) #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32) #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1) #define D3D10_1_SHADER_MAJOR_VERSION (4) #define D3D10_1_SHADER_MINOR_VERSION (1) #define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048) #define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256) #define D3D10_1_SO_BUFFER_SLOT_COUNT (4) #define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1) #define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64) #define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32) #define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8) #define D3D10_1_VS_INPUT_REGISTER_COUNT (32) #define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32) #endif #define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6) #define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f) #include typedef enum D3D10_FEATURE_LEVEL1 { D3D10_FEATURE_LEVEL_10_0 = 0xa000, D3D10_FEATURE_LEVEL_10_1 = 0xa100, D3D10_FEATURE_LEVEL_9_1 = 0x9100, D3D10_FEATURE_LEVEL_9_2 = 0x9200, D3D10_FEATURE_LEVEL_9_3 = 0x9300 } D3D10_FEATURE_LEVEL1; typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 { WINBOOL BlendEnable; D3D10_BLEND SrcBlend; D3D10_BLEND DestBlend; D3D10_BLEND_OP BlendOp; D3D10_BLEND SrcBlendAlpha; D3D10_BLEND DestBlendAlpha; D3D10_BLEND_OP BlendOpAlpha; UINT8 RenderTargetWriteMask; } D3D10_RENDER_TARGET_BLEND_DESC1; typedef struct D3D10_BLEND_DESC1 { WINBOOL AlphaToCoverageEnable; WINBOOL IndependentBlendEnable; D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]; } D3D10_BLEND_DESC1; /***************************************************************************** * ID3D10BlendState1 interface */ #ifndef __ID3D10BlendState1_INTERFACE_DEFINED__ #define __ID3D10BlendState1_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161") ID3D10BlendState1 : public ID3D10BlendState { virtual void STDMETHODCALLTYPE GetDesc1( D3D10_BLEND_DESC1 *pDesc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61) #endif #else typedef struct ID3D10BlendState1Vtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D10BlendState1 *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D10BlendState1 *This); ULONG (STDMETHODCALLTYPE *Release)( ID3D10BlendState1 *This); /*** ID3D10DeviceChild methods ***/ void (STDMETHODCALLTYPE *GetDevice)( ID3D10BlendState1 *This, ID3D10Device **ppDevice); HRESULT (STDMETHODCALLTYPE *GetPrivateData)( ID3D10BlendState1 *This, REFGUID guid, UINT *pDataSize, void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateData)( ID3D10BlendState1 *This, REFGUID guid, UINT DataSize, const void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( ID3D10BlendState1 *This, REFGUID guid, const IUnknown *pData); /*** ID3D10BlendState methods ***/ void (STDMETHODCALLTYPE *GetDesc)( ID3D10BlendState1 *This, D3D10_BLEND_DESC *pDesc); /*** ID3D10BlendState1 methods ***/ void (STDMETHODCALLTYPE *GetDesc1)( ID3D10BlendState1 *This, D3D10_BLEND_DESC1 *pDesc); END_INTERFACE } ID3D10BlendState1Vtbl; interface ID3D10BlendState1 { CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This) /*** ID3D10DeviceChild methods ***/ #define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) #define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) #define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) #define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) /*** ID3D10BlendState methods ***/ #define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) /*** ID3D10BlendState1 methods ***/ #define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) { return This->lpVtbl->Release(This); } /*** ID3D10DeviceChild methods ***/ static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) { This->lpVtbl->GetDevice(This,ppDevice); } static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) { return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); } static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) { return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); } static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) { return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); } /*** ID3D10BlendState methods ***/ static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) { This->lpVtbl->GetDesc(This,pDesc); } /*** ID3D10BlendState1 methods ***/ static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) { This->lpVtbl->GetDesc1(This,pDesc); } #endif #endif #endif #endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */ typedef struct D3D10_TEXCUBE_ARRAY_SRV1 { UINT MostDetailedMip; UINT MipLevels; UINT First2DArrayFace; UINT NumCubes; } D3D10_TEXCUBE_ARRAY_SRV1; typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1; typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 { DXGI_FORMAT Format; D3D10_SRV_DIMENSION1 ViewDimension; __C89_NAMELESS union { D3D10_BUFFER_SRV Buffer; D3D10_TEX1D_SRV Texture1D; D3D10_TEX1D_ARRAY_SRV Texture1DArray; D3D10_TEX2D_SRV Texture2D; D3D10_TEX2D_ARRAY_SRV Texture2DArray; D3D10_TEX2DMS_SRV Texture2DMS; D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; D3D10_TEX3D_SRV Texture3D; D3D10_TEXCUBE_SRV TextureCube; D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray; } __C89_NAMELESSUNIONNAME; } D3D10_SHADER_RESOURCE_VIEW_DESC1; /***************************************************************************** * ID3D10ShaderResourceView1 interface */ #ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ #define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0") ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView { virtual void STDMETHODCALLTYPE GetDesc1( D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) #endif #else typedef struct ID3D10ShaderResourceView1Vtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D10ShaderResourceView1 *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D10ShaderResourceView1 *This); ULONG (STDMETHODCALLTYPE *Release)( ID3D10ShaderResourceView1 *This); /*** ID3D10DeviceChild methods ***/ void (STDMETHODCALLTYPE *GetDevice)( ID3D10ShaderResourceView1 *This, ID3D10Device **ppDevice); HRESULT (STDMETHODCALLTYPE *GetPrivateData)( ID3D10ShaderResourceView1 *This, REFGUID guid, UINT *pDataSize, void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateData)( ID3D10ShaderResourceView1 *This, REFGUID guid, UINT DataSize, const void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( ID3D10ShaderResourceView1 *This, REFGUID guid, const IUnknown *pData); /*** ID3D10View methods ***/ void (STDMETHODCALLTYPE *GetResource)( ID3D10ShaderResourceView1 *This, ID3D10Resource **ppResource); /*** ID3D10ShaderResourceView methods ***/ void (STDMETHODCALLTYPE *GetDesc)( ID3D10ShaderResourceView1 *This, D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc); /*** ID3D10ShaderResourceView1 methods ***/ void (STDMETHODCALLTYPE *GetDesc1)( ID3D10ShaderResourceView1 *This, D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); END_INTERFACE } ID3D10ShaderResourceView1Vtbl; interface ID3D10ShaderResourceView1 { CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This) /*** ID3D10DeviceChild methods ***/ #define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) #define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) #define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) #define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) /*** ID3D10View methods ***/ #define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource) /*** ID3D10ShaderResourceView methods ***/ #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) /*** ID3D10ShaderResourceView1 methods ***/ #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) { return This->lpVtbl->Release(This); } /*** ID3D10DeviceChild methods ***/ static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) { This->lpVtbl->GetDevice(This,ppDevice); } static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) { return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); } static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) { return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); } static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) { return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); } /*** ID3D10View methods ***/ static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) { This->lpVtbl->GetResource(This,ppResource); } /*** ID3D10ShaderResourceView methods ***/ static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) { This->lpVtbl->GetDesc(This,pDesc); } /*** ID3D10ShaderResourceView1 methods ***/ static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) { This->lpVtbl->GetDesc1(This,pDesc); } #endif #endif #endif #endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10Device1 interface */ #ifndef __ID3D10Device1_INTERFACE_DEFINED__ #define __ID3D10Device1_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0") ID3D10Device1 : public ID3D10Device { virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1( ID3D10Resource *pResource, const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, ID3D10ShaderResourceView1 **ppSRView) = 0; virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( const D3D10_BLEND_DESC1 *pBlendStateDesc, ID3D10BlendState1 **ppBlendState) = 0; virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( ) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) #endif #else typedef struct ID3D10Device1Vtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D10Device1 *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D10Device1 *This); ULONG (STDMETHODCALLTYPE *Release)( ID3D10Device1 *This); /*** ID3D10Device methods ***/ void (STDMETHODCALLTYPE *VSSetConstantBuffers)( ID3D10Device1 *This, UINT StartSlot, UINT NumBuffers, ID3D10Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *PSSetShaderResources)( ID3D10Device1 *This, UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *PSSetShader)( ID3D10Device1 *This, ID3D10PixelShader *pPixelShader); void (STDMETHODCALLTYPE *PSSetSamplers)( ID3D10Device1 *This, UINT StartSlot, UINT NumSamplers, ID3D10SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *VSSetShader)( ID3D10Device1 *This, ID3D10VertexShader *pVertexShader); void (STDMETHODCALLTYPE *DrawIndexed)( ID3D10Device1 *This, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation); void (STDMETHODCALLTYPE *Draw)( ID3D10Device1 *This, UINT VertexCount, UINT StartVertexLocation); void (STDMETHODCALLTYPE *PSSetConstantBuffers)( ID3D10Device1 *This, UINT StartSlot, UINT NumBuffers, ID3D10Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *IASetInputLayout)( ID3D10Device1 *This, ID3D10InputLayout *pInputLayout); void (STDMETHODCALLTYPE *IASetVertexBuffers)( ID3D10Device1 *This, UINT StartSlot, UINT NumBuffers, ID3D10Buffer *const *ppVertexBuffers, const UINT *pStrides, const UINT *pOffsets); void (STDMETHODCALLTYPE *IASetIndexBuffer)( ID3D10Device1 *This, ID3D10Buffer *pIndexBuffer, DXGI_FORMAT Format, UINT Offset); void (STDMETHODCALLTYPE *DrawIndexedInstanced)( ID3D10Device1 *This, UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation); void (STDMETHODCALLTYPE *DrawInstanced)( ID3D10Device1 *This, UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation); void (STDMETHODCALLTYPE *GSSetConstantBuffers)( ID3D10Device1 *This, UINT StartSlot, UINT NumBuffers, ID3D10Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *GSSetShader)( ID3D10Device1 *This, ID3D10GeometryShader *pShader); void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( ID3D10Device1 *This, D3D10_PRIMITIVE_TOPOLOGY Topology); void (STDMETHODCALLTYPE *VSSetShaderResources)( ID3D10Device1 *This, UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *VSSetSamplers)( ID3D10Device1 *This, UINT StartSlot, UINT NumSamplers, ID3D10SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *SetPredication)( ID3D10Device1 *This, ID3D10Predicate *pPredicate, WINBOOL PredicateValue); void (STDMETHODCALLTYPE *GSSetShaderResources)( ID3D10Device1 *This, UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *GSSetSamplers)( ID3D10Device1 *This, UINT StartSlot, UINT NumSamplers, ID3D10SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *OMSetRenderTargets)( ID3D10Device1 *This, UINT NumViews, ID3D10RenderTargetView *const *ppRenderTargetViews, ID3D10DepthStencilView *pDepthStencilView); void (STDMETHODCALLTYPE *OMSetBlendState)( ID3D10Device1 *This, ID3D10BlendState *pBlendState, const FLOAT BlendFactor[4], UINT SampleMask); void (STDMETHODCALLTYPE *OMSetDepthStencilState)( ID3D10Device1 *This, ID3D10DepthStencilState *pDepthStencilState, UINT StencilRef); void (STDMETHODCALLTYPE *SOSetTargets)( ID3D10Device1 *This, UINT NumBuffers, ID3D10Buffer *const *ppSOTargets, const UINT *pOffsets); void (STDMETHODCALLTYPE *DrawAuto)( ID3D10Device1 *This); void (STDMETHODCALLTYPE *RSSetState)( ID3D10Device1 *This, ID3D10RasterizerState *pRasterizerState); void (STDMETHODCALLTYPE *RSSetViewports)( ID3D10Device1 *This, UINT NumViewports, const D3D10_VIEWPORT *pViewports); void (STDMETHODCALLTYPE *RSSetScissorRects)( ID3D10Device1 *This, UINT NumRects, const D3D10_RECT *pRects); void (STDMETHODCALLTYPE *CopySubresourceRegion)( ID3D10Device1 *This, ID3D10Resource *pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D10Resource *pSrcResource, UINT SrcSubresource, const D3D10_BOX *pSrcBox); void (STDMETHODCALLTYPE *CopyResource)( ID3D10Device1 *This, ID3D10Resource *pDstResource, ID3D10Resource *pSrcResource); void (STDMETHODCALLTYPE *UpdateSubresource)( ID3D10Device1 *This, ID3D10Resource *pDstResource, UINT DstSubresource, const D3D10_BOX *pDstBox, const void *pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch); void (STDMETHODCALLTYPE *ClearRenderTargetView)( ID3D10Device1 *This, ID3D10RenderTargetView *pRenderTargetView, const FLOAT ColorRGBA[4]); void (STDMETHODCALLTYPE *ClearDepthStencilView)( ID3D10Device1 *This, ID3D10DepthStencilView *pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil); void (STDMETHODCALLTYPE *GenerateMips)( ID3D10Device1 *This, ID3D10ShaderResourceView *pShaderResourceView); void (STDMETHODCALLTYPE *ResolveSubresource)( ID3D10Device1 *This, ID3D10Resource *pDstResource, UINT DstSubresource, ID3D10Resource *pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format); void (STDMETHODCALLTYPE *VSGetConstantBuffers)( ID3D10Device1 *This, UINT StartSlot, UINT NumBuffers, ID3D10Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *PSGetShaderResources)( ID3D10Device1 *This, UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *PSGetShader)( ID3D10Device1 *This, ID3D10PixelShader **ppPixelShader); void (STDMETHODCALLTYPE *PSGetSamplers)( ID3D10Device1 *This, UINT StartSlot, UINT NumSamplers, ID3D10SamplerState **ppSamplers); void (STDMETHODCALLTYPE *VSGetShader)( ID3D10Device1 *This, ID3D10VertexShader **ppVertexShader); void (STDMETHODCALLTYPE *PSGetConstantBuffers)( ID3D10Device1 *This, UINT StartSlot, UINT NumBuffers, ID3D10Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *IAGetInputLayout)( ID3D10Device1 *This, ID3D10InputLayout **ppInputLayout); void (STDMETHODCALLTYPE *IAGetVertexBuffers)( ID3D10Device1 *This, UINT StartSlot, UINT NumBuffers, ID3D10Buffer **ppVertexBuffers, UINT *pStrides, UINT *pOffsets); void (STDMETHODCALLTYPE *IAGetIndexBuffer)( ID3D10Device1 *This, ID3D10Buffer **pIndexBuffer, DXGI_FORMAT *Format, UINT *Offset); void (STDMETHODCALLTYPE *GSGetConstantBuffers)( ID3D10Device1 *This, UINT StartSlot, UINT NumBuffers, ID3D10Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *GSGetShader)( ID3D10Device1 *This, ID3D10GeometryShader **ppGeometryShader); void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( ID3D10Device1 *This, D3D10_PRIMITIVE_TOPOLOGY *pTopology); void (STDMETHODCALLTYPE *VSGetShaderResources)( ID3D10Device1 *This, UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *VSGetSamplers)( ID3D10Device1 *This, UINT StartSlot, UINT NumSamplers, ID3D10SamplerState **ppSamplers); void (STDMETHODCALLTYPE *GetPredication)( ID3D10Device1 *This, ID3D10Predicate **ppPredicate, WINBOOL *pPredicateValue); void (STDMETHODCALLTYPE *GSGetShaderResources)( ID3D10Device1 *This, UINT StartSlot, UINT NumViews, ID3D10ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *GSGetSamplers)( ID3D10Device1 *This, UINT StartSlot, UINT NumSamplers, ID3D10SamplerState **ppSamplers); void (STDMETHODCALLTYPE *OMGetRenderTargets)( ID3D10Device1 *This, UINT NumViews, ID3D10RenderTargetView **ppRenderTargetViews, ID3D10DepthStencilView **ppDepthStencilView); void (STDMETHODCALLTYPE *OMGetBlendState)( ID3D10Device1 *This, ID3D10BlendState **ppBlendState, FLOAT BlendFactor[4], UINT *pSampleMask); void (STDMETHODCALLTYPE *OMGetDepthStencilState)( ID3D10Device1 *This, ID3D10DepthStencilState **ppDepthStencilState, UINT *pStencilRef); void (STDMETHODCALLTYPE *SOGetTargets)( ID3D10Device1 *This, UINT NumBuffers, ID3D10Buffer **ppSOTargets, UINT *pOffsets); void (STDMETHODCALLTYPE *RSGetState)( ID3D10Device1 *This, ID3D10RasterizerState **ppRasterizerState); void (STDMETHODCALLTYPE *RSGetViewports)( ID3D10Device1 *This, UINT *NumViewports, D3D10_VIEWPORT *pViewports); void (STDMETHODCALLTYPE *RSGetScissorRects)( ID3D10Device1 *This, UINT *NumRects, D3D10_RECT *pRects); HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( ID3D10Device1 *This); HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( ID3D10Device1 *This, UINT RaiseFlags); UINT (STDMETHODCALLTYPE *GetExceptionMode)( ID3D10Device1 *This); HRESULT (STDMETHODCALLTYPE *GetPrivateData)( ID3D10Device1 *This, REFGUID guid, UINT *pDataSize, void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateData)( ID3D10Device1 *This, REFGUID guid, UINT DataSize, const void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( ID3D10Device1 *This, REFGUID guid, const IUnknown *pData); void (STDMETHODCALLTYPE *ClearState)( ID3D10Device1 *This); void (STDMETHODCALLTYPE *Flush)( ID3D10Device1 *This); HRESULT (STDMETHODCALLTYPE *CreateBuffer)( ID3D10Device1 *This, const D3D10_BUFFER_DESC *pDesc, const D3D10_SUBRESOURCE_DATA *pInitialData, ID3D10Buffer **ppBuffer); HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( ID3D10Device1 *This, const D3D10_TEXTURE1D_DESC *pDesc, const D3D10_SUBRESOURCE_DATA *pInitialData, ID3D10Texture1D **ppTexture1D); HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( ID3D10Device1 *This, const D3D10_TEXTURE2D_DESC *pDesc, const D3D10_SUBRESOURCE_DATA *pInitialData, ID3D10Texture2D **ppTexture2D); HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( ID3D10Device1 *This, const D3D10_TEXTURE3D_DESC *pDesc, const D3D10_SUBRESOURCE_DATA *pInitialData, ID3D10Texture3D **ppTexture3D); HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( ID3D10Device1 *This, ID3D10Resource *pResource, const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, ID3D10ShaderResourceView **ppSRView); HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( ID3D10Device1 *This, ID3D10Resource *pResource, const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, ID3D10RenderTargetView **ppRTView); HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( ID3D10Device1 *This, ID3D10Resource *pResource, const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, ID3D10DepthStencilView **ppDepthStencilView); HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( ID3D10Device1 *This, const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, UINT NumElements, const void *pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, ID3D10InputLayout **ppInputLayout); HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( ID3D10Device1 *This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10VertexShader **ppVertexShader); HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( ID3D10Device1 *This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10GeometryShader **ppGeometryShader); HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( ID3D10Device1 *This, const void *pShaderBytecode, SIZE_T BytecodeLength, const D3D10_SO_DECLARATION_ENTRY *pSODeclaration, UINT NumEntries, UINT OutputStreamStride, ID3D10GeometryShader **ppGeometryShader); HRESULT (STDMETHODCALLTYPE *CreatePixelShader)( ID3D10Device1 *This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D10PixelShader **ppPixelShader); HRESULT (STDMETHODCALLTYPE *CreateBlendState)( ID3D10Device1 *This, const D3D10_BLEND_DESC *pBlendStateDesc, ID3D10BlendState **ppBlendState); HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( ID3D10Device1 *This, const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, ID3D10DepthStencilState **ppDepthStencilState); HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( ID3D10Device1 *This, const D3D10_RASTERIZER_DESC *pRasterizerDesc, ID3D10RasterizerState **ppRasterizerState); HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( ID3D10Device1 *This, const D3D10_SAMPLER_DESC *pSamplerDesc, ID3D10SamplerState **ppSamplerState); HRESULT (STDMETHODCALLTYPE *CreateQuery)( ID3D10Device1 *This, const D3D10_QUERY_DESC *pQueryDesc, ID3D10Query **ppQuery); HRESULT (STDMETHODCALLTYPE *CreatePredicate)( ID3D10Device1 *This, const D3D10_QUERY_DESC *pPredicateDesc, ID3D10Predicate **ppPredicate); HRESULT (STDMETHODCALLTYPE *CreateCounter)( ID3D10Device1 *This, const D3D10_COUNTER_DESC *pCounterDesc, ID3D10Counter **ppCounter); HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( ID3D10Device1 *This, DXGI_FORMAT Format, UINT *pFormatSupport); HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( ID3D10Device1 *This, DXGI_FORMAT Format, UINT SampleCount, UINT *pNumQualityLevels); void (STDMETHODCALLTYPE *CheckCounterInfo)( ID3D10Device1 *This, D3D10_COUNTER_INFO *pCounterInfo); HRESULT (STDMETHODCALLTYPE *CheckCounter)( ID3D10Device1 *This, const D3D10_COUNTER_DESC *pDesc, D3D10_COUNTER_TYPE *pType, UINT *pActiveCounters, char *name, UINT *pNameLength, char *units, UINT *pUnitsLength, char *description, UINT *pDescriptionLength); UINT (STDMETHODCALLTYPE *GetCreationFlags)( ID3D10Device1 *This); HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( ID3D10Device1 *This, HANDLE hResource, REFIID ReturnedInterface, void **ppResource); void (STDMETHODCALLTYPE *SetTextFilterSize)( ID3D10Device1 *This, UINT Width, UINT Height); void (STDMETHODCALLTYPE *GetTextFilterSize)( ID3D10Device1 *This, UINT *pWidth, UINT *pHeight); /*** ID3D10Device1 methods ***/ HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)( ID3D10Device1 *This, ID3D10Resource *pResource, const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, ID3D10ShaderResourceView1 **ppSRView); HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( ID3D10Device1 *This, const D3D10_BLEND_DESC1 *pBlendStateDesc, ID3D10BlendState1 **ppBlendState); D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)( ID3D10Device1 *This); END_INTERFACE } ID3D10Device1Vtbl; interface ID3D10Device1 { CONST_VTBL ID3D10Device1Vtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This) /*** ID3D10Device methods ***/ #define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader) #define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader) #define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) #define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) #define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) #define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) #define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) #define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) #define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) #define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader) #define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) #define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) #define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) #define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) #define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) #define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) #define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) #define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) #define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) #define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) #define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) #define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) #define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) #define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) #define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) #define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) #define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) #define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader) #define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader) #define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) #define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) #define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) #define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader) #define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) #define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) #define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) #define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) #define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) #define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) #define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) #define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports) #define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects) #define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) #define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) #define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) #define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) #define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) #define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) #define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This) #define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This) #define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) #define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) #define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) #define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) #define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) #define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) #define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) #define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) #define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) #define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) #define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) #define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) #define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) #define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) #define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) #define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) #define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) #define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) #define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) #define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) #define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) #define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) #define ID3D10Device1_CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) #define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) #define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) #define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height) #define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight) /*** ID3D10Device1 methods ***/ #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView) #define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) #define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) { return This->lpVtbl->Release(This); } /*** ID3D10Device methods ***/ static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) { This->lpVtbl->PSSetShader(This,pPixelShader); } static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) { This->lpVtbl->VSSetShader(This,pVertexShader); } static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); } static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) { This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); } static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) { This->lpVtbl->IASetInputLayout(This,pInputLayout); } static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) { This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); } static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); } static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); } static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); } static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) { This->lpVtbl->GSSetShader(This,pShader); } static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) { This->lpVtbl->IASetPrimitiveTopology(This,Topology); } static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) { This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); } static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) { This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); } static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); } static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) { This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); } static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) { This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); } static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) { This->lpVtbl->DrawAuto(This); } static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) { This->lpVtbl->RSSetState(This,pRasterizerState); } static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) { This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); } static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) { This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); } static FORCEINLINE void ID3D10Device1_CopySubresourceRegion(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D10Resource *pSrcResource,UINT SrcSubresource,const D3D10_BOX *pSrcBox) { This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox); } static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) { This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); } static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) { This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch); } static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); } static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); } static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) { This->lpVtbl->GenerateMips(This,pShaderResourceView); } static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); } static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) { This->lpVtbl->PSGetShader(This,ppPixelShader); } static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) { This->lpVtbl->VSGetShader(This,ppVertexShader); } static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) { This->lpVtbl->IAGetInputLayout(This,ppInputLayout); } static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); } static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); } static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) { This->lpVtbl->GSGetShader(This,ppGeometryShader); } static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) { This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); } static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) { This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); } static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) { This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); } static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); } static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); } static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) { This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets); } static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) { This->lpVtbl->RSGetState(This,ppRasterizerState); } static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) { This->lpVtbl->RSGetViewports(This,NumViewports,pViewports); } static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) { This->lpVtbl->RSGetScissorRects(This,NumRects,pRects); } static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) { return This->lpVtbl->GetDeviceRemovedReason(This); } static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) { return This->lpVtbl->SetExceptionMode(This,RaiseFlags); } static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) { return This->lpVtbl->GetExceptionMode(This); } static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) { return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); } static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) { return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); } static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) { return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); } static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) { This->lpVtbl->ClearState(This); } static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) { This->lpVtbl->Flush(This); } static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) { return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); } static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) { return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); } static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) { return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); } static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) { return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); } static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) { return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); } static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) { return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); } static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) { return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); } static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) { return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout); } static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) { return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader); } static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) { return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader); } static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShaderWithStreamOutput(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,UINT NumEntries,UINT OutputStreamStride,ID3D10GeometryShader **ppGeometryShader) { return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader); } static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) { return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader); } static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) { return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); } static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) { return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); } static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) { return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); } static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) { return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); } static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) { return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); } static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) { return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); } static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) { return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); } static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) { return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); } static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); } static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) { This->lpVtbl->CheckCounterInfo(This,pCounterInfo); } static FORCEINLINE HRESULT ID3D10Device1_CheckCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,char *name,UINT *pNameLength,char *units,UINT *pUnitsLength,char *description,UINT *pDescriptionLength) { return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength); } static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) { return This->lpVtbl->GetCreationFlags(This); } static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); } static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) { This->lpVtbl->SetTextFilterSize(This,Width,Height); } static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) { This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight); } /*** ID3D10Device1 methods ***/ static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) { return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView); } static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) { return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); } static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) { return This->lpVtbl->GetFeatureLevel(This); } #endif #endif #endif #endif /* __ID3D10Device1_INTERFACE_DEFINED__ */ #define D3D10_1_SDK_VERSION (0x20) HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE, HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**); HRESULT __stdcall D3D10CreateDeviceAndSwapChain1(IDXGIAdapter *adapter,enum D3D10_DRIVER_TYPE driver_type,HMODULE swrast,UINT flags,D3D10_FEATURE_LEVEL1 feature_level,UINT sdk_version,DXGI_SWAP_CHAIN_DESC *swapchain_desc,IDXGISwapChain **swapchain,ID3D10Device1 **device); /* Begin additional prototypes for all interfaces */ /* End additional prototypes */ #ifdef __cplusplus } #endif #endif /* __d3d10_1_h__ */