1 /*** Autogenerated by WIDL 3.19 from direct-x/include/d3d10_1.idl - Do not edit ***/ 2 3 #ifndef __REQUIRED_RPCNDR_H_VERSION__ 4 #define __REQUIRED_RPCNDR_H_VERSION__ 475 5 #endif 6 7 #include <rpc.h> 8 #include <rpcndr.h> 9 10 #ifndef COM_NO_WINDOWS_H 11 #include <windows.h> 12 #include <ole2.h> 13 #endif 14 15 #ifndef __d3d10_1_h__ 16 #define __d3d10_1_h__ 17 18 /* Forward declarations */ 19 20 #ifndef __ID3D10BlendState1_FWD_DEFINED__ 21 #define __ID3D10BlendState1_FWD_DEFINED__ 22 typedef interface ID3D10BlendState1 ID3D10BlendState1; 23 #ifdef __cplusplus 24 interface ID3D10BlendState1; 25 #endif /* __cplusplus */ 26 #endif 27 28 #ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__ 29 #define __ID3D10ShaderResourceView1_FWD_DEFINED__ 30 typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1; 31 #ifdef __cplusplus 32 interface ID3D10ShaderResourceView1; 33 #endif /* __cplusplus */ 34 #endif 35 36 #ifndef __ID3D10Device1_FWD_DEFINED__ 37 #define __ID3D10Device1_FWD_DEFINED__ 38 typedef interface ID3D10Device1 ID3D10Device1; 39 #ifdef __cplusplus 40 interface ID3D10Device1; 41 #endif /* __cplusplus */ 42 #endif 43 44 /* Headers for imported files */ 45 46 #include <oaidl.h> 47 #include <ocidl.h> 48 #include <d3d10.h> 49 50 #ifdef __cplusplus 51 extern "C" { 52 #endif 53 54 #ifndef _D3D10_1_CONSTANTS 55 #define _D3D10_1_CONSTANTS 56 #define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff) 57 58 #define D3D10_1_GS_INPUT_REGISTER_COUNT (32) 59 60 #define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32) 61 62 #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128) 63 64 #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32) 65 66 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1) 67 68 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32) 69 70 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1) 71 72 #define D3D10_1_SHADER_MAJOR_VERSION (4) 73 74 #define D3D10_1_SHADER_MINOR_VERSION (1) 75 76 #define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048) 77 78 #define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256) 79 80 #define D3D10_1_SO_BUFFER_SLOT_COUNT (4) 81 82 #define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1) 83 84 #define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64) 85 86 #define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32) 87 88 #define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8) 89 90 #define D3D10_1_VS_INPUT_REGISTER_COUNT (32) 91 92 #define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32) 93 94 #endif 95 #define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6) 96 #define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f) 97 #include <d3d10_1shader.h> 98 typedef enum D3D10_FEATURE_LEVEL1 { 99 D3D10_FEATURE_LEVEL_10_0 = 0xa000, 100 D3D10_FEATURE_LEVEL_10_1 = 0xa100, 101 D3D10_FEATURE_LEVEL_9_1 = 0x9100, 102 D3D10_FEATURE_LEVEL_9_2 = 0x9200, 103 D3D10_FEATURE_LEVEL_9_3 = 0x9300 104 } D3D10_FEATURE_LEVEL1; 105 typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 { 106 WINBOOL BlendEnable; 107 D3D10_BLEND SrcBlend; 108 D3D10_BLEND DestBlend; 109 D3D10_BLEND_OP BlendOp; 110 D3D10_BLEND SrcBlendAlpha; 111 D3D10_BLEND DestBlendAlpha; 112 D3D10_BLEND_OP BlendOpAlpha; 113 UINT8 RenderTargetWriteMask; 114 } D3D10_RENDER_TARGET_BLEND_DESC1; 115 typedef struct D3D10_BLEND_DESC1 { 116 WINBOOL AlphaToCoverageEnable; 117 WINBOOL IndependentBlendEnable; 118 D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]; 119 } D3D10_BLEND_DESC1; 120 /***************************************************************************** 121 * ID3D10BlendState1 interface 122 */ 123 #ifndef __ID3D10BlendState1_INTERFACE_DEFINED__ 124 #define __ID3D10BlendState1_INTERFACE_DEFINED__ 125 126 DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61); 127 #if defined(__cplusplus) && !defined(CINTERFACE) 128 MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161") 129 ID3D10BlendState1 : public ID3D10BlendState 130 { 131 virtual void STDMETHODCALLTYPE GetDesc1( 132 D3D10_BLEND_DESC1 *pDesc) = 0; 133 134 }; 135 #ifdef __CRT_UUID_DECL 136 __CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61) 137 #endif 138 #else 139 typedef struct ID3D10BlendState1Vtbl { 140 BEGIN_INTERFACE 141 142 /*** IUnknown methods ***/ 143 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 144 ID3D10BlendState1 *This, 145 REFIID riid, 146 void **ppvObject); 147 148 ULONG (STDMETHODCALLTYPE *AddRef)( 149 ID3D10BlendState1 *This); 150 151 ULONG (STDMETHODCALLTYPE *Release)( 152 ID3D10BlendState1 *This); 153 154 /*** ID3D10DeviceChild methods ***/ 155 void (STDMETHODCALLTYPE *GetDevice)( 156 ID3D10BlendState1 *This, 157 ID3D10Device **ppDevice); 158 159 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 160 ID3D10BlendState1 *This, 161 REFGUID guid, 162 UINT *pDataSize, 163 void *pData); 164 165 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 166 ID3D10BlendState1 *This, 167 REFGUID guid, 168 UINT DataSize, 169 const void *pData); 170 171 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 172 ID3D10BlendState1 *This, 173 REFGUID guid, 174 const IUnknown *pData); 175 176 /*** ID3D10BlendState methods ***/ 177 void (STDMETHODCALLTYPE *GetDesc)( 178 ID3D10BlendState1 *This, 179 D3D10_BLEND_DESC *pDesc); 180 181 /*** ID3D10BlendState1 methods ***/ 182 void (STDMETHODCALLTYPE *GetDesc1)( 183 ID3D10BlendState1 *This, 184 D3D10_BLEND_DESC1 *pDesc); 185 186 END_INTERFACE 187 } ID3D10BlendState1Vtbl; 188 189 interface ID3D10BlendState1 { 190 CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl; 191 }; 192 193 #ifdef COBJMACROS 194 #ifndef WIDL_C_INLINE_WRAPPERS 195 /*** IUnknown methods ***/ 196 #define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 197 #define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This) 198 #define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This) 199 /*** ID3D10DeviceChild methods ***/ 200 #define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 201 #define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 202 #define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 203 #define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 204 /*** ID3D10BlendState methods ***/ 205 #define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) 206 /*** ID3D10BlendState1 methods ***/ 207 #define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) 208 #else 209 /*** IUnknown methods ***/ 210 static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) { 211 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 212 } 213 static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) { 214 return This->lpVtbl->AddRef(This); 215 } 216 static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) { 217 return This->lpVtbl->Release(This); 218 } 219 /*** ID3D10DeviceChild methods ***/ 220 static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) { 221 This->lpVtbl->GetDevice(This,ppDevice); 222 } 223 static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) { 224 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 225 } 226 static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) { 227 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 228 } 229 static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) { 230 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 231 } 232 /*** ID3D10BlendState methods ***/ 233 static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) { 234 This->lpVtbl->GetDesc(This,pDesc); 235 } 236 /*** ID3D10BlendState1 methods ***/ 237 static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) { 238 This->lpVtbl->GetDesc1(This,pDesc); 239 } 240 #endif 241 #endif 242 243 #endif 244 245 246 #endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */ 247 248 typedef struct D3D10_TEXCUBE_ARRAY_SRV1 { 249 UINT MostDetailedMip; 250 UINT MipLevels; 251 UINT First2DArrayFace; 252 UINT NumCubes; 253 } D3D10_TEXCUBE_ARRAY_SRV1; 254 typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1; 255 typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 { 256 DXGI_FORMAT Format; 257 D3D10_SRV_DIMENSION1 ViewDimension; 258 __C89_NAMELESS union { 259 D3D10_BUFFER_SRV Buffer; 260 D3D10_TEX1D_SRV Texture1D; 261 D3D10_TEX1D_ARRAY_SRV Texture1DArray; 262 D3D10_TEX2D_SRV Texture2D; 263 D3D10_TEX2D_ARRAY_SRV Texture2DArray; 264 D3D10_TEX2DMS_SRV Texture2DMS; 265 D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; 266 D3D10_TEX3D_SRV Texture3D; 267 D3D10_TEXCUBE_SRV TextureCube; 268 D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray; 269 } __C89_NAMELESSUNIONNAME; 270 } D3D10_SHADER_RESOURCE_VIEW_DESC1; 271 /***************************************************************************** 272 * ID3D10ShaderResourceView1 interface 273 */ 274 #ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ 275 #define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ 276 277 DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); 278 #if defined(__cplusplus) && !defined(CINTERFACE) 279 MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0") 280 ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView 281 { 282 virtual void STDMETHODCALLTYPE GetDesc1( 283 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0; 284 285 }; 286 #ifdef __CRT_UUID_DECL 287 __CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) 288 #endif 289 #else 290 typedef struct ID3D10ShaderResourceView1Vtbl { 291 BEGIN_INTERFACE 292 293 /*** IUnknown methods ***/ 294 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 295 ID3D10ShaderResourceView1 *This, 296 REFIID riid, 297 void **ppvObject); 298 299 ULONG (STDMETHODCALLTYPE *AddRef)( 300 ID3D10ShaderResourceView1 *This); 301 302 ULONG (STDMETHODCALLTYPE *Release)( 303 ID3D10ShaderResourceView1 *This); 304 305 /*** ID3D10DeviceChild methods ***/ 306 void (STDMETHODCALLTYPE *GetDevice)( 307 ID3D10ShaderResourceView1 *This, 308 ID3D10Device **ppDevice); 309 310 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 311 ID3D10ShaderResourceView1 *This, 312 REFGUID guid, 313 UINT *pDataSize, 314 void *pData); 315 316 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 317 ID3D10ShaderResourceView1 *This, 318 REFGUID guid, 319 UINT DataSize, 320 const void *pData); 321 322 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 323 ID3D10ShaderResourceView1 *This, 324 REFGUID guid, 325 const IUnknown *pData); 326 327 /*** ID3D10View methods ***/ 328 void (STDMETHODCALLTYPE *GetResource)( 329 ID3D10ShaderResourceView1 *This, 330 ID3D10Resource **ppResource); 331 332 /*** ID3D10ShaderResourceView methods ***/ 333 void (STDMETHODCALLTYPE *GetDesc)( 334 ID3D10ShaderResourceView1 *This, 335 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc); 336 337 /*** ID3D10ShaderResourceView1 methods ***/ 338 void (STDMETHODCALLTYPE *GetDesc1)( 339 ID3D10ShaderResourceView1 *This, 340 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); 341 342 END_INTERFACE 343 } ID3D10ShaderResourceView1Vtbl; 344 345 interface ID3D10ShaderResourceView1 { 346 CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl; 347 }; 348 349 #ifdef COBJMACROS 350 #ifndef WIDL_C_INLINE_WRAPPERS 351 /*** IUnknown methods ***/ 352 #define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 353 #define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This) 354 #define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This) 355 /*** ID3D10DeviceChild methods ***/ 356 #define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 357 #define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 358 #define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 359 #define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 360 /*** ID3D10View methods ***/ 361 #define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource) 362 /*** ID3D10ShaderResourceView methods ***/ 363 #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) 364 /*** ID3D10ShaderResourceView1 methods ***/ 365 #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) 366 #else 367 /*** IUnknown methods ***/ 368 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) { 369 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 370 } 371 static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) { 372 return This->lpVtbl->AddRef(This); 373 } 374 static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) { 375 return This->lpVtbl->Release(This); 376 } 377 /*** ID3D10DeviceChild methods ***/ 378 static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) { 379 This->lpVtbl->GetDevice(This,ppDevice); 380 } 381 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) { 382 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 383 } 384 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) { 385 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 386 } 387 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) { 388 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 389 } 390 /*** ID3D10View methods ***/ 391 static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) { 392 This->lpVtbl->GetResource(This,ppResource); 393 } 394 /*** ID3D10ShaderResourceView methods ***/ 395 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) { 396 This->lpVtbl->GetDesc(This,pDesc); 397 } 398 /*** ID3D10ShaderResourceView1 methods ***/ 399 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) { 400 This->lpVtbl->GetDesc1(This,pDesc); 401 } 402 #endif 403 #endif 404 405 #endif 406 407 408 #endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */ 409 410 /***************************************************************************** 411 * ID3D10Device1 interface 412 */ 413 #ifndef __ID3D10Device1_INTERFACE_DEFINED__ 414 #define __ID3D10Device1_INTERFACE_DEFINED__ 415 416 DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); 417 #if defined(__cplusplus) && !defined(CINTERFACE) 418 MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0") 419 ID3D10Device1 : public ID3D10Device 420 { 421 virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1( 422 ID3D10Resource *pResource, 423 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 424 ID3D10ShaderResourceView1 **ppSRView) = 0; 425 426 virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( 427 const D3D10_BLEND_DESC1 *pBlendStateDesc, 428 ID3D10BlendState1 **ppBlendState) = 0; 429 430 virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( 431 ) = 0; 432 433 }; 434 #ifdef __CRT_UUID_DECL 435 __CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) 436 #endif 437 #else 438 typedef struct ID3D10Device1Vtbl { 439 BEGIN_INTERFACE 440 441 /*** IUnknown methods ***/ 442 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 443 ID3D10Device1 *This, 444 REFIID riid, 445 void **ppvObject); 446 447 ULONG (STDMETHODCALLTYPE *AddRef)( 448 ID3D10Device1 *This); 449 450 ULONG (STDMETHODCALLTYPE *Release)( 451 ID3D10Device1 *This); 452 453 /*** ID3D10Device methods ***/ 454 void (STDMETHODCALLTYPE *VSSetConstantBuffers)( 455 ID3D10Device1 *This, 456 UINT StartSlot, 457 UINT NumBuffers, 458 ID3D10Buffer *const *ppConstantBuffers); 459 460 void (STDMETHODCALLTYPE *PSSetShaderResources)( 461 ID3D10Device1 *This, 462 UINT StartSlot, 463 UINT NumViews, 464 ID3D10ShaderResourceView *const *ppShaderResourceViews); 465 466 void (STDMETHODCALLTYPE *PSSetShader)( 467 ID3D10Device1 *This, 468 ID3D10PixelShader *pPixelShader); 469 470 void (STDMETHODCALLTYPE *PSSetSamplers)( 471 ID3D10Device1 *This, 472 UINT StartSlot, 473 UINT NumSamplers, 474 ID3D10SamplerState *const *ppSamplers); 475 476 void (STDMETHODCALLTYPE *VSSetShader)( 477 ID3D10Device1 *This, 478 ID3D10VertexShader *pVertexShader); 479 480 void (STDMETHODCALLTYPE *DrawIndexed)( 481 ID3D10Device1 *This, 482 UINT IndexCount, 483 UINT StartIndexLocation, 484 INT BaseVertexLocation); 485 486 void (STDMETHODCALLTYPE *Draw)( 487 ID3D10Device1 *This, 488 UINT VertexCount, 489 UINT StartVertexLocation); 490 491 void (STDMETHODCALLTYPE *PSSetConstantBuffers)( 492 ID3D10Device1 *This, 493 UINT StartSlot, 494 UINT NumBuffers, 495 ID3D10Buffer *const *ppConstantBuffers); 496 497 void (STDMETHODCALLTYPE *IASetInputLayout)( 498 ID3D10Device1 *This, 499 ID3D10InputLayout *pInputLayout); 500 501 void (STDMETHODCALLTYPE *IASetVertexBuffers)( 502 ID3D10Device1 *This, 503 UINT StartSlot, 504 UINT NumBuffers, 505 ID3D10Buffer *const *ppVertexBuffers, 506 const UINT *pStrides, 507 const UINT *pOffsets); 508 509 void (STDMETHODCALLTYPE *IASetIndexBuffer)( 510 ID3D10Device1 *This, 511 ID3D10Buffer *pIndexBuffer, 512 DXGI_FORMAT Format, 513 UINT Offset); 514 515 void (STDMETHODCALLTYPE *DrawIndexedInstanced)( 516 ID3D10Device1 *This, 517 UINT IndexCountPerInstance, 518 UINT InstanceCount, 519 UINT StartIndexLocation, 520 INT BaseVertexLocation, 521 UINT StartInstanceLocation); 522 523 void (STDMETHODCALLTYPE *DrawInstanced)( 524 ID3D10Device1 *This, 525 UINT VertexCountPerInstance, 526 UINT InstanceCount, 527 UINT StartVertexLocation, 528 UINT StartInstanceLocation); 529 530 void (STDMETHODCALLTYPE *GSSetConstantBuffers)( 531 ID3D10Device1 *This, 532 UINT StartSlot, 533 UINT NumBuffers, 534 ID3D10Buffer *const *ppConstantBuffers); 535 536 void (STDMETHODCALLTYPE *GSSetShader)( 537 ID3D10Device1 *This, 538 ID3D10GeometryShader *pShader); 539 540 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( 541 ID3D10Device1 *This, 542 D3D10_PRIMITIVE_TOPOLOGY Topology); 543 544 void (STDMETHODCALLTYPE *VSSetShaderResources)( 545 ID3D10Device1 *This, 546 UINT StartSlot, 547 UINT NumViews, 548 ID3D10ShaderResourceView *const *ppShaderResourceViews); 549 550 void (STDMETHODCALLTYPE *VSSetSamplers)( 551 ID3D10Device1 *This, 552 UINT StartSlot, 553 UINT NumSamplers, 554 ID3D10SamplerState *const *ppSamplers); 555 556 void (STDMETHODCALLTYPE *SetPredication)( 557 ID3D10Device1 *This, 558 ID3D10Predicate *pPredicate, 559 WINBOOL PredicateValue); 560 561 void (STDMETHODCALLTYPE *GSSetShaderResources)( 562 ID3D10Device1 *This, 563 UINT StartSlot, 564 UINT NumViews, 565 ID3D10ShaderResourceView *const *ppShaderResourceViews); 566 567 void (STDMETHODCALLTYPE *GSSetSamplers)( 568 ID3D10Device1 *This, 569 UINT StartSlot, 570 UINT NumSamplers, 571 ID3D10SamplerState *const *ppSamplers); 572 573 void (STDMETHODCALLTYPE *OMSetRenderTargets)( 574 ID3D10Device1 *This, 575 UINT NumViews, 576 ID3D10RenderTargetView *const *ppRenderTargetViews, 577 ID3D10DepthStencilView *pDepthStencilView); 578 579 void (STDMETHODCALLTYPE *OMSetBlendState)( 580 ID3D10Device1 *This, 581 ID3D10BlendState *pBlendState, 582 const FLOAT BlendFactor[4], 583 UINT SampleMask); 584 585 void (STDMETHODCALLTYPE *OMSetDepthStencilState)( 586 ID3D10Device1 *This, 587 ID3D10DepthStencilState *pDepthStencilState, 588 UINT StencilRef); 589 590 void (STDMETHODCALLTYPE *SOSetTargets)( 591 ID3D10Device1 *This, 592 UINT NumBuffers, 593 ID3D10Buffer *const *ppSOTargets, 594 const UINT *pOffsets); 595 596 void (STDMETHODCALLTYPE *DrawAuto)( 597 ID3D10Device1 *This); 598 599 void (STDMETHODCALLTYPE *RSSetState)( 600 ID3D10Device1 *This, 601 ID3D10RasterizerState *pRasterizerState); 602 603 void (STDMETHODCALLTYPE *RSSetViewports)( 604 ID3D10Device1 *This, 605 UINT NumViewports, 606 const D3D10_VIEWPORT *pViewports); 607 608 void (STDMETHODCALLTYPE *RSSetScissorRects)( 609 ID3D10Device1 *This, 610 UINT NumRects, 611 const D3D10_RECT *pRects); 612 613 void (STDMETHODCALLTYPE *CopySubresourceRegion)( 614 ID3D10Device1 *This, 615 ID3D10Resource *pDstResource, 616 UINT DstSubresource, 617 UINT DstX, 618 UINT DstY, 619 UINT DstZ, 620 ID3D10Resource *pSrcResource, 621 UINT SrcSubresource, 622 const D3D10_BOX *pSrcBox); 623 624 void (STDMETHODCALLTYPE *CopyResource)( 625 ID3D10Device1 *This, 626 ID3D10Resource *pDstResource, 627 ID3D10Resource *pSrcResource); 628 629 void (STDMETHODCALLTYPE *UpdateSubresource)( 630 ID3D10Device1 *This, 631 ID3D10Resource *pDstResource, 632 UINT DstSubresource, 633 const D3D10_BOX *pDstBox, 634 const void *pSrcData, 635 UINT SrcRowPitch, 636 UINT SrcDepthPitch); 637 638 void (STDMETHODCALLTYPE *ClearRenderTargetView)( 639 ID3D10Device1 *This, 640 ID3D10RenderTargetView *pRenderTargetView, 641 const FLOAT ColorRGBA[4]); 642 643 void (STDMETHODCALLTYPE *ClearDepthStencilView)( 644 ID3D10Device1 *This, 645 ID3D10DepthStencilView *pDepthStencilView, 646 UINT ClearFlags, 647 FLOAT Depth, 648 UINT8 Stencil); 649 650 void (STDMETHODCALLTYPE *GenerateMips)( 651 ID3D10Device1 *This, 652 ID3D10ShaderResourceView *pShaderResourceView); 653 654 void (STDMETHODCALLTYPE *ResolveSubresource)( 655 ID3D10Device1 *This, 656 ID3D10Resource *pDstResource, 657 UINT DstSubresource, 658 ID3D10Resource *pSrcResource, 659 UINT SrcSubresource, 660 DXGI_FORMAT Format); 661 662 void (STDMETHODCALLTYPE *VSGetConstantBuffers)( 663 ID3D10Device1 *This, 664 UINT StartSlot, 665 UINT NumBuffers, 666 ID3D10Buffer **ppConstantBuffers); 667 668 void (STDMETHODCALLTYPE *PSGetShaderResources)( 669 ID3D10Device1 *This, 670 UINT StartSlot, 671 UINT NumViews, 672 ID3D10ShaderResourceView **ppShaderResourceViews); 673 674 void (STDMETHODCALLTYPE *PSGetShader)( 675 ID3D10Device1 *This, 676 ID3D10PixelShader **ppPixelShader); 677 678 void (STDMETHODCALLTYPE *PSGetSamplers)( 679 ID3D10Device1 *This, 680 UINT StartSlot, 681 UINT NumSamplers, 682 ID3D10SamplerState **ppSamplers); 683 684 void (STDMETHODCALLTYPE *VSGetShader)( 685 ID3D10Device1 *This, 686 ID3D10VertexShader **ppVertexShader); 687 688 void (STDMETHODCALLTYPE *PSGetConstantBuffers)( 689 ID3D10Device1 *This, 690 UINT StartSlot, 691 UINT NumBuffers, 692 ID3D10Buffer **ppConstantBuffers); 693 694 void (STDMETHODCALLTYPE *IAGetInputLayout)( 695 ID3D10Device1 *This, 696 ID3D10InputLayout **ppInputLayout); 697 698 void (STDMETHODCALLTYPE *IAGetVertexBuffers)( 699 ID3D10Device1 *This, 700 UINT StartSlot, 701 UINT NumBuffers, 702 ID3D10Buffer **ppVertexBuffers, 703 UINT *pStrides, 704 UINT *pOffsets); 705 706 void (STDMETHODCALLTYPE *IAGetIndexBuffer)( 707 ID3D10Device1 *This, 708 ID3D10Buffer **pIndexBuffer, 709 DXGI_FORMAT *Format, 710 UINT *Offset); 711 712 void (STDMETHODCALLTYPE *GSGetConstantBuffers)( 713 ID3D10Device1 *This, 714 UINT StartSlot, 715 UINT NumBuffers, 716 ID3D10Buffer **ppConstantBuffers); 717 718 void (STDMETHODCALLTYPE *GSGetShader)( 719 ID3D10Device1 *This, 720 ID3D10GeometryShader **ppGeometryShader); 721 722 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( 723 ID3D10Device1 *This, 724 D3D10_PRIMITIVE_TOPOLOGY *pTopology); 725 726 void (STDMETHODCALLTYPE *VSGetShaderResources)( 727 ID3D10Device1 *This, 728 UINT StartSlot, 729 UINT NumViews, 730 ID3D10ShaderResourceView **ppShaderResourceViews); 731 732 void (STDMETHODCALLTYPE *VSGetSamplers)( 733 ID3D10Device1 *This, 734 UINT StartSlot, 735 UINT NumSamplers, 736 ID3D10SamplerState **ppSamplers); 737 738 void (STDMETHODCALLTYPE *GetPredication)( 739 ID3D10Device1 *This, 740 ID3D10Predicate **ppPredicate, 741 WINBOOL *pPredicateValue); 742 743 void (STDMETHODCALLTYPE *GSGetShaderResources)( 744 ID3D10Device1 *This, 745 UINT StartSlot, 746 UINT NumViews, 747 ID3D10ShaderResourceView **ppShaderResourceViews); 748 749 void (STDMETHODCALLTYPE *GSGetSamplers)( 750 ID3D10Device1 *This, 751 UINT StartSlot, 752 UINT NumSamplers, 753 ID3D10SamplerState **ppSamplers); 754 755 void (STDMETHODCALLTYPE *OMGetRenderTargets)( 756 ID3D10Device1 *This, 757 UINT NumViews, 758 ID3D10RenderTargetView **ppRenderTargetViews, 759 ID3D10DepthStencilView **ppDepthStencilView); 760 761 void (STDMETHODCALLTYPE *OMGetBlendState)( 762 ID3D10Device1 *This, 763 ID3D10BlendState **ppBlendState, 764 FLOAT BlendFactor[4], 765 UINT *pSampleMask); 766 767 void (STDMETHODCALLTYPE *OMGetDepthStencilState)( 768 ID3D10Device1 *This, 769 ID3D10DepthStencilState **ppDepthStencilState, 770 UINT *pStencilRef); 771 772 void (STDMETHODCALLTYPE *SOGetTargets)( 773 ID3D10Device1 *This, 774 UINT NumBuffers, 775 ID3D10Buffer **ppSOTargets, 776 UINT *pOffsets); 777 778 void (STDMETHODCALLTYPE *RSGetState)( 779 ID3D10Device1 *This, 780 ID3D10RasterizerState **ppRasterizerState); 781 782 void (STDMETHODCALLTYPE *RSGetViewports)( 783 ID3D10Device1 *This, 784 UINT *NumViewports, 785 D3D10_VIEWPORT *pViewports); 786 787 void (STDMETHODCALLTYPE *RSGetScissorRects)( 788 ID3D10Device1 *This, 789 UINT *NumRects, 790 D3D10_RECT *pRects); 791 792 HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( 793 ID3D10Device1 *This); 794 795 HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( 796 ID3D10Device1 *This, 797 UINT RaiseFlags); 798 799 UINT (STDMETHODCALLTYPE *GetExceptionMode)( 800 ID3D10Device1 *This); 801 802 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 803 ID3D10Device1 *This, 804 REFGUID guid, 805 UINT *pDataSize, 806 void *pData); 807 808 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 809 ID3D10Device1 *This, 810 REFGUID guid, 811 UINT DataSize, 812 const void *pData); 813 814 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 815 ID3D10Device1 *This, 816 REFGUID guid, 817 const IUnknown *pData); 818 819 void (STDMETHODCALLTYPE *ClearState)( 820 ID3D10Device1 *This); 821 822 void (STDMETHODCALLTYPE *Flush)( 823 ID3D10Device1 *This); 824 825 HRESULT (STDMETHODCALLTYPE *CreateBuffer)( 826 ID3D10Device1 *This, 827 const D3D10_BUFFER_DESC *pDesc, 828 const D3D10_SUBRESOURCE_DATA *pInitialData, 829 ID3D10Buffer **ppBuffer); 830 831 HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( 832 ID3D10Device1 *This, 833 const D3D10_TEXTURE1D_DESC *pDesc, 834 const D3D10_SUBRESOURCE_DATA *pInitialData, 835 ID3D10Texture1D **ppTexture1D); 836 837 HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( 838 ID3D10Device1 *This, 839 const D3D10_TEXTURE2D_DESC *pDesc, 840 const D3D10_SUBRESOURCE_DATA *pInitialData, 841 ID3D10Texture2D **ppTexture2D); 842 843 HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( 844 ID3D10Device1 *This, 845 const D3D10_TEXTURE3D_DESC *pDesc, 846 const D3D10_SUBRESOURCE_DATA *pInitialData, 847 ID3D10Texture3D **ppTexture3D); 848 849 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( 850 ID3D10Device1 *This, 851 ID3D10Resource *pResource, 852 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, 853 ID3D10ShaderResourceView **ppSRView); 854 855 HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( 856 ID3D10Device1 *This, 857 ID3D10Resource *pResource, 858 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, 859 ID3D10RenderTargetView **ppRTView); 860 861 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( 862 ID3D10Device1 *This, 863 ID3D10Resource *pResource, 864 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, 865 ID3D10DepthStencilView **ppDepthStencilView); 866 867 HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( 868 ID3D10Device1 *This, 869 const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, 870 UINT NumElements, 871 const void *pShaderBytecodeWithInputSignature, 872 SIZE_T BytecodeLength, 873 ID3D10InputLayout **ppInputLayout); 874 875 HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( 876 ID3D10Device1 *This, 877 const void *pShaderBytecode, 878 SIZE_T BytecodeLength, 879 ID3D10VertexShader **ppVertexShader); 880 881 HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( 882 ID3D10Device1 *This, 883 const void *pShaderBytecode, 884 SIZE_T BytecodeLength, 885 ID3D10GeometryShader **ppGeometryShader); 886 887 HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( 888 ID3D10Device1 *This, 889 const void *pShaderBytecode, 890 SIZE_T BytecodeLength, 891 const D3D10_SO_DECLARATION_ENTRY *pSODeclaration, 892 UINT NumEntries, 893 UINT OutputStreamStride, 894 ID3D10GeometryShader **ppGeometryShader); 895 896 HRESULT (STDMETHODCALLTYPE *CreatePixelShader)( 897 ID3D10Device1 *This, 898 const void *pShaderBytecode, 899 SIZE_T BytecodeLength, 900 ID3D10PixelShader **ppPixelShader); 901 902 HRESULT (STDMETHODCALLTYPE *CreateBlendState)( 903 ID3D10Device1 *This, 904 const D3D10_BLEND_DESC *pBlendStateDesc, 905 ID3D10BlendState **ppBlendState); 906 907 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( 908 ID3D10Device1 *This, 909 const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, 910 ID3D10DepthStencilState **ppDepthStencilState); 911 912 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( 913 ID3D10Device1 *This, 914 const D3D10_RASTERIZER_DESC *pRasterizerDesc, 915 ID3D10RasterizerState **ppRasterizerState); 916 917 HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( 918 ID3D10Device1 *This, 919 const D3D10_SAMPLER_DESC *pSamplerDesc, 920 ID3D10SamplerState **ppSamplerState); 921 922 HRESULT (STDMETHODCALLTYPE *CreateQuery)( 923 ID3D10Device1 *This, 924 const D3D10_QUERY_DESC *pQueryDesc, 925 ID3D10Query **ppQuery); 926 927 HRESULT (STDMETHODCALLTYPE *CreatePredicate)( 928 ID3D10Device1 *This, 929 const D3D10_QUERY_DESC *pPredicateDesc, 930 ID3D10Predicate **ppPredicate); 931 932 HRESULT (STDMETHODCALLTYPE *CreateCounter)( 933 ID3D10Device1 *This, 934 const D3D10_COUNTER_DESC *pCounterDesc, 935 ID3D10Counter **ppCounter); 936 937 HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( 938 ID3D10Device1 *This, 939 DXGI_FORMAT Format, 940 UINT *pFormatSupport); 941 942 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( 943 ID3D10Device1 *This, 944 DXGI_FORMAT Format, 945 UINT SampleCount, 946 UINT *pNumQualityLevels); 947 948 void (STDMETHODCALLTYPE *CheckCounterInfo)( 949 ID3D10Device1 *This, 950 D3D10_COUNTER_INFO *pCounterInfo); 951 952 HRESULT (STDMETHODCALLTYPE *CheckCounter)( 953 ID3D10Device1 *This, 954 const D3D10_COUNTER_DESC *pDesc, 955 D3D10_COUNTER_TYPE *pType, 956 UINT *pActiveCounters, 957 char *name, 958 UINT *pNameLength, 959 char *units, 960 UINT *pUnitsLength, 961 char *description, 962 UINT *pDescriptionLength); 963 964 UINT (STDMETHODCALLTYPE *GetCreationFlags)( 965 ID3D10Device1 *This); 966 967 HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( 968 ID3D10Device1 *This, 969 HANDLE hResource, 970 REFIID ReturnedInterface, 971 void **ppResource); 972 973 void (STDMETHODCALLTYPE *SetTextFilterSize)( 974 ID3D10Device1 *This, 975 UINT Width, 976 UINT Height); 977 978 void (STDMETHODCALLTYPE *GetTextFilterSize)( 979 ID3D10Device1 *This, 980 UINT *pWidth, 981 UINT *pHeight); 982 983 /*** ID3D10Device1 methods ***/ 984 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)( 985 ID3D10Device1 *This, 986 ID3D10Resource *pResource, 987 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 988 ID3D10ShaderResourceView1 **ppSRView); 989 990 HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( 991 ID3D10Device1 *This, 992 const D3D10_BLEND_DESC1 *pBlendStateDesc, 993 ID3D10BlendState1 **ppBlendState); 994 995 D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)( 996 ID3D10Device1 *This); 997 998 END_INTERFACE 999 } ID3D10Device1Vtbl; 1000 1001 interface ID3D10Device1 { 1002 CONST_VTBL ID3D10Device1Vtbl* lpVtbl; 1003 }; 1004 1005 #ifdef COBJMACROS 1006 #ifndef WIDL_C_INLINE_WRAPPERS 1007 /*** IUnknown methods ***/ 1008 #define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 1009 #define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This) 1010 #define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This) 1011 /*** ID3D10Device methods ***/ 1012 #define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1013 #define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1014 #define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader) 1015 #define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1016 #define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader) 1017 #define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) 1018 #define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) 1019 #define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1020 #define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) 1021 #define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1022 #define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) 1023 #define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) 1024 #define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) 1025 #define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1026 #define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader) 1027 #define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) 1028 #define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1029 #define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1030 #define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) 1031 #define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1032 #define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1033 #define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) 1034 #define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) 1035 #define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) 1036 #define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) 1037 #define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) 1038 #define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) 1039 #define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) 1040 #define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) 1041 #define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) 1042 #define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) 1043 #define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) 1044 #define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) 1045 #define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) 1046 #define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) 1047 #define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) 1048 #define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1049 #define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1050 #define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader) 1051 #define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1052 #define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader) 1053 #define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1054 #define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) 1055 #define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1056 #define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) 1057 #define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1058 #define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader) 1059 #define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) 1060 #define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1061 #define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1062 #define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) 1063 #define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1064 #define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1065 #define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) 1066 #define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) 1067 #define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) 1068 #define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) 1069 #define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) 1070 #define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports) 1071 #define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects) 1072 #define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) 1073 #define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) 1074 #define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) 1075 #define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 1076 #define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 1077 #define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 1078 #define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This) 1079 #define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This) 1080 #define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) 1081 #define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) 1082 #define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) 1083 #define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) 1084 #define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) 1085 #define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) 1086 #define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) 1087 #define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) 1088 #define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) 1089 #define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) 1090 #define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) 1091 #define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) 1092 #define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) 1093 #define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) 1094 #define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) 1095 #define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) 1096 #define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) 1097 #define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) 1098 #define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) 1099 #define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) 1100 #define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) 1101 #define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) 1102 #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) 1103 #define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) 1104 #define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) 1105 #define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height) 1106 #define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight) 1107 /*** ID3D10Device1 methods ***/ 1108 #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView) 1109 #define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) 1110 #define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) 1111 #else 1112 /*** IUnknown methods ***/ 1113 static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) { 1114 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 1115 } 1116 static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) { 1117 return This->lpVtbl->AddRef(This); 1118 } 1119 static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) { 1120 return This->lpVtbl->Release(This); 1121 } 1122 /*** ID3D10Device methods ***/ 1123 static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1124 This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1125 } 1126 static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1127 This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1128 } 1129 static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) { 1130 This->lpVtbl->PSSetShader(This,pPixelShader); 1131 } 1132 static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1133 This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1134 } 1135 static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) { 1136 This->lpVtbl->VSSetShader(This,pVertexShader); 1137 } 1138 static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { 1139 This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); 1140 } 1141 static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) { 1142 This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); 1143 } 1144 static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1145 This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1146 } 1147 static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) { 1148 This->lpVtbl->IASetInputLayout(This,pInputLayout); 1149 } 1150 static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) { 1151 This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1152 } 1153 static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { 1154 This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); 1155 } 1156 static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { 1157 This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); 1158 } 1159 static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { 1160 This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); 1161 } 1162 static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1163 This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1164 } 1165 static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) { 1166 This->lpVtbl->GSSetShader(This,pShader); 1167 } 1168 static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) { 1169 This->lpVtbl->IASetPrimitiveTopology(This,Topology); 1170 } 1171 static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1172 This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1173 } 1174 static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1175 This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1176 } 1177 static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) { 1178 This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); 1179 } 1180 static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1181 This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1182 } 1183 static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1184 This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1185 } 1186 static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) { 1187 This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); 1188 } 1189 static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { 1190 This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); 1191 } 1192 static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) { 1193 This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); 1194 } 1195 static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) { 1196 This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1197 } 1198 static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) { 1199 This->lpVtbl->DrawAuto(This); 1200 } 1201 static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) { 1202 This->lpVtbl->RSSetState(This,pRasterizerState); 1203 } 1204 static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) { 1205 This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); 1206 } 1207 static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) { 1208 This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); 1209 } 1210 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) { 1211 This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox); 1212 } 1213 static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) { 1214 This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); 1215 } 1216 static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) { 1217 This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch); 1218 } 1219 static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { 1220 This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); 1221 } 1222 static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { 1223 This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); 1224 } 1225 static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) { 1226 This->lpVtbl->GenerateMips(This,pShaderResourceView); 1227 } 1228 static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { 1229 This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); 1230 } 1231 static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1232 This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1233 } 1234 static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1235 This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1236 } 1237 static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) { 1238 This->lpVtbl->PSGetShader(This,ppPixelShader); 1239 } 1240 static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1241 This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1242 } 1243 static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) { 1244 This->lpVtbl->VSGetShader(This,ppVertexShader); 1245 } 1246 static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1247 This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1248 } 1249 static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) { 1250 This->lpVtbl->IAGetInputLayout(This,ppInputLayout); 1251 } 1252 static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { 1253 This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1254 } 1255 static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { 1256 This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); 1257 } 1258 static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1259 This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1260 } 1261 static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) { 1262 This->lpVtbl->GSGetShader(This,ppGeometryShader); 1263 } 1264 static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) { 1265 This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); 1266 } 1267 static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1268 This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1269 } 1270 static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1271 This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1272 } 1273 static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) { 1274 This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); 1275 } 1276 static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1277 This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1278 } 1279 static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1280 This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1281 } 1282 static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) { 1283 This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); 1284 } 1285 static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { 1286 This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); 1287 } 1288 static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { 1289 This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); 1290 } 1291 static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) { 1292 This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1293 } 1294 static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) { 1295 This->lpVtbl->RSGetState(This,ppRasterizerState); 1296 } 1297 static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) { 1298 This->lpVtbl->RSGetViewports(This,NumViewports,pViewports); 1299 } 1300 static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) { 1301 This->lpVtbl->RSGetScissorRects(This,NumRects,pRects); 1302 } 1303 static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) { 1304 return This->lpVtbl->GetDeviceRemovedReason(This); 1305 } 1306 static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) { 1307 return This->lpVtbl->SetExceptionMode(This,RaiseFlags); 1308 } 1309 static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) { 1310 return This->lpVtbl->GetExceptionMode(This); 1311 } 1312 static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) { 1313 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 1314 } 1315 static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) { 1316 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 1317 } 1318 static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) { 1319 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 1320 } 1321 static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) { 1322 This->lpVtbl->ClearState(This); 1323 } 1324 static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) { 1325 This->lpVtbl->Flush(This); 1326 } 1327 static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) { 1328 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); 1329 } 1330 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) { 1331 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); 1332 } 1333 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) { 1334 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); 1335 } 1336 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) { 1337 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); 1338 } 1339 static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) { 1340 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); 1341 } 1342 static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) { 1343 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); 1344 } 1345 static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) { 1346 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); 1347 } 1348 static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) { 1349 return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout); 1350 } 1351 static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) { 1352 return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader); 1353 } 1354 static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) { 1355 return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader); 1356 } 1357 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) { 1358 return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader); 1359 } 1360 static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) { 1361 return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader); 1362 } 1363 static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) { 1364 return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); 1365 } 1366 static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) { 1367 return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); 1368 } 1369 static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) { 1370 return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); 1371 } 1372 static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) { 1373 return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); 1374 } 1375 static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) { 1376 return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); 1377 } 1378 static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) { 1379 return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); 1380 } 1381 static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) { 1382 return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); 1383 } 1384 static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) { 1385 return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); 1386 } 1387 static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { 1388 return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); 1389 } 1390 static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) { 1391 This->lpVtbl->CheckCounterInfo(This,pCounterInfo); 1392 } 1393 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) { 1394 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength); 1395 } 1396 static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) { 1397 return This->lpVtbl->GetCreationFlags(This); 1398 } 1399 static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { 1400 return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); 1401 } 1402 static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) { 1403 This->lpVtbl->SetTextFilterSize(This,Width,Height); 1404 } 1405 static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) { 1406 This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight); 1407 } 1408 /*** ID3D10Device1 methods ***/ 1409 static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) { 1410 return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView); 1411 } 1412 static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) { 1413 return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); 1414 } 1415 static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) { 1416 return This->lpVtbl->GetFeatureLevel(This); 1417 } 1418 #endif 1419 #endif 1420 1421 #endif 1422 1423 1424 #endif /* __ID3D10Device1_INTERFACE_DEFINED__ */ 1425 1426 #define D3D10_1_SDK_VERSION (0x20) 1427 1428 HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE, 1429 HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**); 1430 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); 1431 1432 /* Begin additional prototypes for all interfaces */ 1433 1434 1435 /* End additional prototypes */ 1436 1437 #ifdef __cplusplus 1438 } 1439 #endif 1440 1441 #endif /* __d3d10_1_h__ */ 1442