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