1 /*** Autogenerated by WIDL 1.5.29 from /tmp/build-mingw64-toolchain-joshualang/src/mingw-w64-svn-r5861/mingw-w64-headers/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 #endif 24 25 #ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__ 26 #define __ID3D10ShaderResourceView1_FWD_DEFINED__ 27 typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1; 28 #endif 29 30 #ifndef __ID3D10Device1_FWD_DEFINED__ 31 #define __ID3D10Device1_FWD_DEFINED__ 32 typedef interface ID3D10Device1 ID3D10Device1; 33 #endif 34 35 /* Headers for imported files */ 36 37 #include <oaidl.h> 38 #include <ocidl.h> 39 #include <d3d10.h> 40 41 #ifdef __cplusplus 42 extern "C" { 43 #endif 44 45 #include <d3d10_1shader.h> 46 typedef enum D3D10_FEATURE_LEVEL1 { 47 D3D10_FEATURE_LEVEL_10_0 = 0xa000, 48 D3D10_FEATURE_LEVEL_10_1 = 0xa100, 49 D3D10_FEATURE_LEVEL_9_1 = 0x9100, 50 D3D10_FEATURE_LEVEL_9_2 = 0x9200, 51 D3D10_FEATURE_LEVEL_9_3 = 0x9300 52 } D3D10_FEATURE_LEVEL1; 53 typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 { 54 WINBOOL BlendEnable; 55 D3D10_BLEND SrcBlend; 56 D3D10_BLEND DestBlend; 57 D3D10_BLEND_OP BlendOp; 58 D3D10_BLEND SrcBlendAlpha; 59 D3D10_BLEND DestBlendAlpha; 60 D3D10_BLEND_OP BlendOpAlpha; 61 UINT8 RenderTargetWriteMask; 62 } D3D10_RENDER_TARGET_BLEND_DESC1; 63 typedef struct D3D10_BLEND_DESC1 { 64 WINBOOL AlphaToCoverageEnable; 65 WINBOOL IndependentBlendEnable; 66 D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]; 67 } D3D10_BLEND_DESC1; 68 /***************************************************************************** 69 * ID3D10BlendState1 interface 70 */ 71 #ifndef __ID3D10BlendState1_INTERFACE_DEFINED__ 72 #define __ID3D10BlendState1_INTERFACE_DEFINED__ 73 74 DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61); 75 #if defined(__cplusplus) && !defined(CINTERFACE) 76 MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161") 77 ID3D10BlendState1 : public ID3D10BlendState 78 { 79 virtual void STDMETHODCALLTYPE GetDesc1( 80 D3D10_BLEND_DESC1 *pDesc) = 0; 81 82 }; 83 #ifdef __CRT_UUID_DECL 84 __CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61) 85 #endif 86 #else 87 typedef struct ID3D10BlendState1Vtbl { 88 BEGIN_INTERFACE 89 90 /*** IUnknown methods ***/ 91 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 92 ID3D10BlendState1* This, 93 REFIID riid, 94 void **ppvObject); 95 96 ULONG (STDMETHODCALLTYPE *AddRef)( 97 ID3D10BlendState1* This); 98 99 ULONG (STDMETHODCALLTYPE *Release)( 100 ID3D10BlendState1* This); 101 102 /*** ID3D10DeviceChild methods ***/ 103 void (STDMETHODCALLTYPE *GetDevice)( 104 ID3D10BlendState1* This, 105 ID3D10Device **ppDevice); 106 107 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 108 ID3D10BlendState1* This, 109 REFGUID guid, 110 UINT *pDataSize, 111 void *pData); 112 113 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 114 ID3D10BlendState1* This, 115 REFGUID guid, 116 UINT DataSize, 117 const void *pData); 118 119 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 120 ID3D10BlendState1* This, 121 REFGUID guid, 122 const IUnknown *pData); 123 124 /*** ID3D10BlendState methods ***/ 125 void (STDMETHODCALLTYPE *GetDesc)( 126 ID3D10BlendState1* This, 127 D3D10_BLEND_DESC *pDesc); 128 129 /*** ID3D10BlendState1 methods ***/ 130 void (STDMETHODCALLTYPE *GetDesc1)( 131 ID3D10BlendState1* This, 132 D3D10_BLEND_DESC1 *pDesc); 133 134 END_INTERFACE 135 } ID3D10BlendState1Vtbl; 136 interface ID3D10BlendState1 { 137 CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl; 138 }; 139 140 #ifdef COBJMACROS 141 #ifndef WIDL_C_INLINE_WRAPPERS 142 /*** IUnknown methods ***/ 143 #define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 144 #define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This) 145 #define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This) 146 /*** ID3D10DeviceChild methods ***/ 147 #define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 148 #define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 149 #define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 150 #define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 151 /*** ID3D10BlendState methods ***/ 152 #define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) 153 /*** ID3D10BlendState1 methods ***/ 154 #define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) 155 #else 156 /*** IUnknown methods ***/ 157 static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) { 158 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 159 } 160 static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) { 161 return This->lpVtbl->AddRef(This); 162 } 163 static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) { 164 return This->lpVtbl->Release(This); 165 } 166 /*** ID3D10DeviceChild methods ***/ 167 static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) { 168 This->lpVtbl->GetDevice(This,ppDevice); 169 } 170 static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) { 171 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 172 } 173 static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) { 174 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 175 } 176 static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) { 177 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 178 } 179 /*** ID3D10BlendState methods ***/ 180 static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) { 181 This->lpVtbl->GetDesc(This,pDesc); 182 } 183 /*** ID3D10BlendState1 methods ***/ 184 static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) { 185 This->lpVtbl->GetDesc1(This,pDesc); 186 } 187 #endif 188 #endif 189 190 #endif 191 192 void STDMETHODCALLTYPE ID3D10BlendState1_GetDesc1_Proxy( 193 ID3D10BlendState1* This, 194 D3D10_BLEND_DESC1 *pDesc); 195 void __RPC_STUB ID3D10BlendState1_GetDesc1_Stub( 196 IRpcStubBuffer* This, 197 IRpcChannelBuffer* pRpcChannelBuffer, 198 PRPC_MESSAGE pRpcMessage, 199 DWORD* pdwStubPhase); 200 201 #endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */ 202 203 typedef struct D3D10_TEXCUBE_ARRAY_SRV1 { 204 UINT MostDetailedMip; 205 UINT MipLevels; 206 UINT First2DArrayFace; 207 UINT NumCubes; 208 } D3D10_TEXCUBE_ARRAY_SRV1; 209 typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1; 210 typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 { 211 DXGI_FORMAT Format; 212 D3D10_SRV_DIMENSION1 ViewDimension; 213 __C89_NAMELESS union { 214 D3D10_BUFFER_SRV Buffer; 215 D3D10_TEX1D_SRV Texture1D; 216 D3D10_TEX1D_ARRAY_SRV Texture1DArray; 217 D3D10_TEX2D_SRV Texture2D; 218 D3D10_TEX2D_ARRAY_SRV Texture2DArray; 219 D3D10_TEX2DMS_SRV Texture2DMS; 220 D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; 221 D3D10_TEX3D_SRV Texture3D; 222 D3D10_TEXCUBE_SRV TextureCube; 223 D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray; 224 } __C89_NAMELESSUNIONNAME; 225 } D3D10_SHADER_RESOURCE_VIEW_DESC1; 226 /***************************************************************************** 227 * ID3D10ShaderResourceView1 interface 228 */ 229 #ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ 230 #define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ 231 232 DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); 233 #if defined(__cplusplus) && !defined(CINTERFACE) 234 MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0") 235 ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView 236 { 237 virtual void STDMETHODCALLTYPE GetDesc1( 238 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0; 239 240 }; 241 #ifdef __CRT_UUID_DECL 242 __CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) 243 #endif 244 #else 245 typedef struct ID3D10ShaderResourceView1Vtbl { 246 BEGIN_INTERFACE 247 248 /*** IUnknown methods ***/ 249 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 250 ID3D10ShaderResourceView1* This, 251 REFIID riid, 252 void **ppvObject); 253 254 ULONG (STDMETHODCALLTYPE *AddRef)( 255 ID3D10ShaderResourceView1* This); 256 257 ULONG (STDMETHODCALLTYPE *Release)( 258 ID3D10ShaderResourceView1* This); 259 260 /*** ID3D10DeviceChild methods ***/ 261 void (STDMETHODCALLTYPE *GetDevice)( 262 ID3D10ShaderResourceView1* This, 263 ID3D10Device **ppDevice); 264 265 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 266 ID3D10ShaderResourceView1* This, 267 REFGUID guid, 268 UINT *pDataSize, 269 void *pData); 270 271 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 272 ID3D10ShaderResourceView1* This, 273 REFGUID guid, 274 UINT DataSize, 275 const void *pData); 276 277 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 278 ID3D10ShaderResourceView1* This, 279 REFGUID guid, 280 const IUnknown *pData); 281 282 /*** ID3D10View methods ***/ 283 void (STDMETHODCALLTYPE *GetResource)( 284 ID3D10ShaderResourceView1* This, 285 ID3D10Resource **ppResource); 286 287 /*** ID3D10ShaderResourceView methods ***/ 288 void (STDMETHODCALLTYPE *GetDesc)( 289 ID3D10ShaderResourceView1* This, 290 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc); 291 292 /*** ID3D10ShaderResourceView1 methods ***/ 293 void (STDMETHODCALLTYPE *GetDesc1)( 294 ID3D10ShaderResourceView1* This, 295 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); 296 297 END_INTERFACE 298 } ID3D10ShaderResourceView1Vtbl; 299 interface ID3D10ShaderResourceView1 { 300 CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl; 301 }; 302 303 #ifdef COBJMACROS 304 #ifndef WIDL_C_INLINE_WRAPPERS 305 /*** IUnknown methods ***/ 306 #define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 307 #define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This) 308 #define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This) 309 /*** ID3D10DeviceChild methods ***/ 310 #define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 311 #define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 312 #define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 313 #define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 314 /*** ID3D10View methods ***/ 315 #define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource) 316 /*** ID3D10ShaderResourceView methods ***/ 317 #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) 318 /*** ID3D10ShaderResourceView1 methods ***/ 319 #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) 320 #else 321 /*** IUnknown methods ***/ 322 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) { 323 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 324 } 325 static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) { 326 return This->lpVtbl->AddRef(This); 327 } 328 static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) { 329 return This->lpVtbl->Release(This); 330 } 331 /*** ID3D10DeviceChild methods ***/ 332 static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) { 333 This->lpVtbl->GetDevice(This,ppDevice); 334 } 335 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) { 336 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 337 } 338 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) { 339 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 340 } 341 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) { 342 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 343 } 344 /*** ID3D10View methods ***/ 345 static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) { 346 This->lpVtbl->GetResource(This,ppResource); 347 } 348 /*** ID3D10ShaderResourceView methods ***/ 349 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) { 350 This->lpVtbl->GetDesc(This,pDesc); 351 } 352 /*** ID3D10ShaderResourceView1 methods ***/ 353 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) { 354 This->lpVtbl->GetDesc1(This,pDesc); 355 } 356 #endif 357 #endif 358 359 #endif 360 361 void STDMETHODCALLTYPE ID3D10ShaderResourceView1_GetDesc1_Proxy( 362 ID3D10ShaderResourceView1* This, 363 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); 364 void __RPC_STUB ID3D10ShaderResourceView1_GetDesc1_Stub( 365 IRpcStubBuffer* This, 366 IRpcChannelBuffer* pRpcChannelBuffer, 367 PRPC_MESSAGE pRpcMessage, 368 DWORD* pdwStubPhase); 369 370 #endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */ 371 372 /***************************************************************************** 373 * ID3D10Device1 interface 374 */ 375 #ifndef __ID3D10Device1_INTERFACE_DEFINED__ 376 #define __ID3D10Device1_INTERFACE_DEFINED__ 377 378 DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); 379 #if defined(__cplusplus) && !defined(CINTERFACE) 380 MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0") 381 ID3D10Device1 : public ID3D10Device 382 { 383 virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1( 384 ID3D10Resource *pResource, 385 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 386 ID3D10ShaderResourceView1 **ppSRView) = 0; 387 388 virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( 389 const D3D10_BLEND_DESC1 *pBlendStateDesc, 390 ID3D10BlendState1 **ppBlendState) = 0; 391 392 virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( 393 ) = 0; 394 395 }; 396 #ifdef __CRT_UUID_DECL 397 __CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) 398 #endif 399 #else 400 typedef struct ID3D10Device1Vtbl { 401 BEGIN_INTERFACE 402 403 /*** IUnknown methods ***/ 404 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 405 ID3D10Device1* This, 406 REFIID riid, 407 void **ppvObject); 408 409 ULONG (STDMETHODCALLTYPE *AddRef)( 410 ID3D10Device1* This); 411 412 ULONG (STDMETHODCALLTYPE *Release)( 413 ID3D10Device1* This); 414 415 /*** ID3D10Device methods ***/ 416 void (STDMETHODCALLTYPE *VSSetConstantBuffers)( 417 ID3D10Device1* This, 418 UINT StartSlot, 419 UINT NumBuffers, 420 ID3D10Buffer *const *ppConstantBuffers); 421 422 void (STDMETHODCALLTYPE *PSSetShaderResources)( 423 ID3D10Device1* This, 424 UINT StartSlot, 425 UINT NumViews, 426 ID3D10ShaderResourceView *const *ppShaderResourceViews); 427 428 void (STDMETHODCALLTYPE *PSSetShader)( 429 ID3D10Device1* This, 430 ID3D10PixelShader *pPixelShader); 431 432 void (STDMETHODCALLTYPE *PSSetSamplers)( 433 ID3D10Device1* This, 434 UINT StartSlot, 435 UINT NumSamplers, 436 ID3D10SamplerState *const *ppSamplers); 437 438 void (STDMETHODCALLTYPE *VSSetShader)( 439 ID3D10Device1* This, 440 ID3D10VertexShader *pVertexShader); 441 442 void (STDMETHODCALLTYPE *DrawIndexed)( 443 ID3D10Device1* This, 444 UINT IndexCount, 445 UINT StartIndexLocation, 446 INT BaseVertexLocation); 447 448 void (STDMETHODCALLTYPE *Draw)( 449 ID3D10Device1* This, 450 UINT VertexCount, 451 UINT StartVertexLocation); 452 453 void (STDMETHODCALLTYPE *PSSetConstantBuffers)( 454 ID3D10Device1* This, 455 UINT StartSlot, 456 UINT NumBuffers, 457 ID3D10Buffer *const *ppConstantBuffers); 458 459 void (STDMETHODCALLTYPE *IASetInputLayout)( 460 ID3D10Device1* This, 461 ID3D10InputLayout *pInputLayout); 462 463 void (STDMETHODCALLTYPE *IASetVertexBuffers)( 464 ID3D10Device1* This, 465 UINT StartSlot, 466 UINT NumBuffers, 467 ID3D10Buffer *const *ppVertexBuffers, 468 const UINT *pStrides, 469 const UINT *pOffsets); 470 471 void (STDMETHODCALLTYPE *IASetIndexBuffer)( 472 ID3D10Device1* This, 473 ID3D10Buffer *pIndexBuffer, 474 DXGI_FORMAT Format, 475 UINT Offset); 476 477 void (STDMETHODCALLTYPE *DrawIndexedInstanced)( 478 ID3D10Device1* This, 479 UINT IndexCountPerInstance, 480 UINT InstanceCount, 481 UINT StartIndexLocation, 482 INT BaseVertexLocation, 483 UINT StartInstanceLocation); 484 485 void (STDMETHODCALLTYPE *DrawInstanced)( 486 ID3D10Device1* This, 487 UINT VertexCountPerInstance, 488 UINT InstanceCount, 489 UINT StartVertexLocation, 490 UINT StartInstanceLocation); 491 492 void (STDMETHODCALLTYPE *GSSetConstantBuffers)( 493 ID3D10Device1* This, 494 UINT StartSlot, 495 UINT NumBuffers, 496 ID3D10Buffer *const *ppConstantBuffers); 497 498 void (STDMETHODCALLTYPE *GSSetShader)( 499 ID3D10Device1* This, 500 ID3D10GeometryShader *pShader); 501 502 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( 503 ID3D10Device1* This, 504 D3D10_PRIMITIVE_TOPOLOGY Topology); 505 506 void (STDMETHODCALLTYPE *VSSetShaderResources)( 507 ID3D10Device1* This, 508 UINT StartSlot, 509 UINT NumViews, 510 ID3D10ShaderResourceView *const *ppShaderResourceViews); 511 512 void (STDMETHODCALLTYPE *VSSetSamplers)( 513 ID3D10Device1* This, 514 UINT StartSlot, 515 UINT NumSamplers, 516 ID3D10SamplerState *const *ppSamplers); 517 518 void (STDMETHODCALLTYPE *SetPredication)( 519 ID3D10Device1* This, 520 ID3D10Predicate *pPredicate, 521 WINBOOL PredicateValue); 522 523 void (STDMETHODCALLTYPE *GSSetShaderResources)( 524 ID3D10Device1* This, 525 UINT StartSlot, 526 UINT NumViews, 527 ID3D10ShaderResourceView *const *ppShaderResourceViews); 528 529 void (STDMETHODCALLTYPE *GSSetSamplers)( 530 ID3D10Device1* This, 531 UINT StartSlot, 532 UINT NumSamplers, 533 ID3D10SamplerState *const *ppSamplers); 534 535 void (STDMETHODCALLTYPE *OMSetRenderTargets)( 536 ID3D10Device1* This, 537 UINT NumViews, 538 ID3D10RenderTargetView *const *ppRenderTargetViews, 539 ID3D10DepthStencilView *pDepthStencilView); 540 541 void (STDMETHODCALLTYPE *OMSetBlendState)( 542 ID3D10Device1* This, 543 ID3D10BlendState *pBlendState, 544 const FLOAT BlendFactor[4], 545 UINT SampleMask); 546 547 void (STDMETHODCALLTYPE *OMSetDepthStencilState)( 548 ID3D10Device1* This, 549 ID3D10DepthStencilState *pDepthStencilState, 550 UINT StencilRef); 551 552 void (STDMETHODCALLTYPE *SOSetTargets)( 553 ID3D10Device1* This, 554 UINT NumBuffers, 555 ID3D10Buffer *const *ppSOTargets, 556 const UINT *pOffsets); 557 558 void (STDMETHODCALLTYPE *DrawAuto)( 559 ID3D10Device1* This); 560 561 void (STDMETHODCALLTYPE *RSSetState)( 562 ID3D10Device1* This, 563 ID3D10RasterizerState *pRasterizerState); 564 565 void (STDMETHODCALLTYPE *RSSetViewports)( 566 ID3D10Device1* This, 567 UINT NumViewports, 568 const D3D10_VIEWPORT *pViewports); 569 570 void (STDMETHODCALLTYPE *RSSetScissorRects)( 571 ID3D10Device1* This, 572 UINT NumRects, 573 const D3D10_RECT *pRects); 574 575 void (STDMETHODCALLTYPE *CopySubresourceRegion)( 576 ID3D10Device1* This, 577 ID3D10Resource *pDstResource, 578 UINT DstSubresource, 579 UINT DstX, 580 UINT DstY, 581 UINT DstZ, 582 ID3D10Resource *pSrcResource, 583 UINT SrcSubresource, 584 const D3D10_BOX *pSrcBox); 585 586 void (STDMETHODCALLTYPE *CopyResource)( 587 ID3D10Device1* This, 588 ID3D10Resource *pDstResource, 589 ID3D10Resource *pSrcResource); 590 591 void (STDMETHODCALLTYPE *UpdateSubresource)( 592 ID3D10Device1* This, 593 ID3D10Resource *pDstResource, 594 UINT DstSubresource, 595 const D3D10_BOX *pDstBox, 596 const void *pSrcData, 597 UINT SrcRowPitch, 598 UINT SrcDepthPitch); 599 600 void (STDMETHODCALLTYPE *ClearRenderTargetView)( 601 ID3D10Device1* This, 602 ID3D10RenderTargetView *pRenderTargetView, 603 const FLOAT ColorRGBA[4]); 604 605 void (STDMETHODCALLTYPE *ClearDepthStencilView)( 606 ID3D10Device1* This, 607 ID3D10DepthStencilView *pDepthStencilView, 608 UINT ClearFlags, 609 FLOAT Depth, 610 UINT8 Stencil); 611 612 void (STDMETHODCALLTYPE *GenerateMips)( 613 ID3D10Device1* This, 614 ID3D10ShaderResourceView *pShaderResourceView); 615 616 void (STDMETHODCALLTYPE *ResolveSubresource)( 617 ID3D10Device1* This, 618 ID3D10Resource *pDstResource, 619 UINT DstSubresource, 620 ID3D10Resource *pSrcResource, 621 UINT SrcSubresource, 622 DXGI_FORMAT Format); 623 624 void (STDMETHODCALLTYPE *VSGetConstantBuffers)( 625 ID3D10Device1* This, 626 UINT StartSlot, 627 UINT NumBuffers, 628 ID3D10Buffer **ppConstantBuffers); 629 630 void (STDMETHODCALLTYPE *PSGetShaderResources)( 631 ID3D10Device1* This, 632 UINT StartSlot, 633 UINT NumViews, 634 ID3D10ShaderResourceView **ppShaderResourceViews); 635 636 void (STDMETHODCALLTYPE *PSGetShader)( 637 ID3D10Device1* This, 638 ID3D10PixelShader **ppPixelShader); 639 640 void (STDMETHODCALLTYPE *PSGetSamplers)( 641 ID3D10Device1* This, 642 UINT StartSlot, 643 UINT NumSamplers, 644 ID3D10SamplerState **ppSamplers); 645 646 void (STDMETHODCALLTYPE *VSGetShader)( 647 ID3D10Device1* This, 648 ID3D10VertexShader **ppVertexShader); 649 650 void (STDMETHODCALLTYPE *PSGetConstantBuffers)( 651 ID3D10Device1* This, 652 UINT StartSlot, 653 UINT NumBuffers, 654 ID3D10Buffer **ppConstantBuffers); 655 656 void (STDMETHODCALLTYPE *IAGetInputLayout)( 657 ID3D10Device1* This, 658 ID3D10InputLayout **ppInputLayout); 659 660 void (STDMETHODCALLTYPE *IAGetVertexBuffers)( 661 ID3D10Device1* This, 662 UINT StartSlot, 663 UINT NumBuffers, 664 ID3D10Buffer **ppVertexBuffers, 665 UINT *pStrides, 666 UINT *pOffsets); 667 668 void (STDMETHODCALLTYPE *IAGetIndexBuffer)( 669 ID3D10Device1* This, 670 ID3D10Buffer **pIndexBuffer, 671 DXGI_FORMAT *Format, 672 UINT *Offset); 673 674 void (STDMETHODCALLTYPE *GSGetConstantBuffers)( 675 ID3D10Device1* This, 676 UINT StartSlot, 677 UINT NumBuffers, 678 ID3D10Buffer **ppConstantBuffers); 679 680 void (STDMETHODCALLTYPE *GSGetShader)( 681 ID3D10Device1* This, 682 ID3D10GeometryShader **ppGeometryShader); 683 684 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( 685 ID3D10Device1* This, 686 D3D10_PRIMITIVE_TOPOLOGY *pTopology); 687 688 void (STDMETHODCALLTYPE *VSGetShaderResources)( 689 ID3D10Device1* This, 690 UINT StartSlot, 691 UINT NumViews, 692 ID3D10ShaderResourceView **ppShaderResourceViews); 693 694 void (STDMETHODCALLTYPE *VSGetSamplers)( 695 ID3D10Device1* This, 696 UINT StartSlot, 697 UINT NumSamplers, 698 ID3D10SamplerState **ppSamplers); 699 700 void (STDMETHODCALLTYPE *GetPredication)( 701 ID3D10Device1* This, 702 ID3D10Predicate **ppPredicate, 703 WINBOOL *pPredicateValue); 704 705 void (STDMETHODCALLTYPE *GSGetShaderResources)( 706 ID3D10Device1* This, 707 UINT StartSlot, 708 UINT NumViews, 709 ID3D10ShaderResourceView **ppShaderResourceViews); 710 711 void (STDMETHODCALLTYPE *GSGetSamplers)( 712 ID3D10Device1* This, 713 UINT StartSlot, 714 UINT NumSamplers, 715 ID3D10SamplerState **ppSamplers); 716 717 void (STDMETHODCALLTYPE *OMGetRenderTargets)( 718 ID3D10Device1* This, 719 UINT NumViews, 720 ID3D10RenderTargetView **ppRenderTargetViews, 721 ID3D10DepthStencilView **ppDepthStencilView); 722 723 void (STDMETHODCALLTYPE *OMGetBlendState)( 724 ID3D10Device1* This, 725 ID3D10BlendState **ppBlendState, 726 FLOAT BlendFactor[4], 727 UINT *pSampleMask); 728 729 void (STDMETHODCALLTYPE *OMGetDepthStencilState)( 730 ID3D10Device1* This, 731 ID3D10DepthStencilState **ppDepthStencilState, 732 UINT *pStencilRef); 733 734 void (STDMETHODCALLTYPE *SOGetTargets)( 735 ID3D10Device1* This, 736 UINT NumBuffers, 737 ID3D10Buffer **ppSOTargets, 738 UINT *pOffsets); 739 740 void (STDMETHODCALLTYPE *RSGetState)( 741 ID3D10Device1* This, 742 ID3D10RasterizerState **ppRasterizerState); 743 744 void (STDMETHODCALLTYPE *RSGetViewports)( 745 ID3D10Device1* This, 746 UINT *NumViewports, 747 D3D10_VIEWPORT *pViewports); 748 749 void (STDMETHODCALLTYPE *RSGetScissorRects)( 750 ID3D10Device1* This, 751 UINT *NumRects, 752 D3D10_RECT *pRects); 753 754 HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( 755 ID3D10Device1* This); 756 757 HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( 758 ID3D10Device1* This, 759 UINT RaiseFlags); 760 761 UINT (STDMETHODCALLTYPE *GetExceptionMode)( 762 ID3D10Device1* This); 763 764 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 765 ID3D10Device1* This, 766 REFGUID guid, 767 UINT *pDataSize, 768 void *pData); 769 770 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 771 ID3D10Device1* This, 772 REFGUID guid, 773 UINT DataSize, 774 const void *pData); 775 776 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 777 ID3D10Device1* This, 778 REFGUID guid, 779 const IUnknown *pData); 780 781 void (STDMETHODCALLTYPE *ClearState)( 782 ID3D10Device1* This); 783 784 void (STDMETHODCALLTYPE *Flush)( 785 ID3D10Device1* This); 786 787 HRESULT (STDMETHODCALLTYPE *CreateBuffer)( 788 ID3D10Device1* This, 789 const D3D10_BUFFER_DESC *pDesc, 790 const D3D10_SUBRESOURCE_DATA *pInitialData, 791 ID3D10Buffer **ppBuffer); 792 793 HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( 794 ID3D10Device1* This, 795 const D3D10_TEXTURE1D_DESC *pDesc, 796 const D3D10_SUBRESOURCE_DATA *pInitialData, 797 ID3D10Texture1D **ppTexture1D); 798 799 HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( 800 ID3D10Device1* This, 801 const D3D10_TEXTURE2D_DESC *pDesc, 802 const D3D10_SUBRESOURCE_DATA *pInitialData, 803 ID3D10Texture2D **ppTexture2D); 804 805 HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( 806 ID3D10Device1* This, 807 const D3D10_TEXTURE3D_DESC *pDesc, 808 const D3D10_SUBRESOURCE_DATA *pInitialData, 809 ID3D10Texture3D **ppTexture3D); 810 811 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( 812 ID3D10Device1* This, 813 ID3D10Resource *pResource, 814 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, 815 ID3D10ShaderResourceView **ppSRView); 816 817 HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( 818 ID3D10Device1* This, 819 ID3D10Resource *pResource, 820 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, 821 ID3D10RenderTargetView **ppRTView); 822 823 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( 824 ID3D10Device1* This, 825 ID3D10Resource *pResource, 826 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, 827 ID3D10DepthStencilView **ppDepthStencilView); 828 829 HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( 830 ID3D10Device1* This, 831 const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, 832 UINT NumElements, 833 const void *pShaderBytecodeWithInputSignature, 834 SIZE_T BytecodeLength, 835 ID3D10InputLayout **ppInputLayout); 836 837 HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( 838 ID3D10Device1* This, 839 const void *pShaderBytecode, 840 SIZE_T BytecodeLength, 841 ID3D10VertexShader **ppVertexShader); 842 843 HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( 844 ID3D10Device1* This, 845 const void *pShaderBytecode, 846 SIZE_T BytecodeLength, 847 ID3D10GeometryShader **ppGeometryShader); 848 849 HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( 850 ID3D10Device1* This, 851 const void *pShaderBytecode, 852 SIZE_T BytecodeLength, 853 const D3D10_SO_DECLARATION_ENTRY *pSODeclaration, 854 UINT NumEntries, 855 UINT OutputStreamStride, 856 ID3D10GeometryShader **ppGeometryShader); 857 858 HRESULT (STDMETHODCALLTYPE *CreatePixelShader)( 859 ID3D10Device1* This, 860 const void *pShaderBytecode, 861 SIZE_T BytecodeLength, 862 ID3D10PixelShader **ppPixelShader); 863 864 HRESULT (STDMETHODCALLTYPE *CreateBlendState)( 865 ID3D10Device1* This, 866 const D3D10_BLEND_DESC *pBlendStateDesc, 867 ID3D10BlendState **ppBlendState); 868 869 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( 870 ID3D10Device1* This, 871 const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, 872 ID3D10DepthStencilState **ppDepthStencilState); 873 874 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( 875 ID3D10Device1* This, 876 const D3D10_RASTERIZER_DESC *pRasterizerDesc, 877 ID3D10RasterizerState **ppRasterizerState); 878 879 HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( 880 ID3D10Device1* This, 881 const D3D10_SAMPLER_DESC *pSamplerDesc, 882 ID3D10SamplerState **ppSamplerState); 883 884 HRESULT (STDMETHODCALLTYPE *CreateQuery)( 885 ID3D10Device1* This, 886 const D3D10_QUERY_DESC *pQueryDesc, 887 ID3D10Query **ppQuery); 888 889 HRESULT (STDMETHODCALLTYPE *CreatePredicate)( 890 ID3D10Device1* This, 891 const D3D10_QUERY_DESC *pPredicateDesc, 892 ID3D10Predicate **ppPredicate); 893 894 HRESULT (STDMETHODCALLTYPE *CreateCounter)( 895 ID3D10Device1* This, 896 const D3D10_COUNTER_DESC *pCounterDesc, 897 ID3D10Counter **ppCounter); 898 899 HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( 900 ID3D10Device1* This, 901 DXGI_FORMAT Format, 902 UINT *pFormatSupport); 903 904 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( 905 ID3D10Device1* This, 906 DXGI_FORMAT Format, 907 UINT SampleCount, 908 UINT *pNumQualityLevels); 909 910 void (STDMETHODCALLTYPE *CheckCounterInfo)( 911 ID3D10Device1* This, 912 D3D10_COUNTER_INFO *pCounterInfo); 913 914 HRESULT (STDMETHODCALLTYPE *CheckCounter)( 915 ID3D10Device1* This, 916 const D3D10_COUNTER_DESC *pDesc, 917 D3D10_COUNTER_TYPE *pType, 918 UINT *pActiveCounters, 919 LPSTR szName, 920 UINT *pNameLength, 921 LPSTR szUnits, 922 UINT *pUnitsLength, 923 LPSTR szDescription, 924 UINT *pDescriptionLength); 925 926 UINT (STDMETHODCALLTYPE *GetCreationFlags)( 927 ID3D10Device1* This); 928 929 HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( 930 ID3D10Device1* This, 931 HANDLE hResource, 932 REFIID ReturnedInterface, 933 void **ppResource); 934 935 void (STDMETHODCALLTYPE *SetTextFilterSize)( 936 ID3D10Device1* This, 937 UINT Width, 938 UINT Height); 939 940 void (STDMETHODCALLTYPE *GetTextFilterSize)( 941 ID3D10Device1* This, 942 UINT *pWidth, 943 UINT *pHeight); 944 945 /*** ID3D10Device1 methods ***/ 946 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)( 947 ID3D10Device1* This, 948 ID3D10Resource *pResource, 949 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 950 ID3D10ShaderResourceView1 **ppSRView); 951 952 HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( 953 ID3D10Device1* This, 954 const D3D10_BLEND_DESC1 *pBlendStateDesc, 955 ID3D10BlendState1 **ppBlendState); 956 957 D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)( 958 ID3D10Device1* This); 959 960 END_INTERFACE 961 } ID3D10Device1Vtbl; 962 interface ID3D10Device1 { 963 CONST_VTBL ID3D10Device1Vtbl* lpVtbl; 964 }; 965 966 #ifdef COBJMACROS 967 #ifndef WIDL_C_INLINE_WRAPPERS 968 /*** IUnknown methods ***/ 969 #define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 970 #define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This) 971 #define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This) 972 /*** ID3D10Device methods ***/ 973 #define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 974 #define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 975 #define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader) 976 #define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 977 #define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader) 978 #define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) 979 #define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) 980 #define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 981 #define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) 982 #define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 983 #define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) 984 #define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) 985 #define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) 986 #define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 987 #define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader) 988 #define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) 989 #define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 990 #define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 991 #define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) 992 #define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 993 #define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 994 #define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) 995 #define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) 996 #define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) 997 #define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) 998 #define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) 999 #define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) 1000 #define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) 1001 #define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) 1002 #define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) 1003 #define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) 1004 #define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) 1005 #define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) 1006 #define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) 1007 #define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) 1008 #define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) 1009 #define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1010 #define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1011 #define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader) 1012 #define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1013 #define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader) 1014 #define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1015 #define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) 1016 #define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1017 #define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) 1018 #define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1019 #define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader) 1020 #define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) 1021 #define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1022 #define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1023 #define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) 1024 #define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1025 #define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1026 #define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) 1027 #define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) 1028 #define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) 1029 #define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) 1030 #define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) 1031 #define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports) 1032 #define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects) 1033 #define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) 1034 #define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) 1035 #define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) 1036 #define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 1037 #define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 1038 #define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 1039 #define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This) 1040 #define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This) 1041 #define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) 1042 #define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) 1043 #define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) 1044 #define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) 1045 #define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) 1046 #define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) 1047 #define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) 1048 #define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) 1049 #define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) 1050 #define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) 1051 #define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) 1052 #define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) 1053 #define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) 1054 #define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) 1055 #define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) 1056 #define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) 1057 #define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) 1058 #define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) 1059 #define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) 1060 #define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) 1061 #define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) 1062 #define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) 1063 #define ID3D10Device1_CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) 1064 #define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) 1065 #define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) 1066 #define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height) 1067 #define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight) 1068 /*** ID3D10Device1 methods ***/ 1069 #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView) 1070 #define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) 1071 #define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) 1072 #else 1073 /*** IUnknown methods ***/ 1074 static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) { 1075 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 1076 } 1077 static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) { 1078 return This->lpVtbl->AddRef(This); 1079 } 1080 static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) { 1081 return This->lpVtbl->Release(This); 1082 } 1083 /*** ID3D10Device methods ***/ 1084 static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1085 This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1086 } 1087 static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1088 This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1089 } 1090 static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) { 1091 This->lpVtbl->PSSetShader(This,pPixelShader); 1092 } 1093 static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1094 This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1095 } 1096 static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) { 1097 This->lpVtbl->VSSetShader(This,pVertexShader); 1098 } 1099 static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { 1100 This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); 1101 } 1102 static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) { 1103 This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); 1104 } 1105 static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1106 This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1107 } 1108 static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) { 1109 This->lpVtbl->IASetInputLayout(This,pInputLayout); 1110 } 1111 static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) { 1112 This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1113 } 1114 static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { 1115 This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); 1116 } 1117 static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { 1118 This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); 1119 } 1120 static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { 1121 This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); 1122 } 1123 static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1124 This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1125 } 1126 static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) { 1127 This->lpVtbl->GSSetShader(This,pShader); 1128 } 1129 static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) { 1130 This->lpVtbl->IASetPrimitiveTopology(This,Topology); 1131 } 1132 static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1133 This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1134 } 1135 static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1136 This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1137 } 1138 static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) { 1139 This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); 1140 } 1141 static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1142 This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1143 } 1144 static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1145 This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1146 } 1147 static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) { 1148 This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); 1149 } 1150 static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { 1151 This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); 1152 } 1153 static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) { 1154 This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); 1155 } 1156 static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) { 1157 This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1158 } 1159 static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) { 1160 This->lpVtbl->DrawAuto(This); 1161 } 1162 static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) { 1163 This->lpVtbl->RSSetState(This,pRasterizerState); 1164 } 1165 static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) { 1166 This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); 1167 } 1168 static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) { 1169 This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); 1170 } 1171 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) { 1172 This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox); 1173 } 1174 static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) { 1175 This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); 1176 } 1177 static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) { 1178 This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch); 1179 } 1180 static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { 1181 This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); 1182 } 1183 static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { 1184 This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); 1185 } 1186 static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) { 1187 This->lpVtbl->GenerateMips(This,pShaderResourceView); 1188 } 1189 static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { 1190 This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); 1191 } 1192 static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1193 This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1194 } 1195 static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1196 This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1197 } 1198 static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) { 1199 This->lpVtbl->PSGetShader(This,ppPixelShader); 1200 } 1201 static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1202 This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1203 } 1204 static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) { 1205 This->lpVtbl->VSGetShader(This,ppVertexShader); 1206 } 1207 static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1208 This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1209 } 1210 static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) { 1211 This->lpVtbl->IAGetInputLayout(This,ppInputLayout); 1212 } 1213 static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { 1214 This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1215 } 1216 static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { 1217 This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); 1218 } 1219 static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1220 This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1221 } 1222 static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) { 1223 This->lpVtbl->GSGetShader(This,ppGeometryShader); 1224 } 1225 static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) { 1226 This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); 1227 } 1228 static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1229 This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1230 } 1231 static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1232 This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1233 } 1234 static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) { 1235 This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); 1236 } 1237 static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1238 This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1239 } 1240 static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1241 This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1242 } 1243 static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) { 1244 This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); 1245 } 1246 static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { 1247 This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); 1248 } 1249 static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { 1250 This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); 1251 } 1252 static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) { 1253 This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1254 } 1255 static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) { 1256 This->lpVtbl->RSGetState(This,ppRasterizerState); 1257 } 1258 static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) { 1259 This->lpVtbl->RSGetViewports(This,NumViewports,pViewports); 1260 } 1261 static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) { 1262 This->lpVtbl->RSGetScissorRects(This,NumRects,pRects); 1263 } 1264 static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) { 1265 return This->lpVtbl->GetDeviceRemovedReason(This); 1266 } 1267 static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) { 1268 return This->lpVtbl->SetExceptionMode(This,RaiseFlags); 1269 } 1270 static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) { 1271 return This->lpVtbl->GetExceptionMode(This); 1272 } 1273 static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) { 1274 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 1275 } 1276 static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) { 1277 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 1278 } 1279 static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) { 1280 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 1281 } 1282 static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) { 1283 This->lpVtbl->ClearState(This); 1284 } 1285 static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) { 1286 This->lpVtbl->Flush(This); 1287 } 1288 static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) { 1289 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); 1290 } 1291 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) { 1292 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); 1293 } 1294 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) { 1295 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); 1296 } 1297 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) { 1298 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); 1299 } 1300 static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) { 1301 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); 1302 } 1303 static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) { 1304 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); 1305 } 1306 static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) { 1307 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); 1308 } 1309 static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) { 1310 return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout); 1311 } 1312 static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) { 1313 return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader); 1314 } 1315 static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) { 1316 return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader); 1317 } 1318 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) { 1319 return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader); 1320 } 1321 static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) { 1322 return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader); 1323 } 1324 static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) { 1325 return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); 1326 } 1327 static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) { 1328 return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); 1329 } 1330 static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) { 1331 return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); 1332 } 1333 static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) { 1334 return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); 1335 } 1336 static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) { 1337 return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); 1338 } 1339 static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) { 1340 return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); 1341 } 1342 static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) { 1343 return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); 1344 } 1345 static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) { 1346 return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); 1347 } 1348 static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { 1349 return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); 1350 } 1351 static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) { 1352 This->lpVtbl->CheckCounterInfo(This,pCounterInfo); 1353 } 1354 static FORCEINLINE HRESULT ID3D10Device1_CheckCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,LPSTR szName,UINT *pNameLength,LPSTR szUnits,UINT *pUnitsLength,LPSTR szDescription,UINT *pDescriptionLength) { 1355 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength); 1356 } 1357 static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) { 1358 return This->lpVtbl->GetCreationFlags(This); 1359 } 1360 static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { 1361 return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); 1362 } 1363 static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) { 1364 This->lpVtbl->SetTextFilterSize(This,Width,Height); 1365 } 1366 static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) { 1367 This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight); 1368 } 1369 /*** ID3D10Device1 methods ***/ 1370 static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) { 1371 return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView); 1372 } 1373 static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) { 1374 return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); 1375 } 1376 static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) { 1377 return This->lpVtbl->GetFeatureLevel(This); 1378 } 1379 #endif 1380 #endif 1381 1382 #endif 1383 1384 HRESULT STDMETHODCALLTYPE ID3D10Device1_CreateShaderResourceView1_Proxy( 1385 ID3D10Device1* This, 1386 ID3D10Resource *pResource, 1387 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 1388 ID3D10ShaderResourceView1 **ppSRView); 1389 void __RPC_STUB ID3D10Device1_CreateShaderResourceView1_Stub( 1390 IRpcStubBuffer* This, 1391 IRpcChannelBuffer* pRpcChannelBuffer, 1392 PRPC_MESSAGE pRpcMessage, 1393 DWORD* pdwStubPhase); 1394 HRESULT STDMETHODCALLTYPE ID3D10Device1_CreateBlendState1_Proxy( 1395 ID3D10Device1* This, 1396 const D3D10_BLEND_DESC1 *pBlendStateDesc, 1397 ID3D10BlendState1 **ppBlendState); 1398 void __RPC_STUB ID3D10Device1_CreateBlendState1_Stub( 1399 IRpcStubBuffer* This, 1400 IRpcChannelBuffer* pRpcChannelBuffer, 1401 PRPC_MESSAGE pRpcMessage, 1402 DWORD* pdwStubPhase); 1403 D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE ID3D10Device1_GetFeatureLevel_Proxy( 1404 ID3D10Device1* This); 1405 void __RPC_STUB ID3D10Device1_GetFeatureLevel_Stub( 1406 IRpcStubBuffer* This, 1407 IRpcChannelBuffer* pRpcChannelBuffer, 1408 PRPC_MESSAGE pRpcMessage, 1409 DWORD* pdwStubPhase); 1410 1411 #endif /* __ID3D10Device1_INTERFACE_DEFINED__ */ 1412 1413 #define D3D10_1_SDK_VERSION (0x20) 1414 1415 /* Begin additional prototypes for all interfaces */ 1416 1417 1418 /* End additional prototypes */ 1419 1420 #ifdef __cplusplus 1421 } 1422 #endif 1423 1424 #endif /* __d3d10_1_h__ */ 1425