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      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