1 /*** Autogenerated by WIDL 1.6 from direct-x/include/d3d10_1.idl - Do not edit ***/ 2 3 #ifndef __REQUIRED_RPCNDR_H_VERSION__ 4 #define __REQUIRED_RPCNDR_H_VERSION__ 475 5 #endif 6 7 #include <rpc.h> 8 #include <rpcndr.h> 9 10 #ifndef COM_NO_WINDOWS_H 11 #include <windows.h> 12 #include <ole2.h> 13 #endif 14 15 #ifndef __d3d10_1_h__ 16 #define __d3d10_1_h__ 17 18 /* Forward declarations */ 19 20 #ifndef __ID3D10BlendState1_FWD_DEFINED__ 21 #define __ID3D10BlendState1_FWD_DEFINED__ 22 typedef interface ID3D10BlendState1 ID3D10BlendState1; 23 #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 #ifndef _D3D10_1_CONSTANTS 46 #define _D3D10_1_CONSTANTS 47 #define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff) 48 49 #define D3D10_1_GS_INPUT_REGISTER_COUNT (32) 50 51 #define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32) 52 53 #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128) 54 55 #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32) 56 57 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1) 58 59 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32) 60 61 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1) 62 63 #define D3D10_1_SHADER_MAJOR_VERSION (4) 64 65 #define D3D10_1_SHADER_MINOR_VERSION (1) 66 67 #define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048) 68 69 #define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256) 70 71 #define D3D10_1_SO_BUFFER_SLOT_COUNT (4) 72 73 #define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1) 74 75 #define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64) 76 77 #define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32) 78 79 #define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8) 80 81 #define D3D10_1_VS_INPUT_REGISTER_COUNT (32) 82 83 #define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32) 84 85 #endif 86 #define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6) 87 #define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f) 88 #include <d3d10_1shader.h> 89 typedef enum D3D10_FEATURE_LEVEL1 { 90 D3D10_FEATURE_LEVEL_10_0 = 0xa000, 91 D3D10_FEATURE_LEVEL_10_1 = 0xa100, 92 D3D10_FEATURE_LEVEL_9_1 = 0x9100, 93 D3D10_FEATURE_LEVEL_9_2 = 0x9200, 94 D3D10_FEATURE_LEVEL_9_3 = 0x9300 95 } D3D10_FEATURE_LEVEL1; 96 typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 { 97 WINBOOL BlendEnable; 98 D3D10_BLEND SrcBlend; 99 D3D10_BLEND DestBlend; 100 D3D10_BLEND_OP BlendOp; 101 D3D10_BLEND SrcBlendAlpha; 102 D3D10_BLEND DestBlendAlpha; 103 D3D10_BLEND_OP BlendOpAlpha; 104 UINT8 RenderTargetWriteMask; 105 } D3D10_RENDER_TARGET_BLEND_DESC1; 106 typedef struct D3D10_BLEND_DESC1 { 107 WINBOOL AlphaToCoverageEnable; 108 WINBOOL IndependentBlendEnable; 109 D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]; 110 } D3D10_BLEND_DESC1; 111 /***************************************************************************** 112 * ID3D10BlendState1 interface 113 */ 114 #ifndef __ID3D10BlendState1_INTERFACE_DEFINED__ 115 #define __ID3D10BlendState1_INTERFACE_DEFINED__ 116 117 DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61); 118 #if defined(__cplusplus) && !defined(CINTERFACE) 119 MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161") 120 ID3D10BlendState1 : public ID3D10BlendState 121 { 122 virtual void STDMETHODCALLTYPE GetDesc1( 123 D3D10_BLEND_DESC1 *pDesc) = 0; 124 125 }; 126 #ifdef __CRT_UUID_DECL 127 __CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61) 128 #endif 129 #else 130 typedef struct ID3D10BlendState1Vtbl { 131 BEGIN_INTERFACE 132 133 /*** IUnknown methods ***/ 134 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 135 ID3D10BlendState1* This, 136 REFIID riid, 137 void **ppvObject); 138 139 ULONG (STDMETHODCALLTYPE *AddRef)( 140 ID3D10BlendState1* This); 141 142 ULONG (STDMETHODCALLTYPE *Release)( 143 ID3D10BlendState1* This); 144 145 /*** ID3D10DeviceChild methods ***/ 146 void (STDMETHODCALLTYPE *GetDevice)( 147 ID3D10BlendState1* This, 148 ID3D10Device **ppDevice); 149 150 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 151 ID3D10BlendState1* This, 152 REFGUID guid, 153 UINT *pDataSize, 154 void *pData); 155 156 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 157 ID3D10BlendState1* This, 158 REFGUID guid, 159 UINT DataSize, 160 const void *pData); 161 162 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 163 ID3D10BlendState1* This, 164 REFGUID guid, 165 const IUnknown *pData); 166 167 /*** ID3D10BlendState methods ***/ 168 void (STDMETHODCALLTYPE *GetDesc)( 169 ID3D10BlendState1* This, 170 D3D10_BLEND_DESC *pDesc); 171 172 /*** ID3D10BlendState1 methods ***/ 173 void (STDMETHODCALLTYPE *GetDesc1)( 174 ID3D10BlendState1* This, 175 D3D10_BLEND_DESC1 *pDesc); 176 177 END_INTERFACE 178 } ID3D10BlendState1Vtbl; 179 interface ID3D10BlendState1 { 180 CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl; 181 }; 182 183 #ifdef COBJMACROS 184 #ifndef WIDL_C_INLINE_WRAPPERS 185 /*** IUnknown methods ***/ 186 #define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 187 #define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This) 188 #define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This) 189 /*** ID3D10DeviceChild methods ***/ 190 #define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 191 #define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 192 #define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 193 #define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 194 /*** ID3D10BlendState methods ***/ 195 #define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) 196 /*** ID3D10BlendState1 methods ***/ 197 #define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) 198 #else 199 /*** IUnknown methods ***/ 200 static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) { 201 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 202 } 203 static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) { 204 return This->lpVtbl->AddRef(This); 205 } 206 static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) { 207 return This->lpVtbl->Release(This); 208 } 209 /*** ID3D10DeviceChild methods ***/ 210 static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) { 211 This->lpVtbl->GetDevice(This,ppDevice); 212 } 213 static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) { 214 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 215 } 216 static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) { 217 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 218 } 219 static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) { 220 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 221 } 222 /*** ID3D10BlendState methods ***/ 223 static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) { 224 This->lpVtbl->GetDesc(This,pDesc); 225 } 226 /*** ID3D10BlendState1 methods ***/ 227 static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) { 228 This->lpVtbl->GetDesc1(This,pDesc); 229 } 230 #endif 231 #endif 232 233 #endif 234 235 void STDMETHODCALLTYPE ID3D10BlendState1_GetDesc1_Proxy( 236 ID3D10BlendState1* This, 237 D3D10_BLEND_DESC1 *pDesc); 238 void __RPC_STUB ID3D10BlendState1_GetDesc1_Stub( 239 IRpcStubBuffer* This, 240 IRpcChannelBuffer* pRpcChannelBuffer, 241 PRPC_MESSAGE pRpcMessage, 242 DWORD* pdwStubPhase); 243 244 #endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */ 245 246 typedef struct D3D10_TEXCUBE_ARRAY_SRV1 { 247 UINT MostDetailedMip; 248 UINT MipLevels; 249 UINT First2DArrayFace; 250 UINT NumCubes; 251 } D3D10_TEXCUBE_ARRAY_SRV1; 252 typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1; 253 typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 { 254 DXGI_FORMAT Format; 255 D3D10_SRV_DIMENSION1 ViewDimension; 256 __C89_NAMELESS union { 257 D3D10_BUFFER_SRV Buffer; 258 D3D10_TEX1D_SRV Texture1D; 259 D3D10_TEX1D_ARRAY_SRV Texture1DArray; 260 D3D10_TEX2D_SRV Texture2D; 261 D3D10_TEX2D_ARRAY_SRV Texture2DArray; 262 D3D10_TEX2DMS_SRV Texture2DMS; 263 D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; 264 D3D10_TEX3D_SRV Texture3D; 265 D3D10_TEXCUBE_SRV TextureCube; 266 D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray; 267 } __C89_NAMELESSUNIONNAME; 268 } D3D10_SHADER_RESOURCE_VIEW_DESC1; 269 /***************************************************************************** 270 * ID3D10ShaderResourceView1 interface 271 */ 272 #ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ 273 #define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ 274 275 DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); 276 #if defined(__cplusplus) && !defined(CINTERFACE) 277 MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0") 278 ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView 279 { 280 virtual void STDMETHODCALLTYPE GetDesc1( 281 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0; 282 283 }; 284 #ifdef __CRT_UUID_DECL 285 __CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) 286 #endif 287 #else 288 typedef struct ID3D10ShaderResourceView1Vtbl { 289 BEGIN_INTERFACE 290 291 /*** IUnknown methods ***/ 292 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 293 ID3D10ShaderResourceView1* This, 294 REFIID riid, 295 void **ppvObject); 296 297 ULONG (STDMETHODCALLTYPE *AddRef)( 298 ID3D10ShaderResourceView1* This); 299 300 ULONG (STDMETHODCALLTYPE *Release)( 301 ID3D10ShaderResourceView1* This); 302 303 /*** ID3D10DeviceChild methods ***/ 304 void (STDMETHODCALLTYPE *GetDevice)( 305 ID3D10ShaderResourceView1* This, 306 ID3D10Device **ppDevice); 307 308 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 309 ID3D10ShaderResourceView1* This, 310 REFGUID guid, 311 UINT *pDataSize, 312 void *pData); 313 314 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 315 ID3D10ShaderResourceView1* This, 316 REFGUID guid, 317 UINT DataSize, 318 const void *pData); 319 320 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 321 ID3D10ShaderResourceView1* This, 322 REFGUID guid, 323 const IUnknown *pData); 324 325 /*** ID3D10View methods ***/ 326 void (STDMETHODCALLTYPE *GetResource)( 327 ID3D10ShaderResourceView1* This, 328 ID3D10Resource **ppResource); 329 330 /*** ID3D10ShaderResourceView methods ***/ 331 void (STDMETHODCALLTYPE *GetDesc)( 332 ID3D10ShaderResourceView1* This, 333 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc); 334 335 /*** ID3D10ShaderResourceView1 methods ***/ 336 void (STDMETHODCALLTYPE *GetDesc1)( 337 ID3D10ShaderResourceView1* This, 338 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); 339 340 END_INTERFACE 341 } ID3D10ShaderResourceView1Vtbl; 342 interface ID3D10ShaderResourceView1 { 343 CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl; 344 }; 345 346 #ifdef COBJMACROS 347 #ifndef WIDL_C_INLINE_WRAPPERS 348 /*** IUnknown methods ***/ 349 #define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 350 #define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This) 351 #define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This) 352 /*** ID3D10DeviceChild methods ***/ 353 #define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 354 #define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 355 #define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 356 #define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 357 /*** ID3D10View methods ***/ 358 #define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource) 359 /*** ID3D10ShaderResourceView methods ***/ 360 #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) 361 /*** ID3D10ShaderResourceView1 methods ***/ 362 #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) 363 #else 364 /*** IUnknown methods ***/ 365 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) { 366 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 367 } 368 static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) { 369 return This->lpVtbl->AddRef(This); 370 } 371 static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) { 372 return This->lpVtbl->Release(This); 373 } 374 /*** ID3D10DeviceChild methods ***/ 375 static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) { 376 This->lpVtbl->GetDevice(This,ppDevice); 377 } 378 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) { 379 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 380 } 381 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) { 382 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 383 } 384 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) { 385 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 386 } 387 /*** ID3D10View methods ***/ 388 static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) { 389 This->lpVtbl->GetResource(This,ppResource); 390 } 391 /*** ID3D10ShaderResourceView methods ***/ 392 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) { 393 This->lpVtbl->GetDesc(This,pDesc); 394 } 395 /*** ID3D10ShaderResourceView1 methods ***/ 396 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) { 397 This->lpVtbl->GetDesc1(This,pDesc); 398 } 399 #endif 400 #endif 401 402 #endif 403 404 void STDMETHODCALLTYPE ID3D10ShaderResourceView1_GetDesc1_Proxy( 405 ID3D10ShaderResourceView1* This, 406 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); 407 void __RPC_STUB ID3D10ShaderResourceView1_GetDesc1_Stub( 408 IRpcStubBuffer* This, 409 IRpcChannelBuffer* pRpcChannelBuffer, 410 PRPC_MESSAGE pRpcMessage, 411 DWORD* pdwStubPhase); 412 413 #endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */ 414 415 /***************************************************************************** 416 * ID3D10Device1 interface 417 */ 418 #ifndef __ID3D10Device1_INTERFACE_DEFINED__ 419 #define __ID3D10Device1_INTERFACE_DEFINED__ 420 421 DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); 422 #if defined(__cplusplus) && !defined(CINTERFACE) 423 MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0") 424 ID3D10Device1 : public ID3D10Device 425 { 426 virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1( 427 ID3D10Resource *pResource, 428 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 429 ID3D10ShaderResourceView1 **ppSRView) = 0; 430 431 virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( 432 const D3D10_BLEND_DESC1 *pBlendStateDesc, 433 ID3D10BlendState1 **ppBlendState) = 0; 434 435 virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( 436 ) = 0; 437 438 }; 439 #ifdef __CRT_UUID_DECL 440 __CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) 441 #endif 442 #else 443 typedef struct ID3D10Device1Vtbl { 444 BEGIN_INTERFACE 445 446 /*** IUnknown methods ***/ 447 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 448 ID3D10Device1* This, 449 REFIID riid, 450 void **ppvObject); 451 452 ULONG (STDMETHODCALLTYPE *AddRef)( 453 ID3D10Device1* This); 454 455 ULONG (STDMETHODCALLTYPE *Release)( 456 ID3D10Device1* This); 457 458 /*** ID3D10Device methods ***/ 459 void (STDMETHODCALLTYPE *VSSetConstantBuffers)( 460 ID3D10Device1* This, 461 UINT StartSlot, 462 UINT NumBuffers, 463 ID3D10Buffer *const *ppConstantBuffers); 464 465 void (STDMETHODCALLTYPE *PSSetShaderResources)( 466 ID3D10Device1* This, 467 UINT StartSlot, 468 UINT NumViews, 469 ID3D10ShaderResourceView *const *ppShaderResourceViews); 470 471 void (STDMETHODCALLTYPE *PSSetShader)( 472 ID3D10Device1* This, 473 ID3D10PixelShader *pPixelShader); 474 475 void (STDMETHODCALLTYPE *PSSetSamplers)( 476 ID3D10Device1* This, 477 UINT StartSlot, 478 UINT NumSamplers, 479 ID3D10SamplerState *const *ppSamplers); 480 481 void (STDMETHODCALLTYPE *VSSetShader)( 482 ID3D10Device1* This, 483 ID3D10VertexShader *pVertexShader); 484 485 void (STDMETHODCALLTYPE *DrawIndexed)( 486 ID3D10Device1* This, 487 UINT IndexCount, 488 UINT StartIndexLocation, 489 INT BaseVertexLocation); 490 491 void (STDMETHODCALLTYPE *Draw)( 492 ID3D10Device1* This, 493 UINT VertexCount, 494 UINT StartVertexLocation); 495 496 void (STDMETHODCALLTYPE *PSSetConstantBuffers)( 497 ID3D10Device1* This, 498 UINT StartSlot, 499 UINT NumBuffers, 500 ID3D10Buffer *const *ppConstantBuffers); 501 502 void (STDMETHODCALLTYPE *IASetInputLayout)( 503 ID3D10Device1* This, 504 ID3D10InputLayout *pInputLayout); 505 506 void (STDMETHODCALLTYPE *IASetVertexBuffers)( 507 ID3D10Device1* This, 508 UINT StartSlot, 509 UINT NumBuffers, 510 ID3D10Buffer *const *ppVertexBuffers, 511 const UINT *pStrides, 512 const UINT *pOffsets); 513 514 void (STDMETHODCALLTYPE *IASetIndexBuffer)( 515 ID3D10Device1* This, 516 ID3D10Buffer *pIndexBuffer, 517 DXGI_FORMAT Format, 518 UINT Offset); 519 520 void (STDMETHODCALLTYPE *DrawIndexedInstanced)( 521 ID3D10Device1* This, 522 UINT IndexCountPerInstance, 523 UINT InstanceCount, 524 UINT StartIndexLocation, 525 INT BaseVertexLocation, 526 UINT StartInstanceLocation); 527 528 void (STDMETHODCALLTYPE *DrawInstanced)( 529 ID3D10Device1* This, 530 UINT VertexCountPerInstance, 531 UINT InstanceCount, 532 UINT StartVertexLocation, 533 UINT StartInstanceLocation); 534 535 void (STDMETHODCALLTYPE *GSSetConstantBuffers)( 536 ID3D10Device1* This, 537 UINT StartSlot, 538 UINT NumBuffers, 539 ID3D10Buffer *const *ppConstantBuffers); 540 541 void (STDMETHODCALLTYPE *GSSetShader)( 542 ID3D10Device1* This, 543 ID3D10GeometryShader *pShader); 544 545 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( 546 ID3D10Device1* This, 547 D3D10_PRIMITIVE_TOPOLOGY Topology); 548 549 void (STDMETHODCALLTYPE *VSSetShaderResources)( 550 ID3D10Device1* This, 551 UINT StartSlot, 552 UINT NumViews, 553 ID3D10ShaderResourceView *const *ppShaderResourceViews); 554 555 void (STDMETHODCALLTYPE *VSSetSamplers)( 556 ID3D10Device1* This, 557 UINT StartSlot, 558 UINT NumSamplers, 559 ID3D10SamplerState *const *ppSamplers); 560 561 void (STDMETHODCALLTYPE *SetPredication)( 562 ID3D10Device1* This, 563 ID3D10Predicate *pPredicate, 564 WINBOOL PredicateValue); 565 566 void (STDMETHODCALLTYPE *GSSetShaderResources)( 567 ID3D10Device1* This, 568 UINT StartSlot, 569 UINT NumViews, 570 ID3D10ShaderResourceView *const *ppShaderResourceViews); 571 572 void (STDMETHODCALLTYPE *GSSetSamplers)( 573 ID3D10Device1* This, 574 UINT StartSlot, 575 UINT NumSamplers, 576 ID3D10SamplerState *const *ppSamplers); 577 578 void (STDMETHODCALLTYPE *OMSetRenderTargets)( 579 ID3D10Device1* This, 580 UINT NumViews, 581 ID3D10RenderTargetView *const *ppRenderTargetViews, 582 ID3D10DepthStencilView *pDepthStencilView); 583 584 void (STDMETHODCALLTYPE *OMSetBlendState)( 585 ID3D10Device1* This, 586 ID3D10BlendState *pBlendState, 587 const FLOAT BlendFactor[4], 588 UINT SampleMask); 589 590 void (STDMETHODCALLTYPE *OMSetDepthStencilState)( 591 ID3D10Device1* This, 592 ID3D10DepthStencilState *pDepthStencilState, 593 UINT StencilRef); 594 595 void (STDMETHODCALLTYPE *SOSetTargets)( 596 ID3D10Device1* This, 597 UINT NumBuffers, 598 ID3D10Buffer *const *ppSOTargets, 599 const UINT *pOffsets); 600 601 void (STDMETHODCALLTYPE *DrawAuto)( 602 ID3D10Device1* This); 603 604 void (STDMETHODCALLTYPE *RSSetState)( 605 ID3D10Device1* This, 606 ID3D10RasterizerState *pRasterizerState); 607 608 void (STDMETHODCALLTYPE *RSSetViewports)( 609 ID3D10Device1* This, 610 UINT NumViewports, 611 const D3D10_VIEWPORT *pViewports); 612 613 void (STDMETHODCALLTYPE *RSSetScissorRects)( 614 ID3D10Device1* This, 615 UINT NumRects, 616 const D3D10_RECT *pRects); 617 618 void (STDMETHODCALLTYPE *CopySubresourceRegion)( 619 ID3D10Device1* This, 620 ID3D10Resource *pDstResource, 621 UINT DstSubresource, 622 UINT DstX, 623 UINT DstY, 624 UINT DstZ, 625 ID3D10Resource *pSrcResource, 626 UINT SrcSubresource, 627 const D3D10_BOX *pSrcBox); 628 629 void (STDMETHODCALLTYPE *CopyResource)( 630 ID3D10Device1* This, 631 ID3D10Resource *pDstResource, 632 ID3D10Resource *pSrcResource); 633 634 void (STDMETHODCALLTYPE *UpdateSubresource)( 635 ID3D10Device1* This, 636 ID3D10Resource *pDstResource, 637 UINT DstSubresource, 638 const D3D10_BOX *pDstBox, 639 const void *pSrcData, 640 UINT SrcRowPitch, 641 UINT SrcDepthPitch); 642 643 void (STDMETHODCALLTYPE *ClearRenderTargetView)( 644 ID3D10Device1* This, 645 ID3D10RenderTargetView *pRenderTargetView, 646 const FLOAT ColorRGBA[4]); 647 648 void (STDMETHODCALLTYPE *ClearDepthStencilView)( 649 ID3D10Device1* This, 650 ID3D10DepthStencilView *pDepthStencilView, 651 UINT ClearFlags, 652 FLOAT Depth, 653 UINT8 Stencil); 654 655 void (STDMETHODCALLTYPE *GenerateMips)( 656 ID3D10Device1* This, 657 ID3D10ShaderResourceView *pShaderResourceView); 658 659 void (STDMETHODCALLTYPE *ResolveSubresource)( 660 ID3D10Device1* This, 661 ID3D10Resource *pDstResource, 662 UINT DstSubresource, 663 ID3D10Resource *pSrcResource, 664 UINT SrcSubresource, 665 DXGI_FORMAT Format); 666 667 void (STDMETHODCALLTYPE *VSGetConstantBuffers)( 668 ID3D10Device1* This, 669 UINT StartSlot, 670 UINT NumBuffers, 671 ID3D10Buffer **ppConstantBuffers); 672 673 void (STDMETHODCALLTYPE *PSGetShaderResources)( 674 ID3D10Device1* This, 675 UINT StartSlot, 676 UINT NumViews, 677 ID3D10ShaderResourceView **ppShaderResourceViews); 678 679 void (STDMETHODCALLTYPE *PSGetShader)( 680 ID3D10Device1* This, 681 ID3D10PixelShader **ppPixelShader); 682 683 void (STDMETHODCALLTYPE *PSGetSamplers)( 684 ID3D10Device1* This, 685 UINT StartSlot, 686 UINT NumSamplers, 687 ID3D10SamplerState **ppSamplers); 688 689 void (STDMETHODCALLTYPE *VSGetShader)( 690 ID3D10Device1* This, 691 ID3D10VertexShader **ppVertexShader); 692 693 void (STDMETHODCALLTYPE *PSGetConstantBuffers)( 694 ID3D10Device1* This, 695 UINT StartSlot, 696 UINT NumBuffers, 697 ID3D10Buffer **ppConstantBuffers); 698 699 void (STDMETHODCALLTYPE *IAGetInputLayout)( 700 ID3D10Device1* This, 701 ID3D10InputLayout **ppInputLayout); 702 703 void (STDMETHODCALLTYPE *IAGetVertexBuffers)( 704 ID3D10Device1* This, 705 UINT StartSlot, 706 UINT NumBuffers, 707 ID3D10Buffer **ppVertexBuffers, 708 UINT *pStrides, 709 UINT *pOffsets); 710 711 void (STDMETHODCALLTYPE *IAGetIndexBuffer)( 712 ID3D10Device1* This, 713 ID3D10Buffer **pIndexBuffer, 714 DXGI_FORMAT *Format, 715 UINT *Offset); 716 717 void (STDMETHODCALLTYPE *GSGetConstantBuffers)( 718 ID3D10Device1* This, 719 UINT StartSlot, 720 UINT NumBuffers, 721 ID3D10Buffer **ppConstantBuffers); 722 723 void (STDMETHODCALLTYPE *GSGetShader)( 724 ID3D10Device1* This, 725 ID3D10GeometryShader **ppGeometryShader); 726 727 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( 728 ID3D10Device1* This, 729 D3D10_PRIMITIVE_TOPOLOGY *pTopology); 730 731 void (STDMETHODCALLTYPE *VSGetShaderResources)( 732 ID3D10Device1* This, 733 UINT StartSlot, 734 UINT NumViews, 735 ID3D10ShaderResourceView **ppShaderResourceViews); 736 737 void (STDMETHODCALLTYPE *VSGetSamplers)( 738 ID3D10Device1* This, 739 UINT StartSlot, 740 UINT NumSamplers, 741 ID3D10SamplerState **ppSamplers); 742 743 void (STDMETHODCALLTYPE *GetPredication)( 744 ID3D10Device1* This, 745 ID3D10Predicate **ppPredicate, 746 WINBOOL *pPredicateValue); 747 748 void (STDMETHODCALLTYPE *GSGetShaderResources)( 749 ID3D10Device1* This, 750 UINT StartSlot, 751 UINT NumViews, 752 ID3D10ShaderResourceView **ppShaderResourceViews); 753 754 void (STDMETHODCALLTYPE *GSGetSamplers)( 755 ID3D10Device1* This, 756 UINT StartSlot, 757 UINT NumSamplers, 758 ID3D10SamplerState **ppSamplers); 759 760 void (STDMETHODCALLTYPE *OMGetRenderTargets)( 761 ID3D10Device1* This, 762 UINT NumViews, 763 ID3D10RenderTargetView **ppRenderTargetViews, 764 ID3D10DepthStencilView **ppDepthStencilView); 765 766 void (STDMETHODCALLTYPE *OMGetBlendState)( 767 ID3D10Device1* This, 768 ID3D10BlendState **ppBlendState, 769 FLOAT BlendFactor[4], 770 UINT *pSampleMask); 771 772 void (STDMETHODCALLTYPE *OMGetDepthStencilState)( 773 ID3D10Device1* This, 774 ID3D10DepthStencilState **ppDepthStencilState, 775 UINT *pStencilRef); 776 777 void (STDMETHODCALLTYPE *SOGetTargets)( 778 ID3D10Device1* This, 779 UINT NumBuffers, 780 ID3D10Buffer **ppSOTargets, 781 UINT *pOffsets); 782 783 void (STDMETHODCALLTYPE *RSGetState)( 784 ID3D10Device1* This, 785 ID3D10RasterizerState **ppRasterizerState); 786 787 void (STDMETHODCALLTYPE *RSGetViewports)( 788 ID3D10Device1* This, 789 UINT *NumViewports, 790 D3D10_VIEWPORT *pViewports); 791 792 void (STDMETHODCALLTYPE *RSGetScissorRects)( 793 ID3D10Device1* This, 794 UINT *NumRects, 795 D3D10_RECT *pRects); 796 797 HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( 798 ID3D10Device1* This); 799 800 HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( 801 ID3D10Device1* This, 802 UINT RaiseFlags); 803 804 UINT (STDMETHODCALLTYPE *GetExceptionMode)( 805 ID3D10Device1* This); 806 807 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 808 ID3D10Device1* This, 809 REFGUID guid, 810 UINT *pDataSize, 811 void *pData); 812 813 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 814 ID3D10Device1* This, 815 REFGUID guid, 816 UINT DataSize, 817 const void *pData); 818 819 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 820 ID3D10Device1* This, 821 REFGUID guid, 822 const IUnknown *pData); 823 824 void (STDMETHODCALLTYPE *ClearState)( 825 ID3D10Device1* This); 826 827 void (STDMETHODCALLTYPE *Flush)( 828 ID3D10Device1* This); 829 830 HRESULT (STDMETHODCALLTYPE *CreateBuffer)( 831 ID3D10Device1* This, 832 const D3D10_BUFFER_DESC *pDesc, 833 const D3D10_SUBRESOURCE_DATA *pInitialData, 834 ID3D10Buffer **ppBuffer); 835 836 HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( 837 ID3D10Device1* This, 838 const D3D10_TEXTURE1D_DESC *pDesc, 839 const D3D10_SUBRESOURCE_DATA *pInitialData, 840 ID3D10Texture1D **ppTexture1D); 841 842 HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( 843 ID3D10Device1* This, 844 const D3D10_TEXTURE2D_DESC *pDesc, 845 const D3D10_SUBRESOURCE_DATA *pInitialData, 846 ID3D10Texture2D **ppTexture2D); 847 848 HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( 849 ID3D10Device1* This, 850 const D3D10_TEXTURE3D_DESC *pDesc, 851 const D3D10_SUBRESOURCE_DATA *pInitialData, 852 ID3D10Texture3D **ppTexture3D); 853 854 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( 855 ID3D10Device1* This, 856 ID3D10Resource *pResource, 857 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, 858 ID3D10ShaderResourceView **ppSRView); 859 860 HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( 861 ID3D10Device1* This, 862 ID3D10Resource *pResource, 863 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, 864 ID3D10RenderTargetView **ppRTView); 865 866 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( 867 ID3D10Device1* This, 868 ID3D10Resource *pResource, 869 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, 870 ID3D10DepthStencilView **ppDepthStencilView); 871 872 HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( 873 ID3D10Device1* This, 874 const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, 875 UINT NumElements, 876 const void *pShaderBytecodeWithInputSignature, 877 SIZE_T BytecodeLength, 878 ID3D10InputLayout **ppInputLayout); 879 880 HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( 881 ID3D10Device1* This, 882 const void *pShaderBytecode, 883 SIZE_T BytecodeLength, 884 ID3D10VertexShader **ppVertexShader); 885 886 HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( 887 ID3D10Device1* This, 888 const void *pShaderBytecode, 889 SIZE_T BytecodeLength, 890 ID3D10GeometryShader **ppGeometryShader); 891 892 HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( 893 ID3D10Device1* This, 894 const void *pShaderBytecode, 895 SIZE_T BytecodeLength, 896 const D3D10_SO_DECLARATION_ENTRY *pSODeclaration, 897 UINT NumEntries, 898 UINT OutputStreamStride, 899 ID3D10GeometryShader **ppGeometryShader); 900 901 HRESULT (STDMETHODCALLTYPE *CreatePixelShader)( 902 ID3D10Device1* This, 903 const void *pShaderBytecode, 904 SIZE_T BytecodeLength, 905 ID3D10PixelShader **ppPixelShader); 906 907 HRESULT (STDMETHODCALLTYPE *CreateBlendState)( 908 ID3D10Device1* This, 909 const D3D10_BLEND_DESC *pBlendStateDesc, 910 ID3D10BlendState **ppBlendState); 911 912 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( 913 ID3D10Device1* This, 914 const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, 915 ID3D10DepthStencilState **ppDepthStencilState); 916 917 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( 918 ID3D10Device1* This, 919 const D3D10_RASTERIZER_DESC *pRasterizerDesc, 920 ID3D10RasterizerState **ppRasterizerState); 921 922 HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( 923 ID3D10Device1* This, 924 const D3D10_SAMPLER_DESC *pSamplerDesc, 925 ID3D10SamplerState **ppSamplerState); 926 927 HRESULT (STDMETHODCALLTYPE *CreateQuery)( 928 ID3D10Device1* This, 929 const D3D10_QUERY_DESC *pQueryDesc, 930 ID3D10Query **ppQuery); 931 932 HRESULT (STDMETHODCALLTYPE *CreatePredicate)( 933 ID3D10Device1* This, 934 const D3D10_QUERY_DESC *pPredicateDesc, 935 ID3D10Predicate **ppPredicate); 936 937 HRESULT (STDMETHODCALLTYPE *CreateCounter)( 938 ID3D10Device1* This, 939 const D3D10_COUNTER_DESC *pCounterDesc, 940 ID3D10Counter **ppCounter); 941 942 HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( 943 ID3D10Device1* This, 944 DXGI_FORMAT Format, 945 UINT *pFormatSupport); 946 947 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( 948 ID3D10Device1* This, 949 DXGI_FORMAT Format, 950 UINT SampleCount, 951 UINT *pNumQualityLevels); 952 953 void (STDMETHODCALLTYPE *CheckCounterInfo)( 954 ID3D10Device1* This, 955 D3D10_COUNTER_INFO *pCounterInfo); 956 957 HRESULT (STDMETHODCALLTYPE *CheckCounter)( 958 ID3D10Device1* This, 959 const D3D10_COUNTER_DESC *pDesc, 960 D3D10_COUNTER_TYPE *pType, 961 UINT *pActiveCounters, 962 char *name, 963 UINT *pNameLength, 964 char *units, 965 UINT *pUnitsLength, 966 char *description, 967 UINT *pDescriptionLength); 968 969 UINT (STDMETHODCALLTYPE *GetCreationFlags)( 970 ID3D10Device1* This); 971 972 HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( 973 ID3D10Device1* This, 974 HANDLE hResource, 975 REFIID ReturnedInterface, 976 void **ppResource); 977 978 void (STDMETHODCALLTYPE *SetTextFilterSize)( 979 ID3D10Device1* This, 980 UINT Width, 981 UINT Height); 982 983 void (STDMETHODCALLTYPE *GetTextFilterSize)( 984 ID3D10Device1* This, 985 UINT *pWidth, 986 UINT *pHeight); 987 988 /*** ID3D10Device1 methods ***/ 989 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)( 990 ID3D10Device1* This, 991 ID3D10Resource *pResource, 992 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 993 ID3D10ShaderResourceView1 **ppSRView); 994 995 HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( 996 ID3D10Device1* This, 997 const D3D10_BLEND_DESC1 *pBlendStateDesc, 998 ID3D10BlendState1 **ppBlendState); 999 1000 D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)( 1001 ID3D10Device1* This); 1002 1003 END_INTERFACE 1004 } ID3D10Device1Vtbl; 1005 interface ID3D10Device1 { 1006 CONST_VTBL ID3D10Device1Vtbl* lpVtbl; 1007 }; 1008 1009 #ifdef COBJMACROS 1010 #ifndef WIDL_C_INLINE_WRAPPERS 1011 /*** IUnknown methods ***/ 1012 #define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 1013 #define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This) 1014 #define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This) 1015 /*** ID3D10Device methods ***/ 1016 #define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1017 #define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1018 #define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader) 1019 #define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1020 #define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader) 1021 #define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) 1022 #define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) 1023 #define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1024 #define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) 1025 #define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1026 #define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) 1027 #define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) 1028 #define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) 1029 #define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1030 #define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader) 1031 #define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) 1032 #define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1033 #define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1034 #define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) 1035 #define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1036 #define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1037 #define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) 1038 #define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) 1039 #define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) 1040 #define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) 1041 #define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) 1042 #define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) 1043 #define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) 1044 #define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) 1045 #define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) 1046 #define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) 1047 #define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) 1048 #define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) 1049 #define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) 1050 #define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) 1051 #define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) 1052 #define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1053 #define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1054 #define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader) 1055 #define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1056 #define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader) 1057 #define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1058 #define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) 1059 #define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1060 #define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) 1061 #define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1062 #define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader) 1063 #define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) 1064 #define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1065 #define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1066 #define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) 1067 #define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1068 #define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1069 #define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) 1070 #define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) 1071 #define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) 1072 #define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) 1073 #define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) 1074 #define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports) 1075 #define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects) 1076 #define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) 1077 #define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) 1078 #define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) 1079 #define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 1080 #define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 1081 #define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 1082 #define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This) 1083 #define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This) 1084 #define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) 1085 #define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) 1086 #define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) 1087 #define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) 1088 #define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) 1089 #define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) 1090 #define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) 1091 #define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) 1092 #define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) 1093 #define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) 1094 #define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) 1095 #define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) 1096 #define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) 1097 #define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) 1098 #define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) 1099 #define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) 1100 #define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) 1101 #define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) 1102 #define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) 1103 #define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) 1104 #define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) 1105 #define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) 1106 #define ID3D10Device1_CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) 1107 #define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) 1108 #define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) 1109 #define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height) 1110 #define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight) 1111 /*** ID3D10Device1 methods ***/ 1112 #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView) 1113 #define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) 1114 #define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) 1115 #else 1116 /*** IUnknown methods ***/ 1117 static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) { 1118 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 1119 } 1120 static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) { 1121 return This->lpVtbl->AddRef(This); 1122 } 1123 static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) { 1124 return This->lpVtbl->Release(This); 1125 } 1126 /*** ID3D10Device methods ***/ 1127 static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1128 This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1129 } 1130 static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1131 This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1132 } 1133 static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) { 1134 This->lpVtbl->PSSetShader(This,pPixelShader); 1135 } 1136 static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1137 This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1138 } 1139 static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) { 1140 This->lpVtbl->VSSetShader(This,pVertexShader); 1141 } 1142 static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { 1143 This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); 1144 } 1145 static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) { 1146 This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); 1147 } 1148 static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1149 This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1150 } 1151 static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) { 1152 This->lpVtbl->IASetInputLayout(This,pInputLayout); 1153 } 1154 static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) { 1155 This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1156 } 1157 static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { 1158 This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); 1159 } 1160 static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { 1161 This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); 1162 } 1163 static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { 1164 This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); 1165 } 1166 static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1167 This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1168 } 1169 static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) { 1170 This->lpVtbl->GSSetShader(This,pShader); 1171 } 1172 static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) { 1173 This->lpVtbl->IASetPrimitiveTopology(This,Topology); 1174 } 1175 static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1176 This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1177 } 1178 static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1179 This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1180 } 1181 static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) { 1182 This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); 1183 } 1184 static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1185 This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1186 } 1187 static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1188 This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1189 } 1190 static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) { 1191 This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); 1192 } 1193 static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { 1194 This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); 1195 } 1196 static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) { 1197 This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); 1198 } 1199 static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) { 1200 This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1201 } 1202 static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) { 1203 This->lpVtbl->DrawAuto(This); 1204 } 1205 static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) { 1206 This->lpVtbl->RSSetState(This,pRasterizerState); 1207 } 1208 static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) { 1209 This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); 1210 } 1211 static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) { 1212 This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); 1213 } 1214 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) { 1215 This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox); 1216 } 1217 static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) { 1218 This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); 1219 } 1220 static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) { 1221 This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch); 1222 } 1223 static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { 1224 This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); 1225 } 1226 static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { 1227 This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); 1228 } 1229 static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) { 1230 This->lpVtbl->GenerateMips(This,pShaderResourceView); 1231 } 1232 static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { 1233 This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); 1234 } 1235 static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1236 This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1237 } 1238 static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1239 This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1240 } 1241 static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) { 1242 This->lpVtbl->PSGetShader(This,ppPixelShader); 1243 } 1244 static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1245 This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1246 } 1247 static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) { 1248 This->lpVtbl->VSGetShader(This,ppVertexShader); 1249 } 1250 static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1251 This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1252 } 1253 static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) { 1254 This->lpVtbl->IAGetInputLayout(This,ppInputLayout); 1255 } 1256 static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { 1257 This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1258 } 1259 static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { 1260 This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); 1261 } 1262 static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1263 This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1264 } 1265 static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) { 1266 This->lpVtbl->GSGetShader(This,ppGeometryShader); 1267 } 1268 static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) { 1269 This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); 1270 } 1271 static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1272 This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1273 } 1274 static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1275 This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1276 } 1277 static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) { 1278 This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); 1279 } 1280 static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1281 This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1282 } 1283 static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1284 This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1285 } 1286 static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) { 1287 This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); 1288 } 1289 static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { 1290 This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); 1291 } 1292 static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { 1293 This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); 1294 } 1295 static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) { 1296 This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1297 } 1298 static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) { 1299 This->lpVtbl->RSGetState(This,ppRasterizerState); 1300 } 1301 static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) { 1302 This->lpVtbl->RSGetViewports(This,NumViewports,pViewports); 1303 } 1304 static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) { 1305 This->lpVtbl->RSGetScissorRects(This,NumRects,pRects); 1306 } 1307 static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) { 1308 return This->lpVtbl->GetDeviceRemovedReason(This); 1309 } 1310 static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) { 1311 return This->lpVtbl->SetExceptionMode(This,RaiseFlags); 1312 } 1313 static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) { 1314 return This->lpVtbl->GetExceptionMode(This); 1315 } 1316 static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) { 1317 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 1318 } 1319 static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) { 1320 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 1321 } 1322 static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) { 1323 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 1324 } 1325 static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) { 1326 This->lpVtbl->ClearState(This); 1327 } 1328 static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) { 1329 This->lpVtbl->Flush(This); 1330 } 1331 static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) { 1332 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); 1333 } 1334 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) { 1335 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); 1336 } 1337 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) { 1338 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); 1339 } 1340 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) { 1341 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); 1342 } 1343 static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) { 1344 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); 1345 } 1346 static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) { 1347 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); 1348 } 1349 static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) { 1350 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); 1351 } 1352 static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) { 1353 return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout); 1354 } 1355 static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) { 1356 return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader); 1357 } 1358 static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) { 1359 return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader); 1360 } 1361 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) { 1362 return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader); 1363 } 1364 static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) { 1365 return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader); 1366 } 1367 static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) { 1368 return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); 1369 } 1370 static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) { 1371 return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); 1372 } 1373 static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) { 1374 return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); 1375 } 1376 static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) { 1377 return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); 1378 } 1379 static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) { 1380 return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); 1381 } 1382 static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) { 1383 return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); 1384 } 1385 static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) { 1386 return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); 1387 } 1388 static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) { 1389 return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); 1390 } 1391 static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { 1392 return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); 1393 } 1394 static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) { 1395 This->lpVtbl->CheckCounterInfo(This,pCounterInfo); 1396 } 1397 static FORCEINLINE HRESULT ID3D10Device1_CheckCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,char *name,UINT *pNameLength,char *units,UINT *pUnitsLength,char *description,UINT *pDescriptionLength) { 1398 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength); 1399 } 1400 static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) { 1401 return This->lpVtbl->GetCreationFlags(This); 1402 } 1403 static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { 1404 return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); 1405 } 1406 static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) { 1407 This->lpVtbl->SetTextFilterSize(This,Width,Height); 1408 } 1409 static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) { 1410 This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight); 1411 } 1412 /*** ID3D10Device1 methods ***/ 1413 static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) { 1414 return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView); 1415 } 1416 static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) { 1417 return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); 1418 } 1419 static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) { 1420 return This->lpVtbl->GetFeatureLevel(This); 1421 } 1422 #endif 1423 #endif 1424 1425 #endif 1426 1427 HRESULT STDMETHODCALLTYPE ID3D10Device1_CreateShaderResourceView1_Proxy( 1428 ID3D10Device1* This, 1429 ID3D10Resource *pResource, 1430 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 1431 ID3D10ShaderResourceView1 **ppSRView); 1432 void __RPC_STUB ID3D10Device1_CreateShaderResourceView1_Stub( 1433 IRpcStubBuffer* This, 1434 IRpcChannelBuffer* pRpcChannelBuffer, 1435 PRPC_MESSAGE pRpcMessage, 1436 DWORD* pdwStubPhase); 1437 HRESULT STDMETHODCALLTYPE ID3D10Device1_CreateBlendState1_Proxy( 1438 ID3D10Device1* This, 1439 const D3D10_BLEND_DESC1 *pBlendStateDesc, 1440 ID3D10BlendState1 **ppBlendState); 1441 void __RPC_STUB ID3D10Device1_CreateBlendState1_Stub( 1442 IRpcStubBuffer* This, 1443 IRpcChannelBuffer* pRpcChannelBuffer, 1444 PRPC_MESSAGE pRpcMessage, 1445 DWORD* pdwStubPhase); 1446 D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE ID3D10Device1_GetFeatureLevel_Proxy( 1447 ID3D10Device1* This); 1448 void __RPC_STUB ID3D10Device1_GetFeatureLevel_Stub( 1449 IRpcStubBuffer* This, 1450 IRpcChannelBuffer* pRpcChannelBuffer, 1451 PRPC_MESSAGE pRpcMessage, 1452 DWORD* pdwStubPhase); 1453 1454 #endif /* __ID3D10Device1_INTERFACE_DEFINED__ */ 1455 1456 #define D3D10_1_SDK_VERSION (0x20) 1457 1458 HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE, 1459 HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**); 1460 /* Begin additional prototypes for all interfaces */ 1461 1462 1463 /* End additional prototypes */ 1464 1465 #ifdef __cplusplus 1466 } 1467 #endif 1468 1469 #endif /* __d3d10_1_h__ */ 1470