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Lines Matching refs:pDesc

1547         D3D10_BUFFER_DESC *pDesc) = 0;
1615 D3D10_BUFFER_DESC *pDesc);
1641 #define ID3D10Buffer_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
1683 static FORCEINLINE void ID3D10Buffer_GetDesc(ID3D10Buffer* This,D3D10_BUFFER_DESC *pDesc) {
1684 This->lpVtbl->GetDesc(This,pDesc);
1710 D3D10_BUFFER_DESC *pDesc);
1740 D3D10_TEXTURE1D_DESC *pDesc) = 0;
1810 D3D10_TEXTURE1D_DESC *pDesc);
1836 #define ID3D10Texture1D_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
1878 static FORCEINLINE void ID3D10Texture1D_GetDesc(ID3D10Texture1D* This,D3D10_TEXTURE1D_DESC *pDesc) {
1879 This->lpVtbl->GetDesc(This,pDesc);
1907 D3D10_TEXTURE1D_DESC *pDesc);
1937 D3D10_TEXTURE2D_DESC *pDesc) = 0;
2007 D3D10_TEXTURE2D_DESC *pDesc);
2033 #define ID3D10Texture2D_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
2075 static FORCEINLINE void ID3D10Texture2D_GetDesc(ID3D10Texture2D* This,D3D10_TEXTURE2D_DESC *pDesc) {
2076 This->lpVtbl->GetDesc(This,pDesc);
2104 D3D10_TEXTURE2D_DESC *pDesc);
2134 D3D10_TEXTURE3D_DESC *pDesc) = 0;
2204 D3D10_TEXTURE3D_DESC *pDesc);
2230 #define ID3D10Texture3D_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
2272 static FORCEINLINE void ID3D10Texture3D_GetDesc(ID3D10Texture3D* This,D3D10_TEXTURE3D_DESC *pDesc) {
2273 This->lpVtbl->GetDesc(This,pDesc);
2301 D3D10_TEXTURE3D_DESC *pDesc);
2446 D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc) = 0;
2498 D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc);
2520 #define ID3D10DepthStencilView_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
2550 static FORCEINLINE void ID3D10DepthStencilView_GetDesc(ID3D10DepthStencilView* This,D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc) {
2551 This->lpVtbl->GetDesc(This,pDesc);
2560 D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc);
2581 D3D10_RENDER_TARGET_VIEW_DESC *pDesc) = 0;
2633 D3D10_RENDER_TARGET_VIEW_DESC *pDesc);
2655 #define ID3D10RenderTargetView_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
2685 static FORCEINLINE void ID3D10RenderTargetView_GetDesc(ID3D10RenderTargetView* This,D3D10_RENDER_TARGET_VIEW_DESC *pDesc) {
2686 This->lpVtbl->GetDesc(This,pDesc);
2695 D3D10_RENDER_TARGET_VIEW_DESC *pDesc);
2716 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) = 0;
2768 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
2790 #define ID3D10ShaderResourceView_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
2820 static FORCEINLINE void ID3D10ShaderResourceView_GetDesc(ID3D10ShaderResourceView* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) {
2821 This->lpVtbl->GetDesc(This,pDesc);
2830 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
2851 D3D10_BLEND_DESC *pDesc) = 0;
2898 D3D10_BLEND_DESC *pDesc);
2918 #define ID3D10BlendState_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
2944 static FORCEINLINE void ID3D10BlendState_GetDesc(ID3D10BlendState* This,D3D10_BLEND_DESC *pDesc) {
2945 This->lpVtbl->GetDesc(This,pDesc);
2954 D3D10_BLEND_DESC *pDesc);
2975 D3D10_DEPTH_STENCIL_DESC *pDesc) = 0;
3022 D3D10_DEPTH_STENCIL_DESC *pDesc);
3042 #define ID3D10DepthStencilState_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
3068 static FORCEINLINE void ID3D10DepthStencilState_GetDesc(ID3D10DepthStencilState* This,D3D10_DEPTH_STENCIL_DESC *pDesc) {
3069 This->lpVtbl->GetDesc(This,pDesc);
3078 D3D10_DEPTH_STENCIL_DESC *pDesc);
3405 D3D10_RASTERIZER_DESC *pDesc) = 0;
3452 D3D10_RASTERIZER_DESC *pDesc);
3472 #define ID3D10RasterizerState_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
3498 static FORCEINLINE void ID3D10RasterizerState_GetDesc(ID3D10RasterizerState* This,D3D10_RASTERIZER_DESC *pDesc) {
3499 This->lpVtbl->GetDesc(This,pDesc);
3508 D3D10_RASTERIZER_DESC *pDesc);
3529 D3D10_SAMPLER_DESC *pDesc) = 0;
3576 D3D10_SAMPLER_DESC *pDesc);
3596 #define ID3D10SamplerState_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
3622 static FORCEINLINE void ID3D10SamplerState_GetDesc(ID3D10SamplerState* This,D3D10_SAMPLER_DESC *pDesc) {
3623 This->lpVtbl->GetDesc(This,pDesc);
3632 D3D10_SAMPLER_DESC *pDesc);
3936 D3D10_COUNTER_DESC *pDesc) = 0;
3999 D3D10_COUNTER_DESC *pDesc);
4024 #define ID3D10Counter_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
4063 static FORCEINLINE void ID3D10Counter_GetDesc(ID3D10Counter* This,D3D10_COUNTER_DESC *pDesc) {
4064 This->lpVtbl->GetDesc(This,pDesc);
4073 D3D10_COUNTER_DESC *pDesc);
4094 D3D10_QUERY_DESC *pDesc) = 0;
4157 D3D10_QUERY_DESC *pDesc);
4182 #define ID3D10Query_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
4221 static FORCEINLINE void ID3D10Query_GetDesc(ID3D10Query* This,D3D10_QUERY_DESC *pDesc) {
4222 This->lpVtbl->GetDesc(This,pDesc);
4231 D3D10_QUERY_DESC *pDesc);
4312 D3D10_QUERY_DESC *pDesc);
4337 #define ID3D10Predicate_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
4376 static FORCEINLINE void ID3D10Predicate_GetDesc(ID3D10Predicate* This,D3D10_QUERY_DESC *pDesc) {
4377 This->lpVtbl->GetDesc(This,pDesc);
4707 const D3D10_BUFFER_DESC *pDesc,
4712 const D3D10_TEXTURE1D_DESC *pDesc,
4717 const D3D10_TEXTURE2D_DESC *pDesc,
4722 const D3D10_TEXTURE3D_DESC *pDesc,
4728 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
4733 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
4738 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
4812 const D3D10_COUNTER_DESC *pDesc,
5232 const D3D10_BUFFER_DESC *pDesc,
5238 const D3D10_TEXTURE1D_DESC *pDesc,
5244 const D3D10_TEXTURE2D_DESC *pDesc,
5250 const D3D10_TEXTURE3D_DESC *pDesc,
5257 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
5263 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
5269 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
5359 const D3D10_COUNTER_DESC *pDesc,
5469 #define ID3D10Device_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
5470 #define ID3D10Device_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
5471 #define ID3D10Device_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
5472 #define ID3D10Device_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
5473 #define ID3D10Device_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
5474 #define ID3D10Device_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
5475 #define ID3D10Device_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
5491 #define ID3D10Device_CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength)
5712 static FORCEINLINE HRESULT ID3D10Device_CreateBuffer(ID3D10Device* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) {
5713 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
5715 static FORCEINLINE HRESULT ID3D10Device_CreateTexture1D(ID3D10Device* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) {
5716 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
5718 static FORCEINLINE HRESULT ID3D10Device_CreateTexture2D(ID3D10Device* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) {
5719 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
5721 static FORCEINLINE HRESULT ID3D10Device_CreateTexture3D(ID3D10Device* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) {
5722 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
5724 static FORCEINLINE HRESULT ID3D10Device_CreateShaderResourceView(ID3D10Device* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) {
5725 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
5727 static FORCEINLINE HRESULT ID3D10Device_CreateRenderTargetView(ID3D10Device* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) {
5728 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
5730 static FORCEINLINE HRESULT ID3D10Device_CreateDepthStencilView(ID3D10Device* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) {
5731 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
5778 static FORCEINLINE HRESULT ID3D10Device_CheckCounter(ID3D10Device* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,char *name,UINT *pNameLength,char *units,UINT *pUnitsLength,char *description,UINT *pDescriptionLength) {
5779 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength);
6443 const D3D10_BUFFER_DESC *pDesc,
6453 const D3D10_TEXTURE1D_DESC *pDesc,
6463 const D3D10_TEXTURE2D_DESC *pDesc,
6473 const D3D10_TEXTURE3D_DESC *pDesc,
6484 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
6494 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
6504 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
6658 const D3D10_COUNTER_DESC *pDesc,