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Lines Matching refs:pDesc

123         D3D10_BLEND_DESC1 *pDesc) = 0;
170 D3D10_BLEND_DESC *pDesc);
175 D3D10_BLEND_DESC1 *pDesc);
195 #define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
197 #define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
223 static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) {
224 This->lpVtbl->GetDesc(This,pDesc);
227 static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) {
228 This->lpVtbl->GetDesc1(This,pDesc);
237 D3D10_BLEND_DESC1 *pDesc);
281 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
333 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
338 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
360 #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
362 #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
392 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) {
393 This->lpVtbl->GetDesc(This,pDesc);
396 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) {
397 This->lpVtbl->GetDesc1(This,pDesc);
406 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
428 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
832 const D3D10_BUFFER_DESC *pDesc,
838 const D3D10_TEXTURE1D_DESC *pDesc,
844 const D3D10_TEXTURE2D_DESC *pDesc,
850 const D3D10_TEXTURE3D_DESC *pDesc,
857 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
863 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
869 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
959 const D3D10_COUNTER_DESC *pDesc,
992 pDesc,
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)
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)
1112 #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView)
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);
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);
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);
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);
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);
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);
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);
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);
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);
1430 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,