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Lines Matching refs:pDesc

122         D3D11_BLEND_DESC1 *pDesc) = 0;
169 D3D11_BLEND_DESC *pDesc);
174 D3D11_BLEND_DESC1 *pDesc);
194 #define ID3D11BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
196 #define ID3D11BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
222 static FORCEINLINE void ID3D11BlendState1_GetDesc(ID3D11BlendState1* This,D3D11_BLEND_DESC *pDesc) {
223 This->lpVtbl->GetDesc(This,pDesc);
226 static FORCEINLINE void ID3D11BlendState1_GetDesc1(ID3D11BlendState1* This,D3D11_BLEND_DESC1 *pDesc) {
227 This->lpVtbl->GetDesc1(This,pDesc);
236 D3D11_BLEND_DESC1 *pDesc);
2222 D3D11_RASTERIZER_DESC1 *pDesc) = 0;
2269 D3D11_RASTERIZER_DESC *pDesc);
2274 D3D11_RASTERIZER_DESC1 *pDesc);
2294 pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
2296 #define ID3D11RasterizerState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
2322 static FORCEINLINE void ID3D11RasterizerState1_GetDesc(ID3D11RasterizerState1* This,D3D11_RASTERIZER_DESC *pDesc) {
2323 This->lpVtbl->GetDesc(This,pDesc);
2326 static FORCEINLINE void ID3D11RasterizerState1_GetDesc1(ID3D11RasterizerState1* This,D3D11_RASTERIZER_DESC1 *pDesc) {
2327 This->lpVtbl->GetDesc1(This,pDesc);
2336 D3D11_RASTERIZER_DESC1 *pDesc);
2414 const D3D11_BUFFER_DESC *pDesc,
2420 const D3D11_TEXTURE1D_DESC *pDesc,
2426 const D3D11_TEXTURE2D_DESC *pDesc,
2432 const D3D11_TEXTURE3D_DESC *pDesc,
2439 const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,
2445 const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,
2451 const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,
2457 const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,
2589 const D3D11_COUNTER_DESC *pDesc,
2698 #define ID3D11Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
2699 #define ID3D11Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
2700 #define ID3D11Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
2701 #define ID3D11Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
2702 #define ID3D11Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
2703 #define ID3D11Device1_CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) (This)->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView)
2704 #define ID3D11Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
2705 #define ID3D11Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
2727 #define ID3D11Device1_CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength)
2758 static FORCEINLINE HRESULT ID3D11Device1_CreateBuffer(ID3D11Device1* This,const D3D11_BUFFER_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Buffer **ppBuffer) {
2759 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
2761 static FORCEINLINE HRESULT ID3D11Device1_CreateTexture1D(ID3D11Device1* This,const D3D11_TEXTURE1D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture1D **ppTexture1D) {
2762 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
2764 static FORCEINLINE HRESULT ID3D11Device1_CreateTexture2D(ID3D11Device1* This,const D3D11_TEXTURE2D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture2D **ppTexture2D) {
2765 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
2767 static FORCEINLINE HRESULT ID3D11Device1_CreateTexture3D(ID3D11Device1* This,const D3D11_TEXTURE3D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture3D **ppTexture3D) {
2768 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
2770 static FORCEINLINE HRESULT ID3D11Device1_CreateShaderResourceView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D11ShaderResourceView **ppSRView) {
2771 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
2773 static FORCEINLINE HRESULT ID3D11Device1_CreateUnorderedAccessView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,ID3D11UnorderedAccessView **ppUAView) {
2774 return This->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView);
2776 static FORCEINLINE HRESULT ID3D11Device1_CreateRenderTargetView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,ID3D11RenderTargetView **ppRTView) {
2777 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
2779 static FORCEINLINE HRESULT ID3D11Device1_CreateDepthStencilView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D11DepthStencilView **ppDepthStencilView) {
2780 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
2845 static FORCEINLINE HRESULT ID3D11Device1_CheckCounter(ID3D11Device1* This,const D3D11_COUNTER_DESC *pDesc,D3D11_COUNTER_TYPE *pType,UINT *pActiveCounters,LPSTR szName,UINT *pNameLength,LPSTR szUnits,UINT *pUnitsLength,LPSTR szDescription,UINT *pDescriptionLength) {
2846 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength);