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      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