1 /*** Autogenerated by WIDL 4.19 from direct-x/include/d3d10_1.idl - Do not edit ***/ 2 3 #ifdef _WIN32 4 #ifndef __REQUIRED_RPCNDR_H_VERSION__ 5 #define __REQUIRED_RPCNDR_H_VERSION__ 475 6 #endif 7 #include <rpc.h> 8 #include <rpcndr.h> 9 #endif 10 11 #ifndef COM_NO_WINDOWS_H 12 #include <windows.h> 13 #include <ole2.h> 14 #endif 15 16 #ifndef __d3d10_1_h__ 17 #define __d3d10_1_h__ 18 19 /* Forward declarations */ 20 21 #ifndef __ID3D10BlendState1_FWD_DEFINED__ 22 #define __ID3D10BlendState1_FWD_DEFINED__ 23 typedef interface ID3D10BlendState1 ID3D10BlendState1; 24 #ifdef __cplusplus 25 interface ID3D10BlendState1; 26 #endif /* __cplusplus */ 27 #endif 28 29 #ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__ 30 #define __ID3D10ShaderResourceView1_FWD_DEFINED__ 31 typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1; 32 #ifdef __cplusplus 33 interface ID3D10ShaderResourceView1; 34 #endif /* __cplusplus */ 35 #endif 36 37 #ifndef __ID3D10Device1_FWD_DEFINED__ 38 #define __ID3D10Device1_FWD_DEFINED__ 39 typedef interface ID3D10Device1 ID3D10Device1; 40 #ifdef __cplusplus 41 interface ID3D10Device1; 42 #endif /* __cplusplus */ 43 #endif 44 45 /* Headers for imported files */ 46 47 #include <oaidl.h> 48 #include <ocidl.h> 49 #include <d3d10.h> 50 51 #ifdef __cplusplus 52 extern "C" { 53 #endif 54 55 #ifndef _D3D10_1_CONSTANTS 56 #define _D3D10_1_CONSTANTS 57 #define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff) 58 59 #define D3D10_1_GS_INPUT_REGISTER_COUNT (32) 60 61 #define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32) 62 63 #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128) 64 65 #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32) 66 67 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1) 68 69 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32) 70 71 #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1) 72 73 #define D3D10_1_SHADER_MAJOR_VERSION (4) 74 75 #define D3D10_1_SHADER_MINOR_VERSION (1) 76 77 #define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048) 78 79 #define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256) 80 81 #define D3D10_1_SO_BUFFER_SLOT_COUNT (4) 82 83 #define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1) 84 85 #define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64) 86 87 #define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32) 88 89 #define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8) 90 91 #define D3D10_1_VS_INPUT_REGISTER_COUNT (32) 92 93 #define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32) 94 95 #endif 96 #define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6) 97 #define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f) 98 #include <d3d10_1shader.h> 99 typedef enum D3D10_FEATURE_LEVEL1 { 100 D3D10_FEATURE_LEVEL_10_0 = 0xa000, 101 D3D10_FEATURE_LEVEL_10_1 = 0xa100, 102 D3D10_FEATURE_LEVEL_9_1 = 0x9100, 103 D3D10_FEATURE_LEVEL_9_2 = 0x9200, 104 D3D10_FEATURE_LEVEL_9_3 = 0x9300 105 } D3D10_FEATURE_LEVEL1; 106 typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 { 107 WINBOOL BlendEnable; 108 D3D10_BLEND SrcBlend; 109 D3D10_BLEND DestBlend; 110 D3D10_BLEND_OP BlendOp; 111 D3D10_BLEND SrcBlendAlpha; 112 D3D10_BLEND DestBlendAlpha; 113 D3D10_BLEND_OP BlendOpAlpha; 114 UINT8 RenderTargetWriteMask; 115 } D3D10_RENDER_TARGET_BLEND_DESC1; 116 typedef struct D3D10_BLEND_DESC1 { 117 WINBOOL AlphaToCoverageEnable; 118 WINBOOL IndependentBlendEnable; 119 D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]; 120 } D3D10_BLEND_DESC1; 121 /***************************************************************************** 122 * ID3D10BlendState1 interface 123 */ 124 #ifndef __ID3D10BlendState1_INTERFACE_DEFINED__ 125 #define __ID3D10BlendState1_INTERFACE_DEFINED__ 126 127 DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61); 128 #if defined(__cplusplus) && !defined(CINTERFACE) 129 MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161") 130 ID3D10BlendState1 : public ID3D10BlendState 131 { 132 virtual void STDMETHODCALLTYPE GetDesc1( 133 D3D10_BLEND_DESC1 *pDesc) = 0; 134 135 }; 136 #ifdef __CRT_UUID_DECL 137 __CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61) 138 #endif 139 #else 140 typedef struct ID3D10BlendState1Vtbl { 141 BEGIN_INTERFACE 142 143 /*** IUnknown methods ***/ 144 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 145 ID3D10BlendState1 *This, 146 REFIID riid, 147 void **ppvObject); 148 149 ULONG (STDMETHODCALLTYPE *AddRef)( 150 ID3D10BlendState1 *This); 151 152 ULONG (STDMETHODCALLTYPE *Release)( 153 ID3D10BlendState1 *This); 154 155 /*** ID3D10DeviceChild methods ***/ 156 void (STDMETHODCALLTYPE *GetDevice)( 157 ID3D10BlendState1 *This, 158 ID3D10Device **ppDevice); 159 160 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 161 ID3D10BlendState1 *This, 162 REFGUID guid, 163 UINT *pDataSize, 164 void *pData); 165 166 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 167 ID3D10BlendState1 *This, 168 REFGUID guid, 169 UINT DataSize, 170 const void *pData); 171 172 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 173 ID3D10BlendState1 *This, 174 REFGUID guid, 175 const IUnknown *pData); 176 177 /*** ID3D10BlendState methods ***/ 178 void (STDMETHODCALLTYPE *GetDesc)( 179 ID3D10BlendState1 *This, 180 D3D10_BLEND_DESC *pDesc); 181 182 /*** ID3D10BlendState1 methods ***/ 183 void (STDMETHODCALLTYPE *GetDesc1)( 184 ID3D10BlendState1 *This, 185 D3D10_BLEND_DESC1 *pDesc); 186 187 END_INTERFACE 188 } ID3D10BlendState1Vtbl; 189 190 interface ID3D10BlendState1 { 191 CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl; 192 }; 193 194 #ifdef COBJMACROS 195 #ifndef WIDL_C_INLINE_WRAPPERS 196 /*** IUnknown methods ***/ 197 #define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 198 #define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This) 199 #define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This) 200 /*** ID3D10DeviceChild methods ***/ 201 #define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 202 #define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 203 #define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 204 #define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 205 /*** ID3D10BlendState methods ***/ 206 #define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) 207 /*** ID3D10BlendState1 methods ***/ 208 #define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) 209 #else 210 /*** IUnknown methods ***/ 211 static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) { 212 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 213 } 214 static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) { 215 return This->lpVtbl->AddRef(This); 216 } 217 static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) { 218 return This->lpVtbl->Release(This); 219 } 220 /*** ID3D10DeviceChild methods ***/ 221 static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) { 222 This->lpVtbl->GetDevice(This,ppDevice); 223 } 224 static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) { 225 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 226 } 227 static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) { 228 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 229 } 230 static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) { 231 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 232 } 233 /*** ID3D10BlendState methods ***/ 234 static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) { 235 This->lpVtbl->GetDesc(This,pDesc); 236 } 237 /*** ID3D10BlendState1 methods ***/ 238 static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) { 239 This->lpVtbl->GetDesc1(This,pDesc); 240 } 241 #endif 242 #endif 243 244 #endif 245 246 247 #endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */ 248 249 typedef struct D3D10_TEXCUBE_ARRAY_SRV1 { 250 UINT MostDetailedMip; 251 UINT MipLevels; 252 UINT First2DArrayFace; 253 UINT NumCubes; 254 } D3D10_TEXCUBE_ARRAY_SRV1; 255 typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1; 256 typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 { 257 DXGI_FORMAT Format; 258 D3D10_SRV_DIMENSION1 ViewDimension; 259 __C89_NAMELESS union { 260 D3D10_BUFFER_SRV Buffer; 261 D3D10_TEX1D_SRV Texture1D; 262 D3D10_TEX1D_ARRAY_SRV Texture1DArray; 263 D3D10_TEX2D_SRV Texture2D; 264 D3D10_TEX2D_ARRAY_SRV Texture2DArray; 265 D3D10_TEX2DMS_SRV Texture2DMS; 266 D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; 267 D3D10_TEX3D_SRV Texture3D; 268 D3D10_TEXCUBE_SRV TextureCube; 269 D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray; 270 } __C89_NAMELESSUNIONNAME; 271 } D3D10_SHADER_RESOURCE_VIEW_DESC1; 272 /***************************************************************************** 273 * ID3D10ShaderResourceView1 interface 274 */ 275 #ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ 276 #define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ 277 278 DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); 279 #if defined(__cplusplus) && !defined(CINTERFACE) 280 MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0") 281 ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView 282 { 283 virtual void STDMETHODCALLTYPE GetDesc1( 284 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0; 285 286 }; 287 #ifdef __CRT_UUID_DECL 288 __CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) 289 #endif 290 #else 291 typedef struct ID3D10ShaderResourceView1Vtbl { 292 BEGIN_INTERFACE 293 294 /*** IUnknown methods ***/ 295 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 296 ID3D10ShaderResourceView1 *This, 297 REFIID riid, 298 void **ppvObject); 299 300 ULONG (STDMETHODCALLTYPE *AddRef)( 301 ID3D10ShaderResourceView1 *This); 302 303 ULONG (STDMETHODCALLTYPE *Release)( 304 ID3D10ShaderResourceView1 *This); 305 306 /*** ID3D10DeviceChild methods ***/ 307 void (STDMETHODCALLTYPE *GetDevice)( 308 ID3D10ShaderResourceView1 *This, 309 ID3D10Device **ppDevice); 310 311 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 312 ID3D10ShaderResourceView1 *This, 313 REFGUID guid, 314 UINT *pDataSize, 315 void *pData); 316 317 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 318 ID3D10ShaderResourceView1 *This, 319 REFGUID guid, 320 UINT DataSize, 321 const void *pData); 322 323 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 324 ID3D10ShaderResourceView1 *This, 325 REFGUID guid, 326 const IUnknown *pData); 327 328 /*** ID3D10View methods ***/ 329 void (STDMETHODCALLTYPE *GetResource)( 330 ID3D10ShaderResourceView1 *This, 331 ID3D10Resource **ppResource); 332 333 /*** ID3D10ShaderResourceView methods ***/ 334 void (STDMETHODCALLTYPE *GetDesc)( 335 ID3D10ShaderResourceView1 *This, 336 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc); 337 338 /*** ID3D10ShaderResourceView1 methods ***/ 339 void (STDMETHODCALLTYPE *GetDesc1)( 340 ID3D10ShaderResourceView1 *This, 341 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); 342 343 END_INTERFACE 344 } ID3D10ShaderResourceView1Vtbl; 345 346 interface ID3D10ShaderResourceView1 { 347 CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl; 348 }; 349 350 #ifdef COBJMACROS 351 #ifndef WIDL_C_INLINE_WRAPPERS 352 /*** IUnknown methods ***/ 353 #define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 354 #define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This) 355 #define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This) 356 /*** ID3D10DeviceChild methods ***/ 357 #define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 358 #define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 359 #define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 360 #define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 361 /*** ID3D10View methods ***/ 362 #define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource) 363 /*** ID3D10ShaderResourceView methods ***/ 364 #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) 365 /*** ID3D10ShaderResourceView1 methods ***/ 366 #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) 367 #else 368 /*** IUnknown methods ***/ 369 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) { 370 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 371 } 372 static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) { 373 return This->lpVtbl->AddRef(This); 374 } 375 static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) { 376 return This->lpVtbl->Release(This); 377 } 378 /*** ID3D10DeviceChild methods ***/ 379 static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) { 380 This->lpVtbl->GetDevice(This,ppDevice); 381 } 382 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) { 383 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 384 } 385 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) { 386 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 387 } 388 static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) { 389 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 390 } 391 /*** ID3D10View methods ***/ 392 static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) { 393 This->lpVtbl->GetResource(This,ppResource); 394 } 395 /*** ID3D10ShaderResourceView methods ***/ 396 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) { 397 This->lpVtbl->GetDesc(This,pDesc); 398 } 399 /*** ID3D10ShaderResourceView1 methods ***/ 400 static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) { 401 This->lpVtbl->GetDesc1(This,pDesc); 402 } 403 #endif 404 #endif 405 406 #endif 407 408 409 #endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */ 410 411 /***************************************************************************** 412 * ID3D10Device1 interface 413 */ 414 #ifndef __ID3D10Device1_INTERFACE_DEFINED__ 415 #define __ID3D10Device1_INTERFACE_DEFINED__ 416 417 DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); 418 #if defined(__cplusplus) && !defined(CINTERFACE) 419 MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0") 420 ID3D10Device1 : public ID3D10Device 421 { 422 virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1( 423 ID3D10Resource *pResource, 424 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 425 ID3D10ShaderResourceView1 **ppSRView) = 0; 426 427 virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( 428 const D3D10_BLEND_DESC1 *pBlendStateDesc, 429 ID3D10BlendState1 **ppBlendState) = 0; 430 431 virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( 432 ) = 0; 433 434 }; 435 #ifdef __CRT_UUID_DECL 436 __CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) 437 #endif 438 #else 439 typedef struct ID3D10Device1Vtbl { 440 BEGIN_INTERFACE 441 442 /*** IUnknown methods ***/ 443 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 444 ID3D10Device1 *This, 445 REFIID riid, 446 void **ppvObject); 447 448 ULONG (STDMETHODCALLTYPE *AddRef)( 449 ID3D10Device1 *This); 450 451 ULONG (STDMETHODCALLTYPE *Release)( 452 ID3D10Device1 *This); 453 454 /*** ID3D10Device methods ***/ 455 void (STDMETHODCALLTYPE *VSSetConstantBuffers)( 456 ID3D10Device1 *This, 457 UINT StartSlot, 458 UINT NumBuffers, 459 ID3D10Buffer *const *ppConstantBuffers); 460 461 void (STDMETHODCALLTYPE *PSSetShaderResources)( 462 ID3D10Device1 *This, 463 UINT StartSlot, 464 UINT NumViews, 465 ID3D10ShaderResourceView *const *ppShaderResourceViews); 466 467 void (STDMETHODCALLTYPE *PSSetShader)( 468 ID3D10Device1 *This, 469 ID3D10PixelShader *pPixelShader); 470 471 void (STDMETHODCALLTYPE *PSSetSamplers)( 472 ID3D10Device1 *This, 473 UINT StartSlot, 474 UINT NumSamplers, 475 ID3D10SamplerState *const *ppSamplers); 476 477 void (STDMETHODCALLTYPE *VSSetShader)( 478 ID3D10Device1 *This, 479 ID3D10VertexShader *pVertexShader); 480 481 void (STDMETHODCALLTYPE *DrawIndexed)( 482 ID3D10Device1 *This, 483 UINT IndexCount, 484 UINT StartIndexLocation, 485 INT BaseVertexLocation); 486 487 void (STDMETHODCALLTYPE *Draw)( 488 ID3D10Device1 *This, 489 UINT VertexCount, 490 UINT StartVertexLocation); 491 492 void (STDMETHODCALLTYPE *PSSetConstantBuffers)( 493 ID3D10Device1 *This, 494 UINT StartSlot, 495 UINT NumBuffers, 496 ID3D10Buffer *const *ppConstantBuffers); 497 498 void (STDMETHODCALLTYPE *IASetInputLayout)( 499 ID3D10Device1 *This, 500 ID3D10InputLayout *pInputLayout); 501 502 void (STDMETHODCALLTYPE *IASetVertexBuffers)( 503 ID3D10Device1 *This, 504 UINT StartSlot, 505 UINT NumBuffers, 506 ID3D10Buffer *const *ppVertexBuffers, 507 const UINT *pStrides, 508 const UINT *pOffsets); 509 510 void (STDMETHODCALLTYPE *IASetIndexBuffer)( 511 ID3D10Device1 *This, 512 ID3D10Buffer *pIndexBuffer, 513 DXGI_FORMAT Format, 514 UINT Offset); 515 516 void (STDMETHODCALLTYPE *DrawIndexedInstanced)( 517 ID3D10Device1 *This, 518 UINT IndexCountPerInstance, 519 UINT InstanceCount, 520 UINT StartIndexLocation, 521 INT BaseVertexLocation, 522 UINT StartInstanceLocation); 523 524 void (STDMETHODCALLTYPE *DrawInstanced)( 525 ID3D10Device1 *This, 526 UINT VertexCountPerInstance, 527 UINT InstanceCount, 528 UINT StartVertexLocation, 529 UINT StartInstanceLocation); 530 531 void (STDMETHODCALLTYPE *GSSetConstantBuffers)( 532 ID3D10Device1 *This, 533 UINT StartSlot, 534 UINT NumBuffers, 535 ID3D10Buffer *const *ppConstantBuffers); 536 537 void (STDMETHODCALLTYPE *GSSetShader)( 538 ID3D10Device1 *This, 539 ID3D10GeometryShader *pShader); 540 541 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( 542 ID3D10Device1 *This, 543 D3D10_PRIMITIVE_TOPOLOGY Topology); 544 545 void (STDMETHODCALLTYPE *VSSetShaderResources)( 546 ID3D10Device1 *This, 547 UINT StartSlot, 548 UINT NumViews, 549 ID3D10ShaderResourceView *const *ppShaderResourceViews); 550 551 void (STDMETHODCALLTYPE *VSSetSamplers)( 552 ID3D10Device1 *This, 553 UINT StartSlot, 554 UINT NumSamplers, 555 ID3D10SamplerState *const *ppSamplers); 556 557 void (STDMETHODCALLTYPE *SetPredication)( 558 ID3D10Device1 *This, 559 ID3D10Predicate *pPredicate, 560 WINBOOL PredicateValue); 561 562 void (STDMETHODCALLTYPE *GSSetShaderResources)( 563 ID3D10Device1 *This, 564 UINT StartSlot, 565 UINT NumViews, 566 ID3D10ShaderResourceView *const *ppShaderResourceViews); 567 568 void (STDMETHODCALLTYPE *GSSetSamplers)( 569 ID3D10Device1 *This, 570 UINT StartSlot, 571 UINT NumSamplers, 572 ID3D10SamplerState *const *ppSamplers); 573 574 void (STDMETHODCALLTYPE *OMSetRenderTargets)( 575 ID3D10Device1 *This, 576 UINT NumViews, 577 ID3D10RenderTargetView *const *ppRenderTargetViews, 578 ID3D10DepthStencilView *pDepthStencilView); 579 580 void (STDMETHODCALLTYPE *OMSetBlendState)( 581 ID3D10Device1 *This, 582 ID3D10BlendState *pBlendState, 583 const FLOAT BlendFactor[4], 584 UINT SampleMask); 585 586 void (STDMETHODCALLTYPE *OMSetDepthStencilState)( 587 ID3D10Device1 *This, 588 ID3D10DepthStencilState *pDepthStencilState, 589 UINT StencilRef); 590 591 void (STDMETHODCALLTYPE *SOSetTargets)( 592 ID3D10Device1 *This, 593 UINT NumBuffers, 594 ID3D10Buffer *const *ppSOTargets, 595 const UINT *pOffsets); 596 597 void (STDMETHODCALLTYPE *DrawAuto)( 598 ID3D10Device1 *This); 599 600 void (STDMETHODCALLTYPE *RSSetState)( 601 ID3D10Device1 *This, 602 ID3D10RasterizerState *pRasterizerState); 603 604 void (STDMETHODCALLTYPE *RSSetViewports)( 605 ID3D10Device1 *This, 606 UINT NumViewports, 607 const D3D10_VIEWPORT *pViewports); 608 609 void (STDMETHODCALLTYPE *RSSetScissorRects)( 610 ID3D10Device1 *This, 611 UINT NumRects, 612 const D3D10_RECT *pRects); 613 614 void (STDMETHODCALLTYPE *CopySubresourceRegion)( 615 ID3D10Device1 *This, 616 ID3D10Resource *pDstResource, 617 UINT DstSubresource, 618 UINT DstX, 619 UINT DstY, 620 UINT DstZ, 621 ID3D10Resource *pSrcResource, 622 UINT SrcSubresource, 623 const D3D10_BOX *pSrcBox); 624 625 void (STDMETHODCALLTYPE *CopyResource)( 626 ID3D10Device1 *This, 627 ID3D10Resource *pDstResource, 628 ID3D10Resource *pSrcResource); 629 630 void (STDMETHODCALLTYPE *UpdateSubresource)( 631 ID3D10Device1 *This, 632 ID3D10Resource *pDstResource, 633 UINT DstSubresource, 634 const D3D10_BOX *pDstBox, 635 const void *pSrcData, 636 UINT SrcRowPitch, 637 UINT SrcDepthPitch); 638 639 void (STDMETHODCALLTYPE *ClearRenderTargetView)( 640 ID3D10Device1 *This, 641 ID3D10RenderTargetView *pRenderTargetView, 642 const FLOAT ColorRGBA[4]); 643 644 void (STDMETHODCALLTYPE *ClearDepthStencilView)( 645 ID3D10Device1 *This, 646 ID3D10DepthStencilView *pDepthStencilView, 647 UINT ClearFlags, 648 FLOAT Depth, 649 UINT8 Stencil); 650 651 void (STDMETHODCALLTYPE *GenerateMips)( 652 ID3D10Device1 *This, 653 ID3D10ShaderResourceView *pShaderResourceView); 654 655 void (STDMETHODCALLTYPE *ResolveSubresource)( 656 ID3D10Device1 *This, 657 ID3D10Resource *pDstResource, 658 UINT DstSubresource, 659 ID3D10Resource *pSrcResource, 660 UINT SrcSubresource, 661 DXGI_FORMAT Format); 662 663 void (STDMETHODCALLTYPE *VSGetConstantBuffers)( 664 ID3D10Device1 *This, 665 UINT StartSlot, 666 UINT NumBuffers, 667 ID3D10Buffer **ppConstantBuffers); 668 669 void (STDMETHODCALLTYPE *PSGetShaderResources)( 670 ID3D10Device1 *This, 671 UINT StartSlot, 672 UINT NumViews, 673 ID3D10ShaderResourceView **ppShaderResourceViews); 674 675 void (STDMETHODCALLTYPE *PSGetShader)( 676 ID3D10Device1 *This, 677 ID3D10PixelShader **ppPixelShader); 678 679 void (STDMETHODCALLTYPE *PSGetSamplers)( 680 ID3D10Device1 *This, 681 UINT StartSlot, 682 UINT NumSamplers, 683 ID3D10SamplerState **ppSamplers); 684 685 void (STDMETHODCALLTYPE *VSGetShader)( 686 ID3D10Device1 *This, 687 ID3D10VertexShader **ppVertexShader); 688 689 void (STDMETHODCALLTYPE *PSGetConstantBuffers)( 690 ID3D10Device1 *This, 691 UINT StartSlot, 692 UINT NumBuffers, 693 ID3D10Buffer **ppConstantBuffers); 694 695 void (STDMETHODCALLTYPE *IAGetInputLayout)( 696 ID3D10Device1 *This, 697 ID3D10InputLayout **ppInputLayout); 698 699 void (STDMETHODCALLTYPE *IAGetVertexBuffers)( 700 ID3D10Device1 *This, 701 UINT StartSlot, 702 UINT NumBuffers, 703 ID3D10Buffer **ppVertexBuffers, 704 UINT *pStrides, 705 UINT *pOffsets); 706 707 void (STDMETHODCALLTYPE *IAGetIndexBuffer)( 708 ID3D10Device1 *This, 709 ID3D10Buffer **pIndexBuffer, 710 DXGI_FORMAT *Format, 711 UINT *Offset); 712 713 void (STDMETHODCALLTYPE *GSGetConstantBuffers)( 714 ID3D10Device1 *This, 715 UINT StartSlot, 716 UINT NumBuffers, 717 ID3D10Buffer **ppConstantBuffers); 718 719 void (STDMETHODCALLTYPE *GSGetShader)( 720 ID3D10Device1 *This, 721 ID3D10GeometryShader **ppGeometryShader); 722 723 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( 724 ID3D10Device1 *This, 725 D3D10_PRIMITIVE_TOPOLOGY *pTopology); 726 727 void (STDMETHODCALLTYPE *VSGetShaderResources)( 728 ID3D10Device1 *This, 729 UINT StartSlot, 730 UINT NumViews, 731 ID3D10ShaderResourceView **ppShaderResourceViews); 732 733 void (STDMETHODCALLTYPE *VSGetSamplers)( 734 ID3D10Device1 *This, 735 UINT StartSlot, 736 UINT NumSamplers, 737 ID3D10SamplerState **ppSamplers); 738 739 void (STDMETHODCALLTYPE *GetPredication)( 740 ID3D10Device1 *This, 741 ID3D10Predicate **ppPredicate, 742 WINBOOL *pPredicateValue); 743 744 void (STDMETHODCALLTYPE *GSGetShaderResources)( 745 ID3D10Device1 *This, 746 UINT StartSlot, 747 UINT NumViews, 748 ID3D10ShaderResourceView **ppShaderResourceViews); 749 750 void (STDMETHODCALLTYPE *GSGetSamplers)( 751 ID3D10Device1 *This, 752 UINT StartSlot, 753 UINT NumSamplers, 754 ID3D10SamplerState **ppSamplers); 755 756 void (STDMETHODCALLTYPE *OMGetRenderTargets)( 757 ID3D10Device1 *This, 758 UINT NumViews, 759 ID3D10RenderTargetView **ppRenderTargetViews, 760 ID3D10DepthStencilView **ppDepthStencilView); 761 762 void (STDMETHODCALLTYPE *OMGetBlendState)( 763 ID3D10Device1 *This, 764 ID3D10BlendState **ppBlendState, 765 FLOAT BlendFactor[4], 766 UINT *pSampleMask); 767 768 void (STDMETHODCALLTYPE *OMGetDepthStencilState)( 769 ID3D10Device1 *This, 770 ID3D10DepthStencilState **ppDepthStencilState, 771 UINT *pStencilRef); 772 773 void (STDMETHODCALLTYPE *SOGetTargets)( 774 ID3D10Device1 *This, 775 UINT NumBuffers, 776 ID3D10Buffer **ppSOTargets, 777 UINT *pOffsets); 778 779 void (STDMETHODCALLTYPE *RSGetState)( 780 ID3D10Device1 *This, 781 ID3D10RasterizerState **ppRasterizerState); 782 783 void (STDMETHODCALLTYPE *RSGetViewports)( 784 ID3D10Device1 *This, 785 UINT *NumViewports, 786 D3D10_VIEWPORT *pViewports); 787 788 void (STDMETHODCALLTYPE *RSGetScissorRects)( 789 ID3D10Device1 *This, 790 UINT *NumRects, 791 D3D10_RECT *pRects); 792 793 HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( 794 ID3D10Device1 *This); 795 796 HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( 797 ID3D10Device1 *This, 798 UINT RaiseFlags); 799 800 UINT (STDMETHODCALLTYPE *GetExceptionMode)( 801 ID3D10Device1 *This); 802 803 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 804 ID3D10Device1 *This, 805 REFGUID guid, 806 UINT *pDataSize, 807 void *pData); 808 809 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 810 ID3D10Device1 *This, 811 REFGUID guid, 812 UINT DataSize, 813 const void *pData); 814 815 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 816 ID3D10Device1 *This, 817 REFGUID guid, 818 const IUnknown *pData); 819 820 void (STDMETHODCALLTYPE *ClearState)( 821 ID3D10Device1 *This); 822 823 void (STDMETHODCALLTYPE *Flush)( 824 ID3D10Device1 *This); 825 826 HRESULT (STDMETHODCALLTYPE *CreateBuffer)( 827 ID3D10Device1 *This, 828 const D3D10_BUFFER_DESC *pDesc, 829 const D3D10_SUBRESOURCE_DATA *pInitialData, 830 ID3D10Buffer **ppBuffer); 831 832 HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( 833 ID3D10Device1 *This, 834 const D3D10_TEXTURE1D_DESC *pDesc, 835 const D3D10_SUBRESOURCE_DATA *pInitialData, 836 ID3D10Texture1D **ppTexture1D); 837 838 HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( 839 ID3D10Device1 *This, 840 const D3D10_TEXTURE2D_DESC *pDesc, 841 const D3D10_SUBRESOURCE_DATA *pInitialData, 842 ID3D10Texture2D **ppTexture2D); 843 844 HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( 845 ID3D10Device1 *This, 846 const D3D10_TEXTURE3D_DESC *pDesc, 847 const D3D10_SUBRESOURCE_DATA *pInitialData, 848 ID3D10Texture3D **ppTexture3D); 849 850 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( 851 ID3D10Device1 *This, 852 ID3D10Resource *pResource, 853 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, 854 ID3D10ShaderResourceView **ppSRView); 855 856 HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( 857 ID3D10Device1 *This, 858 ID3D10Resource *pResource, 859 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, 860 ID3D10RenderTargetView **ppRTView); 861 862 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( 863 ID3D10Device1 *This, 864 ID3D10Resource *pResource, 865 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, 866 ID3D10DepthStencilView **ppDepthStencilView); 867 868 HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( 869 ID3D10Device1 *This, 870 const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, 871 UINT NumElements, 872 const void *pShaderBytecodeWithInputSignature, 873 SIZE_T BytecodeLength, 874 ID3D10InputLayout **ppInputLayout); 875 876 HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( 877 ID3D10Device1 *This, 878 const void *pShaderBytecode, 879 SIZE_T BytecodeLength, 880 ID3D10VertexShader **ppVertexShader); 881 882 HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( 883 ID3D10Device1 *This, 884 const void *pShaderBytecode, 885 SIZE_T BytecodeLength, 886 ID3D10GeometryShader **ppGeometryShader); 887 888 HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( 889 ID3D10Device1 *This, 890 const void *pShaderBytecode, 891 SIZE_T BytecodeLength, 892 const D3D10_SO_DECLARATION_ENTRY *pSODeclaration, 893 UINT NumEntries, 894 UINT OutputStreamStride, 895 ID3D10GeometryShader **ppGeometryShader); 896 897 HRESULT (STDMETHODCALLTYPE *CreatePixelShader)( 898 ID3D10Device1 *This, 899 const void *pShaderBytecode, 900 SIZE_T BytecodeLength, 901 ID3D10PixelShader **ppPixelShader); 902 903 HRESULT (STDMETHODCALLTYPE *CreateBlendState)( 904 ID3D10Device1 *This, 905 const D3D10_BLEND_DESC *pBlendStateDesc, 906 ID3D10BlendState **ppBlendState); 907 908 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( 909 ID3D10Device1 *This, 910 const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, 911 ID3D10DepthStencilState **ppDepthStencilState); 912 913 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( 914 ID3D10Device1 *This, 915 const D3D10_RASTERIZER_DESC *pRasterizerDesc, 916 ID3D10RasterizerState **ppRasterizerState); 917 918 HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( 919 ID3D10Device1 *This, 920 const D3D10_SAMPLER_DESC *pSamplerDesc, 921 ID3D10SamplerState **ppSamplerState); 922 923 HRESULT (STDMETHODCALLTYPE *CreateQuery)( 924 ID3D10Device1 *This, 925 const D3D10_QUERY_DESC *pQueryDesc, 926 ID3D10Query **ppQuery); 927 928 HRESULT (STDMETHODCALLTYPE *CreatePredicate)( 929 ID3D10Device1 *This, 930 const D3D10_QUERY_DESC *pPredicateDesc, 931 ID3D10Predicate **ppPredicate); 932 933 HRESULT (STDMETHODCALLTYPE *CreateCounter)( 934 ID3D10Device1 *This, 935 const D3D10_COUNTER_DESC *pCounterDesc, 936 ID3D10Counter **ppCounter); 937 938 HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( 939 ID3D10Device1 *This, 940 DXGI_FORMAT Format, 941 UINT *pFormatSupport); 942 943 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( 944 ID3D10Device1 *This, 945 DXGI_FORMAT Format, 946 UINT SampleCount, 947 UINT *pNumQualityLevels); 948 949 void (STDMETHODCALLTYPE *CheckCounterInfo)( 950 ID3D10Device1 *This, 951 D3D10_COUNTER_INFO *pCounterInfo); 952 953 HRESULT (STDMETHODCALLTYPE *CheckCounter)( 954 ID3D10Device1 *This, 955 const D3D10_COUNTER_DESC *pDesc, 956 D3D10_COUNTER_TYPE *pType, 957 UINT *pActiveCounters, 958 char *name, 959 UINT *pNameLength, 960 char *units, 961 UINT *pUnitsLength, 962 char *description, 963 UINT *pDescriptionLength); 964 965 UINT (STDMETHODCALLTYPE *GetCreationFlags)( 966 ID3D10Device1 *This); 967 968 HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( 969 ID3D10Device1 *This, 970 HANDLE hResource, 971 REFIID ReturnedInterface, 972 void **ppResource); 973 974 void (STDMETHODCALLTYPE *SetTextFilterSize)( 975 ID3D10Device1 *This, 976 UINT Width, 977 UINT Height); 978 979 void (STDMETHODCALLTYPE *GetTextFilterSize)( 980 ID3D10Device1 *This, 981 UINT *pWidth, 982 UINT *pHeight); 983 984 /*** ID3D10Device1 methods ***/ 985 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)( 986 ID3D10Device1 *This, 987 ID3D10Resource *pResource, 988 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, 989 ID3D10ShaderResourceView1 **ppSRView); 990 991 HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( 992 ID3D10Device1 *This, 993 const D3D10_BLEND_DESC1 *pBlendStateDesc, 994 ID3D10BlendState1 **ppBlendState); 995 996 D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)( 997 ID3D10Device1 *This); 998 999 END_INTERFACE 1000 } ID3D10Device1Vtbl; 1001 1002 interface ID3D10Device1 { 1003 CONST_VTBL ID3D10Device1Vtbl* lpVtbl; 1004 }; 1005 1006 #ifdef COBJMACROS 1007 #ifndef WIDL_C_INLINE_WRAPPERS 1008 /*** IUnknown methods ***/ 1009 #define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 1010 #define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This) 1011 #define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This) 1012 /*** ID3D10Device methods ***/ 1013 #define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1014 #define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1015 #define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader) 1016 #define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1017 #define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader) 1018 #define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) 1019 #define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) 1020 #define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1021 #define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) 1022 #define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1023 #define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) 1024 #define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) 1025 #define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) 1026 #define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1027 #define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader) 1028 #define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) 1029 #define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1030 #define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1031 #define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) 1032 #define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1033 #define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1034 #define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) 1035 #define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) 1036 #define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) 1037 #define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) 1038 #define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) 1039 #define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) 1040 #define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) 1041 #define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) 1042 #define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) 1043 #define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) 1044 #define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) 1045 #define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) 1046 #define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) 1047 #define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) 1048 #define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) 1049 #define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1050 #define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1051 #define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader) 1052 #define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1053 #define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader) 1054 #define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1055 #define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) 1056 #define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1057 #define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) 1058 #define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1059 #define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader) 1060 #define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) 1061 #define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1062 #define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1063 #define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) 1064 #define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1065 #define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1066 #define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) 1067 #define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) 1068 #define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) 1069 #define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) 1070 #define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) 1071 #define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports) 1072 #define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects) 1073 #define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) 1074 #define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) 1075 #define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) 1076 #define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 1077 #define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 1078 #define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 1079 #define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This) 1080 #define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This) 1081 #define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) 1082 #define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) 1083 #define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) 1084 #define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) 1085 #define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) 1086 #define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) 1087 #define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) 1088 #define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) 1089 #define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) 1090 #define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) 1091 #define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) 1092 #define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) 1093 #define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) 1094 #define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) 1095 #define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) 1096 #define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) 1097 #define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) 1098 #define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) 1099 #define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) 1100 #define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) 1101 #define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) 1102 #define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) 1103 #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) 1104 #define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) 1105 #define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) 1106 #define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height) 1107 #define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight) 1108 /*** ID3D10Device1 methods ***/ 1109 #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView) 1110 #define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) 1111 #define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) 1112 #else 1113 /*** IUnknown methods ***/ 1114 static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) { 1115 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 1116 } 1117 static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) { 1118 return This->lpVtbl->AddRef(This); 1119 } 1120 static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) { 1121 return This->lpVtbl->Release(This); 1122 } 1123 /*** ID3D10Device methods ***/ 1124 static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1125 This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1126 } 1127 static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1128 This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1129 } 1130 static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) { 1131 This->lpVtbl->PSSetShader(This,pPixelShader); 1132 } 1133 static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1134 This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1135 } 1136 static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) { 1137 This->lpVtbl->VSSetShader(This,pVertexShader); 1138 } 1139 static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { 1140 This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); 1141 } 1142 static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) { 1143 This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); 1144 } 1145 static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1146 This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1147 } 1148 static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) { 1149 This->lpVtbl->IASetInputLayout(This,pInputLayout); 1150 } 1151 static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) { 1152 This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1153 } 1154 static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { 1155 This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); 1156 } 1157 static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { 1158 This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); 1159 } 1160 static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { 1161 This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); 1162 } 1163 static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { 1164 This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1165 } 1166 static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) { 1167 This->lpVtbl->GSSetShader(This,pShader); 1168 } 1169 static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) { 1170 This->lpVtbl->IASetPrimitiveTopology(This,Topology); 1171 } 1172 static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1173 This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1174 } 1175 static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1176 This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1177 } 1178 static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) { 1179 This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); 1180 } 1181 static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { 1182 This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1183 } 1184 static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { 1185 This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1186 } 1187 static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) { 1188 This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); 1189 } 1190 static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { 1191 This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); 1192 } 1193 static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) { 1194 This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); 1195 } 1196 static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) { 1197 This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1198 } 1199 static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) { 1200 This->lpVtbl->DrawAuto(This); 1201 } 1202 static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) { 1203 This->lpVtbl->RSSetState(This,pRasterizerState); 1204 } 1205 static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) { 1206 This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); 1207 } 1208 static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) { 1209 This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); 1210 } 1211 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) { 1212 This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox); 1213 } 1214 static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) { 1215 This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); 1216 } 1217 static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) { 1218 This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch); 1219 } 1220 static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { 1221 This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); 1222 } 1223 static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { 1224 This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); 1225 } 1226 static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) { 1227 This->lpVtbl->GenerateMips(This,pShaderResourceView); 1228 } 1229 static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { 1230 This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); 1231 } 1232 static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1233 This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1234 } 1235 static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1236 This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1237 } 1238 static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) { 1239 This->lpVtbl->PSGetShader(This,ppPixelShader); 1240 } 1241 static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1242 This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1243 } 1244 static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) { 1245 This->lpVtbl->VSGetShader(This,ppVertexShader); 1246 } 1247 static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1248 This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1249 } 1250 static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) { 1251 This->lpVtbl->IAGetInputLayout(This,ppInputLayout); 1252 } 1253 static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { 1254 This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1255 } 1256 static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { 1257 This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); 1258 } 1259 static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { 1260 This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1261 } 1262 static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) { 1263 This->lpVtbl->GSGetShader(This,ppGeometryShader); 1264 } 1265 static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) { 1266 This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); 1267 } 1268 static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1269 This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1270 } 1271 static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1272 This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1273 } 1274 static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) { 1275 This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); 1276 } 1277 static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { 1278 This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1279 } 1280 static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { 1281 This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1282 } 1283 static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) { 1284 This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); 1285 } 1286 static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { 1287 This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); 1288 } 1289 static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { 1290 This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); 1291 } 1292 static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) { 1293 This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1294 } 1295 static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) { 1296 This->lpVtbl->RSGetState(This,ppRasterizerState); 1297 } 1298 static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) { 1299 This->lpVtbl->RSGetViewports(This,NumViewports,pViewports); 1300 } 1301 static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) { 1302 This->lpVtbl->RSGetScissorRects(This,NumRects,pRects); 1303 } 1304 static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) { 1305 return This->lpVtbl->GetDeviceRemovedReason(This); 1306 } 1307 static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) { 1308 return This->lpVtbl->SetExceptionMode(This,RaiseFlags); 1309 } 1310 static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) { 1311 return This->lpVtbl->GetExceptionMode(This); 1312 } 1313 static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) { 1314 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 1315 } 1316 static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) { 1317 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 1318 } 1319 static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) { 1320 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 1321 } 1322 static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) { 1323 This->lpVtbl->ClearState(This); 1324 } 1325 static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) { 1326 This->lpVtbl->Flush(This); 1327 } 1328 static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) { 1329 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); 1330 } 1331 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) { 1332 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); 1333 } 1334 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) { 1335 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); 1336 } 1337 static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) { 1338 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); 1339 } 1340 static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) { 1341 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); 1342 } 1343 static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) { 1344 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); 1345 } 1346 static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) { 1347 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); 1348 } 1349 static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) { 1350 return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout); 1351 } 1352 static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) { 1353 return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader); 1354 } 1355 static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) { 1356 return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader); 1357 } 1358 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) { 1359 return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader); 1360 } 1361 static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) { 1362 return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader); 1363 } 1364 static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) { 1365 return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); 1366 } 1367 static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) { 1368 return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); 1369 } 1370 static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) { 1371 return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); 1372 } 1373 static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) { 1374 return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); 1375 } 1376 static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) { 1377 return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); 1378 } 1379 static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) { 1380 return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); 1381 } 1382 static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) { 1383 return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); 1384 } 1385 static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) { 1386 return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); 1387 } 1388 static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { 1389 return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); 1390 } 1391 static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) { 1392 This->lpVtbl->CheckCounterInfo(This,pCounterInfo); 1393 } 1394 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) { 1395 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength); 1396 } 1397 static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) { 1398 return This->lpVtbl->GetCreationFlags(This); 1399 } 1400 static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { 1401 return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); 1402 } 1403 static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) { 1404 This->lpVtbl->SetTextFilterSize(This,Width,Height); 1405 } 1406 static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) { 1407 This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight); 1408 } 1409 /*** ID3D10Device1 methods ***/ 1410 static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) { 1411 return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView); 1412 } 1413 static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) { 1414 return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); 1415 } 1416 static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) { 1417 return This->lpVtbl->GetFeatureLevel(This); 1418 } 1419 #endif 1420 #endif 1421 1422 #endif 1423 1424 1425 #endif /* __ID3D10Device1_INTERFACE_DEFINED__ */ 1426 1427 #define D3D10_1_SDK_VERSION (0x20) 1428 1429 HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE, 1430 HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**); 1431 HRESULT __stdcall D3D10CreateDeviceAndSwapChain1(IDXGIAdapter *adapter,enum D3D10_DRIVER_TYPE driver_type,HMODULE swrast,UINT flags,D3D10_FEATURE_LEVEL1 feature_level,UINT sdk_version,DXGI_SWAP_CHAIN_DESC *swapchain_desc,IDXGISwapChain **swapchain,ID3D10Device1 **device); 1432 1433 /* Begin additional prototypes for all interfaces */ 1434 1435 1436 /* End additional prototypes */ 1437 1438 #ifdef __cplusplus 1439 } 1440 #endif 1441 1442 #endif /* __d3d10_1_h__ */ 1443