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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