| /*** Autogenerated by WIDL 1.6 from direct-x/include/d3d10_1.idl - Do not edit ***/ |
| |
| #ifndef __REQUIRED_RPCNDR_H_VERSION__ |
| #define __REQUIRED_RPCNDR_H_VERSION__ 475 |
| #endif |
| |
| #include <rpc.h> |
| #include <rpcndr.h> |
| |
| #ifndef COM_NO_WINDOWS_H |
| #include <windows.h> |
| #include <ole2.h> |
| #endif |
| |
| #ifndef __d3d10_1_h__ |
| #define __d3d10_1_h__ |
| |
| /* Forward declarations */ |
| |
| #ifndef __ID3D10BlendState1_FWD_DEFINED__ |
| #define __ID3D10BlendState1_FWD_DEFINED__ |
| typedef interface ID3D10BlendState1 ID3D10BlendState1; |
| #endif |
| |
| #ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__ |
| #define __ID3D10ShaderResourceView1_FWD_DEFINED__ |
| typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1; |
| #endif |
| |
| #ifndef __ID3D10Device1_FWD_DEFINED__ |
| #define __ID3D10Device1_FWD_DEFINED__ |
| typedef interface ID3D10Device1 ID3D10Device1; |
| #endif |
| |
| /* Headers for imported files */ |
| |
| #include <oaidl.h> |
| #include <ocidl.h> |
| #include <d3d10.h> |
| |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| #ifndef _D3D10_1_CONSTANTS |
| #define _D3D10_1_CONSTANTS |
| #define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff) |
| |
| #define D3D10_1_GS_INPUT_REGISTER_COUNT (32) |
| |
| #define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32) |
| |
| #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128) |
| |
| #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32) |
| |
| #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1) |
| |
| #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32) |
| |
| #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1) |
| |
| #define D3D10_1_SHADER_MAJOR_VERSION (4) |
| |
| #define D3D10_1_SHADER_MINOR_VERSION (1) |
| |
| #define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048) |
| |
| #define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256) |
| |
| #define D3D10_1_SO_BUFFER_SLOT_COUNT (4) |
| |
| #define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1) |
| |
| #define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64) |
| |
| #define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32) |
| |
| #define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8) |
| |
| #define D3D10_1_VS_INPUT_REGISTER_COUNT (32) |
| |
| #define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32) |
| |
| #endif |
| #define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6) |
| #define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f) |
| #include <d3d10_1shader.h> |
| typedef enum D3D10_FEATURE_LEVEL1 { |
| D3D10_FEATURE_LEVEL_10_0 = 0xa000, |
| D3D10_FEATURE_LEVEL_10_1 = 0xa100, |
| D3D10_FEATURE_LEVEL_9_1 = 0x9100, |
| D3D10_FEATURE_LEVEL_9_2 = 0x9200, |
| D3D10_FEATURE_LEVEL_9_3 = 0x9300 |
| } D3D10_FEATURE_LEVEL1; |
| typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 { |
| WINBOOL BlendEnable; |
| D3D10_BLEND SrcBlend; |
| D3D10_BLEND DestBlend; |
| D3D10_BLEND_OP BlendOp; |
| D3D10_BLEND SrcBlendAlpha; |
| D3D10_BLEND DestBlendAlpha; |
| D3D10_BLEND_OP BlendOpAlpha; |
| UINT8 RenderTargetWriteMask; |
| } D3D10_RENDER_TARGET_BLEND_DESC1; |
| typedef struct D3D10_BLEND_DESC1 { |
| WINBOOL AlphaToCoverageEnable; |
| WINBOOL IndependentBlendEnable; |
| D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]; |
| } D3D10_BLEND_DESC1; |
| /***************************************************************************** |
| * ID3D10BlendState1 interface |
| */ |
| #ifndef __ID3D10BlendState1_INTERFACE_DEFINED__ |
| #define __ID3D10BlendState1_INTERFACE_DEFINED__ |
| |
| DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61); |
| #if defined(__cplusplus) && !defined(CINTERFACE) |
| MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161") |
| ID3D10BlendState1 : public ID3D10BlendState |
| { |
| virtual void STDMETHODCALLTYPE GetDesc1( |
| D3D10_BLEND_DESC1 *pDesc) = 0; |
| |
| }; |
| #ifdef __CRT_UUID_DECL |
| __CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61) |
| #endif |
| #else |
| typedef struct ID3D10BlendState1Vtbl { |
| BEGIN_INTERFACE |
| |
| /*** IUnknown methods ***/ |
| HRESULT (STDMETHODCALLTYPE *QueryInterface)( |
| ID3D10BlendState1* This, |
| REFIID riid, |
| void **ppvObject); |
| |
| ULONG (STDMETHODCALLTYPE *AddRef)( |
| ID3D10BlendState1* This); |
| |
| ULONG (STDMETHODCALLTYPE *Release)( |
| ID3D10BlendState1* This); |
| |
| /*** ID3D10DeviceChild methods ***/ |
| void (STDMETHODCALLTYPE *GetDevice)( |
| ID3D10BlendState1* This, |
| ID3D10Device **ppDevice); |
| |
| HRESULT (STDMETHODCALLTYPE *GetPrivateData)( |
| ID3D10BlendState1* This, |
| REFGUID guid, |
| UINT *pDataSize, |
| void *pData); |
| |
| HRESULT (STDMETHODCALLTYPE *SetPrivateData)( |
| ID3D10BlendState1* This, |
| REFGUID guid, |
| UINT DataSize, |
| const void *pData); |
| |
| HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( |
| ID3D10BlendState1* This, |
| REFGUID guid, |
| const IUnknown *pData); |
| |
| /*** ID3D10BlendState methods ***/ |
| void (STDMETHODCALLTYPE *GetDesc)( |
| ID3D10BlendState1* This, |
| D3D10_BLEND_DESC *pDesc); |
| |
| /*** ID3D10BlendState1 methods ***/ |
| void (STDMETHODCALLTYPE *GetDesc1)( |
| ID3D10BlendState1* This, |
| D3D10_BLEND_DESC1 *pDesc); |
| |
| END_INTERFACE |
| } ID3D10BlendState1Vtbl; |
| interface ID3D10BlendState1 { |
| CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl; |
| }; |
| |
| #ifdef COBJMACROS |
| #ifndef WIDL_C_INLINE_WRAPPERS |
| /*** IUnknown methods ***/ |
| #define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) |
| #define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This) |
| #define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This) |
| /*** ID3D10DeviceChild methods ***/ |
| #define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) |
| #define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) |
| #define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) |
| #define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) |
| /*** ID3D10BlendState methods ***/ |
| #define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) |
| /*** ID3D10BlendState1 methods ***/ |
| #define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) |
| #else |
| /*** IUnknown methods ***/ |
| static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) { |
| return This->lpVtbl->QueryInterface(This,riid,ppvObject); |
| } |
| static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) { |
| return This->lpVtbl->Release(This); |
| } |
| /*** ID3D10DeviceChild methods ***/ |
| static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) { |
| This->lpVtbl->GetDevice(This,ppDevice); |
| } |
| static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) { |
| return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); |
| } |
| static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) { |
| return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); |
| } |
| static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) { |
| return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); |
| } |
| /*** ID3D10BlendState methods ***/ |
| static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) { |
| This->lpVtbl->GetDesc(This,pDesc); |
| } |
| /*** ID3D10BlendState1 methods ***/ |
| static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) { |
| This->lpVtbl->GetDesc1(This,pDesc); |
| } |
| #endif |
| #endif |
| |
| #endif |
| |
| void STDMETHODCALLTYPE ID3D10BlendState1_GetDesc1_Proxy( |
| ID3D10BlendState1* This, |
| D3D10_BLEND_DESC1 *pDesc); |
| void __RPC_STUB ID3D10BlendState1_GetDesc1_Stub( |
| IRpcStubBuffer* This, |
| IRpcChannelBuffer* pRpcChannelBuffer, |
| PRPC_MESSAGE pRpcMessage, |
| DWORD* pdwStubPhase); |
| |
| #endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */ |
| |
| typedef struct D3D10_TEXCUBE_ARRAY_SRV1 { |
| UINT MostDetailedMip; |
| UINT MipLevels; |
| UINT First2DArrayFace; |
| UINT NumCubes; |
| } D3D10_TEXCUBE_ARRAY_SRV1; |
| typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1; |
| typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 { |
| DXGI_FORMAT Format; |
| D3D10_SRV_DIMENSION1 ViewDimension; |
| __C89_NAMELESS union { |
| D3D10_BUFFER_SRV Buffer; |
| D3D10_TEX1D_SRV Texture1D; |
| D3D10_TEX1D_ARRAY_SRV Texture1DArray; |
| D3D10_TEX2D_SRV Texture2D; |
| D3D10_TEX2D_ARRAY_SRV Texture2DArray; |
| D3D10_TEX2DMS_SRV Texture2DMS; |
| D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray; |
| D3D10_TEX3D_SRV Texture3D; |
| D3D10_TEXCUBE_SRV TextureCube; |
| D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray; |
| } __C89_NAMELESSUNIONNAME; |
| } D3D10_SHADER_RESOURCE_VIEW_DESC1; |
| /***************************************************************************** |
| * ID3D10ShaderResourceView1 interface |
| */ |
| #ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ |
| #define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ |
| |
| DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); |
| #if defined(__cplusplus) && !defined(CINTERFACE) |
| MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0") |
| ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView |
| { |
| virtual void STDMETHODCALLTYPE GetDesc1( |
| D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0; |
| |
| }; |
| #ifdef __CRT_UUID_DECL |
| __CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) |
| #endif |
| #else |
| typedef struct ID3D10ShaderResourceView1Vtbl { |
| BEGIN_INTERFACE |
| |
| /*** IUnknown methods ***/ |
| HRESULT (STDMETHODCALLTYPE *QueryInterface)( |
| ID3D10ShaderResourceView1* This, |
| REFIID riid, |
| void **ppvObject); |
| |
| ULONG (STDMETHODCALLTYPE *AddRef)( |
| ID3D10ShaderResourceView1* This); |
| |
| ULONG (STDMETHODCALLTYPE *Release)( |
| ID3D10ShaderResourceView1* This); |
| |
| /*** ID3D10DeviceChild methods ***/ |
| void (STDMETHODCALLTYPE *GetDevice)( |
| ID3D10ShaderResourceView1* This, |
| ID3D10Device **ppDevice); |
| |
| HRESULT (STDMETHODCALLTYPE *GetPrivateData)( |
| ID3D10ShaderResourceView1* This, |
| REFGUID guid, |
| UINT *pDataSize, |
| void *pData); |
| |
| HRESULT (STDMETHODCALLTYPE *SetPrivateData)( |
| ID3D10ShaderResourceView1* This, |
| REFGUID guid, |
| UINT DataSize, |
| const void *pData); |
| |
| HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( |
| ID3D10ShaderResourceView1* This, |
| REFGUID guid, |
| const IUnknown *pData); |
| |
| /*** ID3D10View methods ***/ |
| void (STDMETHODCALLTYPE *GetResource)( |
| ID3D10ShaderResourceView1* This, |
| ID3D10Resource **ppResource); |
| |
| /*** ID3D10ShaderResourceView methods ***/ |
| void (STDMETHODCALLTYPE *GetDesc)( |
| ID3D10ShaderResourceView1* This, |
| D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc); |
| |
| /*** ID3D10ShaderResourceView1 methods ***/ |
| void (STDMETHODCALLTYPE *GetDesc1)( |
| ID3D10ShaderResourceView1* This, |
| D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); |
| |
| END_INTERFACE |
| } ID3D10ShaderResourceView1Vtbl; |
| interface ID3D10ShaderResourceView1 { |
| CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl; |
| }; |
| |
| #ifdef COBJMACROS |
| #ifndef WIDL_C_INLINE_WRAPPERS |
| /*** IUnknown methods ***/ |
| #define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) |
| #define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This) |
| #define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This) |
| /*** ID3D10DeviceChild methods ***/ |
| #define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) |
| #define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) |
| #define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) |
| #define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) |
| /*** ID3D10View methods ***/ |
| #define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource) |
| /*** ID3D10ShaderResourceView methods ***/ |
| #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) |
| /*** ID3D10ShaderResourceView1 methods ***/ |
| #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) |
| #else |
| /*** IUnknown methods ***/ |
| static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) { |
| return This->lpVtbl->QueryInterface(This,riid,ppvObject); |
| } |
| static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) { |
| return This->lpVtbl->Release(This); |
| } |
| /*** ID3D10DeviceChild methods ***/ |
| static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) { |
| This->lpVtbl->GetDevice(This,ppDevice); |
| } |
| static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) { |
| return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); |
| } |
| static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) { |
| return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); |
| } |
| static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) { |
| return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); |
| } |
| /*** ID3D10View methods ***/ |
| static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) { |
| This->lpVtbl->GetResource(This,ppResource); |
| } |
| /*** ID3D10ShaderResourceView methods ***/ |
| static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) { |
| This->lpVtbl->GetDesc(This,pDesc); |
| } |
| /*** ID3D10ShaderResourceView1 methods ***/ |
| static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) { |
| This->lpVtbl->GetDesc1(This,pDesc); |
| } |
| #endif |
| #endif |
| |
| #endif |
| |
| void STDMETHODCALLTYPE ID3D10ShaderResourceView1_GetDesc1_Proxy( |
| ID3D10ShaderResourceView1* This, |
| D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc); |
| void __RPC_STUB ID3D10ShaderResourceView1_GetDesc1_Stub( |
| IRpcStubBuffer* This, |
| IRpcChannelBuffer* pRpcChannelBuffer, |
| PRPC_MESSAGE pRpcMessage, |
| DWORD* pdwStubPhase); |
| |
| #endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */ |
| |
| /***************************************************************************** |
| * ID3D10Device1 interface |
| */ |
| #ifndef __ID3D10Device1_INTERFACE_DEFINED__ |
| #define __ID3D10Device1_INTERFACE_DEFINED__ |
| |
| DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0); |
| #if defined(__cplusplus) && !defined(CINTERFACE) |
| MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0") |
| ID3D10Device1 : public ID3D10Device |
| { |
| virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1( |
| ID3D10Resource *pResource, |
| const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, |
| ID3D10ShaderResourceView1 **ppSRView) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( |
| const D3D10_BLEND_DESC1 *pBlendStateDesc, |
| ID3D10BlendState1 **ppBlendState) = 0; |
| |
| virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( |
| ) = 0; |
| |
| }; |
| #ifdef __CRT_UUID_DECL |
| __CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0) |
| #endif |
| #else |
| typedef struct ID3D10Device1Vtbl { |
| BEGIN_INTERFACE |
| |
| /*** IUnknown methods ***/ |
| HRESULT (STDMETHODCALLTYPE *QueryInterface)( |
| ID3D10Device1* This, |
| REFIID riid, |
| void **ppvObject); |
| |
| ULONG (STDMETHODCALLTYPE *AddRef)( |
| ID3D10Device1* This); |
| |
| ULONG (STDMETHODCALLTYPE *Release)( |
| ID3D10Device1* This); |
| |
| /*** ID3D10Device methods ***/ |
| void (STDMETHODCALLTYPE *VSSetConstantBuffers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumBuffers, |
| ID3D10Buffer *const *ppConstantBuffers); |
| |
| void (STDMETHODCALLTYPE *PSSetShaderResources)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumViews, |
| ID3D10ShaderResourceView *const *ppShaderResourceViews); |
| |
| void (STDMETHODCALLTYPE *PSSetShader)( |
| ID3D10Device1* This, |
| ID3D10PixelShader *pPixelShader); |
| |
| void (STDMETHODCALLTYPE *PSSetSamplers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumSamplers, |
| ID3D10SamplerState *const *ppSamplers); |
| |
| void (STDMETHODCALLTYPE *VSSetShader)( |
| ID3D10Device1* This, |
| ID3D10VertexShader *pVertexShader); |
| |
| void (STDMETHODCALLTYPE *DrawIndexed)( |
| ID3D10Device1* This, |
| UINT IndexCount, |
| UINT StartIndexLocation, |
| INT BaseVertexLocation); |
| |
| void (STDMETHODCALLTYPE *Draw)( |
| ID3D10Device1* This, |
| UINT VertexCount, |
| UINT StartVertexLocation); |
| |
| void (STDMETHODCALLTYPE *PSSetConstantBuffers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumBuffers, |
| ID3D10Buffer *const *ppConstantBuffers); |
| |
| void (STDMETHODCALLTYPE *IASetInputLayout)( |
| ID3D10Device1* This, |
| ID3D10InputLayout *pInputLayout); |
| |
| void (STDMETHODCALLTYPE *IASetVertexBuffers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumBuffers, |
| ID3D10Buffer *const *ppVertexBuffers, |
| const UINT *pStrides, |
| const UINT *pOffsets); |
| |
| void (STDMETHODCALLTYPE *IASetIndexBuffer)( |
| ID3D10Device1* This, |
| ID3D10Buffer *pIndexBuffer, |
| DXGI_FORMAT Format, |
| UINT Offset); |
| |
| void (STDMETHODCALLTYPE *DrawIndexedInstanced)( |
| ID3D10Device1* This, |
| UINT IndexCountPerInstance, |
| UINT InstanceCount, |
| UINT StartIndexLocation, |
| INT BaseVertexLocation, |
| UINT StartInstanceLocation); |
| |
| void (STDMETHODCALLTYPE *DrawInstanced)( |
| ID3D10Device1* This, |
| UINT VertexCountPerInstance, |
| UINT InstanceCount, |
| UINT StartVertexLocation, |
| UINT StartInstanceLocation); |
| |
| void (STDMETHODCALLTYPE *GSSetConstantBuffers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumBuffers, |
| ID3D10Buffer *const *ppConstantBuffers); |
| |
| void (STDMETHODCALLTYPE *GSSetShader)( |
| ID3D10Device1* This, |
| ID3D10GeometryShader *pShader); |
| |
| void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( |
| ID3D10Device1* This, |
| D3D10_PRIMITIVE_TOPOLOGY Topology); |
| |
| void (STDMETHODCALLTYPE *VSSetShaderResources)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumViews, |
| ID3D10ShaderResourceView *const *ppShaderResourceViews); |
| |
| void (STDMETHODCALLTYPE *VSSetSamplers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumSamplers, |
| ID3D10SamplerState *const *ppSamplers); |
| |
| void (STDMETHODCALLTYPE *SetPredication)( |
| ID3D10Device1* This, |
| ID3D10Predicate *pPredicate, |
| WINBOOL PredicateValue); |
| |
| void (STDMETHODCALLTYPE *GSSetShaderResources)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumViews, |
| ID3D10ShaderResourceView *const *ppShaderResourceViews); |
| |
| void (STDMETHODCALLTYPE *GSSetSamplers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumSamplers, |
| ID3D10SamplerState *const *ppSamplers); |
| |
| void (STDMETHODCALLTYPE *OMSetRenderTargets)( |
| ID3D10Device1* This, |
| UINT NumViews, |
| ID3D10RenderTargetView *const *ppRenderTargetViews, |
| ID3D10DepthStencilView *pDepthStencilView); |
| |
| void (STDMETHODCALLTYPE *OMSetBlendState)( |
| ID3D10Device1* This, |
| ID3D10BlendState *pBlendState, |
| const FLOAT BlendFactor[4], |
| UINT SampleMask); |
| |
| void (STDMETHODCALLTYPE *OMSetDepthStencilState)( |
| ID3D10Device1* This, |
| ID3D10DepthStencilState *pDepthStencilState, |
| UINT StencilRef); |
| |
| void (STDMETHODCALLTYPE *SOSetTargets)( |
| ID3D10Device1* This, |
| UINT NumBuffers, |
| ID3D10Buffer *const *ppSOTargets, |
| const UINT *pOffsets); |
| |
| void (STDMETHODCALLTYPE *DrawAuto)( |
| ID3D10Device1* This); |
| |
| void (STDMETHODCALLTYPE *RSSetState)( |
| ID3D10Device1* This, |
| ID3D10RasterizerState *pRasterizerState); |
| |
| void (STDMETHODCALLTYPE *RSSetViewports)( |
| ID3D10Device1* This, |
| UINT NumViewports, |
| const D3D10_VIEWPORT *pViewports); |
| |
| void (STDMETHODCALLTYPE *RSSetScissorRects)( |
| ID3D10Device1* This, |
| UINT NumRects, |
| const D3D10_RECT *pRects); |
| |
| void (STDMETHODCALLTYPE *CopySubresourceRegion)( |
| ID3D10Device1* This, |
| ID3D10Resource *pDstResource, |
| UINT DstSubresource, |
| UINT DstX, |
| UINT DstY, |
| UINT DstZ, |
| ID3D10Resource *pSrcResource, |
| UINT SrcSubresource, |
| const D3D10_BOX *pSrcBox); |
| |
| void (STDMETHODCALLTYPE *CopyResource)( |
| ID3D10Device1* This, |
| ID3D10Resource *pDstResource, |
| ID3D10Resource *pSrcResource); |
| |
| void (STDMETHODCALLTYPE *UpdateSubresource)( |
| ID3D10Device1* This, |
| ID3D10Resource *pDstResource, |
| UINT DstSubresource, |
| const D3D10_BOX *pDstBox, |
| const void *pSrcData, |
| UINT SrcRowPitch, |
| UINT SrcDepthPitch); |
| |
| void (STDMETHODCALLTYPE *ClearRenderTargetView)( |
| ID3D10Device1* This, |
| ID3D10RenderTargetView *pRenderTargetView, |
| const FLOAT ColorRGBA[4]); |
| |
| void (STDMETHODCALLTYPE *ClearDepthStencilView)( |
| ID3D10Device1* This, |
| ID3D10DepthStencilView *pDepthStencilView, |
| UINT ClearFlags, |
| FLOAT Depth, |
| UINT8 Stencil); |
| |
| void (STDMETHODCALLTYPE *GenerateMips)( |
| ID3D10Device1* This, |
| ID3D10ShaderResourceView *pShaderResourceView); |
| |
| void (STDMETHODCALLTYPE *ResolveSubresource)( |
| ID3D10Device1* This, |
| ID3D10Resource *pDstResource, |
| UINT DstSubresource, |
| ID3D10Resource *pSrcResource, |
| UINT SrcSubresource, |
| DXGI_FORMAT Format); |
| |
| void (STDMETHODCALLTYPE *VSGetConstantBuffers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumBuffers, |
| ID3D10Buffer **ppConstantBuffers); |
| |
| void (STDMETHODCALLTYPE *PSGetShaderResources)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumViews, |
| ID3D10ShaderResourceView **ppShaderResourceViews); |
| |
| void (STDMETHODCALLTYPE *PSGetShader)( |
| ID3D10Device1* This, |
| ID3D10PixelShader **ppPixelShader); |
| |
| void (STDMETHODCALLTYPE *PSGetSamplers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumSamplers, |
| ID3D10SamplerState **ppSamplers); |
| |
| void (STDMETHODCALLTYPE *VSGetShader)( |
| ID3D10Device1* This, |
| ID3D10VertexShader **ppVertexShader); |
| |
| void (STDMETHODCALLTYPE *PSGetConstantBuffers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumBuffers, |
| ID3D10Buffer **ppConstantBuffers); |
| |
| void (STDMETHODCALLTYPE *IAGetInputLayout)( |
| ID3D10Device1* This, |
| ID3D10InputLayout **ppInputLayout); |
| |
| void (STDMETHODCALLTYPE *IAGetVertexBuffers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumBuffers, |
| ID3D10Buffer **ppVertexBuffers, |
| UINT *pStrides, |
| UINT *pOffsets); |
| |
| void (STDMETHODCALLTYPE *IAGetIndexBuffer)( |
| ID3D10Device1* This, |
| ID3D10Buffer **pIndexBuffer, |
| DXGI_FORMAT *Format, |
| UINT *Offset); |
| |
| void (STDMETHODCALLTYPE *GSGetConstantBuffers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumBuffers, |
| ID3D10Buffer **ppConstantBuffers); |
| |
| void (STDMETHODCALLTYPE *GSGetShader)( |
| ID3D10Device1* This, |
| ID3D10GeometryShader **ppGeometryShader); |
| |
| void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( |
| ID3D10Device1* This, |
| D3D10_PRIMITIVE_TOPOLOGY *pTopology); |
| |
| void (STDMETHODCALLTYPE *VSGetShaderResources)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumViews, |
| ID3D10ShaderResourceView **ppShaderResourceViews); |
| |
| void (STDMETHODCALLTYPE *VSGetSamplers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumSamplers, |
| ID3D10SamplerState **ppSamplers); |
| |
| void (STDMETHODCALLTYPE *GetPredication)( |
| ID3D10Device1* This, |
| ID3D10Predicate **ppPredicate, |
| WINBOOL *pPredicateValue); |
| |
| void (STDMETHODCALLTYPE *GSGetShaderResources)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumViews, |
| ID3D10ShaderResourceView **ppShaderResourceViews); |
| |
| void (STDMETHODCALLTYPE *GSGetSamplers)( |
| ID3D10Device1* This, |
| UINT StartSlot, |
| UINT NumSamplers, |
| ID3D10SamplerState **ppSamplers); |
| |
| void (STDMETHODCALLTYPE *OMGetRenderTargets)( |
| ID3D10Device1* This, |
| UINT NumViews, |
| ID3D10RenderTargetView **ppRenderTargetViews, |
| ID3D10DepthStencilView **ppDepthStencilView); |
| |
| void (STDMETHODCALLTYPE *OMGetBlendState)( |
| ID3D10Device1* This, |
| ID3D10BlendState **ppBlendState, |
| FLOAT BlendFactor[4], |
| UINT *pSampleMask); |
| |
| void (STDMETHODCALLTYPE *OMGetDepthStencilState)( |
| ID3D10Device1* This, |
| ID3D10DepthStencilState **ppDepthStencilState, |
| UINT *pStencilRef); |
| |
| void (STDMETHODCALLTYPE *SOGetTargets)( |
| ID3D10Device1* This, |
| UINT NumBuffers, |
| ID3D10Buffer **ppSOTargets, |
| UINT *pOffsets); |
| |
| void (STDMETHODCALLTYPE *RSGetState)( |
| ID3D10Device1* This, |
| ID3D10RasterizerState **ppRasterizerState); |
| |
| void (STDMETHODCALLTYPE *RSGetViewports)( |
| ID3D10Device1* This, |
| UINT *NumViewports, |
| D3D10_VIEWPORT *pViewports); |
| |
| void (STDMETHODCALLTYPE *RSGetScissorRects)( |
| ID3D10Device1* This, |
| UINT *NumRects, |
| D3D10_RECT *pRects); |
| |
| HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( |
| ID3D10Device1* This); |
| |
| HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( |
| ID3D10Device1* This, |
| UINT RaiseFlags); |
| |
| UINT (STDMETHODCALLTYPE *GetExceptionMode)( |
| ID3D10Device1* This); |
| |
| HRESULT (STDMETHODCALLTYPE *GetPrivateData)( |
| ID3D10Device1* This, |
| REFGUID guid, |
| UINT *pDataSize, |
| void *pData); |
| |
| HRESULT (STDMETHODCALLTYPE *SetPrivateData)( |
| ID3D10Device1* This, |
| REFGUID guid, |
| UINT DataSize, |
| const void *pData); |
| |
| HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( |
| ID3D10Device1* This, |
| REFGUID guid, |
| const IUnknown *pData); |
| |
| void (STDMETHODCALLTYPE *ClearState)( |
| ID3D10Device1* This); |
| |
| void (STDMETHODCALLTYPE *Flush)( |
| ID3D10Device1* This); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateBuffer)( |
| ID3D10Device1* This, |
| const D3D10_BUFFER_DESC *pDesc, |
| const D3D10_SUBRESOURCE_DATA *pInitialData, |
| ID3D10Buffer **ppBuffer); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( |
| ID3D10Device1* This, |
| const D3D10_TEXTURE1D_DESC *pDesc, |
| const D3D10_SUBRESOURCE_DATA *pInitialData, |
| ID3D10Texture1D **ppTexture1D); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( |
| ID3D10Device1* This, |
| const D3D10_TEXTURE2D_DESC *pDesc, |
| const D3D10_SUBRESOURCE_DATA *pInitialData, |
| ID3D10Texture2D **ppTexture2D); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( |
| ID3D10Device1* This, |
| const D3D10_TEXTURE3D_DESC *pDesc, |
| const D3D10_SUBRESOURCE_DATA *pInitialData, |
| ID3D10Texture3D **ppTexture3D); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( |
| ID3D10Device1* This, |
| ID3D10Resource *pResource, |
| const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, |
| ID3D10ShaderResourceView **ppSRView); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( |
| ID3D10Device1* This, |
| ID3D10Resource *pResource, |
| const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, |
| ID3D10RenderTargetView **ppRTView); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( |
| ID3D10Device1* This, |
| ID3D10Resource *pResource, |
| const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, |
| ID3D10DepthStencilView **ppDepthStencilView); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( |
| ID3D10Device1* This, |
| const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, |
| UINT NumElements, |
| const void *pShaderBytecodeWithInputSignature, |
| SIZE_T BytecodeLength, |
| ID3D10InputLayout **ppInputLayout); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( |
| ID3D10Device1* This, |
| const void *pShaderBytecode, |
| SIZE_T BytecodeLength, |
| ID3D10VertexShader **ppVertexShader); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( |
| ID3D10Device1* This, |
| const void *pShaderBytecode, |
| SIZE_T BytecodeLength, |
| ID3D10GeometryShader **ppGeometryShader); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( |
| ID3D10Device1* This, |
| const void *pShaderBytecode, |
| SIZE_T BytecodeLength, |
| const D3D10_SO_DECLARATION_ENTRY *pSODeclaration, |
| UINT NumEntries, |
| UINT OutputStreamStride, |
| ID3D10GeometryShader **ppGeometryShader); |
| |
| HRESULT (STDMETHODCALLTYPE *CreatePixelShader)( |
| ID3D10Device1* This, |
| const void *pShaderBytecode, |
| SIZE_T BytecodeLength, |
| ID3D10PixelShader **ppPixelShader); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateBlendState)( |
| ID3D10Device1* This, |
| const D3D10_BLEND_DESC *pBlendStateDesc, |
| ID3D10BlendState **ppBlendState); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( |
| ID3D10Device1* This, |
| const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, |
| ID3D10DepthStencilState **ppDepthStencilState); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( |
| ID3D10Device1* This, |
| const D3D10_RASTERIZER_DESC *pRasterizerDesc, |
| ID3D10RasterizerState **ppRasterizerState); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( |
| ID3D10Device1* This, |
| const D3D10_SAMPLER_DESC *pSamplerDesc, |
| ID3D10SamplerState **ppSamplerState); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateQuery)( |
| ID3D10Device1* This, |
| const D3D10_QUERY_DESC *pQueryDesc, |
| ID3D10Query **ppQuery); |
| |
| HRESULT (STDMETHODCALLTYPE *CreatePredicate)( |
| ID3D10Device1* This, |
| const D3D10_QUERY_DESC *pPredicateDesc, |
| ID3D10Predicate **ppPredicate); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateCounter)( |
| ID3D10Device1* This, |
| const D3D10_COUNTER_DESC *pCounterDesc, |
| ID3D10Counter **ppCounter); |
| |
| HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( |
| ID3D10Device1* This, |
| DXGI_FORMAT Format, |
| UINT *pFormatSupport); |
| |
| HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( |
| ID3D10Device1* This, |
| DXGI_FORMAT Format, |
| UINT SampleCount, |
| UINT *pNumQualityLevels); |
| |
| void (STDMETHODCALLTYPE *CheckCounterInfo)( |
| ID3D10Device1* This, |
| D3D10_COUNTER_INFO *pCounterInfo); |
| |
| HRESULT (STDMETHODCALLTYPE *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); |
| |
| UINT (STDMETHODCALLTYPE *GetCreationFlags)( |
| ID3D10Device1* This); |
| |
| HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( |
| ID3D10Device1* This, |
| HANDLE hResource, |
| REFIID ReturnedInterface, |
| void **ppResource); |
| |
| void (STDMETHODCALLTYPE *SetTextFilterSize)( |
| ID3D10Device1* This, |
| UINT Width, |
| UINT Height); |
| |
| void (STDMETHODCALLTYPE *GetTextFilterSize)( |
| ID3D10Device1* This, |
| UINT *pWidth, |
| UINT *pHeight); |
| |
| /*** ID3D10Device1 methods ***/ |
| HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)( |
| ID3D10Device1* This, |
| ID3D10Resource *pResource, |
| const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, |
| ID3D10ShaderResourceView1 **ppSRView); |
| |
| HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( |
| ID3D10Device1* This, |
| const D3D10_BLEND_DESC1 *pBlendStateDesc, |
| ID3D10BlendState1 **ppBlendState); |
| |
| D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)( |
| ID3D10Device1* This); |
| |
| END_INTERFACE |
| } ID3D10Device1Vtbl; |
| interface ID3D10Device1 { |
| CONST_VTBL ID3D10Device1Vtbl* lpVtbl; |
| }; |
| |
| #ifdef COBJMACROS |
| #ifndef WIDL_C_INLINE_WRAPPERS |
| /*** IUnknown methods ***/ |
| #define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) |
| #define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This) |
| #define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This) |
| /*** ID3D10Device methods ***/ |
| #define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) |
| #define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) |
| #define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader) |
| #define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) |
| #define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader) |
| #define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) |
| #define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) |
| #define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) |
| #define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) |
| #define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) |
| #define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) |
| #define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) |
| #define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) |
| #define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) |
| #define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader) |
| #define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) |
| #define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) |
| #define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) |
| #define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) |
| #define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) |
| #define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) |
| #define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) |
| #define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) |
| #define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) |
| #define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) |
| #define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) |
| #define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) |
| #define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) |
| #define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) |
| #define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) |
| #define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) |
| #define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) |
| #define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) |
| #define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) |
| #define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) |
| #define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) |
| #define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) |
| #define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) |
| #define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader) |
| #define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) |
| #define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader) |
| #define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) |
| #define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) |
| #define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) |
| #define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) |
| #define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) |
| #define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader) |
| #define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) |
| #define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) |
| #define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) |
| #define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) |
| #define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) |
| #define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) |
| #define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) |
| #define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) |
| #define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) |
| #define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) |
| #define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) |
| #define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports) |
| #define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects) |
| #define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) |
| #define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) |
| #define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) |
| #define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) |
| #define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) |
| #define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) |
| #define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This) |
| #define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This) |
| #define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) |
| #define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) |
| #define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) |
| #define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) |
| #define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) |
| #define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) |
| #define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) |
| #define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) |
| #define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) |
| #define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) |
| #define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) |
| #define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) |
| #define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) |
| #define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) |
| #define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) |
| #define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) |
| #define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) |
| #define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) |
| #define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) |
| #define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) |
| #define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) |
| #define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) |
| #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) |
| #define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) |
| #define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) |
| #define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height) |
| #define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight) |
| /*** ID3D10Device1 methods ***/ |
| #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView) |
| #define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) |
| #define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) |
| #else |
| /*** IUnknown methods ***/ |
| static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) { |
| return This->lpVtbl->QueryInterface(This,riid,ppvObject); |
| } |
| static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) { |
| return This->lpVtbl->Release(This); |
| } |
| /*** ID3D10Device methods ***/ |
| static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { |
| This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); |
| } |
| static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { |
| This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); |
| } |
| static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) { |
| This->lpVtbl->PSSetShader(This,pPixelShader); |
| } |
| static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { |
| This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); |
| } |
| static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) { |
| This->lpVtbl->VSSetShader(This,pVertexShader); |
| } |
| static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { |
| This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); |
| } |
| static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) { |
| This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); |
| } |
| static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { |
| This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); |
| } |
| static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) { |
| This->lpVtbl->IASetInputLayout(This,pInputLayout); |
| } |
| static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) { |
| This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); |
| } |
| static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { |
| This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); |
| } |
| static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { |
| This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); |
| } |
| static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { |
| This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); |
| } |
| static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) { |
| This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); |
| } |
| static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) { |
| This->lpVtbl->GSSetShader(This,pShader); |
| } |
| static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) { |
| This->lpVtbl->IASetPrimitiveTopology(This,Topology); |
| } |
| static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { |
| This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); |
| } |
| static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { |
| This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); |
| } |
| static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) { |
| This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); |
| } |
| static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) { |
| This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); |
| } |
| static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) { |
| This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); |
| } |
| static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) { |
| This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); |
| } |
| static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { |
| This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); |
| } |
| static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) { |
| This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); |
| } |
| static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) { |
| This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); |
| } |
| static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) { |
| This->lpVtbl->DrawAuto(This); |
| } |
| static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) { |
| This->lpVtbl->RSSetState(This,pRasterizerState); |
| } |
| static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) { |
| This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); |
| } |
| static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) { |
| This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); |
| } |
| 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) { |
| This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox); |
| } |
| static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) { |
| This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); |
| } |
| static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) { |
| This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch); |
| } |
| static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { |
| This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); |
| } |
| static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { |
| This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); |
| } |
| static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) { |
| This->lpVtbl->GenerateMips(This,pShaderResourceView); |
| } |
| static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { |
| This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); |
| } |
| static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { |
| This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); |
| } |
| static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { |
| This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); |
| } |
| static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) { |
| This->lpVtbl->PSGetShader(This,ppPixelShader); |
| } |
| static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { |
| This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); |
| } |
| static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) { |
| This->lpVtbl->VSGetShader(This,ppVertexShader); |
| } |
| static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { |
| This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); |
| } |
| static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) { |
| This->lpVtbl->IAGetInputLayout(This,ppInputLayout); |
| } |
| static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { |
| This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); |
| } |
| static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { |
| This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); |
| } |
| static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) { |
| This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); |
| } |
| static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) { |
| This->lpVtbl->GSGetShader(This,ppGeometryShader); |
| } |
| static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) { |
| This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); |
| } |
| static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { |
| This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); |
| } |
| static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { |
| This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); |
| } |
| static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) { |
| This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); |
| } |
| static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) { |
| This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); |
| } |
| static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) { |
| This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); |
| } |
| static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) { |
| This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); |
| } |
| static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { |
| This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); |
| } |
| static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { |
| This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); |
| } |
| static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) { |
| This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets); |
| } |
| static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) { |
| This->lpVtbl->RSGetState(This,ppRasterizerState); |
| } |
| static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) { |
| This->lpVtbl->RSGetViewports(This,NumViewports,pViewports); |
| } |
| static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) { |
| This->lpVtbl->RSGetScissorRects(This,NumRects,pRects); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) { |
| return This->lpVtbl->GetDeviceRemovedReason(This); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) { |
| return This->lpVtbl->SetExceptionMode(This,RaiseFlags); |
| } |
| static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) { |
| return This->lpVtbl->GetExceptionMode(This); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) { |
| return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) { |
| return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) { |
| return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); |
| } |
| static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) { |
| This->lpVtbl->ClearState(This); |
| } |
| static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) { |
| This->lpVtbl->Flush(This); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) { |
| return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) { |
| return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) { |
| return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) { |
| return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) { |
| return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) { |
| return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) { |
| return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) { |
| return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) { |
| return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) { |
| return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader); |
| } |
| 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) { |
| return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) { |
| return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) { |
| return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) { |
| return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) { |
| return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) { |
| return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) { |
| return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) { |
| return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) { |
| return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) { |
| return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { |
| return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); |
| } |
| static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) { |
| This->lpVtbl->CheckCounterInfo(This,pCounterInfo); |
| } |
| 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) { |
| return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength); |
| } |
| static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) { |
| return This->lpVtbl->GetCreationFlags(This); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { |
| return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); |
| } |
| static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) { |
| This->lpVtbl->SetTextFilterSize(This,Width,Height); |
| } |
| static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) { |
| This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight); |
| } |
| /*** ID3D10Device1 methods ***/ |
| static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) { |
| return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView); |
| } |
| static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) { |
| return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); |
| } |
| static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) { |
| return This->lpVtbl->GetFeatureLevel(This); |
| } |
| #endif |
| #endif |
| |
| #endif |
| |
| HRESULT STDMETHODCALLTYPE ID3D10Device1_CreateShaderResourceView1_Proxy( |
| ID3D10Device1* This, |
| ID3D10Resource *pResource, |
| const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, |
| ID3D10ShaderResourceView1 **ppSRView); |
| void __RPC_STUB ID3D10Device1_CreateShaderResourceView1_Stub( |
| IRpcStubBuffer* This, |
| IRpcChannelBuffer* pRpcChannelBuffer, |
| PRPC_MESSAGE pRpcMessage, |
| DWORD* pdwStubPhase); |
| HRESULT STDMETHODCALLTYPE ID3D10Device1_CreateBlendState1_Proxy( |
| ID3D10Device1* This, |
| const D3D10_BLEND_DESC1 *pBlendStateDesc, |
| ID3D10BlendState1 **ppBlendState); |
| void __RPC_STUB ID3D10Device1_CreateBlendState1_Stub( |
| IRpcStubBuffer* This, |
| IRpcChannelBuffer* pRpcChannelBuffer, |
| PRPC_MESSAGE pRpcMessage, |
| DWORD* pdwStubPhase); |
| D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE ID3D10Device1_GetFeatureLevel_Proxy( |
| ID3D10Device1* This); |
| void __RPC_STUB ID3D10Device1_GetFeatureLevel_Stub( |
| IRpcStubBuffer* This, |
| IRpcChannelBuffer* pRpcChannelBuffer, |
| PRPC_MESSAGE pRpcMessage, |
| DWORD* pdwStubPhase); |
| |
| #endif /* __ID3D10Device1_INTERFACE_DEFINED__ */ |
| |
| #define D3D10_1_SDK_VERSION (0x20) |
| |
| HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE, |
| HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**); |
| /* Begin additional prototypes for all interfaces */ |
| |
| |
| /* End additional prototypes */ |
| |
| #ifdef __cplusplus |
| } |
| #endif |
| |
| #endif /* __d3d10_1_h__ */ |