d3d10_1.h 69 KB

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  1. /*** Autogenerated by WIDL 7.7 from include/d3d10_1.idl - Do not edit ***/
  2. #ifdef _WIN32
  3. #ifndef __REQUIRED_RPCNDR_H_VERSION__
  4. #define __REQUIRED_RPCNDR_H_VERSION__ 475
  5. #endif
  6. #include <rpc.h>
  7. #include <rpcndr.h>
  8. #endif
  9. #ifndef COM_NO_WINDOWS_H
  10. #include <windows.h>
  11. #include <ole2.h>
  12. #endif
  13. #ifndef __d3d10_1_h__
  14. #define __d3d10_1_h__
  15. /* Forward declarations */
  16. #ifndef __ID3D10BlendState1_FWD_DEFINED__
  17. #define __ID3D10BlendState1_FWD_DEFINED__
  18. typedef interface ID3D10BlendState1 ID3D10BlendState1;
  19. #ifdef __cplusplus
  20. interface ID3D10BlendState1;
  21. #endif /* __cplusplus */
  22. #endif
  23. #ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
  24. #define __ID3D10ShaderResourceView1_FWD_DEFINED__
  25. typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
  26. #ifdef __cplusplus
  27. interface ID3D10ShaderResourceView1;
  28. #endif /* __cplusplus */
  29. #endif
  30. #ifndef __ID3D10Device1_FWD_DEFINED__
  31. #define __ID3D10Device1_FWD_DEFINED__
  32. typedef interface ID3D10Device1 ID3D10Device1;
  33. #ifdef __cplusplus
  34. interface ID3D10Device1;
  35. #endif /* __cplusplus */
  36. #endif
  37. /* Headers for imported files */
  38. #include <oaidl.h>
  39. #include <ocidl.h>
  40. #include <d3d10.h>
  41. #ifdef __cplusplus
  42. extern "C" {
  43. #endif
  44. #ifndef _D3D10_1_CONSTANTS
  45. #define _D3D10_1_CONSTANTS
  46. #define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff)
  47. #define D3D10_1_GS_INPUT_REGISTER_COUNT (32)
  48. #define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32)
  49. #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128)
  50. #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32)
  51. #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1)
  52. #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32)
  53. #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1)
  54. #define D3D10_1_SHADER_MAJOR_VERSION (4)
  55. #define D3D10_1_SHADER_MINOR_VERSION (1)
  56. #define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048)
  57. #define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256)
  58. #define D3D10_1_SO_BUFFER_SLOT_COUNT (4)
  59. #define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1)
  60. #define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64)
  61. #define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32)
  62. #define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8)
  63. #define D3D10_1_VS_INPUT_REGISTER_COUNT (32)
  64. #define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32)
  65. #endif
  66. #define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6)
  67. #define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f)
  68. #include <d3d10_1shader.h>
  69. typedef enum D3D10_FEATURE_LEVEL1 {
  70. D3D10_FEATURE_LEVEL_10_0 = 0xa000,
  71. D3D10_FEATURE_LEVEL_10_1 = 0xa100,
  72. D3D10_FEATURE_LEVEL_9_1 = 0x9100,
  73. D3D10_FEATURE_LEVEL_9_2 = 0x9200,
  74. D3D10_FEATURE_LEVEL_9_3 = 0x9300
  75. } D3D10_FEATURE_LEVEL1;
  76. typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 {
  77. WINBOOL BlendEnable;
  78. D3D10_BLEND SrcBlend;
  79. D3D10_BLEND DestBlend;
  80. D3D10_BLEND_OP BlendOp;
  81. D3D10_BLEND SrcBlendAlpha;
  82. D3D10_BLEND DestBlendAlpha;
  83. D3D10_BLEND_OP BlendOpAlpha;
  84. UINT8 RenderTargetWriteMask;
  85. } D3D10_RENDER_TARGET_BLEND_DESC1;
  86. typedef struct D3D10_BLEND_DESC1 {
  87. WINBOOL AlphaToCoverageEnable;
  88. WINBOOL IndependentBlendEnable;
  89. D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8];
  90. } D3D10_BLEND_DESC1;
  91. /*****************************************************************************
  92. * ID3D10BlendState1 interface
  93. */
  94. #ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
  95. #define __ID3D10BlendState1_INTERFACE_DEFINED__
  96. DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61);
  97. #if defined(__cplusplus) && !defined(CINTERFACE)
  98. MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161")
  99. ID3D10BlendState1 : public ID3D10BlendState
  100. {
  101. virtual void STDMETHODCALLTYPE GetDesc1(
  102. D3D10_BLEND_DESC1 *pDesc) = 0;
  103. };
  104. #ifdef __CRT_UUID_DECL
  105. __CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61)
  106. #endif
  107. #else
  108. typedef struct ID3D10BlendState1Vtbl {
  109. BEGIN_INTERFACE
  110. /*** IUnknown methods ***/
  111. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  112. ID3D10BlendState1 *This,
  113. REFIID riid,
  114. void **ppvObject);
  115. ULONG (STDMETHODCALLTYPE *AddRef)(
  116. ID3D10BlendState1 *This);
  117. ULONG (STDMETHODCALLTYPE *Release)(
  118. ID3D10BlendState1 *This);
  119. /*** ID3D10DeviceChild methods ***/
  120. void (STDMETHODCALLTYPE *GetDevice)(
  121. ID3D10BlendState1 *This,
  122. ID3D10Device **ppDevice);
  123. HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
  124. ID3D10BlendState1 *This,
  125. REFGUID guid,
  126. UINT *pDataSize,
  127. void *pData);
  128. HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
  129. ID3D10BlendState1 *This,
  130. REFGUID guid,
  131. UINT DataSize,
  132. const void *pData);
  133. HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
  134. ID3D10BlendState1 *This,
  135. REFGUID guid,
  136. const IUnknown *pData);
  137. /*** ID3D10BlendState methods ***/
  138. void (STDMETHODCALLTYPE *GetDesc)(
  139. ID3D10BlendState1 *This,
  140. D3D10_BLEND_DESC *pDesc);
  141. /*** ID3D10BlendState1 methods ***/
  142. void (STDMETHODCALLTYPE *GetDesc1)(
  143. ID3D10BlendState1 *This,
  144. D3D10_BLEND_DESC1 *pDesc);
  145. END_INTERFACE
  146. } ID3D10BlendState1Vtbl;
  147. interface ID3D10BlendState1 {
  148. CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl;
  149. };
  150. #ifdef COBJMACROS
  151. #ifndef WIDL_C_INLINE_WRAPPERS
  152. /*** IUnknown methods ***/
  153. #define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  154. #define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This)
  155. #define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This)
  156. /*** ID3D10DeviceChild methods ***/
  157. #define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
  158. #define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
  159. #define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
  160. #define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
  161. /*** ID3D10BlendState methods ***/
  162. #define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
  163. /*** ID3D10BlendState1 methods ***/
  164. #define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
  165. #else
  166. /*** IUnknown methods ***/
  167. static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) {
  168. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  169. }
  170. static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) {
  171. return This->lpVtbl->AddRef(This);
  172. }
  173. static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) {
  174. return This->lpVtbl->Release(This);
  175. }
  176. /*** ID3D10DeviceChild methods ***/
  177. static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) {
  178. This->lpVtbl->GetDevice(This,ppDevice);
  179. }
  180. static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
  181. return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
  182. }
  183. static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) {
  184. return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
  185. }
  186. static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) {
  187. return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
  188. }
  189. /*** ID3D10BlendState methods ***/
  190. static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) {
  191. This->lpVtbl->GetDesc(This,pDesc);
  192. }
  193. /*** ID3D10BlendState1 methods ***/
  194. static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) {
  195. This->lpVtbl->GetDesc1(This,pDesc);
  196. }
  197. #endif
  198. #endif
  199. #endif
  200. #endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */
  201. typedef struct D3D10_TEXCUBE_ARRAY_SRV1 {
  202. UINT MostDetailedMip;
  203. UINT MipLevels;
  204. UINT First2DArrayFace;
  205. UINT NumCubes;
  206. } D3D10_TEXCUBE_ARRAY_SRV1;
  207. typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
  208. typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 {
  209. DXGI_FORMAT Format;
  210. D3D10_SRV_DIMENSION1 ViewDimension;
  211. __C89_NAMELESS union {
  212. D3D10_BUFFER_SRV Buffer;
  213. D3D10_TEX1D_SRV Texture1D;
  214. D3D10_TEX1D_ARRAY_SRV Texture1DArray;
  215. D3D10_TEX2D_SRV Texture2D;
  216. D3D10_TEX2D_ARRAY_SRV Texture2DArray;
  217. D3D10_TEX2DMS_SRV Texture2DMS;
  218. D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
  219. D3D10_TEX3D_SRV Texture3D;
  220. D3D10_TEXCUBE_SRV TextureCube;
  221. D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
  222. } __C89_NAMELESSUNIONNAME;
  223. } D3D10_SHADER_RESOURCE_VIEW_DESC1;
  224. /*****************************************************************************
  225. * ID3D10ShaderResourceView1 interface
  226. */
  227. #ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
  228. #define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
  229. DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
  230. #if defined(__cplusplus) && !defined(CINTERFACE)
  231. MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0")
  232. ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
  233. {
  234. virtual void STDMETHODCALLTYPE GetDesc1(
  235. D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
  236. };
  237. #ifdef __CRT_UUID_DECL
  238. __CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
  239. #endif
  240. #else
  241. typedef struct ID3D10ShaderResourceView1Vtbl {
  242. BEGIN_INTERFACE
  243. /*** IUnknown methods ***/
  244. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  245. ID3D10ShaderResourceView1 *This,
  246. REFIID riid,
  247. void **ppvObject);
  248. ULONG (STDMETHODCALLTYPE *AddRef)(
  249. ID3D10ShaderResourceView1 *This);
  250. ULONG (STDMETHODCALLTYPE *Release)(
  251. ID3D10ShaderResourceView1 *This);
  252. /*** ID3D10DeviceChild methods ***/
  253. void (STDMETHODCALLTYPE *GetDevice)(
  254. ID3D10ShaderResourceView1 *This,
  255. ID3D10Device **ppDevice);
  256. HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
  257. ID3D10ShaderResourceView1 *This,
  258. REFGUID guid,
  259. UINT *pDataSize,
  260. void *pData);
  261. HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
  262. ID3D10ShaderResourceView1 *This,
  263. REFGUID guid,
  264. UINT DataSize,
  265. const void *pData);
  266. HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
  267. ID3D10ShaderResourceView1 *This,
  268. REFGUID guid,
  269. const IUnknown *pData);
  270. /*** ID3D10View methods ***/
  271. void (STDMETHODCALLTYPE *GetResource)(
  272. ID3D10ShaderResourceView1 *This,
  273. ID3D10Resource **ppResource);
  274. /*** ID3D10ShaderResourceView methods ***/
  275. void (STDMETHODCALLTYPE *GetDesc)(
  276. ID3D10ShaderResourceView1 *This,
  277. D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
  278. /*** ID3D10ShaderResourceView1 methods ***/
  279. void (STDMETHODCALLTYPE *GetDesc1)(
  280. ID3D10ShaderResourceView1 *This,
  281. D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
  282. END_INTERFACE
  283. } ID3D10ShaderResourceView1Vtbl;
  284. interface ID3D10ShaderResourceView1 {
  285. CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl;
  286. };
  287. #ifdef COBJMACROS
  288. #ifndef WIDL_C_INLINE_WRAPPERS
  289. /*** IUnknown methods ***/
  290. #define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  291. #define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This)
  292. #define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This)
  293. /*** ID3D10DeviceChild methods ***/
  294. #define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
  295. #define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
  296. #define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
  297. #define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
  298. /*** ID3D10View methods ***/
  299. #define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource)
  300. /*** ID3D10ShaderResourceView methods ***/
  301. #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
  302. /*** ID3D10ShaderResourceView1 methods ***/
  303. #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
  304. #else
  305. /*** IUnknown methods ***/
  306. static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) {
  307. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  308. }
  309. static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) {
  310. return This->lpVtbl->AddRef(This);
  311. }
  312. static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) {
  313. return This->lpVtbl->Release(This);
  314. }
  315. /*** ID3D10DeviceChild methods ***/
  316. static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) {
  317. This->lpVtbl->GetDevice(This,ppDevice);
  318. }
  319. static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) {
  320. return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
  321. }
  322. static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) {
  323. return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
  324. }
  325. static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) {
  326. return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
  327. }
  328. /*** ID3D10View methods ***/
  329. static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) {
  330. This->lpVtbl->GetResource(This,ppResource);
  331. }
  332. /*** ID3D10ShaderResourceView methods ***/
  333. static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) {
  334. This->lpVtbl->GetDesc(This,pDesc);
  335. }
  336. /*** ID3D10ShaderResourceView1 methods ***/
  337. static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) {
  338. This->lpVtbl->GetDesc1(This,pDesc);
  339. }
  340. #endif
  341. #endif
  342. #endif
  343. #endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */
  344. /*****************************************************************************
  345. * ID3D10Device1 interface
  346. */
  347. #ifndef __ID3D10Device1_INTERFACE_DEFINED__
  348. #define __ID3D10Device1_INTERFACE_DEFINED__
  349. DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
  350. #if defined(__cplusplus) && !defined(CINTERFACE)
  351. MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0")
  352. ID3D10Device1 : public ID3D10Device
  353. {
  354. virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
  355. ID3D10Resource *pResource,
  356. const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
  357. ID3D10ShaderResourceView1 **ppSRView) = 0;
  358. virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
  359. const D3D10_BLEND_DESC1 *pBlendStateDesc,
  360. ID3D10BlendState1 **ppBlendState) = 0;
  361. virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel(
  362. ) = 0;
  363. };
  364. #ifdef __CRT_UUID_DECL
  365. __CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
  366. #endif
  367. #else
  368. typedef struct ID3D10Device1Vtbl {
  369. BEGIN_INTERFACE
  370. /*** IUnknown methods ***/
  371. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  372. ID3D10Device1 *This,
  373. REFIID riid,
  374. void **ppvObject);
  375. ULONG (STDMETHODCALLTYPE *AddRef)(
  376. ID3D10Device1 *This);
  377. ULONG (STDMETHODCALLTYPE *Release)(
  378. ID3D10Device1 *This);
  379. /*** ID3D10Device methods ***/
  380. void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
  381. ID3D10Device1 *This,
  382. UINT StartSlot,
  383. UINT NumBuffers,
  384. ID3D10Buffer *const *ppConstantBuffers);
  385. void (STDMETHODCALLTYPE *PSSetShaderResources)(
  386. ID3D10Device1 *This,
  387. UINT StartSlot,
  388. UINT NumViews,
  389. ID3D10ShaderResourceView *const *ppShaderResourceViews);
  390. void (STDMETHODCALLTYPE *PSSetShader)(
  391. ID3D10Device1 *This,
  392. ID3D10PixelShader *pPixelShader);
  393. void (STDMETHODCALLTYPE *PSSetSamplers)(
  394. ID3D10Device1 *This,
  395. UINT StartSlot,
  396. UINT NumSamplers,
  397. ID3D10SamplerState *const *ppSamplers);
  398. void (STDMETHODCALLTYPE *VSSetShader)(
  399. ID3D10Device1 *This,
  400. ID3D10VertexShader *pVertexShader);
  401. void (STDMETHODCALLTYPE *DrawIndexed)(
  402. ID3D10Device1 *This,
  403. UINT IndexCount,
  404. UINT StartIndexLocation,
  405. INT BaseVertexLocation);
  406. void (STDMETHODCALLTYPE *Draw)(
  407. ID3D10Device1 *This,
  408. UINT VertexCount,
  409. UINT StartVertexLocation);
  410. void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
  411. ID3D10Device1 *This,
  412. UINT StartSlot,
  413. UINT NumBuffers,
  414. ID3D10Buffer *const *ppConstantBuffers);
  415. void (STDMETHODCALLTYPE *IASetInputLayout)(
  416. ID3D10Device1 *This,
  417. ID3D10InputLayout *pInputLayout);
  418. void (STDMETHODCALLTYPE *IASetVertexBuffers)(
  419. ID3D10Device1 *This,
  420. UINT StartSlot,
  421. UINT NumBuffers,
  422. ID3D10Buffer *const *ppVertexBuffers,
  423. const UINT *pStrides,
  424. const UINT *pOffsets);
  425. void (STDMETHODCALLTYPE *IASetIndexBuffer)(
  426. ID3D10Device1 *This,
  427. ID3D10Buffer *pIndexBuffer,
  428. DXGI_FORMAT Format,
  429. UINT Offset);
  430. void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
  431. ID3D10Device1 *This,
  432. UINT IndexCountPerInstance,
  433. UINT InstanceCount,
  434. UINT StartIndexLocation,
  435. INT BaseVertexLocation,
  436. UINT StartInstanceLocation);
  437. void (STDMETHODCALLTYPE *DrawInstanced)(
  438. ID3D10Device1 *This,
  439. UINT VertexCountPerInstance,
  440. UINT InstanceCount,
  441. UINT StartVertexLocation,
  442. UINT StartInstanceLocation);
  443. void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
  444. ID3D10Device1 *This,
  445. UINT StartSlot,
  446. UINT NumBuffers,
  447. ID3D10Buffer *const *ppConstantBuffers);
  448. void (STDMETHODCALLTYPE *GSSetShader)(
  449. ID3D10Device1 *This,
  450. ID3D10GeometryShader *pShader);
  451. void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
  452. ID3D10Device1 *This,
  453. D3D10_PRIMITIVE_TOPOLOGY Topology);
  454. void (STDMETHODCALLTYPE *VSSetShaderResources)(
  455. ID3D10Device1 *This,
  456. UINT StartSlot,
  457. UINT NumViews,
  458. ID3D10ShaderResourceView *const *ppShaderResourceViews);
  459. void (STDMETHODCALLTYPE *VSSetSamplers)(
  460. ID3D10Device1 *This,
  461. UINT StartSlot,
  462. UINT NumSamplers,
  463. ID3D10SamplerState *const *ppSamplers);
  464. void (STDMETHODCALLTYPE *SetPredication)(
  465. ID3D10Device1 *This,
  466. ID3D10Predicate *pPredicate,
  467. WINBOOL PredicateValue);
  468. void (STDMETHODCALLTYPE *GSSetShaderResources)(
  469. ID3D10Device1 *This,
  470. UINT StartSlot,
  471. UINT NumViews,
  472. ID3D10ShaderResourceView *const *ppShaderResourceViews);
  473. void (STDMETHODCALLTYPE *GSSetSamplers)(
  474. ID3D10Device1 *This,
  475. UINT StartSlot,
  476. UINT NumSamplers,
  477. ID3D10SamplerState *const *ppSamplers);
  478. void (STDMETHODCALLTYPE *OMSetRenderTargets)(
  479. ID3D10Device1 *This,
  480. UINT NumViews,
  481. ID3D10RenderTargetView *const *ppRenderTargetViews,
  482. ID3D10DepthStencilView *pDepthStencilView);
  483. void (STDMETHODCALLTYPE *OMSetBlendState)(
  484. ID3D10Device1 *This,
  485. ID3D10BlendState *pBlendState,
  486. const FLOAT BlendFactor[4],
  487. UINT SampleMask);
  488. void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
  489. ID3D10Device1 *This,
  490. ID3D10DepthStencilState *pDepthStencilState,
  491. UINT StencilRef);
  492. void (STDMETHODCALLTYPE *SOSetTargets)(
  493. ID3D10Device1 *This,
  494. UINT NumBuffers,
  495. ID3D10Buffer *const *ppSOTargets,
  496. const UINT *pOffsets);
  497. void (STDMETHODCALLTYPE *DrawAuto)(
  498. ID3D10Device1 *This);
  499. void (STDMETHODCALLTYPE *RSSetState)(
  500. ID3D10Device1 *This,
  501. ID3D10RasterizerState *pRasterizerState);
  502. void (STDMETHODCALLTYPE *RSSetViewports)(
  503. ID3D10Device1 *This,
  504. UINT NumViewports,
  505. const D3D10_VIEWPORT *pViewports);
  506. void (STDMETHODCALLTYPE *RSSetScissorRects)(
  507. ID3D10Device1 *This,
  508. UINT NumRects,
  509. const D3D10_RECT *pRects);
  510. void (STDMETHODCALLTYPE *CopySubresourceRegion)(
  511. ID3D10Device1 *This,
  512. ID3D10Resource *pDstResource,
  513. UINT DstSubresource,
  514. UINT DstX,
  515. UINT DstY,
  516. UINT DstZ,
  517. ID3D10Resource *pSrcResource,
  518. UINT SrcSubresource,
  519. const D3D10_BOX *pSrcBox);
  520. void (STDMETHODCALLTYPE *CopyResource)(
  521. ID3D10Device1 *This,
  522. ID3D10Resource *pDstResource,
  523. ID3D10Resource *pSrcResource);
  524. void (STDMETHODCALLTYPE *UpdateSubresource)(
  525. ID3D10Device1 *This,
  526. ID3D10Resource *pDstResource,
  527. UINT DstSubresource,
  528. const D3D10_BOX *pDstBox,
  529. const void *pSrcData,
  530. UINT SrcRowPitch,
  531. UINT SrcDepthPitch);
  532. void (STDMETHODCALLTYPE *ClearRenderTargetView)(
  533. ID3D10Device1 *This,
  534. ID3D10RenderTargetView *pRenderTargetView,
  535. const FLOAT ColorRGBA[4]);
  536. void (STDMETHODCALLTYPE *ClearDepthStencilView)(
  537. ID3D10Device1 *This,
  538. ID3D10DepthStencilView *pDepthStencilView,
  539. UINT ClearFlags,
  540. FLOAT Depth,
  541. UINT8 Stencil);
  542. void (STDMETHODCALLTYPE *GenerateMips)(
  543. ID3D10Device1 *This,
  544. ID3D10ShaderResourceView *pShaderResourceView);
  545. void (STDMETHODCALLTYPE *ResolveSubresource)(
  546. ID3D10Device1 *This,
  547. ID3D10Resource *pDstResource,
  548. UINT DstSubresource,
  549. ID3D10Resource *pSrcResource,
  550. UINT SrcSubresource,
  551. DXGI_FORMAT Format);
  552. void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
  553. ID3D10Device1 *This,
  554. UINT StartSlot,
  555. UINT NumBuffers,
  556. ID3D10Buffer **ppConstantBuffers);
  557. void (STDMETHODCALLTYPE *PSGetShaderResources)(
  558. ID3D10Device1 *This,
  559. UINT StartSlot,
  560. UINT NumViews,
  561. ID3D10ShaderResourceView **ppShaderResourceViews);
  562. void (STDMETHODCALLTYPE *PSGetShader)(
  563. ID3D10Device1 *This,
  564. ID3D10PixelShader **ppPixelShader);
  565. void (STDMETHODCALLTYPE *PSGetSamplers)(
  566. ID3D10Device1 *This,
  567. UINT StartSlot,
  568. UINT NumSamplers,
  569. ID3D10SamplerState **ppSamplers);
  570. void (STDMETHODCALLTYPE *VSGetShader)(
  571. ID3D10Device1 *This,
  572. ID3D10VertexShader **ppVertexShader);
  573. void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
  574. ID3D10Device1 *This,
  575. UINT StartSlot,
  576. UINT NumBuffers,
  577. ID3D10Buffer **ppConstantBuffers);
  578. void (STDMETHODCALLTYPE *IAGetInputLayout)(
  579. ID3D10Device1 *This,
  580. ID3D10InputLayout **ppInputLayout);
  581. void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
  582. ID3D10Device1 *This,
  583. UINT StartSlot,
  584. UINT NumBuffers,
  585. ID3D10Buffer **ppVertexBuffers,
  586. UINT *pStrides,
  587. UINT *pOffsets);
  588. void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
  589. ID3D10Device1 *This,
  590. ID3D10Buffer **pIndexBuffer,
  591. DXGI_FORMAT *Format,
  592. UINT *Offset);
  593. void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
  594. ID3D10Device1 *This,
  595. UINT StartSlot,
  596. UINT NumBuffers,
  597. ID3D10Buffer **ppConstantBuffers);
  598. void (STDMETHODCALLTYPE *GSGetShader)(
  599. ID3D10Device1 *This,
  600. ID3D10GeometryShader **ppGeometryShader);
  601. void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
  602. ID3D10Device1 *This,
  603. D3D10_PRIMITIVE_TOPOLOGY *pTopology);
  604. void (STDMETHODCALLTYPE *VSGetShaderResources)(
  605. ID3D10Device1 *This,
  606. UINT StartSlot,
  607. UINT NumViews,
  608. ID3D10ShaderResourceView **ppShaderResourceViews);
  609. void (STDMETHODCALLTYPE *VSGetSamplers)(
  610. ID3D10Device1 *This,
  611. UINT StartSlot,
  612. UINT NumSamplers,
  613. ID3D10SamplerState **ppSamplers);
  614. void (STDMETHODCALLTYPE *GetPredication)(
  615. ID3D10Device1 *This,
  616. ID3D10Predicate **ppPredicate,
  617. WINBOOL *pPredicateValue);
  618. void (STDMETHODCALLTYPE *GSGetShaderResources)(
  619. ID3D10Device1 *This,
  620. UINT StartSlot,
  621. UINT NumViews,
  622. ID3D10ShaderResourceView **ppShaderResourceViews);
  623. void (STDMETHODCALLTYPE *GSGetSamplers)(
  624. ID3D10Device1 *This,
  625. UINT StartSlot,
  626. UINT NumSamplers,
  627. ID3D10SamplerState **ppSamplers);
  628. void (STDMETHODCALLTYPE *OMGetRenderTargets)(
  629. ID3D10Device1 *This,
  630. UINT NumViews,
  631. ID3D10RenderTargetView **ppRenderTargetViews,
  632. ID3D10DepthStencilView **ppDepthStencilView);
  633. void (STDMETHODCALLTYPE *OMGetBlendState)(
  634. ID3D10Device1 *This,
  635. ID3D10BlendState **ppBlendState,
  636. FLOAT BlendFactor[4],
  637. UINT *pSampleMask);
  638. void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
  639. ID3D10Device1 *This,
  640. ID3D10DepthStencilState **ppDepthStencilState,
  641. UINT *pStencilRef);
  642. void (STDMETHODCALLTYPE *SOGetTargets)(
  643. ID3D10Device1 *This,
  644. UINT NumBuffers,
  645. ID3D10Buffer **ppSOTargets,
  646. UINT *pOffsets);
  647. void (STDMETHODCALLTYPE *RSGetState)(
  648. ID3D10Device1 *This,
  649. ID3D10RasterizerState **ppRasterizerState);
  650. void (STDMETHODCALLTYPE *RSGetViewports)(
  651. ID3D10Device1 *This,
  652. UINT *NumViewports,
  653. D3D10_VIEWPORT *pViewports);
  654. void (STDMETHODCALLTYPE *RSGetScissorRects)(
  655. ID3D10Device1 *This,
  656. UINT *NumRects,
  657. D3D10_RECT *pRects);
  658. HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)(
  659. ID3D10Device1 *This);
  660. HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(
  661. ID3D10Device1 *This,
  662. UINT RaiseFlags);
  663. UINT (STDMETHODCALLTYPE *GetExceptionMode)(
  664. ID3D10Device1 *This);
  665. HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
  666. ID3D10Device1 *This,
  667. REFGUID guid,
  668. UINT *pDataSize,
  669. void *pData);
  670. HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
  671. ID3D10Device1 *This,
  672. REFGUID guid,
  673. UINT DataSize,
  674. const void *pData);
  675. HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
  676. ID3D10Device1 *This,
  677. REFGUID guid,
  678. const IUnknown *pData);
  679. void (STDMETHODCALLTYPE *ClearState)(
  680. ID3D10Device1 *This);
  681. void (STDMETHODCALLTYPE *Flush)(
  682. ID3D10Device1 *This);
  683. HRESULT (STDMETHODCALLTYPE *CreateBuffer)(
  684. ID3D10Device1 *This,
  685. const D3D10_BUFFER_DESC *pDesc,
  686. const D3D10_SUBRESOURCE_DATA *pInitialData,
  687. ID3D10Buffer **ppBuffer);
  688. HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(
  689. ID3D10Device1 *This,
  690. const D3D10_TEXTURE1D_DESC *pDesc,
  691. const D3D10_SUBRESOURCE_DATA *pInitialData,
  692. ID3D10Texture1D **ppTexture1D);
  693. HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(
  694. ID3D10Device1 *This,
  695. const D3D10_TEXTURE2D_DESC *pDesc,
  696. const D3D10_SUBRESOURCE_DATA *pInitialData,
  697. ID3D10Texture2D **ppTexture2D);
  698. HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(
  699. ID3D10Device1 *This,
  700. const D3D10_TEXTURE3D_DESC *pDesc,
  701. const D3D10_SUBRESOURCE_DATA *pInitialData,
  702. ID3D10Texture3D **ppTexture3D);
  703. HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(
  704. ID3D10Device1 *This,
  705. ID3D10Resource *pResource,
  706. const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
  707. ID3D10ShaderResourceView **ppSRView);
  708. HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(
  709. ID3D10Device1 *This,
  710. ID3D10Resource *pResource,
  711. const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
  712. ID3D10RenderTargetView **ppRTView);
  713. HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(
  714. ID3D10Device1 *This,
  715. ID3D10Resource *pResource,
  716. const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
  717. ID3D10DepthStencilView **ppDepthStencilView);
  718. HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(
  719. ID3D10Device1 *This,
  720. const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
  721. UINT NumElements,
  722. const void *pShaderBytecodeWithInputSignature,
  723. SIZE_T BytecodeLength,
  724. ID3D10InputLayout **ppInputLayout);
  725. HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(
  726. ID3D10Device1 *This,
  727. const void *pShaderBytecode,
  728. SIZE_T BytecodeLength,
  729. ID3D10VertexShader **ppVertexShader);
  730. HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(
  731. ID3D10Device1 *This,
  732. const void *pShaderBytecode,
  733. SIZE_T BytecodeLength,
  734. ID3D10GeometryShader **ppGeometryShader);
  735. HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(
  736. ID3D10Device1 *This,
  737. const void *pShaderBytecode,
  738. SIZE_T BytecodeLength,
  739. const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
  740. UINT NumEntries,
  741. UINT OutputStreamStride,
  742. ID3D10GeometryShader **ppGeometryShader);
  743. HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(
  744. ID3D10Device1 *This,
  745. const void *pShaderBytecode,
  746. SIZE_T BytecodeLength,
  747. ID3D10PixelShader **ppPixelShader);
  748. HRESULT (STDMETHODCALLTYPE *CreateBlendState)(
  749. ID3D10Device1 *This,
  750. const D3D10_BLEND_DESC *pBlendStateDesc,
  751. ID3D10BlendState **ppBlendState);
  752. HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(
  753. ID3D10Device1 *This,
  754. const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
  755. ID3D10DepthStencilState **ppDepthStencilState);
  756. HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(
  757. ID3D10Device1 *This,
  758. const D3D10_RASTERIZER_DESC *pRasterizerDesc,
  759. ID3D10RasterizerState **ppRasterizerState);
  760. HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(
  761. ID3D10Device1 *This,
  762. const D3D10_SAMPLER_DESC *pSamplerDesc,
  763. ID3D10SamplerState **ppSamplerState);
  764. HRESULT (STDMETHODCALLTYPE *CreateQuery)(
  765. ID3D10Device1 *This,
  766. const D3D10_QUERY_DESC *pQueryDesc,
  767. ID3D10Query **ppQuery);
  768. HRESULT (STDMETHODCALLTYPE *CreatePredicate)(
  769. ID3D10Device1 *This,
  770. const D3D10_QUERY_DESC *pPredicateDesc,
  771. ID3D10Predicate **ppPredicate);
  772. HRESULT (STDMETHODCALLTYPE *CreateCounter)(
  773. ID3D10Device1 *This,
  774. const D3D10_COUNTER_DESC *pCounterDesc,
  775. ID3D10Counter **ppCounter);
  776. HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(
  777. ID3D10Device1 *This,
  778. DXGI_FORMAT Format,
  779. UINT *pFormatSupport);
  780. HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(
  781. ID3D10Device1 *This,
  782. DXGI_FORMAT Format,
  783. UINT SampleCount,
  784. UINT *pNumQualityLevels);
  785. void (STDMETHODCALLTYPE *CheckCounterInfo)(
  786. ID3D10Device1 *This,
  787. D3D10_COUNTER_INFO *pCounterInfo);
  788. HRESULT (STDMETHODCALLTYPE *CheckCounter)(
  789. ID3D10Device1 *This,
  790. const D3D10_COUNTER_DESC *pDesc,
  791. D3D10_COUNTER_TYPE *pType,
  792. UINT *pActiveCounters,
  793. char *name,
  794. UINT *pNameLength,
  795. char *units,
  796. UINT *pUnitsLength,
  797. char *description,
  798. UINT *pDescriptionLength);
  799. UINT (STDMETHODCALLTYPE *GetCreationFlags)(
  800. ID3D10Device1 *This);
  801. HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(
  802. ID3D10Device1 *This,
  803. HANDLE hResource,
  804. REFIID ReturnedInterface,
  805. void **ppResource);
  806. void (STDMETHODCALLTYPE *SetTextFilterSize)(
  807. ID3D10Device1 *This,
  808. UINT Width,
  809. UINT Height);
  810. void (STDMETHODCALLTYPE *GetTextFilterSize)(
  811. ID3D10Device1 *This,
  812. UINT *pWidth,
  813. UINT *pHeight);
  814. /*** ID3D10Device1 methods ***/
  815. HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)(
  816. ID3D10Device1 *This,
  817. ID3D10Resource *pResource,
  818. const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
  819. ID3D10ShaderResourceView1 **ppSRView);
  820. HRESULT (STDMETHODCALLTYPE *CreateBlendState1)(
  821. ID3D10Device1 *This,
  822. const D3D10_BLEND_DESC1 *pBlendStateDesc,
  823. ID3D10BlendState1 **ppBlendState);
  824. D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)(
  825. ID3D10Device1 *This);
  826. END_INTERFACE
  827. } ID3D10Device1Vtbl;
  828. interface ID3D10Device1 {
  829. CONST_VTBL ID3D10Device1Vtbl* lpVtbl;
  830. };
  831. #ifdef COBJMACROS
  832. #ifndef WIDL_C_INLINE_WRAPPERS
  833. /*** IUnknown methods ***/
  834. #define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  835. #define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This)
  836. #define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This)
  837. /*** ID3D10Device methods ***/
  838. #define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
  839. #define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
  840. #define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader)
  841. #define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
  842. #define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader)
  843. #define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)
  844. #define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation)
  845. #define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
  846. #define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout)
  847. #define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
  848. #define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset)
  849. #define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)
  850. #define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)
  851. #define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
  852. #define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader)
  853. #define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology)
  854. #define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
  855. #define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
  856. #define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue)
  857. #define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
  858. #define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
  859. #define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)
  860. #define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)
  861. #define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef)
  862. #define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)
  863. #define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This)
  864. #define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState)
  865. #define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports)
  866. #define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects)
  867. #define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)
  868. #define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource)
  869. #define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)
  870. #define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)
  871. #define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)
  872. #define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView)
  873. #define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)
  874. #define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
  875. #define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
  876. #define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader)
  877. #define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
  878. #define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader)
  879. #define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
  880. #define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout)
  881. #define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
  882. #define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)
  883. #define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
  884. #define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader)
  885. #define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology)
  886. #define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
  887. #define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
  888. #define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue)
  889. #define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
  890. #define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
  891. #define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)
  892. #define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)
  893. #define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)
  894. #define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets)
  895. #define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState)
  896. #define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports)
  897. #define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects)
  898. #define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This)
  899. #define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags)
  900. #define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This)
  901. #define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
  902. #define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
  903. #define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
  904. #define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This)
  905. #define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This)
  906. #define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
  907. #define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
  908. #define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
  909. #define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
  910. #define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
  911. #define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
  912. #define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
  913. #define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)
  914. #define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader)
  915. #define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader)
  916. #define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader)
  917. #define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader)
  918. #define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState)
  919. #define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)
  920. #define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)
  921. #define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState)
  922. #define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery)
  923. #define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate)
  924. #define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter)
  925. #define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport)
  926. #define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)
  927. #define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo)
  928. #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)
  929. #define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This)
  930. #define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource)
  931. #define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height)
  932. #define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight)
  933. /*** ID3D10Device1 methods ***/
  934. #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView)
  935. #define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState)
  936. #define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This)
  937. #else
  938. /*** IUnknown methods ***/
  939. static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) {
  940. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  941. }
  942. static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) {
  943. return This->lpVtbl->AddRef(This);
  944. }
  945. static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) {
  946. return This->lpVtbl->Release(This);
  947. }
  948. /*** ID3D10Device methods ***/
  949. static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
  950. This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
  951. }
  952. static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
  953. This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
  954. }
  955. static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) {
  956. This->lpVtbl->PSSetShader(This,pPixelShader);
  957. }
  958. static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
  959. This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
  960. }
  961. static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) {
  962. This->lpVtbl->VSSetShader(This,pVertexShader);
  963. }
  964. static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
  965. This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
  966. }
  967. static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) {
  968. This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
  969. }
  970. static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
  971. This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
  972. }
  973. static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) {
  974. This->lpVtbl->IASetInputLayout(This,pInputLayout);
  975. }
  976. static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
  977. This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
  978. }
  979. static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
  980. This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
  981. }
  982. static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
  983. This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
  984. }
  985. static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
  986. This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
  987. }
  988. static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
  989. This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
  990. }
  991. static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) {
  992. This->lpVtbl->GSSetShader(This,pShader);
  993. }
  994. static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) {
  995. This->lpVtbl->IASetPrimitiveTopology(This,Topology);
  996. }
  997. static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
  998. This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
  999. }
  1000. static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
  1001. This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
  1002. }
  1003. static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) {
  1004. This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
  1005. }
  1006. static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
  1007. This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
  1008. }
  1009. static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
  1010. This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
  1011. }
  1012. static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) {
  1013. This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
  1014. }
  1015. static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
  1016. This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
  1017. }
  1018. static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) {
  1019. This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
  1020. }
  1021. static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) {
  1022. This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
  1023. }
  1024. static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) {
  1025. This->lpVtbl->DrawAuto(This);
  1026. }
  1027. static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) {
  1028. This->lpVtbl->RSSetState(This,pRasterizerState);
  1029. }
  1030. static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) {
  1031. This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
  1032. }
  1033. static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) {
  1034. This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
  1035. }
  1036. 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) {
  1037. This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
  1038. }
  1039. static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) {
  1040. This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
  1041. }
  1042. static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
  1043. This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
  1044. }
  1045. static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
  1046. This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
  1047. }
  1048. static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
  1049. This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
  1050. }
  1051. static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) {
  1052. This->lpVtbl->GenerateMips(This,pShaderResourceView);
  1053. }
  1054. static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
  1055. This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
  1056. }
  1057. static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
  1058. This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
  1059. }
  1060. static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
  1061. This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
  1062. }
  1063. static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) {
  1064. This->lpVtbl->PSGetShader(This,ppPixelShader);
  1065. }
  1066. static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
  1067. This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
  1068. }
  1069. static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) {
  1070. This->lpVtbl->VSGetShader(This,ppVertexShader);
  1071. }
  1072. static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
  1073. This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
  1074. }
  1075. static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) {
  1076. This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
  1077. }
  1078. static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
  1079. This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
  1080. }
  1081. static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
  1082. This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
  1083. }
  1084. static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
  1085. This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
  1086. }
  1087. static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) {
  1088. This->lpVtbl->GSGetShader(This,ppGeometryShader);
  1089. }
  1090. static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) {
  1091. This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
  1092. }
  1093. static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
  1094. This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
  1095. }
  1096. static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
  1097. This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
  1098. }
  1099. static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) {
  1100. This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
  1101. }
  1102. static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
  1103. This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
  1104. }
  1105. static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
  1106. This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
  1107. }
  1108. static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) {
  1109. This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
  1110. }
  1111. static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
  1112. This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
  1113. }
  1114. static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
  1115. This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
  1116. }
  1117. static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) {
  1118. This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets);
  1119. }
  1120. static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) {
  1121. This->lpVtbl->RSGetState(This,ppRasterizerState);
  1122. }
  1123. static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) {
  1124. This->lpVtbl->RSGetViewports(This,NumViewports,pViewports);
  1125. }
  1126. static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) {
  1127. This->lpVtbl->RSGetScissorRects(This,NumRects,pRects);
  1128. }
  1129. static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) {
  1130. return This->lpVtbl->GetDeviceRemovedReason(This);
  1131. }
  1132. static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) {
  1133. return This->lpVtbl->SetExceptionMode(This,RaiseFlags);
  1134. }
  1135. static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) {
  1136. return This->lpVtbl->GetExceptionMode(This);
  1137. }
  1138. static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) {
  1139. return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
  1140. }
  1141. static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) {
  1142. return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
  1143. }
  1144. static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) {
  1145. return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
  1146. }
  1147. static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) {
  1148. This->lpVtbl->ClearState(This);
  1149. }
  1150. static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) {
  1151. This->lpVtbl->Flush(This);
  1152. }
  1153. static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) {
  1154. return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
  1155. }
  1156. static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) {
  1157. return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
  1158. }
  1159. static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) {
  1160. return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
  1161. }
  1162. static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) {
  1163. return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
  1164. }
  1165. static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) {
  1166. return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
  1167. }
  1168. static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) {
  1169. return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
  1170. }
  1171. static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) {
  1172. return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
  1173. }
  1174. static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) {
  1175. return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout);
  1176. }
  1177. static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) {
  1178. return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader);
  1179. }
  1180. static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) {
  1181. return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader);
  1182. }
  1183. 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) {
  1184. return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader);
  1185. }
  1186. static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) {
  1187. return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader);
  1188. }
  1189. static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) {
  1190. return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState);
  1191. }
  1192. static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) {
  1193. return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState);
  1194. }
  1195. static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) {
  1196. return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState);
  1197. }
  1198. static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) {
  1199. return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState);
  1200. }
  1201. static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) {
  1202. return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery);
  1203. }
  1204. static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) {
  1205. return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate);
  1206. }
  1207. static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) {
  1208. return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter);
  1209. }
  1210. static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) {
  1211. return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport);
  1212. }
  1213. static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) {
  1214. return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels);
  1215. }
  1216. static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) {
  1217. This->lpVtbl->CheckCounterInfo(This,pCounterInfo);
  1218. }
  1219. 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) {
  1220. return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength);
  1221. }
  1222. static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) {
  1223. return This->lpVtbl->GetCreationFlags(This);
  1224. }
  1225. static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) {
  1226. return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource);
  1227. }
  1228. static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) {
  1229. This->lpVtbl->SetTextFilterSize(This,Width,Height);
  1230. }
  1231. static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) {
  1232. This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight);
  1233. }
  1234. /*** ID3D10Device1 methods ***/
  1235. static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) {
  1236. return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView);
  1237. }
  1238. static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) {
  1239. return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState);
  1240. }
  1241. static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) {
  1242. return This->lpVtbl->GetFeatureLevel(This);
  1243. }
  1244. #endif
  1245. #endif
  1246. #endif
  1247. #endif /* __ID3D10Device1_INTERFACE_DEFINED__ */
  1248. #define D3D10_1_SDK_VERSION (0x20)
  1249. HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE,
  1250. HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**);
  1251. 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);
  1252. /* Begin additional prototypes for all interfaces */
  1253. /* End additional prototypes */
  1254. #ifdef __cplusplus
  1255. }
  1256. #endif
  1257. #endif /* __d3d10_1_h__ */