source: Daodan/MSYS2/mingw32/i686-w64-mingw32/include/d3d10_1.h@ 1181

Last change on this file since 1181 was 1166, checked in by rossy, 3 years ago

Daodan: Replace MinGW build env with an up-to-date MSYS2 env

File size: 69.3 KB
Line 
1/*** Autogenerated by WIDL 6.4 from include/d3d10_1.idl - Do not edit ***/
2
3#ifdef _WIN32
4#ifndef __REQUIRED_RPCNDR_H_VERSION__
5#define __REQUIRED_RPCNDR_H_VERSION__ 475
6#endif
7#include <rpc.h>
8#include <rpcndr.h>
9#endif
10
11#ifndef COM_NO_WINDOWS_H
12#include <windows.h>
13#include <ole2.h>
14#endif
15
16#ifndef __d3d10_1_h__
17#define __d3d10_1_h__
18
19/* Forward declarations */
20
21#ifndef __ID3D10BlendState1_FWD_DEFINED__
22#define __ID3D10BlendState1_FWD_DEFINED__
23typedef interface ID3D10BlendState1 ID3D10BlendState1;
24#ifdef __cplusplus
25interface ID3D10BlendState1;
26#endif /* __cplusplus */
27#endif
28
29#ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
30#define __ID3D10ShaderResourceView1_FWD_DEFINED__
31typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
32#ifdef __cplusplus
33interface ID3D10ShaderResourceView1;
34#endif /* __cplusplus */
35#endif
36
37#ifndef __ID3D10Device1_FWD_DEFINED__
38#define __ID3D10Device1_FWD_DEFINED__
39typedef interface ID3D10Device1 ID3D10Device1;
40#ifdef __cplusplus
41interface ID3D10Device1;
42#endif /* __cplusplus */
43#endif
44
45/* Headers for imported files */
46
47#include <oaidl.h>
48#include <ocidl.h>
49#include <d3d10.h>
50
51#ifdef __cplusplus
52extern "C" {
53#endif
54
55#ifndef _D3D10_1_CONSTANTS
56#define _D3D10_1_CONSTANTS
57#define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff)
58
59#define D3D10_1_GS_INPUT_REGISTER_COUNT (32)
60
61#define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32)
62
63#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128)
64
65#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32)
66
67#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1)
68
69#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32)
70
71#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1)
72
73#define D3D10_1_SHADER_MAJOR_VERSION (4)
74
75#define D3D10_1_SHADER_MINOR_VERSION (1)
76
77#define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048)
78
79#define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256)
80
81#define D3D10_1_SO_BUFFER_SLOT_COUNT (4)
82
83#define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1)
84
85#define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64)
86
87#define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32)
88
89#define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8)
90
91#define D3D10_1_VS_INPUT_REGISTER_COUNT (32)
92
93#define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32)
94
95#endif
96#define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6)
97#define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f)
98#include <d3d10_1shader.h>
99typedef enum D3D10_FEATURE_LEVEL1 {
100 D3D10_FEATURE_LEVEL_10_0 = 0xa000,
101 D3D10_FEATURE_LEVEL_10_1 = 0xa100,
102 D3D10_FEATURE_LEVEL_9_1 = 0x9100,
103 D3D10_FEATURE_LEVEL_9_2 = 0x9200,
104 D3D10_FEATURE_LEVEL_9_3 = 0x9300
105} D3D10_FEATURE_LEVEL1;
106typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 {
107 WINBOOL BlendEnable;
108 D3D10_BLEND SrcBlend;
109 D3D10_BLEND DestBlend;
110 D3D10_BLEND_OP BlendOp;
111 D3D10_BLEND SrcBlendAlpha;
112 D3D10_BLEND DestBlendAlpha;
113 D3D10_BLEND_OP BlendOpAlpha;
114 UINT8 RenderTargetWriteMask;
115} D3D10_RENDER_TARGET_BLEND_DESC1;
116typedef struct D3D10_BLEND_DESC1 {
117 WINBOOL AlphaToCoverageEnable;
118 WINBOOL IndependentBlendEnable;
119 D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8];
120} D3D10_BLEND_DESC1;
121/*****************************************************************************
122 * ID3D10BlendState1 interface
123 */
124#ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
125#define __ID3D10BlendState1_INTERFACE_DEFINED__
126
127DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61);
128#if defined(__cplusplus) && !defined(CINTERFACE)
129MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161")
130ID3D10BlendState1 : public ID3D10BlendState
131{
132 virtual void STDMETHODCALLTYPE GetDesc1(
133 D3D10_BLEND_DESC1 *pDesc) = 0;
134
135};
136#ifdef __CRT_UUID_DECL
137__CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61)
138#endif
139#else
140typedef struct ID3D10BlendState1Vtbl {
141 BEGIN_INTERFACE
142
143 /*** IUnknown methods ***/
144 HRESULT (STDMETHODCALLTYPE *QueryInterface)(
145 ID3D10BlendState1 *This,
146 REFIID riid,
147 void **ppvObject);
148
149 ULONG (STDMETHODCALLTYPE *AddRef)(
150 ID3D10BlendState1 *This);
151
152 ULONG (STDMETHODCALLTYPE *Release)(
153 ID3D10BlendState1 *This);
154
155 /*** ID3D10DeviceChild methods ***/
156 void (STDMETHODCALLTYPE *GetDevice)(
157 ID3D10BlendState1 *This,
158 ID3D10Device **ppDevice);
159
160 HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
161 ID3D10BlendState1 *This,
162 REFGUID guid,
163 UINT *pDataSize,
164 void *pData);
165
166 HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
167 ID3D10BlendState1 *This,
168 REFGUID guid,
169 UINT DataSize,
170 const void *pData);
171
172 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
173 ID3D10BlendState1 *This,
174 REFGUID guid,
175 const IUnknown *pData);
176
177 /*** ID3D10BlendState methods ***/
178 void (STDMETHODCALLTYPE *GetDesc)(
179 ID3D10BlendState1 *This,
180 D3D10_BLEND_DESC *pDesc);
181
182 /*** ID3D10BlendState1 methods ***/
183 void (STDMETHODCALLTYPE *GetDesc1)(
184 ID3D10BlendState1 *This,
185 D3D10_BLEND_DESC1 *pDesc);
186
187 END_INTERFACE
188} ID3D10BlendState1Vtbl;
189
190interface ID3D10BlendState1 {
191 CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl;
192};
193
194#ifdef COBJMACROS
195#ifndef WIDL_C_INLINE_WRAPPERS
196/*** IUnknown methods ***/
197#define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
198#define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This)
199#define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This)
200/*** ID3D10DeviceChild methods ***/
201#define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
202#define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
203#define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
204#define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
205/*** ID3D10BlendState methods ***/
206#define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
207/*** ID3D10BlendState1 methods ***/
208#define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
209#else
210/*** IUnknown methods ***/
211static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) {
212 return This->lpVtbl->QueryInterface(This,riid,ppvObject);
213}
214static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) {
215 return This->lpVtbl->AddRef(This);
216}
217static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) {
218 return This->lpVtbl->Release(This);
219}
220/*** ID3D10DeviceChild methods ***/
221static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) {
222 This->lpVtbl->GetDevice(This,ppDevice);
223}
224static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
225 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
226}
227static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) {
228 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
229}
230static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) {
231 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
232}
233/*** ID3D10BlendState methods ***/
234static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) {
235 This->lpVtbl->GetDesc(This,pDesc);
236}
237/*** ID3D10BlendState1 methods ***/
238static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) {
239 This->lpVtbl->GetDesc1(This,pDesc);
240}
241#endif
242#endif
243
244#endif
245
246
247#endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */
248
249typedef struct D3D10_TEXCUBE_ARRAY_SRV1 {
250 UINT MostDetailedMip;
251 UINT MipLevels;
252 UINT First2DArrayFace;
253 UINT NumCubes;
254} D3D10_TEXCUBE_ARRAY_SRV1;
255typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
256typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 {
257 DXGI_FORMAT Format;
258 D3D10_SRV_DIMENSION1 ViewDimension;
259 __C89_NAMELESS union {
260 D3D10_BUFFER_SRV Buffer;
261 D3D10_TEX1D_SRV Texture1D;
262 D3D10_TEX1D_ARRAY_SRV Texture1DArray;
263 D3D10_TEX2D_SRV Texture2D;
264 D3D10_TEX2D_ARRAY_SRV Texture2DArray;
265 D3D10_TEX2DMS_SRV Texture2DMS;
266 D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
267 D3D10_TEX3D_SRV Texture3D;
268 D3D10_TEXCUBE_SRV TextureCube;
269 D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
270 } __C89_NAMELESSUNIONNAME;
271} D3D10_SHADER_RESOURCE_VIEW_DESC1;
272/*****************************************************************************
273 * ID3D10ShaderResourceView1 interface
274 */
275#ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
276#define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
277
278DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
279#if defined(__cplusplus) && !defined(CINTERFACE)
280MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0")
281ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
282{
283 virtual void STDMETHODCALLTYPE GetDesc1(
284 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
285
286};
287#ifdef __CRT_UUID_DECL
288__CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
289#endif
290#else
291typedef struct ID3D10ShaderResourceView1Vtbl {
292 BEGIN_INTERFACE
293
294 /*** IUnknown methods ***/
295 HRESULT (STDMETHODCALLTYPE *QueryInterface)(
296 ID3D10ShaderResourceView1 *This,
297 REFIID riid,
298 void **ppvObject);
299
300 ULONG (STDMETHODCALLTYPE *AddRef)(
301 ID3D10ShaderResourceView1 *This);
302
303 ULONG (STDMETHODCALLTYPE *Release)(
304 ID3D10ShaderResourceView1 *This);
305
306 /*** ID3D10DeviceChild methods ***/
307 void (STDMETHODCALLTYPE *GetDevice)(
308 ID3D10ShaderResourceView1 *This,
309 ID3D10Device **ppDevice);
310
311 HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
312 ID3D10ShaderResourceView1 *This,
313 REFGUID guid,
314 UINT *pDataSize,
315 void *pData);
316
317 HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
318 ID3D10ShaderResourceView1 *This,
319 REFGUID guid,
320 UINT DataSize,
321 const void *pData);
322
323 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
324 ID3D10ShaderResourceView1 *This,
325 REFGUID guid,
326 const IUnknown *pData);
327
328 /*** ID3D10View methods ***/
329 void (STDMETHODCALLTYPE *GetResource)(
330 ID3D10ShaderResourceView1 *This,
331 ID3D10Resource **ppResource);
332
333 /*** ID3D10ShaderResourceView methods ***/
334 void (STDMETHODCALLTYPE *GetDesc)(
335 ID3D10ShaderResourceView1 *This,
336 D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
337
338 /*** ID3D10ShaderResourceView1 methods ***/
339 void (STDMETHODCALLTYPE *GetDesc1)(
340 ID3D10ShaderResourceView1 *This,
341 D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
342
343 END_INTERFACE
344} ID3D10ShaderResourceView1Vtbl;
345
346interface ID3D10ShaderResourceView1 {
347 CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl;
348};
349
350#ifdef COBJMACROS
351#ifndef WIDL_C_INLINE_WRAPPERS
352/*** IUnknown methods ***/
353#define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
354#define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This)
355#define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This)
356/*** ID3D10DeviceChild methods ***/
357#define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
358#define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
359#define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
360#define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
361/*** ID3D10View methods ***/
362#define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource)
363/*** ID3D10ShaderResourceView methods ***/
364#define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
365/*** ID3D10ShaderResourceView1 methods ***/
366#define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
367#else
368/*** IUnknown methods ***/
369static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) {
370 return This->lpVtbl->QueryInterface(This,riid,ppvObject);
371}
372static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) {
373 return This->lpVtbl->AddRef(This);
374}
375static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) {
376 return This->lpVtbl->Release(This);
377}
378/*** ID3D10DeviceChild methods ***/
379static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) {
380 This->lpVtbl->GetDevice(This,ppDevice);
381}
382static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) {
383 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
384}
385static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) {
386 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
387}
388static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) {
389 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
390}
391/*** ID3D10View methods ***/
392static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) {
393 This->lpVtbl->GetResource(This,ppResource);
394}
395/*** ID3D10ShaderResourceView methods ***/
396static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) {
397 This->lpVtbl->GetDesc(This,pDesc);
398}
399/*** ID3D10ShaderResourceView1 methods ***/
400static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) {
401 This->lpVtbl->GetDesc1(This,pDesc);
402}
403#endif
404#endif
405
406#endif
407
408
409#endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */
410
411/*****************************************************************************
412 * ID3D10Device1 interface
413 */
414#ifndef __ID3D10Device1_INTERFACE_DEFINED__
415#define __ID3D10Device1_INTERFACE_DEFINED__
416
417DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
418#if defined(__cplusplus) && !defined(CINTERFACE)
419MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0")
420ID3D10Device1 : public ID3D10Device
421{
422 virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
423 ID3D10Resource *pResource,
424 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
425 ID3D10ShaderResourceView1 **ppSRView) = 0;
426
427 virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
428 const D3D10_BLEND_DESC1 *pBlendStateDesc,
429 ID3D10BlendState1 **ppBlendState) = 0;
430
431 virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel(
432 ) = 0;
433
434};
435#ifdef __CRT_UUID_DECL
436__CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
437#endif
438#else
439typedef struct ID3D10Device1Vtbl {
440 BEGIN_INTERFACE
441
442 /*** IUnknown methods ***/
443 HRESULT (STDMETHODCALLTYPE *QueryInterface)(
444 ID3D10Device1 *This,
445 REFIID riid,
446 void **ppvObject);
447
448 ULONG (STDMETHODCALLTYPE *AddRef)(
449 ID3D10Device1 *This);
450
451 ULONG (STDMETHODCALLTYPE *Release)(
452 ID3D10Device1 *This);
453
454 /*** ID3D10Device methods ***/
455 void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
456 ID3D10Device1 *This,
457 UINT StartSlot,
458 UINT NumBuffers,
459 ID3D10Buffer *const *ppConstantBuffers);
460
461 void (STDMETHODCALLTYPE *PSSetShaderResources)(
462 ID3D10Device1 *This,
463 UINT StartSlot,
464 UINT NumViews,
465 ID3D10ShaderResourceView *const *ppShaderResourceViews);
466
467 void (STDMETHODCALLTYPE *PSSetShader)(
468 ID3D10Device1 *This,
469 ID3D10PixelShader *pPixelShader);
470
471 void (STDMETHODCALLTYPE *PSSetSamplers)(
472 ID3D10Device1 *This,
473 UINT StartSlot,
474 UINT NumSamplers,
475 ID3D10SamplerState *const *ppSamplers);
476
477 void (STDMETHODCALLTYPE *VSSetShader)(
478 ID3D10Device1 *This,
479 ID3D10VertexShader *pVertexShader);
480
481 void (STDMETHODCALLTYPE *DrawIndexed)(
482 ID3D10Device1 *This,
483 UINT IndexCount,
484 UINT StartIndexLocation,
485 INT BaseVertexLocation);
486
487 void (STDMETHODCALLTYPE *Draw)(
488 ID3D10Device1 *This,
489 UINT VertexCount,
490 UINT StartVertexLocation);
491
492 void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
493 ID3D10Device1 *This,
494 UINT StartSlot,
495 UINT NumBuffers,
496 ID3D10Buffer *const *ppConstantBuffers);
497
498 void (STDMETHODCALLTYPE *IASetInputLayout)(
499 ID3D10Device1 *This,
500 ID3D10InputLayout *pInputLayout);
501
502 void (STDMETHODCALLTYPE *IASetVertexBuffers)(
503 ID3D10Device1 *This,
504 UINT StartSlot,
505 UINT NumBuffers,
506 ID3D10Buffer *const *ppVertexBuffers,
507 const UINT *pStrides,
508 const UINT *pOffsets);
509
510 void (STDMETHODCALLTYPE *IASetIndexBuffer)(
511 ID3D10Device1 *This,
512 ID3D10Buffer *pIndexBuffer,
513 DXGI_FORMAT Format,
514 UINT Offset);
515
516 void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
517 ID3D10Device1 *This,
518 UINT IndexCountPerInstance,
519 UINT InstanceCount,
520 UINT StartIndexLocation,
521 INT BaseVertexLocation,
522 UINT StartInstanceLocation);
523
524 void (STDMETHODCALLTYPE *DrawInstanced)(
525 ID3D10Device1 *This,
526 UINT VertexCountPerInstance,
527 UINT InstanceCount,
528 UINT StartVertexLocation,
529 UINT StartInstanceLocation);
530
531 void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
532 ID3D10Device1 *This,
533 UINT StartSlot,
534 UINT NumBuffers,
535 ID3D10Buffer *const *ppConstantBuffers);
536
537 void (STDMETHODCALLTYPE *GSSetShader)(
538 ID3D10Device1 *This,
539 ID3D10GeometryShader *pShader);
540
541 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
542 ID3D10Device1 *This,
543 D3D10_PRIMITIVE_TOPOLOGY Topology);
544
545 void (STDMETHODCALLTYPE *VSSetShaderResources)(
546 ID3D10Device1 *This,
547 UINT StartSlot,
548 UINT NumViews,
549 ID3D10ShaderResourceView *const *ppShaderResourceViews);
550
551 void (STDMETHODCALLTYPE *VSSetSamplers)(
552 ID3D10Device1 *This,
553 UINT StartSlot,
554 UINT NumSamplers,
555 ID3D10SamplerState *const *ppSamplers);
556
557 void (STDMETHODCALLTYPE *SetPredication)(
558 ID3D10Device1 *This,
559 ID3D10Predicate *pPredicate,
560 WINBOOL PredicateValue);
561
562 void (STDMETHODCALLTYPE *GSSetShaderResources)(
563 ID3D10Device1 *This,
564 UINT StartSlot,
565 UINT NumViews,
566 ID3D10ShaderResourceView *const *ppShaderResourceViews);
567
568 void (STDMETHODCALLTYPE *GSSetSamplers)(
569 ID3D10Device1 *This,
570 UINT StartSlot,
571 UINT NumSamplers,
572 ID3D10SamplerState *const *ppSamplers);
573
574 void (STDMETHODCALLTYPE *OMSetRenderTargets)(
575 ID3D10Device1 *This,
576 UINT NumViews,
577 ID3D10RenderTargetView *const *ppRenderTargetViews,
578 ID3D10DepthStencilView *pDepthStencilView);
579
580 void (STDMETHODCALLTYPE *OMSetBlendState)(
581 ID3D10Device1 *This,
582 ID3D10BlendState *pBlendState,
583 const FLOAT BlendFactor[4],
584 UINT SampleMask);
585
586 void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
587 ID3D10Device1 *This,
588 ID3D10DepthStencilState *pDepthStencilState,
589 UINT StencilRef);
590
591 void (STDMETHODCALLTYPE *SOSetTargets)(
592 ID3D10Device1 *This,
593 UINT NumBuffers,
594 ID3D10Buffer *const *ppSOTargets,
595 const UINT *pOffsets);
596
597 void (STDMETHODCALLTYPE *DrawAuto)(
598 ID3D10Device1 *This);
599
600 void (STDMETHODCALLTYPE *RSSetState)(
601 ID3D10Device1 *This,
602 ID3D10RasterizerState *pRasterizerState);
603
604 void (STDMETHODCALLTYPE *RSSetViewports)(
605 ID3D10Device1 *This,
606 UINT NumViewports,
607 const D3D10_VIEWPORT *pViewports);
608
609 void (STDMETHODCALLTYPE *RSSetScissorRects)(
610 ID3D10Device1 *This,
611 UINT NumRects,
612 const D3D10_RECT *pRects);
613
614 void (STDMETHODCALLTYPE *CopySubresourceRegion)(
615 ID3D10Device1 *This,
616 ID3D10Resource *pDstResource,
617 UINT DstSubresource,
618 UINT DstX,
619 UINT DstY,
620 UINT DstZ,
621 ID3D10Resource *pSrcResource,
622 UINT SrcSubresource,
623 const D3D10_BOX *pSrcBox);
624
625 void (STDMETHODCALLTYPE *CopyResource)(
626 ID3D10Device1 *This,
627 ID3D10Resource *pDstResource,
628 ID3D10Resource *pSrcResource);
629
630 void (STDMETHODCALLTYPE *UpdateSubresource)(
631 ID3D10Device1 *This,
632 ID3D10Resource *pDstResource,
633 UINT DstSubresource,
634 const D3D10_BOX *pDstBox,
635 const void *pSrcData,
636 UINT SrcRowPitch,
637 UINT SrcDepthPitch);
638
639 void (STDMETHODCALLTYPE *ClearRenderTargetView)(
640 ID3D10Device1 *This,
641 ID3D10RenderTargetView *pRenderTargetView,
642 const FLOAT ColorRGBA[4]);
643
644 void (STDMETHODCALLTYPE *ClearDepthStencilView)(
645 ID3D10Device1 *This,
646 ID3D10DepthStencilView *pDepthStencilView,
647 UINT ClearFlags,
648 FLOAT Depth,
649 UINT8 Stencil);
650
651 void (STDMETHODCALLTYPE *GenerateMips)(
652 ID3D10Device1 *This,
653 ID3D10ShaderResourceView *pShaderResourceView);
654
655 void (STDMETHODCALLTYPE *ResolveSubresource)(
656 ID3D10Device1 *This,
657 ID3D10Resource *pDstResource,
658 UINT DstSubresource,
659 ID3D10Resource *pSrcResource,
660 UINT SrcSubresource,
661 DXGI_FORMAT Format);
662
663 void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
664 ID3D10Device1 *This,
665 UINT StartSlot,
666 UINT NumBuffers,
667 ID3D10Buffer **ppConstantBuffers);
668
669 void (STDMETHODCALLTYPE *PSGetShaderResources)(
670 ID3D10Device1 *This,
671 UINT StartSlot,
672 UINT NumViews,
673 ID3D10ShaderResourceView **ppShaderResourceViews);
674
675 void (STDMETHODCALLTYPE *PSGetShader)(
676 ID3D10Device1 *This,
677 ID3D10PixelShader **ppPixelShader);
678
679 void (STDMETHODCALLTYPE *PSGetSamplers)(
680 ID3D10Device1 *This,
681 UINT StartSlot,
682 UINT NumSamplers,
683 ID3D10SamplerState **ppSamplers);
684
685 void (STDMETHODCALLTYPE *VSGetShader)(
686 ID3D10Device1 *This,
687 ID3D10VertexShader **ppVertexShader);
688
689 void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
690 ID3D10Device1 *This,
691 UINT StartSlot,
692 UINT NumBuffers,
693 ID3D10Buffer **ppConstantBuffers);
694
695 void (STDMETHODCALLTYPE *IAGetInputLayout)(
696 ID3D10Device1 *This,
697 ID3D10InputLayout **ppInputLayout);
698
699 void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
700 ID3D10Device1 *This,
701 UINT StartSlot,
702 UINT NumBuffers,
703 ID3D10Buffer **ppVertexBuffers,
704 UINT *pStrides,
705 UINT *pOffsets);
706
707 void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
708 ID3D10Device1 *This,
709 ID3D10Buffer **pIndexBuffer,
710 DXGI_FORMAT *Format,
711 UINT *Offset);
712
713 void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
714 ID3D10Device1 *This,
715 UINT StartSlot,
716 UINT NumBuffers,
717 ID3D10Buffer **ppConstantBuffers);
718
719 void (STDMETHODCALLTYPE *GSGetShader)(
720 ID3D10Device1 *This,
721 ID3D10GeometryShader **ppGeometryShader);
722
723 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
724 ID3D10Device1 *This,
725 D3D10_PRIMITIVE_TOPOLOGY *pTopology);
726
727 void (STDMETHODCALLTYPE *VSGetShaderResources)(
728 ID3D10Device1 *This,
729 UINT StartSlot,
730 UINT NumViews,
731 ID3D10ShaderResourceView **ppShaderResourceViews);
732
733 void (STDMETHODCALLTYPE *VSGetSamplers)(
734 ID3D10Device1 *This,
735 UINT StartSlot,
736 UINT NumSamplers,
737 ID3D10SamplerState **ppSamplers);
738
739 void (STDMETHODCALLTYPE *GetPredication)(
740 ID3D10Device1 *This,
741 ID3D10Predicate **ppPredicate,
742 WINBOOL *pPredicateValue);
743
744 void (STDMETHODCALLTYPE *GSGetShaderResources)(
745 ID3D10Device1 *This,
746 UINT StartSlot,
747 UINT NumViews,
748 ID3D10ShaderResourceView **ppShaderResourceViews);
749
750 void (STDMETHODCALLTYPE *GSGetSamplers)(
751 ID3D10Device1 *This,
752 UINT StartSlot,
753 UINT NumSamplers,
754 ID3D10SamplerState **ppSamplers);
755
756 void (STDMETHODCALLTYPE *OMGetRenderTargets)(
757 ID3D10Device1 *This,
758 UINT NumViews,
759 ID3D10RenderTargetView **ppRenderTargetViews,
760 ID3D10DepthStencilView **ppDepthStencilView);
761
762 void (STDMETHODCALLTYPE *OMGetBlendState)(
763 ID3D10Device1 *This,
764 ID3D10BlendState **ppBlendState,
765 FLOAT BlendFactor[4],
766 UINT *pSampleMask);
767
768 void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
769 ID3D10Device1 *This,
770 ID3D10DepthStencilState **ppDepthStencilState,
771 UINT *pStencilRef);
772
773 void (STDMETHODCALLTYPE *SOGetTargets)(
774 ID3D10Device1 *This,
775 UINT NumBuffers,
776 ID3D10Buffer **ppSOTargets,
777 UINT *pOffsets);
778
779 void (STDMETHODCALLTYPE *RSGetState)(
780 ID3D10Device1 *This,
781 ID3D10RasterizerState **ppRasterizerState);
782
783 void (STDMETHODCALLTYPE *RSGetViewports)(
784 ID3D10Device1 *This,
785 UINT *NumViewports,
786 D3D10_VIEWPORT *pViewports);
787
788 void (STDMETHODCALLTYPE *RSGetScissorRects)(
789 ID3D10Device1 *This,
790 UINT *NumRects,
791 D3D10_RECT *pRects);
792
793 HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)(
794 ID3D10Device1 *This);
795
796 HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(
797 ID3D10Device1 *This,
798 UINT RaiseFlags);
799
800 UINT (STDMETHODCALLTYPE *GetExceptionMode)(
801 ID3D10Device1 *This);
802
803 HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
804 ID3D10Device1 *This,
805 REFGUID guid,
806 UINT *pDataSize,
807 void *pData);
808
809 HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
810 ID3D10Device1 *This,
811 REFGUID guid,
812 UINT DataSize,
813 const void *pData);
814
815 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
816 ID3D10Device1 *This,
817 REFGUID guid,
818 const IUnknown *pData);
819
820 void (STDMETHODCALLTYPE *ClearState)(
821 ID3D10Device1 *This);
822
823 void (STDMETHODCALLTYPE *Flush)(
824 ID3D10Device1 *This);
825
826 HRESULT (STDMETHODCALLTYPE *CreateBuffer)(
827 ID3D10Device1 *This,
828 const D3D10_BUFFER_DESC *pDesc,
829 const D3D10_SUBRESOURCE_DATA *pInitialData,
830 ID3D10Buffer **ppBuffer);
831
832 HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(
833 ID3D10Device1 *This,
834 const D3D10_TEXTURE1D_DESC *pDesc,
835 const D3D10_SUBRESOURCE_DATA *pInitialData,
836 ID3D10Texture1D **ppTexture1D);
837
838 HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(
839 ID3D10Device1 *This,
840 const D3D10_TEXTURE2D_DESC *pDesc,
841 const D3D10_SUBRESOURCE_DATA *pInitialData,
842 ID3D10Texture2D **ppTexture2D);
843
844 HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(
845 ID3D10Device1 *This,
846 const D3D10_TEXTURE3D_DESC *pDesc,
847 const D3D10_SUBRESOURCE_DATA *pInitialData,
848 ID3D10Texture3D **ppTexture3D);
849
850 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(
851 ID3D10Device1 *This,
852 ID3D10Resource *pResource,
853 const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
854 ID3D10ShaderResourceView **ppSRView);
855
856 HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(
857 ID3D10Device1 *This,
858 ID3D10Resource *pResource,
859 const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
860 ID3D10RenderTargetView **ppRTView);
861
862 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(
863 ID3D10Device1 *This,
864 ID3D10Resource *pResource,
865 const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
866 ID3D10DepthStencilView **ppDepthStencilView);
867
868 HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(
869 ID3D10Device1 *This,
870 const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
871 UINT NumElements,
872 const void *pShaderBytecodeWithInputSignature,
873 SIZE_T BytecodeLength,
874 ID3D10InputLayout **ppInputLayout);
875
876 HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(
877 ID3D10Device1 *This,
878 const void *pShaderBytecode,
879 SIZE_T BytecodeLength,
880 ID3D10VertexShader **ppVertexShader);
881
882 HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(
883 ID3D10Device1 *This,
884 const void *pShaderBytecode,
885 SIZE_T BytecodeLength,
886 ID3D10GeometryShader **ppGeometryShader);
887
888 HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(
889 ID3D10Device1 *This,
890 const void *pShaderBytecode,
891 SIZE_T BytecodeLength,
892 const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
893 UINT NumEntries,
894 UINT OutputStreamStride,
895 ID3D10GeometryShader **ppGeometryShader);
896
897 HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(
898 ID3D10Device1 *This,
899 const void *pShaderBytecode,
900 SIZE_T BytecodeLength,
901 ID3D10PixelShader **ppPixelShader);
902
903 HRESULT (STDMETHODCALLTYPE *CreateBlendState)(
904 ID3D10Device1 *This,
905 const D3D10_BLEND_DESC *pBlendStateDesc,
906 ID3D10BlendState **ppBlendState);
907
908 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(
909 ID3D10Device1 *This,
910 const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
911 ID3D10DepthStencilState **ppDepthStencilState);
912
913 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(
914 ID3D10Device1 *This,
915 const D3D10_RASTERIZER_DESC *pRasterizerDesc,
916 ID3D10RasterizerState **ppRasterizerState);
917
918 HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(
919 ID3D10Device1 *This,
920 const D3D10_SAMPLER_DESC *pSamplerDesc,
921 ID3D10SamplerState **ppSamplerState);
922
923 HRESULT (STDMETHODCALLTYPE *CreateQuery)(
924 ID3D10Device1 *This,
925 const D3D10_QUERY_DESC *pQueryDesc,
926 ID3D10Query **ppQuery);
927
928 HRESULT (STDMETHODCALLTYPE *CreatePredicate)(
929 ID3D10Device1 *This,
930 const D3D10_QUERY_DESC *pPredicateDesc,
931 ID3D10Predicate **ppPredicate);
932
933 HRESULT (STDMETHODCALLTYPE *CreateCounter)(
934 ID3D10Device1 *This,
935 const D3D10_COUNTER_DESC *pCounterDesc,
936 ID3D10Counter **ppCounter);
937
938 HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(
939 ID3D10Device1 *This,
940 DXGI_FORMAT Format,
941 UINT *pFormatSupport);
942
943 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(
944 ID3D10Device1 *This,
945 DXGI_FORMAT Format,
946 UINT SampleCount,
947 UINT *pNumQualityLevels);
948
949 void (STDMETHODCALLTYPE *CheckCounterInfo)(
950 ID3D10Device1 *This,
951 D3D10_COUNTER_INFO *pCounterInfo);
952
953 HRESULT (STDMETHODCALLTYPE *CheckCounter)(
954 ID3D10Device1 *This,
955 const D3D10_COUNTER_DESC *pDesc,
956 D3D10_COUNTER_TYPE *pType,
957 UINT *pActiveCounters,
958 char *name,
959 UINT *pNameLength,
960 char *units,
961 UINT *pUnitsLength,
962 char *description,
963 UINT *pDescriptionLength);
964
965 UINT (STDMETHODCALLTYPE *GetCreationFlags)(
966 ID3D10Device1 *This);
967
968 HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(
969 ID3D10Device1 *This,
970 HANDLE hResource,
971 REFIID ReturnedInterface,
972 void **ppResource);
973
974 void (STDMETHODCALLTYPE *SetTextFilterSize)(
975 ID3D10Device1 *This,
976 UINT Width,
977 UINT Height);
978
979 void (STDMETHODCALLTYPE *GetTextFilterSize)(
980 ID3D10Device1 *This,
981 UINT *pWidth,
982 UINT *pHeight);
983
984 /*** ID3D10Device1 methods ***/
985 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)(
986 ID3D10Device1 *This,
987 ID3D10Resource *pResource,
988 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
989 ID3D10ShaderResourceView1 **ppSRView);
990
991 HRESULT (STDMETHODCALLTYPE *CreateBlendState1)(
992 ID3D10Device1 *This,
993 const D3D10_BLEND_DESC1 *pBlendStateDesc,
994 ID3D10BlendState1 **ppBlendState);
995
996 D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)(
997 ID3D10Device1 *This);
998
999 END_INTERFACE
1000} ID3D10Device1Vtbl;
1001
1002interface ID3D10Device1 {
1003 CONST_VTBL ID3D10Device1Vtbl* lpVtbl;
1004};
1005
1006#ifdef COBJMACROS
1007#ifndef WIDL_C_INLINE_WRAPPERS
1008/*** IUnknown methods ***/
1009#define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
1010#define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This)
1011#define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This)
1012/*** ID3D10Device methods ***/
1013#define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1014#define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1015#define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader)
1016#define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1017#define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader)
1018#define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)
1019#define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation)
1020#define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1021#define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout)
1022#define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
1023#define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset)
1024#define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)
1025#define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)
1026#define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1027#define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader)
1028#define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology)
1029#define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1030#define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1031#define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue)
1032#define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1033#define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1034#define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)
1035#define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)
1036#define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef)
1037#define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)
1038#define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This)
1039#define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState)
1040#define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports)
1041#define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects)
1042#define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)
1043#define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource)
1044#define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)
1045#define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)
1046#define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)
1047#define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView)
1048#define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)
1049#define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1050#define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1051#define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader)
1052#define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1053#define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader)
1054#define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1055#define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout)
1056#define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
1057#define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)
1058#define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1059#define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader)
1060#define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology)
1061#define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1062#define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1063#define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue)
1064#define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1065#define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1066#define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)
1067#define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)
1068#define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)
1069#define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets)
1070#define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState)
1071#define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports)
1072#define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects)
1073#define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This)
1074#define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags)
1075#define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This)
1076#define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
1077#define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
1078#define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
1079#define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This)
1080#define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This)
1081#define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
1082#define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
1083#define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
1084#define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
1085#define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
1086#define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
1087#define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
1088#define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)
1089#define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader)
1090#define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader)
1091#define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader)
1092#define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader)
1093#define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState)
1094#define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)
1095#define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)
1096#define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState)
1097#define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery)
1098#define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate)
1099#define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter)
1100#define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport)
1101#define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)
1102#define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo)
1103#define ID3D10Device1_CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength)
1104#define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This)
1105#define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource)
1106#define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height)
1107#define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight)
1108/*** ID3D10Device1 methods ***/
1109#define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView)
1110#define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState)
1111#define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This)
1112#else
1113/*** IUnknown methods ***/
1114static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) {
1115 return This->lpVtbl->QueryInterface(This,riid,ppvObject);
1116}
1117static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) {
1118 return This->lpVtbl->AddRef(This);
1119}
1120static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) {
1121 return This->lpVtbl->Release(This);
1122}
1123/*** ID3D10Device methods ***/
1124static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1125 This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1126}
1127static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1128 This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1129}
1130static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) {
1131 This->lpVtbl->PSSetShader(This,pPixelShader);
1132}
1133static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1134 This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1135}
1136static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) {
1137 This->lpVtbl->VSSetShader(This,pVertexShader);
1138}
1139static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
1140 This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
1141}
1142static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) {
1143 This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
1144}
1145static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1146 This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1147}
1148static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) {
1149 This->lpVtbl->IASetInputLayout(This,pInputLayout);
1150}
1151static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
1152 This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
1153}
1154static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
1155 This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
1156}
1157static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
1158 This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
1159}
1160static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
1161 This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
1162}
1163static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1164 This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1165}
1166static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) {
1167 This->lpVtbl->GSSetShader(This,pShader);
1168}
1169static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) {
1170 This->lpVtbl->IASetPrimitiveTopology(This,Topology);
1171}
1172static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1173 This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1174}
1175static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1176 This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1177}
1178static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) {
1179 This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
1180}
1181static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1182 This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1183}
1184static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1185 This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1186}
1187static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) {
1188 This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
1189}
1190static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
1191 This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
1192}
1193static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) {
1194 This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
1195}
1196static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) {
1197 This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
1198}
1199static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) {
1200 This->lpVtbl->DrawAuto(This);
1201}
1202static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) {
1203 This->lpVtbl->RSSetState(This,pRasterizerState);
1204}
1205static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) {
1206 This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
1207}
1208static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) {
1209 This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
1210}
1211static FORCEINLINE void ID3D10Device1_CopySubresourceRegion(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D10Resource *pSrcResource,UINT SrcSubresource,const D3D10_BOX *pSrcBox) {
1212 This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
1213}
1214static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) {
1215 This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
1216}
1217static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
1218 This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
1219}
1220static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
1221 This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
1222}
1223static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
1224 This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
1225}
1226static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) {
1227 This->lpVtbl->GenerateMips(This,pShaderResourceView);
1228}
1229static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
1230 This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
1231}
1232static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1233 This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1234}
1235static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1236 This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1237}
1238static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) {
1239 This->lpVtbl->PSGetShader(This,ppPixelShader);
1240}
1241static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1242 This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1243}
1244static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) {
1245 This->lpVtbl->VSGetShader(This,ppVertexShader);
1246}
1247static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1248 This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1249}
1250static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) {
1251 This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
1252}
1253static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
1254 This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
1255}
1256static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
1257 This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
1258}
1259static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1260 This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1261}
1262static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) {
1263 This->lpVtbl->GSGetShader(This,ppGeometryShader);
1264}
1265static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) {
1266 This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
1267}
1268static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1269 This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1270}
1271static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1272 This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1273}
1274static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) {
1275 This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
1276}
1277static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1278 This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1279}
1280static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1281 This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1282}
1283static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) {
1284 This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
1285}
1286static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
1287 This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
1288}
1289static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
1290 This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
1291}
1292static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) {
1293 This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets);
1294}
1295static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) {
1296 This->lpVtbl->RSGetState(This,ppRasterizerState);
1297}
1298static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) {
1299 This->lpVtbl->RSGetViewports(This,NumViewports,pViewports);
1300}
1301static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) {
1302 This->lpVtbl->RSGetScissorRects(This,NumRects,pRects);
1303}
1304static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) {
1305 return This->lpVtbl->GetDeviceRemovedReason(This);
1306}
1307static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) {
1308 return This->lpVtbl->SetExceptionMode(This,RaiseFlags);
1309}
1310static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) {
1311 return This->lpVtbl->GetExceptionMode(This);
1312}
1313static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) {
1314 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
1315}
1316static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) {
1317 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
1318}
1319static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) {
1320 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
1321}
1322static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) {
1323 This->lpVtbl->ClearState(This);
1324}
1325static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) {
1326 This->lpVtbl->Flush(This);
1327}
1328static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) {
1329 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
1330}
1331static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) {
1332 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
1333}
1334static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) {
1335 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
1336}
1337static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) {
1338 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
1339}
1340static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) {
1341 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
1342}
1343static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) {
1344 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
1345}
1346static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) {
1347 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
1348}
1349static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) {
1350 return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout);
1351}
1352static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) {
1353 return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader);
1354}
1355static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) {
1356 return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader);
1357}
1358static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShaderWithStreamOutput(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,UINT NumEntries,UINT OutputStreamStride,ID3D10GeometryShader **ppGeometryShader) {
1359 return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader);
1360}
1361static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) {
1362 return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader);
1363}
1364static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) {
1365 return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState);
1366}
1367static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) {
1368 return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState);
1369}
1370static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) {
1371 return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState);
1372}
1373static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) {
1374 return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState);
1375}
1376static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) {
1377 return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery);
1378}
1379static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) {
1380 return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate);
1381}
1382static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) {
1383 return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter);
1384}
1385static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) {
1386 return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport);
1387}
1388static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) {
1389 return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels);
1390}
1391static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) {
1392 This->lpVtbl->CheckCounterInfo(This,pCounterInfo);
1393}
1394static FORCEINLINE HRESULT ID3D10Device1_CheckCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,char *name,UINT *pNameLength,char *units,UINT *pUnitsLength,char *description,UINT *pDescriptionLength) {
1395 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength);
1396}
1397static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) {
1398 return This->lpVtbl->GetCreationFlags(This);
1399}
1400static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) {
1401 return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource);
1402}
1403static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) {
1404 This->lpVtbl->SetTextFilterSize(This,Width,Height);
1405}
1406static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) {
1407 This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight);
1408}
1409/*** ID3D10Device1 methods ***/
1410static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) {
1411 return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView);
1412}
1413static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) {
1414 return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState);
1415}
1416static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) {
1417 return This->lpVtbl->GetFeatureLevel(This);
1418}
1419#endif
1420#endif
1421
1422#endif
1423
1424
1425#endif /* __ID3D10Device1_INTERFACE_DEFINED__ */
1426
1427#define D3D10_1_SDK_VERSION (0x20)
1428
1429HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE,
1430 HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**);
1431HRESULT __stdcall D3D10CreateDeviceAndSwapChain1(IDXGIAdapter *adapter,enum D3D10_DRIVER_TYPE driver_type,HMODULE swrast,UINT flags,D3D10_FEATURE_LEVEL1 feature_level,UINT sdk_version,DXGI_SWAP_CHAIN_DESC *swapchain_desc,IDXGISwapChain **swapchain,ID3D10Device1 **device);
1432
1433/* Begin additional prototypes for all interfaces */
1434
1435
1436/* End additional prototypes */
1437
1438#ifdef __cplusplus
1439}
1440#endif
1441
1442#endif /* __d3d10_1_h__ */
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