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Diffstat (limited to 'src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10_1.h')
-rw-r--r--src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10_1.h1442
1 files changed, 1442 insertions, 0 deletions
diff --git a/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10_1.h b/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10_1.h
new file mode 100644
index 00000000..ea3ace20
--- /dev/null
+++ b/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d10_1.h
@@ -0,0 +1,1442 @@
+/*** Autogenerated by WIDL 5.13 from include/d3d10_1.idl - Do not edit ***/
+
+#ifdef _WIN32
+#ifndef __REQUIRED_RPCNDR_H_VERSION__
+#define __REQUIRED_RPCNDR_H_VERSION__ 475
+#endif
+#include <rpc.h>
+#include <rpcndr.h>
+#endif
+
+#ifndef COM_NO_WINDOWS_H
+#include <windows.h>
+#include <ole2.h>
+#endif
+
+#ifndef __d3d10_1_h__
+#define __d3d10_1_h__
+
+/* Forward declarations */
+
+#ifndef __ID3D10BlendState1_FWD_DEFINED__
+#define __ID3D10BlendState1_FWD_DEFINED__
+typedef interface ID3D10BlendState1 ID3D10BlendState1;
+#ifdef __cplusplus
+interface ID3D10BlendState1;
+#endif /* __cplusplus */
+#endif
+
+#ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
+#define __ID3D10ShaderResourceView1_FWD_DEFINED__
+typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
+#ifdef __cplusplus
+interface ID3D10ShaderResourceView1;
+#endif /* __cplusplus */
+#endif
+
+#ifndef __ID3D10Device1_FWD_DEFINED__
+#define __ID3D10Device1_FWD_DEFINED__
+typedef interface ID3D10Device1 ID3D10Device1;
+#ifdef __cplusplus
+interface ID3D10Device1;
+#endif /* __cplusplus */
+#endif
+
+/* Headers for imported files */
+
+#include <oaidl.h>
+#include <ocidl.h>
+#include <d3d10.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifndef _D3D10_1_CONSTANTS
+#define _D3D10_1_CONSTANTS
+#define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff)
+
+#define D3D10_1_GS_INPUT_REGISTER_COUNT (32)
+
+#define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32)
+
+#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS (128)
+
+#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT (32)
+
+#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS (1)
+
+#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT (32)
+
+#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT (1)
+
+#define D3D10_1_SHADER_MAJOR_VERSION (4)
+
+#define D3D10_1_SHADER_MINOR_VERSION (1)
+
+#define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES (2048)
+
+#define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES (256)
+
+#define D3D10_1_SO_BUFFER_SLOT_COUNT (4)
+
+#define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER (1)
+
+#define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT (64)
+
+#define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT (32)
+
+#define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT (8)
+
+#define D3D10_1_VS_INPUT_REGISTER_COUNT (32)
+
+#define D3D10_1_VS_OUTPUT_REGISTER_COUNT (32)
+
+#endif
+#define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP (0.6)
+#define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f)
+#include <d3d10_1shader.h>
+typedef enum D3D10_FEATURE_LEVEL1 {
+ D3D10_FEATURE_LEVEL_10_0 = 0xa000,
+ D3D10_FEATURE_LEVEL_10_1 = 0xa100,
+ D3D10_FEATURE_LEVEL_9_1 = 0x9100,
+ D3D10_FEATURE_LEVEL_9_2 = 0x9200,
+ D3D10_FEATURE_LEVEL_9_3 = 0x9300
+} D3D10_FEATURE_LEVEL1;
+typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 {
+ WINBOOL BlendEnable;
+ D3D10_BLEND SrcBlend;
+ D3D10_BLEND DestBlend;
+ D3D10_BLEND_OP BlendOp;
+ D3D10_BLEND SrcBlendAlpha;
+ D3D10_BLEND DestBlendAlpha;
+ D3D10_BLEND_OP BlendOpAlpha;
+ UINT8 RenderTargetWriteMask;
+} D3D10_RENDER_TARGET_BLEND_DESC1;
+typedef struct D3D10_BLEND_DESC1 {
+ WINBOOL AlphaToCoverageEnable;
+ WINBOOL IndependentBlendEnable;
+ D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8];
+} D3D10_BLEND_DESC1;
+/*****************************************************************************
+ * ID3D10BlendState1 interface
+ */
+#ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
+#define __ID3D10BlendState1_INTERFACE_DEFINED__
+
+DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61);
+#if defined(__cplusplus) && !defined(CINTERFACE)
+MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161")
+ID3D10BlendState1 : public ID3D10BlendState
+{
+ virtual void STDMETHODCALLTYPE GetDesc1(
+ D3D10_BLEND_DESC1 *pDesc) = 0;
+
+};
+#ifdef __CRT_UUID_DECL
+__CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61)
+#endif
+#else
+typedef struct ID3D10BlendState1Vtbl {
+ BEGIN_INTERFACE
+
+ /*** IUnknown methods ***/
+ HRESULT (STDMETHODCALLTYPE *QueryInterface)(
+ ID3D10BlendState1 *This,
+ REFIID riid,
+ void **ppvObject);
+
+ ULONG (STDMETHODCALLTYPE *AddRef)(
+ ID3D10BlendState1 *This);
+
+ ULONG (STDMETHODCALLTYPE *Release)(
+ ID3D10BlendState1 *This);
+
+ /*** ID3D10DeviceChild methods ***/
+ void (STDMETHODCALLTYPE *GetDevice)(
+ ID3D10BlendState1 *This,
+ ID3D10Device **ppDevice);
+
+ HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
+ ID3D10BlendState1 *This,
+ REFGUID guid,
+ UINT *pDataSize,
+ void *pData);
+
+ HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
+ ID3D10BlendState1 *This,
+ REFGUID guid,
+ UINT DataSize,
+ const void *pData);
+
+ HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
+ ID3D10BlendState1 *This,
+ REFGUID guid,
+ const IUnknown *pData);
+
+ /*** ID3D10BlendState methods ***/
+ void (STDMETHODCALLTYPE *GetDesc)(
+ ID3D10BlendState1 *This,
+ D3D10_BLEND_DESC *pDesc);
+
+ /*** ID3D10BlendState1 methods ***/
+ void (STDMETHODCALLTYPE *GetDesc1)(
+ ID3D10BlendState1 *This,
+ D3D10_BLEND_DESC1 *pDesc);
+
+ END_INTERFACE
+} ID3D10BlendState1Vtbl;
+
+interface ID3D10BlendState1 {
+ CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl;
+};
+
+#ifdef COBJMACROS
+#ifndef WIDL_C_INLINE_WRAPPERS
+/*** IUnknown methods ***/
+#define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
+#define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This)
+#define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This)
+/*** ID3D10DeviceChild methods ***/
+#define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
+#define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
+#define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
+#define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
+/*** ID3D10BlendState methods ***/
+#define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
+/*** ID3D10BlendState1 methods ***/
+#define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
+#else
+/*** IUnknown methods ***/
+static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) {
+ return This->lpVtbl->QueryInterface(This,riid,ppvObject);
+}
+static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) {
+ return This->lpVtbl->AddRef(This);
+}
+static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) {
+ return This->lpVtbl->Release(This);
+}
+/*** ID3D10DeviceChild methods ***/
+static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) {
+ This->lpVtbl->GetDevice(This,ppDevice);
+}
+static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
+ return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
+}
+static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) {
+ return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
+}
+static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) {
+ return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
+}
+/*** ID3D10BlendState methods ***/
+static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) {
+ This->lpVtbl->GetDesc(This,pDesc);
+}
+/*** ID3D10BlendState1 methods ***/
+static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) {
+ This->lpVtbl->GetDesc1(This,pDesc);
+}
+#endif
+#endif
+
+#endif
+
+
+#endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */
+
+typedef struct D3D10_TEXCUBE_ARRAY_SRV1 {
+ UINT MostDetailedMip;
+ UINT MipLevels;
+ UINT First2DArrayFace;
+ UINT NumCubes;
+} D3D10_TEXCUBE_ARRAY_SRV1;
+typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
+typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 {
+ DXGI_FORMAT Format;
+ D3D10_SRV_DIMENSION1 ViewDimension;
+ __C89_NAMELESS union {
+ D3D10_BUFFER_SRV Buffer;
+ D3D10_TEX1D_SRV Texture1D;
+ D3D10_TEX1D_ARRAY_SRV Texture1DArray;
+ D3D10_TEX2D_SRV Texture2D;
+ D3D10_TEX2D_ARRAY_SRV Texture2DArray;
+ D3D10_TEX2DMS_SRV Texture2DMS;
+ D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
+ D3D10_TEX3D_SRV Texture3D;
+ D3D10_TEXCUBE_SRV TextureCube;
+ D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
+ } __C89_NAMELESSUNIONNAME;
+} D3D10_SHADER_RESOURCE_VIEW_DESC1;
+/*****************************************************************************
+ * ID3D10ShaderResourceView1 interface
+ */
+#ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
+#define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
+
+DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
+#if defined(__cplusplus) && !defined(CINTERFACE)
+MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0")
+ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
+{
+ virtual void STDMETHODCALLTYPE GetDesc1(
+ D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
+
+};
+#ifdef __CRT_UUID_DECL
+__CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
+#endif
+#else
+typedef struct ID3D10ShaderResourceView1Vtbl {
+ BEGIN_INTERFACE
+
+ /*** IUnknown methods ***/
+ HRESULT (STDMETHODCALLTYPE *QueryInterface)(
+ ID3D10ShaderResourceView1 *This,
+ REFIID riid,
+ void **ppvObject);
+
+ ULONG (STDMETHODCALLTYPE *AddRef)(
+ ID3D10ShaderResourceView1 *This);
+
+ ULONG (STDMETHODCALLTYPE *Release)(
+ ID3D10ShaderResourceView1 *This);
+
+ /*** ID3D10DeviceChild methods ***/
+ void (STDMETHODCALLTYPE *GetDevice)(
+ ID3D10ShaderResourceView1 *This,
+ ID3D10Device **ppDevice);
+
+ HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
+ ID3D10ShaderResourceView1 *This,
+ REFGUID guid,
+ UINT *pDataSize,
+ void *pData);
+
+ HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
+ ID3D10ShaderResourceView1 *This,
+ REFGUID guid,
+ UINT DataSize,
+ const void *pData);
+
+ HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
+ ID3D10ShaderResourceView1 *This,
+ REFGUID guid,
+ const IUnknown *pData);
+
+ /*** ID3D10View methods ***/
+ void (STDMETHODCALLTYPE *GetResource)(
+ ID3D10ShaderResourceView1 *This,
+ ID3D10Resource **ppResource);
+
+ /*** ID3D10ShaderResourceView methods ***/
+ void (STDMETHODCALLTYPE *GetDesc)(
+ ID3D10ShaderResourceView1 *This,
+ D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
+
+ /*** ID3D10ShaderResourceView1 methods ***/
+ void (STDMETHODCALLTYPE *GetDesc1)(
+ ID3D10ShaderResourceView1 *This,
+ D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
+
+ END_INTERFACE
+} ID3D10ShaderResourceView1Vtbl;
+
+interface ID3D10ShaderResourceView1 {
+ CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl;
+};
+
+#ifdef COBJMACROS
+#ifndef WIDL_C_INLINE_WRAPPERS
+/*** IUnknown methods ***/
+#define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
+#define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This)
+#define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This)
+/*** ID3D10DeviceChild methods ***/
+#define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
+#define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
+#define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
+#define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
+/*** ID3D10View methods ***/
+#define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource)
+/*** ID3D10ShaderResourceView methods ***/
+#define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
+/*** ID3D10ShaderResourceView1 methods ***/
+#define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
+#else
+/*** IUnknown methods ***/
+static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) {
+ return This->lpVtbl->QueryInterface(This,riid,ppvObject);
+}
+static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) {
+ return This->lpVtbl->AddRef(This);
+}
+static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) {
+ return This->lpVtbl->Release(This);
+}
+/*** ID3D10DeviceChild methods ***/
+static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) {
+ This->lpVtbl->GetDevice(This,ppDevice);
+}
+static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) {
+ return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
+}
+static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) {
+ return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
+}
+static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) {
+ return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
+}
+/*** ID3D10View methods ***/
+static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) {
+ This->lpVtbl->GetResource(This,ppResource);
+}
+/*** ID3D10ShaderResourceView methods ***/
+static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) {
+ This->lpVtbl->GetDesc(This,pDesc);
+}
+/*** ID3D10ShaderResourceView1 methods ***/
+static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) {
+ This->lpVtbl->GetDesc1(This,pDesc);
+}
+#endif
+#endif
+
+#endif
+
+
+#endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */
+
+/*****************************************************************************
+ * ID3D10Device1 interface
+ */
+#ifndef __ID3D10Device1_INTERFACE_DEFINED__
+#define __ID3D10Device1_INTERFACE_DEFINED__
+
+DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
+#if defined(__cplusplus) && !defined(CINTERFACE)
+MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0")
+ID3D10Device1 : public ID3D10Device
+{
+ virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
+ ID3D10Resource *pResource,
+ const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
+ ID3D10ShaderResourceView1 **ppSRView) = 0;
+
+ virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
+ const D3D10_BLEND_DESC1 *pBlendStateDesc,
+ ID3D10BlendState1 **ppBlendState) = 0;
+
+ virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel(
+ ) = 0;
+
+};
+#ifdef __CRT_UUID_DECL
+__CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
+#endif
+#else
+typedef struct ID3D10Device1Vtbl {
+ BEGIN_INTERFACE
+
+ /*** IUnknown methods ***/
+ HRESULT (STDMETHODCALLTYPE *QueryInterface)(
+ ID3D10Device1 *This,
+ REFIID riid,
+ void **ppvObject);
+
+ ULONG (STDMETHODCALLTYPE *AddRef)(
+ ID3D10Device1 *This);
+
+ ULONG (STDMETHODCALLTYPE *Release)(
+ ID3D10Device1 *This);
+
+ /*** ID3D10Device methods ***/
+ void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumBuffers,
+ ID3D10Buffer *const *ppConstantBuffers);
+
+ void (STDMETHODCALLTYPE *PSSetShaderResources)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumViews,
+ ID3D10ShaderResourceView *const *ppShaderResourceViews);
+
+ void (STDMETHODCALLTYPE *PSSetShader)(
+ ID3D10Device1 *This,
+ ID3D10PixelShader *pPixelShader);
+
+ void (STDMETHODCALLTYPE *PSSetSamplers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumSamplers,
+ ID3D10SamplerState *const *ppSamplers);
+
+ void (STDMETHODCALLTYPE *VSSetShader)(
+ ID3D10Device1 *This,
+ ID3D10VertexShader *pVertexShader);
+
+ void (STDMETHODCALLTYPE *DrawIndexed)(
+ ID3D10Device1 *This,
+ UINT IndexCount,
+ UINT StartIndexLocation,
+ INT BaseVertexLocation);
+
+ void (STDMETHODCALLTYPE *Draw)(
+ ID3D10Device1 *This,
+ UINT VertexCount,
+ UINT StartVertexLocation);
+
+ void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumBuffers,
+ ID3D10Buffer *const *ppConstantBuffers);
+
+ void (STDMETHODCALLTYPE *IASetInputLayout)(
+ ID3D10Device1 *This,
+ ID3D10InputLayout *pInputLayout);
+
+ void (STDMETHODCALLTYPE *IASetVertexBuffers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumBuffers,
+ ID3D10Buffer *const *ppVertexBuffers,
+ const UINT *pStrides,
+ const UINT *pOffsets);
+
+ void (STDMETHODCALLTYPE *IASetIndexBuffer)(
+ ID3D10Device1 *This,
+ ID3D10Buffer *pIndexBuffer,
+ DXGI_FORMAT Format,
+ UINT Offset);
+
+ void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
+ ID3D10Device1 *This,
+ UINT IndexCountPerInstance,
+ UINT InstanceCount,
+ UINT StartIndexLocation,
+ INT BaseVertexLocation,
+ UINT StartInstanceLocation);
+
+ void (STDMETHODCALLTYPE *DrawInstanced)(
+ ID3D10Device1 *This,
+ UINT VertexCountPerInstance,
+ UINT InstanceCount,
+ UINT StartVertexLocation,
+ UINT StartInstanceLocation);
+
+ void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumBuffers,
+ ID3D10Buffer *const *ppConstantBuffers);
+
+ void (STDMETHODCALLTYPE *GSSetShader)(
+ ID3D10Device1 *This,
+ ID3D10GeometryShader *pShader);
+
+ void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
+ ID3D10Device1 *This,
+ D3D10_PRIMITIVE_TOPOLOGY Topology);
+
+ void (STDMETHODCALLTYPE *VSSetShaderResources)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumViews,
+ ID3D10ShaderResourceView *const *ppShaderResourceViews);
+
+ void (STDMETHODCALLTYPE *VSSetSamplers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumSamplers,
+ ID3D10SamplerState *const *ppSamplers);
+
+ void (STDMETHODCALLTYPE *SetPredication)(
+ ID3D10Device1 *This,
+ ID3D10Predicate *pPredicate,
+ WINBOOL PredicateValue);
+
+ void (STDMETHODCALLTYPE *GSSetShaderResources)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumViews,
+ ID3D10ShaderResourceView *const *ppShaderResourceViews);
+
+ void (STDMETHODCALLTYPE *GSSetSamplers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumSamplers,
+ ID3D10SamplerState *const *ppSamplers);
+
+ void (STDMETHODCALLTYPE *OMSetRenderTargets)(
+ ID3D10Device1 *This,
+ UINT NumViews,
+ ID3D10RenderTargetView *const *ppRenderTargetViews,
+ ID3D10DepthStencilView *pDepthStencilView);
+
+ void (STDMETHODCALLTYPE *OMSetBlendState)(
+ ID3D10Device1 *This,
+ ID3D10BlendState *pBlendState,
+ const FLOAT BlendFactor[4],
+ UINT SampleMask);
+
+ void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
+ ID3D10Device1 *This,
+ ID3D10DepthStencilState *pDepthStencilState,
+ UINT StencilRef);
+
+ void (STDMETHODCALLTYPE *SOSetTargets)(
+ ID3D10Device1 *This,
+ UINT NumBuffers,
+ ID3D10Buffer *const *ppSOTargets,
+ const UINT *pOffsets);
+
+ void (STDMETHODCALLTYPE *DrawAuto)(
+ ID3D10Device1 *This);
+
+ void (STDMETHODCALLTYPE *RSSetState)(
+ ID3D10Device1 *This,
+ ID3D10RasterizerState *pRasterizerState);
+
+ void (STDMETHODCALLTYPE *RSSetViewports)(
+ ID3D10Device1 *This,
+ UINT NumViewports,
+ const D3D10_VIEWPORT *pViewports);
+
+ void (STDMETHODCALLTYPE *RSSetScissorRects)(
+ ID3D10Device1 *This,
+ UINT NumRects,
+ const D3D10_RECT *pRects);
+
+ void (STDMETHODCALLTYPE *CopySubresourceRegion)(
+ ID3D10Device1 *This,
+ ID3D10Resource *pDstResource,
+ UINT DstSubresource,
+ UINT DstX,
+ UINT DstY,
+ UINT DstZ,
+ ID3D10Resource *pSrcResource,
+ UINT SrcSubresource,
+ const D3D10_BOX *pSrcBox);
+
+ void (STDMETHODCALLTYPE *CopyResource)(
+ ID3D10Device1 *This,
+ ID3D10Resource *pDstResource,
+ ID3D10Resource *pSrcResource);
+
+ void (STDMETHODCALLTYPE *UpdateSubresource)(
+ ID3D10Device1 *This,
+ ID3D10Resource *pDstResource,
+ UINT DstSubresource,
+ const D3D10_BOX *pDstBox,
+ const void *pSrcData,
+ UINT SrcRowPitch,
+ UINT SrcDepthPitch);
+
+ void (STDMETHODCALLTYPE *ClearRenderTargetView)(
+ ID3D10Device1 *This,
+ ID3D10RenderTargetView *pRenderTargetView,
+ const FLOAT ColorRGBA[4]);
+
+ void (STDMETHODCALLTYPE *ClearDepthStencilView)(
+ ID3D10Device1 *This,
+ ID3D10DepthStencilView *pDepthStencilView,
+ UINT ClearFlags,
+ FLOAT Depth,
+ UINT8 Stencil);
+
+ void (STDMETHODCALLTYPE *GenerateMips)(
+ ID3D10Device1 *This,
+ ID3D10ShaderResourceView *pShaderResourceView);
+
+ void (STDMETHODCALLTYPE *ResolveSubresource)(
+ ID3D10Device1 *This,
+ ID3D10Resource *pDstResource,
+ UINT DstSubresource,
+ ID3D10Resource *pSrcResource,
+ UINT SrcSubresource,
+ DXGI_FORMAT Format);
+
+ void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumBuffers,
+ ID3D10Buffer **ppConstantBuffers);
+
+ void (STDMETHODCALLTYPE *PSGetShaderResources)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumViews,
+ ID3D10ShaderResourceView **ppShaderResourceViews);
+
+ void (STDMETHODCALLTYPE *PSGetShader)(
+ ID3D10Device1 *This,
+ ID3D10PixelShader **ppPixelShader);
+
+ void (STDMETHODCALLTYPE *PSGetSamplers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumSamplers,
+ ID3D10SamplerState **ppSamplers);
+
+ void (STDMETHODCALLTYPE *VSGetShader)(
+ ID3D10Device1 *This,
+ ID3D10VertexShader **ppVertexShader);
+
+ void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumBuffers,
+ ID3D10Buffer **ppConstantBuffers);
+
+ void (STDMETHODCALLTYPE *IAGetInputLayout)(
+ ID3D10Device1 *This,
+ ID3D10InputLayout **ppInputLayout);
+
+ void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumBuffers,
+ ID3D10Buffer **ppVertexBuffers,
+ UINT *pStrides,
+ UINT *pOffsets);
+
+ void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
+ ID3D10Device1 *This,
+ ID3D10Buffer **pIndexBuffer,
+ DXGI_FORMAT *Format,
+ UINT *Offset);
+
+ void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumBuffers,
+ ID3D10Buffer **ppConstantBuffers);
+
+ void (STDMETHODCALLTYPE *GSGetShader)(
+ ID3D10Device1 *This,
+ ID3D10GeometryShader **ppGeometryShader);
+
+ void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
+ ID3D10Device1 *This,
+ D3D10_PRIMITIVE_TOPOLOGY *pTopology);
+
+ void (STDMETHODCALLTYPE *VSGetShaderResources)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumViews,
+ ID3D10ShaderResourceView **ppShaderResourceViews);
+
+ void (STDMETHODCALLTYPE *VSGetSamplers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumSamplers,
+ ID3D10SamplerState **ppSamplers);
+
+ void (STDMETHODCALLTYPE *GetPredication)(
+ ID3D10Device1 *This,
+ ID3D10Predicate **ppPredicate,
+ WINBOOL *pPredicateValue);
+
+ void (STDMETHODCALLTYPE *GSGetShaderResources)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumViews,
+ ID3D10ShaderResourceView **ppShaderResourceViews);
+
+ void (STDMETHODCALLTYPE *GSGetSamplers)(
+ ID3D10Device1 *This,
+ UINT StartSlot,
+ UINT NumSamplers,
+ ID3D10SamplerState **ppSamplers);
+
+ void (STDMETHODCALLTYPE *OMGetRenderTargets)(
+ ID3D10Device1 *This,
+ UINT NumViews,
+ ID3D10RenderTargetView **ppRenderTargetViews,
+ ID3D10DepthStencilView **ppDepthStencilView);
+
+ void (STDMETHODCALLTYPE *OMGetBlendState)(
+ ID3D10Device1 *This,
+ ID3D10BlendState **ppBlendState,
+ FLOAT BlendFactor[4],
+ UINT *pSampleMask);
+
+ void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
+ ID3D10Device1 *This,
+ ID3D10DepthStencilState **ppDepthStencilState,
+ UINT *pStencilRef);
+
+ void (STDMETHODCALLTYPE *SOGetTargets)(
+ ID3D10Device1 *This,
+ UINT NumBuffers,
+ ID3D10Buffer **ppSOTargets,
+ UINT *pOffsets);
+
+ void (STDMETHODCALLTYPE *RSGetState)(
+ ID3D10Device1 *This,
+ ID3D10RasterizerState **ppRasterizerState);
+
+ void (STDMETHODCALLTYPE *RSGetViewports)(
+ ID3D10Device1 *This,
+ UINT *NumViewports,
+ D3D10_VIEWPORT *pViewports);
+
+ void (STDMETHODCALLTYPE *RSGetScissorRects)(
+ ID3D10Device1 *This,
+ UINT *NumRects,
+ D3D10_RECT *pRects);
+
+ HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)(
+ ID3D10Device1 *This);
+
+ HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(
+ ID3D10Device1 *This,
+ UINT RaiseFlags);
+
+ UINT (STDMETHODCALLTYPE *GetExceptionMode)(
+ ID3D10Device1 *This);
+
+ HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
+ ID3D10Device1 *This,
+ REFGUID guid,
+ UINT *pDataSize,
+ void *pData);
+
+ HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
+ ID3D10Device1 *This,
+ REFGUID guid,
+ UINT DataSize,
+ const void *pData);
+
+ HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
+ ID3D10Device1 *This,
+ REFGUID guid,
+ const IUnknown *pData);
+
+ void (STDMETHODCALLTYPE *ClearState)(
+ ID3D10Device1 *This);
+
+ void (STDMETHODCALLTYPE *Flush)(
+ ID3D10Device1 *This);
+
+ HRESULT (STDMETHODCALLTYPE *CreateBuffer)(
+ ID3D10Device1 *This,
+ const D3D10_BUFFER_DESC *pDesc,
+ const D3D10_SUBRESOURCE_DATA *pInitialData,
+ ID3D10Buffer **ppBuffer);
+
+ HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(
+ ID3D10Device1 *This,
+ const D3D10_TEXTURE1D_DESC *pDesc,
+ const D3D10_SUBRESOURCE_DATA *pInitialData,
+ ID3D10Texture1D **ppTexture1D);
+
+ HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(
+ ID3D10Device1 *This,
+ const D3D10_TEXTURE2D_DESC *pDesc,
+ const D3D10_SUBRESOURCE_DATA *pInitialData,
+ ID3D10Texture2D **ppTexture2D);
+
+ HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(
+ ID3D10Device1 *This,
+ const D3D10_TEXTURE3D_DESC *pDesc,
+ const D3D10_SUBRESOURCE_DATA *pInitialData,
+ ID3D10Texture3D **ppTexture3D);
+
+ HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(
+ ID3D10Device1 *This,
+ ID3D10Resource *pResource,
+ const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
+ ID3D10ShaderResourceView **ppSRView);
+
+ HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(
+ ID3D10Device1 *This,
+ ID3D10Resource *pResource,
+ const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
+ ID3D10RenderTargetView **ppRTView);
+
+ HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(
+ ID3D10Device1 *This,
+ ID3D10Resource *pResource,
+ const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
+ ID3D10DepthStencilView **ppDepthStencilView);
+
+ HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(
+ ID3D10Device1 *This,
+ const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
+ UINT NumElements,
+ const void *pShaderBytecodeWithInputSignature,
+ SIZE_T BytecodeLength,
+ ID3D10InputLayout **ppInputLayout);
+
+ HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(
+ ID3D10Device1 *This,
+ const void *pShaderBytecode,
+ SIZE_T BytecodeLength,
+ ID3D10VertexShader **ppVertexShader);
+
+ HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(
+ ID3D10Device1 *This,
+ const void *pShaderBytecode,
+ SIZE_T BytecodeLength,
+ ID3D10GeometryShader **ppGeometryShader);
+
+ HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(
+ ID3D10Device1 *This,
+ const void *pShaderBytecode,
+ SIZE_T BytecodeLength,
+ const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
+ UINT NumEntries,
+ UINT OutputStreamStride,
+ ID3D10GeometryShader **ppGeometryShader);
+
+ HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(
+ ID3D10Device1 *This,
+ const void *pShaderBytecode,
+ SIZE_T BytecodeLength,
+ ID3D10PixelShader **ppPixelShader);
+
+ HRESULT (STDMETHODCALLTYPE *CreateBlendState)(
+ ID3D10Device1 *This,
+ const D3D10_BLEND_DESC *pBlendStateDesc,
+ ID3D10BlendState **ppBlendState);
+
+ HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(
+ ID3D10Device1 *This,
+ const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
+ ID3D10DepthStencilState **ppDepthStencilState);
+
+ HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(
+ ID3D10Device1 *This,
+ const D3D10_RASTERIZER_DESC *pRasterizerDesc,
+ ID3D10RasterizerState **ppRasterizerState);
+
+ HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(
+ ID3D10Device1 *This,
+ const D3D10_SAMPLER_DESC *pSamplerDesc,
+ ID3D10SamplerState **ppSamplerState);
+
+ HRESULT (STDMETHODCALLTYPE *CreateQuery)(
+ ID3D10Device1 *This,
+ const D3D10_QUERY_DESC *pQueryDesc,
+ ID3D10Query **ppQuery);
+
+ HRESULT (STDMETHODCALLTYPE *CreatePredicate)(
+ ID3D10Device1 *This,
+ const D3D10_QUERY_DESC *pPredicateDesc,
+ ID3D10Predicate **ppPredicate);
+
+ HRESULT (STDMETHODCALLTYPE *CreateCounter)(
+ ID3D10Device1 *This,
+ const D3D10_COUNTER_DESC *pCounterDesc,
+ ID3D10Counter **ppCounter);
+
+ HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(
+ ID3D10Device1 *This,
+ DXGI_FORMAT Format,
+ UINT *pFormatSupport);
+
+ HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(
+ ID3D10Device1 *This,
+ DXGI_FORMAT Format,
+ UINT SampleCount,
+ UINT *pNumQualityLevels);
+
+ void (STDMETHODCALLTYPE *CheckCounterInfo)(
+ ID3D10Device1 *This,
+ D3D10_COUNTER_INFO *pCounterInfo);
+
+ HRESULT (STDMETHODCALLTYPE *CheckCounter)(
+ ID3D10Device1 *This,
+ const D3D10_COUNTER_DESC *pDesc,
+ D3D10_COUNTER_TYPE *pType,
+ UINT *pActiveCounters,
+ char *name,
+ UINT *pNameLength,
+ char *units,
+ UINT *pUnitsLength,
+ char *description,
+ UINT *pDescriptionLength);
+
+ UINT (STDMETHODCALLTYPE *GetCreationFlags)(
+ ID3D10Device1 *This);
+
+ HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(
+ ID3D10Device1 *This,
+ HANDLE hResource,
+ REFIID ReturnedInterface,
+ void **ppResource);
+
+ void (STDMETHODCALLTYPE *SetTextFilterSize)(
+ ID3D10Device1 *This,
+ UINT Width,
+ UINT Height);
+
+ void (STDMETHODCALLTYPE *GetTextFilterSize)(
+ ID3D10Device1 *This,
+ UINT *pWidth,
+ UINT *pHeight);
+
+ /*** ID3D10Device1 methods ***/
+ HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)(
+ ID3D10Device1 *This,
+ ID3D10Resource *pResource,
+ const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
+ ID3D10ShaderResourceView1 **ppSRView);
+
+ HRESULT (STDMETHODCALLTYPE *CreateBlendState1)(
+ ID3D10Device1 *This,
+ const D3D10_BLEND_DESC1 *pBlendStateDesc,
+ ID3D10BlendState1 **ppBlendState);
+
+ D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)(
+ ID3D10Device1 *This);
+
+ END_INTERFACE
+} ID3D10Device1Vtbl;
+
+interface ID3D10Device1 {
+ CONST_VTBL ID3D10Device1Vtbl* lpVtbl;
+};
+
+#ifdef COBJMACROS
+#ifndef WIDL_C_INLINE_WRAPPERS
+/*** IUnknown methods ***/
+#define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
+#define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This)
+#define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This)
+/*** ID3D10Device methods ***/
+#define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
+#define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
+#define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader)
+#define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
+#define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader)
+#define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)
+#define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation)
+#define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
+#define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout)
+#define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
+#define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset)
+#define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)
+#define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)
+#define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
+#define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader)
+#define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology)
+#define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
+#define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
+#define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue)
+#define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
+#define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
+#define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)
+#define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)
+#define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef)
+#define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)
+#define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This)
+#define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState)
+#define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports)
+#define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects)
+#define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)
+#define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource)
+#define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)
+#define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)
+#define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)
+#define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView)
+#define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)
+#define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
+#define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
+#define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader)
+#define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
+#define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader)
+#define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
+#define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout)
+#define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
+#define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)
+#define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
+#define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader)
+#define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology)
+#define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
+#define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
+#define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue)
+#define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
+#define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
+#define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)
+#define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)
+#define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)
+#define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets)
+#define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState)
+#define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports)
+#define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects)
+#define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This)
+#define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags)
+#define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This)
+#define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
+#define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
+#define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
+#define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This)
+#define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This)
+#define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
+#define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
+#define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
+#define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
+#define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
+#define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
+#define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
+#define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)
+#define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader)
+#define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader)
+#define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader)
+#define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader)
+#define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState)
+#define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)
+#define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)
+#define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState)
+#define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery)
+#define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate)
+#define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter)
+#define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport)
+#define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)
+#define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo)
+#define ID3D10Device1_CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength)
+#define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This)
+#define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource)
+#define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height)
+#define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight)
+/*** ID3D10Device1 methods ***/
+#define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView)
+#define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState)
+#define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This)
+#else
+/*** IUnknown methods ***/
+static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) {
+ return This->lpVtbl->QueryInterface(This,riid,ppvObject);
+}
+static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) {
+ return This->lpVtbl->AddRef(This);
+}
+static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) {
+ return This->lpVtbl->Release(This);
+}
+/*** ID3D10Device methods ***/
+static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
+ This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
+}
+static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
+ This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
+}
+static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) {
+ This->lpVtbl->PSSetShader(This,pPixelShader);
+}
+static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
+ This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
+}
+static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) {
+ This->lpVtbl->VSSetShader(This,pVertexShader);
+}
+static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
+ This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
+}
+static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) {
+ This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
+}
+static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
+ This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
+}
+static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) {
+ This->lpVtbl->IASetInputLayout(This,pInputLayout);
+}
+static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
+ This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
+}
+static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
+ This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
+}
+static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
+ This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
+}
+static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
+ This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
+}
+static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
+ This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
+}
+static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) {
+ This->lpVtbl->GSSetShader(This,pShader);
+}
+static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) {
+ This->lpVtbl->IASetPrimitiveTopology(This,Topology);
+}
+static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
+ This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
+}
+static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
+ This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
+}
+static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) {
+ This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
+}
+static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
+ This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
+}
+static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
+ This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
+}
+static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) {
+ This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
+}
+static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
+ This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
+}
+static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) {
+ This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
+}
+static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) {
+ This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
+}
+static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) {
+ This->lpVtbl->DrawAuto(This);
+}
+static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) {
+ This->lpVtbl->RSSetState(This,pRasterizerState);
+}
+static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) {
+ This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
+}
+static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) {
+ This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
+}
+static FORCEINLINE void ID3D10Device1_CopySubresourceRegion(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D10Resource *pSrcResource,UINT SrcSubresource,const D3D10_BOX *pSrcBox) {
+ This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
+}
+static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) {
+ This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
+}
+static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
+ This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
+}
+static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
+ This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
+}
+static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
+ This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
+}
+static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) {
+ This->lpVtbl->GenerateMips(This,pShaderResourceView);
+}
+static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
+ This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
+}
+static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
+ This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
+}
+static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
+ This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
+}
+static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) {
+ This->lpVtbl->PSGetShader(This,ppPixelShader);
+}
+static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
+ This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
+}
+static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) {
+ This->lpVtbl->VSGetShader(This,ppVertexShader);
+}
+static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
+ This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
+}
+static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) {
+ This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
+}
+static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
+ This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
+}
+static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
+ This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
+}
+static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
+ This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
+}
+static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) {
+ This->lpVtbl->GSGetShader(This,ppGeometryShader);
+}
+static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) {
+ This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
+}
+static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
+ This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
+}
+static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
+ This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
+}
+static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) {
+ This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
+}
+static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
+ This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
+}
+static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
+ This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
+}
+static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) {
+ This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
+}
+static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
+ This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
+}
+static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
+ This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
+}
+static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) {
+ This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets);
+}
+static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) {
+ This->lpVtbl->RSGetState(This,ppRasterizerState);
+}
+static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) {
+ This->lpVtbl->RSGetViewports(This,NumViewports,pViewports);
+}
+static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) {
+ This->lpVtbl->RSGetScissorRects(This,NumRects,pRects);
+}
+static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) {
+ return This->lpVtbl->GetDeviceRemovedReason(This);
+}
+static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) {
+ return This->lpVtbl->SetExceptionMode(This,RaiseFlags);
+}
+static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) {
+ return This->lpVtbl->GetExceptionMode(This);
+}
+static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) {
+ return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
+}
+static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) {
+ return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
+}
+static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) {
+ return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
+}
+static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) {
+ This->lpVtbl->ClearState(This);
+}
+static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) {
+ This->lpVtbl->Flush(This);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) {
+ return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) {
+ return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) {
+ return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) {
+ return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) {
+ return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) {
+ return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) {
+ return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) {
+ return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) {
+ return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) {
+ return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShaderWithStreamOutput(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,UINT NumEntries,UINT OutputStreamStride,ID3D10GeometryShader **ppGeometryShader) {
+ return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) {
+ return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) {
+ return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) {
+ return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) {
+ return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) {
+ return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) {
+ return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) {
+ return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) {
+ return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) {
+ return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) {
+ return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels);
+}
+static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) {
+ This->lpVtbl->CheckCounterInfo(This,pCounterInfo);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CheckCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,char *name,UINT *pNameLength,char *units,UINT *pUnitsLength,char *description,UINT *pDescriptionLength) {
+ return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength);
+}
+static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) {
+ return This->lpVtbl->GetCreationFlags(This);
+}
+static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) {
+ return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource);
+}
+static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) {
+ This->lpVtbl->SetTextFilterSize(This,Width,Height);
+}
+static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) {
+ This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight);
+}
+/*** ID3D10Device1 methods ***/
+static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) {
+ return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView);
+}
+static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) {
+ return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState);
+}
+static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) {
+ return This->lpVtbl->GetFeatureLevel(This);
+}
+#endif
+#endif
+
+#endif
+
+
+#endif /* __ID3D10Device1_INTERFACE_DEFINED__ */
+
+#define D3D10_1_SDK_VERSION (0x20)
+
+HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE,
+ HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**);
+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);
+
+/* Begin additional prototypes for all interfaces */
+
+
+/* End additional prototypes */
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* __d3d10_1_h__ */