diff options
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.h | 1442 |
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__ */ |