iw4x-client/deps/dxsdk/Include/D3D10_1.h
2024-03-07 05:13:50 -05:00

1776 lines
68 KiB
C++

/* this ALWAYS GENERATED file contains the definitions for the interfaces */
/* File created by MIDL compiler version 7.00.0555 */
/* @@MIDL_FILE_HEADING( ) */
#pragma warning( disable: 4049 ) /* more than 64k source lines */
/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif
/* verify that the <rpcsal.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCSAL_H_VERSION__
#define __REQUIRED_RPCSAL_H_VERSION__ 100
#endif
#include "rpc.h"
#include "rpcndr.h"
#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif // __RPCNDR_H_VERSION__
#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/
#ifndef __d3d10_1_h__
#define __d3d10_1_h__
#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
/* Forward Declarations */
#ifndef __ID3D10BlendState1_FWD_DEFINED__
#define __ID3D10BlendState1_FWD_DEFINED__
typedef interface ID3D10BlendState1 ID3D10BlendState1;
#endif /* __ID3D10BlendState1_FWD_DEFINED__ */
#ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
#define __ID3D10ShaderResourceView1_FWD_DEFINED__
typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
#endif /* __ID3D10ShaderResourceView1_FWD_DEFINED__ */
#ifndef __ID3D10Device1_FWD_DEFINED__
#define __ID3D10Device1_FWD_DEFINED__
typedef interface ID3D10Device1 ID3D10Device1;
#endif /* __ID3D10Device1_FWD_DEFINED__ */
/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#ifdef __cplusplus
extern "C"{
#endif
/* interface __MIDL_itf_d3d10_1_0000_0000 */
/* [local] */
#if defined( __d3d10_h__ ) && !defined( D3D10_ARBITRARY_HEADER_ORDERING )
#error d3d10.h is included before d3d10_1.h, and it will confuse tools that honor SAL annotations. \
If possibly targeting d3d10.1, include d3d10_1.h instead of d3d10.h, or ensure d3d10_1.h is included before d3d10.h
#endif
#ifndef _D3D10_1_CONSTANTS
#define _D3D10_1_CONSTANTS
#define D3D10_1_DEFAULT_SAMPLE_MASK ( 0xffffffff )
#define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP ( 0.6 )
#define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP ( 0.6f )
#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
#include "d3d10.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
{
BOOL 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
{
BOOL AlphaToCoverageEnable;
BOOL IndependentBlendEnable;
D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[ 8 ];
} D3D10_BLEND_DESC1;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0000_v0_0_s_ifspec;
#ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
#define __ID3D10BlendState1_INTERFACE_DEFINED__
/* interface ID3D10BlendState1 */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10BlendState1;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("EDAD8D99-8A35-4d6d-8566-2EA276CDE161")
ID3D10BlendState1 : public ID3D10BlendState
{
public:
virtual void STDMETHODCALLTYPE GetDesc1(
/* [annotation] */
__out D3D10_BLEND_DESC1 *pDesc) = 0;
};
#else /* C style interface */
typedef struct ID3D10BlendState1Vtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D10BlendState1 * This,
/* [in] */ REFIID riid,
/* [annotation][iid_is][out] */
__RPC__deref_out void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D10BlendState1 * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D10BlendState1 * This);
void ( STDMETHODCALLTYPE *GetDevice )(
ID3D10BlendState1 * This,
/* [annotation] */
__out ID3D10Device **ppDevice);
HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
ID3D10BlendState1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__inout UINT *pDataSize,
/* [annotation] */
__out_bcount_opt(*pDataSize) void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
ID3D10BlendState1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in UINT DataSize,
/* [annotation] */
__in_bcount_opt(DataSize) const void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
ID3D10BlendState1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in_opt const IUnknown *pData);
void ( STDMETHODCALLTYPE *GetDesc )(
ID3D10BlendState1 * This,
/* [annotation] */
__out D3D10_BLEND_DESC *pDesc);
void ( STDMETHODCALLTYPE *GetDesc1 )(
ID3D10BlendState1 * This,
/* [annotation] */
__out D3D10_BLEND_DESC1 *pDesc);
END_INTERFACE
} ID3D10BlendState1Vtbl;
interface ID3D10BlendState1
{
CONST_VTBL struct ID3D10BlendState1Vtbl *lpVtbl;
};
#ifdef COBJMACROS
#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) )
#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) )
#define ID3D10BlendState1_GetDesc(This,pDesc) \
( (This)->lpVtbl -> GetDesc(This,pDesc) )
#define ID3D10BlendState1_GetDesc1(This,pDesc) \
( (This)->lpVtbl -> GetDesc1(This,pDesc) )
#endif /* COBJMACROS */
#endif /* C style interface */
#endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */
/* interface __MIDL_itf_d3d10_1_0000_0001 */
/* [local] */
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;
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;
} ;
} D3D10_SHADER_RESOURCE_VIEW_DESC1;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0001_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0001_v0_0_s_ifspec;
#ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
#define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
/* interface ID3D10ShaderResourceView1 */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10ShaderResourceView1;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("9B7E4C87-342C-4106-A19F-4F2704F689F0")
ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
{
public:
virtual void STDMETHODCALLTYPE GetDesc1(
/* [annotation] */
__out D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
};
#else /* C style interface */
typedef struct ID3D10ShaderResourceView1Vtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D10ShaderResourceView1 * This,
/* [in] */ REFIID riid,
/* [annotation][iid_is][out] */
__RPC__deref_out void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D10ShaderResourceView1 * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D10ShaderResourceView1 * This);
void ( STDMETHODCALLTYPE *GetDevice )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__out ID3D10Device **ppDevice);
HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__inout UINT *pDataSize,
/* [annotation] */
__out_bcount_opt(*pDataSize) void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in UINT DataSize,
/* [annotation] */
__in_bcount_opt(DataSize) const void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in_opt const IUnknown *pData);
void ( STDMETHODCALLTYPE *GetResource )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__out ID3D10Resource **ppResource);
void ( STDMETHODCALLTYPE *GetDesc )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__out D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
void ( STDMETHODCALLTYPE *GetDesc1 )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__out D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
END_INTERFACE
} ID3D10ShaderResourceView1Vtbl;
interface ID3D10ShaderResourceView1
{
CONST_VTBL struct ID3D10ShaderResourceView1Vtbl *lpVtbl;
};
#ifdef COBJMACROS
#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) )
#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) )
#define ID3D10ShaderResourceView1_GetResource(This,ppResource) \
( (This)->lpVtbl -> GetResource(This,ppResource) )
#define ID3D10ShaderResourceView1_GetDesc(This,pDesc) \
( (This)->lpVtbl -> GetDesc(This,pDesc) )
#define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) \
( (This)->lpVtbl -> GetDesc1(This,pDesc) )
#endif /* COBJMACROS */
#endif /* C style interface */
#endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */
/* interface __MIDL_itf_d3d10_1_0000_0002 */
/* [local] */
typedef
enum D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS
{ D3D10_STANDARD_MULTISAMPLE_PATTERN = 0xffffffff,
D3D10_CENTER_MULTISAMPLE_PATTERN = 0xfffffffe
} D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0002_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0002_v0_0_s_ifspec;
#ifndef __ID3D10Device1_INTERFACE_DEFINED__
#define __ID3D10Device1_INTERFACE_DEFINED__
/* interface ID3D10Device1 */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10Device1;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("9B7E4C8F-342C-4106-A19F-4F2704F689F0")
ID3D10Device1 : public ID3D10Device
{
public:
virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
/* [annotation] */
__in ID3D10Resource *pResource,
/* [annotation] */
__in_opt const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
/* [annotation] */
__out_opt ID3D10ShaderResourceView1 **ppSRView) = 0;
virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
/* [annotation] */
__in const D3D10_BLEND_DESC1 *pBlendStateDesc,
/* [annotation] */
__out_opt ID3D10BlendState1 **ppBlendState) = 0;
virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( void) = 0;
};
#else /* C style interface */
typedef struct ID3D10Device1Vtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D10Device1 * This,
/* [in] */ REFIID riid,
/* [annotation][iid_is][out] */
__RPC__deref_out void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D10Device1 * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D10Device1 * This);
void ( STDMETHODCALLTYPE *VSSetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
void ( STDMETHODCALLTYPE *PSSetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
void ( STDMETHODCALLTYPE *PSSetShader )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10PixelShader *pPixelShader);
void ( STDMETHODCALLTYPE *PSSetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
void ( STDMETHODCALLTYPE *VSSetShader )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10VertexShader *pVertexShader);
void ( STDMETHODCALLTYPE *DrawIndexed )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT IndexCount,
/* [annotation] */
__in UINT StartIndexLocation,
/* [annotation] */
__in INT BaseVertexLocation);
void ( STDMETHODCALLTYPE *Draw )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT VertexCount,
/* [annotation] */
__in UINT StartVertexLocation);
void ( STDMETHODCALLTYPE *PSSetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
void ( STDMETHODCALLTYPE *IASetInputLayout )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10InputLayout *pInputLayout);
void ( STDMETHODCALLTYPE *IASetVertexBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__in_ecount(NumBuffers) ID3D10Buffer *const *ppVertexBuffers,
/* [annotation] */
__in_ecount(NumBuffers) const UINT *pStrides,
/* [annotation] */
__in_ecount(NumBuffers) const UINT *pOffsets);
void ( STDMETHODCALLTYPE *IASetIndexBuffer )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10Buffer *pIndexBuffer,
/* [annotation] */
__in DXGI_FORMAT Format,
/* [annotation] */
__in UINT Offset);
void ( STDMETHODCALLTYPE *DrawIndexedInstanced )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT IndexCountPerInstance,
/* [annotation] */
__in UINT InstanceCount,
/* [annotation] */
__in UINT StartIndexLocation,
/* [annotation] */
__in INT BaseVertexLocation,
/* [annotation] */
__in UINT StartInstanceLocation);
void ( STDMETHODCALLTYPE *DrawInstanced )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT VertexCountPerInstance,
/* [annotation] */
__in UINT InstanceCount,
/* [annotation] */
__in UINT StartVertexLocation,
/* [annotation] */
__in UINT StartInstanceLocation);
void ( STDMETHODCALLTYPE *GSSetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
void ( STDMETHODCALLTYPE *GSSetShader )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10GeometryShader *pShader);
void ( STDMETHODCALLTYPE *IASetPrimitiveTopology )(
ID3D10Device1 * This,
/* [annotation] */
__in D3D10_PRIMITIVE_TOPOLOGY Topology);
void ( STDMETHODCALLTYPE *VSSetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
void ( STDMETHODCALLTYPE *VSSetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
void ( STDMETHODCALLTYPE *SetPredication )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10Predicate *pPredicate,
/* [annotation] */
__in BOOL PredicateValue);
void ( STDMETHODCALLTYPE *GSSetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
void ( STDMETHODCALLTYPE *GSSetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
void ( STDMETHODCALLTYPE *OMSetRenderTargets )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews,
/* [annotation] */
__in_ecount_opt(NumViews) ID3D10RenderTargetView *const *ppRenderTargetViews,
/* [annotation] */
__in_opt ID3D10DepthStencilView *pDepthStencilView);
void ( STDMETHODCALLTYPE *OMSetBlendState )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10BlendState *pBlendState,
/* [annotation] */
__in const FLOAT BlendFactor[ 4 ],
/* [annotation] */
__in UINT SampleMask);
void ( STDMETHODCALLTYPE *OMSetDepthStencilState )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10DepthStencilState *pDepthStencilState,
/* [annotation] */
__in UINT StencilRef);
void ( STDMETHODCALLTYPE *SOSetTargets )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_SO_BUFFER_SLOT_COUNT) UINT NumBuffers,
/* [annotation] */
__in_ecount_opt(NumBuffers) ID3D10Buffer *const *ppSOTargets,
/* [annotation] */
__in_ecount_opt(NumBuffers) const UINT *pOffsets);
void ( STDMETHODCALLTYPE *DrawAuto )(
ID3D10Device1 * This);
void ( STDMETHODCALLTYPE *RSSetState )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10RasterizerState *pRasterizerState);
void ( STDMETHODCALLTYPE *RSSetViewports )(
ID3D10Device1 * This,
/* [annotation] */
__in_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumViewports,
/* [annotation] */
__in_ecount_opt(NumViewports) const D3D10_VIEWPORT *pViewports);
void ( STDMETHODCALLTYPE *RSSetScissorRects )(
ID3D10Device1 * This,
/* [annotation] */
__in_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumRects,
/* [annotation] */
__in_ecount_opt(NumRects) const D3D10_RECT *pRects);
void ( STDMETHODCALLTYPE *CopySubresourceRegion )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pDstResource,
/* [annotation] */
__in UINT DstSubresource,
/* [annotation] */
__in UINT DstX,
/* [annotation] */
__in UINT DstY,
/* [annotation] */
__in UINT DstZ,
/* [annotation] */
__in ID3D10Resource *pSrcResource,
/* [annotation] */
__in UINT SrcSubresource,
/* [annotation] */
__in_opt const D3D10_BOX *pSrcBox);
void ( STDMETHODCALLTYPE *CopyResource )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pDstResource,
/* [annotation] */
__in ID3D10Resource *pSrcResource);
void ( STDMETHODCALLTYPE *UpdateSubresource )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pDstResource,
/* [annotation] */
__in UINT DstSubresource,
/* [annotation] */
__in_opt const D3D10_BOX *pDstBox,
/* [annotation] */
__in const void *pSrcData,
/* [annotation] */
__in UINT SrcRowPitch,
/* [annotation] */
__in UINT SrcDepthPitch);
void ( STDMETHODCALLTYPE *ClearRenderTargetView )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10RenderTargetView *pRenderTargetView,
/* [annotation] */
__in const FLOAT ColorRGBA[ 4 ]);
void ( STDMETHODCALLTYPE *ClearDepthStencilView )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10DepthStencilView *pDepthStencilView,
/* [annotation] */
__in UINT ClearFlags,
/* [annotation] */
__in FLOAT Depth,
/* [annotation] */
__in UINT8 Stencil);
void ( STDMETHODCALLTYPE *GenerateMips )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10ShaderResourceView *pShaderResourceView);
void ( STDMETHODCALLTYPE *ResolveSubresource )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pDstResource,
/* [annotation] */
__in UINT DstSubresource,
/* [annotation] */
__in ID3D10Resource *pSrcResource,
/* [annotation] */
__in UINT SrcSubresource,
/* [annotation] */
__in DXGI_FORMAT Format);
void ( STDMETHODCALLTYPE *VSGetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
void ( STDMETHODCALLTYPE *PSGetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
void ( STDMETHODCALLTYPE *PSGetShader )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10PixelShader **ppPixelShader);
void ( STDMETHODCALLTYPE *PSGetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
void ( STDMETHODCALLTYPE *VSGetShader )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10VertexShader **ppVertexShader);
void ( STDMETHODCALLTYPE *PSGetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
void ( STDMETHODCALLTYPE *IAGetInputLayout )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10InputLayout **ppInputLayout);
void ( STDMETHODCALLTYPE *IAGetVertexBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__out_ecount_opt(NumBuffers) ID3D10Buffer **ppVertexBuffers,
/* [annotation] */
__out_ecount_opt(NumBuffers) UINT *pStrides,
/* [annotation] */
__out_ecount_opt(NumBuffers) UINT *pOffsets);
void ( STDMETHODCALLTYPE *IAGetIndexBuffer )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt ID3D10Buffer **pIndexBuffer,
/* [annotation] */
__out_opt DXGI_FORMAT *Format,
/* [annotation] */
__out_opt UINT *Offset);
void ( STDMETHODCALLTYPE *GSGetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
void ( STDMETHODCALLTYPE *GSGetShader )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10GeometryShader **ppGeometryShader);
void ( STDMETHODCALLTYPE *IAGetPrimitiveTopology )(
ID3D10Device1 * This,
/* [annotation] */
__out D3D10_PRIMITIVE_TOPOLOGY *pTopology);
void ( STDMETHODCALLTYPE *VSGetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
void ( STDMETHODCALLTYPE *VSGetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
void ( STDMETHODCALLTYPE *GetPredication )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt ID3D10Predicate **ppPredicate,
/* [annotation] */
__out_opt BOOL *pPredicateValue);
void ( STDMETHODCALLTYPE *GSGetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
void ( STDMETHODCALLTYPE *GSGetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
void ( STDMETHODCALLTYPE *OMGetRenderTargets )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews,
/* [annotation] */
__out_ecount_opt(NumViews) ID3D10RenderTargetView **ppRenderTargetViews,
/* [annotation] */
__out_opt ID3D10DepthStencilView **ppDepthStencilView);
void ( STDMETHODCALLTYPE *OMGetBlendState )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt ID3D10BlendState **ppBlendState,
/* [annotation] */
__out_opt FLOAT BlendFactor[ 4 ],
/* [annotation] */
__out_opt UINT *pSampleMask);
void ( STDMETHODCALLTYPE *OMGetDepthStencilState )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt ID3D10DepthStencilState **ppDepthStencilState,
/* [annotation] */
__out_opt UINT *pStencilRef);
void ( STDMETHODCALLTYPE *SOGetTargets )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_SO_BUFFER_SLOT_COUNT ) UINT NumBuffers,
/* [annotation] */
__out_ecount_opt(NumBuffers) ID3D10Buffer **ppSOTargets,
/* [annotation] */
__out_ecount_opt(NumBuffers) UINT *pOffsets);
void ( STDMETHODCALLTYPE *RSGetState )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10RasterizerState **ppRasterizerState);
void ( STDMETHODCALLTYPE *RSGetViewports )(
ID3D10Device1 * This,
/* [annotation] */
__inout /*_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/ UINT *NumViewports,
/* [annotation] */
__out_ecount_opt(*NumViewports) D3D10_VIEWPORT *pViewports);
void ( STDMETHODCALLTYPE *RSGetScissorRects )(
ID3D10Device1 * This,
/* [annotation] */
__inout /*_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/ UINT *NumRects,
/* [annotation] */
__out_ecount_opt(*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,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__inout UINT *pDataSize,
/* [annotation] */
__out_bcount_opt(*pDataSize) void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
ID3D10Device1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in UINT DataSize,
/* [annotation] */
__in_bcount_opt(DataSize) const void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
ID3D10Device1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in_opt const IUnknown *pData);
void ( STDMETHODCALLTYPE *ClearState )(
ID3D10Device1 * This);
void ( STDMETHODCALLTYPE *Flush )(
ID3D10Device1 * This);
HRESULT ( STDMETHODCALLTYPE *CreateBuffer )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_BUFFER_DESC *pDesc,
/* [annotation] */
__in_opt const D3D10_SUBRESOURCE_DATA *pInitialData,
/* [annotation] */
__out_opt ID3D10Buffer **ppBuffer);
HRESULT ( STDMETHODCALLTYPE *CreateTexture1D )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_TEXTURE1D_DESC *pDesc,
/* [annotation] */
__in_xcount_opt(pDesc->MipLevels * pDesc->ArraySize) const D3D10_SUBRESOURCE_DATA *pInitialData,
/* [annotation] */
__out ID3D10Texture1D **ppTexture1D);
HRESULT ( STDMETHODCALLTYPE *CreateTexture2D )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_TEXTURE2D_DESC *pDesc,
/* [annotation] */
__in_xcount_opt(pDesc->MipLevels * pDesc->ArraySize) const D3D10_SUBRESOURCE_DATA *pInitialData,
/* [annotation] */
__out ID3D10Texture2D **ppTexture2D);
HRESULT ( STDMETHODCALLTYPE *CreateTexture3D )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_TEXTURE3D_DESC *pDesc,
/* [annotation] */
__in_xcount_opt(pDesc->MipLevels) const D3D10_SUBRESOURCE_DATA *pInitialData,
/* [annotation] */
__out ID3D10Texture3D **ppTexture3D);
HRESULT ( STDMETHODCALLTYPE *CreateShaderResourceView )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pResource,
/* [annotation] */
__in_opt const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
/* [annotation] */
__out_opt ID3D10ShaderResourceView **ppSRView);
HRESULT ( STDMETHODCALLTYPE *CreateRenderTargetView )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pResource,
/* [annotation] */
__in_opt const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
/* [annotation] */
__out_opt ID3D10RenderTargetView **ppRTView);
HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilView )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pResource,
/* [annotation] */
__in_opt const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
/* [annotation] */
__out_opt ID3D10DepthStencilView **ppDepthStencilView);
HRESULT ( STDMETHODCALLTYPE *CreateInputLayout )(
ID3D10Device1 * This,
/* [annotation] */
__in_ecount(NumElements) const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ) UINT NumElements,
/* [annotation] */
__in const void *pShaderBytecodeWithInputSignature,
/* [annotation] */
__in SIZE_T BytecodeLength,
/* [annotation] */
__out_opt ID3D10InputLayout **ppInputLayout);
HRESULT ( STDMETHODCALLTYPE *CreateVertexShader )(
ID3D10Device1 * This,
/* [annotation] */
__in const void *pShaderBytecode,
/* [annotation] */
__in SIZE_T BytecodeLength,
/* [annotation] */
__out_opt ID3D10VertexShader **ppVertexShader);
HRESULT ( STDMETHODCALLTYPE *CreateGeometryShader )(
ID3D10Device1 * This,
/* [annotation] */
__in const void *pShaderBytecode,
/* [annotation] */
__in SIZE_T BytecodeLength,
/* [annotation] */
__out_opt ID3D10GeometryShader **ppGeometryShader);
HRESULT ( STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput )(
ID3D10Device1 * This,
/* [annotation] */
__in const void *pShaderBytecode,
/* [annotation] */
__in SIZE_T BytecodeLength,
/* [annotation] */
__in_ecount_opt(NumEntries) const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
/* [annotation] */
__in_range( 0, D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT ) UINT NumEntries,
/* [annotation] */
__in UINT OutputStreamStride,
/* [annotation] */
__out_opt ID3D10GeometryShader **ppGeometryShader);
HRESULT ( STDMETHODCALLTYPE *CreatePixelShader )(
ID3D10Device1 * This,
/* [annotation] */
__in const void *pShaderBytecode,
/* [annotation] */
__in SIZE_T BytecodeLength,
/* [annotation] */
__out_opt ID3D10PixelShader **ppPixelShader);
HRESULT ( STDMETHODCALLTYPE *CreateBlendState )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_BLEND_DESC *pBlendStateDesc,
/* [annotation] */
__out_opt ID3D10BlendState **ppBlendState);
HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilState )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
/* [annotation] */
__out_opt ID3D10DepthStencilState **ppDepthStencilState);
HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_RASTERIZER_DESC *pRasterizerDesc,
/* [annotation] */
__out_opt ID3D10RasterizerState **ppRasterizerState);
HRESULT ( STDMETHODCALLTYPE *CreateSamplerState )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_SAMPLER_DESC *pSamplerDesc,
/* [annotation] */
__out_opt ID3D10SamplerState **ppSamplerState);
HRESULT ( STDMETHODCALLTYPE *CreateQuery )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_QUERY_DESC *pQueryDesc,
/* [annotation] */
__out_opt ID3D10Query **ppQuery);
HRESULT ( STDMETHODCALLTYPE *CreatePredicate )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_QUERY_DESC *pPredicateDesc,
/* [annotation] */
__out_opt ID3D10Predicate **ppPredicate);
HRESULT ( STDMETHODCALLTYPE *CreateCounter )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_COUNTER_DESC *pCounterDesc,
/* [annotation] */
__out_opt ID3D10Counter **ppCounter);
HRESULT ( STDMETHODCALLTYPE *CheckFormatSupport )(
ID3D10Device1 * This,
/* [annotation] */
__in DXGI_FORMAT Format,
/* [annotation] */
__out UINT *pFormatSupport);
HRESULT ( STDMETHODCALLTYPE *CheckMultisampleQualityLevels )(
ID3D10Device1 * This,
/* [annotation] */
__in DXGI_FORMAT Format,
/* [annotation] */
__in UINT SampleCount,
/* [annotation] */
__out UINT *pNumQualityLevels);
void ( STDMETHODCALLTYPE *CheckCounterInfo )(
ID3D10Device1 * This,
/* [annotation] */
__out D3D10_COUNTER_INFO *pCounterInfo);
HRESULT ( STDMETHODCALLTYPE *CheckCounter )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_COUNTER_DESC *pDesc,
/* [annotation] */
__out D3D10_COUNTER_TYPE *pType,
/* [annotation] */
__out UINT *pActiveCounters,
/* [annotation] */
__out_ecount_opt(*pNameLength) LPSTR szName,
/* [annotation] */
__inout_opt UINT *pNameLength,
/* [annotation] */
__out_ecount_opt(*pUnitsLength) LPSTR szUnits,
/* [annotation] */
__inout_opt UINT *pUnitsLength,
/* [annotation] */
__out_ecount_opt(*pDescriptionLength) LPSTR szDescription,
/* [annotation] */
__inout_opt UINT *pDescriptionLength);
UINT ( STDMETHODCALLTYPE *GetCreationFlags )(
ID3D10Device1 * This);
HRESULT ( STDMETHODCALLTYPE *OpenSharedResource )(
ID3D10Device1 * This,
/* [annotation] */
__in HANDLE hResource,
/* [annotation] */
__in REFIID ReturnedInterface,
/* [annotation] */
__out_opt void **ppResource);
void ( STDMETHODCALLTYPE *SetTextFilterSize )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT Width,
/* [annotation] */
__in UINT Height);
void ( STDMETHODCALLTYPE *GetTextFilterSize )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt UINT *pWidth,
/* [annotation] */
__out_opt UINT *pHeight);
HRESULT ( STDMETHODCALLTYPE *CreateShaderResourceView1 )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pResource,
/* [annotation] */
__in_opt const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
/* [annotation] */
__out_opt ID3D10ShaderResourceView1 **ppSRView);
HRESULT ( STDMETHODCALLTYPE *CreateBlendState1 )(
ID3D10Device1 * This,
/* [annotation] */
__in const D3D10_BLEND_DESC1 *pBlendStateDesc,
/* [annotation] */
__out_opt ID3D10BlendState1 **ppBlendState);
D3D10_FEATURE_LEVEL1 ( STDMETHODCALLTYPE *GetFeatureLevel )(
ID3D10Device1 * This);
END_INTERFACE
} ID3D10Device1Vtbl;
interface ID3D10Device1
{
CONST_VTBL struct ID3D10Device1Vtbl *lpVtbl;
};
#ifdef COBJMACROS
#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) )
#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,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) \
( (This)->lpVtbl -> CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,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) )
#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) )
#endif /* COBJMACROS */
#endif /* C style interface */
#endif /* __ID3D10Device1_INTERFACE_DEFINED__ */
/* interface __MIDL_itf_d3d10_1_0000_0003 */
/* [local] */
#define D3D10_1_SDK_VERSION ( ( 0 + 0x20 ) )
#include "d3d10_1shader.h"
///////////////////////////////////////////////////////////////////////////
// D3D10CreateDevice1
// ------------------
//
// pAdapter
// If NULL, D3D10CreateDevice1 will choose the primary adapter and
// create a new instance from a temporarily created IDXGIFactory.
// If non-NULL, D3D10CreateDevice1 will register the appropriate
// device, if necessary (via IDXGIAdapter::RegisterDrver), before
// creating the device.
// DriverType
// Specifies the driver type to be created: hardware, reference or
// null.
// Software
// HMODULE of a DLL implementing a software rasterizer. Must be NULL for
// non-Software driver types.
// Flags
// Any of those documented for D3D10CreateDeviceAndSwapChain1.
// HardwareLevel
// Any of those documented for D3D10CreateDeviceAndSwapChain1.
// SDKVersion
// SDK version. Use the D3D10_1_SDK_VERSION macro.
// ppDevice
// Pointer to returned interface.
//
// Return Values
// Any of those documented for
// CreateDXGIFactory
// IDXGIFactory::EnumAdapters
// IDXGIAdapter::RegisterDriver
// D3D10CreateDevice1
//
///////////////////////////////////////////////////////////////////////////
typedef HRESULT (WINAPI* PFN_D3D10_CREATE_DEVICE1)(IDXGIAdapter *,
D3D10_DRIVER_TYPE, HMODULE, UINT, D3D10_FEATURE_LEVEL1, UINT, ID3D10Device1**);
HRESULT WINAPI D3D10CreateDevice1(
IDXGIAdapter *pAdapter,
D3D10_DRIVER_TYPE DriverType,
HMODULE Software,
UINT Flags,
D3D10_FEATURE_LEVEL1 HardwareLevel,
UINT SDKVersion,
ID3D10Device1 **ppDevice);
///////////////////////////////////////////////////////////////////////////
// D3D10CreateDeviceAndSwapChain1
// ------------------------------
//
// ppAdapter
// If NULL, D3D10CreateDevice1 will choose the primary adapter and
// create a new instance from a temporarily created IDXGIFactory.
// If non-NULL, D3D10CreateDevice1 will register the appropriate
// device, if necessary (via IDXGIAdapter::RegisterDrver), before
// creating the device.
// DriverType
// Specifies the driver type to be created: hardware, reference or
// null.
// Software
// HMODULE of a DLL implementing a software rasterizer. Must be NULL for
// non-Software driver types.
// Flags
// Any of those documented for D3D10CreateDevice1.
// HardwareLevel
// Any of:
// D3D10_CREATE_LEVEL_10_0
// D3D10_CREATE_LEVEL_10_1
// SDKVersion
// SDK version. Use the D3D10_1_SDK_VERSION macro.
// pSwapChainDesc
// Swap chain description, may be NULL.
// ppSwapChain
// Pointer to returned interface. May be NULL.
// ppDevice
// Pointer to returned interface.
//
// Return Values
// Any of those documented for
// CreateDXGIFactory
// IDXGIFactory::EnumAdapters
// IDXGIAdapter::RegisterDriver
// D3D10CreateDevice1
// IDXGIFactory::CreateSwapChain
//
///////////////////////////////////////////////////////////////////////////
typedef HRESULT (WINAPI* PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN1)(IDXGIAdapter *,
D3D10_DRIVER_TYPE, HMODULE, UINT, D3D10_FEATURE_LEVEL1, UINT, DXGI_SWAP_CHAIN_DESC *, IDXGISwapChain **, ID3D10Device1 **);
HRESULT WINAPI D3D10CreateDeviceAndSwapChain1(
IDXGIAdapter *pAdapter,
D3D10_DRIVER_TYPE DriverType,
HMODULE Software,
UINT Flags,
D3D10_FEATURE_LEVEL1 HardwareLevel,
UINT SDKVersion,
DXGI_SWAP_CHAIN_DESC *pSwapChainDesc,
IDXGISwapChain **ppSwapChain,
ID3D10Device1 **ppDevice);
DEFINE_GUID(IID_ID3D10BlendState1,0xEDAD8D99,0x8A35,0x4d6d,0x85,0x66,0x2E,0xA2,0x76,0xCD,0xE1,0x61);
DEFINE_GUID(IID_ID3D10ShaderResourceView1,0x9B7E4C87,0x342C,0x4106,0xA1,0x9F,0x4F,0x27,0x04,0xF6,0x89,0xF0);
DEFINE_GUID(IID_ID3D10Device1,0x9B7E4C8F,0x342C,0x4106,0xA1,0x9F,0x4F,0x27,0x04,0xF6,0x89,0xF0);
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0003_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0003_v0_0_s_ifspec;
/* Additional Prototypes for ALL interfaces */
/* end of Additional Prototypes */
#ifdef __cplusplus
}
#endif
#endif