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  1. /* this ALWAYS GENERATED file contains the definitions for the interfaces */
  2. /* File created by MIDL compiler version 7.00.0553 */
  3. /* Compiler settings for d3d10_1.idl:
  4. Oicf, W1, Zp8, env=Win64 (32b run), target_arch=AMD64 7.00.0553
  5. protocol : all , ms_ext, c_ext, robust
  6. error checks: allocation ref bounds_check enum stub_data
  7. VC __declspec() decoration level:
  8. __declspec(uuid()), __declspec(selectany), __declspec(novtable)
  9. DECLSPEC_UUID(), MIDL_INTERFACE()
  10. */
  11. /* @@MIDL_FILE_HEADING( ) */
  12. #pragma warning( disable: 4049 ) /* more than 64k source lines */
  13. /* verify that the <rpcndr.h> version is high enough to compile this file*/
  14. #ifndef __REQUIRED_RPCNDR_H_VERSION__
  15. #define __REQUIRED_RPCNDR_H_VERSION__ 475
  16. #endif
  17. /* verify that the <rpcsal.h> version is high enough to compile this file*/
  18. #ifndef __REQUIRED_RPCSAL_H_VERSION__
  19. #define __REQUIRED_RPCSAL_H_VERSION__ 100
  20. #endif
  21. #include "rpc.h"
  22. #include "rpcndr.h"
  23. #ifndef __RPCNDR_H_VERSION__
  24. #error this stub requires an updated version of <rpcndr.h>
  25. #endif // __RPCNDR_H_VERSION__
  26. #ifndef COM_NO_WINDOWS_H
  27. #include "windows.h"
  28. #include "ole2.h"
  29. #endif /*COM_NO_WINDOWS_H*/
  30. #ifndef __d3d10_1_h__
  31. #define __d3d10_1_h__
  32. #if defined(_MSC_VER) && (_MSC_VER >= 1020)
  33. #pragma once
  34. #endif
  35. /* Forward Declarations */
  36. #ifndef __ID3D10BlendState1_FWD_DEFINED__
  37. #define __ID3D10BlendState1_FWD_DEFINED__
  38. typedef interface ID3D10BlendState1 ID3D10BlendState1;
  39. #endif /* __ID3D10BlendState1_FWD_DEFINED__ */
  40. #ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
  41. #define __ID3D10ShaderResourceView1_FWD_DEFINED__
  42. typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
  43. #endif /* __ID3D10ShaderResourceView1_FWD_DEFINED__ */
  44. #ifndef __ID3D10Device1_FWD_DEFINED__
  45. #define __ID3D10Device1_FWD_DEFINED__
  46. typedef interface ID3D10Device1 ID3D10Device1;
  47. #endif /* __ID3D10Device1_FWD_DEFINED__ */
  48. /* header files for imported files */
  49. #include "oaidl.h"
  50. #include "ocidl.h"
  51. #ifdef __cplusplus
  52. extern "C"{
  53. #endif
  54. /* interface __MIDL_itf_d3d10_1_0000_0000 */
  55. /* [local] */
  56. #if defined( __d3d10_h__ ) && !defined( D3D10_ARBITRARY_HEADER_ORDERING )
  57. #error d3d10.h is included before d3d10_1.h, and it will confuse tools that honor SAL annotations. \
  58. If possibly targeting d3d10.1, include d3d10_1.h instead of d3d10.h, or ensure d3d10_1.h is included before d3d10.h
  59. #endif
  60. #ifndef _D3D10_1_CONSTANTS
  61. #define _D3D10_1_CONSTANTS
  62. #define D3D10_1_DEFAULT_SAMPLE_MASK ( 0xffffffff )
  63. #define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP ( 0.6 )
  64. #define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP ( 0.6f )
  65. #define D3D10_1_GS_INPUT_REGISTER_COUNT ( 32 )
  66. #define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT ( 32 )
  67. #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS ( 128 )
  68. #define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ( 32 )
  69. #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS ( 1 )
  70. #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT ( 32 )
  71. #define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT ( 1 )
  72. #define D3D10_1_SHADER_MAJOR_VERSION ( 4 )
  73. #define D3D10_1_SHADER_MINOR_VERSION ( 1 )
  74. #define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES ( 2048 )
  75. #define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES ( 256 )
  76. #define D3D10_1_SO_BUFFER_SLOT_COUNT ( 4 )
  77. #define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER ( 1 )
  78. #define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT ( 64 )
  79. #define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT ( 32 )
  80. #define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT ( 8 )
  81. #define D3D10_1_VS_INPUT_REGISTER_COUNT ( 32 )
  82. #define D3D10_1_VS_OUTPUT_REGISTER_COUNT ( 32 )
  83. #endif
  84. #include "d3d10.h" //
  85. typedef
  86. enum D3D10_FEATURE_LEVEL1
  87. { D3D10_FEATURE_LEVEL_10_0 = 0xa000,
  88. D3D10_FEATURE_LEVEL_10_1 = 0xa100,
  89. D3D10_FEATURE_LEVEL_9_1 = 0x9100,
  90. D3D10_FEATURE_LEVEL_9_2 = 0x9200,
  91. D3D10_FEATURE_LEVEL_9_3 = 0x9300
  92. } D3D10_FEATURE_LEVEL1;
  93. typedef struct D3D10_RENDER_TARGET_BLEND_DESC1
  94. {
  95. BOOL BlendEnable;
  96. D3D10_BLEND SrcBlend;
  97. D3D10_BLEND DestBlend;
  98. D3D10_BLEND_OP BlendOp;
  99. D3D10_BLEND SrcBlendAlpha;
  100. D3D10_BLEND DestBlendAlpha;
  101. D3D10_BLEND_OP BlendOpAlpha;
  102. UINT8 RenderTargetWriteMask;
  103. } D3D10_RENDER_TARGET_BLEND_DESC1;
  104. typedef struct D3D10_BLEND_DESC1
  105. {
  106. BOOL AlphaToCoverageEnable;
  107. BOOL IndependentBlendEnable;
  108. D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[ 8 ];
  109. } D3D10_BLEND_DESC1;
  110. extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0000_v0_0_c_ifspec;
  111. extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0000_v0_0_s_ifspec;
  112. #ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
  113. #define __ID3D10BlendState1_INTERFACE_DEFINED__
  114. /* interface ID3D10BlendState1 */
  115. /* [unique][local][object][uuid] */
  116. EXTERN_C const IID IID_ID3D10BlendState1;
  117. #if defined(__cplusplus) && !defined(CINTERFACE)
  118. MIDL_INTERFACE("EDAD8D99-8A35-4d6d-8566-2EA276CDE161")
  119. ID3D10BlendState1 : public ID3D10BlendState
  120. {
  121. public:
  122. virtual void STDMETHODCALLTYPE GetDesc1(
  123. /* [annotation] */
  124. __out D3D10_BLEND_DESC1 *pDesc) = 0;
  125. };
  126. #else /* C style interface */
  127. typedef struct ID3D10BlendState1Vtbl
  128. {
  129. BEGIN_INTERFACE
  130. HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
  131. ID3D10BlendState1 * This,
  132. /* [in] */ REFIID riid,
  133. /* [annotation][iid_is][out] */
  134. __RPC__deref_out void **ppvObject);
  135. ULONG ( STDMETHODCALLTYPE *AddRef )(
  136. ID3D10BlendState1 * This);
  137. ULONG ( STDMETHODCALLTYPE *Release )(
  138. ID3D10BlendState1 * This);
  139. void ( STDMETHODCALLTYPE *GetDevice )(
  140. ID3D10BlendState1 * This,
  141. /* [annotation] */
  142. __out ID3D10Device **ppDevice);
  143. HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
  144. ID3D10BlendState1 * This,
  145. /* [annotation] */
  146. __in REFGUID guid,
  147. /* [annotation] */
  148. __inout UINT *pDataSize,
  149. /* [annotation] */
  150. __out_bcount_opt(*pDataSize) void *pData);
  151. HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
  152. ID3D10BlendState1 * This,
  153. /* [annotation] */
  154. __in REFGUID guid,
  155. /* [annotation] */
  156. __in UINT DataSize,
  157. /* [annotation] */
  158. __in_bcount_opt(DataSize) const void *pData);
  159. HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
  160. ID3D10BlendState1 * This,
  161. /* [annotation] */
  162. __in REFGUID guid,
  163. /* [annotation] */
  164. __in_opt const IUnknown *pData);
  165. void ( STDMETHODCALLTYPE *GetDesc )(
  166. ID3D10BlendState1 * This,
  167. /* [annotation] */
  168. __out D3D10_BLEND_DESC *pDesc);
  169. void ( STDMETHODCALLTYPE *GetDesc1 )(
  170. ID3D10BlendState1 * This,
  171. /* [annotation] */
  172. __out D3D10_BLEND_DESC1 *pDesc);
  173. END_INTERFACE
  174. } ID3D10BlendState1Vtbl;
  175. interface ID3D10BlendState1
  176. {
  177. CONST_VTBL struct ID3D10BlendState1Vtbl *lpVtbl;
  178. };
  179. #ifdef COBJMACROS
  180. #define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) \
  181. ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )
  182. #define ID3D10BlendState1_AddRef(This) \
  183. ( (This)->lpVtbl -> AddRef(This) )
  184. #define ID3D10BlendState1_Release(This) \
  185. ( (This)->lpVtbl -> Release(This) )
  186. #define ID3D10BlendState1_GetDevice(This,ppDevice) \
  187. ( (This)->lpVtbl -> GetDevice(This,ppDevice) )
  188. #define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) \
  189. ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )
  190. #define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) \
  191. ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )
  192. #define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) \
  193. ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )
  194. #define ID3D10BlendState1_GetDesc(This,pDesc) \
  195. ( (This)->lpVtbl -> GetDesc(This,pDesc) )
  196. #define ID3D10BlendState1_GetDesc1(This,pDesc) \
  197. ( (This)->lpVtbl -> GetDesc1(This,pDesc) )
  198. #endif /* COBJMACROS */
  199. #endif /* C style interface */
  200. #endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */
  201. /* interface __MIDL_itf_d3d10_1_0000_0001 */
  202. /* [local] */
  203. typedef struct D3D10_TEXCUBE_ARRAY_SRV1
  204. {
  205. UINT MostDetailedMip;
  206. UINT MipLevels;
  207. UINT First2DArrayFace;
  208. UINT NumCubes;
  209. } D3D10_TEXCUBE_ARRAY_SRV1;
  210. typedef
  211. enum D3D10_SRV_DIMENSION1
  212. { D3D10_1_SRV_DIMENSION_UNKNOWN = 0,
  213. D3D10_1_SRV_DIMENSION_BUFFER = 1,
  214. D3D10_1_SRV_DIMENSION_TEXTURE1D = 2,
  215. D3D10_1_SRV_DIMENSION_TEXTURE1DARRAY = 3,
  216. D3D10_1_SRV_DIMENSION_TEXTURE2D = 4,
  217. D3D10_1_SRV_DIMENSION_TEXTURE2DARRAY = 5,
  218. D3D10_1_SRV_DIMENSION_TEXTURE2DMS = 6,
  219. D3D10_1_SRV_DIMENSION_TEXTURE2DMSARRAY = 7,
  220. D3D10_1_SRV_DIMENSION_TEXTURE3D = 8,
  221. D3D10_1_SRV_DIMENSION_TEXTURECUBE = 9,
  222. D3D10_1_SRV_DIMENSION_TEXTURECUBEARRAY = 10
  223. } D3D10_SRV_DIMENSION1;
  224. typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1
  225. {
  226. DXGI_FORMAT Format;
  227. D3D10_SRV_DIMENSION1 ViewDimension;
  228. union
  229. {
  230. D3D10_BUFFER_SRV Buffer;
  231. D3D10_TEX1D_SRV Texture1D;
  232. D3D10_TEX1D_ARRAY_SRV Texture1DArray;
  233. D3D10_TEX2D_SRV Texture2D;
  234. D3D10_TEX2D_ARRAY_SRV Texture2DArray;
  235. D3D10_TEX2DMS_SRV Texture2DMS;
  236. D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
  237. D3D10_TEX3D_SRV Texture3D;
  238. D3D10_TEXCUBE_SRV TextureCube;
  239. D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
  240. } ;
  241. } D3D10_SHADER_RESOURCE_VIEW_DESC1;
  242. extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0001_v0_0_c_ifspec;
  243. extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0001_v0_0_s_ifspec;
  244. #ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
  245. #define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
  246. /* interface ID3D10ShaderResourceView1 */
  247. /* [unique][local][object][uuid] */
  248. EXTERN_C const IID IID_ID3D10ShaderResourceView1;
  249. #if defined(__cplusplus) && !defined(CINTERFACE)
  250. MIDL_INTERFACE("9B7E4C87-342C-4106-A19F-4F2704F689F0")
  251. ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
  252. {
  253. public:
  254. virtual void STDMETHODCALLTYPE GetDesc1(
  255. /* [annotation] */
  256. __out D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
  257. };
  258. #else /* C style interface */
  259. typedef struct ID3D10ShaderResourceView1Vtbl
  260. {
  261. BEGIN_INTERFACE
  262. HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
  263. ID3D10ShaderResourceView1 * This,
  264. /* [in] */ REFIID riid,
  265. /* [annotation][iid_is][out] */
  266. __RPC__deref_out void **ppvObject);
  267. ULONG ( STDMETHODCALLTYPE *AddRef )(
  268. ID3D10ShaderResourceView1 * This);
  269. ULONG ( STDMETHODCALLTYPE *Release )(
  270. ID3D10ShaderResourceView1 * This);
  271. void ( STDMETHODCALLTYPE *GetDevice )(
  272. ID3D10ShaderResourceView1 * This,
  273. /* [annotation] */
  274. __out ID3D10Device **ppDevice);
  275. HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
  276. ID3D10ShaderResourceView1 * This,
  277. /* [annotation] */
  278. __in REFGUID guid,
  279. /* [annotation] */
  280. __inout UINT *pDataSize,
  281. /* [annotation] */
  282. __out_bcount_opt(*pDataSize) void *pData);
  283. HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
  284. ID3D10ShaderResourceView1 * This,
  285. /* [annotation] */
  286. __in REFGUID guid,
  287. /* [annotation] */
  288. __in UINT DataSize,
  289. /* [annotation] */
  290. __in_bcount_opt(DataSize) const void *pData);
  291. HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
  292. ID3D10ShaderResourceView1 * This,
  293. /* [annotation] */
  294. __in REFGUID guid,
  295. /* [annotation] */
  296. __in_opt const IUnknown *pData);
  297. void ( STDMETHODCALLTYPE *GetResource )(
  298. ID3D10ShaderResourceView1 * This,
  299. /* [annotation] */
  300. __out ID3D10Resource **ppResource);
  301. void ( STDMETHODCALLTYPE *GetDesc )(
  302. ID3D10ShaderResourceView1 * This,
  303. /* [annotation] */
  304. __out D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
  305. void ( STDMETHODCALLTYPE *GetDesc1 )(
  306. ID3D10ShaderResourceView1 * This,
  307. /* [annotation] */
  308. __out D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
  309. END_INTERFACE
  310. } ID3D10ShaderResourceView1Vtbl;
  311. interface ID3D10ShaderResourceView1
  312. {
  313. CONST_VTBL struct ID3D10ShaderResourceView1Vtbl *lpVtbl;
  314. };
  315. #ifdef COBJMACROS
  316. #define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) \
  317. ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )
  318. #define ID3D10ShaderResourceView1_AddRef(This) \
  319. ( (This)->lpVtbl -> AddRef(This) )
  320. #define ID3D10ShaderResourceView1_Release(This) \
  321. ( (This)->lpVtbl -> Release(This) )
  322. #define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) \
  323. ( (This)->lpVtbl -> GetDevice(This,ppDevice) )
  324. #define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) \
  325. ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )
  326. #define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) \
  327. ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )
  328. #define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) \
  329. ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )
  330. #define ID3D10ShaderResourceView1_GetResource(This,ppResource) \
  331. ( (This)->lpVtbl -> GetResource(This,ppResource) )
  332. #define ID3D10ShaderResourceView1_GetDesc(This,pDesc) \
  333. ( (This)->lpVtbl -> GetDesc(This,pDesc) )
  334. #define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) \
  335. ( (This)->lpVtbl -> GetDesc1(This,pDesc) )
  336. #endif /* COBJMACROS */
  337. #endif /* C style interface */
  338. #endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */
  339. /* interface __MIDL_itf_d3d10_1_0000_0002 */
  340. /* [local] */
  341. typedef
  342. enum D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS
  343. { D3D10_STANDARD_MULTISAMPLE_PATTERN = 0xffffffff,
  344. D3D10_CENTER_MULTISAMPLE_PATTERN = 0xfffffffe
  345. } D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS;
  346. extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0002_v0_0_c_ifspec;
  347. extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0002_v0_0_s_ifspec;
  348. #ifndef __ID3D10Device1_INTERFACE_DEFINED__
  349. #define __ID3D10Device1_INTERFACE_DEFINED__
  350. /* interface ID3D10Device1 */
  351. /* [unique][local][object][uuid] */
  352. EXTERN_C const IID IID_ID3D10Device1;
  353. #if defined(__cplusplus) && !defined(CINTERFACE)
  354. MIDL_INTERFACE("9B7E4C8F-342C-4106-A19F-4F2704F689F0")
  355. ID3D10Device1 : public ID3D10Device
  356. {
  357. public:
  358. virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
  359. /* [annotation] */
  360. __in ID3D10Resource *pResource,
  361. /* [annotation] */
  362. __in_opt const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
  363. /* [annotation] */
  364. __out_opt ID3D10ShaderResourceView1 **ppSRView) = 0;
  365. virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
  366. /* [annotation] */
  367. __in const D3D10_BLEND_DESC1 *pBlendStateDesc,
  368. /* [annotation] */
  369. __out_opt ID3D10BlendState1 **ppBlendState) = 0;
  370. virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( void) = 0;
  371. };
  372. #else /* C style interface */
  373. typedef struct ID3D10Device1Vtbl
  374. {
  375. BEGIN_INTERFACE
  376. HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
  377. ID3D10Device1 * This,
  378. /* [in] */ REFIID riid,
  379. /* [annotation][iid_is][out] */
  380. __RPC__deref_out void **ppvObject);
  381. ULONG ( STDMETHODCALLTYPE *AddRef )(
  382. ID3D10Device1 * This);
  383. ULONG ( STDMETHODCALLTYPE *Release )(
  384. ID3D10Device1 * This);
  385. void ( STDMETHODCALLTYPE *VSSetConstantBuffers )(
  386. ID3D10Device1 * This,
  387. /* [annotation] */
  388. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
  389. /* [annotation] */
  390. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
  391. /* [annotation] */
  392. __in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
  393. void ( STDMETHODCALLTYPE *PSSetShaderResources )(
  394. ID3D10Device1 * This,
  395. /* [annotation] */
  396. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
  397. /* [annotation] */
  398. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
  399. /* [annotation] */
  400. __in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
  401. void ( STDMETHODCALLTYPE *PSSetShader )(
  402. ID3D10Device1 * This,
  403. /* [annotation] */
  404. __in_opt ID3D10PixelShader *pPixelShader);
  405. void ( STDMETHODCALLTYPE *PSSetSamplers )(
  406. ID3D10Device1 * This,
  407. /* [annotation] */
  408. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
  409. /* [annotation] */
  410. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
  411. /* [annotation] */
  412. __in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
  413. void ( STDMETHODCALLTYPE *VSSetShader )(
  414. ID3D10Device1 * This,
  415. /* [annotation] */
  416. __in_opt ID3D10VertexShader *pVertexShader);
  417. void ( STDMETHODCALLTYPE *DrawIndexed )(
  418. ID3D10Device1 * This,
  419. /* [annotation] */
  420. __in UINT IndexCount,
  421. /* [annotation] */
  422. __in UINT StartIndexLocation,
  423. /* [annotation] */
  424. __in INT BaseVertexLocation);
  425. void ( STDMETHODCALLTYPE *Draw )(
  426. ID3D10Device1 * This,
  427. /* [annotation] */
  428. __in UINT VertexCount,
  429. /* [annotation] */
  430. __in UINT StartVertexLocation);
  431. void ( STDMETHODCALLTYPE *PSSetConstantBuffers )(
  432. ID3D10Device1 * This,
  433. /* [annotation] */
  434. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
  435. /* [annotation] */
  436. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
  437. /* [annotation] */
  438. __in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
  439. void ( STDMETHODCALLTYPE *IASetInputLayout )(
  440. ID3D10Device1 * This,
  441. /* [annotation] */
  442. __in_opt ID3D10InputLayout *pInputLayout);
  443. void ( STDMETHODCALLTYPE *IASetVertexBuffers )(
  444. ID3D10Device1 * This,
  445. /* [annotation] */
  446. __in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
  447. /* [annotation] */
  448. __in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers,
  449. /* [annotation] */
  450. __in_ecount(NumBuffers) ID3D10Buffer *const *ppVertexBuffers,
  451. /* [annotation] */
  452. __in_ecount(NumBuffers) const UINT *pStrides,
  453. /* [annotation] */
  454. __in_ecount(NumBuffers) const UINT *pOffsets);
  455. void ( STDMETHODCALLTYPE *IASetIndexBuffer )(
  456. ID3D10Device1 * This,
  457. /* [annotation] */
  458. __in_opt ID3D10Buffer *pIndexBuffer,
  459. /* [annotation] */
  460. __in DXGI_FORMAT Format,
  461. /* [annotation] */
  462. __in UINT Offset);
  463. void ( STDMETHODCALLTYPE *DrawIndexedInstanced )(
  464. ID3D10Device1 * This,
  465. /* [annotation] */
  466. __in UINT IndexCountPerInstance,
  467. /* [annotation] */
  468. __in UINT InstanceCount,
  469. /* [annotation] */
  470. __in UINT StartIndexLocation,
  471. /* [annotation] */
  472. __in INT BaseVertexLocation,
  473. /* [annotation] */
  474. __in UINT StartInstanceLocation);
  475. void ( STDMETHODCALLTYPE *DrawInstanced )(
  476. ID3D10Device1 * This,
  477. /* [annotation] */
  478. __in UINT VertexCountPerInstance,
  479. /* [annotation] */
  480. __in UINT InstanceCount,
  481. /* [annotation] */
  482. __in UINT StartVertexLocation,
  483. /* [annotation] */
  484. __in UINT StartInstanceLocation);
  485. void ( STDMETHODCALLTYPE *GSSetConstantBuffers )(
  486. ID3D10Device1 * This,
  487. /* [annotation] */
  488. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
  489. /* [annotation] */
  490. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
  491. /* [annotation] */
  492. __in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
  493. void ( STDMETHODCALLTYPE *GSSetShader )(
  494. ID3D10Device1 * This,
  495. /* [annotation] */
  496. __in_opt ID3D10GeometryShader *pShader);
  497. void ( STDMETHODCALLTYPE *IASetPrimitiveTopology )(
  498. ID3D10Device1 * This,
  499. /* [annotation] */
  500. __in D3D10_PRIMITIVE_TOPOLOGY Topology);
  501. void ( STDMETHODCALLTYPE *VSSetShaderResources )(
  502. ID3D10Device1 * This,
  503. /* [annotation] */
  504. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
  505. /* [annotation] */
  506. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
  507. /* [annotation] */
  508. __in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
  509. void ( STDMETHODCALLTYPE *VSSetSamplers )(
  510. ID3D10Device1 * This,
  511. /* [annotation] */
  512. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
  513. /* [annotation] */
  514. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
  515. /* [annotation] */
  516. __in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
  517. void ( STDMETHODCALLTYPE *SetPredication )(
  518. ID3D10Device1 * This,
  519. /* [annotation] */
  520. __in_opt ID3D10Predicate *pPredicate,
  521. /* [annotation] */
  522. __in BOOL PredicateValue);
  523. void ( STDMETHODCALLTYPE *GSSetShaderResources )(
  524. ID3D10Device1 * This,
  525. /* [annotation] */
  526. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
  527. /* [annotation] */
  528. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
  529. /* [annotation] */
  530. __in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
  531. void ( STDMETHODCALLTYPE *GSSetSamplers )(
  532. ID3D10Device1 * This,
  533. /* [annotation] */
  534. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
  535. /* [annotation] */
  536. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
  537. /* [annotation] */
  538. __in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
  539. void ( STDMETHODCALLTYPE *OMSetRenderTargets )(
  540. ID3D10Device1 * This,
  541. /* [annotation] */
  542. __in_range( 0, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews,
  543. /* [annotation] */
  544. __in_ecount_opt(NumViews) ID3D10RenderTargetView *const *ppRenderTargetViews,
  545. /* [annotation] */
  546. __in_opt ID3D10DepthStencilView *pDepthStencilView);
  547. void ( STDMETHODCALLTYPE *OMSetBlendState )(
  548. ID3D10Device1 * This,
  549. /* [annotation] */
  550. __in_opt ID3D10BlendState *pBlendState,
  551. /* [annotation] */
  552. __in const FLOAT BlendFactor[ 4 ],
  553. /* [annotation] */
  554. __in UINT SampleMask);
  555. void ( STDMETHODCALLTYPE *OMSetDepthStencilState )(
  556. ID3D10Device1 * This,
  557. /* [annotation] */
  558. __in_opt ID3D10DepthStencilState *pDepthStencilState,
  559. /* [annotation] */
  560. __in UINT StencilRef);
  561. void ( STDMETHODCALLTYPE *SOSetTargets )(
  562. ID3D10Device1 * This,
  563. /* [annotation] */
  564. __in_range( 0, D3D10_SO_BUFFER_SLOT_COUNT) UINT NumBuffers,
  565. /* [annotation] */
  566. __in_ecount_opt(NumBuffers) ID3D10Buffer *const *ppSOTargets,
  567. /* [annotation] */
  568. __in_ecount_opt(NumBuffers) const UINT *pOffsets);
  569. void ( STDMETHODCALLTYPE *DrawAuto )(
  570. ID3D10Device1 * This);
  571. void ( STDMETHODCALLTYPE *RSSetState )(
  572. ID3D10Device1 * This,
  573. /* [annotation] */
  574. __in_opt ID3D10RasterizerState *pRasterizerState);
  575. void ( STDMETHODCALLTYPE *RSSetViewports )(
  576. ID3D10Device1 * This,
  577. /* [annotation] */
  578. __in_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumViewports,
  579. /* [annotation] */
  580. __in_ecount_opt(NumViewports) const D3D10_VIEWPORT *pViewports);
  581. void ( STDMETHODCALLTYPE *RSSetScissorRects )(
  582. ID3D10Device1 * This,
  583. /* [annotation] */
  584. __in_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumRects,
  585. /* [annotation] */
  586. __in_ecount_opt(NumRects) const D3D10_RECT *pRects);
  587. void ( STDMETHODCALLTYPE *CopySubresourceRegion )(
  588. ID3D10Device1 * This,
  589. /* [annotation] */
  590. __in ID3D10Resource *pDstResource,
  591. /* [annotation] */
  592. __in UINT DstSubresource,
  593. /* [annotation] */
  594. __in UINT DstX,
  595. /* [annotation] */
  596. __in UINT DstY,
  597. /* [annotation] */
  598. __in UINT DstZ,
  599. /* [annotation] */
  600. __in ID3D10Resource *pSrcResource,
  601. /* [annotation] */
  602. __in UINT SrcSubresource,
  603. /* [annotation] */
  604. __in_opt const D3D10_BOX *pSrcBox);
  605. void ( STDMETHODCALLTYPE *CopyResource )(
  606. ID3D10Device1 * This,
  607. /* [annotation] */
  608. __in ID3D10Resource *pDstResource,
  609. /* [annotation] */
  610. __in ID3D10Resource *pSrcResource);
  611. void ( STDMETHODCALLTYPE *UpdateSubresource )(
  612. ID3D10Device1 * This,
  613. /* [annotation] */
  614. __in ID3D10Resource *pDstResource,
  615. /* [annotation] */
  616. __in UINT DstSubresource,
  617. /* [annotation] */
  618. __in_opt const D3D10_BOX *pDstBox,
  619. /* [annotation] */
  620. __in const void *pSrcData,
  621. /* [annotation] */
  622. __in UINT SrcRowPitch,
  623. /* [annotation] */
  624. __in UINT SrcDepthPitch);
  625. void ( STDMETHODCALLTYPE *ClearRenderTargetView )(
  626. ID3D10Device1 * This,
  627. /* [annotation] */
  628. __in ID3D10RenderTargetView *pRenderTargetView,
  629. /* [annotation] */
  630. __in const FLOAT ColorRGBA[ 4 ]);
  631. void ( STDMETHODCALLTYPE *ClearDepthStencilView )(
  632. ID3D10Device1 * This,
  633. /* [annotation] */
  634. __in ID3D10DepthStencilView *pDepthStencilView,
  635. /* [annotation] */
  636. __in UINT ClearFlags,
  637. /* [annotation] */
  638. __in FLOAT Depth,
  639. /* [annotation] */
  640. __in UINT8 Stencil);
  641. void ( STDMETHODCALLTYPE *GenerateMips )(
  642. ID3D10Device1 * This,
  643. /* [annotation] */
  644. __in ID3D10ShaderResourceView *pShaderResourceView);
  645. void ( STDMETHODCALLTYPE *ResolveSubresource )(
  646. ID3D10Device1 * This,
  647. /* [annotation] */
  648. __in ID3D10Resource *pDstResource,
  649. /* [annotation] */
  650. __in UINT DstSubresource,
  651. /* [annotation] */
  652. __in ID3D10Resource *pSrcResource,
  653. /* [annotation] */
  654. __in UINT SrcSubresource,
  655. /* [annotation] */
  656. __in DXGI_FORMAT Format);
  657. void ( STDMETHODCALLTYPE *VSGetConstantBuffers )(
  658. ID3D10Device1 * This,
  659. /* [annotation] */
  660. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
  661. /* [annotation] */
  662. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
  663. /* [annotation] */
  664. __out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
  665. void ( STDMETHODCALLTYPE *PSGetShaderResources )(
  666. ID3D10Device1 * This,
  667. /* [annotation] */
  668. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
  669. /* [annotation] */
  670. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
  671. /* [annotation] */
  672. __out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
  673. void ( STDMETHODCALLTYPE *PSGetShader )(
  674. ID3D10Device1 * This,
  675. /* [annotation] */
  676. __out ID3D10PixelShader **ppPixelShader);
  677. void ( STDMETHODCALLTYPE *PSGetSamplers )(
  678. ID3D10Device1 * This,
  679. /* [annotation] */
  680. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
  681. /* [annotation] */
  682. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
  683. /* [annotation] */
  684. __out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
  685. void ( STDMETHODCALLTYPE *VSGetShader )(
  686. ID3D10Device1 * This,
  687. /* [annotation] */
  688. __out ID3D10VertexShader **ppVertexShader);
  689. void ( STDMETHODCALLTYPE *PSGetConstantBuffers )(
  690. ID3D10Device1 * This,
  691. /* [annotation] */
  692. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
  693. /* [annotation] */
  694. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
  695. /* [annotation] */
  696. __out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
  697. void ( STDMETHODCALLTYPE *IAGetInputLayout )(
  698. ID3D10Device1 * This,
  699. /* [annotation] */
  700. __out ID3D10InputLayout **ppInputLayout);
  701. void ( STDMETHODCALLTYPE *IAGetVertexBuffers )(
  702. ID3D10Device1 * This,
  703. /* [annotation] */
  704. __in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
  705. /* [annotation] */
  706. __in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers,
  707. /* [annotation] */
  708. __out_ecount_opt(NumBuffers) ID3D10Buffer **ppVertexBuffers,
  709. /* [annotation] */
  710. __out_ecount_opt(NumBuffers) UINT *pStrides,
  711. /* [annotation] */
  712. __out_ecount_opt(NumBuffers) UINT *pOffsets);
  713. void ( STDMETHODCALLTYPE *IAGetIndexBuffer )(
  714. ID3D10Device1 * This,
  715. /* [annotation] */
  716. __out_opt ID3D10Buffer **pIndexBuffer,
  717. /* [annotation] */
  718. __out_opt DXGI_FORMAT *Format,
  719. /* [annotation] */
  720. __out_opt UINT *Offset);
  721. void ( STDMETHODCALLTYPE *GSGetConstantBuffers )(
  722. ID3D10Device1 * This,
  723. /* [annotation] */
  724. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
  725. /* [annotation] */
  726. __in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
  727. /* [annotation] */
  728. __out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
  729. void ( STDMETHODCALLTYPE *GSGetShader )(
  730. ID3D10Device1 * This,
  731. /* [annotation] */
  732. __out ID3D10GeometryShader **ppGeometryShader);
  733. void ( STDMETHODCALLTYPE *IAGetPrimitiveTopology )(
  734. ID3D10Device1 * This,
  735. /* [annotation] */
  736. __out D3D10_PRIMITIVE_TOPOLOGY *pTopology);
  737. void ( STDMETHODCALLTYPE *VSGetShaderResources )(
  738. ID3D10Device1 * This,
  739. /* [annotation] */
  740. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
  741. /* [annotation] */
  742. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
  743. /* [annotation] */
  744. __out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
  745. void ( STDMETHODCALLTYPE *VSGetSamplers )(
  746. ID3D10Device1 * This,
  747. /* [annotation] */
  748. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
  749. /* [annotation] */
  750. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
  751. /* [annotation] */
  752. __out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
  753. void ( STDMETHODCALLTYPE *GetPredication )(
  754. ID3D10Device1 * This,
  755. /* [annotation] */
  756. __out_opt ID3D10Predicate **ppPredicate,
  757. /* [annotation] */
  758. __out_opt BOOL *pPredicateValue);
  759. void ( STDMETHODCALLTYPE *GSGetShaderResources )(
  760. ID3D10Device1 * This,
  761. /* [annotation] */
  762. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
  763. /* [annotation] */
  764. __in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
  765. /* [annotation] */
  766. __out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
  767. void ( STDMETHODCALLTYPE *GSGetSamplers )(
  768. ID3D10Device1 * This,
  769. /* [annotation] */
  770. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
  771. /* [annotation] */
  772. __in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
  773. /* [annotation] */
  774. __out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
  775. void ( STDMETHODCALLTYPE *OMGetRenderTargets )(
  776. ID3D10Device1 * This,
  777. /* [annotation] */
  778. __in_range( 0, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews,
  779. /* [annotation] */
  780. __out_ecount_opt(NumViews) ID3D10RenderTargetView **ppRenderTargetViews,
  781. /* [annotation] */
  782. __out_opt ID3D10DepthStencilView **ppDepthStencilView);
  783. void ( STDMETHODCALLTYPE *OMGetBlendState )(
  784. ID3D10Device1 * This,
  785. /* [annotation] */
  786. __out_opt ID3D10BlendState **ppBlendState,
  787. /* [annotation] */
  788. __out_opt FLOAT BlendFactor[ 4 ],
  789. /* [annotation] */
  790. __out_opt UINT *pSampleMask);
  791. void ( STDMETHODCALLTYPE *OMGetDepthStencilState )(
  792. ID3D10Device1 * This,
  793. /* [annotation] */
  794. __out_opt ID3D10DepthStencilState **ppDepthStencilState,
  795. /* [annotation] */
  796. __out_opt UINT *pStencilRef);
  797. void ( STDMETHODCALLTYPE *SOGetTargets )(
  798. ID3D10Device1 * This,
  799. /* [annotation] */
  800. __in_range( 0, D3D10_SO_BUFFER_SLOT_COUNT ) UINT NumBuffers,
  801. /* [annotation] */
  802. __out_ecount_opt(NumBuffers) ID3D10Buffer **ppSOTargets,
  803. /* [annotation] */
  804. __out_ecount_opt(NumBuffers) UINT *pOffsets);
  805. void ( STDMETHODCALLTYPE *RSGetState )(
  806. ID3D10Device1 * This,
  807. /* [annotation] */
  808. __out ID3D10RasterizerState **ppRasterizerState);
  809. void ( STDMETHODCALLTYPE *RSGetViewports )(
  810. ID3D10Device1 * This,
  811. /* [annotation] */
  812. __inout /*_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/ UINT *NumViewports,
  813. /* [annotation] */
  814. __out_ecount_opt(*NumViewports) D3D10_VIEWPORT *pViewports);
  815. void ( STDMETHODCALLTYPE *RSGetScissorRects )(
  816. ID3D10Device1 * This,
  817. /* [annotation] */
  818. __inout /*_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/ UINT *NumRects,
  819. /* [annotation] */
  820. __out_ecount_opt(*NumRects) D3D10_RECT *pRects);
  821. HRESULT ( STDMETHODCALLTYPE *GetDeviceRemovedReason )(
  822. ID3D10Device1 * This);
  823. HRESULT ( STDMETHODCALLTYPE *SetExceptionMode )(
  824. ID3D10Device1 * This,
  825. UINT RaiseFlags);
  826. UINT ( STDMETHODCALLTYPE *GetExceptionMode )(
  827. ID3D10Device1 * This);
  828. HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
  829. ID3D10Device1 * This,
  830. /* [annotation] */
  831. __in REFGUID guid,
  832. /* [annotation] */
  833. __inout UINT *pDataSize,
  834. /* [annotation] */
  835. __out_bcount_opt(*pDataSize) void *pData);
  836. HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
  837. ID3D10Device1 * This,
  838. /* [annotation] */
  839. __in REFGUID guid,
  840. /* [annotation] */
  841. __in UINT DataSize,
  842. /* [annotation] */
  843. __in_bcount_opt(DataSize) const void *pData);
  844. HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
  845. ID3D10Device1 * This,
  846. /* [annotation] */
  847. __in REFGUID guid,
  848. /* [annotation] */
  849. __in_opt const IUnknown *pData);
  850. void ( STDMETHODCALLTYPE *ClearState )(
  851. ID3D10Device1 * This);
  852. void ( STDMETHODCALLTYPE *Flush )(
  853. ID3D10Device1 * This);
  854. HRESULT ( STDMETHODCALLTYPE *CreateBuffer )(
  855. ID3D10Device1 * This,
  856. /* [annotation] */
  857. __in const D3D10_BUFFER_DESC *pDesc,
  858. /* [annotation] */
  859. __in_opt const D3D10_SUBRESOURCE_DATA *pInitialData,
  860. /* [annotation] */
  861. __out_opt ID3D10Buffer **ppBuffer);
  862. HRESULT ( STDMETHODCALLTYPE *CreateTexture1D )(
  863. ID3D10Device1 * This,
  864. /* [annotation] */
  865. __in const D3D10_TEXTURE1D_DESC *pDesc,
  866. /* [annotation] */
  867. __in_xcount_opt(pDesc->MipLevels * pDesc->ArraySize) const D3D10_SUBRESOURCE_DATA *pInitialData,
  868. /* [annotation] */
  869. __out ID3D10Texture1D **ppTexture1D);
  870. HRESULT ( STDMETHODCALLTYPE *CreateTexture2D )(
  871. ID3D10Device1 * This,
  872. /* [annotation] */
  873. __in const D3D10_TEXTURE2D_DESC *pDesc,
  874. /* [annotation] */
  875. __in_xcount_opt(pDesc->MipLevels * pDesc->ArraySize) const D3D10_SUBRESOURCE_DATA *pInitialData,
  876. /* [annotation] */
  877. __out ID3D10Texture2D **ppTexture2D);
  878. HRESULT ( STDMETHODCALLTYPE *CreateTexture3D )(
  879. ID3D10Device1 * This,
  880. /* [annotation] */
  881. __in const D3D10_TEXTURE3D_DESC *pDesc,
  882. /* [annotation] */
  883. __in_xcount_opt(pDesc->MipLevels) const D3D10_SUBRESOURCE_DATA *pInitialData,
  884. /* [annotation] */
  885. __out ID3D10Texture3D **ppTexture3D);
  886. HRESULT ( STDMETHODCALLTYPE *CreateShaderResourceView )(
  887. ID3D10Device1 * This,
  888. /* [annotation] */
  889. __in ID3D10Resource *pResource,
  890. /* [annotation] */
  891. __in_opt const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
  892. /* [annotation] */
  893. __out_opt ID3D10ShaderResourceView **ppSRView);
  894. HRESULT ( STDMETHODCALLTYPE *CreateRenderTargetView )(
  895. ID3D10Device1 * This,
  896. /* [annotation] */
  897. __in ID3D10Resource *pResource,
  898. /* [annotation] */
  899. __in_opt const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
  900. /* [annotation] */
  901. __out_opt ID3D10RenderTargetView **ppRTView);
  902. HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilView )(
  903. ID3D10Device1 * This,
  904. /* [annotation] */
  905. __in ID3D10Resource *pResource,
  906. /* [annotation] */
  907. __in_opt const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
  908. /* [annotation] */
  909. __out_opt ID3D10DepthStencilView **ppDepthStencilView);
  910. HRESULT ( STDMETHODCALLTYPE *CreateInputLayout )(
  911. ID3D10Device1 * This,
  912. /* [annotation] */
  913. __in_ecount(NumElements) const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
  914. /* [annotation] */
  915. __in_range( 0, D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ) UINT NumElements,
  916. /* [annotation] */
  917. __in const void *pShaderBytecodeWithInputSignature,
  918. /* [annotation] */
  919. __in SIZE_T BytecodeLength,
  920. /* [annotation] */
  921. __out_opt ID3D10InputLayout **ppInputLayout);
  922. HRESULT ( STDMETHODCALLTYPE *CreateVertexShader )(
  923. ID3D10Device1 * This,
  924. /* [annotation] */
  925. __in const void *pShaderBytecode,
  926. /* [annotation] */
  927. __in SIZE_T BytecodeLength,
  928. /* [annotation] */
  929. __out_opt ID3D10VertexShader **ppVertexShader);
  930. HRESULT ( STDMETHODCALLTYPE *CreateGeometryShader )(
  931. ID3D10Device1 * This,
  932. /* [annotation] */
  933. __in const void *pShaderBytecode,
  934. /* [annotation] */
  935. __in SIZE_T BytecodeLength,
  936. /* [annotation] */
  937. __out_opt ID3D10GeometryShader **ppGeometryShader);
  938. HRESULT ( STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput )(
  939. ID3D10Device1 * This,
  940. /* [annotation] */
  941. __in const void *pShaderBytecode,
  942. /* [annotation] */
  943. __in SIZE_T BytecodeLength,
  944. /* [annotation] */
  945. __in_ecount_opt(NumEntries) const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
  946. /* [annotation] */
  947. __in_range( 0, D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT ) UINT NumEntries,
  948. /* [annotation] */
  949. __in UINT OutputStreamStride,
  950. /* [annotation] */
  951. __out_opt ID3D10GeometryShader **ppGeometryShader);
  952. HRESULT ( STDMETHODCALLTYPE *CreatePixelShader )(
  953. ID3D10Device1 * This,
  954. /* [annotation] */
  955. __in const void *pShaderBytecode,
  956. /* [annotation] */
  957. __in SIZE_T BytecodeLength,
  958. /* [annotation] */
  959. __out_opt ID3D10PixelShader **ppPixelShader);
  960. HRESULT ( STDMETHODCALLTYPE *CreateBlendState )(
  961. ID3D10Device1 * This,
  962. /* [annotation] */
  963. __in const D3D10_BLEND_DESC *pBlendStateDesc,
  964. /* [annotation] */
  965. __out_opt ID3D10BlendState **ppBlendState);
  966. HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilState )(
  967. ID3D10Device1 * This,
  968. /* [annotation] */
  969. __in const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
  970. /* [annotation] */
  971. __out_opt ID3D10DepthStencilState **ppDepthStencilState);
  972. HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState )(
  973. ID3D10Device1 * This,
  974. /* [annotation] */
  975. __in const D3D10_RASTERIZER_DESC *pRasterizerDesc,
  976. /* [annotation] */
  977. __out_opt ID3D10RasterizerState **ppRasterizerState);
  978. HRESULT ( STDMETHODCALLTYPE *CreateSamplerState )(
  979. ID3D10Device1 * This,
  980. /* [annotation] */
  981. __in const D3D10_SAMPLER_DESC *pSamplerDesc,
  982. /* [annotation] */
  983. __out_opt ID3D10SamplerState **ppSamplerState);
  984. HRESULT ( STDMETHODCALLTYPE *CreateQuery )(
  985. ID3D10Device1 * This,
  986. /* [annotation] */
  987. __in const D3D10_QUERY_DESC *pQueryDesc,
  988. /* [annotation] */
  989. __out_opt ID3D10Query **ppQuery);
  990. HRESULT ( STDMETHODCALLTYPE *CreatePredicate )(
  991. ID3D10Device1 * This,
  992. /* [annotation] */
  993. __in const D3D10_QUERY_DESC *pPredicateDesc,
  994. /* [annotation] */
  995. __out_opt ID3D10Predicate **ppPredicate);
  996. HRESULT ( STDMETHODCALLTYPE *CreateCounter )(
  997. ID3D10Device1 * This,
  998. /* [annotation] */
  999. __in const D3D10_COUNTER_DESC *pCounterDesc,
  1000. /* [annotation] */
  1001. __out_opt ID3D10Counter **ppCounter);
  1002. HRESULT ( STDMETHODCALLTYPE *CheckFormatSupport )(
  1003. ID3D10Device1 * This,
  1004. /* [annotation] */
  1005. __in DXGI_FORMAT Format,
  1006. /* [annotation] */
  1007. __out UINT *pFormatSupport);
  1008. HRESULT ( STDMETHODCALLTYPE *CheckMultisampleQualityLevels )(
  1009. ID3D10Device1 * This,
  1010. /* [annotation] */
  1011. __in DXGI_FORMAT Format,
  1012. /* [annotation] */
  1013. __in UINT SampleCount,
  1014. /* [annotation] */
  1015. __out UINT *pNumQualityLevels);
  1016. void ( STDMETHODCALLTYPE *CheckCounterInfo )(
  1017. ID3D10Device1 * This,
  1018. /* [annotation] */
  1019. __out D3D10_COUNTER_INFO *pCounterInfo);
  1020. HRESULT ( STDMETHODCALLTYPE *CheckCounter )(
  1021. ID3D10Device1 * This,
  1022. /* [annotation] */
  1023. __in const D3D10_COUNTER_DESC *pDesc,
  1024. /* [annotation] */
  1025. __out D3D10_COUNTER_TYPE *pType,
  1026. /* [annotation] */
  1027. __out UINT *pActiveCounters,
  1028. /* [annotation] */
  1029. __out_ecount_opt(*pNameLength) LPSTR szName,
  1030. /* [annotation] */
  1031. __inout_opt UINT *pNameLength,
  1032. /* [annotation] */
  1033. __out_ecount_opt(*pUnitsLength) LPSTR szUnits,
  1034. /* [annotation] */
  1035. __inout_opt UINT *pUnitsLength,
  1036. /* [annotation] */
  1037. __out_ecount_opt(*pDescriptionLength) LPSTR szDescription,
  1038. /* [annotation] */
  1039. __inout_opt UINT *pDescriptionLength);
  1040. UINT ( STDMETHODCALLTYPE *GetCreationFlags )(
  1041. ID3D10Device1 * This);
  1042. HRESULT ( STDMETHODCALLTYPE *OpenSharedResource )(
  1043. ID3D10Device1 * This,
  1044. /* [annotation] */
  1045. __in HANDLE hResource,
  1046. /* [annotation] */
  1047. __in REFIID ReturnedInterface,
  1048. /* [annotation] */
  1049. __out_opt void **ppResource);
  1050. void ( STDMETHODCALLTYPE *SetTextFilterSize )(
  1051. ID3D10Device1 * This,
  1052. /* [annotation] */
  1053. __in UINT Width,
  1054. /* [annotation] */
  1055. __in UINT Height);
  1056. void ( STDMETHODCALLTYPE *GetTextFilterSize )(
  1057. ID3D10Device1 * This,
  1058. /* [annotation] */
  1059. __out_opt UINT *pWidth,
  1060. /* [annotation] */
  1061. __out_opt UINT *pHeight);
  1062. HRESULT ( STDMETHODCALLTYPE *CreateShaderResourceView1 )(
  1063. ID3D10Device1 * This,
  1064. /* [annotation] */
  1065. __in ID3D10Resource *pResource,
  1066. /* [annotation] */
  1067. __in_opt const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
  1068. /* [annotation] */
  1069. __out_opt ID3D10ShaderResourceView1 **ppSRView);
  1070. HRESULT ( STDMETHODCALLTYPE *CreateBlendState1 )(
  1071. ID3D10Device1 * This,
  1072. /* [annotation] */
  1073. __in const D3D10_BLEND_DESC1 *pBlendStateDesc,
  1074. /* [annotation] */
  1075. __out_opt ID3D10BlendState1 **ppBlendState);
  1076. D3D10_FEATURE_LEVEL1 ( STDMETHODCALLTYPE *GetFeatureLevel )(
  1077. ID3D10Device1 * This);
  1078. END_INTERFACE
  1079. } ID3D10Device1Vtbl;
  1080. interface ID3D10Device1
  1081. {
  1082. CONST_VTBL struct ID3D10Device1Vtbl *lpVtbl;
  1083. };
  1084. #ifdef COBJMACROS
  1085. #define ID3D10Device1_QueryInterface(This,riid,ppvObject) \
  1086. ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )
  1087. #define ID3D10Device1_AddRef(This) \
  1088. ( (This)->lpVtbl -> AddRef(This) )
  1089. #define ID3D10Device1_Release(This) \
  1090. ( (This)->lpVtbl -> Release(This) )
  1091. #define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \
  1092. ( (This)->lpVtbl -> VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )
  1093. #define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \
  1094. ( (This)->lpVtbl -> PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )
  1095. #define ID3D10Device1_PSSetShader(This,pPixelShader) \
  1096. ( (This)->lpVtbl -> PSSetShader(This,pPixelShader) )
  1097. #define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \
  1098. ( (This)->lpVtbl -> PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )
  1099. #define ID3D10Device1_VSSetShader(This,pVertexShader) \
  1100. ( (This)->lpVtbl -> VSSetShader(This,pVertexShader) )
  1101. #define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) \
  1102. ( (This)->lpVtbl -> DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) )
  1103. #define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) \
  1104. ( (This)->lpVtbl -> Draw(This,VertexCount,StartVertexLocation) )
  1105. #define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \
  1106. ( (This)->lpVtbl -> PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )
  1107. #define ID3D10Device1_IASetInputLayout(This,pInputLayout) \
  1108. ( (This)->lpVtbl -> IASetInputLayout(This,pInputLayout) )
  1109. #define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) \
  1110. ( (This)->lpVtbl -> IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) )
  1111. #define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) \
  1112. ( (This)->lpVtbl -> IASetIndexBuffer(This,pIndexBuffer,Format,Offset) )
  1113. #define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) \
  1114. ( (This)->lpVtbl -> DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) )
  1115. #define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) \
  1116. ( (This)->lpVtbl -> DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) )
  1117. #define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \
  1118. ( (This)->lpVtbl -> GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )
  1119. #define ID3D10Device1_GSSetShader(This,pShader) \
  1120. ( (This)->lpVtbl -> GSSetShader(This,pShader) )
  1121. #define ID3D10Device1_IASetPrimitiveTopology(This,Topology) \
  1122. ( (This)->lpVtbl -> IASetPrimitiveTopology(This,Topology) )
  1123. #define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \
  1124. ( (This)->lpVtbl -> VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )
  1125. #define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \
  1126. ( (This)->lpVtbl -> VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )
  1127. #define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) \
  1128. ( (This)->lpVtbl -> SetPredication(This,pPredicate,PredicateValue) )
  1129. #define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \
  1130. ( (This)->lpVtbl -> GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )
  1131. #define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \
  1132. ( (This)->lpVtbl -> GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )
  1133. #define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) \
  1134. ( (This)->lpVtbl -> OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) )
  1135. #define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) \
  1136. ( (This)->lpVtbl -> OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) )
  1137. #define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) \
  1138. ( (This)->lpVtbl -> OMSetDepthStencilState(This,pDepthStencilState,StencilRef) )
  1139. #define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) \
  1140. ( (This)->lpVtbl -> SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) )
  1141. #define ID3D10Device1_DrawAuto(This) \
  1142. ( (This)->lpVtbl -> DrawAuto(This) )
  1143. #define ID3D10Device1_RSSetState(This,pRasterizerState) \
  1144. ( (This)->lpVtbl -> RSSetState(This,pRasterizerState) )
  1145. #define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) \
  1146. ( (This)->lpVtbl -> RSSetViewports(This,NumViewports,pViewports) )
  1147. #define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) \
  1148. ( (This)->lpVtbl -> RSSetScissorRects(This,NumRects,pRects) )
  1149. #define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) \
  1150. ( (This)->lpVtbl -> CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) )
  1151. #define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) \
  1152. ( (This)->lpVtbl -> CopyResource(This,pDstResource,pSrcResource) )
  1153. #define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) \
  1154. ( (This)->lpVtbl -> UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) )
  1155. #define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) \
  1156. ( (This)->lpVtbl -> ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) )
  1157. #define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) \
  1158. ( (This)->lpVtbl -> ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) )
  1159. #define ID3D10Device1_GenerateMips(This,pShaderResourceView) \
  1160. ( (This)->lpVtbl -> GenerateMips(This,pShaderResourceView) )
  1161. #define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) \
  1162. ( (This)->lpVtbl -> ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) )
  1163. #define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \
  1164. ( (This)->lpVtbl -> VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )
  1165. #define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \
  1166. ( (This)->lpVtbl -> PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )
  1167. #define ID3D10Device1_PSGetShader(This,ppPixelShader) \
  1168. ( (This)->lpVtbl -> PSGetShader(This,ppPixelShader) )
  1169. #define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \
  1170. ( (This)->lpVtbl -> PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )
  1171. #define ID3D10Device1_VSGetShader(This,ppVertexShader) \
  1172. ( (This)->lpVtbl -> VSGetShader(This,ppVertexShader) )
  1173. #define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \
  1174. ( (This)->lpVtbl -> PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )
  1175. #define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) \
  1176. ( (This)->lpVtbl -> IAGetInputLayout(This,ppInputLayout) )
  1177. #define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) \
  1178. ( (This)->lpVtbl -> IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) )
  1179. #define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) \
  1180. ( (This)->lpVtbl -> IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) )
  1181. #define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \
  1182. ( (This)->lpVtbl -> GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )
  1183. #define ID3D10Device1_GSGetShader(This,ppGeometryShader) \
  1184. ( (This)->lpVtbl -> GSGetShader(This,ppGeometryShader) )
  1185. #define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) \
  1186. ( (This)->lpVtbl -> IAGetPrimitiveTopology(This,pTopology) )
  1187. #define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \
  1188. ( (This)->lpVtbl -> VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )
  1189. #define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \
  1190. ( (This)->lpVtbl -> VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )
  1191. #define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) \
  1192. ( (This)->lpVtbl -> GetPredication(This,ppPredicate,pPredicateValue) )
  1193. #define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \
  1194. ( (This)->lpVtbl -> GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )
  1195. #define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \
  1196. ( (This)->lpVtbl -> GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )
  1197. #define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) \
  1198. ( (This)->lpVtbl -> OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) )
  1199. #define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) \
  1200. ( (This)->lpVtbl -> OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) )
  1201. #define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) \
  1202. ( (This)->lpVtbl -> OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) )
  1203. #define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) \
  1204. ( (This)->lpVtbl -> SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) )
  1205. #define ID3D10Device1_RSGetState(This,ppRasterizerState) \
  1206. ( (This)->lpVtbl -> RSGetState(This,ppRasterizerState) )
  1207. #define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) \
  1208. ( (This)->lpVtbl -> RSGetViewports(This,NumViewports,pViewports) )
  1209. #define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) \
  1210. ( (This)->lpVtbl -> RSGetScissorRects(This,NumRects,pRects) )
  1211. #define ID3D10Device1_GetDeviceRemovedReason(This) \
  1212. ( (This)->lpVtbl -> GetDeviceRemovedReason(This) )
  1213. #define ID3D10Device1_SetExceptionMode(This,RaiseFlags) \
  1214. ( (This)->lpVtbl -> SetExceptionMode(This,RaiseFlags) )
  1215. #define ID3D10Device1_GetExceptionMode(This) \
  1216. ( (This)->lpVtbl -> GetExceptionMode(This) )
  1217. #define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) \
  1218. ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )
  1219. #define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) \
  1220. ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )
  1221. #define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) \
  1222. ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )
  1223. #define ID3D10Device1_ClearState(This) \
  1224. ( (This)->lpVtbl -> ClearState(This) )
  1225. #define ID3D10Device1_Flush(This) \
  1226. ( (This)->lpVtbl -> Flush(This) )
  1227. #define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) \
  1228. ( (This)->lpVtbl -> CreateBuffer(This,pDesc,pInitialData,ppBuffer) )
  1229. #define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) \
  1230. ( (This)->lpVtbl -> CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) )
  1231. #define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) \
  1232. ( (This)->lpVtbl -> CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) )
  1233. #define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) \
  1234. ( (This)->lpVtbl -> CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) )
  1235. #define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) \
  1236. ( (This)->lpVtbl -> CreateShaderResourceView(This,pResource,pDesc,ppSRView) )
  1237. #define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) \
  1238. ( (This)->lpVtbl -> CreateRenderTargetView(This,pResource,pDesc,ppRTView) )
  1239. #define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) \
  1240. ( (This)->lpVtbl -> CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) )
  1241. #define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) \
  1242. ( (This)->lpVtbl -> CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) )
  1243. #define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) \
  1244. ( (This)->lpVtbl -> CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) )
  1245. #define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) \
  1246. ( (This)->lpVtbl -> CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) )
  1247. #define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) \
  1248. ( (This)->lpVtbl -> CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) )
  1249. #define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) \
  1250. ( (This)->lpVtbl -> CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) )
  1251. #define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) \
  1252. ( (This)->lpVtbl -> CreateBlendState(This,pBlendStateDesc,ppBlendState) )
  1253. #define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) \
  1254. ( (This)->lpVtbl -> CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) )
  1255. #define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) \
  1256. ( (This)->lpVtbl -> CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) )
  1257. #define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) \
  1258. ( (This)->lpVtbl -> CreateSamplerState(This,pSamplerDesc,ppSamplerState) )
  1259. #define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) \
  1260. ( (This)->lpVtbl -> CreateQuery(This,pQueryDesc,ppQuery) )
  1261. #define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) \
  1262. ( (This)->lpVtbl -> CreatePredicate(This,pPredicateDesc,ppPredicate) )
  1263. #define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) \
  1264. ( (This)->lpVtbl -> CreateCounter(This,pCounterDesc,ppCounter) )
  1265. #define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) \
  1266. ( (This)->lpVtbl -> CheckFormatSupport(This,Format,pFormatSupport) )
  1267. #define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) \
  1268. ( (This)->lpVtbl -> CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) )
  1269. #define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) \
  1270. ( (This)->lpVtbl -> CheckCounterInfo(This,pCounterInfo) )
  1271. #define ID3D10Device1_CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) \
  1272. ( (This)->lpVtbl -> CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) )
  1273. #define ID3D10Device1_GetCreationFlags(This) \
  1274. ( (This)->lpVtbl -> GetCreationFlags(This) )
  1275. #define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) \
  1276. ( (This)->lpVtbl -> OpenSharedResource(This,hResource,ReturnedInterface,ppResource) )
  1277. #define ID3D10Device1_SetTextFilterSize(This,Width,Height) \
  1278. ( (This)->lpVtbl -> SetTextFilterSize(This,Width,Height) )
  1279. #define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) \
  1280. ( (This)->lpVtbl -> GetTextFilterSize(This,pWidth,pHeight) )
  1281. #define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) \
  1282. ( (This)->lpVtbl -> CreateShaderResourceView1(This,pResource,pDesc,ppSRView) )
  1283. #define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) \
  1284. ( (This)->lpVtbl -> CreateBlendState1(This,pBlendStateDesc,ppBlendState) )
  1285. #define ID3D10Device1_GetFeatureLevel(This) \
  1286. ( (This)->lpVtbl -> GetFeatureLevel(This) )
  1287. #endif /* COBJMACROS */
  1288. #endif /* C style interface */
  1289. #endif /* __ID3D10Device1_INTERFACE_DEFINED__ */
  1290. /* interface __MIDL_itf_d3d10_1_0000_0003 */
  1291. /* [local] */
  1292. #define D3D10_1_SDK_VERSION ( ( 0 + 0x20 ) )
  1293. #include "d3d10_1shader.h"
  1294. ///////////////////////////////////////////////////////////////////////////
  1295. // D3D10CreateDevice1
  1296. // ------------------
  1297. //
  1298. // pAdapter
  1299. // If NULL, D3D10CreateDevice1 will choose the primary adapter and
  1300. // create a new instance from a temporarily created IDXGIFactory.
  1301. // If non-NULL, D3D10CreateDevice1 will register the appropriate
  1302. // device, if necessary (via IDXGIAdapter::RegisterDrver), before
  1303. // creating the device.
  1304. // DriverType
  1305. // Specifies the driver type to be created: hardware, reference or
  1306. // null.
  1307. // Software
  1308. // HMODULE of a DLL implementing a software rasterizer. Must be NULL for
  1309. // non-Software driver types.
  1310. // Flags
  1311. // Any of those documented for D3D10CreateDeviceAndSwapChain1.
  1312. // HardwareLevel
  1313. // Any of those documented for D3D10CreateDeviceAndSwapChain1.
  1314. // SDKVersion
  1315. // SDK version. Use the D3D10_1_SDK_VERSION macro.
  1316. // ppDevice
  1317. // Pointer to returned interface.
  1318. //
  1319. // Return Values
  1320. // Any of those documented for
  1321. // CreateDXGIFactory
  1322. // IDXGIFactory::EnumAdapters
  1323. // IDXGIAdapter::RegisterDriver
  1324. // D3D10CreateDevice1
  1325. //
  1326. ///////////////////////////////////////////////////////////////////////////
  1327. typedef HRESULT (WINAPI* PFN_D3D10_CREATE_DEVICE1)(IDXGIAdapter *,
  1328. D3D10_DRIVER_TYPE, HMODULE, UINT, D3D10_FEATURE_LEVEL1, UINT, ID3D10Device1**);
  1329. HRESULT WINAPI D3D10CreateDevice1(
  1330. IDXGIAdapter *pAdapter,
  1331. D3D10_DRIVER_TYPE DriverType,
  1332. HMODULE Software,
  1333. UINT Flags,
  1334. D3D10_FEATURE_LEVEL1 HardwareLevel,
  1335. UINT SDKVersion,
  1336. ID3D10Device1 **ppDevice);
  1337. ///////////////////////////////////////////////////////////////////////////
  1338. // D3D10CreateDeviceAndSwapChain1
  1339. // ------------------------------
  1340. //
  1341. // ppAdapter
  1342. // If NULL, D3D10CreateDevice1 will choose the primary adapter and
  1343. // create a new instance from a temporarily created IDXGIFactory.
  1344. // If non-NULL, D3D10CreateDevice1 will register the appropriate
  1345. // device, if necessary (via IDXGIAdapter::RegisterDrver), before
  1346. // creating the device.
  1347. // DriverType
  1348. // Specifies the driver type to be created: hardware, reference or
  1349. // null.
  1350. // Software
  1351. // HMODULE of a DLL implementing a software rasterizer. Must be NULL for
  1352. // non-Software driver types.
  1353. // Flags
  1354. // Any of those documented for D3D10CreateDevice1.
  1355. // HardwareLevel
  1356. // Any of:
  1357. // D3D10_CREATE_LEVEL_10_0
  1358. // D3D10_CREATE_LEVEL_10_1
  1359. // SDKVersion
  1360. // SDK version. Use the D3D10_1_SDK_VERSION macro.
  1361. // pSwapChainDesc
  1362. // Swap chain description, may be NULL.
  1363. // ppSwapChain
  1364. // Pointer to returned interface. May be NULL.
  1365. // ppDevice
  1366. // Pointer to returned interface.
  1367. //
  1368. // Return Values
  1369. // Any of those documented for
  1370. // CreateDXGIFactory
  1371. // IDXGIFactory::EnumAdapters
  1372. // IDXGIAdapter::RegisterDriver
  1373. // D3D10CreateDevice1
  1374. // IDXGIFactory::CreateSwapChain
  1375. //
  1376. ///////////////////////////////////////////////////////////////////////////
  1377. typedef HRESULT (WINAPI* PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN1)(IDXGIAdapter *,
  1378. D3D10_DRIVER_TYPE, HMODULE, UINT, D3D10_FEATURE_LEVEL1, UINT, DXGI_SWAP_CHAIN_DESC *, IDXGISwapChain **, ID3D10Device1 **);
  1379. HRESULT WINAPI D3D10CreateDeviceAndSwapChain1(
  1380. IDXGIAdapter *pAdapter,
  1381. D3D10_DRIVER_TYPE DriverType,
  1382. HMODULE Software,
  1383. UINT Flags,
  1384. D3D10_FEATURE_LEVEL1 HardwareLevel,
  1385. UINT SDKVersion,
  1386. DXGI_SWAP_CHAIN_DESC *pSwapChainDesc,
  1387. IDXGISwapChain **ppSwapChain,
  1388. ID3D10Device1 **ppDevice);
  1389. DEFINE_GUID(IID_ID3D10BlendState1,0xEDAD8D99,0x8A35,0x4d6d,0x85,0x66,0x2E,0xA2,0x76,0xCD,0xE1,0x61);
  1390. DEFINE_GUID(IID_ID3D10ShaderResourceView1,0x9B7E4C87,0x342C,0x4106,0xA1,0x9F,0x4F,0x27,0x04,0xF6,0x89,0xF0);
  1391. DEFINE_GUID(IID_ID3D10Device1,0x9B7E4C8F,0x342C,0x4106,0xA1,0x9F,0x4F,0x27,0x04,0xF6,0x89,0xF0);
  1392. extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0003_v0_0_c_ifspec;
  1393. extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0003_v0_0_s_ifspec;
  1394. /* Additional Prototypes for ALL interfaces */
  1395. /* end of Additional Prototypes */
  1396. #ifdef __cplusplus
  1397. }
  1398. #endif
  1399. #endif