/* 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 version is high enough to compile this file*/ #ifndef __REQUIRED_RPCNDR_H_VERSION__ #define __REQUIRED_RPCNDR_H_VERSION__ 475 #endif /* verify that the 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 #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