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D3D10.h
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D3D10.h
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/*-------------------------------------------------------------------------------------
*
* Copyright (c) Microsoft Corporation
*
*-------------------------------------------------------------------------------------*/
/* this ALWAYS GENERATED file contains the definitions for the interfaces */
/* File created by MIDL compiler version 7.00.0555 */
/* @@MIDL_FILE_HEADING( ) */
#pragma warning( disable: 4049 ) /* more than 64k source lines */
/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif
/* verify that the <rpcsal.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCSAL_H_VERSION__
#define __REQUIRED_RPCSAL_H_VERSION__ 100
#endif
#include "rpc.h"
#include "rpcndr.h"
#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif // __RPCNDR_H_VERSION__
#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/
#ifndef __d3d10_h__
#define __d3d10_h__
#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
/* Forward Declarations */
#ifndef __ID3D10DeviceChild_FWD_DEFINED__
#define __ID3D10DeviceChild_FWD_DEFINED__
typedef interface ID3D10DeviceChild ID3D10DeviceChild;
#endif /* __ID3D10DeviceChild_FWD_DEFINED__ */
#ifndef __ID3D10DepthStencilState_FWD_DEFINED__
#define __ID3D10DepthStencilState_FWD_DEFINED__
typedef interface ID3D10DepthStencilState ID3D10DepthStencilState;
#endif /* __ID3D10DepthStencilState_FWD_DEFINED__ */
#ifndef __ID3D10BlendState_FWD_DEFINED__
#define __ID3D10BlendState_FWD_DEFINED__
typedef interface ID3D10BlendState ID3D10BlendState;
#endif /* __ID3D10BlendState_FWD_DEFINED__ */
#ifndef __ID3D10RasterizerState_FWD_DEFINED__
#define __ID3D10RasterizerState_FWD_DEFINED__
typedef interface ID3D10RasterizerState ID3D10RasterizerState;
#endif /* __ID3D10RasterizerState_FWD_DEFINED__ */
#ifndef __ID3D10Resource_FWD_DEFINED__
#define __ID3D10Resource_FWD_DEFINED__
typedef interface ID3D10Resource ID3D10Resource;
#endif /* __ID3D10Resource_FWD_DEFINED__ */
#ifndef __ID3D10Buffer_FWD_DEFINED__
#define __ID3D10Buffer_FWD_DEFINED__
typedef interface ID3D10Buffer ID3D10Buffer;
#endif /* __ID3D10Buffer_FWD_DEFINED__ */
#ifndef __ID3D10Texture1D_FWD_DEFINED__
#define __ID3D10Texture1D_FWD_DEFINED__
typedef interface ID3D10Texture1D ID3D10Texture1D;
#endif /* __ID3D10Texture1D_FWD_DEFINED__ */
#ifndef __ID3D10Texture2D_FWD_DEFINED__
#define __ID3D10Texture2D_FWD_DEFINED__
typedef interface ID3D10Texture2D ID3D10Texture2D;
#endif /* __ID3D10Texture2D_FWD_DEFINED__ */
#ifndef __ID3D10Texture3D_FWD_DEFINED__
#define __ID3D10Texture3D_FWD_DEFINED__
typedef interface ID3D10Texture3D ID3D10Texture3D;
#endif /* __ID3D10Texture3D_FWD_DEFINED__ */
#ifndef __ID3D10View_FWD_DEFINED__
#define __ID3D10View_FWD_DEFINED__
typedef interface ID3D10View ID3D10View;
#endif /* __ID3D10View_FWD_DEFINED__ */
#ifndef __ID3D10ShaderResourceView_FWD_DEFINED__
#define __ID3D10ShaderResourceView_FWD_DEFINED__
typedef interface ID3D10ShaderResourceView ID3D10ShaderResourceView;
#endif /* __ID3D10ShaderResourceView_FWD_DEFINED__ */
#ifndef __ID3D10RenderTargetView_FWD_DEFINED__
#define __ID3D10RenderTargetView_FWD_DEFINED__
typedef interface ID3D10RenderTargetView ID3D10RenderTargetView;
#endif /* __ID3D10RenderTargetView_FWD_DEFINED__ */
#ifndef __ID3D10DepthStencilView_FWD_DEFINED__
#define __ID3D10DepthStencilView_FWD_DEFINED__
typedef interface ID3D10DepthStencilView ID3D10DepthStencilView;
#endif /* __ID3D10DepthStencilView_FWD_DEFINED__ */
#ifndef __ID3D10VertexShader_FWD_DEFINED__
#define __ID3D10VertexShader_FWD_DEFINED__
typedef interface ID3D10VertexShader ID3D10VertexShader;
#endif /* __ID3D10VertexShader_FWD_DEFINED__ */
#ifndef __ID3D10GeometryShader_FWD_DEFINED__
#define __ID3D10GeometryShader_FWD_DEFINED__
typedef interface ID3D10GeometryShader ID3D10GeometryShader;
#endif /* __ID3D10GeometryShader_FWD_DEFINED__ */
#ifndef __ID3D10PixelShader_FWD_DEFINED__
#define __ID3D10PixelShader_FWD_DEFINED__
typedef interface ID3D10PixelShader ID3D10PixelShader;
#endif /* __ID3D10PixelShader_FWD_DEFINED__ */
#ifndef __ID3D10InputLayout_FWD_DEFINED__
#define __ID3D10InputLayout_FWD_DEFINED__
typedef interface ID3D10InputLayout ID3D10InputLayout;
#endif /* __ID3D10InputLayout_FWD_DEFINED__ */
#ifndef __ID3D10SamplerState_FWD_DEFINED__
#define __ID3D10SamplerState_FWD_DEFINED__
typedef interface ID3D10SamplerState ID3D10SamplerState;
#endif /* __ID3D10SamplerState_FWD_DEFINED__ */
#ifndef __ID3D10Asynchronous_FWD_DEFINED__
#define __ID3D10Asynchronous_FWD_DEFINED__
typedef interface ID3D10Asynchronous ID3D10Asynchronous;
#endif /* __ID3D10Asynchronous_FWD_DEFINED__ */
#ifndef __ID3D10Query_FWD_DEFINED__
#define __ID3D10Query_FWD_DEFINED__
typedef interface ID3D10Query ID3D10Query;
#endif /* __ID3D10Query_FWD_DEFINED__ */
#ifndef __ID3D10Predicate_FWD_DEFINED__
#define __ID3D10Predicate_FWD_DEFINED__
typedef interface ID3D10Predicate ID3D10Predicate;
#endif /* __ID3D10Predicate_FWD_DEFINED__ */
#ifndef __ID3D10Counter_FWD_DEFINED__
#define __ID3D10Counter_FWD_DEFINED__
typedef interface ID3D10Counter ID3D10Counter;
#endif /* __ID3D10Counter_FWD_DEFINED__ */
#ifndef __ID3D10Device_FWD_DEFINED__
#define __ID3D10Device_FWD_DEFINED__
typedef interface ID3D10Device ID3D10Device;
#endif /* __ID3D10Device_FWD_DEFINED__ */
#ifndef __ID3D10Multithread_FWD_DEFINED__
#define __ID3D10Multithread_FWD_DEFINED__
typedef interface ID3D10Multithread ID3D10Multithread;
#endif /* __ID3D10Multithread_FWD_DEFINED__ */
/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#include "dxgi.h"
#include "d3dcommon.h"
#ifdef __cplusplus
extern "C"{
#endif
/* interface __MIDL_itf_d3d10_0000_0000 */
/* [local] */
#ifndef _D3D10_CONSTANTS
#define _D3D10_CONSTANTS
#define D3D10_16BIT_INDEX_STRIP_CUT_VALUE ( 0xffff )
#define D3D10_32BIT_INDEX_STRIP_CUT_VALUE ( 0xffffffff )
#define D3D10_8BIT_INDEX_STRIP_CUT_VALUE ( 0xff )
#define D3D10_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT ( 9 )
#define D3D10_CLIP_OR_CULL_DISTANCE_COUNT ( 8 )
#define D3D10_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT ( 2 )
#define D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT ( 14 )
#define D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS ( 4 )
#define D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT ( 15 )
#define D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS ( 4 )
#define D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT ( 15 )
#define D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST ( 1 )
#define D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS ( 1 )
#define D3D10_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT ( 64 )
#define D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS ( 4 )
#define D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT ( 1 )
#define D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST ( 1 )
#define D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS ( 1 )
#define D3D10_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS ( 1 )
#define D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT ( 128 )
#define D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST ( 1 )
#define D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS ( 1 )
#define D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT ( 128 )
#define D3D10_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS ( 1 )
#define D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT ( 16 )
#define D3D10_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST ( 1 )
#define D3D10_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS ( 1 )
#define D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT ( 16 )
#define D3D10_COMMONSHADER_SUBROUTINE_NESTING_LIMIT ( 32 )
#define D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENTS ( 4 )
#define D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_COMMONSHADER_TEMP_REGISTER_COUNT ( 4096 )
#define D3D10_COMMONSHADER_TEMP_REGISTER_READS_PER_INST ( 3 )
#define D3D10_COMMONSHADER_TEMP_REGISTER_READ_PORTS ( 3 )
#define D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX ( 10 )
#define D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN ( -10 )
#define D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE ( -8 )
#define D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE ( 7 )
#define D3D10_DEFAULT_BLEND_FACTOR_ALPHA ( 1.0f )
#define D3D10_DEFAULT_BLEND_FACTOR_BLUE ( 1.0f )
#define D3D10_DEFAULT_BLEND_FACTOR_GREEN ( 1.0f )
#define D3D10_DEFAULT_BLEND_FACTOR_RED ( 1.0f )
#define D3D10_DEFAULT_BORDER_COLOR_COMPONENT ( 0.0f )
#define D3D10_DEFAULT_DEPTH_BIAS ( 0 )
#define D3D10_DEFAULT_DEPTH_BIAS_CLAMP ( 0.0f )
#define D3D10_DEFAULT_MAX_ANISOTROPY ( 16.0f )
#define D3D10_DEFAULT_MIP_LOD_BIAS ( 0.0f )
#define D3D10_DEFAULT_RENDER_TARGET_ARRAY_INDEX ( 0 )
#define D3D10_DEFAULT_SAMPLE_MASK ( 0xffffffff )
#define D3D10_DEFAULT_SCISSOR_ENDX ( 0 )
#define D3D10_DEFAULT_SCISSOR_ENDY ( 0 )
#define D3D10_DEFAULT_SCISSOR_STARTX ( 0 )
#define D3D10_DEFAULT_SCISSOR_STARTY ( 0 )
#define D3D10_DEFAULT_SLOPE_SCALED_DEPTH_BIAS ( 0.0f )
#define D3D10_DEFAULT_STENCIL_READ_MASK ( 0xff )
#define D3D10_DEFAULT_STENCIL_REFERENCE ( 0 )
#define D3D10_DEFAULT_STENCIL_WRITE_MASK ( 0xff )
#define D3D10_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX ( 0 )
#define D3D10_DEFAULT_VIEWPORT_HEIGHT ( 0 )
#define D3D10_DEFAULT_VIEWPORT_MAX_DEPTH ( 0.0f )
#define D3D10_DEFAULT_VIEWPORT_MIN_DEPTH ( 0.0f )
#define D3D10_DEFAULT_VIEWPORT_TOPLEFTX ( 0 )
#define D3D10_DEFAULT_VIEWPORT_TOPLEFTY ( 0 )
#define D3D10_DEFAULT_VIEWPORT_WIDTH ( 0 )
#define D3D10_FLOAT16_FUSED_TOLERANCE_IN_ULP ( 0.6 )
#define D3D10_FLOAT32_MAX ( 3.402823466e+38f )
#define D3D10_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP ( 0.6f )
#define D3D10_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR ( 2.4f )
#define D3D10_FLOAT_TO_SRGB_EXPONENT_NUMERATOR ( 1.0f )
#define D3D10_FLOAT_TO_SRGB_OFFSET ( 0.055f )
#define D3D10_FLOAT_TO_SRGB_SCALE_1 ( 12.92f )
#define D3D10_FLOAT_TO_SRGB_SCALE_2 ( 1.055f )
#define D3D10_FLOAT_TO_SRGB_THRESHOLD ( 0.0031308f )
#define D3D10_FTOI_INSTRUCTION_MAX_INPUT ( 2147483647.999f )
#define D3D10_FTOI_INSTRUCTION_MIN_INPUT ( -2147483648.999f )
#define D3D10_FTOU_INSTRUCTION_MAX_INPUT ( 4294967295.999f )
#define D3D10_FTOU_INSTRUCTION_MIN_INPUT ( 0.0f )
#define D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS ( 1 )
#define D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_GS_INPUT_PRIM_CONST_REGISTER_COUNT ( 1 )
#define D3D10_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST ( 2 )
#define D3D10_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS ( 1 )
#define D3D10_GS_INPUT_REGISTER_COMPONENTS ( 4 )
#define D3D10_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_GS_INPUT_REGISTER_COUNT ( 16 )
#define D3D10_GS_INPUT_REGISTER_READS_PER_INST ( 2 )
#define D3D10_GS_INPUT_REGISTER_READ_PORTS ( 1 )
#define D3D10_GS_INPUT_REGISTER_VERTICES ( 6 )
#define D3D10_GS_OUTPUT_ELEMENTS ( 32 )
#define D3D10_GS_OUTPUT_REGISTER_COMPONENTS ( 4 )
#define D3D10_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_GS_OUTPUT_REGISTER_COUNT ( 32 )
#define D3D10_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES ( 0 )
#define D3D10_IA_DEFAULT_PRIMITIVE_TOPOLOGY ( 0 )
#define D3D10_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES ( 0 )
#define D3D10_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT ( 1 )
#define D3D10_IA_INSTANCE_ID_BIT_COUNT ( 32 )
#define D3D10_IA_INTEGER_ARITHMETIC_BIT_COUNT ( 32 )
#define D3D10_IA_PRIMITIVE_ID_BIT_COUNT ( 32 )
#define D3D10_IA_VERTEX_ID_BIT_COUNT ( 32 )
#define D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT ( 16 )
#define D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS ( 64 )
#define D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ( 16 )
#define D3D10_INTEGER_DIVIDE_BY_ZERO_QUOTIENT ( 0xffffffff )
#define D3D10_INTEGER_DIVIDE_BY_ZERO_REMAINDER ( 0xffffffff )
#define D3D10_LINEAR_GAMMA ( 1.0f )
#define D3D10_MAX_BORDER_COLOR_COMPONENT ( 1.0f )
#define D3D10_MAX_DEPTH ( 1.0f )
#define D3D10_MAX_MAXANISOTROPY ( 16 )
#define D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT ( 32 )
#define D3D10_MAX_POSITION_VALUE ( 3.402823466e+34f )
#define D3D10_MAX_TEXTURE_DIMENSION_2_TO_EXP ( 17 )
#define D3D10_MIN_BORDER_COLOR_COMPONENT ( 0.0f )
#define D3D10_MIN_DEPTH ( 0.0f )
#define D3D10_MIN_MAXANISOTROPY ( 0 )
#define D3D10_MIP_LOD_BIAS_MAX ( 15.99f )
#define D3D10_MIP_LOD_BIAS_MIN ( -16.0f )
#define D3D10_MIP_LOD_FRACTIONAL_BIT_COUNT ( 6 )
#define D3D10_MIP_LOD_RANGE_BIT_COUNT ( 8 )
#define D3D10_MULTISAMPLE_ANTIALIAS_LINE_WIDTH ( 1.4f )
#define D3D10_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT ( 0 )
#define D3D10_PIXEL_ADDRESS_RANGE_BIT_COUNT ( 13 )
#define D3D10_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT ( 15 )
#define D3D10_PS_FRONTFACING_DEFAULT_VALUE ( 0xffffffff )
#define D3D10_PS_FRONTFACING_FALSE_VALUE ( 0 )
#define D3D10_PS_FRONTFACING_TRUE_VALUE ( 0xffffffff )
#define D3D10_PS_INPUT_REGISTER_COMPONENTS ( 4 )
#define D3D10_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_PS_INPUT_REGISTER_COUNT ( 32 )
#define D3D10_PS_INPUT_REGISTER_READS_PER_INST ( 2 )
#define D3D10_PS_INPUT_REGISTER_READ_PORTS ( 1 )
#define D3D10_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT ( 0.0f )
#define D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS ( 1 )
#define D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_PS_OUTPUT_DEPTH_REGISTER_COUNT ( 1 )
#define D3D10_PS_OUTPUT_REGISTER_COMPONENTS ( 4 )
#define D3D10_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_PS_OUTPUT_REGISTER_COUNT ( 8 )
#define D3D10_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT ( 0.5f )
#define D3D10_REQ_BLEND_OBJECT_COUNT_PER_CONTEXT ( 4096 )
#define D3D10_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP ( 27 )
#define D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT ( 4096 )
#define D3D10_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_CONTEXT ( 4096 )
#define D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP ( 32 )
#define D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP ( 32 )
#define D3D10_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION ( 8192 )
#define D3D10_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT ( 1024 )
#define D3D10_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT ( 4096 )
#define D3D10_REQ_MAXANISOTROPY ( 16 )
#define D3D10_REQ_MIP_LEVELS ( 14 )
#define D3D10_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES ( 2048 )
#define D3D10_REQ_RASTERIZER_OBJECT_COUNT_PER_CONTEXT ( 4096 )
#define D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH ( 8192 )
#define D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES ( 128 )
#define D3D10_REQ_RESOURCE_VIEW_COUNT_PER_CONTEXT_2_TO_EXP ( 20 )
#define D3D10_REQ_SAMPLER_OBJECT_COUNT_PER_CONTEXT ( 4096 )
#define D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION ( 512 )
#define D3D10_REQ_TEXTURE1D_U_DIMENSION ( 8192 )
#define D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION ( 512 )
#define D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION ( 8192 )
#define D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION ( 2048 )
#define D3D10_REQ_TEXTURECUBE_DIMENSION ( 8192 )
#define D3D10_RESINFO_INSTRUCTION_MISSING_COMPONENT_RETVAL ( 0 )
#define D3D10_SHADER_MAJOR_VERSION ( 4 )
#define D3D10_SHADER_MINOR_VERSION ( 0 )
#define D3D10_SHIFT_INSTRUCTION_PAD_VALUE ( 0 )
#define D3D10_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT ( 5 )
#define D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT ( 8 )
#define D3D10_SO_BUFFER_MAX_STRIDE_IN_BYTES ( 2048 )
#define D3D10_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES ( 256 )
#define D3D10_SO_BUFFER_SLOT_COUNT ( 4 )
#define D3D10_SO_DDI_REGISTER_INDEX_DENOTING_GAP ( 0xffffffff )
#define D3D10_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER ( 1 )
#define D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT ( 64 )
#define D3D10_SRGB_GAMMA ( 2.2f )
#define D3D10_SRGB_TO_FLOAT_DENOMINATOR_1 ( 12.92f )
#define D3D10_SRGB_TO_FLOAT_DENOMINATOR_2 ( 1.055f )
#define D3D10_SRGB_TO_FLOAT_EXPONENT ( 2.4f )
#define D3D10_SRGB_TO_FLOAT_OFFSET ( 0.055f )
#define D3D10_SRGB_TO_FLOAT_THRESHOLD ( 0.04045f )
#define D3D10_SRGB_TO_FLOAT_TOLERANCE_IN_ULP ( 0.5f )
#define D3D10_STANDARD_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_STANDARD_COMPONENT_BIT_COUNT_DOUBLED ( 64 )
#define D3D10_STANDARD_MAXIMUM_ELEMENT_ALIGNMENT_BYTE_MULTIPLE ( 4 )
#define D3D10_STANDARD_PIXEL_COMPONENT_COUNT ( 128 )
#define D3D10_STANDARD_PIXEL_ELEMENT_COUNT ( 32 )
#define D3D10_STANDARD_VECTOR_SIZE ( 4 )
#define D3D10_STANDARD_VERTEX_ELEMENT_COUNT ( 16 )
#define D3D10_STANDARD_VERTEX_TOTAL_COMPONENT_COUNT ( 64 )
#define D3D10_SUBPIXEL_FRACTIONAL_BIT_COUNT ( 8 )
#define D3D10_SUBTEXEL_FRACTIONAL_BIT_COUNT ( 6 )
#define D3D10_TEXEL_ADDRESS_RANGE_BIT_COUNT ( 18 )
#define D3D10_UNBOUND_MEMORY_ACCESS_RESULT ( 0 )
#define D3D10_VIEWPORT_AND_SCISSORRECT_MAX_INDEX ( 15 )
#define D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ( 16 )
#define D3D10_VIEWPORT_BOUNDS_MAX ( 16383 )
#define D3D10_VIEWPORT_BOUNDS_MIN ( -16384 )
#define D3D10_VS_INPUT_REGISTER_COMPONENTS ( 4 )
#define D3D10_VS_INPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_VS_INPUT_REGISTER_COUNT ( 16 )
#define D3D10_VS_INPUT_REGISTER_READS_PER_INST ( 2 )
#define D3D10_VS_INPUT_REGISTER_READ_PORTS ( 1 )
#define D3D10_VS_OUTPUT_REGISTER_COMPONENTS ( 4 )
#define D3D10_VS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_VS_OUTPUT_REGISTER_COUNT ( 16 )
#define D3D10_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT ( 10 )
#define D3D10_WHQL_DRAWINDEXED_INDEX_COUNT_2_TO_EXP ( 25 )
#define D3D10_WHQL_DRAW_VERTEX_COUNT_2_TO_EXP ( 25 )
#define D3D_MAJOR_VERSION ( 10 )
#define D3D_MINOR_VERSION ( 0 )
#define D3D_SPEC_DATE_DAY ( 8 )
#define D3D_SPEC_DATE_MONTH ( 8 )
#define D3D_SPEC_DATE_YEAR ( 2006 )
#define D3D_SPEC_VERSION ( 1.050005 )
#endif
#if !defined( __d3d10_1_h__ ) && !(D3D10_HEADER_MINOR_VERSION >= 1)
#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT
#define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT
#endif
#define _FACD3D10 ( 0x879 )
#define _FACD3D10DEBUG ( ( _FACD3D10 + 1 ) )
#define MAKE_D3D10_HRESULT( code ) MAKE_HRESULT( 1, _FACD3D10, code )
#define MAKE_D3D10_STATUS( code ) MAKE_HRESULT( 0, _FACD3D10, code )
#define D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS MAKE_D3D10_HRESULT(1)
#define D3D10_ERROR_FILE_NOT_FOUND MAKE_D3D10_HRESULT(2)
#if __SAL_H_FULL_VER < 140050727
#undef __in_range
#undef __in_xcount_opt
#define __in_range(x, y)
#define __in_xcount_opt(x)
#endif
typedef
enum D3D10_INPUT_CLASSIFICATION
{ D3D10_INPUT_PER_VERTEX_DATA = 0,
D3D10_INPUT_PER_INSTANCE_DATA = 1
} D3D10_INPUT_CLASSIFICATION;
#define D3D10_APPEND_ALIGNED_ELEMENT ( 0xffffffff )
typedef struct D3D10_INPUT_ELEMENT_DESC
{
LPCSTR SemanticName;
UINT SemanticIndex;
DXGI_FORMAT Format;
UINT InputSlot;
UINT AlignedByteOffset;
D3D10_INPUT_CLASSIFICATION InputSlotClass;
UINT InstanceDataStepRate;
} D3D10_INPUT_ELEMENT_DESC;
typedef
enum D3D10_FILL_MODE
{ D3D10_FILL_WIREFRAME = 2,
D3D10_FILL_SOLID = 3
} D3D10_FILL_MODE;
typedef D3D_PRIMITIVE_TOPOLOGY D3D10_PRIMITIVE_TOPOLOGY;
typedef D3D_PRIMITIVE D3D10_PRIMITIVE;
typedef
enum D3D10_CULL_MODE
{ D3D10_CULL_NONE = 1,
D3D10_CULL_FRONT = 2,
D3D10_CULL_BACK = 3
} D3D10_CULL_MODE;
typedef struct D3D10_SO_DECLARATION_ENTRY
{
LPCSTR SemanticName;
UINT SemanticIndex;
BYTE StartComponent;
BYTE ComponentCount;
BYTE OutputSlot;
} D3D10_SO_DECLARATION_ENTRY;
typedef struct D3D10_VIEWPORT
{
INT TopLeftX;
INT TopLeftY;
UINT Width;
UINT Height;
FLOAT MinDepth;
FLOAT MaxDepth;
} D3D10_VIEWPORT;
typedef
enum D3D10_RESOURCE_DIMENSION
{ D3D10_RESOURCE_DIMENSION_UNKNOWN = 0,
D3D10_RESOURCE_DIMENSION_BUFFER = 1,
D3D10_RESOURCE_DIMENSION_TEXTURE1D = 2,
D3D10_RESOURCE_DIMENSION_TEXTURE2D = 3,
D3D10_RESOURCE_DIMENSION_TEXTURE3D = 4
} D3D10_RESOURCE_DIMENSION;
typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION;
typedef
enum D3D10_DSV_DIMENSION
{ D3D10_DSV_DIMENSION_UNKNOWN = 0,
D3D10_DSV_DIMENSION_TEXTURE1D = 1,
D3D10_DSV_DIMENSION_TEXTURE1DARRAY = 2,
D3D10_DSV_DIMENSION_TEXTURE2D = 3,
D3D10_DSV_DIMENSION_TEXTURE2DARRAY = 4,
D3D10_DSV_DIMENSION_TEXTURE2DMS = 5,
D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY = 6
} D3D10_DSV_DIMENSION;
typedef
enum D3D10_RTV_DIMENSION
{ D3D10_RTV_DIMENSION_UNKNOWN = 0,
D3D10_RTV_DIMENSION_BUFFER = 1,
D3D10_RTV_DIMENSION_TEXTURE1D = 2,
D3D10_RTV_DIMENSION_TEXTURE1DARRAY = 3,
D3D10_RTV_DIMENSION_TEXTURE2D = 4,
D3D10_RTV_DIMENSION_TEXTURE2DARRAY = 5,
D3D10_RTV_DIMENSION_TEXTURE2DMS = 6,
D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY = 7,
D3D10_RTV_DIMENSION_TEXTURE3D = 8
} D3D10_RTV_DIMENSION;
typedef
enum D3D10_USAGE
{ D3D10_USAGE_DEFAULT = 0,
D3D10_USAGE_IMMUTABLE = 1,
D3D10_USAGE_DYNAMIC = 2,
D3D10_USAGE_STAGING = 3
} D3D10_USAGE;
typedef
enum D3D10_BIND_FLAG
{ D3D10_BIND_VERTEX_BUFFER = 0x1L,
D3D10_BIND_INDEX_BUFFER = 0x2L,
D3D10_BIND_CONSTANT_BUFFER = 0x4L,
D3D10_BIND_SHADER_RESOURCE = 0x8L,
D3D10_BIND_STREAM_OUTPUT = 0x10L,
D3D10_BIND_RENDER_TARGET = 0x20L,
D3D10_BIND_DEPTH_STENCIL = 0x40L
} D3D10_BIND_FLAG;
typedef
enum D3D10_CPU_ACCESS_FLAG
{ D3D10_CPU_ACCESS_WRITE = 0x10000L,
D3D10_CPU_ACCESS_READ = 0x20000L
} D3D10_CPU_ACCESS_FLAG;
typedef
enum D3D10_RESOURCE_MISC_FLAG
{ D3D10_RESOURCE_MISC_GENERATE_MIPS = 0x1L,
D3D10_RESOURCE_MISC_SHARED = 0x2L,
D3D10_RESOURCE_MISC_TEXTURECUBE = 0x4L,
D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX = 0x10L,
D3D10_RESOURCE_MISC_GDI_COMPATIBLE = 0x20L
} D3D10_RESOURCE_MISC_FLAG;
typedef
enum D3D10_MAP
{ D3D10_MAP_READ = 1,
D3D10_MAP_WRITE = 2,
D3D10_MAP_READ_WRITE = 3,
D3D10_MAP_WRITE_DISCARD = 4,
D3D10_MAP_WRITE_NO_OVERWRITE = 5
} D3D10_MAP;
typedef
enum D3D10_MAP_FLAG
{ D3D10_MAP_FLAG_DO_NOT_WAIT = 0x100000L
} D3D10_MAP_FLAG;
typedef
enum D3D10_RAISE_FLAG
{ D3D10_RAISE_FLAG_DRIVER_INTERNAL_ERROR = 0x1L
} D3D10_RAISE_FLAG;
typedef
enum D3D10_CLEAR_FLAG
{ D3D10_CLEAR_DEPTH = 0x1L,
D3D10_CLEAR_STENCIL = 0x2L
} D3D10_CLEAR_FLAG;
typedef RECT D3D10_RECT;
typedef struct D3D10_BOX
{
UINT left;
UINT top;
UINT front;
UINT right;
UINT bottom;
UINT back;
} D3D10_BOX;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_0000_0000_v0_0_s_ifspec;
#ifndef __ID3D10DeviceChild_INTERFACE_DEFINED__
#define __ID3D10DeviceChild_INTERFACE_DEFINED__
/* interface ID3D10DeviceChild */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10DeviceChild;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("9B7E4C00-342C-4106-A19F-4F2704F689F0")
ID3D10DeviceChild : public IUnknown
{
public:
virtual void STDMETHODCALLTYPE GetDevice(
/* [annotation] */
__out ID3D10Device **ppDevice) = 0;
virtual HRESULT STDMETHODCALLTYPE GetPrivateData(
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__inout UINT *pDataSize,
/* [annotation] */
__out_bcount_opt(*pDataSize) void *pData) = 0;
virtual HRESULT STDMETHODCALLTYPE SetPrivateData(
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in UINT DataSize,
/* [annotation] */
__in_bcount_opt(DataSize) const void *pData) = 0;
virtual HRESULT STDMETHODCALLTYPE SetPrivateDataInterface(
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in_opt const IUnknown *pData) = 0;
};
#else /* C style interface */
typedef struct ID3D10DeviceChildVtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D10DeviceChild * This,
/* [in] */ REFIID riid,
/* [annotation][iid_is][out] */
__RPC__deref_out void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D10DeviceChild * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D10DeviceChild * This);
void ( STDMETHODCALLTYPE *GetDevice )(
ID3D10DeviceChild * This,
/* [annotation] */
__out ID3D10Device **ppDevice);
HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
ID3D10DeviceChild * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__inout UINT *pDataSize,
/* [annotation] */
__out_bcount_opt(*pDataSize) void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
ID3D10DeviceChild * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in UINT DataSize,
/* [annotation] */
__in_bcount_opt(DataSize) const void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
ID3D10DeviceChild * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in_opt const IUnknown *pData);
END_INTERFACE
} ID3D10DeviceChildVtbl;
interface ID3D10DeviceChild
{
CONST_VTBL struct ID3D10DeviceChildVtbl *lpVtbl;
};
#ifdef COBJMACROS
#define ID3D10DeviceChild_QueryInterface(This,riid,ppvObject) \
( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )
#define ID3D10DeviceChild_AddRef(This) \
( (This)->lpVtbl -> AddRef(This) )
#define ID3D10DeviceChild_Release(This) \
( (This)->lpVtbl -> Release(This) )
#define ID3D10DeviceChild_GetDevice(This,ppDevice) \
( (This)->lpVtbl -> GetDevice(This,ppDevice) )
#define ID3D10DeviceChild_GetPrivateData(This,guid,pDataSize,pData) \
( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )
#define ID3D10DeviceChild_SetPrivateData(This,guid,DataSize,pData) \
( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )
#define ID3D10DeviceChild_SetPrivateDataInterface(This,guid,pData) \
( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )
#endif /* COBJMACROS */
#endif /* C style interface */
#endif /* __ID3D10DeviceChild_INTERFACE_DEFINED__ */
/* interface __MIDL_itf_d3d10_0000_0001 */
/* [local] */
typedef
enum D3D10_COMPARISON_FUNC
{ D3D10_COMPARISON_NEVER = 1,
D3D10_COMPARISON_LESS = 2,
D3D10_COMPARISON_EQUAL = 3,
D3D10_COMPARISON_LESS_EQUAL = 4,
D3D10_COMPARISON_GREATER = 5,
D3D10_COMPARISON_NOT_EQUAL = 6,
D3D10_COMPARISON_GREATER_EQUAL = 7,
D3D10_COMPARISON_ALWAYS = 8
} D3D10_COMPARISON_FUNC;
typedef
enum D3D10_DEPTH_WRITE_MASK
{ D3D10_DEPTH_WRITE_MASK_ZERO = 0,
D3D10_DEPTH_WRITE_MASK_ALL = 1
} D3D10_DEPTH_WRITE_MASK;
typedef
enum D3D10_STENCIL_OP
{ D3D10_STENCIL_OP_KEEP = 1,
D3D10_STENCIL_OP_ZERO = 2,
D3D10_STENCIL_OP_REPLACE = 3,
D3D10_STENCIL_OP_INCR_SAT = 4,
D3D10_STENCIL_OP_DECR_SAT = 5,
D3D10_STENCIL_OP_INVERT = 6,
D3D10_STENCIL_OP_INCR = 7,
D3D10_STENCIL_OP_DECR = 8
} D3D10_STENCIL_OP;
typedef struct D3D10_DEPTH_STENCILOP_DESC
{
D3D10_STENCIL_OP StencilFailOp;
D3D10_STENCIL_OP StencilDepthFailOp;
D3D10_STENCIL_OP StencilPassOp;
D3D10_COMPARISON_FUNC StencilFunc;
} D3D10_DEPTH_STENCILOP_DESC;
typedef struct D3D10_DEPTH_STENCIL_DESC
{
BOOL DepthEnable;
D3D10_DEPTH_WRITE_MASK DepthWriteMask;
D3D10_COMPARISON_FUNC DepthFunc;
BOOL StencilEnable;
UINT8 StencilReadMask;
UINT8 StencilWriteMask;
D3D10_DEPTH_STENCILOP_DESC FrontFace;
D3D10_DEPTH_STENCILOP_DESC BackFace;
} D3D10_DEPTH_STENCIL_DESC;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_0000_0001_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_0000_0001_v0_0_s_ifspec;
#ifndef __ID3D10DepthStencilState_INTERFACE_DEFINED__
#define __ID3D10DepthStencilState_INTERFACE_DEFINED__
/* interface ID3D10DepthStencilState */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10DepthStencilState;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("2B4B1CC8-A4AD-41f8-8322-CA86FC3EC675")
ID3D10DepthStencilState : public ID3D10DeviceChild
{
public:
virtual void STDMETHODCALLTYPE GetDesc(
/* [annotation] */
__out D3D10_DEPTH_STENCIL_DESC *pDesc) = 0;
};
#else /* C style interface */