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D3D10_1.h
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D3D10_1.h
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/* this ALWAYS GENERATED file contains the definitions for the interfaces */
/* File created by MIDL compiler version 7.00.0555 */
/* @@MIDL_FILE_HEADING( ) */
#pragma warning( disable: 4049 ) /* more than 64k source lines */
/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif
/* verify that the <rpcsal.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCSAL_H_VERSION__
#define __REQUIRED_RPCSAL_H_VERSION__ 100
#endif
#include "rpc.h"
#include "rpcndr.h"
#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif // __RPCNDR_H_VERSION__
#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/
#ifndef __d3d10_1_h__
#define __d3d10_1_h__
#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
/* Forward Declarations */
#ifndef __ID3D10BlendState1_FWD_DEFINED__
#define __ID3D10BlendState1_FWD_DEFINED__
typedef interface ID3D10BlendState1 ID3D10BlendState1;
#endif /* __ID3D10BlendState1_FWD_DEFINED__ */
#ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
#define __ID3D10ShaderResourceView1_FWD_DEFINED__
typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
#endif /* __ID3D10ShaderResourceView1_FWD_DEFINED__ */
#ifndef __ID3D10Device1_FWD_DEFINED__
#define __ID3D10Device1_FWD_DEFINED__
typedef interface ID3D10Device1 ID3D10Device1;
#endif /* __ID3D10Device1_FWD_DEFINED__ */
/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#ifdef __cplusplus
extern "C"{
#endif
/* interface __MIDL_itf_d3d10_1_0000_0000 */
/* [local] */
#if defined( __d3d10_h__ ) && !defined( D3D10_ARBITRARY_HEADER_ORDERING )
#error d3d10.h is included before d3d10_1.h, and it will confuse tools that honor SAL annotations. \
If possibly targeting d3d10.1, include d3d10_1.h instead of d3d10.h, or ensure d3d10_1.h is included before d3d10.h
#endif
#ifndef _D3D10_1_CONSTANTS
#define _D3D10_1_CONSTANTS
#define D3D10_1_DEFAULT_SAMPLE_MASK ( 0xffffffff )
#define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP ( 0.6 )
#define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP ( 0.6f )
#define D3D10_1_GS_INPUT_REGISTER_COUNT ( 32 )
#define D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT ( 32 )
#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS ( 128 )
#define D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ( 32 )
#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS ( 1 )
#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT ( 1 )
#define D3D10_1_SHADER_MAJOR_VERSION ( 4 )
#define D3D10_1_SHADER_MINOR_VERSION ( 1 )
#define D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES ( 2048 )
#define D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES ( 256 )
#define D3D10_1_SO_BUFFER_SLOT_COUNT ( 4 )
#define D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER ( 1 )
#define D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT ( 64 )
#define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT ( 32 )
#define D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT ( 8 )
#define D3D10_1_VS_INPUT_REGISTER_COUNT ( 32 )
#define D3D10_1_VS_OUTPUT_REGISTER_COUNT ( 32 )
#endif
#include "d3d10.h" //
typedef
enum D3D10_FEATURE_LEVEL1
{ D3D10_FEATURE_LEVEL_10_0 = 0xa000,
D3D10_FEATURE_LEVEL_10_1 = 0xa100,
D3D10_FEATURE_LEVEL_9_1 = 0x9100,
D3D10_FEATURE_LEVEL_9_2 = 0x9200,
D3D10_FEATURE_LEVEL_9_3 = 0x9300
} D3D10_FEATURE_LEVEL1;
typedef struct D3D10_RENDER_TARGET_BLEND_DESC1
{
BOOL BlendEnable;
D3D10_BLEND SrcBlend;
D3D10_BLEND DestBlend;
D3D10_BLEND_OP BlendOp;
D3D10_BLEND SrcBlendAlpha;
D3D10_BLEND DestBlendAlpha;
D3D10_BLEND_OP BlendOpAlpha;
UINT8 RenderTargetWriteMask;
} D3D10_RENDER_TARGET_BLEND_DESC1;
typedef struct D3D10_BLEND_DESC1
{
BOOL AlphaToCoverageEnable;
BOOL IndependentBlendEnable;
D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[ 8 ];
} D3D10_BLEND_DESC1;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0000_v0_0_s_ifspec;
#ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
#define __ID3D10BlendState1_INTERFACE_DEFINED__
/* interface ID3D10BlendState1 */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10BlendState1;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("EDAD8D99-8A35-4d6d-8566-2EA276CDE161")
ID3D10BlendState1 : public ID3D10BlendState
{
public:
virtual void STDMETHODCALLTYPE GetDesc1(
/* [annotation] */
__out D3D10_BLEND_DESC1 *pDesc) = 0;
};
#else /* C style interface */
typedef struct ID3D10BlendState1Vtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D10BlendState1 * This,
/* [in] */ REFIID riid,
/* [annotation][iid_is][out] */
__RPC__deref_out void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D10BlendState1 * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D10BlendState1 * This);
void ( STDMETHODCALLTYPE *GetDevice )(
ID3D10BlendState1 * This,
/* [annotation] */
__out ID3D10Device **ppDevice);
HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
ID3D10BlendState1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__inout UINT *pDataSize,
/* [annotation] */
__out_bcount_opt(*pDataSize) void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
ID3D10BlendState1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in UINT DataSize,
/* [annotation] */
__in_bcount_opt(DataSize) const void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
ID3D10BlendState1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in_opt const IUnknown *pData);
void ( STDMETHODCALLTYPE *GetDesc )(
ID3D10BlendState1 * This,
/* [annotation] */
__out D3D10_BLEND_DESC *pDesc);
void ( STDMETHODCALLTYPE *GetDesc1 )(
ID3D10BlendState1 * This,
/* [annotation] */
__out D3D10_BLEND_DESC1 *pDesc);
END_INTERFACE
} ID3D10BlendState1Vtbl;
interface ID3D10BlendState1
{
CONST_VTBL struct ID3D10BlendState1Vtbl *lpVtbl;
};
#ifdef COBJMACROS
#define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) \
( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )
#define ID3D10BlendState1_AddRef(This) \
( (This)->lpVtbl -> AddRef(This) )
#define ID3D10BlendState1_Release(This) \
( (This)->lpVtbl -> Release(This) )
#define ID3D10BlendState1_GetDevice(This,ppDevice) \
( (This)->lpVtbl -> GetDevice(This,ppDevice) )
#define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) \
( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )
#define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) \
( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )
#define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) \
( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )
#define ID3D10BlendState1_GetDesc(This,pDesc) \
( (This)->lpVtbl -> GetDesc(This,pDesc) )
#define ID3D10BlendState1_GetDesc1(This,pDesc) \
( (This)->lpVtbl -> GetDesc1(This,pDesc) )
#endif /* COBJMACROS */
#endif /* C style interface */
#endif /* __ID3D10BlendState1_INTERFACE_DEFINED__ */
/* interface __MIDL_itf_d3d10_1_0000_0001 */
/* [local] */
typedef struct D3D10_TEXCUBE_ARRAY_SRV1
{
UINT MostDetailedMip;
UINT MipLevels;
UINT First2DArrayFace;
UINT NumCubes;
} D3D10_TEXCUBE_ARRAY_SRV1;
typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1
{
DXGI_FORMAT Format;
D3D10_SRV_DIMENSION1 ViewDimension;
union
{
D3D10_BUFFER_SRV Buffer;
D3D10_TEX1D_SRV Texture1D;
D3D10_TEX1D_ARRAY_SRV Texture1DArray;
D3D10_TEX2D_SRV Texture2D;
D3D10_TEX2D_ARRAY_SRV Texture2DArray;
D3D10_TEX2DMS_SRV Texture2DMS;
D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
D3D10_TEX3D_SRV Texture3D;
D3D10_TEXCUBE_SRV TextureCube;
D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
} ;
} D3D10_SHADER_RESOURCE_VIEW_DESC1;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0001_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0001_v0_0_s_ifspec;
#ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
#define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
/* interface ID3D10ShaderResourceView1 */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10ShaderResourceView1;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("9B7E4C87-342C-4106-A19F-4F2704F689F0")
ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
{
public:
virtual void STDMETHODCALLTYPE GetDesc1(
/* [annotation] */
__out D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
};
#else /* C style interface */
typedef struct ID3D10ShaderResourceView1Vtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D10ShaderResourceView1 * This,
/* [in] */ REFIID riid,
/* [annotation][iid_is][out] */
__RPC__deref_out void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D10ShaderResourceView1 * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D10ShaderResourceView1 * This);
void ( STDMETHODCALLTYPE *GetDevice )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__out ID3D10Device **ppDevice);
HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__inout UINT *pDataSize,
/* [annotation] */
__out_bcount_opt(*pDataSize) void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in UINT DataSize,
/* [annotation] */
__in_bcount_opt(DataSize) const void *pData);
HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in_opt const IUnknown *pData);
void ( STDMETHODCALLTYPE *GetResource )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__out ID3D10Resource **ppResource);
void ( STDMETHODCALLTYPE *GetDesc )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__out D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
void ( STDMETHODCALLTYPE *GetDesc1 )(
ID3D10ShaderResourceView1 * This,
/* [annotation] */
__out D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
END_INTERFACE
} ID3D10ShaderResourceView1Vtbl;
interface ID3D10ShaderResourceView1
{
CONST_VTBL struct ID3D10ShaderResourceView1Vtbl *lpVtbl;
};
#ifdef COBJMACROS
#define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) \
( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )
#define ID3D10ShaderResourceView1_AddRef(This) \
( (This)->lpVtbl -> AddRef(This) )
#define ID3D10ShaderResourceView1_Release(This) \
( (This)->lpVtbl -> Release(This) )
#define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) \
( (This)->lpVtbl -> GetDevice(This,ppDevice) )
#define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) \
( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )
#define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) \
( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )
#define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) \
( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )
#define ID3D10ShaderResourceView1_GetResource(This,ppResource) \
( (This)->lpVtbl -> GetResource(This,ppResource) )
#define ID3D10ShaderResourceView1_GetDesc(This,pDesc) \
( (This)->lpVtbl -> GetDesc(This,pDesc) )
#define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) \
( (This)->lpVtbl -> GetDesc1(This,pDesc) )
#endif /* COBJMACROS */
#endif /* C style interface */
#endif /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */
/* interface __MIDL_itf_d3d10_1_0000_0002 */
/* [local] */
typedef
enum D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS
{ D3D10_STANDARD_MULTISAMPLE_PATTERN = 0xffffffff,
D3D10_CENTER_MULTISAMPLE_PATTERN = 0xfffffffe
} D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0002_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d10_1_0000_0002_v0_0_s_ifspec;
#ifndef __ID3D10Device1_INTERFACE_DEFINED__
#define __ID3D10Device1_INTERFACE_DEFINED__
/* interface ID3D10Device1 */
/* [unique][local][object][uuid] */
EXTERN_C const IID IID_ID3D10Device1;
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("9B7E4C8F-342C-4106-A19F-4F2704F689F0")
ID3D10Device1 : public ID3D10Device
{
public:
virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
/* [annotation] */
__in ID3D10Resource *pResource,
/* [annotation] */
__in_opt const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
/* [annotation] */
__out_opt ID3D10ShaderResourceView1 **ppSRView) = 0;
virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
/* [annotation] */
__in const D3D10_BLEND_DESC1 *pBlendStateDesc,
/* [annotation] */
__out_opt ID3D10BlendState1 **ppBlendState) = 0;
virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel( void) = 0;
};
#else /* C style interface */
typedef struct ID3D10Device1Vtbl
{
BEGIN_INTERFACE
HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
ID3D10Device1 * This,
/* [in] */ REFIID riid,
/* [annotation][iid_is][out] */
__RPC__deref_out void **ppvObject);
ULONG ( STDMETHODCALLTYPE *AddRef )(
ID3D10Device1 * This);
ULONG ( STDMETHODCALLTYPE *Release )(
ID3D10Device1 * This);
void ( STDMETHODCALLTYPE *VSSetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
void ( STDMETHODCALLTYPE *PSSetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
void ( STDMETHODCALLTYPE *PSSetShader )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10PixelShader *pPixelShader);
void ( STDMETHODCALLTYPE *PSSetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
void ( STDMETHODCALLTYPE *VSSetShader )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10VertexShader *pVertexShader);
void ( STDMETHODCALLTYPE *DrawIndexed )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT IndexCount,
/* [annotation] */
__in UINT StartIndexLocation,
/* [annotation] */
__in INT BaseVertexLocation);
void ( STDMETHODCALLTYPE *Draw )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT VertexCount,
/* [annotation] */
__in UINT StartVertexLocation);
void ( STDMETHODCALLTYPE *PSSetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
void ( STDMETHODCALLTYPE *IASetInputLayout )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10InputLayout *pInputLayout);
void ( STDMETHODCALLTYPE *IASetVertexBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__in_ecount(NumBuffers) ID3D10Buffer *const *ppVertexBuffers,
/* [annotation] */
__in_ecount(NumBuffers) const UINT *pStrides,
/* [annotation] */
__in_ecount(NumBuffers) const UINT *pOffsets);
void ( STDMETHODCALLTYPE *IASetIndexBuffer )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10Buffer *pIndexBuffer,
/* [annotation] */
__in DXGI_FORMAT Format,
/* [annotation] */
__in UINT Offset);
void ( STDMETHODCALLTYPE *DrawIndexedInstanced )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT IndexCountPerInstance,
/* [annotation] */
__in UINT InstanceCount,
/* [annotation] */
__in UINT StartIndexLocation,
/* [annotation] */
__in INT BaseVertexLocation,
/* [annotation] */
__in UINT StartInstanceLocation);
void ( STDMETHODCALLTYPE *DrawInstanced )(
ID3D10Device1 * This,
/* [annotation] */
__in UINT VertexCountPerInstance,
/* [annotation] */
__in UINT InstanceCount,
/* [annotation] */
__in UINT StartVertexLocation,
/* [annotation] */
__in UINT StartInstanceLocation);
void ( STDMETHODCALLTYPE *GSSetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__in_ecount(NumBuffers) ID3D10Buffer *const *ppConstantBuffers);
void ( STDMETHODCALLTYPE *GSSetShader )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10GeometryShader *pShader);
void ( STDMETHODCALLTYPE *IASetPrimitiveTopology )(
ID3D10Device1 * This,
/* [annotation] */
__in D3D10_PRIMITIVE_TOPOLOGY Topology);
void ( STDMETHODCALLTYPE *VSSetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
void ( STDMETHODCALLTYPE *VSSetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
void ( STDMETHODCALLTYPE *SetPredication )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10Predicate *pPredicate,
/* [annotation] */
__in BOOL PredicateValue);
void ( STDMETHODCALLTYPE *GSSetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__in_ecount(NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews);
void ( STDMETHODCALLTYPE *GSSetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__in_ecount(NumSamplers) ID3D10SamplerState *const *ppSamplers);
void ( STDMETHODCALLTYPE *OMSetRenderTargets )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews,
/* [annotation] */
__in_ecount_opt(NumViews) ID3D10RenderTargetView *const *ppRenderTargetViews,
/* [annotation] */
__in_opt ID3D10DepthStencilView *pDepthStencilView);
void ( STDMETHODCALLTYPE *OMSetBlendState )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10BlendState *pBlendState,
/* [annotation] */
__in const FLOAT BlendFactor[ 4 ],
/* [annotation] */
__in UINT SampleMask);
void ( STDMETHODCALLTYPE *OMSetDepthStencilState )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10DepthStencilState *pDepthStencilState,
/* [annotation] */
__in UINT StencilRef);
void ( STDMETHODCALLTYPE *SOSetTargets )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_SO_BUFFER_SLOT_COUNT) UINT NumBuffers,
/* [annotation] */
__in_ecount_opt(NumBuffers) ID3D10Buffer *const *ppSOTargets,
/* [annotation] */
__in_ecount_opt(NumBuffers) const UINT *pOffsets);
void ( STDMETHODCALLTYPE *DrawAuto )(
ID3D10Device1 * This);
void ( STDMETHODCALLTYPE *RSSetState )(
ID3D10Device1 * This,
/* [annotation] */
__in_opt ID3D10RasterizerState *pRasterizerState);
void ( STDMETHODCALLTYPE *RSSetViewports )(
ID3D10Device1 * This,
/* [annotation] */
__in_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumViewports,
/* [annotation] */
__in_ecount_opt(NumViewports) const D3D10_VIEWPORT *pViewports);
void ( STDMETHODCALLTYPE *RSSetScissorRects )(
ID3D10Device1 * This,
/* [annotation] */
__in_range(0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumRects,
/* [annotation] */
__in_ecount_opt(NumRects) const D3D10_RECT *pRects);
void ( STDMETHODCALLTYPE *CopySubresourceRegion )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pDstResource,
/* [annotation] */
__in UINT DstSubresource,
/* [annotation] */
__in UINT DstX,
/* [annotation] */
__in UINT DstY,
/* [annotation] */
__in UINT DstZ,
/* [annotation] */
__in ID3D10Resource *pSrcResource,
/* [annotation] */
__in UINT SrcSubresource,
/* [annotation] */
__in_opt const D3D10_BOX *pSrcBox);
void ( STDMETHODCALLTYPE *CopyResource )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pDstResource,
/* [annotation] */
__in ID3D10Resource *pSrcResource);
void ( STDMETHODCALLTYPE *UpdateSubresource )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pDstResource,
/* [annotation] */
__in UINT DstSubresource,
/* [annotation] */
__in_opt const D3D10_BOX *pDstBox,
/* [annotation] */
__in const void *pSrcData,
/* [annotation] */
__in UINT SrcRowPitch,
/* [annotation] */
__in UINT SrcDepthPitch);
void ( STDMETHODCALLTYPE *ClearRenderTargetView )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10RenderTargetView *pRenderTargetView,
/* [annotation] */
__in const FLOAT ColorRGBA[ 4 ]);
void ( STDMETHODCALLTYPE *ClearDepthStencilView )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10DepthStencilView *pDepthStencilView,
/* [annotation] */
__in UINT ClearFlags,
/* [annotation] */
__in FLOAT Depth,
/* [annotation] */
__in UINT8 Stencil);
void ( STDMETHODCALLTYPE *GenerateMips )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10ShaderResourceView *pShaderResourceView);
void ( STDMETHODCALLTYPE *ResolveSubresource )(
ID3D10Device1 * This,
/* [annotation] */
__in ID3D10Resource *pDstResource,
/* [annotation] */
__in UINT DstSubresource,
/* [annotation] */
__in ID3D10Resource *pSrcResource,
/* [annotation] */
__in UINT SrcSubresource,
/* [annotation] */
__in DXGI_FORMAT Format);
void ( STDMETHODCALLTYPE *VSGetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
void ( STDMETHODCALLTYPE *PSGetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
void ( STDMETHODCALLTYPE *PSGetShader )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10PixelShader **ppPixelShader);
void ( STDMETHODCALLTYPE *PSGetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
void ( STDMETHODCALLTYPE *VSGetShader )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10VertexShader **ppVertexShader);
void ( STDMETHODCALLTYPE *PSGetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
void ( STDMETHODCALLTYPE *IAGetInputLayout )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10InputLayout **ppInputLayout);
void ( STDMETHODCALLTYPE *IAGetVertexBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__out_ecount_opt(NumBuffers) ID3D10Buffer **ppVertexBuffers,
/* [annotation] */
__out_ecount_opt(NumBuffers) UINT *pStrides,
/* [annotation] */
__out_ecount_opt(NumBuffers) UINT *pOffsets);
void ( STDMETHODCALLTYPE *IAGetIndexBuffer )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt ID3D10Buffer **pIndexBuffer,
/* [annotation] */
__out_opt DXGI_FORMAT *Format,
/* [annotation] */
__out_opt UINT *Offset);
void ( STDMETHODCALLTYPE *GSGetConstantBuffers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
/* [annotation] */
__out_ecount(NumBuffers) ID3D10Buffer **ppConstantBuffers);
void ( STDMETHODCALLTYPE *GSGetShader )(
ID3D10Device1 * This,
/* [annotation] */
__out ID3D10GeometryShader **ppGeometryShader);
void ( STDMETHODCALLTYPE *IAGetPrimitiveTopology )(
ID3D10Device1 * This,
/* [annotation] */
__out D3D10_PRIMITIVE_TOPOLOGY *pTopology);
void ( STDMETHODCALLTYPE *VSGetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
void ( STDMETHODCALLTYPE *VSGetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
void ( STDMETHODCALLTYPE *GetPredication )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt ID3D10Predicate **ppPredicate,
/* [annotation] */
__out_opt BOOL *pPredicateValue);
void ( STDMETHODCALLTYPE *GSGetShaderResources )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
/* [annotation] */
__out_ecount(NumViews) ID3D10ShaderResourceView **ppShaderResourceViews);
void ( STDMETHODCALLTYPE *GSGetSamplers )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
/* [annotation] */
__in_range( 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
/* [annotation] */
__out_ecount(NumSamplers) ID3D10SamplerState **ppSamplers);
void ( STDMETHODCALLTYPE *OMGetRenderTargets )(
ID3D10Device1 * This,
/* [annotation] */
__in_range( 0, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews,
/* [annotation] */
__out_ecount_opt(NumViews) ID3D10RenderTargetView **ppRenderTargetViews,
/* [annotation] */
__out_opt ID3D10DepthStencilView **ppDepthStencilView);
void ( STDMETHODCALLTYPE *OMGetBlendState )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt ID3D10BlendState **ppBlendState,
/* [annotation] */
__out_opt FLOAT BlendFactor[ 4 ],
/* [annotation] */
__out_opt UINT *pSampleMask);
void ( STDMETHODCALLTYPE *OMGetDepthStencilState )(
ID3D10Device1 * This,
/* [annotation] */
__out_opt ID3D10DepthStencilState **ppDepthStencilState,
/* [annotation] */
__out_opt UINT *pStencilRef);
void ( STDMETHODCALLTYPE *SOGetTargets )(