1/*** Autogenerated by WIDL 1.5.29 from /tmp/build-mingw64-toolchain-digit/src/mingw-w64-svn-r5861/mingw-w64-headers/direct-x/include/d3d10_1.idl - Do not edit ***/
2
3#ifndef __REQUIRED_RPCNDR_H_VERSION__
4#define __REQUIRED_RPCNDR_H_VERSION__ 475
5#endif
6
7#include <rpc.h>
8#include <rpcndr.h>
9
10#ifndef COM_NO_WINDOWS_H
11#include <windows.h>
12#include <ole2.h>
13#endif
14
15#ifndef __d3d10_1_h__
16#define __d3d10_1_h__
17
18/* Forward declarations */
19
20#ifndef __ID3D10BlendState1_FWD_DEFINED__
21#define __ID3D10BlendState1_FWD_DEFINED__
22typedef interface ID3D10BlendState1 ID3D10BlendState1;
23#endif
24
25#ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
26#define __ID3D10ShaderResourceView1_FWD_DEFINED__
27typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
28#endif
29
30#ifndef __ID3D10Device1_FWD_DEFINED__
31#define __ID3D10Device1_FWD_DEFINED__
32typedef interface ID3D10Device1 ID3D10Device1;
33#endif
34
35/* Headers for imported files */
36
37#include <oaidl.h>
38#include <ocidl.h>
39#include <d3d10.h>
40
41#ifdef __cplusplus
42extern "C" {
43#endif
44
45#include <d3d10_1shader.h>
46typedef enum D3D10_FEATURE_LEVEL1 {
47    D3D10_FEATURE_LEVEL_10_0 = 0xa000,
48    D3D10_FEATURE_LEVEL_10_1 = 0xa100,
49    D3D10_FEATURE_LEVEL_9_1 = 0x9100,
50    D3D10_FEATURE_LEVEL_9_2 = 0x9200,
51    D3D10_FEATURE_LEVEL_9_3 = 0x9300
52} D3D10_FEATURE_LEVEL1;
53typedef struct D3D10_RENDER_TARGET_BLEND_DESC1 {
54    WINBOOL BlendEnable;
55    D3D10_BLEND SrcBlend;
56    D3D10_BLEND DestBlend;
57    D3D10_BLEND_OP BlendOp;
58    D3D10_BLEND SrcBlendAlpha;
59    D3D10_BLEND DestBlendAlpha;
60    D3D10_BLEND_OP BlendOpAlpha;
61    UINT8 RenderTargetWriteMask;
62} D3D10_RENDER_TARGET_BLEND_DESC1;
63typedef struct D3D10_BLEND_DESC1 {
64    WINBOOL AlphaToCoverageEnable;
65    WINBOOL IndependentBlendEnable;
66    D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8];
67} D3D10_BLEND_DESC1;
68/*****************************************************************************
69 * ID3D10BlendState1 interface
70 */
71#ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
72#define __ID3D10BlendState1_INTERFACE_DEFINED__
73
74DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61);
75#if defined(__cplusplus) && !defined(CINTERFACE)
76MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161")
77ID3D10BlendState1 : public ID3D10BlendState
78{
79    virtual void STDMETHODCALLTYPE GetDesc1(
80        D3D10_BLEND_DESC1 *pDesc) = 0;
81
82};
83#ifdef __CRT_UUID_DECL
84__CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61)
85#endif
86#else
87typedef struct ID3D10BlendState1Vtbl {
88    BEGIN_INTERFACE
89
90    /*** IUnknown methods ***/
91    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
92        ID3D10BlendState1* This,
93        REFIID riid,
94        void **ppvObject);
95
96    ULONG (STDMETHODCALLTYPE *AddRef)(
97        ID3D10BlendState1* This);
98
99    ULONG (STDMETHODCALLTYPE *Release)(
100        ID3D10BlendState1* This);
101
102    /*** ID3D10DeviceChild methods ***/
103    void (STDMETHODCALLTYPE *GetDevice)(
104        ID3D10BlendState1* This,
105        ID3D10Device **ppDevice);
106
107    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
108        ID3D10BlendState1* This,
109        REFGUID guid,
110        UINT *pDataSize,
111        void *pData);
112
113    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
114        ID3D10BlendState1* This,
115        REFGUID guid,
116        UINT DataSize,
117        const void *pData);
118
119    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
120        ID3D10BlendState1* This,
121        REFGUID guid,
122        const IUnknown *pData);
123
124    /*** ID3D10BlendState methods ***/
125    void (STDMETHODCALLTYPE *GetDesc)(
126        ID3D10BlendState1* This,
127        D3D10_BLEND_DESC *pDesc);
128
129    /*** ID3D10BlendState1 methods ***/
130    void (STDMETHODCALLTYPE *GetDesc1)(
131        ID3D10BlendState1* This,
132        D3D10_BLEND_DESC1 *pDesc);
133
134    END_INTERFACE
135} ID3D10BlendState1Vtbl;
136interface ID3D10BlendState1 {
137    CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl;
138};
139
140#ifdef COBJMACROS
141#ifndef WIDL_C_INLINE_WRAPPERS
142/*** IUnknown methods ***/
143#define ID3D10BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
144#define ID3D10BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This)
145#define ID3D10BlendState1_Release(This) (This)->lpVtbl->Release(This)
146/*** ID3D10DeviceChild methods ***/
147#define ID3D10BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
148#define ID3D10BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
149#define ID3D10BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
150#define ID3D10BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
151/*** ID3D10BlendState methods ***/
152#define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
153/*** ID3D10BlendState1 methods ***/
154#define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
155#else
156/*** IUnknown methods ***/
157static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) {
158    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
159}
160static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) {
161    return This->lpVtbl->AddRef(This);
162}
163static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) {
164    return This->lpVtbl->Release(This);
165}
166/*** ID3D10DeviceChild methods ***/
167static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) {
168    This->lpVtbl->GetDevice(This,ppDevice);
169}
170static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
171    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
172}
173static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) {
174    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
175}
176static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) {
177    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
178}
179/*** ID3D10BlendState methods ***/
180static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) {
181    This->lpVtbl->GetDesc(This,pDesc);
182}
183/*** ID3D10BlendState1 methods ***/
184static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) {
185    This->lpVtbl->GetDesc1(This,pDesc);
186}
187#endif
188#endif
189
190#endif
191
192void STDMETHODCALLTYPE ID3D10BlendState1_GetDesc1_Proxy(
193    ID3D10BlendState1* This,
194    D3D10_BLEND_DESC1 *pDesc);
195void __RPC_STUB ID3D10BlendState1_GetDesc1_Stub(
196    IRpcStubBuffer* This,
197    IRpcChannelBuffer* pRpcChannelBuffer,
198    PRPC_MESSAGE pRpcMessage,
199    DWORD* pdwStubPhase);
200
201#endif  /* __ID3D10BlendState1_INTERFACE_DEFINED__ */
202
203typedef struct D3D10_TEXCUBE_ARRAY_SRV1 {
204    UINT MostDetailedMip;
205    UINT MipLevels;
206    UINT First2DArrayFace;
207    UINT NumCubes;
208} D3D10_TEXCUBE_ARRAY_SRV1;
209typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
210typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1 {
211    DXGI_FORMAT Format;
212    D3D10_SRV_DIMENSION1 ViewDimension;
213    __C89_NAMELESS union {
214        D3D10_BUFFER_SRV Buffer;
215        D3D10_TEX1D_SRV Texture1D;
216        D3D10_TEX1D_ARRAY_SRV Texture1DArray;
217        D3D10_TEX2D_SRV Texture2D;
218        D3D10_TEX2D_ARRAY_SRV Texture2DArray;
219        D3D10_TEX2DMS_SRV Texture2DMS;
220        D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
221        D3D10_TEX3D_SRV Texture3D;
222        D3D10_TEXCUBE_SRV TextureCube;
223        D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
224    } __C89_NAMELESSUNIONNAME;
225} D3D10_SHADER_RESOURCE_VIEW_DESC1;
226/*****************************************************************************
227 * ID3D10ShaderResourceView1 interface
228 */
229#ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
230#define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
231
232DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
233#if defined(__cplusplus) && !defined(CINTERFACE)
234MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0")
235ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
236{
237    virtual void STDMETHODCALLTYPE GetDesc1(
238        D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;
239
240};
241#ifdef __CRT_UUID_DECL
242__CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
243#endif
244#else
245typedef struct ID3D10ShaderResourceView1Vtbl {
246    BEGIN_INTERFACE
247
248    /*** IUnknown methods ***/
249    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
250        ID3D10ShaderResourceView1* This,
251        REFIID riid,
252        void **ppvObject);
253
254    ULONG (STDMETHODCALLTYPE *AddRef)(
255        ID3D10ShaderResourceView1* This);
256
257    ULONG (STDMETHODCALLTYPE *Release)(
258        ID3D10ShaderResourceView1* This);
259
260    /*** ID3D10DeviceChild methods ***/
261    void (STDMETHODCALLTYPE *GetDevice)(
262        ID3D10ShaderResourceView1* This,
263        ID3D10Device **ppDevice);
264
265    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
266        ID3D10ShaderResourceView1* This,
267        REFGUID guid,
268        UINT *pDataSize,
269        void *pData);
270
271    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
272        ID3D10ShaderResourceView1* This,
273        REFGUID guid,
274        UINT DataSize,
275        const void *pData);
276
277    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
278        ID3D10ShaderResourceView1* This,
279        REFGUID guid,
280        const IUnknown *pData);
281
282    /*** ID3D10View methods ***/
283    void (STDMETHODCALLTYPE *GetResource)(
284        ID3D10ShaderResourceView1* This,
285        ID3D10Resource **ppResource);
286
287    /*** ID3D10ShaderResourceView methods ***/
288    void (STDMETHODCALLTYPE *GetDesc)(
289        ID3D10ShaderResourceView1* This,
290        D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
291
292    /*** ID3D10ShaderResourceView1 methods ***/
293    void (STDMETHODCALLTYPE *GetDesc1)(
294        ID3D10ShaderResourceView1* This,
295        D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
296
297    END_INTERFACE
298} ID3D10ShaderResourceView1Vtbl;
299interface ID3D10ShaderResourceView1 {
300    CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl;
301};
302
303#ifdef COBJMACROS
304#ifndef WIDL_C_INLINE_WRAPPERS
305/*** IUnknown methods ***/
306#define ID3D10ShaderResourceView1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
307#define ID3D10ShaderResourceView1_AddRef(This) (This)->lpVtbl->AddRef(This)
308#define ID3D10ShaderResourceView1_Release(This) (This)->lpVtbl->Release(This)
309/*** ID3D10DeviceChild methods ***/
310#define ID3D10ShaderResourceView1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
311#define ID3D10ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
312#define ID3D10ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
313#define ID3D10ShaderResourceView1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
314/*** ID3D10View methods ***/
315#define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource)
316/*** ID3D10ShaderResourceView methods ***/
317#define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
318/*** ID3D10ShaderResourceView1 methods ***/
319#define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
320#else
321/*** IUnknown methods ***/
322static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) {
323    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
324}
325static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) {
326    return This->lpVtbl->AddRef(This);
327}
328static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) {
329    return This->lpVtbl->Release(This);
330}
331/*** ID3D10DeviceChild methods ***/
332static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) {
333    This->lpVtbl->GetDevice(This,ppDevice);
334}
335static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) {
336    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
337}
338static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) {
339    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
340}
341static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) {
342    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
343}
344/*** ID3D10View methods ***/
345static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) {
346    This->lpVtbl->GetResource(This,ppResource);
347}
348/*** ID3D10ShaderResourceView methods ***/
349static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) {
350    This->lpVtbl->GetDesc(This,pDesc);
351}
352/*** ID3D10ShaderResourceView1 methods ***/
353static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) {
354    This->lpVtbl->GetDesc1(This,pDesc);
355}
356#endif
357#endif
358
359#endif
360
361void STDMETHODCALLTYPE ID3D10ShaderResourceView1_GetDesc1_Proxy(
362    ID3D10ShaderResourceView1* This,
363    D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
364void __RPC_STUB ID3D10ShaderResourceView1_GetDesc1_Stub(
365    IRpcStubBuffer* This,
366    IRpcChannelBuffer* pRpcChannelBuffer,
367    PRPC_MESSAGE pRpcMessage,
368    DWORD* pdwStubPhase);
369
370#endif  /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */
371
372/*****************************************************************************
373 * ID3D10Device1 interface
374 */
375#ifndef __ID3D10Device1_INTERFACE_DEFINED__
376#define __ID3D10Device1_INTERFACE_DEFINED__
377
378DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
379#if defined(__cplusplus) && !defined(CINTERFACE)
380MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0")
381ID3D10Device1 : public ID3D10Device
382{
383    virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
384        ID3D10Resource *pResource,
385        const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
386        ID3D10ShaderResourceView1 **ppSRView) = 0;
387
388    virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
389        const D3D10_BLEND_DESC1 *pBlendStateDesc,
390        ID3D10BlendState1 **ppBlendState) = 0;
391
392    virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel(
393        ) = 0;
394
395};
396#ifdef __CRT_UUID_DECL
397__CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
398#endif
399#else
400typedef struct ID3D10Device1Vtbl {
401    BEGIN_INTERFACE
402
403    /*** IUnknown methods ***/
404    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
405        ID3D10Device1* This,
406        REFIID riid,
407        void **ppvObject);
408
409    ULONG (STDMETHODCALLTYPE *AddRef)(
410        ID3D10Device1* This);
411
412    ULONG (STDMETHODCALLTYPE *Release)(
413        ID3D10Device1* This);
414
415    /*** ID3D10Device methods ***/
416    void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
417        ID3D10Device1* This,
418        UINT StartSlot,
419        UINT NumBuffers,
420        ID3D10Buffer *const *ppConstantBuffers);
421
422    void (STDMETHODCALLTYPE *PSSetShaderResources)(
423        ID3D10Device1* This,
424        UINT StartSlot,
425        UINT NumViews,
426        ID3D10ShaderResourceView *const *ppShaderResourceViews);
427
428    void (STDMETHODCALLTYPE *PSSetShader)(
429        ID3D10Device1* This,
430        ID3D10PixelShader *pPixelShader);
431
432    void (STDMETHODCALLTYPE *PSSetSamplers)(
433        ID3D10Device1* This,
434        UINT StartSlot,
435        UINT NumSamplers,
436        ID3D10SamplerState *const *ppSamplers);
437
438    void (STDMETHODCALLTYPE *VSSetShader)(
439        ID3D10Device1* This,
440        ID3D10VertexShader *pVertexShader);
441
442    void (STDMETHODCALLTYPE *DrawIndexed)(
443        ID3D10Device1* This,
444        UINT IndexCount,
445        UINT StartIndexLocation,
446        INT BaseVertexLocation);
447
448    void (STDMETHODCALLTYPE *Draw)(
449        ID3D10Device1* This,
450        UINT VertexCount,
451        UINT StartVertexLocation);
452
453    void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
454        ID3D10Device1* This,
455        UINT StartSlot,
456        UINT NumBuffers,
457        ID3D10Buffer *const *ppConstantBuffers);
458
459    void (STDMETHODCALLTYPE *IASetInputLayout)(
460        ID3D10Device1* This,
461        ID3D10InputLayout *pInputLayout);
462
463    void (STDMETHODCALLTYPE *IASetVertexBuffers)(
464        ID3D10Device1* This,
465        UINT StartSlot,
466        UINT NumBuffers,
467        ID3D10Buffer *const *ppVertexBuffers,
468        const UINT *pStrides,
469        const UINT *pOffsets);
470
471    void (STDMETHODCALLTYPE *IASetIndexBuffer)(
472        ID3D10Device1* This,
473        ID3D10Buffer *pIndexBuffer,
474        DXGI_FORMAT Format,
475        UINT Offset);
476
477    void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
478        ID3D10Device1* This,
479        UINT IndexCountPerInstance,
480        UINT InstanceCount,
481        UINT StartIndexLocation,
482        INT BaseVertexLocation,
483        UINT StartInstanceLocation);
484
485    void (STDMETHODCALLTYPE *DrawInstanced)(
486        ID3D10Device1* This,
487        UINT VertexCountPerInstance,
488        UINT InstanceCount,
489        UINT StartVertexLocation,
490        UINT StartInstanceLocation);
491
492    void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
493        ID3D10Device1* This,
494        UINT StartSlot,
495        UINT NumBuffers,
496        ID3D10Buffer *const *ppConstantBuffers);
497
498    void (STDMETHODCALLTYPE *GSSetShader)(
499        ID3D10Device1* This,
500        ID3D10GeometryShader *pShader);
501
502    void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
503        ID3D10Device1* This,
504        D3D10_PRIMITIVE_TOPOLOGY Topology);
505
506    void (STDMETHODCALLTYPE *VSSetShaderResources)(
507        ID3D10Device1* This,
508        UINT StartSlot,
509        UINT NumViews,
510        ID3D10ShaderResourceView *const *ppShaderResourceViews);
511
512    void (STDMETHODCALLTYPE *VSSetSamplers)(
513        ID3D10Device1* This,
514        UINT StartSlot,
515        UINT NumSamplers,
516        ID3D10SamplerState *const *ppSamplers);
517
518    void (STDMETHODCALLTYPE *SetPredication)(
519        ID3D10Device1* This,
520        ID3D10Predicate *pPredicate,
521        WINBOOL PredicateValue);
522
523    void (STDMETHODCALLTYPE *GSSetShaderResources)(
524        ID3D10Device1* This,
525        UINT StartSlot,
526        UINT NumViews,
527        ID3D10ShaderResourceView *const *ppShaderResourceViews);
528
529    void (STDMETHODCALLTYPE *GSSetSamplers)(
530        ID3D10Device1* This,
531        UINT StartSlot,
532        UINT NumSamplers,
533        ID3D10SamplerState *const *ppSamplers);
534
535    void (STDMETHODCALLTYPE *OMSetRenderTargets)(
536        ID3D10Device1* This,
537        UINT NumViews,
538        ID3D10RenderTargetView *const *ppRenderTargetViews,
539        ID3D10DepthStencilView *pDepthStencilView);
540
541    void (STDMETHODCALLTYPE *OMSetBlendState)(
542        ID3D10Device1* This,
543        ID3D10BlendState *pBlendState,
544        const FLOAT BlendFactor[4],
545        UINT SampleMask);
546
547    void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
548        ID3D10Device1* This,
549        ID3D10DepthStencilState *pDepthStencilState,
550        UINT StencilRef);
551
552    void (STDMETHODCALLTYPE *SOSetTargets)(
553        ID3D10Device1* This,
554        UINT NumBuffers,
555        ID3D10Buffer *const *ppSOTargets,
556        const UINT *pOffsets);
557
558    void (STDMETHODCALLTYPE *DrawAuto)(
559        ID3D10Device1* This);
560
561    void (STDMETHODCALLTYPE *RSSetState)(
562        ID3D10Device1* This,
563        ID3D10RasterizerState *pRasterizerState);
564
565    void (STDMETHODCALLTYPE *RSSetViewports)(
566        ID3D10Device1* This,
567        UINT NumViewports,
568        const D3D10_VIEWPORT *pViewports);
569
570    void (STDMETHODCALLTYPE *RSSetScissorRects)(
571        ID3D10Device1* This,
572        UINT NumRects,
573        const D3D10_RECT *pRects);
574
575    void (STDMETHODCALLTYPE *CopySubresourceRegion)(
576        ID3D10Device1* This,
577        ID3D10Resource *pDstResource,
578        UINT DstSubresource,
579        UINT DstX,
580        UINT DstY,
581        UINT DstZ,
582        ID3D10Resource *pSrcResource,
583        UINT SrcSubresource,
584        const D3D10_BOX *pSrcBox);
585
586    void (STDMETHODCALLTYPE *CopyResource)(
587        ID3D10Device1* This,
588        ID3D10Resource *pDstResource,
589        ID3D10Resource *pSrcResource);
590
591    void (STDMETHODCALLTYPE *UpdateSubresource)(
592        ID3D10Device1* This,
593        ID3D10Resource *pDstResource,
594        UINT DstSubresource,
595        const D3D10_BOX *pDstBox,
596        const void *pSrcData,
597        UINT SrcRowPitch,
598        UINT SrcDepthPitch);
599
600    void (STDMETHODCALLTYPE *ClearRenderTargetView)(
601        ID3D10Device1* This,
602        ID3D10RenderTargetView *pRenderTargetView,
603        const FLOAT ColorRGBA[4]);
604
605    void (STDMETHODCALLTYPE *ClearDepthStencilView)(
606        ID3D10Device1* This,
607        ID3D10DepthStencilView *pDepthStencilView,
608        UINT ClearFlags,
609        FLOAT Depth,
610        UINT8 Stencil);
611
612    void (STDMETHODCALLTYPE *GenerateMips)(
613        ID3D10Device1* This,
614        ID3D10ShaderResourceView *pShaderResourceView);
615
616    void (STDMETHODCALLTYPE *ResolveSubresource)(
617        ID3D10Device1* This,
618        ID3D10Resource *pDstResource,
619        UINT DstSubresource,
620        ID3D10Resource *pSrcResource,
621        UINT SrcSubresource,
622        DXGI_FORMAT Format);
623
624    void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
625        ID3D10Device1* This,
626        UINT StartSlot,
627        UINT NumBuffers,
628        ID3D10Buffer **ppConstantBuffers);
629
630    void (STDMETHODCALLTYPE *PSGetShaderResources)(
631        ID3D10Device1* This,
632        UINT StartSlot,
633        UINT NumViews,
634        ID3D10ShaderResourceView **ppShaderResourceViews);
635
636    void (STDMETHODCALLTYPE *PSGetShader)(
637        ID3D10Device1* This,
638        ID3D10PixelShader **ppPixelShader);
639
640    void (STDMETHODCALLTYPE *PSGetSamplers)(
641        ID3D10Device1* This,
642        UINT StartSlot,
643        UINT NumSamplers,
644        ID3D10SamplerState **ppSamplers);
645
646    void (STDMETHODCALLTYPE *VSGetShader)(
647        ID3D10Device1* This,
648        ID3D10VertexShader **ppVertexShader);
649
650    void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
651        ID3D10Device1* This,
652        UINT StartSlot,
653        UINT NumBuffers,
654        ID3D10Buffer **ppConstantBuffers);
655
656    void (STDMETHODCALLTYPE *IAGetInputLayout)(
657        ID3D10Device1* This,
658        ID3D10InputLayout **ppInputLayout);
659
660    void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
661        ID3D10Device1* This,
662        UINT StartSlot,
663        UINT NumBuffers,
664        ID3D10Buffer **ppVertexBuffers,
665        UINT *pStrides,
666        UINT *pOffsets);
667
668    void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
669        ID3D10Device1* This,
670        ID3D10Buffer **pIndexBuffer,
671        DXGI_FORMAT *Format,
672        UINT *Offset);
673
674    void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
675        ID3D10Device1* This,
676        UINT StartSlot,
677        UINT NumBuffers,
678        ID3D10Buffer **ppConstantBuffers);
679
680    void (STDMETHODCALLTYPE *GSGetShader)(
681        ID3D10Device1* This,
682        ID3D10GeometryShader **ppGeometryShader);
683
684    void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
685        ID3D10Device1* This,
686        D3D10_PRIMITIVE_TOPOLOGY *pTopology);
687
688    void (STDMETHODCALLTYPE *VSGetShaderResources)(
689        ID3D10Device1* This,
690        UINT StartSlot,
691        UINT NumViews,
692        ID3D10ShaderResourceView **ppShaderResourceViews);
693
694    void (STDMETHODCALLTYPE *VSGetSamplers)(
695        ID3D10Device1* This,
696        UINT StartSlot,
697        UINT NumSamplers,
698        ID3D10SamplerState **ppSamplers);
699
700    void (STDMETHODCALLTYPE *GetPredication)(
701        ID3D10Device1* This,
702        ID3D10Predicate **ppPredicate,
703        WINBOOL *pPredicateValue);
704
705    void (STDMETHODCALLTYPE *GSGetShaderResources)(
706        ID3D10Device1* This,
707        UINT StartSlot,
708        UINT NumViews,
709        ID3D10ShaderResourceView **ppShaderResourceViews);
710
711    void (STDMETHODCALLTYPE *GSGetSamplers)(
712        ID3D10Device1* This,
713        UINT StartSlot,
714        UINT NumSamplers,
715        ID3D10SamplerState **ppSamplers);
716
717    void (STDMETHODCALLTYPE *OMGetRenderTargets)(
718        ID3D10Device1* This,
719        UINT NumViews,
720        ID3D10RenderTargetView **ppRenderTargetViews,
721        ID3D10DepthStencilView **ppDepthStencilView);
722
723    void (STDMETHODCALLTYPE *OMGetBlendState)(
724        ID3D10Device1* This,
725        ID3D10BlendState **ppBlendState,
726        FLOAT BlendFactor[4],
727        UINT *pSampleMask);
728
729    void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
730        ID3D10Device1* This,
731        ID3D10DepthStencilState **ppDepthStencilState,
732        UINT *pStencilRef);
733
734    void (STDMETHODCALLTYPE *SOGetTargets)(
735        ID3D10Device1* This,
736        UINT NumBuffers,
737        ID3D10Buffer **ppSOTargets,
738        UINT *pOffsets);
739
740    void (STDMETHODCALLTYPE *RSGetState)(
741        ID3D10Device1* This,
742        ID3D10RasterizerState **ppRasterizerState);
743
744    void (STDMETHODCALLTYPE *RSGetViewports)(
745        ID3D10Device1* This,
746        UINT *NumViewports,
747        D3D10_VIEWPORT *pViewports);
748
749    void (STDMETHODCALLTYPE *RSGetScissorRects)(
750        ID3D10Device1* This,
751        UINT *NumRects,
752        D3D10_RECT *pRects);
753
754    HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)(
755        ID3D10Device1* This);
756
757    HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(
758        ID3D10Device1* This,
759        UINT RaiseFlags);
760
761    UINT (STDMETHODCALLTYPE *GetExceptionMode)(
762        ID3D10Device1* This);
763
764    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
765        ID3D10Device1* This,
766        REFGUID guid,
767        UINT *pDataSize,
768        void *pData);
769
770    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
771        ID3D10Device1* This,
772        REFGUID guid,
773        UINT DataSize,
774        const void *pData);
775
776    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
777        ID3D10Device1* This,
778        REFGUID guid,
779        const IUnknown *pData);
780
781    void (STDMETHODCALLTYPE *ClearState)(
782        ID3D10Device1* This);
783
784    void (STDMETHODCALLTYPE *Flush)(
785        ID3D10Device1* This);
786
787    HRESULT (STDMETHODCALLTYPE *CreateBuffer)(
788        ID3D10Device1* This,
789        const D3D10_BUFFER_DESC *pDesc,
790        const D3D10_SUBRESOURCE_DATA *pInitialData,
791        ID3D10Buffer **ppBuffer);
792
793    HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(
794        ID3D10Device1* This,
795        const D3D10_TEXTURE1D_DESC *pDesc,
796        const D3D10_SUBRESOURCE_DATA *pInitialData,
797        ID3D10Texture1D **ppTexture1D);
798
799    HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(
800        ID3D10Device1* This,
801        const D3D10_TEXTURE2D_DESC *pDesc,
802        const D3D10_SUBRESOURCE_DATA *pInitialData,
803        ID3D10Texture2D **ppTexture2D);
804
805    HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(
806        ID3D10Device1* This,
807        const D3D10_TEXTURE3D_DESC *pDesc,
808        const D3D10_SUBRESOURCE_DATA *pInitialData,
809        ID3D10Texture3D **ppTexture3D);
810
811    HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(
812        ID3D10Device1* This,
813        ID3D10Resource *pResource,
814        const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
815        ID3D10ShaderResourceView **ppSRView);
816
817    HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(
818        ID3D10Device1* This,
819        ID3D10Resource *pResource,
820        const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
821        ID3D10RenderTargetView **ppRTView);
822
823    HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(
824        ID3D10Device1* This,
825        ID3D10Resource *pResource,
826        const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
827        ID3D10DepthStencilView **ppDepthStencilView);
828
829    HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(
830        ID3D10Device1* This,
831        const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
832        UINT NumElements,
833        const void *pShaderBytecodeWithInputSignature,
834        SIZE_T BytecodeLength,
835        ID3D10InputLayout **ppInputLayout);
836
837    HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(
838        ID3D10Device1* This,
839        const void *pShaderBytecode,
840        SIZE_T BytecodeLength,
841        ID3D10VertexShader **ppVertexShader);
842
843    HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(
844        ID3D10Device1* This,
845        const void *pShaderBytecode,
846        SIZE_T BytecodeLength,
847        ID3D10GeometryShader **ppGeometryShader);
848
849    HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(
850        ID3D10Device1* This,
851        const void *pShaderBytecode,
852        SIZE_T BytecodeLength,
853        const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
854        UINT NumEntries,
855        UINT OutputStreamStride,
856        ID3D10GeometryShader **ppGeometryShader);
857
858    HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(
859        ID3D10Device1* This,
860        const void *pShaderBytecode,
861        SIZE_T BytecodeLength,
862        ID3D10PixelShader **ppPixelShader);
863
864    HRESULT (STDMETHODCALLTYPE *CreateBlendState)(
865        ID3D10Device1* This,
866        const D3D10_BLEND_DESC *pBlendStateDesc,
867        ID3D10BlendState **ppBlendState);
868
869    HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(
870        ID3D10Device1* This,
871        const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
872        ID3D10DepthStencilState **ppDepthStencilState);
873
874    HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(
875        ID3D10Device1* This,
876        const D3D10_RASTERIZER_DESC *pRasterizerDesc,
877        ID3D10RasterizerState **ppRasterizerState);
878
879    HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(
880        ID3D10Device1* This,
881        const D3D10_SAMPLER_DESC *pSamplerDesc,
882        ID3D10SamplerState **ppSamplerState);
883
884    HRESULT (STDMETHODCALLTYPE *CreateQuery)(
885        ID3D10Device1* This,
886        const D3D10_QUERY_DESC *pQueryDesc,
887        ID3D10Query **ppQuery);
888
889    HRESULT (STDMETHODCALLTYPE *CreatePredicate)(
890        ID3D10Device1* This,
891        const D3D10_QUERY_DESC *pPredicateDesc,
892        ID3D10Predicate **ppPredicate);
893
894    HRESULT (STDMETHODCALLTYPE *CreateCounter)(
895        ID3D10Device1* This,
896        const D3D10_COUNTER_DESC *pCounterDesc,
897        ID3D10Counter **ppCounter);
898
899    HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(
900        ID3D10Device1* This,
901        DXGI_FORMAT Format,
902        UINT *pFormatSupport);
903
904    HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(
905        ID3D10Device1* This,
906        DXGI_FORMAT Format,
907        UINT SampleCount,
908        UINT *pNumQualityLevels);
909
910    void (STDMETHODCALLTYPE *CheckCounterInfo)(
911        ID3D10Device1* This,
912        D3D10_COUNTER_INFO *pCounterInfo);
913
914    HRESULT (STDMETHODCALLTYPE *CheckCounter)(
915        ID3D10Device1* This,
916        const D3D10_COUNTER_DESC *pDesc,
917        D3D10_COUNTER_TYPE *pType,
918        UINT *pActiveCounters,
919        LPSTR szName,
920        UINT *pNameLength,
921        LPSTR szUnits,
922        UINT *pUnitsLength,
923        LPSTR szDescription,
924        UINT *pDescriptionLength);
925
926    UINT (STDMETHODCALLTYPE *GetCreationFlags)(
927        ID3D10Device1* This);
928
929    HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(
930        ID3D10Device1* This,
931        HANDLE hResource,
932        REFIID ReturnedInterface,
933        void **ppResource);
934
935    void (STDMETHODCALLTYPE *SetTextFilterSize)(
936        ID3D10Device1* This,
937        UINT Width,
938        UINT Height);
939
940    void (STDMETHODCALLTYPE *GetTextFilterSize)(
941        ID3D10Device1* This,
942        UINT *pWidth,
943        UINT *pHeight);
944
945    /*** ID3D10Device1 methods ***/
946    HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)(
947        ID3D10Device1* This,
948        ID3D10Resource *pResource,
949        const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
950        ID3D10ShaderResourceView1 **ppSRView);
951
952    HRESULT (STDMETHODCALLTYPE *CreateBlendState1)(
953        ID3D10Device1* This,
954        const D3D10_BLEND_DESC1 *pBlendStateDesc,
955        ID3D10BlendState1 **ppBlendState);
956
957    D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)(
958        ID3D10Device1* This);
959
960    END_INTERFACE
961} ID3D10Device1Vtbl;
962interface ID3D10Device1 {
963    CONST_VTBL ID3D10Device1Vtbl* lpVtbl;
964};
965
966#ifdef COBJMACROS
967#ifndef WIDL_C_INLINE_WRAPPERS
968/*** IUnknown methods ***/
969#define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
970#define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This)
971#define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This)
972/*** ID3D10Device methods ***/
973#define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
974#define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
975#define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader)
976#define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
977#define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader)
978#define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)
979#define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation)
980#define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
981#define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout)
982#define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
983#define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset)
984#define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)
985#define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)
986#define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
987#define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader)
988#define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology)
989#define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
990#define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
991#define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue)
992#define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
993#define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
994#define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)
995#define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)
996#define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef)
997#define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)
998#define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This)
999#define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState)
1000#define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports)
1001#define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects)
1002#define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)
1003#define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource)
1004#define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)
1005#define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)
1006#define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)
1007#define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView)
1008#define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)
1009#define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1010#define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1011#define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader)
1012#define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1013#define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader)
1014#define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1015#define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout)
1016#define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
1017#define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)
1018#define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1019#define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader)
1020#define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology)
1021#define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1022#define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1023#define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue)
1024#define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1025#define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1026#define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)
1027#define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)
1028#define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)
1029#define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets)
1030#define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState)
1031#define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports)
1032#define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects)
1033#define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This)
1034#define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags)
1035#define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This)
1036#define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
1037#define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
1038#define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
1039#define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This)
1040#define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This)
1041#define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
1042#define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
1043#define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
1044#define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
1045#define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
1046#define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
1047#define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
1048#define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)
1049#define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader)
1050#define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader)
1051#define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader)
1052#define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader)
1053#define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState)
1054#define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)
1055#define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)
1056#define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState)
1057#define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery)
1058#define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate)
1059#define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter)
1060#define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport)
1061#define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)
1062#define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo)
1063#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)
1064#define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This)
1065#define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource)
1066#define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height)
1067#define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight)
1068/*** ID3D10Device1 methods ***/
1069#define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView)
1070#define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState)
1071#define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This)
1072#else
1073/*** IUnknown methods ***/
1074static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) {
1075    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
1076}
1077static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) {
1078    return This->lpVtbl->AddRef(This);
1079}
1080static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) {
1081    return This->lpVtbl->Release(This);
1082}
1083/*** ID3D10Device methods ***/
1084static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1085    This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1086}
1087static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1088    This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1089}
1090static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) {
1091    This->lpVtbl->PSSetShader(This,pPixelShader);
1092}
1093static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1094    This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1095}
1096static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) {
1097    This->lpVtbl->VSSetShader(This,pVertexShader);
1098}
1099static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
1100    This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
1101}
1102static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) {
1103    This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
1104}
1105static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1106    This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1107}
1108static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) {
1109    This->lpVtbl->IASetInputLayout(This,pInputLayout);
1110}
1111static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
1112    This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
1113}
1114static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
1115    This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
1116}
1117static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
1118    This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
1119}
1120static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
1121    This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
1122}
1123static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
1124    This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1125}
1126static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) {
1127    This->lpVtbl->GSSetShader(This,pShader);
1128}
1129static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) {
1130    This->lpVtbl->IASetPrimitiveTopology(This,Topology);
1131}
1132static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1133    This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1134}
1135static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1136    This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1137}
1138static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) {
1139    This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
1140}
1141static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
1142    This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1143}
1144static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
1145    This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1146}
1147static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) {
1148    This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
1149}
1150static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
1151    This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
1152}
1153static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) {
1154    This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
1155}
1156static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) {
1157    This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
1158}
1159static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) {
1160    This->lpVtbl->DrawAuto(This);
1161}
1162static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) {
1163    This->lpVtbl->RSSetState(This,pRasterizerState);
1164}
1165static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) {
1166    This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
1167}
1168static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) {
1169    This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
1170}
1171static FORCEINLINE void ID3D10Device1_CopySubresourceRegion(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D10Resource *pSrcResource,UINT SrcSubresource,const D3D10_BOX *pSrcBox) {
1172    This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
1173}
1174static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) {
1175    This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
1176}
1177static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
1178    This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
1179}
1180static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
1181    This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
1182}
1183static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
1184    This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
1185}
1186static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) {
1187    This->lpVtbl->GenerateMips(This,pShaderResourceView);
1188}
1189static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
1190    This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
1191}
1192static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1193    This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1194}
1195static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1196    This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1197}
1198static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) {
1199    This->lpVtbl->PSGetShader(This,ppPixelShader);
1200}
1201static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1202    This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1203}
1204static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) {
1205    This->lpVtbl->VSGetShader(This,ppVertexShader);
1206}
1207static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1208    This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1209}
1210static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) {
1211    This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
1212}
1213static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
1214    This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
1215}
1216static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
1217    This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
1218}
1219static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
1220    This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1221}
1222static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) {
1223    This->lpVtbl->GSGetShader(This,ppGeometryShader);
1224}
1225static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) {
1226    This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
1227}
1228static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1229    This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1230}
1231static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1232    This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1233}
1234static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) {
1235    This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
1236}
1237static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
1238    This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1239}
1240static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
1241    This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1242}
1243static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) {
1244    This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
1245}
1246static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
1247    This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
1248}
1249static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
1250    This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
1251}
1252static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) {
1253    This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets);
1254}
1255static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) {
1256    This->lpVtbl->RSGetState(This,ppRasterizerState);
1257}
1258static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) {
1259    This->lpVtbl->RSGetViewports(This,NumViewports,pViewports);
1260}
1261static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) {
1262    This->lpVtbl->RSGetScissorRects(This,NumRects,pRects);
1263}
1264static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) {
1265    return This->lpVtbl->GetDeviceRemovedReason(This);
1266}
1267static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) {
1268    return This->lpVtbl->SetExceptionMode(This,RaiseFlags);
1269}
1270static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) {
1271    return This->lpVtbl->GetExceptionMode(This);
1272}
1273static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) {
1274    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
1275}
1276static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) {
1277    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
1278}
1279static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) {
1280    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
1281}
1282static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) {
1283    This->lpVtbl->ClearState(This);
1284}
1285static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) {
1286    This->lpVtbl->Flush(This);
1287}
1288static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) {
1289    return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
1290}
1291static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) {
1292    return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
1293}
1294static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) {
1295    return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
1296}
1297static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) {
1298    return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
1299}
1300static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) {
1301    return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
1302}
1303static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) {
1304    return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
1305}
1306static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) {
1307    return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
1308}
1309static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) {
1310    return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout);
1311}
1312static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) {
1313    return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader);
1314}
1315static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) {
1316    return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader);
1317}
1318static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShaderWithStreamOutput(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,UINT NumEntries,UINT OutputStreamStride,ID3D10GeometryShader **ppGeometryShader) {
1319    return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader);
1320}
1321static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) {
1322    return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader);
1323}
1324static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) {
1325    return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState);
1326}
1327static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) {
1328    return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState);
1329}
1330static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) {
1331    return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState);
1332}
1333static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) {
1334    return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState);
1335}
1336static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) {
1337    return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery);
1338}
1339static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) {
1340    return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate);
1341}
1342static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) {
1343    return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter);
1344}
1345static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) {
1346    return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport);
1347}
1348static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) {
1349    return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels);
1350}
1351static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) {
1352    This->lpVtbl->CheckCounterInfo(This,pCounterInfo);
1353}
1354static FORCEINLINE HRESULT ID3D10Device1_CheckCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,LPSTR szName,UINT *pNameLength,LPSTR szUnits,UINT *pUnitsLength,LPSTR szDescription,UINT *pDescriptionLength) {
1355    return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength);
1356}
1357static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) {
1358    return This->lpVtbl->GetCreationFlags(This);
1359}
1360static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) {
1361    return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource);
1362}
1363static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) {
1364    This->lpVtbl->SetTextFilterSize(This,Width,Height);
1365}
1366static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) {
1367    This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight);
1368}
1369/*** ID3D10Device1 methods ***/
1370static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) {
1371    return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView);
1372}
1373static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) {
1374    return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState);
1375}
1376static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) {
1377    return This->lpVtbl->GetFeatureLevel(This);
1378}
1379#endif
1380#endif
1381
1382#endif
1383
1384HRESULT STDMETHODCALLTYPE ID3D10Device1_CreateShaderResourceView1_Proxy(
1385    ID3D10Device1* This,
1386    ID3D10Resource *pResource,
1387    const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
1388    ID3D10ShaderResourceView1 **ppSRView);
1389void __RPC_STUB ID3D10Device1_CreateShaderResourceView1_Stub(
1390    IRpcStubBuffer* This,
1391    IRpcChannelBuffer* pRpcChannelBuffer,
1392    PRPC_MESSAGE pRpcMessage,
1393    DWORD* pdwStubPhase);
1394HRESULT STDMETHODCALLTYPE ID3D10Device1_CreateBlendState1_Proxy(
1395    ID3D10Device1* This,
1396    const D3D10_BLEND_DESC1 *pBlendStateDesc,
1397    ID3D10BlendState1 **ppBlendState);
1398void __RPC_STUB ID3D10Device1_CreateBlendState1_Stub(
1399    IRpcStubBuffer* This,
1400    IRpcChannelBuffer* pRpcChannelBuffer,
1401    PRPC_MESSAGE pRpcMessage,
1402    DWORD* pdwStubPhase);
1403D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE ID3D10Device1_GetFeatureLevel_Proxy(
1404    ID3D10Device1* This);
1405void __RPC_STUB ID3D10Device1_GetFeatureLevel_Stub(
1406    IRpcStubBuffer* This,
1407    IRpcChannelBuffer* pRpcChannelBuffer,
1408    PRPC_MESSAGE pRpcMessage,
1409    DWORD* pdwStubPhase);
1410
1411#endif  /* __ID3D10Device1_INTERFACE_DEFINED__ */
1412
1413#define D3D10_1_SDK_VERSION (0x20)
1414
1415/* Begin additional prototypes for all interfaces */
1416
1417
1418/* End additional prototypes */
1419
1420#ifdef __cplusplus
1421}
1422#endif
1423
1424#endif /* __d3d10_1_h__ */
1425