Welcome to mirror list, hosted at ThFree Co, Russian Federation.

d3d10_1.h - github.com/Joshua-Ashton/mingw-directx-headers.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 2380a36fda18c36ba3234f316681f823afbc394a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
/*** Autogenerated by WIDL 7.7 from include/d3d10_1.idl - Do not edit ***/

#ifdef _WIN32
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif
#include <rpc.h>
#include <rpcndr.h>
#endif

#ifndef COM_NO_WINDOWS_H
#include <windows.h>
#include <ole2.h>
#endif

#ifndef __d3d10_1_h__
#define __d3d10_1_h__

/* Forward declarations */

#ifndef __ID3D10BlendState1_FWD_DEFINED__
#define __ID3D10BlendState1_FWD_DEFINED__
typedef interface ID3D10BlendState1 ID3D10BlendState1;
#ifdef __cplusplus
interface ID3D10BlendState1;
#endif /* __cplusplus */
#endif

#ifndef __ID3D10ShaderResourceView1_FWD_DEFINED__
#define __ID3D10ShaderResourceView1_FWD_DEFINED__
typedef interface ID3D10ShaderResourceView1 ID3D10ShaderResourceView1;
#ifdef __cplusplus
interface ID3D10ShaderResourceView1;
#endif /* __cplusplus */
#endif

#ifndef __ID3D10Device1_FWD_DEFINED__
#define __ID3D10Device1_FWD_DEFINED__
typedef interface ID3D10Device1 ID3D10Device1;
#ifdef __cplusplus
interface ID3D10Device1;
#endif /* __cplusplus */
#endif

/* Headers for imported files */

#include <oaidl.h>
#include <ocidl.h>
#include <d3d10.h>

#ifdef __cplusplus
extern "C" {
#endif

#ifndef _D3D10_1_CONSTANTS
#define _D3D10_1_CONSTANTS
#define D3D10_1_DEFAULT_SAMPLE_MASK (0xffffffff)

#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
#define D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP      (0.6)
#define D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP (0.6f)
#include <d3d10_1shader.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 {
    WINBOOL 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 {
    WINBOOL AlphaToCoverageEnable;
    WINBOOL IndependentBlendEnable;
    D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8];
} D3D10_BLEND_DESC1;
/*****************************************************************************
 * ID3D10BlendState1 interface
 */
#ifndef __ID3D10BlendState1_INTERFACE_DEFINED__
#define __ID3D10BlendState1_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("edad8d99-8a35-4d6d-8566-2ea276cde161")
ID3D10BlendState1 : public ID3D10BlendState
{
    virtual void STDMETHODCALLTYPE GetDesc1(
        D3D10_BLEND_DESC1 *pDesc) = 0;

};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D10BlendState1, 0xedad8d99, 0x8a35, 0x4d6d, 0x85,0x66, 0x2e,0xa2,0x76,0xcd,0xe1,0x61)
#endif
#else
typedef struct ID3D10BlendState1Vtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3D10BlendState1 *This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3D10BlendState1 *This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3D10BlendState1 *This);

    /*** ID3D10DeviceChild methods ***/
    void (STDMETHODCALLTYPE *GetDevice)(
        ID3D10BlendState1 *This,
        ID3D10Device **ppDevice);

    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
        ID3D10BlendState1 *This,
        REFGUID guid,
        UINT *pDataSize,
        void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
        ID3D10BlendState1 *This,
        REFGUID guid,
        UINT DataSize,
        const void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
        ID3D10BlendState1 *This,
        REFGUID guid,
        const IUnknown *pData);

    /*** ID3D10BlendState methods ***/
    void (STDMETHODCALLTYPE *GetDesc)(
        ID3D10BlendState1 *This,
        D3D10_BLEND_DESC *pDesc);

    /*** ID3D10BlendState1 methods ***/
    void (STDMETHODCALLTYPE *GetDesc1)(
        ID3D10BlendState1 *This,
        D3D10_BLEND_DESC1 *pDesc);

    END_INTERFACE
} ID3D10BlendState1Vtbl;

interface ID3D10BlendState1 {
    CONST_VTBL ID3D10BlendState1Vtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#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)
/*** ID3D10DeviceChild methods ***/
#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)
/*** ID3D10BlendState methods ***/
#define ID3D10BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
/*** ID3D10BlendState1 methods ***/
#define ID3D10BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D10BlendState1_QueryInterface(ID3D10BlendState1* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D10BlendState1_AddRef(ID3D10BlendState1* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D10BlendState1_Release(ID3D10BlendState1* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3D10DeviceChild methods ***/
static FORCEINLINE void ID3D10BlendState1_GetDevice(ID3D10BlendState1* This,ID3D10Device **ppDevice) {
    This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3D10BlendState1_GetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateData(ID3D10BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) {
    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D10BlendState1_SetPrivateDataInterface(ID3D10BlendState1* This,REFGUID guid,const IUnknown *pData) {
    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
/*** ID3D10BlendState methods ***/
static FORCEINLINE void ID3D10BlendState1_GetDesc(ID3D10BlendState1* This,D3D10_BLEND_DESC *pDesc) {
    This->lpVtbl->GetDesc(This,pDesc);
}
/*** ID3D10BlendState1 methods ***/
static FORCEINLINE void ID3D10BlendState1_GetDesc1(ID3D10BlendState1* This,D3D10_BLEND_DESC1 *pDesc) {
    This->lpVtbl->GetDesc1(This,pDesc);
}
#endif
#endif

#endif


#endif  /* __ID3D10BlendState1_INTERFACE_DEFINED__ */

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;
    __C89_NAMELESS 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;
    } __C89_NAMELESSUNIONNAME;
} D3D10_SHADER_RESOURCE_VIEW_DESC1;
/*****************************************************************************
 * ID3D10ShaderResourceView1 interface
 */
#ifndef __ID3D10ShaderResourceView1_INTERFACE_DEFINED__
#define __ID3D10ShaderResourceView1_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("9b7e4c87-342c-4106-a19f-4f2704f689f0")
ID3D10ShaderResourceView1 : public ID3D10ShaderResourceView
{
    virtual void STDMETHODCALLTYPE GetDesc1(
        D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) = 0;

};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D10ShaderResourceView1, 0x9b7e4c87, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
#endif
#else
typedef struct ID3D10ShaderResourceView1Vtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3D10ShaderResourceView1 *This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3D10ShaderResourceView1 *This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3D10ShaderResourceView1 *This);

    /*** ID3D10DeviceChild methods ***/
    void (STDMETHODCALLTYPE *GetDevice)(
        ID3D10ShaderResourceView1 *This,
        ID3D10Device **ppDevice);

    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
        ID3D10ShaderResourceView1 *This,
        REFGUID guid,
        UINT *pDataSize,
        void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
        ID3D10ShaderResourceView1 *This,
        REFGUID guid,
        UINT DataSize,
        const void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
        ID3D10ShaderResourceView1 *This,
        REFGUID guid,
        const IUnknown *pData);

    /*** ID3D10View methods ***/
    void (STDMETHODCALLTYPE *GetResource)(
        ID3D10ShaderResourceView1 *This,
        ID3D10Resource **ppResource);

    /*** ID3D10ShaderResourceView methods ***/
    void (STDMETHODCALLTYPE *GetDesc)(
        ID3D10ShaderResourceView1 *This,
        D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);

    /*** ID3D10ShaderResourceView1 methods ***/
    void (STDMETHODCALLTYPE *GetDesc1)(
        ID3D10ShaderResourceView1 *This,
        D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);

    END_INTERFACE
} ID3D10ShaderResourceView1Vtbl;

interface ID3D10ShaderResourceView1 {
    CONST_VTBL ID3D10ShaderResourceView1Vtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#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)
/*** ID3D10DeviceChild methods ***/
#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)
/*** ID3D10View methods ***/
#define ID3D10ShaderResourceView1_GetResource(This,ppResource) (This)->lpVtbl->GetResource(This,ppResource)
/*** ID3D10ShaderResourceView methods ***/
#define ID3D10ShaderResourceView1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
/*** ID3D10ShaderResourceView1 methods ***/
#define ID3D10ShaderResourceView1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D10ShaderResourceView1_QueryInterface(ID3D10ShaderResourceView1* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D10ShaderResourceView1_AddRef(ID3D10ShaderResourceView1* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D10ShaderResourceView1_Release(ID3D10ShaderResourceView1* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3D10DeviceChild methods ***/
static FORCEINLINE void ID3D10ShaderResourceView1_GetDevice(ID3D10ShaderResourceView1* This,ID3D10Device **ppDevice) {
    This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3D10ShaderResourceView1_GetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT *pDataSize,void *pData) {
    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateData(ID3D10ShaderResourceView1* This,REFGUID guid,UINT DataSize,const void *pData) {
    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D10ShaderResourceView1_SetPrivateDataInterface(ID3D10ShaderResourceView1* This,REFGUID guid,const IUnknown *pData) {
    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
/*** ID3D10View methods ***/
static FORCEINLINE void ID3D10ShaderResourceView1_GetResource(ID3D10ShaderResourceView1* This,ID3D10Resource **ppResource) {
    This->lpVtbl->GetResource(This,ppResource);
}
/*** ID3D10ShaderResourceView methods ***/
static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc) {
    This->lpVtbl->GetDesc(This,pDesc);
}
/*** ID3D10ShaderResourceView1 methods ***/
static FORCEINLINE void ID3D10ShaderResourceView1_GetDesc1(ID3D10ShaderResourceView1* This,D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc) {
    This->lpVtbl->GetDesc1(This,pDesc);
}
#endif
#endif

#endif


#endif  /* __ID3D10ShaderResourceView1_INTERFACE_DEFINED__ */

/*****************************************************************************
 * ID3D10Device1 interface
 */
#ifndef __ID3D10Device1_INTERFACE_DEFINED__
#define __ID3D10Device1_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("9b7e4c8f-342c-4106-a19f-4f2704f689f0")
ID3D10Device1 : public ID3D10Device
{
    virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
        ID3D10Resource *pResource,
        const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
        ID3D10ShaderResourceView1 **ppSRView) = 0;

    virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
        const D3D10_BLEND_DESC1 *pBlendStateDesc,
        ID3D10BlendState1 **ppBlendState) = 0;

    virtual D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel(
        ) = 0;

};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D10Device1, 0x9b7e4c8f, 0x342c, 0x4106, 0xa1,0x9f, 0x4f,0x27,0x04,0xf6,0x89,0xf0)
#endif
#else
typedef struct ID3D10Device1Vtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3D10Device1 *This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3D10Device1 *This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3D10Device1 *This);

    /*** ID3D10Device methods ***/
    void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D10Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *PSSetShaderResources)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumViews,
        ID3D10ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *PSSetShader)(
        ID3D10Device1 *This,
        ID3D10PixelShader *pPixelShader);

    void (STDMETHODCALLTYPE *PSSetSamplers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D10SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *VSSetShader)(
        ID3D10Device1 *This,
        ID3D10VertexShader *pVertexShader);

    void (STDMETHODCALLTYPE *DrawIndexed)(
        ID3D10Device1 *This,
        UINT IndexCount,
        UINT StartIndexLocation,
        INT BaseVertexLocation);

    void (STDMETHODCALLTYPE *Draw)(
        ID3D10Device1 *This,
        UINT VertexCount,
        UINT StartVertexLocation);

    void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D10Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *IASetInputLayout)(
        ID3D10Device1 *This,
        ID3D10InputLayout *pInputLayout);

    void (STDMETHODCALLTYPE *IASetVertexBuffers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D10Buffer *const *ppVertexBuffers,
        const UINT *pStrides,
        const UINT *pOffsets);

    void (STDMETHODCALLTYPE *IASetIndexBuffer)(
        ID3D10Device1 *This,
        ID3D10Buffer *pIndexBuffer,
        DXGI_FORMAT Format,
        UINT Offset);

    void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
        ID3D10Device1 *This,
        UINT IndexCountPerInstance,
        UINT InstanceCount,
        UINT StartIndexLocation,
        INT BaseVertexLocation,
        UINT StartInstanceLocation);

    void (STDMETHODCALLTYPE *DrawInstanced)(
        ID3D10Device1 *This,
        UINT VertexCountPerInstance,
        UINT InstanceCount,
        UINT StartVertexLocation,
        UINT StartInstanceLocation);

    void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D10Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *GSSetShader)(
        ID3D10Device1 *This,
        ID3D10GeometryShader *pShader);

    void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
        ID3D10Device1 *This,
        D3D10_PRIMITIVE_TOPOLOGY Topology);

    void (STDMETHODCALLTYPE *VSSetShaderResources)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumViews,
        ID3D10ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *VSSetSamplers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D10SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *SetPredication)(
        ID3D10Device1 *This,
        ID3D10Predicate *pPredicate,
        WINBOOL PredicateValue);

    void (STDMETHODCALLTYPE *GSSetShaderResources)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumViews,
        ID3D10ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *GSSetSamplers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D10SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *OMSetRenderTargets)(
        ID3D10Device1 *This,
        UINT NumViews,
        ID3D10RenderTargetView *const *ppRenderTargetViews,
        ID3D10DepthStencilView *pDepthStencilView);

    void (STDMETHODCALLTYPE *OMSetBlendState)(
        ID3D10Device1 *This,
        ID3D10BlendState *pBlendState,
        const FLOAT BlendFactor[4],
        UINT SampleMask);

    void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
        ID3D10Device1 *This,
        ID3D10DepthStencilState *pDepthStencilState,
        UINT StencilRef);

    void (STDMETHODCALLTYPE *SOSetTargets)(
        ID3D10Device1 *This,
        UINT NumBuffers,
        ID3D10Buffer *const *ppSOTargets,
        const UINT *pOffsets);

    void (STDMETHODCALLTYPE *DrawAuto)(
        ID3D10Device1 *This);

    void (STDMETHODCALLTYPE *RSSetState)(
        ID3D10Device1 *This,
        ID3D10RasterizerState *pRasterizerState);

    void (STDMETHODCALLTYPE *RSSetViewports)(
        ID3D10Device1 *This,
        UINT NumViewports,
        const D3D10_VIEWPORT *pViewports);

    void (STDMETHODCALLTYPE *RSSetScissorRects)(
        ID3D10Device1 *This,
        UINT NumRects,
        const D3D10_RECT *pRects);

    void (STDMETHODCALLTYPE *CopySubresourceRegion)(
        ID3D10Device1 *This,
        ID3D10Resource *pDstResource,
        UINT DstSubresource,
        UINT DstX,
        UINT DstY,
        UINT DstZ,
        ID3D10Resource *pSrcResource,
        UINT SrcSubresource,
        const D3D10_BOX *pSrcBox);

    void (STDMETHODCALLTYPE *CopyResource)(
        ID3D10Device1 *This,
        ID3D10Resource *pDstResource,
        ID3D10Resource *pSrcResource);

    void (STDMETHODCALLTYPE *UpdateSubresource)(
        ID3D10Device1 *This,
        ID3D10Resource *pDstResource,
        UINT DstSubresource,
        const D3D10_BOX *pDstBox,
        const void *pSrcData,
        UINT SrcRowPitch,
        UINT SrcDepthPitch);

    void (STDMETHODCALLTYPE *ClearRenderTargetView)(
        ID3D10Device1 *This,
        ID3D10RenderTargetView *pRenderTargetView,
        const FLOAT ColorRGBA[4]);

    void (STDMETHODCALLTYPE *ClearDepthStencilView)(
        ID3D10Device1 *This,
        ID3D10DepthStencilView *pDepthStencilView,
        UINT ClearFlags,
        FLOAT Depth,
        UINT8 Stencil);

    void (STDMETHODCALLTYPE *GenerateMips)(
        ID3D10Device1 *This,
        ID3D10ShaderResourceView *pShaderResourceView);

    void (STDMETHODCALLTYPE *ResolveSubresource)(
        ID3D10Device1 *This,
        ID3D10Resource *pDstResource,
        UINT DstSubresource,
        ID3D10Resource *pSrcResource,
        UINT SrcSubresource,
        DXGI_FORMAT Format);

    void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D10Buffer **ppConstantBuffers);

    void (STDMETHODCALLTYPE *PSGetShaderResources)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumViews,
        ID3D10ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *PSGetShader)(
        ID3D10Device1 *This,
        ID3D10PixelShader **ppPixelShader);

    void (STDMETHODCALLTYPE *PSGetSamplers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D10SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *VSGetShader)(
        ID3D10Device1 *This,
        ID3D10VertexShader **ppVertexShader);

    void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D10Buffer **ppConstantBuffers);

    void (STDMETHODCALLTYPE *IAGetInputLayout)(
        ID3D10Device1 *This,
        ID3D10InputLayout **ppInputLayout);

    void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D10Buffer **ppVertexBuffers,
        UINT *pStrides,
        UINT *pOffsets);

    void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
        ID3D10Device1 *This,
        ID3D10Buffer **pIndexBuffer,
        DXGI_FORMAT *Format,
        UINT *Offset);

    void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D10Buffer **ppConstantBuffers);

    void (STDMETHODCALLTYPE *GSGetShader)(
        ID3D10Device1 *This,
        ID3D10GeometryShader **ppGeometryShader);

    void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
        ID3D10Device1 *This,
        D3D10_PRIMITIVE_TOPOLOGY *pTopology);

    void (STDMETHODCALLTYPE *VSGetShaderResources)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumViews,
        ID3D10ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *VSGetSamplers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D10SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *GetPredication)(
        ID3D10Device1 *This,
        ID3D10Predicate **ppPredicate,
        WINBOOL *pPredicateValue);

    void (STDMETHODCALLTYPE *GSGetShaderResources)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumViews,
        ID3D10ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *GSGetSamplers)(
        ID3D10Device1 *This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D10SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *OMGetRenderTargets)(
        ID3D10Device1 *This,
        UINT NumViews,
        ID3D10RenderTargetView **ppRenderTargetViews,
        ID3D10DepthStencilView **ppDepthStencilView);

    void (STDMETHODCALLTYPE *OMGetBlendState)(
        ID3D10Device1 *This,
        ID3D10BlendState **ppBlendState,
        FLOAT BlendFactor[4],
        UINT *pSampleMask);

    void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
        ID3D10Device1 *This,
        ID3D10DepthStencilState **ppDepthStencilState,
        UINT *pStencilRef);

    void (STDMETHODCALLTYPE *SOGetTargets)(
        ID3D10Device1 *This,
        UINT NumBuffers,
        ID3D10Buffer **ppSOTargets,
        UINT *pOffsets);

    void (STDMETHODCALLTYPE *RSGetState)(
        ID3D10Device1 *This,
        ID3D10RasterizerState **ppRasterizerState);

    void (STDMETHODCALLTYPE *RSGetViewports)(
        ID3D10Device1 *This,
        UINT *NumViewports,
        D3D10_VIEWPORT *pViewports);

    void (STDMETHODCALLTYPE *RSGetScissorRects)(
        ID3D10Device1 *This,
        UINT *NumRects,
        D3D10_RECT *pRects);

    HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)(
        ID3D10Device1 *This);

    HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(
        ID3D10Device1 *This,
        UINT RaiseFlags);

    UINT (STDMETHODCALLTYPE *GetExceptionMode)(
        ID3D10Device1 *This);

    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
        ID3D10Device1 *This,
        REFGUID guid,
        UINT *pDataSize,
        void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
        ID3D10Device1 *This,
        REFGUID guid,
        UINT DataSize,
        const void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
        ID3D10Device1 *This,
        REFGUID guid,
        const IUnknown *pData);

    void (STDMETHODCALLTYPE *ClearState)(
        ID3D10Device1 *This);

    void (STDMETHODCALLTYPE *Flush)(
        ID3D10Device1 *This);

    HRESULT (STDMETHODCALLTYPE *CreateBuffer)(
        ID3D10Device1 *This,
        const D3D10_BUFFER_DESC *pDesc,
        const D3D10_SUBRESOURCE_DATA *pInitialData,
        ID3D10Buffer **ppBuffer);

    HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(
        ID3D10Device1 *This,
        const D3D10_TEXTURE1D_DESC *pDesc,
        const D3D10_SUBRESOURCE_DATA *pInitialData,
        ID3D10Texture1D **ppTexture1D);

    HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(
        ID3D10Device1 *This,
        const D3D10_TEXTURE2D_DESC *pDesc,
        const D3D10_SUBRESOURCE_DATA *pInitialData,
        ID3D10Texture2D **ppTexture2D);

    HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(
        ID3D10Device1 *This,
        const D3D10_TEXTURE3D_DESC *pDesc,
        const D3D10_SUBRESOURCE_DATA *pInitialData,
        ID3D10Texture3D **ppTexture3D);

    HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(
        ID3D10Device1 *This,
        ID3D10Resource *pResource,
        const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
        ID3D10ShaderResourceView **ppSRView);

    HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(
        ID3D10Device1 *This,
        ID3D10Resource *pResource,
        const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
        ID3D10RenderTargetView **ppRTView);

    HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(
        ID3D10Device1 *This,
        ID3D10Resource *pResource,
        const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
        ID3D10DepthStencilView **ppDepthStencilView);

    HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(
        ID3D10Device1 *This,
        const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
        UINT NumElements,
        const void *pShaderBytecodeWithInputSignature,
        SIZE_T BytecodeLength,
        ID3D10InputLayout **ppInputLayout);

    HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(
        ID3D10Device1 *This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D10VertexShader **ppVertexShader);

    HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(
        ID3D10Device1 *This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D10GeometryShader **ppGeometryShader);

    HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(
        ID3D10Device1 *This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
        UINT NumEntries,
        UINT OutputStreamStride,
        ID3D10GeometryShader **ppGeometryShader);

    HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(
        ID3D10Device1 *This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D10PixelShader **ppPixelShader);

    HRESULT (STDMETHODCALLTYPE *CreateBlendState)(
        ID3D10Device1 *This,
        const D3D10_BLEND_DESC *pBlendStateDesc,
        ID3D10BlendState **ppBlendState);

    HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(
        ID3D10Device1 *This,
        const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
        ID3D10DepthStencilState **ppDepthStencilState);

    HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(
        ID3D10Device1 *This,
        const D3D10_RASTERIZER_DESC *pRasterizerDesc,
        ID3D10RasterizerState **ppRasterizerState);

    HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(
        ID3D10Device1 *This,
        const D3D10_SAMPLER_DESC *pSamplerDesc,
        ID3D10SamplerState **ppSamplerState);

    HRESULT (STDMETHODCALLTYPE *CreateQuery)(
        ID3D10Device1 *This,
        const D3D10_QUERY_DESC *pQueryDesc,
        ID3D10Query **ppQuery);

    HRESULT (STDMETHODCALLTYPE *CreatePredicate)(
        ID3D10Device1 *This,
        const D3D10_QUERY_DESC *pPredicateDesc,
        ID3D10Predicate **ppPredicate);

    HRESULT (STDMETHODCALLTYPE *CreateCounter)(
        ID3D10Device1 *This,
        const D3D10_COUNTER_DESC *pCounterDesc,
        ID3D10Counter **ppCounter);

    HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(
        ID3D10Device1 *This,
        DXGI_FORMAT Format,
        UINT *pFormatSupport);

    HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(
        ID3D10Device1 *This,
        DXGI_FORMAT Format,
        UINT SampleCount,
        UINT *pNumQualityLevels);

    void (STDMETHODCALLTYPE *CheckCounterInfo)(
        ID3D10Device1 *This,
        D3D10_COUNTER_INFO *pCounterInfo);

    HRESULT (STDMETHODCALLTYPE *CheckCounter)(
        ID3D10Device1 *This,
        const D3D10_COUNTER_DESC *pDesc,
        D3D10_COUNTER_TYPE *pType,
        UINT *pActiveCounters,
        char *name,
        UINT *pNameLength,
        char *units,
        UINT *pUnitsLength,
        char *description,
        UINT *pDescriptionLength);

    UINT (STDMETHODCALLTYPE *GetCreationFlags)(
        ID3D10Device1 *This);

    HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(
        ID3D10Device1 *This,
        HANDLE hResource,
        REFIID ReturnedInterface,
        void **ppResource);

    void (STDMETHODCALLTYPE *SetTextFilterSize)(
        ID3D10Device1 *This,
        UINT Width,
        UINT Height);

    void (STDMETHODCALLTYPE *GetTextFilterSize)(
        ID3D10Device1 *This,
        UINT *pWidth,
        UINT *pHeight);

    /*** ID3D10Device1 methods ***/
    HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView1)(
        ID3D10Device1 *This,
        ID3D10Resource *pResource,
        const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
        ID3D10ShaderResourceView1 **ppSRView);

    HRESULT (STDMETHODCALLTYPE *CreateBlendState1)(
        ID3D10Device1 *This,
        const D3D10_BLEND_DESC1 *pBlendStateDesc,
        ID3D10BlendState1 **ppBlendState);

    D3D10_FEATURE_LEVEL1 (STDMETHODCALLTYPE *GetFeatureLevel)(
        ID3D10Device1 *This);

    END_INTERFACE
} ID3D10Device1Vtbl;

interface ID3D10Device1 {
    CONST_VTBL ID3D10Device1Vtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#define ID3D10Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
#define ID3D10Device1_AddRef(This) (This)->lpVtbl->AddRef(This)
#define ID3D10Device1_Release(This) (This)->lpVtbl->Release(This)
/*** ID3D10Device methods ***/
#define ID3D10Device1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D10Device1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D10Device1_PSSetShader(This,pPixelShader) (This)->lpVtbl->PSSetShader(This,pPixelShader)
#define ID3D10Device1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D10Device1_VSSetShader(This,pVertexShader) (This)->lpVtbl->VSSetShader(This,pVertexShader)
#define ID3D10Device1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)
#define ID3D10Device1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation)
#define ID3D10Device1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D10Device1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout)
#define ID3D10Device1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
#define ID3D10Device1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset)
#define ID3D10Device1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)
#define ID3D10Device1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)
#define ID3D10Device1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D10Device1_GSSetShader(This,pShader) (This)->lpVtbl->GSSetShader(This,pShader)
#define ID3D10Device1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology)
#define ID3D10Device1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D10Device1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D10Device1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue)
#define ID3D10Device1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D10Device1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D10Device1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)
#define ID3D10Device1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)
#define ID3D10Device1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef)
#define ID3D10Device1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)
#define ID3D10Device1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This)
#define ID3D10Device1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState)
#define ID3D10Device1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports)
#define ID3D10Device1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects)
#define ID3D10Device1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)
#define ID3D10Device1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource)
#define ID3D10Device1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)
#define ID3D10Device1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)
#define ID3D10Device1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)
#define ID3D10Device1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView)
#define ID3D10Device1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)
#define ID3D10Device1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D10Device1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D10Device1_PSGetShader(This,ppPixelShader) (This)->lpVtbl->PSGetShader(This,ppPixelShader)
#define ID3D10Device1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D10Device1_VSGetShader(This,ppVertexShader) (This)->lpVtbl->VSGetShader(This,ppVertexShader)
#define ID3D10Device1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D10Device1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout)
#define ID3D10Device1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
#define ID3D10Device1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)
#define ID3D10Device1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D10Device1_GSGetShader(This,ppGeometryShader) (This)->lpVtbl->GSGetShader(This,ppGeometryShader)
#define ID3D10Device1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology)
#define ID3D10Device1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D10Device1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D10Device1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue)
#define ID3D10Device1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D10Device1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D10Device1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)
#define ID3D10Device1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)
#define ID3D10Device1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)
#define ID3D10Device1_SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets)
#define ID3D10Device1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState)
#define ID3D10Device1_RSGetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,NumViewports,pViewports)
#define ID3D10Device1_RSGetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,NumRects,pRects)
#define ID3D10Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This)
#define ID3D10Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags)
#define ID3D10Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This)
#define ID3D10Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
#define ID3D10Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
#define ID3D10Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
#define ID3D10Device1_ClearState(This) (This)->lpVtbl->ClearState(This)
#define ID3D10Device1_Flush(This) (This)->lpVtbl->Flush(This)
#define ID3D10Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
#define ID3D10Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
#define ID3D10Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
#define ID3D10Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
#define ID3D10Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
#define ID3D10Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
#define ID3D10Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
#define ID3D10Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)
#define ID3D10Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader)
#define ID3D10Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader)
#define ID3D10Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader)
#define ID3D10Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader)
#define ID3D10Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState)
#define ID3D10Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)
#define ID3D10Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)
#define ID3D10Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState)
#define ID3D10Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery)
#define ID3D10Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate)
#define ID3D10Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter)
#define ID3D10Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport)
#define ID3D10Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)
#define ID3D10Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo)
#define ID3D10Device1_CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength)
#define ID3D10Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This)
#define ID3D10Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource)
#define ID3D10Device1_SetTextFilterSize(This,Width,Height) (This)->lpVtbl->SetTextFilterSize(This,Width,Height)
#define ID3D10Device1_GetTextFilterSize(This,pWidth,pHeight) (This)->lpVtbl->GetTextFilterSize(This,pWidth,pHeight)
/*** ID3D10Device1 methods ***/
#define ID3D10Device1_CreateShaderResourceView1(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView)
#define ID3D10Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState)
#define ID3D10Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D10Device1_QueryInterface(ID3D10Device1* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D10Device1_AddRef(ID3D10Device1* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D10Device1_Release(ID3D10Device1* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3D10Device methods ***/
static FORCEINLINE void ID3D10Device1_VSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
    This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D10Device1_PSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D10Device1_PSSetShader(ID3D10Device1* This,ID3D10PixelShader *pPixelShader) {
    This->lpVtbl->PSSetShader(This,pPixelShader);
}
static FORCEINLINE void ID3D10Device1_PSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
    This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D10Device1_VSSetShader(ID3D10Device1* This,ID3D10VertexShader *pVertexShader) {
    This->lpVtbl->VSSetShader(This,pVertexShader);
}
static FORCEINLINE void ID3D10Device1_DrawIndexed(ID3D10Device1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
    This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
}
static FORCEINLINE void ID3D10Device1_Draw(ID3D10Device1* This,UINT VertexCount,UINT StartVertexLocation) {
    This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
}
static FORCEINLINE void ID3D10Device1_PSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
    This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D10Device1_IASetInputLayout(ID3D10Device1* This,ID3D10InputLayout *pInputLayout) {
    This->lpVtbl->IASetInputLayout(This,pInputLayout);
}
static FORCEINLINE void ID3D10Device1_IASetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
    This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
}
static FORCEINLINE void ID3D10Device1_IASetIndexBuffer(ID3D10Device1* This,ID3D10Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
    This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
}
static FORCEINLINE void ID3D10Device1_DrawIndexedInstanced(ID3D10Device1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
    This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
}
static FORCEINLINE void ID3D10Device1_DrawInstanced(ID3D10Device1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
    This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
}
static FORCEINLINE void ID3D10Device1_GSSetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer *const *ppConstantBuffers) {
    This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D10Device1_GSSetShader(ID3D10Device1* This,ID3D10GeometryShader *pShader) {
    This->lpVtbl->GSSetShader(This,pShader);
}
static FORCEINLINE void ID3D10Device1_IASetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY Topology) {
    This->lpVtbl->IASetPrimitiveTopology(This,Topology);
}
static FORCEINLINE void ID3D10Device1_VSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D10Device1_VSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
    This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D10Device1_SetPredication(ID3D10Device1* This,ID3D10Predicate *pPredicate,WINBOOL PredicateValue) {
    This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
}
static FORCEINLINE void ID3D10Device1_GSSetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D10Device1_GSSetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState *const *ppSamplers) {
    This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D10Device1_OMSetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView *const *ppRenderTargetViews,ID3D10DepthStencilView *pDepthStencilView) {
    This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
}
static FORCEINLINE void ID3D10Device1_OMSetBlendState(ID3D10Device1* This,ID3D10BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
    This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
}
static FORCEINLINE void ID3D10Device1_OMSetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState *pDepthStencilState,UINT StencilRef) {
    This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
}
static FORCEINLINE void ID3D10Device1_SOSetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer *const *ppSOTargets,const UINT *pOffsets) {
    This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
}
static FORCEINLINE void ID3D10Device1_DrawAuto(ID3D10Device1* This) {
    This->lpVtbl->DrawAuto(This);
}
static FORCEINLINE void ID3D10Device1_RSSetState(ID3D10Device1* This,ID3D10RasterizerState *pRasterizerState) {
    This->lpVtbl->RSSetState(This,pRasterizerState);
}
static FORCEINLINE void ID3D10Device1_RSSetViewports(ID3D10Device1* This,UINT NumViewports,const D3D10_VIEWPORT *pViewports) {
    This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
}
static FORCEINLINE void ID3D10Device1_RSSetScissorRects(ID3D10Device1* This,UINT NumRects,const D3D10_RECT *pRects) {
    This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
}
static FORCEINLINE void ID3D10Device1_CopySubresourceRegion(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D10Resource *pSrcResource,UINT SrcSubresource,const D3D10_BOX *pSrcBox) {
    This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
}
static FORCEINLINE void ID3D10Device1_CopyResource(ID3D10Device1* This,ID3D10Resource *pDstResource,ID3D10Resource *pSrcResource) {
    This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
}
static FORCEINLINE void ID3D10Device1_UpdateSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,const D3D10_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
    This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
}
static FORCEINLINE void ID3D10Device1_ClearRenderTargetView(ID3D10Device1* This,ID3D10RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
    This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
}
static FORCEINLINE void ID3D10Device1_ClearDepthStencilView(ID3D10Device1* This,ID3D10DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
    This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
}
static FORCEINLINE void ID3D10Device1_GenerateMips(ID3D10Device1* This,ID3D10ShaderResourceView *pShaderResourceView) {
    This->lpVtbl->GenerateMips(This,pShaderResourceView);
}
static FORCEINLINE void ID3D10Device1_ResolveSubresource(ID3D10Device1* This,ID3D10Resource *pDstResource,UINT DstSubresource,ID3D10Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
    This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
}
static FORCEINLINE void ID3D10Device1_VSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
    This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D10Device1_PSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D10Device1_PSGetShader(ID3D10Device1* This,ID3D10PixelShader **ppPixelShader) {
    This->lpVtbl->PSGetShader(This,ppPixelShader);
}
static FORCEINLINE void ID3D10Device1_PSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
    This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D10Device1_VSGetShader(ID3D10Device1* This,ID3D10VertexShader **ppVertexShader) {
    This->lpVtbl->VSGetShader(This,ppVertexShader);
}
static FORCEINLINE void ID3D10Device1_PSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
    This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D10Device1_IAGetInputLayout(ID3D10Device1* This,ID3D10InputLayout **ppInputLayout) {
    This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
}
static FORCEINLINE void ID3D10Device1_IAGetVertexBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
    This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
}
static FORCEINLINE void ID3D10Device1_IAGetIndexBuffer(ID3D10Device1* This,ID3D10Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
    This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
}
static FORCEINLINE void ID3D10Device1_GSGetConstantBuffers(ID3D10Device1* This,UINT StartSlot,UINT NumBuffers,ID3D10Buffer **ppConstantBuffers) {
    This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D10Device1_GSGetShader(ID3D10Device1* This,ID3D10GeometryShader **ppGeometryShader) {
    This->lpVtbl->GSGetShader(This,ppGeometryShader);
}
static FORCEINLINE void ID3D10Device1_IAGetPrimitiveTopology(ID3D10Device1* This,D3D10_PRIMITIVE_TOPOLOGY *pTopology) {
    This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
}
static FORCEINLINE void ID3D10Device1_VSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D10Device1_VSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
    This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D10Device1_GetPredication(ID3D10Device1* This,ID3D10Predicate **ppPredicate,WINBOOL *pPredicateValue) {
    This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
}
static FORCEINLINE void ID3D10Device1_GSGetShaderResources(ID3D10Device1* This,UINT StartSlot,UINT NumViews,ID3D10ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D10Device1_GSGetSamplers(ID3D10Device1* This,UINT StartSlot,UINT NumSamplers,ID3D10SamplerState **ppSamplers) {
    This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D10Device1_OMGetRenderTargets(ID3D10Device1* This,UINT NumViews,ID3D10RenderTargetView **ppRenderTargetViews,ID3D10DepthStencilView **ppDepthStencilView) {
    This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
}
static FORCEINLINE void ID3D10Device1_OMGetBlendState(ID3D10Device1* This,ID3D10BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
    This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
}
static FORCEINLINE void ID3D10Device1_OMGetDepthStencilState(ID3D10Device1* This,ID3D10DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
    This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
}
static FORCEINLINE void ID3D10Device1_SOGetTargets(ID3D10Device1* This,UINT NumBuffers,ID3D10Buffer **ppSOTargets,UINT *pOffsets) {
    This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets,pOffsets);
}
static FORCEINLINE void ID3D10Device1_RSGetState(ID3D10Device1* This,ID3D10RasterizerState **ppRasterizerState) {
    This->lpVtbl->RSGetState(This,ppRasterizerState);
}
static FORCEINLINE void ID3D10Device1_RSGetViewports(ID3D10Device1* This,UINT *NumViewports,D3D10_VIEWPORT *pViewports) {
    This->lpVtbl->RSGetViewports(This,NumViewports,pViewports);
}
static FORCEINLINE void ID3D10Device1_RSGetScissorRects(ID3D10Device1* This,UINT *NumRects,D3D10_RECT *pRects) {
    This->lpVtbl->RSGetScissorRects(This,NumRects,pRects);
}
static FORCEINLINE HRESULT ID3D10Device1_GetDeviceRemovedReason(ID3D10Device1* This) {
    return This->lpVtbl->GetDeviceRemovedReason(This);
}
static FORCEINLINE HRESULT ID3D10Device1_SetExceptionMode(ID3D10Device1* This,UINT RaiseFlags) {
    return This->lpVtbl->SetExceptionMode(This,RaiseFlags);
}
static FORCEINLINE UINT ID3D10Device1_GetExceptionMode(ID3D10Device1* This) {
    return This->lpVtbl->GetExceptionMode(This);
}
static FORCEINLINE HRESULT ID3D10Device1_GetPrivateData(ID3D10Device1* This,REFGUID guid,UINT *pDataSize,void *pData) {
    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D10Device1_SetPrivateData(ID3D10Device1* This,REFGUID guid,UINT DataSize,const void *pData) {
    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D10Device1_SetPrivateDataInterface(ID3D10Device1* This,REFGUID guid,const IUnknown *pData) {
    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
static FORCEINLINE void ID3D10Device1_ClearState(ID3D10Device1* This) {
    This->lpVtbl->ClearState(This);
}
static FORCEINLINE void ID3D10Device1_Flush(ID3D10Device1* This) {
    This->lpVtbl->Flush(This);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateBuffer(ID3D10Device1* This,const D3D10_BUFFER_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Buffer **ppBuffer) {
    return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateTexture1D(ID3D10Device1* This,const D3D10_TEXTURE1D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture1D **ppTexture1D) {
    return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateTexture2D(ID3D10Device1* This,const D3D10_TEXTURE2D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture2D **ppTexture2D) {
    return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateTexture3D(ID3D10Device1* This,const D3D10_TEXTURE3D_DESC *pDesc,const D3D10_SUBRESOURCE_DATA *pInitialData,ID3D10Texture3D **ppTexture3D) {
    return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D10ShaderResourceView **ppSRView) {
    return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateRenderTargetView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,ID3D10RenderTargetView **ppRTView) {
    return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilView(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D10DepthStencilView **ppDepthStencilView) {
    return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateInputLayout(ID3D10Device1* This,const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D10InputLayout **ppInputLayout) {
    return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateVertexShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10VertexShader **ppVertexShader) {
    return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,ppVertexShader);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10GeometryShader **ppGeometryShader) {
    return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,ppGeometryShader);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateGeometryShaderWithStreamOutput(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,UINT NumEntries,UINT OutputStreamStride,ID3D10GeometryShader **ppGeometryShader) {
    return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,OutputStreamStride,ppGeometryShader);
}
static FORCEINLINE HRESULT ID3D10Device1_CreatePixelShader(ID3D10Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D10PixelShader **ppPixelShader) {
    return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,ppPixelShader);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState(ID3D10Device1* This,const D3D10_BLEND_DESC *pBlendStateDesc,ID3D10BlendState **ppBlendState) {
    return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateDepthStencilState(ID3D10Device1* This,const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D10DepthStencilState **ppDepthStencilState) {
    return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateRasterizerState(ID3D10Device1* This,const D3D10_RASTERIZER_DESC *pRasterizerDesc,ID3D10RasterizerState **ppRasterizerState) {
    return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateSamplerState(ID3D10Device1* This,const D3D10_SAMPLER_DESC *pSamplerDesc,ID3D10SamplerState **ppSamplerState) {
    return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateQuery(ID3D10Device1* This,const D3D10_QUERY_DESC *pQueryDesc,ID3D10Query **ppQuery) {
    return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery);
}
static FORCEINLINE HRESULT ID3D10Device1_CreatePredicate(ID3D10Device1* This,const D3D10_QUERY_DESC *pPredicateDesc,ID3D10Predicate **ppPredicate) {
    return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pCounterDesc,ID3D10Counter **ppCounter) {
    return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter);
}
static FORCEINLINE HRESULT ID3D10Device1_CheckFormatSupport(ID3D10Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) {
    return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport);
}
static FORCEINLINE HRESULT ID3D10Device1_CheckMultisampleQualityLevels(ID3D10Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) {
    return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels);
}
static FORCEINLINE void ID3D10Device1_CheckCounterInfo(ID3D10Device1* This,D3D10_COUNTER_INFO *pCounterInfo) {
    This->lpVtbl->CheckCounterInfo(This,pCounterInfo);
}
static FORCEINLINE HRESULT ID3D10Device1_CheckCounter(ID3D10Device1* This,const D3D10_COUNTER_DESC *pDesc,D3D10_COUNTER_TYPE *pType,UINT *pActiveCounters,char *name,UINT *pNameLength,char *units,UINT *pUnitsLength,char *description,UINT *pDescriptionLength) {
    return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,name,pNameLength,units,pUnitsLength,description,pDescriptionLength);
}
static FORCEINLINE UINT ID3D10Device1_GetCreationFlags(ID3D10Device1* This) {
    return This->lpVtbl->GetCreationFlags(This);
}
static FORCEINLINE HRESULT ID3D10Device1_OpenSharedResource(ID3D10Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) {
    return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource);
}
static FORCEINLINE void ID3D10Device1_SetTextFilterSize(ID3D10Device1* This,UINT Width,UINT Height) {
    This->lpVtbl->SetTextFilterSize(This,Width,Height);
}
static FORCEINLINE void ID3D10Device1_GetTextFilterSize(ID3D10Device1* This,UINT *pWidth,UINT *pHeight) {
    This->lpVtbl->GetTextFilterSize(This,pWidth,pHeight);
}
/*** ID3D10Device1 methods ***/
static FORCEINLINE HRESULT ID3D10Device1_CreateShaderResourceView1(ID3D10Device1* This,ID3D10Resource *pResource,const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,ID3D10ShaderResourceView1 **ppSRView) {
    return This->lpVtbl->CreateShaderResourceView1(This,pResource,pDesc,ppSRView);
}
static FORCEINLINE HRESULT ID3D10Device1_CreateBlendState1(ID3D10Device1* This,const D3D10_BLEND_DESC1 *pBlendStateDesc,ID3D10BlendState1 **ppBlendState) {
    return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState);
}
static FORCEINLINE D3D10_FEATURE_LEVEL1 ID3D10Device1_GetFeatureLevel(ID3D10Device1* This) {
    return This->lpVtbl->GetFeatureLevel(This);
}
#endif
#endif

#endif


#endif  /* __ID3D10Device1_INTERFACE_DEFINED__ */

#define D3D10_1_SDK_VERSION (0x20)

HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter*,D3D10_DRIVER_TYPE,
    HMODULE,UINT,D3D10_FEATURE_LEVEL1,UINT,ID3D10Device1**);
HRESULT __stdcall  D3D10CreateDeviceAndSwapChain1(IDXGIAdapter *adapter,enum D3D10_DRIVER_TYPE driver_type,HMODULE swrast,UINT flags,D3D10_FEATURE_LEVEL1 feature_level,UINT sdk_version,DXGI_SWAP_CHAIN_DESC *swapchain_desc,IDXGISwapChain **swapchain,ID3D10Device1 **device);

/* Begin additional prototypes for all interfaces */


/* End additional prototypes */

#ifdef __cplusplus
}
#endif

#endif /* __d3d10_1_h__ */