zigwin32/win32/graphics/direct3d10.zig

8975 lines
488 KiB
Zig

//! NOTE: this file is autogenerated, DO NOT MODIFY
//--------------------------------------------------------------------------------
// Section: Constants (301)
//--------------------------------------------------------------------------------
pub const D3D10_16BIT_INDEX_STRIP_CUT_VALUE = @as(u32, 65535);
pub const D3D10_32BIT_INDEX_STRIP_CUT_VALUE = @as(u32, 4294967295);
pub const D3D10_8BIT_INDEX_STRIP_CUT_VALUE = @as(u32, 255);
pub const D3D10_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT = @as(u32, 9);
pub const D3D10_CLIP_OR_CULL_DISTANCE_COUNT = @as(u32, 8);
pub const D3D10_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT = @as(u32, 2);
pub const D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT = @as(u32, 14);
pub const D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS = @as(u32, 4);
pub const D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT = @as(u32, 15);
pub const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT = @as(u32, 15);
pub const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST = @as(u32, 1);
pub const D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS = @as(u32, 1);
pub const D3D10_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT = @as(u32, 64);
pub const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT = @as(u32, 1);
pub const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST = @as(u32, 1);
pub const D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS = @as(u32, 1);
pub const D3D10_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS = @as(u32, 1);
pub const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT = @as(u32, 128);
pub const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST = @as(u32, 1);
pub const D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS = @as(u32, 1);
pub const D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT = @as(u32, 128);
pub const D3D10_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS = @as(u32, 1);
pub const D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT = @as(u32, 16);
pub const D3D10_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST = @as(u32, 1);
pub const D3D10_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS = @as(u32, 1);
pub const D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT = @as(u32, 16);
pub const D3D10_COMMONSHADER_SUBROUTINE_NESTING_LIMIT = @as(u32, 32);
pub const D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_COMMONSHADER_TEMP_REGISTER_COUNT = @as(u32, 4096);
pub const D3D10_COMMONSHADER_TEMP_REGISTER_READS_PER_INST = @as(u32, 3);
pub const D3D10_COMMONSHADER_TEMP_REGISTER_READ_PORTS = @as(u32, 3);
pub const D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX = @as(u32, 10);
pub const D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN = @as(i32, -10);
pub const D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE = @as(i32, -8);
pub const D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE = @as(u32, 7);
pub const D3D10_DEFAULT_BLEND_FACTOR_ALPHA = @as(f32, 1);
pub const D3D10_DEFAULT_BLEND_FACTOR_BLUE = @as(f32, 1);
pub const D3D10_DEFAULT_BLEND_FACTOR_GREEN = @as(f32, 1);
pub const D3D10_DEFAULT_BLEND_FACTOR_RED = @as(f32, 1);
pub const D3D10_DEFAULT_BORDER_COLOR_COMPONENT = @as(f32, 0);
pub const D3D10_DEFAULT_DEPTH_BIAS = @as(u32, 0);
pub const D3D10_DEFAULT_DEPTH_BIAS_CLAMP = @as(f32, 0);
pub const D3D10_DEFAULT_MAX_ANISOTROPY = @as(f32, 16);
pub const D3D10_DEFAULT_MIP_LOD_BIAS = @as(f32, 0);
pub const D3D10_DEFAULT_RENDER_TARGET_ARRAY_INDEX = @as(u32, 0);
pub const D3D10_DEFAULT_SAMPLE_MASK = @as(u32, 4294967295);
pub const D3D10_DEFAULT_SCISSOR_ENDX = @as(u32, 0);
pub const D3D10_DEFAULT_SCISSOR_ENDY = @as(u32, 0);
pub const D3D10_DEFAULT_SCISSOR_STARTX = @as(u32, 0);
pub const D3D10_DEFAULT_SCISSOR_STARTY = @as(u32, 0);
pub const D3D10_DEFAULT_SLOPE_SCALED_DEPTH_BIAS = @as(f32, 0);
pub const D3D10_DEFAULT_STENCIL_READ_MASK = @as(u32, 255);
pub const D3D10_DEFAULT_STENCIL_REFERENCE = @as(u32, 0);
pub const D3D10_DEFAULT_STENCIL_WRITE_MASK = @as(u32, 255);
pub const D3D10_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX = @as(u32, 0);
pub const D3D10_DEFAULT_VIEWPORT_HEIGHT = @as(u32, 0);
pub const D3D10_DEFAULT_VIEWPORT_MAX_DEPTH = @as(f32, 0);
pub const D3D10_DEFAULT_VIEWPORT_MIN_DEPTH = @as(f32, 0);
pub const D3D10_DEFAULT_VIEWPORT_TOPLEFTX = @as(u32, 0);
pub const D3D10_DEFAULT_VIEWPORT_TOPLEFTY = @as(u32, 0);
pub const D3D10_DEFAULT_VIEWPORT_WIDTH = @as(u32, 0);
pub const D3D10_FLOAT16_FUSED_TOLERANCE_IN_ULP = @as(f64, 6.0e-01);
pub const D3D10_FLOAT32_MAX = @as(f32, 3.4028235e+38);
pub const D3D10_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP = @as(f32, 6.0e-01);
pub const D3D10_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR = @as(f32, 2.4e+00);
pub const D3D10_FLOAT_TO_SRGB_EXPONENT_NUMERATOR = @as(f32, 1);
pub const D3D10_FLOAT_TO_SRGB_OFFSET = @as(f32, 5.5e-02);
pub const D3D10_FLOAT_TO_SRGB_SCALE_1 = @as(f32, 1.292e+01);
pub const D3D10_FLOAT_TO_SRGB_SCALE_2 = @as(f32, 1.055e+00);
pub const D3D10_FLOAT_TO_SRGB_THRESHOLD = @as(f32, 3.1308e-03);
pub const D3D10_FTOI_INSTRUCTION_MAX_INPUT = @as(f32, 2.1474836e+09);
pub const D3D10_FTOI_INSTRUCTION_MIN_INPUT = @as(f32, -2.1474836e+09);
pub const D3D10_FTOU_INSTRUCTION_MAX_INPUT = @as(f32, 4.2949673e+09);
pub const D3D10_FTOU_INSTRUCTION_MIN_INPUT = @as(f32, 0);
pub const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS = @as(u32, 1);
pub const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_GS_INPUT_PRIM_CONST_REGISTER_COUNT = @as(u32, 1);
pub const D3D10_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST = @as(u32, 2);
pub const D3D10_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS = @as(u32, 1);
pub const D3D10_GS_INPUT_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_GS_INPUT_REGISTER_COUNT = @as(u32, 16);
pub const D3D10_GS_INPUT_REGISTER_READS_PER_INST = @as(u32, 2);
pub const D3D10_GS_INPUT_REGISTER_READ_PORTS = @as(u32, 1);
pub const D3D10_GS_INPUT_REGISTER_VERTICES = @as(u32, 6);
pub const D3D10_GS_OUTPUT_ELEMENTS = @as(u32, 32);
pub const D3D10_GS_OUTPUT_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_GS_OUTPUT_REGISTER_COUNT = @as(u32, 32);
pub const D3D10_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES = @as(u32, 0);
pub const D3D10_IA_DEFAULT_PRIMITIVE_TOPOLOGY = @as(u32, 0);
pub const D3D10_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES = @as(u32, 0);
pub const D3D10_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT = @as(u32, 1);
pub const D3D10_IA_INSTANCE_ID_BIT_COUNT = @as(u32, 32);
pub const D3D10_IA_INTEGER_ARITHMETIC_BIT_COUNT = @as(u32, 32);
pub const D3D10_IA_PRIMITIVE_ID_BIT_COUNT = @as(u32, 32);
pub const D3D10_IA_VERTEX_ID_BIT_COUNT = @as(u32, 32);
pub const D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT = @as(u32, 16);
pub const D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS = @as(u32, 64);
pub const D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT = @as(u32, 16);
pub const D3D10_INTEGER_DIVIDE_BY_ZERO_QUOTIENT = @as(u32, 4294967295);
pub const D3D10_INTEGER_DIVIDE_BY_ZERO_REMAINDER = @as(u32, 4294967295);
pub const D3D10_LINEAR_GAMMA = @as(f32, 1);
pub const D3D10_MAX_BORDER_COLOR_COMPONENT = @as(f32, 1);
pub const D3D10_MAX_DEPTH = @as(f32, 1);
pub const D3D10_MAX_MAXANISOTROPY = @as(u32, 16);
pub const D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT = @as(u32, 32);
pub const D3D10_MAX_POSITION_VALUE = @as(f32, 3.4028236e+34);
pub const D3D10_MAX_TEXTURE_DIMENSION_2_TO_EXP = @as(u32, 17);
pub const D3D10_MIN_BORDER_COLOR_COMPONENT = @as(f32, 0);
pub const D3D10_MIN_DEPTH = @as(f32, 0);
pub const D3D10_MIN_MAXANISOTROPY = @as(u32, 0);
pub const D3D10_MIP_LOD_BIAS_MAX = @as(f32, 1.599e+01);
pub const D3D10_MIP_LOD_BIAS_MIN = @as(f32, -16);
pub const D3D10_MIP_LOD_FRACTIONAL_BIT_COUNT = @as(u32, 6);
pub const D3D10_MIP_LOD_RANGE_BIT_COUNT = @as(u32, 8);
pub const D3D10_MULTISAMPLE_ANTIALIAS_LINE_WIDTH = @as(f32, 1.4e+00);
pub const D3D10_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT = @as(u32, 0);
pub const D3D10_PIXEL_ADDRESS_RANGE_BIT_COUNT = @as(u32, 13);
pub const D3D10_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT = @as(u32, 15);
pub const D3D10_PS_FRONTFACING_DEFAULT_VALUE = @as(u32, 4294967295);
pub const D3D10_PS_FRONTFACING_FALSE_VALUE = @as(u32, 0);
pub const D3D10_PS_FRONTFACING_TRUE_VALUE = @as(u32, 4294967295);
pub const D3D10_PS_INPUT_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_PS_INPUT_REGISTER_COUNT = @as(u32, 32);
pub const D3D10_PS_INPUT_REGISTER_READS_PER_INST = @as(u32, 2);
pub const D3D10_PS_INPUT_REGISTER_READ_PORTS = @as(u32, 1);
pub const D3D10_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT = @as(f32, 0);
pub const D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS = @as(u32, 1);
pub const D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_PS_OUTPUT_DEPTH_REGISTER_COUNT = @as(u32, 1);
pub const D3D10_PS_OUTPUT_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_PS_OUTPUT_REGISTER_COUNT = @as(u32, 8);
pub const D3D10_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT = @as(f32, 5.0e-01);
pub const D3D10_REQ_BLEND_OBJECT_COUNT_PER_CONTEXT = @as(u32, 4096);
pub const D3D10_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP = @as(u32, 27);
pub const D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT = @as(u32, 4096);
pub const D3D10_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_CONTEXT = @as(u32, 4096);
pub const D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP = @as(u32, 32);
pub const D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP = @as(u32, 32);
pub const D3D10_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION = @as(u32, 8192);
pub const D3D10_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT = @as(u32, 1024);
pub const D3D10_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT = @as(u32, 4096);
pub const D3D10_REQ_MAXANISOTROPY = @as(u32, 16);
pub const D3D10_REQ_MIP_LEVELS = @as(u32, 14);
pub const D3D10_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES = @as(u32, 2048);
pub const D3D10_REQ_RASTERIZER_OBJECT_COUNT_PER_CONTEXT = @as(u32, 4096);
pub const D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH = @as(u32, 8192);
pub const D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES = @as(u32, 128);
pub const D3D10_REQ_RESOURCE_VIEW_COUNT_PER_CONTEXT_2_TO_EXP = @as(u32, 20);
pub const D3D10_REQ_SAMPLER_OBJECT_COUNT_PER_CONTEXT = @as(u32, 4096);
pub const D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION = @as(u32, 512);
pub const D3D10_REQ_TEXTURE1D_U_DIMENSION = @as(u32, 8192);
pub const D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION = @as(u32, 512);
pub const D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION = @as(u32, 8192);
pub const D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION = @as(u32, 2048);
pub const D3D10_REQ_TEXTURECUBE_DIMENSION = @as(u32, 8192);
pub const D3D10_RESINFO_INSTRUCTION_MISSING_COMPONENT_RETVAL = @as(u32, 0);
pub const D3D10_SHADER_MAJOR_VERSION = @as(u32, 4);
pub const D3D10_SHADER_MINOR_VERSION = @as(u32, 0);
pub const D3D10_SHIFT_INSTRUCTION_PAD_VALUE = @as(u32, 0);
pub const D3D10_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT = @as(u32, 5);
pub const D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT = @as(u32, 8);
pub const D3D10_SO_BUFFER_MAX_STRIDE_IN_BYTES = @as(u32, 2048);
pub const D3D10_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES = @as(u32, 256);
pub const D3D10_SO_BUFFER_SLOT_COUNT = @as(u32, 4);
pub const D3D10_SO_DDI_REGISTER_INDEX_DENOTING_GAP = @as(u32, 4294967295);
pub const D3D10_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER = @as(u32, 1);
pub const D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT = @as(u32, 64);
pub const D3D10_SRGB_GAMMA = @as(f32, 2.2e+00);
pub const D3D10_SRGB_TO_FLOAT_DENOMINATOR_1 = @as(f32, 1.292e+01);
pub const D3D10_SRGB_TO_FLOAT_DENOMINATOR_2 = @as(f32, 1.055e+00);
pub const D3D10_SRGB_TO_FLOAT_EXPONENT = @as(f32, 2.4e+00);
pub const D3D10_SRGB_TO_FLOAT_OFFSET = @as(f32, 5.5e-02);
pub const D3D10_SRGB_TO_FLOAT_THRESHOLD = @as(f32, 4.045e-02);
pub const D3D10_SRGB_TO_FLOAT_TOLERANCE_IN_ULP = @as(f32, 5.0e-01);
pub const D3D10_STANDARD_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_STANDARD_COMPONENT_BIT_COUNT_DOUBLED = @as(u32, 64);
pub const D3D10_STANDARD_MAXIMUM_ELEMENT_ALIGNMENT_BYTE_MULTIPLE = @as(u32, 4);
pub const D3D10_STANDARD_PIXEL_COMPONENT_COUNT = @as(u32, 128);
pub const D3D10_STANDARD_PIXEL_ELEMENT_COUNT = @as(u32, 32);
pub const D3D10_STANDARD_VECTOR_SIZE = @as(u32, 4);
pub const D3D10_STANDARD_VERTEX_ELEMENT_COUNT = @as(u32, 16);
pub const D3D10_STANDARD_VERTEX_TOTAL_COMPONENT_COUNT = @as(u32, 64);
pub const D3D10_SUBPIXEL_FRACTIONAL_BIT_COUNT = @as(u32, 8);
pub const D3D10_SUBTEXEL_FRACTIONAL_BIT_COUNT = @as(u32, 6);
pub const D3D10_TEXEL_ADDRESS_RANGE_BIT_COUNT = @as(u32, 18);
pub const D3D10_UNBOUND_MEMORY_ACCESS_RESULT = @as(u32, 0);
pub const D3D10_VIEWPORT_AND_SCISSORRECT_MAX_INDEX = @as(u32, 15);
pub const D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE = @as(u32, 16);
pub const D3D10_VIEWPORT_BOUNDS_MAX = @as(u32, 16383);
pub const D3D10_VIEWPORT_BOUNDS_MIN = @as(i32, -16384);
pub const D3D10_VS_INPUT_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_VS_INPUT_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_VS_INPUT_REGISTER_COUNT = @as(u32, 16);
pub const D3D10_VS_INPUT_REGISTER_READS_PER_INST = @as(u32, 2);
pub const D3D10_VS_INPUT_REGISTER_READ_PORTS = @as(u32, 1);
pub const D3D10_VS_OUTPUT_REGISTER_COMPONENTS = @as(u32, 4);
pub const D3D10_VS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_VS_OUTPUT_REGISTER_COUNT = @as(u32, 16);
pub const D3D10_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT = @as(u32, 10);
pub const D3D10_WHQL_DRAWINDEXED_INDEX_COUNT_2_TO_EXP = @as(u32, 25);
pub const D3D10_WHQL_DRAW_VERTEX_COUNT_2_TO_EXP = @as(u32, 25);
pub const D3D_MAJOR_VERSION = @as(u32, 10);
pub const D3D_MINOR_VERSION = @as(u32, 0);
pub const D3D_SPEC_DATE_DAY = @as(u32, 8);
pub const D3D_SPEC_DATE_MONTH = @as(u32, 8);
pub const D3D_SPEC_DATE_YEAR = @as(u32, 2006);
pub const D3D_SPEC_VERSION = @as(f64, 1.050005e+00);
pub const D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT = @as(u32, 16);
pub const D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT = @as(u32, 16);
pub const _FACD3D10 = @as(u32, 2169);
pub const D3D10_APPEND_ALIGNED_ELEMENT = @as(u32, 4294967295);
pub const D3D10_FILTER_TYPE_MASK = @as(u32, 3);
pub const D3D10_MIN_FILTER_SHIFT = @as(u32, 4);
pub const D3D10_MAG_FILTER_SHIFT = @as(u32, 2);
pub const D3D10_MIP_FILTER_SHIFT = @as(u32, 0);
pub const D3D10_COMPARISON_FILTERING_BIT = @as(u32, 128);
pub const D3D10_ANISOTROPIC_FILTERING_BIT = @as(u32, 64);
pub const D3D10_TEXT_1BIT_BIT = @as(u32, 2147483648);
pub const D3D10_SDK_VERSION = @as(u32, 29);
pub const D3D10_1_DEFAULT_SAMPLE_MASK = @as(u32, 4294967295);
pub const D3D10_1_FLOAT16_FUSED_TOLERANCE_IN_ULP = @as(f64, 6.0e-01);
pub const D3D10_1_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP = @as(f32, 6.0e-01);
pub const D3D10_1_GS_INPUT_REGISTER_COUNT = @as(u32, 32);
pub const D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS = @as(u32, 128);
pub const D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENTS = @as(u32, 1);
pub const D3D10_1_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT = @as(u32, 32);
pub const D3D10_1_PS_OUTPUT_MASK_REGISTER_COUNT = @as(u32, 1);
pub const D3D10_1_SHADER_MAJOR_VERSION = @as(u32, 4);
pub const D3D10_1_SHADER_MINOR_VERSION = @as(u32, 1);
pub const D3D10_1_SO_BUFFER_MAX_STRIDE_IN_BYTES = @as(u32, 2048);
pub const D3D10_1_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES = @as(u32, 256);
pub const D3D10_1_SO_BUFFER_SLOT_COUNT = @as(u32, 4);
pub const D3D10_1_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER = @as(u32, 1);
pub const D3D10_1_SO_SINGLE_BUFFER_COMPONENT_LIMIT = @as(u32, 64);
pub const D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT = @as(u32, 32);
pub const D3D10_1_SUBPIXEL_FRACTIONAL_BIT_COUNT = @as(u32, 8);
pub const D3D10_1_VS_INPUT_REGISTER_COUNT = @as(u32, 32);
pub const D3D10_1_VS_OUTPUT_REGISTER_COUNT = @as(u32, 32);
pub const D3D10_SDK_LAYERS_VERSION = @as(u32, 11);
pub const D3D10_DEBUG_FEATURE_FLUSH_PER_RENDER_OP = @as(u32, 1);
pub const D3D10_DEBUG_FEATURE_FINISH_PER_RENDER_OP = @as(u32, 2);
pub const D3D10_DEBUG_FEATURE_PRESENT_PER_RENDER_OP = @as(u32, 4);
pub const DXGI_DEBUG_D3D10 = Guid.initString("243b4c52-3606-4d3a-99d7-a7e7b33ed706");
pub const D3D10_REGKEY_PATH = "Software\\Microsoft\\Direct3D";
pub const D3D10_MUTE_DEBUG_OUTPUT = "MuteDebugOutput";
pub const D3D10_ENABLE_BREAK_ON_MESSAGE = "EnableBreakOnMessage";
pub const D3D10_INFOQUEUE_STORAGE_FILTER_OVERRIDE = "InfoQueueStorageFilterOverride";
pub const D3D10_MUTE_CATEGORY = "Mute_CATEGORY_%s";
pub const D3D10_MUTE_SEVERITY = "Mute_SEVERITY_%s";
pub const D3D10_MUTE_ID_STRING = "Mute_ID_%s";
pub const D3D10_MUTE_ID_DECIMAL = "Mute_ID_%d";
pub const D3D10_UNMUTE_SEVERITY_INFO = "Unmute_SEVERITY_INFO";
pub const D3D10_BREAKON_CATEGORY = "BreakOn_CATEGORY_%s";
pub const D3D10_BREAKON_SEVERITY = "BreakOn_SEVERITY_%s";
pub const D3D10_BREAKON_ID_STRING = "BreakOn_ID_%s";
pub const D3D10_BREAKON_ID_DECIMAL = "BreakOn_ID_%d";
pub const D3D10_APPSIZE_STRING = "Size";
pub const D3D10_APPNAME_STRING = "Name";
pub const D3D10_INFO_QUEUE_DEFAULT_MESSAGE_COUNT_LIMIT = @as(u32, 1024);
pub const D3D10_SHADER_DEBUG = @as(u32, 1);
pub const D3D10_SHADER_SKIP_VALIDATION = @as(u32, 2);
pub const D3D10_SHADER_SKIP_OPTIMIZATION = @as(u32, 4);
pub const D3D10_SHADER_PACK_MATRIX_ROW_MAJOR = @as(u32, 8);
pub const D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR = @as(u32, 16);
pub const D3D10_SHADER_PARTIAL_PRECISION = @as(u32, 32);
pub const D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT = @as(u32, 64);
pub const D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT = @as(u32, 128);
pub const D3D10_SHADER_NO_PRESHADER = @as(u32, 256);
pub const D3D10_SHADER_AVOID_FLOW_CONTROL = @as(u32, 512);
pub const D3D10_SHADER_PREFER_FLOW_CONTROL = @as(u32, 1024);
pub const D3D10_SHADER_ENABLE_STRICTNESS = @as(u32, 2048);
pub const D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY = @as(u32, 4096);
pub const D3D10_SHADER_IEEE_STRICTNESS = @as(u32, 8192);
pub const D3D10_SHADER_WARNINGS_ARE_ERRORS = @as(u32, 262144);
pub const D3D10_SHADER_RESOURCES_MAY_ALIAS = @as(u32, 524288);
pub const D3D10_ENABLE_UNBOUNDED_DESCRIPTOR_TABLES = @as(u32, 1048576);
pub const D3D10_ALL_RESOURCES_BOUND = @as(u32, 2097152);
pub const D3D10_SHADER_DEBUG_NAME_FOR_SOURCE = @as(u32, 4194304);
pub const D3D10_SHADER_DEBUG_NAME_FOR_BINARY = @as(u32, 8388608);
pub const D3D10_SHADER_OPTIMIZATION_LEVEL0 = @as(u32, 16384);
pub const D3D10_SHADER_OPTIMIZATION_LEVEL1 = @as(u32, 0);
pub const D3D10_SHADER_OPTIMIZATION_LEVEL3 = @as(u32, 32768);
pub const D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_LATEST = @as(u32, 0);
pub const D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_1_0 = @as(u32, 16);
pub const D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_1_1 = @as(u32, 32);
pub const D3D10_EFFECT_COMPILE_CHILD_EFFECT = @as(u32, 1);
pub const D3D10_EFFECT_COMPILE_ALLOW_SLOW_OPS = @as(u32, 2);
pub const D3D10_EFFECT_SINGLE_THREADED = @as(u32, 8);
pub const D3D10_EFFECT_VARIABLE_POOLED = @as(u32, 1);
pub const D3D10_EFFECT_VARIABLE_ANNOTATION = @as(u32, 2);
pub const D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT = @as(u32, 4);
pub const GUID_DeviceType = Guid.initString("d722fb4d-7a68-437a-b20c-5804ee2494a6");
//--------------------------------------------------------------------------------
// Section: Types (177)
//--------------------------------------------------------------------------------
pub const D3D10_INPUT_CLASSIFICATION = enum(i32) {
VERTEX_DATA = 0,
INSTANCE_DATA = 1,
};
pub const D3D10_INPUT_PER_VERTEX_DATA = D3D10_INPUT_CLASSIFICATION.VERTEX_DATA;
pub const D3D10_INPUT_PER_INSTANCE_DATA = D3D10_INPUT_CLASSIFICATION.INSTANCE_DATA;
pub const D3D10_INPUT_ELEMENT_DESC = extern struct {
SemanticName: ?[*:0]const u8,
SemanticIndex: u32,
Format: DXGI_FORMAT,
InputSlot: u32,
AlignedByteOffset: u32,
InputSlotClass: D3D10_INPUT_CLASSIFICATION,
InstanceDataStepRate: u32,
};
pub const D3D10_FILL_MODE = enum(i32) {
WIREFRAME = 2,
SOLID = 3,
};
pub const D3D10_FILL_WIREFRAME = D3D10_FILL_MODE.WIREFRAME;
pub const D3D10_FILL_SOLID = D3D10_FILL_MODE.SOLID;
pub const D3D10_CULL_MODE = enum(i32) {
NONE = 1,
FRONT = 2,
BACK = 3,
};
pub const D3D10_CULL_NONE = D3D10_CULL_MODE.NONE;
pub const D3D10_CULL_FRONT = D3D10_CULL_MODE.FRONT;
pub const D3D10_CULL_BACK = D3D10_CULL_MODE.BACK;
pub const D3D10_SO_DECLARATION_ENTRY = extern struct {
SemanticName: ?[*:0]const u8,
SemanticIndex: u32,
StartComponent: u8,
ComponentCount: u8,
OutputSlot: u8,
};
pub const D3D10_VIEWPORT = extern struct {
TopLeftX: i32,
TopLeftY: i32,
Width: u32,
Height: u32,
MinDepth: f32,
MaxDepth: f32,
};
pub const D3D10_RESOURCE_DIMENSION = enum(i32) {
UNKNOWN = 0,
BUFFER = 1,
TEXTURE1D = 2,
TEXTURE2D = 3,
TEXTURE3D = 4,
};
pub const D3D10_RESOURCE_DIMENSION_UNKNOWN = D3D10_RESOURCE_DIMENSION.UNKNOWN;
pub const D3D10_RESOURCE_DIMENSION_BUFFER = D3D10_RESOURCE_DIMENSION.BUFFER;
pub const D3D10_RESOURCE_DIMENSION_TEXTURE1D = D3D10_RESOURCE_DIMENSION.TEXTURE1D;
pub const D3D10_RESOURCE_DIMENSION_TEXTURE2D = D3D10_RESOURCE_DIMENSION.TEXTURE2D;
pub const D3D10_RESOURCE_DIMENSION_TEXTURE3D = D3D10_RESOURCE_DIMENSION.TEXTURE3D;
pub const D3D10_DSV_DIMENSION = enum(i32) {
UNKNOWN = 0,
TEXTURE1D = 1,
TEXTURE1DARRAY = 2,
TEXTURE2D = 3,
TEXTURE2DARRAY = 4,
TEXTURE2DMS = 5,
TEXTURE2DMSARRAY = 6,
};
pub const D3D10_DSV_DIMENSION_UNKNOWN = D3D10_DSV_DIMENSION.UNKNOWN;
pub const D3D10_DSV_DIMENSION_TEXTURE1D = D3D10_DSV_DIMENSION.TEXTURE1D;
pub const D3D10_DSV_DIMENSION_TEXTURE1DARRAY = D3D10_DSV_DIMENSION.TEXTURE1DARRAY;
pub const D3D10_DSV_DIMENSION_TEXTURE2D = D3D10_DSV_DIMENSION.TEXTURE2D;
pub const D3D10_DSV_DIMENSION_TEXTURE2DARRAY = D3D10_DSV_DIMENSION.TEXTURE2DARRAY;
pub const D3D10_DSV_DIMENSION_TEXTURE2DMS = D3D10_DSV_DIMENSION.TEXTURE2DMS;
pub const D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY = D3D10_DSV_DIMENSION.TEXTURE2DMSARRAY;
pub const D3D10_RTV_DIMENSION = enum(i32) {
UNKNOWN = 0,
BUFFER = 1,
TEXTURE1D = 2,
TEXTURE1DARRAY = 3,
TEXTURE2D = 4,
TEXTURE2DARRAY = 5,
TEXTURE2DMS = 6,
TEXTURE2DMSARRAY = 7,
TEXTURE3D = 8,
};
pub const D3D10_RTV_DIMENSION_UNKNOWN = D3D10_RTV_DIMENSION.UNKNOWN;
pub const D3D10_RTV_DIMENSION_BUFFER = D3D10_RTV_DIMENSION.BUFFER;
pub const D3D10_RTV_DIMENSION_TEXTURE1D = D3D10_RTV_DIMENSION.TEXTURE1D;
pub const D3D10_RTV_DIMENSION_TEXTURE1DARRAY = D3D10_RTV_DIMENSION.TEXTURE1DARRAY;
pub const D3D10_RTV_DIMENSION_TEXTURE2D = D3D10_RTV_DIMENSION.TEXTURE2D;
pub const D3D10_RTV_DIMENSION_TEXTURE2DARRAY = D3D10_RTV_DIMENSION.TEXTURE2DARRAY;
pub const D3D10_RTV_DIMENSION_TEXTURE2DMS = D3D10_RTV_DIMENSION.TEXTURE2DMS;
pub const D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY = D3D10_RTV_DIMENSION.TEXTURE2DMSARRAY;
pub const D3D10_RTV_DIMENSION_TEXTURE3D = D3D10_RTV_DIMENSION.TEXTURE3D;
pub const D3D10_USAGE = enum(i32) {
DEFAULT = 0,
IMMUTABLE = 1,
DYNAMIC = 2,
STAGING = 3,
};
pub const D3D10_USAGE_DEFAULT = D3D10_USAGE.DEFAULT;
pub const D3D10_USAGE_IMMUTABLE = D3D10_USAGE.IMMUTABLE;
pub const D3D10_USAGE_DYNAMIC = D3D10_USAGE.DYNAMIC;
pub const D3D10_USAGE_STAGING = D3D10_USAGE.STAGING;
pub const D3D10_BIND_FLAG = enum(i32) {
VERTEX_BUFFER = 1,
INDEX_BUFFER = 2,
CONSTANT_BUFFER = 4,
SHADER_RESOURCE = 8,
STREAM_OUTPUT = 16,
RENDER_TARGET = 32,
DEPTH_STENCIL = 64,
};
pub const D3D10_BIND_VERTEX_BUFFER = D3D10_BIND_FLAG.VERTEX_BUFFER;
pub const D3D10_BIND_INDEX_BUFFER = D3D10_BIND_FLAG.INDEX_BUFFER;
pub const D3D10_BIND_CONSTANT_BUFFER = D3D10_BIND_FLAG.CONSTANT_BUFFER;
pub const D3D10_BIND_SHADER_RESOURCE = D3D10_BIND_FLAG.SHADER_RESOURCE;
pub const D3D10_BIND_STREAM_OUTPUT = D3D10_BIND_FLAG.STREAM_OUTPUT;
pub const D3D10_BIND_RENDER_TARGET = D3D10_BIND_FLAG.RENDER_TARGET;
pub const D3D10_BIND_DEPTH_STENCIL = D3D10_BIND_FLAG.DEPTH_STENCIL;
pub const D3D10_CPU_ACCESS_FLAG = enum(i32) {
WRITE = 65536,
READ = 131072,
};
pub const D3D10_CPU_ACCESS_WRITE = D3D10_CPU_ACCESS_FLAG.WRITE;
pub const D3D10_CPU_ACCESS_READ = D3D10_CPU_ACCESS_FLAG.READ;
pub const D3D10_RESOURCE_MISC_FLAG = enum(i32) {
GENERATE_MIPS = 1,
SHARED = 2,
TEXTURECUBE = 4,
SHARED_KEYEDMUTEX = 16,
GDI_COMPATIBLE = 32,
};
pub const D3D10_RESOURCE_MISC_GENERATE_MIPS = D3D10_RESOURCE_MISC_FLAG.GENERATE_MIPS;
pub const D3D10_RESOURCE_MISC_SHARED = D3D10_RESOURCE_MISC_FLAG.SHARED;
pub const D3D10_RESOURCE_MISC_TEXTURECUBE = D3D10_RESOURCE_MISC_FLAG.TEXTURECUBE;
pub const D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX = D3D10_RESOURCE_MISC_FLAG.SHARED_KEYEDMUTEX;
pub const D3D10_RESOURCE_MISC_GDI_COMPATIBLE = D3D10_RESOURCE_MISC_FLAG.GDI_COMPATIBLE;
pub const D3D10_MAP = enum(i32) {
READ = 1,
WRITE = 2,
READ_WRITE = 3,
WRITE_DISCARD = 4,
WRITE_NO_OVERWRITE = 5,
};
pub const D3D10_MAP_READ = D3D10_MAP.READ;
pub const D3D10_MAP_WRITE = D3D10_MAP.WRITE;
pub const D3D10_MAP_READ_WRITE = D3D10_MAP.READ_WRITE;
pub const D3D10_MAP_WRITE_DISCARD = D3D10_MAP.WRITE_DISCARD;
pub const D3D10_MAP_WRITE_NO_OVERWRITE = D3D10_MAP.WRITE_NO_OVERWRITE;
pub const D3D10_MAP_FLAG = enum(i32) {
T = 1048576,
};
pub const D3D10_MAP_FLAG_DO_NOT_WAIT = D3D10_MAP_FLAG.T;
pub const D3D10_RAISE_FLAG = enum(i32) {
R = 1,
};
pub const D3D10_RAISE_FLAG_DRIVER_INTERNAL_ERROR = D3D10_RAISE_FLAG.R;
pub const D3D10_CLEAR_FLAG = enum(i32) {
DEPTH = 1,
STENCIL = 2,
};
pub const D3D10_CLEAR_DEPTH = D3D10_CLEAR_FLAG.DEPTH;
pub const D3D10_CLEAR_STENCIL = D3D10_CLEAR_FLAG.STENCIL;
pub const D3D10_BOX = extern struct {
left: u32,
top: u32,
front: u32,
right: u32,
bottom: u32,
back: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10DeviceChild_Value = Guid.initString("9b7e4c00-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10DeviceChild = &IID_ID3D10DeviceChild_Value;
pub const ID3D10DeviceChild = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
GetDevice: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10DeviceChild,
ppDevice: ?*?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10DeviceChild,
ppDevice: ?*?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetPrivateData: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10DeviceChild,
guid: ?*const Guid,
pDataSize: ?*u32,
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10DeviceChild,
guid: ?*const Guid,
pDataSize: ?*u32,
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetPrivateData: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10DeviceChild,
guid: ?*const Guid,
DataSize: u32,
// TODO: what to do with BytesParamIndex 1?
pData: ?*const anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10DeviceChild,
guid: ?*const Guid,
DataSize: u32,
// TODO: what to do with BytesParamIndex 1?
pData: ?*const anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetPrivateDataInterface: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10DeviceChild,
guid: ?*const Guid,
pData: ?*IUnknown,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10DeviceChild,
guid: ?*const Guid,
pData: ?*IUnknown,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10DeviceChild_GetDevice(self: *const T, ppDevice: ?*?*ID3D10Device) callconv(.Inline) void {
return @as(*const ID3D10DeviceChild.VTable, @ptrCast(self.vtable)).GetDevice(@as(*const ID3D10DeviceChild, @ptrCast(self)), ppDevice);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10DeviceChild_GetPrivateData(self: *const T, guid: ?*const Guid, pDataSize: ?*u32, pData: ?*anyopaque) callconv(.Inline) HRESULT {
return @as(*const ID3D10DeviceChild.VTable, @ptrCast(self.vtable)).GetPrivateData(@as(*const ID3D10DeviceChild, @ptrCast(self)), guid, pDataSize, pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10DeviceChild_SetPrivateData(self: *const T, guid: ?*const Guid, DataSize: u32, pData: ?*const anyopaque) callconv(.Inline) HRESULT {
return @as(*const ID3D10DeviceChild.VTable, @ptrCast(self.vtable)).SetPrivateData(@as(*const ID3D10DeviceChild, @ptrCast(self)), guid, DataSize, pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10DeviceChild_SetPrivateDataInterface(self: *const T, guid: ?*const Guid, pData: ?*IUnknown) callconv(.Inline) HRESULT {
return @as(*const ID3D10DeviceChild.VTable, @ptrCast(self.vtable)).SetPrivateDataInterface(@as(*const ID3D10DeviceChild, @ptrCast(self)), guid, pData);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_COMPARISON_FUNC = enum(i32) {
NEVER = 1,
LESS = 2,
EQUAL = 3,
LESS_EQUAL = 4,
GREATER = 5,
NOT_EQUAL = 6,
GREATER_EQUAL = 7,
ALWAYS = 8,
};
pub const D3D10_COMPARISON_NEVER = D3D10_COMPARISON_FUNC.NEVER;
pub const D3D10_COMPARISON_LESS = D3D10_COMPARISON_FUNC.LESS;
pub const D3D10_COMPARISON_EQUAL = D3D10_COMPARISON_FUNC.EQUAL;
pub const D3D10_COMPARISON_LESS_EQUAL = D3D10_COMPARISON_FUNC.LESS_EQUAL;
pub const D3D10_COMPARISON_GREATER = D3D10_COMPARISON_FUNC.GREATER;
pub const D3D10_COMPARISON_NOT_EQUAL = D3D10_COMPARISON_FUNC.NOT_EQUAL;
pub const D3D10_COMPARISON_GREATER_EQUAL = D3D10_COMPARISON_FUNC.GREATER_EQUAL;
pub const D3D10_COMPARISON_ALWAYS = D3D10_COMPARISON_FUNC.ALWAYS;
pub const D3D10_DEPTH_WRITE_MASK = enum(i32) {
ZERO = 0,
ALL = 1,
};
pub const D3D10_DEPTH_WRITE_MASK_ZERO = D3D10_DEPTH_WRITE_MASK.ZERO;
pub const D3D10_DEPTH_WRITE_MASK_ALL = D3D10_DEPTH_WRITE_MASK.ALL;
pub const D3D10_STENCIL_OP = enum(i32) {
KEEP = 1,
ZERO = 2,
REPLACE = 3,
INCR_SAT = 4,
DECR_SAT = 5,
INVERT = 6,
INCR = 7,
DECR = 8,
};
pub const D3D10_STENCIL_OP_KEEP = D3D10_STENCIL_OP.KEEP;
pub const D3D10_STENCIL_OP_ZERO = D3D10_STENCIL_OP.ZERO;
pub const D3D10_STENCIL_OP_REPLACE = D3D10_STENCIL_OP.REPLACE;
pub const D3D10_STENCIL_OP_INCR_SAT = D3D10_STENCIL_OP.INCR_SAT;
pub const D3D10_STENCIL_OP_DECR_SAT = D3D10_STENCIL_OP.DECR_SAT;
pub const D3D10_STENCIL_OP_INVERT = D3D10_STENCIL_OP.INVERT;
pub const D3D10_STENCIL_OP_INCR = D3D10_STENCIL_OP.INCR;
pub const D3D10_STENCIL_OP_DECR = D3D10_STENCIL_OP.DECR;
pub const D3D10_DEPTH_STENCILOP_DESC = extern struct {
StencilFailOp: D3D10_STENCIL_OP,
StencilDepthFailOp: D3D10_STENCIL_OP,
StencilPassOp: D3D10_STENCIL_OP,
StencilFunc: D3D10_COMPARISON_FUNC,
};
pub const D3D10_DEPTH_STENCIL_DESC = extern struct {
DepthEnable: BOOL,
DepthWriteMask: D3D10_DEPTH_WRITE_MASK,
DepthFunc: D3D10_COMPARISON_FUNC,
StencilEnable: BOOL,
StencilReadMask: u8,
StencilWriteMask: u8,
FrontFace: D3D10_DEPTH_STENCILOP_DESC,
BackFace: D3D10_DEPTH_STENCILOP_DESC,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10DepthStencilState_Value = Guid.initString("2b4b1cc8-a4ad-41f8-8322-ca86fc3ec675");
pub const IID_ID3D10DepthStencilState = &IID_ID3D10DepthStencilState_Value;
pub const ID3D10DepthStencilState = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10DepthStencilState,
pDesc: ?*D3D10_DEPTH_STENCIL_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10DepthStencilState,
pDesc: ?*D3D10_DEPTH_STENCIL_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10DepthStencilState_GetDesc(self: *const T, pDesc: ?*D3D10_DEPTH_STENCIL_DESC) callconv(.Inline) void {
return @as(*const ID3D10DepthStencilState.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10DepthStencilState, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_BLEND = enum(i32) {
ZERO = 1,
ONE = 2,
SRC_COLOR = 3,
INV_SRC_COLOR = 4,
SRC_ALPHA = 5,
INV_SRC_ALPHA = 6,
DEST_ALPHA = 7,
INV_DEST_ALPHA = 8,
DEST_COLOR = 9,
INV_DEST_COLOR = 10,
SRC_ALPHA_SAT = 11,
BLEND_FACTOR = 14,
INV_BLEND_FACTOR = 15,
SRC1_COLOR = 16,
INV_SRC1_COLOR = 17,
SRC1_ALPHA = 18,
INV_SRC1_ALPHA = 19,
};
pub const D3D10_BLEND_ZERO = D3D10_BLEND.ZERO;
pub const D3D10_BLEND_ONE = D3D10_BLEND.ONE;
pub const D3D10_BLEND_SRC_COLOR = D3D10_BLEND.SRC_COLOR;
pub const D3D10_BLEND_INV_SRC_COLOR = D3D10_BLEND.INV_SRC_COLOR;
pub const D3D10_BLEND_SRC_ALPHA = D3D10_BLEND.SRC_ALPHA;
pub const D3D10_BLEND_INV_SRC_ALPHA = D3D10_BLEND.INV_SRC_ALPHA;
pub const D3D10_BLEND_DEST_ALPHA = D3D10_BLEND.DEST_ALPHA;
pub const D3D10_BLEND_INV_DEST_ALPHA = D3D10_BLEND.INV_DEST_ALPHA;
pub const D3D10_BLEND_DEST_COLOR = D3D10_BLEND.DEST_COLOR;
pub const D3D10_BLEND_INV_DEST_COLOR = D3D10_BLEND.INV_DEST_COLOR;
pub const D3D10_BLEND_SRC_ALPHA_SAT = D3D10_BLEND.SRC_ALPHA_SAT;
pub const D3D10_BLEND_BLEND_FACTOR = D3D10_BLEND.BLEND_FACTOR;
pub const D3D10_BLEND_INV_BLEND_FACTOR = D3D10_BLEND.INV_BLEND_FACTOR;
pub const D3D10_BLEND_SRC1_COLOR = D3D10_BLEND.SRC1_COLOR;
pub const D3D10_BLEND_INV_SRC1_COLOR = D3D10_BLEND.INV_SRC1_COLOR;
pub const D3D10_BLEND_SRC1_ALPHA = D3D10_BLEND.SRC1_ALPHA;
pub const D3D10_BLEND_INV_SRC1_ALPHA = D3D10_BLEND.INV_SRC1_ALPHA;
pub const D3D10_BLEND_OP = enum(i32) {
ADD = 1,
SUBTRACT = 2,
REV_SUBTRACT = 3,
MIN = 4,
MAX = 5,
};
pub const D3D10_BLEND_OP_ADD = D3D10_BLEND_OP.ADD;
pub const D3D10_BLEND_OP_SUBTRACT = D3D10_BLEND_OP.SUBTRACT;
pub const D3D10_BLEND_OP_REV_SUBTRACT = D3D10_BLEND_OP.REV_SUBTRACT;
pub const D3D10_BLEND_OP_MIN = D3D10_BLEND_OP.MIN;
pub const D3D10_BLEND_OP_MAX = D3D10_BLEND_OP.MAX;
pub const D3D10_COLOR_WRITE_ENABLE = enum(i32) {
RED = 1,
GREEN = 2,
BLUE = 4,
ALPHA = 8,
ALL = 15,
};
pub const D3D10_COLOR_WRITE_ENABLE_RED = D3D10_COLOR_WRITE_ENABLE.RED;
pub const D3D10_COLOR_WRITE_ENABLE_GREEN = D3D10_COLOR_WRITE_ENABLE.GREEN;
pub const D3D10_COLOR_WRITE_ENABLE_BLUE = D3D10_COLOR_WRITE_ENABLE.BLUE;
pub const D3D10_COLOR_WRITE_ENABLE_ALPHA = D3D10_COLOR_WRITE_ENABLE.ALPHA;
pub const D3D10_COLOR_WRITE_ENABLE_ALL = D3D10_COLOR_WRITE_ENABLE.ALL;
pub const D3D10_BLEND_DESC = extern struct {
AlphaToCoverageEnable: BOOL,
BlendEnable: [8]BOOL,
SrcBlend: D3D10_BLEND,
DestBlend: D3D10_BLEND,
BlendOp: D3D10_BLEND_OP,
SrcBlendAlpha: D3D10_BLEND,
DestBlendAlpha: D3D10_BLEND,
BlendOpAlpha: D3D10_BLEND_OP,
RenderTargetWriteMask: [8]u8,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10BlendState_Value = Guid.initString("edad8d19-8a35-4d6d-8566-2ea276cde161");
pub const IID_ID3D10BlendState = &IID_ID3D10BlendState_Value;
pub const ID3D10BlendState = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10BlendState,
pDesc: ?*D3D10_BLEND_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10BlendState,
pDesc: ?*D3D10_BLEND_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10BlendState_GetDesc(self: *const T, pDesc: ?*D3D10_BLEND_DESC) callconv(.Inline) void {
return @as(*const ID3D10BlendState.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10BlendState, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_RASTERIZER_DESC = extern struct {
FillMode: D3D10_FILL_MODE,
CullMode: D3D10_CULL_MODE,
FrontCounterClockwise: BOOL,
DepthBias: i32,
DepthBiasClamp: f32,
SlopeScaledDepthBias: f32,
DepthClipEnable: BOOL,
ScissorEnable: BOOL,
MultisampleEnable: BOOL,
AntialiasedLineEnable: BOOL,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10RasterizerState_Value = Guid.initString("a2a07292-89af-4345-be2e-c53d9fbb6e9f");
pub const IID_ID3D10RasterizerState = &IID_ID3D10RasterizerState_Value;
pub const ID3D10RasterizerState = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10RasterizerState,
pDesc: ?*D3D10_RASTERIZER_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10RasterizerState,
pDesc: ?*D3D10_RASTERIZER_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10RasterizerState_GetDesc(self: *const T, pDesc: ?*D3D10_RASTERIZER_DESC) callconv(.Inline) void {
return @as(*const ID3D10RasterizerState.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10RasterizerState, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_SUBRESOURCE_DATA = extern struct {
pSysMem: ?*const anyopaque,
SysMemPitch: u32,
SysMemSlicePitch: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Resource_Value = Guid.initString("9b7e4c01-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Resource = &IID_ID3D10Resource_Value;
pub const ID3D10Resource = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
GetType: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Resource,
rType: ?*D3D10_RESOURCE_DIMENSION,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Resource,
rType: ?*D3D10_RESOURCE_DIMENSION,
) callconv(@import("std").os.windows.WINAPI) void,
},
SetEvictionPriority: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Resource,
EvictionPriority: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Resource,
EvictionPriority: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetEvictionPriority: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Resource,
) callconv(@import("std").os.windows.WINAPI) u32,
else => *const fn(
self: *const ID3D10Resource,
) callconv(@import("std").os.windows.WINAPI) u32,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Resource_GetType(self: *const T, rType: ?*D3D10_RESOURCE_DIMENSION) callconv(.Inline) void {
return @as(*const ID3D10Resource.VTable, @ptrCast(self.vtable)).GetType(@as(*const ID3D10Resource, @ptrCast(self)), rType);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Resource_SetEvictionPriority(self: *const T, EvictionPriority: u32) callconv(.Inline) void {
return @as(*const ID3D10Resource.VTable, @ptrCast(self.vtable)).SetEvictionPriority(@as(*const ID3D10Resource, @ptrCast(self)), EvictionPriority);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Resource_GetEvictionPriority(self: *const T) callconv(.Inline) u32 {
return @as(*const ID3D10Resource.VTable, @ptrCast(self.vtable)).GetEvictionPriority(@as(*const ID3D10Resource, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_BUFFER_DESC = extern struct {
ByteWidth: u32,
Usage: D3D10_USAGE,
BindFlags: u32,
CPUAccessFlags: u32,
MiscFlags: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Buffer_Value = Guid.initString("9b7e4c02-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Buffer = &IID_ID3D10Buffer_Value;
pub const ID3D10Buffer = extern struct {
pub const VTable = extern struct {
base: ID3D10Resource.VTable,
Map: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Buffer,
MapType: D3D10_MAP,
MapFlags: u32,
ppData: ?*?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Buffer,
MapType: D3D10_MAP,
MapFlags: u32,
ppData: ?*?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
Unmap: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Buffer,
pDesc: ?*D3D10_BUFFER_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Buffer,
pDesc: ?*D3D10_BUFFER_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10Resource.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Buffer_Map(self: *const T, MapType: D3D10_MAP, MapFlags: u32, ppData: ?*?*anyopaque) callconv(.Inline) HRESULT {
return @as(*const ID3D10Buffer.VTable, @ptrCast(self.vtable)).Map(@as(*const ID3D10Buffer, @ptrCast(self)), MapType, MapFlags, ppData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Buffer_Unmap(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10Buffer.VTable, @ptrCast(self.vtable)).Unmap(@as(*const ID3D10Buffer, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Buffer_GetDesc(self: *const T, pDesc: ?*D3D10_BUFFER_DESC) callconv(.Inline) void {
return @as(*const ID3D10Buffer.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10Buffer, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_TEXTURE1D_DESC = extern struct {
Width: u32,
MipLevels: u32,
ArraySize: u32,
Format: DXGI_FORMAT,
Usage: D3D10_USAGE,
BindFlags: u32,
CPUAccessFlags: u32,
MiscFlags: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Texture1D_Value = Guid.initString("9b7e4c03-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Texture1D = &IID_ID3D10Texture1D_Value;
pub const ID3D10Texture1D = extern struct {
pub const VTable = extern struct {
base: ID3D10Resource.VTable,
Map: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture1D,
Subresource: u32,
MapType: D3D10_MAP,
MapFlags: u32,
ppData: ?*?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Texture1D,
Subresource: u32,
MapType: D3D10_MAP,
MapFlags: u32,
ppData: ?*?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
Unmap: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture1D,
Subresource: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Texture1D,
Subresource: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture1D,
pDesc: ?*D3D10_TEXTURE1D_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Texture1D,
pDesc: ?*D3D10_TEXTURE1D_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10Resource.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture1D_Map(self: *const T, Subresource: u32, MapType: D3D10_MAP, MapFlags: u32, ppData: ?*?*anyopaque) callconv(.Inline) HRESULT {
return @as(*const ID3D10Texture1D.VTable, @ptrCast(self.vtable)).Map(@as(*const ID3D10Texture1D, @ptrCast(self)), Subresource, MapType, MapFlags, ppData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture1D_Unmap(self: *const T, Subresource: u32) callconv(.Inline) void {
return @as(*const ID3D10Texture1D.VTable, @ptrCast(self.vtable)).Unmap(@as(*const ID3D10Texture1D, @ptrCast(self)), Subresource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture1D_GetDesc(self: *const T, pDesc: ?*D3D10_TEXTURE1D_DESC) callconv(.Inline) void {
return @as(*const ID3D10Texture1D.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10Texture1D, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_TEXTURE2D_DESC = extern struct {
Width: u32,
Height: u32,
MipLevels: u32,
ArraySize: u32,
Format: DXGI_FORMAT,
SampleDesc: DXGI_SAMPLE_DESC,
Usage: D3D10_USAGE,
BindFlags: u32,
CPUAccessFlags: u32,
MiscFlags: u32,
};
pub const D3D10_MAPPED_TEXTURE2D = extern struct {
pData: ?*anyopaque,
RowPitch: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Texture2D_Value = Guid.initString("9b7e4c04-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Texture2D = &IID_ID3D10Texture2D_Value;
pub const ID3D10Texture2D = extern struct {
pub const VTable = extern struct {
base: ID3D10Resource.VTable,
Map: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture2D,
Subresource: u32,
MapType: D3D10_MAP,
MapFlags: u32,
pMappedTex2D: ?*D3D10_MAPPED_TEXTURE2D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Texture2D,
Subresource: u32,
MapType: D3D10_MAP,
MapFlags: u32,
pMappedTex2D: ?*D3D10_MAPPED_TEXTURE2D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
Unmap: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture2D,
Subresource: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Texture2D,
Subresource: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture2D,
pDesc: ?*D3D10_TEXTURE2D_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Texture2D,
pDesc: ?*D3D10_TEXTURE2D_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10Resource.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture2D_Map(self: *const T, Subresource: u32, MapType: D3D10_MAP, MapFlags: u32, pMappedTex2D: ?*D3D10_MAPPED_TEXTURE2D) callconv(.Inline) HRESULT {
return @as(*const ID3D10Texture2D.VTable, @ptrCast(self.vtable)).Map(@as(*const ID3D10Texture2D, @ptrCast(self)), Subresource, MapType, MapFlags, pMappedTex2D);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture2D_Unmap(self: *const T, Subresource: u32) callconv(.Inline) void {
return @as(*const ID3D10Texture2D.VTable, @ptrCast(self.vtable)).Unmap(@as(*const ID3D10Texture2D, @ptrCast(self)), Subresource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture2D_GetDesc(self: *const T, pDesc: ?*D3D10_TEXTURE2D_DESC) callconv(.Inline) void {
return @as(*const ID3D10Texture2D.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10Texture2D, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_TEXTURE3D_DESC = extern struct {
Width: u32,
Height: u32,
Depth: u32,
MipLevels: u32,
Format: DXGI_FORMAT,
Usage: D3D10_USAGE,
BindFlags: u32,
CPUAccessFlags: u32,
MiscFlags: u32,
};
pub const D3D10_MAPPED_TEXTURE3D = extern struct {
pData: ?*anyopaque,
RowPitch: u32,
DepthPitch: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Texture3D_Value = Guid.initString("9b7e4c05-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Texture3D = &IID_ID3D10Texture3D_Value;
pub const ID3D10Texture3D = extern struct {
pub const VTable = extern struct {
base: ID3D10Resource.VTable,
Map: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture3D,
Subresource: u32,
MapType: D3D10_MAP,
MapFlags: u32,
pMappedTex3D: ?*D3D10_MAPPED_TEXTURE3D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Texture3D,
Subresource: u32,
MapType: D3D10_MAP,
MapFlags: u32,
pMappedTex3D: ?*D3D10_MAPPED_TEXTURE3D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
Unmap: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture3D,
Subresource: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Texture3D,
Subresource: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Texture3D,
pDesc: ?*D3D10_TEXTURE3D_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Texture3D,
pDesc: ?*D3D10_TEXTURE3D_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10Resource.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture3D_Map(self: *const T, Subresource: u32, MapType: D3D10_MAP, MapFlags: u32, pMappedTex3D: ?*D3D10_MAPPED_TEXTURE3D) callconv(.Inline) HRESULT {
return @as(*const ID3D10Texture3D.VTable, @ptrCast(self.vtable)).Map(@as(*const ID3D10Texture3D, @ptrCast(self)), Subresource, MapType, MapFlags, pMappedTex3D);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture3D_Unmap(self: *const T, Subresource: u32) callconv(.Inline) void {
return @as(*const ID3D10Texture3D.VTable, @ptrCast(self.vtable)).Unmap(@as(*const ID3D10Texture3D, @ptrCast(self)), Subresource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Texture3D_GetDesc(self: *const T, pDesc: ?*D3D10_TEXTURE3D_DESC) callconv(.Inline) void {
return @as(*const ID3D10Texture3D.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10Texture3D, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_TEXTURECUBE_FACE = enum(i32) {
POSITIVE_X = 0,
NEGATIVE_X = 1,
POSITIVE_Y = 2,
NEGATIVE_Y = 3,
POSITIVE_Z = 4,
NEGATIVE_Z = 5,
};
pub const D3D10_TEXTURECUBE_FACE_POSITIVE_X = D3D10_TEXTURECUBE_FACE.POSITIVE_X;
pub const D3D10_TEXTURECUBE_FACE_NEGATIVE_X = D3D10_TEXTURECUBE_FACE.NEGATIVE_X;
pub const D3D10_TEXTURECUBE_FACE_POSITIVE_Y = D3D10_TEXTURECUBE_FACE.POSITIVE_Y;
pub const D3D10_TEXTURECUBE_FACE_NEGATIVE_Y = D3D10_TEXTURECUBE_FACE.NEGATIVE_Y;
pub const D3D10_TEXTURECUBE_FACE_POSITIVE_Z = D3D10_TEXTURECUBE_FACE.POSITIVE_Z;
pub const D3D10_TEXTURECUBE_FACE_NEGATIVE_Z = D3D10_TEXTURECUBE_FACE.NEGATIVE_Z;
// This COM type is Agile, not sure what that means
const IID_ID3D10View_Value = Guid.initString("c902b03f-60a7-49ba-9936-2a3ab37a7e33");
pub const IID_ID3D10View = &IID_ID3D10View_Value;
pub const ID3D10View = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
GetResource: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10View,
ppResource: ?*?*ID3D10Resource,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10View,
ppResource: ?*?*ID3D10Resource,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10View_GetResource(self: *const T, ppResource: ?*?*ID3D10Resource) callconv(.Inline) void {
return @as(*const ID3D10View.VTable, @ptrCast(self.vtable)).GetResource(@as(*const ID3D10View, @ptrCast(self)), ppResource);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_BUFFER_SRV = extern struct {
Anonymous1: extern union {
FirstElement: u32,
ElementOffset: u32,
},
Anonymous2: extern union {
NumElements: u32,
ElementWidth: u32,
},
};
pub const D3D10_TEX1D_SRV = extern struct {
MostDetailedMip: u32,
MipLevels: u32,
};
pub const D3D10_TEX1D_ARRAY_SRV = extern struct {
MostDetailedMip: u32,
MipLevels: u32,
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_TEX2D_SRV = extern struct {
MostDetailedMip: u32,
MipLevels: u32,
};
pub const D3D10_TEX2D_ARRAY_SRV = extern struct {
MostDetailedMip: u32,
MipLevels: u32,
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_TEX3D_SRV = extern struct {
MostDetailedMip: u32,
MipLevels: u32,
};
pub const D3D10_TEXCUBE_SRV = extern struct {
MostDetailedMip: u32,
MipLevels: u32,
};
pub const D3D10_TEX2DMS_SRV = extern struct {
UnusedField_NothingToDefine: u32,
};
pub const D3D10_TEX2DMS_ARRAY_SRV = extern struct {
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_SHADER_RESOURCE_VIEW_DESC = extern struct {
Format: DXGI_FORMAT,
ViewDimension: D3D_SRV_DIMENSION,
Anonymous: extern union {
Buffer: D3D10_BUFFER_SRV,
Texture1D: D3D10_TEX1D_SRV,
Texture1DArray: D3D10_TEX1D_ARRAY_SRV,
Texture2D: D3D10_TEX2D_SRV,
Texture2DArray: D3D10_TEX2D_ARRAY_SRV,
Texture2DMS: D3D10_TEX2DMS_SRV,
Texture2DMSArray: D3D10_TEX2DMS_ARRAY_SRV,
Texture3D: D3D10_TEX3D_SRV,
TextureCube: D3D10_TEXCUBE_SRV,
},
};
// This COM type is Agile, not sure what that means
const IID_ID3D10ShaderResourceView_Value = Guid.initString("9b7e4c07-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10ShaderResourceView = &IID_ID3D10ShaderResourceView_Value;
pub const ID3D10ShaderResourceView = extern struct {
pub const VTable = extern struct {
base: ID3D10View.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderResourceView,
pDesc: ?*D3D10_SHADER_RESOURCE_VIEW_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10ShaderResourceView,
pDesc: ?*D3D10_SHADER_RESOURCE_VIEW_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10View.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderResourceView_GetDesc(self: *const T, pDesc: ?*D3D10_SHADER_RESOURCE_VIEW_DESC) callconv(.Inline) void {
return @as(*const ID3D10ShaderResourceView.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10ShaderResourceView, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_BUFFER_RTV = extern struct {
Anonymous1: extern union {
FirstElement: u32,
ElementOffset: u32,
},
Anonymous2: extern union {
NumElements: u32,
ElementWidth: u32,
},
};
pub const D3D10_TEX1D_RTV = extern struct {
MipSlice: u32,
};
pub const D3D10_TEX1D_ARRAY_RTV = extern struct {
MipSlice: u32,
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_TEX2D_RTV = extern struct {
MipSlice: u32,
};
pub const D3D10_TEX2DMS_RTV = extern struct {
UnusedField_NothingToDefine: u32,
};
pub const D3D10_TEX2D_ARRAY_RTV = extern struct {
MipSlice: u32,
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_TEX2DMS_ARRAY_RTV = extern struct {
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_TEX3D_RTV = extern struct {
MipSlice: u32,
FirstWSlice: u32,
WSize: u32,
};
pub const D3D10_RENDER_TARGET_VIEW_DESC = extern struct {
Format: DXGI_FORMAT,
ViewDimension: D3D10_RTV_DIMENSION,
Anonymous: extern union {
Buffer: D3D10_BUFFER_RTV,
Texture1D: D3D10_TEX1D_RTV,
Texture1DArray: D3D10_TEX1D_ARRAY_RTV,
Texture2D: D3D10_TEX2D_RTV,
Texture2DArray: D3D10_TEX2D_ARRAY_RTV,
Texture2DMS: D3D10_TEX2DMS_RTV,
Texture2DMSArray: D3D10_TEX2DMS_ARRAY_RTV,
Texture3D: D3D10_TEX3D_RTV,
},
};
// This COM type is Agile, not sure what that means
const IID_ID3D10RenderTargetView_Value = Guid.initString("9b7e4c08-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10RenderTargetView = &IID_ID3D10RenderTargetView_Value;
pub const ID3D10RenderTargetView = extern struct {
pub const VTable = extern struct {
base: ID3D10View.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10RenderTargetView,
pDesc: ?*D3D10_RENDER_TARGET_VIEW_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10RenderTargetView,
pDesc: ?*D3D10_RENDER_TARGET_VIEW_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10View.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10RenderTargetView_GetDesc(self: *const T, pDesc: ?*D3D10_RENDER_TARGET_VIEW_DESC) callconv(.Inline) void {
return @as(*const ID3D10RenderTargetView.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10RenderTargetView, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_TEX1D_DSV = extern struct {
MipSlice: u32,
};
pub const D3D10_TEX1D_ARRAY_DSV = extern struct {
MipSlice: u32,
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_TEX2D_DSV = extern struct {
MipSlice: u32,
};
pub const D3D10_TEX2D_ARRAY_DSV = extern struct {
MipSlice: u32,
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_TEX2DMS_DSV = extern struct {
UnusedField_NothingToDefine: u32,
};
pub const D3D10_TEX2DMS_ARRAY_DSV = extern struct {
FirstArraySlice: u32,
ArraySize: u32,
};
pub const D3D10_DEPTH_STENCIL_VIEW_DESC = extern struct {
Format: DXGI_FORMAT,
ViewDimension: D3D10_DSV_DIMENSION,
Anonymous: extern union {
Texture1D: D3D10_TEX1D_DSV,
Texture1DArray: D3D10_TEX1D_ARRAY_DSV,
Texture2D: D3D10_TEX2D_DSV,
Texture2DArray: D3D10_TEX2D_ARRAY_DSV,
Texture2DMS: D3D10_TEX2DMS_DSV,
Texture2DMSArray: D3D10_TEX2DMS_ARRAY_DSV,
},
};
// This COM type is Agile, not sure what that means
const IID_ID3D10DepthStencilView_Value = Guid.initString("9b7e4c09-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10DepthStencilView = &IID_ID3D10DepthStencilView_Value;
pub const ID3D10DepthStencilView = extern struct {
pub const VTable = extern struct {
base: ID3D10View.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10DepthStencilView,
pDesc: ?*D3D10_DEPTH_STENCIL_VIEW_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10DepthStencilView,
pDesc: ?*D3D10_DEPTH_STENCIL_VIEW_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10View.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10DepthStencilView_GetDesc(self: *const T, pDesc: ?*D3D10_DEPTH_STENCIL_VIEW_DESC) callconv(.Inline) void {
return @as(*const ID3D10DepthStencilView.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10DepthStencilView, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10VertexShader_Value = Guid.initString("9b7e4c0a-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10VertexShader = &IID_ID3D10VertexShader_Value;
pub const ID3D10VertexShader = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10GeometryShader_Value = Guid.initString("6316be88-54cd-4040-ab44-20461bc81f68");
pub const IID_ID3D10GeometryShader = &IID_ID3D10GeometryShader_Value;
pub const ID3D10GeometryShader = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10PixelShader_Value = Guid.initString("4968b601-9d00-4cde-8346-8e7f675819b6");
pub const IID_ID3D10PixelShader = &IID_ID3D10PixelShader_Value;
pub const ID3D10PixelShader = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10InputLayout_Value = Guid.initString("9b7e4c0b-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10InputLayout = &IID_ID3D10InputLayout_Value;
pub const ID3D10InputLayout = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_FILTER = enum(i32) {
MIN_MAG_MIP_POINT = 0,
MIN_MAG_POINT_MIP_LINEAR = 1,
MIN_POINT_MAG_LINEAR_MIP_POINT = 4,
MIN_POINT_MAG_MIP_LINEAR = 5,
MIN_LINEAR_MAG_MIP_POINT = 16,
MIN_LINEAR_MAG_POINT_MIP_LINEAR = 17,
MIN_MAG_LINEAR_MIP_POINT = 20,
MIN_MAG_MIP_LINEAR = 21,
ANISOTROPIC = 85,
COMPARISON_MIN_MAG_MIP_POINT = 128,
COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 129,
COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 132,
COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 133,
COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 144,
COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 145,
COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 148,
COMPARISON_MIN_MAG_MIP_LINEAR = 149,
COMPARISON_ANISOTROPIC = 213,
TEXT_1BIT = -2147483648,
};
pub const D3D10_FILTER_MIN_MAG_MIP_POINT = D3D10_FILTER.MIN_MAG_MIP_POINT;
pub const D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR = D3D10_FILTER.MIN_MAG_POINT_MIP_LINEAR;
pub const D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = D3D10_FILTER.MIN_POINT_MAG_LINEAR_MIP_POINT;
pub const D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR = D3D10_FILTER.MIN_POINT_MAG_MIP_LINEAR;
pub const D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT = D3D10_FILTER.MIN_LINEAR_MAG_MIP_POINT;
pub const D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = D3D10_FILTER.MIN_LINEAR_MAG_POINT_MIP_LINEAR;
pub const D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT = D3D10_FILTER.MIN_MAG_LINEAR_MIP_POINT;
pub const D3D10_FILTER_MIN_MAG_MIP_LINEAR = D3D10_FILTER.MIN_MAG_MIP_LINEAR;
pub const D3D10_FILTER_ANISOTROPIC = D3D10_FILTER.ANISOTROPIC;
pub const D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT = D3D10_FILTER.COMPARISON_MIN_MAG_MIP_POINT;
pub const D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = D3D10_FILTER.COMPARISON_MIN_MAG_POINT_MIP_LINEAR;
pub const D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = D3D10_FILTER.COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT;
pub const D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = D3D10_FILTER.COMPARISON_MIN_POINT_MAG_MIP_LINEAR;
pub const D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = D3D10_FILTER.COMPARISON_MIN_LINEAR_MAG_MIP_POINT;
pub const D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = D3D10_FILTER.COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
pub const D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = D3D10_FILTER.COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
pub const D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = D3D10_FILTER.COMPARISON_MIN_MAG_MIP_LINEAR;
pub const D3D10_FILTER_COMPARISON_ANISOTROPIC = D3D10_FILTER.COMPARISON_ANISOTROPIC;
pub const D3D10_FILTER_TEXT_1BIT = D3D10_FILTER.TEXT_1BIT;
pub const D3D10_FILTER_TYPE = enum(i32) {
POINT = 0,
LINEAR = 1,
};
pub const D3D10_FILTER_TYPE_POINT = D3D10_FILTER_TYPE.POINT;
pub const D3D10_FILTER_TYPE_LINEAR = D3D10_FILTER_TYPE.LINEAR;
pub const D3D10_TEXTURE_ADDRESS_MODE = enum(i32) {
WRAP = 1,
MIRROR = 2,
CLAMP = 3,
BORDER = 4,
MIRROR_ONCE = 5,
};
pub const D3D10_TEXTURE_ADDRESS_WRAP = D3D10_TEXTURE_ADDRESS_MODE.WRAP;
pub const D3D10_TEXTURE_ADDRESS_MIRROR = D3D10_TEXTURE_ADDRESS_MODE.MIRROR;
pub const D3D10_TEXTURE_ADDRESS_CLAMP = D3D10_TEXTURE_ADDRESS_MODE.CLAMP;
pub const D3D10_TEXTURE_ADDRESS_BORDER = D3D10_TEXTURE_ADDRESS_MODE.BORDER;
pub const D3D10_TEXTURE_ADDRESS_MIRROR_ONCE = D3D10_TEXTURE_ADDRESS_MODE.MIRROR_ONCE;
pub const D3D10_SAMPLER_DESC = extern struct {
Filter: D3D10_FILTER,
AddressU: D3D10_TEXTURE_ADDRESS_MODE,
AddressV: D3D10_TEXTURE_ADDRESS_MODE,
AddressW: D3D10_TEXTURE_ADDRESS_MODE,
MipLODBias: f32,
MaxAnisotropy: u32,
ComparisonFunc: D3D10_COMPARISON_FUNC,
BorderColor: [4]f32,
MinLOD: f32,
MaxLOD: f32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10SamplerState_Value = Guid.initString("9b7e4c0c-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10SamplerState = &IID_ID3D10SamplerState_Value;
pub const ID3D10SamplerState = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10SamplerState,
pDesc: ?*D3D10_SAMPLER_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10SamplerState,
pDesc: ?*D3D10_SAMPLER_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10SamplerState_GetDesc(self: *const T, pDesc: ?*D3D10_SAMPLER_DESC) callconv(.Inline) void {
return @as(*const ID3D10SamplerState.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10SamplerState, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_FORMAT_SUPPORT = enum(i32) {
BUFFER = 1,
IA_VERTEX_BUFFER = 2,
IA_INDEX_BUFFER = 4,
SO_BUFFER = 8,
TEXTURE1D = 16,
TEXTURE2D = 32,
TEXTURE3D = 64,
TEXTURECUBE = 128,
SHADER_LOAD = 256,
SHADER_SAMPLE = 512,
SHADER_SAMPLE_COMPARISON = 1024,
SHADER_SAMPLE_MONO_TEXT = 2048,
MIP = 4096,
MIP_AUTOGEN = 8192,
RENDER_TARGET = 16384,
BLENDABLE = 32768,
DEPTH_STENCIL = 65536,
CPU_LOCKABLE = 131072,
MULTISAMPLE_RESOLVE = 262144,
DISPLAY = 524288,
CAST_WITHIN_BIT_LAYOUT = 1048576,
MULTISAMPLE_RENDERTARGET = 2097152,
MULTISAMPLE_LOAD = 4194304,
SHADER_GATHER = 8388608,
BACK_BUFFER_CAST = 16777216,
};
pub const D3D10_FORMAT_SUPPORT_BUFFER = D3D10_FORMAT_SUPPORT.BUFFER;
pub const D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER = D3D10_FORMAT_SUPPORT.IA_VERTEX_BUFFER;
pub const D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER = D3D10_FORMAT_SUPPORT.IA_INDEX_BUFFER;
pub const D3D10_FORMAT_SUPPORT_SO_BUFFER = D3D10_FORMAT_SUPPORT.SO_BUFFER;
pub const D3D10_FORMAT_SUPPORT_TEXTURE1D = D3D10_FORMAT_SUPPORT.TEXTURE1D;
pub const D3D10_FORMAT_SUPPORT_TEXTURE2D = D3D10_FORMAT_SUPPORT.TEXTURE2D;
pub const D3D10_FORMAT_SUPPORT_TEXTURE3D = D3D10_FORMAT_SUPPORT.TEXTURE3D;
pub const D3D10_FORMAT_SUPPORT_TEXTURECUBE = D3D10_FORMAT_SUPPORT.TEXTURECUBE;
pub const D3D10_FORMAT_SUPPORT_SHADER_LOAD = D3D10_FORMAT_SUPPORT.SHADER_LOAD;
pub const D3D10_FORMAT_SUPPORT_SHADER_SAMPLE = D3D10_FORMAT_SUPPORT.SHADER_SAMPLE;
pub const D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON = D3D10_FORMAT_SUPPORT.SHADER_SAMPLE_COMPARISON;
pub const D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT = D3D10_FORMAT_SUPPORT.SHADER_SAMPLE_MONO_TEXT;
pub const D3D10_FORMAT_SUPPORT_MIP = D3D10_FORMAT_SUPPORT.MIP;
pub const D3D10_FORMAT_SUPPORT_MIP_AUTOGEN = D3D10_FORMAT_SUPPORT.MIP_AUTOGEN;
pub const D3D10_FORMAT_SUPPORT_RENDER_TARGET = D3D10_FORMAT_SUPPORT.RENDER_TARGET;
pub const D3D10_FORMAT_SUPPORT_BLENDABLE = D3D10_FORMAT_SUPPORT.BLENDABLE;
pub const D3D10_FORMAT_SUPPORT_DEPTH_STENCIL = D3D10_FORMAT_SUPPORT.DEPTH_STENCIL;
pub const D3D10_FORMAT_SUPPORT_CPU_LOCKABLE = D3D10_FORMAT_SUPPORT.CPU_LOCKABLE;
pub const D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE = D3D10_FORMAT_SUPPORT.MULTISAMPLE_RESOLVE;
pub const D3D10_FORMAT_SUPPORT_DISPLAY = D3D10_FORMAT_SUPPORT.DISPLAY;
pub const D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT = D3D10_FORMAT_SUPPORT.CAST_WITHIN_BIT_LAYOUT;
pub const D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET = D3D10_FORMAT_SUPPORT.MULTISAMPLE_RENDERTARGET;
pub const D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD = D3D10_FORMAT_SUPPORT.MULTISAMPLE_LOAD;
pub const D3D10_FORMAT_SUPPORT_SHADER_GATHER = D3D10_FORMAT_SUPPORT.SHADER_GATHER;
pub const D3D10_FORMAT_SUPPORT_BACK_BUFFER_CAST = D3D10_FORMAT_SUPPORT.BACK_BUFFER_CAST;
// This COM type is Agile, not sure what that means
const IID_ID3D10Asynchronous_Value = Guid.initString("9b7e4c0d-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Asynchronous = &IID_ID3D10Asynchronous_Value;
pub const ID3D10Asynchronous = extern struct {
pub const VTable = extern struct {
base: ID3D10DeviceChild.VTable,
Begin: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Asynchronous,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Asynchronous,
) callconv(@import("std").os.windows.WINAPI) void,
},
End: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Asynchronous,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Asynchronous,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetData: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Asynchronous,
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
DataSize: u32,
GetDataFlags: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Asynchronous,
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
DataSize: u32,
GetDataFlags: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetDataSize: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Asynchronous,
) callconv(@import("std").os.windows.WINAPI) u32,
else => *const fn(
self: *const ID3D10Asynchronous,
) callconv(@import("std").os.windows.WINAPI) u32,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10DeviceChild.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Asynchronous_Begin(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10Asynchronous.VTable, @ptrCast(self.vtable)).Begin(@as(*const ID3D10Asynchronous, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Asynchronous_End(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10Asynchronous.VTable, @ptrCast(self.vtable)).End(@as(*const ID3D10Asynchronous, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Asynchronous_GetData(self: *const T, pData: ?*anyopaque, DataSize: u32, GetDataFlags: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10Asynchronous.VTable, @ptrCast(self.vtable)).GetData(@as(*const ID3D10Asynchronous, @ptrCast(self)), pData, DataSize, GetDataFlags);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Asynchronous_GetDataSize(self: *const T) callconv(.Inline) u32 {
return @as(*const ID3D10Asynchronous.VTable, @ptrCast(self.vtable)).GetDataSize(@as(*const ID3D10Asynchronous, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_ASYNC_GETDATA_FLAG = enum(i32) {
H = 1,
};
pub const D3D10_ASYNC_GETDATA_DONOTFLUSH = D3D10_ASYNC_GETDATA_FLAG.H;
pub const D3D10_QUERY = enum(i32) {
EVENT = 0,
OCCLUSION = 1,
TIMESTAMP = 2,
TIMESTAMP_DISJOINT = 3,
PIPELINE_STATISTICS = 4,
OCCLUSION_PREDICATE = 5,
SO_STATISTICS = 6,
SO_OVERFLOW_PREDICATE = 7,
};
pub const D3D10_QUERY_EVENT = D3D10_QUERY.EVENT;
pub const D3D10_QUERY_OCCLUSION = D3D10_QUERY.OCCLUSION;
pub const D3D10_QUERY_TIMESTAMP = D3D10_QUERY.TIMESTAMP;
pub const D3D10_QUERY_TIMESTAMP_DISJOINT = D3D10_QUERY.TIMESTAMP_DISJOINT;
pub const D3D10_QUERY_PIPELINE_STATISTICS = D3D10_QUERY.PIPELINE_STATISTICS;
pub const D3D10_QUERY_OCCLUSION_PREDICATE = D3D10_QUERY.OCCLUSION_PREDICATE;
pub const D3D10_QUERY_SO_STATISTICS = D3D10_QUERY.SO_STATISTICS;
pub const D3D10_QUERY_SO_OVERFLOW_PREDICATE = D3D10_QUERY.SO_OVERFLOW_PREDICATE;
pub const D3D10_QUERY_MISC_FLAG = enum(i32) {
T = 1,
};
pub const D3D10_QUERY_MISC_PREDICATEHINT = D3D10_QUERY_MISC_FLAG.T;
pub const D3D10_QUERY_DESC = extern struct {
Query: D3D10_QUERY,
MiscFlags: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Query_Value = Guid.initString("9b7e4c0e-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Query = &IID_ID3D10Query_Value;
pub const ID3D10Query = extern struct {
pub const VTable = extern struct {
base: ID3D10Asynchronous.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Query,
pDesc: ?*D3D10_QUERY_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Query,
pDesc: ?*D3D10_QUERY_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10Asynchronous.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Query_GetDesc(self: *const T, pDesc: ?*D3D10_QUERY_DESC) callconv(.Inline) void {
return @as(*const ID3D10Query.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10Query, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Predicate_Value = Guid.initString("9b7e4c10-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Predicate = &IID_ID3D10Predicate_Value;
pub const ID3D10Predicate = extern struct {
pub const VTable = extern struct {
base: ID3D10Query.VTable,
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10Query.MethodMixin(T);
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_QUERY_DATA_TIMESTAMP_DISJOINT = extern struct {
Frequency: u64,
Disjoint: BOOL,
};
pub const D3D10_QUERY_DATA_PIPELINE_STATISTICS = extern struct {
IAVertices: u64,
IAPrimitives: u64,
VSInvocations: u64,
GSInvocations: u64,
GSPrimitives: u64,
CInvocations: u64,
CPrimitives: u64,
PSInvocations: u64,
};
pub const D3D10_QUERY_DATA_SO_STATISTICS = extern struct {
NumPrimitivesWritten: u64,
PrimitivesStorageNeeded: u64,
};
pub const D3D10_COUNTER = enum(i32) {
GPU_IDLE = 0,
VERTEX_PROCESSING = 1,
GEOMETRY_PROCESSING = 2,
PIXEL_PROCESSING = 3,
OTHER_GPU_PROCESSING = 4,
HOST_ADAPTER_BANDWIDTH_UTILIZATION = 5,
LOCAL_VIDMEM_BANDWIDTH_UTILIZATION = 6,
VERTEX_THROUGHPUT_UTILIZATION = 7,
TRIANGLE_SETUP_THROUGHPUT_UTILIZATION = 8,
FILLRATE_THROUGHPUT_UTILIZATION = 9,
VS_MEMORY_LIMITED = 10,
VS_COMPUTATION_LIMITED = 11,
GS_MEMORY_LIMITED = 12,
GS_COMPUTATION_LIMITED = 13,
PS_MEMORY_LIMITED = 14,
PS_COMPUTATION_LIMITED = 15,
POST_TRANSFORM_CACHE_HIT_RATE = 16,
TEXTURE_CACHE_HIT_RATE = 17,
DEVICE_DEPENDENT_0 = 1073741824,
};
pub const D3D10_COUNTER_GPU_IDLE = D3D10_COUNTER.GPU_IDLE;
pub const D3D10_COUNTER_VERTEX_PROCESSING = D3D10_COUNTER.VERTEX_PROCESSING;
pub const D3D10_COUNTER_GEOMETRY_PROCESSING = D3D10_COUNTER.GEOMETRY_PROCESSING;
pub const D3D10_COUNTER_PIXEL_PROCESSING = D3D10_COUNTER.PIXEL_PROCESSING;
pub const D3D10_COUNTER_OTHER_GPU_PROCESSING = D3D10_COUNTER.OTHER_GPU_PROCESSING;
pub const D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION = D3D10_COUNTER.HOST_ADAPTER_BANDWIDTH_UTILIZATION;
pub const D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION = D3D10_COUNTER.LOCAL_VIDMEM_BANDWIDTH_UTILIZATION;
pub const D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION = D3D10_COUNTER.VERTEX_THROUGHPUT_UTILIZATION;
pub const D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION = D3D10_COUNTER.TRIANGLE_SETUP_THROUGHPUT_UTILIZATION;
pub const D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION = D3D10_COUNTER.FILLRATE_THROUGHPUT_UTILIZATION;
pub const D3D10_COUNTER_VS_MEMORY_LIMITED = D3D10_COUNTER.VS_MEMORY_LIMITED;
pub const D3D10_COUNTER_VS_COMPUTATION_LIMITED = D3D10_COUNTER.VS_COMPUTATION_LIMITED;
pub const D3D10_COUNTER_GS_MEMORY_LIMITED = D3D10_COUNTER.GS_MEMORY_LIMITED;
pub const D3D10_COUNTER_GS_COMPUTATION_LIMITED = D3D10_COUNTER.GS_COMPUTATION_LIMITED;
pub const D3D10_COUNTER_PS_MEMORY_LIMITED = D3D10_COUNTER.PS_MEMORY_LIMITED;
pub const D3D10_COUNTER_PS_COMPUTATION_LIMITED = D3D10_COUNTER.PS_COMPUTATION_LIMITED;
pub const D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE = D3D10_COUNTER.POST_TRANSFORM_CACHE_HIT_RATE;
pub const D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE = D3D10_COUNTER.TEXTURE_CACHE_HIT_RATE;
pub const D3D10_COUNTER_DEVICE_DEPENDENT_0 = D3D10_COUNTER.DEVICE_DEPENDENT_0;
pub const D3D10_COUNTER_TYPE = enum(i32) {
FLOAT32 = 0,
UINT16 = 1,
UINT32 = 2,
UINT64 = 3,
};
pub const D3D10_COUNTER_TYPE_FLOAT32 = D3D10_COUNTER_TYPE.FLOAT32;
pub const D3D10_COUNTER_TYPE_UINT16 = D3D10_COUNTER_TYPE.UINT16;
pub const D3D10_COUNTER_TYPE_UINT32 = D3D10_COUNTER_TYPE.UINT32;
pub const D3D10_COUNTER_TYPE_UINT64 = D3D10_COUNTER_TYPE.UINT64;
pub const D3D10_COUNTER_DESC = extern struct {
Counter: D3D10_COUNTER,
MiscFlags: u32,
};
pub const D3D10_COUNTER_INFO = extern struct {
LastDeviceDependentCounter: D3D10_COUNTER,
NumSimultaneousCounters: u32,
NumDetectableParallelUnits: u8,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Counter_Value = Guid.initString("9b7e4c11-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Counter = &IID_ID3D10Counter_Value;
pub const ID3D10Counter = extern struct {
pub const VTable = extern struct {
base: ID3D10Asynchronous.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Counter,
pDesc: ?*D3D10_COUNTER_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Counter,
pDesc: ?*D3D10_COUNTER_DESC,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10Asynchronous.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Counter_GetDesc(self: *const T, pDesc: ?*D3D10_COUNTER_DESC) callconv(.Inline) void {
return @as(*const ID3D10Counter.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10Counter, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Device_Value = Guid.initString("9b7e4c0f-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Device = &IID_ID3D10Device_Value;
pub const ID3D10Device = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
VSSetConstantBuffers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
},
PSSetShaderResources: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
},
PSSetShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pPixelShader: ?*ID3D10PixelShader,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pPixelShader: ?*ID3D10PixelShader,
) callconv(@import("std").os.windows.WINAPI) void,
},
PSSetSamplers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
},
VSSetShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pVertexShader: ?*ID3D10VertexShader,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pVertexShader: ?*ID3D10VertexShader,
) callconv(@import("std").os.windows.WINAPI) void,
},
DrawIndexed: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
IndexCount: u32,
StartIndexLocation: u32,
BaseVertexLocation: i32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
IndexCount: u32,
StartIndexLocation: u32,
BaseVertexLocation: i32,
) callconv(@import("std").os.windows.WINAPI) void,
},
Draw: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
VertexCount: u32,
StartVertexLocation: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
VertexCount: u32,
StartVertexLocation: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
PSSetConstantBuffers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
},
IASetInputLayout: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pInputLayout: ?*ID3D10InputLayout,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pInputLayout: ?*ID3D10InputLayout,
) callconv(@import("std").os.windows.WINAPI) void,
},
IASetVertexBuffers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppVertexBuffers: ?[*]?*ID3D10Buffer,
pStrides: ?[*]const u32,
pOffsets: ?[*]const u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppVertexBuffers: ?[*]?*ID3D10Buffer,
pStrides: ?[*]const u32,
pOffsets: ?[*]const u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
IASetIndexBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pIndexBuffer: ?*ID3D10Buffer,
Format: DXGI_FORMAT,
Offset: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pIndexBuffer: ?*ID3D10Buffer,
Format: DXGI_FORMAT,
Offset: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
DrawIndexedInstanced: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
IndexCountPerInstance: u32,
InstanceCount: u32,
StartIndexLocation: u32,
BaseVertexLocation: i32,
StartInstanceLocation: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
IndexCountPerInstance: u32,
InstanceCount: u32,
StartIndexLocation: u32,
BaseVertexLocation: i32,
StartInstanceLocation: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
DrawInstanced: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
VertexCountPerInstance: u32,
InstanceCount: u32,
StartVertexLocation: u32,
StartInstanceLocation: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
VertexCountPerInstance: u32,
InstanceCount: u32,
StartVertexLocation: u32,
StartInstanceLocation: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
GSSetConstantBuffers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
},
GSSetShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pShader: ?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pShader: ?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) void,
},
IASetPrimitiveTopology: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
Topology: D3D_PRIMITIVE_TOPOLOGY,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
Topology: D3D_PRIMITIVE_TOPOLOGY,
) callconv(@import("std").os.windows.WINAPI) void,
},
VSSetShaderResources: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
},
VSSetSamplers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
},
SetPredication: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pPredicate: ?*ID3D10Predicate,
PredicateValue: BOOL,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pPredicate: ?*ID3D10Predicate,
PredicateValue: BOOL,
) callconv(@import("std").os.windows.WINAPI) void,
},
GSSetShaderResources: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
},
GSSetSamplers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
},
OMSetRenderTargets: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
NumViews: u32,
ppRenderTargetViews: ?[*]?*ID3D10RenderTargetView,
pDepthStencilView: ?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
NumViews: u32,
ppRenderTargetViews: ?[*]?*ID3D10RenderTargetView,
pDepthStencilView: ?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) void,
},
OMSetBlendState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pBlendState: ?*ID3D10BlendState,
BlendFactor: ?*const f32,
SampleMask: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pBlendState: ?*ID3D10BlendState,
BlendFactor: ?*const f32,
SampleMask: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
OMSetDepthStencilState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDepthStencilState: ?*ID3D10DepthStencilState,
StencilRef: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pDepthStencilState: ?*ID3D10DepthStencilState,
StencilRef: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
SOSetTargets: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
NumBuffers: u32,
ppSOTargets: ?[*]?*ID3D10Buffer,
pOffsets: ?[*]const u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
NumBuffers: u32,
ppSOTargets: ?[*]?*ID3D10Buffer,
pOffsets: ?[*]const u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
DrawAuto: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) void,
},
RSSetState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pRasterizerState: ?*ID3D10RasterizerState,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pRasterizerState: ?*ID3D10RasterizerState,
) callconv(@import("std").os.windows.WINAPI) void,
},
RSSetViewports: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
NumViewports: u32,
pViewports: ?[*]const D3D10_VIEWPORT,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
NumViewports: u32,
pViewports: ?[*]const D3D10_VIEWPORT,
) callconv(@import("std").os.windows.WINAPI) void,
},
RSSetScissorRects: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
NumRects: u32,
pRects: ?[*]const RECT,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
NumRects: u32,
pRects: ?[*]const RECT,
) callconv(@import("std").os.windows.WINAPI) void,
},
CopySubresourceRegion: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDstResource: ?*ID3D10Resource,
DstSubresource: u32,
DstX: u32,
DstY: u32,
DstZ: u32,
pSrcResource: ?*ID3D10Resource,
SrcSubresource: u32,
pSrcBox: ?*const D3D10_BOX,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pDstResource: ?*ID3D10Resource,
DstSubresource: u32,
DstX: u32,
DstY: u32,
DstZ: u32,
pSrcResource: ?*ID3D10Resource,
SrcSubresource: u32,
pSrcBox: ?*const D3D10_BOX,
) callconv(@import("std").os.windows.WINAPI) void,
},
CopyResource: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDstResource: ?*ID3D10Resource,
pSrcResource: ?*ID3D10Resource,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pDstResource: ?*ID3D10Resource,
pSrcResource: ?*ID3D10Resource,
) callconv(@import("std").os.windows.WINAPI) void,
},
UpdateSubresource: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDstResource: ?*ID3D10Resource,
DstSubresource: u32,
pDstBox: ?*const D3D10_BOX,
pSrcData: ?*const anyopaque,
SrcRowPitch: u32,
SrcDepthPitch: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pDstResource: ?*ID3D10Resource,
DstSubresource: u32,
pDstBox: ?*const D3D10_BOX,
pSrcData: ?*const anyopaque,
SrcRowPitch: u32,
SrcDepthPitch: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
ClearRenderTargetView: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pRenderTargetView: ?*ID3D10RenderTargetView,
ColorRGBA: ?*const f32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pRenderTargetView: ?*ID3D10RenderTargetView,
ColorRGBA: ?*const f32,
) callconv(@import("std").os.windows.WINAPI) void,
},
ClearDepthStencilView: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDepthStencilView: ?*ID3D10DepthStencilView,
ClearFlags: u32,
Depth: f32,
Stencil: u8,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pDepthStencilView: ?*ID3D10DepthStencilView,
ClearFlags: u32,
Depth: f32,
Stencil: u8,
) callconv(@import("std").os.windows.WINAPI) void,
},
GenerateMips: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pShaderResourceView: ?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pShaderResourceView: ?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
},
ResolveSubresource: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDstResource: ?*ID3D10Resource,
DstSubresource: u32,
pSrcResource: ?*ID3D10Resource,
SrcSubresource: u32,
Format: DXGI_FORMAT,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pDstResource: ?*ID3D10Resource,
DstSubresource: u32,
pSrcResource: ?*ID3D10Resource,
SrcSubresource: u32,
Format: DXGI_FORMAT,
) callconv(@import("std").os.windows.WINAPI) void,
},
VSGetConstantBuffers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
},
PSGetShaderResources: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
},
PSGetShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
ppPixelShader: ?*?*ID3D10PixelShader,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
ppPixelShader: ?*?*ID3D10PixelShader,
) callconv(@import("std").os.windows.WINAPI) void,
},
PSGetSamplers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
},
VSGetShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
ppVertexShader: ?*?*ID3D10VertexShader,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
ppVertexShader: ?*?*ID3D10VertexShader,
) callconv(@import("std").os.windows.WINAPI) void,
},
PSGetConstantBuffers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
},
IAGetInputLayout: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
ppInputLayout: ?*?*ID3D10InputLayout,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
ppInputLayout: ?*?*ID3D10InputLayout,
) callconv(@import("std").os.windows.WINAPI) void,
},
IAGetVertexBuffers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppVertexBuffers: ?[*]?*ID3D10Buffer,
pStrides: ?[*]u32,
pOffsets: ?[*]u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppVertexBuffers: ?[*]?*ID3D10Buffer,
pStrides: ?[*]u32,
pOffsets: ?[*]u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
IAGetIndexBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pIndexBuffer: ?*?*ID3D10Buffer,
Format: ?*DXGI_FORMAT,
Offset: ?*u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pIndexBuffer: ?*?*ID3D10Buffer,
Format: ?*DXGI_FORMAT,
Offset: ?*u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
GSGetConstantBuffers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumBuffers: u32,
ppConstantBuffers: ?[*]?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) void,
},
GSGetShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
ppGeometryShader: ?*?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
ppGeometryShader: ?*?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) void,
},
IAGetPrimitiveTopology: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pTopology: ?*D3D_PRIMITIVE_TOPOLOGY,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pTopology: ?*D3D_PRIMITIVE_TOPOLOGY,
) callconv(@import("std").os.windows.WINAPI) void,
},
VSGetShaderResources: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
},
VSGetSamplers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetPredication: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
ppPredicate: ?*?*ID3D10Predicate,
pPredicateValue: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
ppPredicate: ?*?*ID3D10Predicate,
pPredicateValue: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) void,
},
GSGetShaderResources: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumViews: u32,
ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) void,
},
GSGetSamplers: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
StartSlot: u32,
NumSamplers: u32,
ppSamplers: ?[*]?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) void,
},
OMGetRenderTargets: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
NumViews: u32,
ppRenderTargetViews: ?[*]?*ID3D10RenderTargetView,
ppDepthStencilView: ?*?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
NumViews: u32,
ppRenderTargetViews: ?[*]?*ID3D10RenderTargetView,
ppDepthStencilView: ?*?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) void,
},
OMGetBlendState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
ppBlendState: ?*?*ID3D10BlendState,
BlendFactor: ?*f32,
pSampleMask: ?*u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
ppBlendState: ?*?*ID3D10BlendState,
BlendFactor: ?*f32,
pSampleMask: ?*u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
OMGetDepthStencilState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
ppDepthStencilState: ?*?*ID3D10DepthStencilState,
pStencilRef: ?*u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
ppDepthStencilState: ?*?*ID3D10DepthStencilState,
pStencilRef: ?*u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
SOGetTargets: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
NumBuffers: u32,
ppSOTargets: ?[*]?*ID3D10Buffer,
pOffsets: ?[*]u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
NumBuffers: u32,
ppSOTargets: ?[*]?*ID3D10Buffer,
pOffsets: ?[*]u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
RSGetState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
ppRasterizerState: ?*?*ID3D10RasterizerState,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
ppRasterizerState: ?*?*ID3D10RasterizerState,
) callconv(@import("std").os.windows.WINAPI) void,
},
RSGetViewports: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
NumViewports: ?*u32,
pViewports: ?[*]D3D10_VIEWPORT,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
NumViewports: ?*u32,
pViewports: ?[*]D3D10_VIEWPORT,
) callconv(@import("std").os.windows.WINAPI) void,
},
RSGetScissorRects: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
NumRects: ?*u32,
pRects: ?[*]RECT,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
NumRects: ?*u32,
pRects: ?[*]RECT,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetDeviceRemovedReason: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetExceptionMode: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
RaiseFlags: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
RaiseFlags: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetExceptionMode: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) u32,
else => *const fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) u32,
},
GetPrivateData: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
guid: ?*const Guid,
pDataSize: ?*u32,
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
guid: ?*const Guid,
pDataSize: ?*u32,
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetPrivateData: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
guid: ?*const Guid,
DataSize: u32,
// TODO: what to do with BytesParamIndex 1?
pData: ?*const anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
guid: ?*const Guid,
DataSize: u32,
// TODO: what to do with BytesParamIndex 1?
pData: ?*const anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetPrivateDataInterface: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
guid: ?*const Guid,
pData: ?*IUnknown,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
guid: ?*const Guid,
pData: ?*IUnknown,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
ClearState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) void,
},
Flush: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) void,
},
CreateBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_BUFFER_DESC,
pInitialData: ?*const D3D10_SUBRESOURCE_DATA,
ppBuffer: ?*?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_BUFFER_DESC,
pInitialData: ?*const D3D10_SUBRESOURCE_DATA,
ppBuffer: ?*?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateTexture1D: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_TEXTURE1D_DESC,
pInitialData: ?*const D3D10_SUBRESOURCE_DATA,
ppTexture1D: ?*?*ID3D10Texture1D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_TEXTURE1D_DESC,
pInitialData: ?*const D3D10_SUBRESOURCE_DATA,
ppTexture1D: ?*?*ID3D10Texture1D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateTexture2D: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_TEXTURE2D_DESC,
pInitialData: ?*const D3D10_SUBRESOURCE_DATA,
ppTexture2D: ?*?*ID3D10Texture2D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_TEXTURE2D_DESC,
pInitialData: ?*const D3D10_SUBRESOURCE_DATA,
ppTexture2D: ?*?*ID3D10Texture2D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateTexture3D: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_TEXTURE3D_DESC,
pInitialData: ?*const D3D10_SUBRESOURCE_DATA,
ppTexture3D: ?*?*ID3D10Texture3D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_TEXTURE3D_DESC,
pInitialData: ?*const D3D10_SUBRESOURCE_DATA,
ppTexture3D: ?*?*ID3D10Texture3D,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateShaderResourceView: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pResource: ?*ID3D10Resource,
pDesc: ?*const D3D10_SHADER_RESOURCE_VIEW_DESC,
ppSRView: ?*?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pResource: ?*ID3D10Resource,
pDesc: ?*const D3D10_SHADER_RESOURCE_VIEW_DESC,
ppSRView: ?*?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateRenderTargetView: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pResource: ?*ID3D10Resource,
pDesc: ?*const D3D10_RENDER_TARGET_VIEW_DESC,
ppRTView: ?*?*ID3D10RenderTargetView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pResource: ?*ID3D10Resource,
pDesc: ?*const D3D10_RENDER_TARGET_VIEW_DESC,
ppRTView: ?*?*ID3D10RenderTargetView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateDepthStencilView: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pResource: ?*ID3D10Resource,
pDesc: ?*const D3D10_DEPTH_STENCIL_VIEW_DESC,
ppDepthStencilView: ?*?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pResource: ?*ID3D10Resource,
pDesc: ?*const D3D10_DEPTH_STENCIL_VIEW_DESC,
ppDepthStencilView: ?*?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateInputLayout: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pInputElementDescs: [*]const D3D10_INPUT_ELEMENT_DESC,
NumElements: u32,
pShaderBytecodeWithInputSignature: [*]const u8,
BytecodeLength: usize,
ppInputLayout: ?*?*ID3D10InputLayout,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pInputElementDescs: [*]const D3D10_INPUT_ELEMENT_DESC,
NumElements: u32,
pShaderBytecodeWithInputSignature: [*]const u8,
BytecodeLength: usize,
ppInputLayout: ?*?*ID3D10InputLayout,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateVertexShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pShaderBytecode: [*]const u8,
BytecodeLength: usize,
ppVertexShader: ?*?*ID3D10VertexShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pShaderBytecode: [*]const u8,
BytecodeLength: usize,
ppVertexShader: ?*?*ID3D10VertexShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateGeometryShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pShaderBytecode: [*]const u8,
BytecodeLength: usize,
ppGeometryShader: ?*?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pShaderBytecode: [*]const u8,
BytecodeLength: usize,
ppGeometryShader: ?*?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateGeometryShaderWithStreamOutput: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pShaderBytecode: [*]const u8,
BytecodeLength: usize,
pSODeclaration: ?[*]const D3D10_SO_DECLARATION_ENTRY,
NumEntries: u32,
OutputStreamStride: u32,
ppGeometryShader: ?*?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pShaderBytecode: [*]const u8,
BytecodeLength: usize,
pSODeclaration: ?[*]const D3D10_SO_DECLARATION_ENTRY,
NumEntries: u32,
OutputStreamStride: u32,
ppGeometryShader: ?*?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreatePixelShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pShaderBytecode: [*]const u8,
BytecodeLength: usize,
ppPixelShader: ?*?*ID3D10PixelShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pShaderBytecode: [*]const u8,
BytecodeLength: usize,
ppPixelShader: ?*?*ID3D10PixelShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateBlendState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pBlendStateDesc: ?*const D3D10_BLEND_DESC,
ppBlendState: ?*?*ID3D10BlendState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pBlendStateDesc: ?*const D3D10_BLEND_DESC,
ppBlendState: ?*?*ID3D10BlendState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateDepthStencilState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDepthStencilDesc: ?*const D3D10_DEPTH_STENCIL_DESC,
ppDepthStencilState: ?*?*ID3D10DepthStencilState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pDepthStencilDesc: ?*const D3D10_DEPTH_STENCIL_DESC,
ppDepthStencilState: ?*?*ID3D10DepthStencilState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateRasterizerState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pRasterizerDesc: ?*const D3D10_RASTERIZER_DESC,
ppRasterizerState: ?*?*ID3D10RasterizerState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pRasterizerDesc: ?*const D3D10_RASTERIZER_DESC,
ppRasterizerState: ?*?*ID3D10RasterizerState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateSamplerState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pSamplerDesc: ?*const D3D10_SAMPLER_DESC,
ppSamplerState: ?*?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pSamplerDesc: ?*const D3D10_SAMPLER_DESC,
ppSamplerState: ?*?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateQuery: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pQueryDesc: ?*const D3D10_QUERY_DESC,
ppQuery: ?*?*ID3D10Query,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pQueryDesc: ?*const D3D10_QUERY_DESC,
ppQuery: ?*?*ID3D10Query,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreatePredicate: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pPredicateDesc: ?*const D3D10_QUERY_DESC,
ppPredicate: ?*?*ID3D10Predicate,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pPredicateDesc: ?*const D3D10_QUERY_DESC,
ppPredicate: ?*?*ID3D10Predicate,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateCounter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pCounterDesc: ?*const D3D10_COUNTER_DESC,
ppCounter: ?*?*ID3D10Counter,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pCounterDesc: ?*const D3D10_COUNTER_DESC,
ppCounter: ?*?*ID3D10Counter,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CheckFormatSupport: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
Format: DXGI_FORMAT,
pFormatSupport: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
Format: DXGI_FORMAT,
pFormatSupport: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CheckMultisampleQualityLevels: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
Format: DXGI_FORMAT,
SampleCount: u32,
pNumQualityLevels: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
Format: DXGI_FORMAT,
SampleCount: u32,
pNumQualityLevels: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CheckCounterInfo: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pCounterInfo: ?*D3D10_COUNTER_INFO,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pCounterInfo: ?*D3D10_COUNTER_INFO,
) callconv(@import("std").os.windows.WINAPI) void,
},
CheckCounter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_COUNTER_DESC,
pType: ?*D3D10_COUNTER_TYPE,
pActiveCounters: ?*u32,
szName: ?[*:0]u8,
pNameLength: ?*u32,
szUnits: ?[*:0]u8,
pUnitsLength: ?*u32,
szDescription: ?[*:0]u8,
pDescriptionLength: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
pDesc: ?*const D3D10_COUNTER_DESC,
pType: ?*D3D10_COUNTER_TYPE,
pActiveCounters: ?*u32,
szName: ?[*:0]u8,
pNameLength: ?*u32,
szUnits: ?[*:0]u8,
pUnitsLength: ?*u32,
szDescription: ?[*:0]u8,
pDescriptionLength: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetCreationFlags: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) u32,
else => *const fn(
self: *const ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) u32,
},
OpenSharedResource: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
hResource: ?HANDLE,
ReturnedInterface: ?*const Guid,
ppResource: ?*?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device,
hResource: ?HANDLE,
ReturnedInterface: ?*const Guid,
ppResource: ?*?*anyopaque,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetTextFilterSize: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
Width: u32,
Height: u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
Width: u32,
Height: u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetTextFilterSize: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device,
pWidth: ?*u32,
pHeight: ?*u32,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Device,
pWidth: ?*u32,
pHeight: ?*u32,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_VSSetConstantBuffers(self: *const T, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: ?[*]?*ID3D10Buffer) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).VSSetConstantBuffers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumBuffers, ppConstantBuffers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_PSSetShaderResources(self: *const T, StartSlot: u32, NumViews: u32, ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).PSSetShaderResources(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumViews, ppShaderResourceViews);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_PSSetShader(self: *const T, pPixelShader: ?*ID3D10PixelShader) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).PSSetShader(@as(*const ID3D10Device, @ptrCast(self)), pPixelShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_PSSetSamplers(self: *const T, StartSlot: u32, NumSamplers: u32, ppSamplers: ?[*]?*ID3D10SamplerState) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).PSSetSamplers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumSamplers, ppSamplers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_VSSetShader(self: *const T, pVertexShader: ?*ID3D10VertexShader) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).VSSetShader(@as(*const ID3D10Device, @ptrCast(self)), pVertexShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_DrawIndexed(self: *const T, IndexCount: u32, StartIndexLocation: u32, BaseVertexLocation: i32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).DrawIndexed(@as(*const ID3D10Device, @ptrCast(self)), IndexCount, StartIndexLocation, BaseVertexLocation);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_Draw(self: *const T, VertexCount: u32, StartVertexLocation: u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).Draw(@as(*const ID3D10Device, @ptrCast(self)), VertexCount, StartVertexLocation);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_PSSetConstantBuffers(self: *const T, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: ?[*]?*ID3D10Buffer) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).PSSetConstantBuffers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumBuffers, ppConstantBuffers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_IASetInputLayout(self: *const T, pInputLayout: ?*ID3D10InputLayout) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).IASetInputLayout(@as(*const ID3D10Device, @ptrCast(self)), pInputLayout);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_IASetVertexBuffers(self: *const T, StartSlot: u32, NumBuffers: u32, ppVertexBuffers: ?[*]?*ID3D10Buffer, pStrides: ?[*]const u32, pOffsets: ?[*]const u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).IASetVertexBuffers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_IASetIndexBuffer(self: *const T, pIndexBuffer: ?*ID3D10Buffer, Format: DXGI_FORMAT, Offset: u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).IASetIndexBuffer(@as(*const ID3D10Device, @ptrCast(self)), pIndexBuffer, Format, Offset);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_DrawIndexedInstanced(self: *const T, IndexCountPerInstance: u32, InstanceCount: u32, StartIndexLocation: u32, BaseVertexLocation: i32, StartInstanceLocation: u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).DrawIndexedInstanced(@as(*const ID3D10Device, @ptrCast(self)), IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_DrawInstanced(self: *const T, VertexCountPerInstance: u32, InstanceCount: u32, StartVertexLocation: u32, StartInstanceLocation: u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).DrawInstanced(@as(*const ID3D10Device, @ptrCast(self)), VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GSSetConstantBuffers(self: *const T, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: ?[*]?*ID3D10Buffer) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GSSetConstantBuffers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumBuffers, ppConstantBuffers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GSSetShader(self: *const T, pShader: ?*ID3D10GeometryShader) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GSSetShader(@as(*const ID3D10Device, @ptrCast(self)), pShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_IASetPrimitiveTopology(self: *const T, Topology: D3D_PRIMITIVE_TOPOLOGY) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).IASetPrimitiveTopology(@as(*const ID3D10Device, @ptrCast(self)), Topology);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_VSSetShaderResources(self: *const T, StartSlot: u32, NumViews: u32, ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).VSSetShaderResources(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumViews, ppShaderResourceViews);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_VSSetSamplers(self: *const T, StartSlot: u32, NumSamplers: u32, ppSamplers: ?[*]?*ID3D10SamplerState) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).VSSetSamplers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumSamplers, ppSamplers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_SetPredication(self: *const T, pPredicate: ?*ID3D10Predicate, PredicateValue: BOOL) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).SetPredication(@as(*const ID3D10Device, @ptrCast(self)), pPredicate, PredicateValue);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GSSetShaderResources(self: *const T, StartSlot: u32, NumViews: u32, ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GSSetShaderResources(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumViews, ppShaderResourceViews);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GSSetSamplers(self: *const T, StartSlot: u32, NumSamplers: u32, ppSamplers: ?[*]?*ID3D10SamplerState) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GSSetSamplers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumSamplers, ppSamplers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_OMSetRenderTargets(self: *const T, NumViews: u32, ppRenderTargetViews: ?[*]?*ID3D10RenderTargetView, pDepthStencilView: ?*ID3D10DepthStencilView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).OMSetRenderTargets(@as(*const ID3D10Device, @ptrCast(self)), NumViews, ppRenderTargetViews, pDepthStencilView);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_OMSetBlendState(self: *const T, pBlendState: ?*ID3D10BlendState, BlendFactor: ?*const f32, SampleMask: u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).OMSetBlendState(@as(*const ID3D10Device, @ptrCast(self)), pBlendState, BlendFactor, SampleMask);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_OMSetDepthStencilState(self: *const T, pDepthStencilState: ?*ID3D10DepthStencilState, StencilRef: u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).OMSetDepthStencilState(@as(*const ID3D10Device, @ptrCast(self)), pDepthStencilState, StencilRef);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_SOSetTargets(self: *const T, NumBuffers: u32, ppSOTargets: ?[*]?*ID3D10Buffer, pOffsets: ?[*]const u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).SOSetTargets(@as(*const ID3D10Device, @ptrCast(self)), NumBuffers, ppSOTargets, pOffsets);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_DrawAuto(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).DrawAuto(@as(*const ID3D10Device, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_RSSetState(self: *const T, pRasterizerState: ?*ID3D10RasterizerState) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).RSSetState(@as(*const ID3D10Device, @ptrCast(self)), pRasterizerState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_RSSetViewports(self: *const T, NumViewports: u32, pViewports: ?[*]const D3D10_VIEWPORT) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).RSSetViewports(@as(*const ID3D10Device, @ptrCast(self)), NumViewports, pViewports);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_RSSetScissorRects(self: *const T, NumRects: u32, pRects: ?[*]const RECT) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).RSSetScissorRects(@as(*const ID3D10Device, @ptrCast(self)), NumRects, pRects);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CopySubresourceRegion(self: *const T, pDstResource: ?*ID3D10Resource, DstSubresource: u32, DstX: u32, DstY: u32, DstZ: u32, pSrcResource: ?*ID3D10Resource, SrcSubresource: u32, pSrcBox: ?*const D3D10_BOX) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CopySubresourceRegion(@as(*const ID3D10Device, @ptrCast(self)), pDstResource, DstSubresource, DstX, DstY, DstZ, pSrcResource, SrcSubresource, pSrcBox);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CopyResource(self: *const T, pDstResource: ?*ID3D10Resource, pSrcResource: ?*ID3D10Resource) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CopyResource(@as(*const ID3D10Device, @ptrCast(self)), pDstResource, pSrcResource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_UpdateSubresource(self: *const T, pDstResource: ?*ID3D10Resource, DstSubresource: u32, pDstBox: ?*const D3D10_BOX, pSrcData: ?*const anyopaque, SrcRowPitch: u32, SrcDepthPitch: u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).UpdateSubresource(@as(*const ID3D10Device, @ptrCast(self)), pDstResource, DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_ClearRenderTargetView(self: *const T, pRenderTargetView: ?*ID3D10RenderTargetView, ColorRGBA: ?*const f32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).ClearRenderTargetView(@as(*const ID3D10Device, @ptrCast(self)), pRenderTargetView, ColorRGBA);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_ClearDepthStencilView(self: *const T, pDepthStencilView: ?*ID3D10DepthStencilView, ClearFlags: u32, Depth: f32, Stencil: u8) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).ClearDepthStencilView(@as(*const ID3D10Device, @ptrCast(self)), pDepthStencilView, ClearFlags, Depth, Stencil);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GenerateMips(self: *const T, pShaderResourceView: ?*ID3D10ShaderResourceView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GenerateMips(@as(*const ID3D10Device, @ptrCast(self)), pShaderResourceView);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_ResolveSubresource(self: *const T, pDstResource: ?*ID3D10Resource, DstSubresource: u32, pSrcResource: ?*ID3D10Resource, SrcSubresource: u32, Format: DXGI_FORMAT) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).ResolveSubresource(@as(*const ID3D10Device, @ptrCast(self)), pDstResource, DstSubresource, pSrcResource, SrcSubresource, Format);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_VSGetConstantBuffers(self: *const T, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: ?[*]?*ID3D10Buffer) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).VSGetConstantBuffers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumBuffers, ppConstantBuffers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_PSGetShaderResources(self: *const T, StartSlot: u32, NumViews: u32, ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).PSGetShaderResources(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumViews, ppShaderResourceViews);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_PSGetShader(self: *const T, ppPixelShader: ?*?*ID3D10PixelShader) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).PSGetShader(@as(*const ID3D10Device, @ptrCast(self)), ppPixelShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_PSGetSamplers(self: *const T, StartSlot: u32, NumSamplers: u32, ppSamplers: ?[*]?*ID3D10SamplerState) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).PSGetSamplers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumSamplers, ppSamplers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_VSGetShader(self: *const T, ppVertexShader: ?*?*ID3D10VertexShader) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).VSGetShader(@as(*const ID3D10Device, @ptrCast(self)), ppVertexShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_PSGetConstantBuffers(self: *const T, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: ?[*]?*ID3D10Buffer) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).PSGetConstantBuffers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumBuffers, ppConstantBuffers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_IAGetInputLayout(self: *const T, ppInputLayout: ?*?*ID3D10InputLayout) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).IAGetInputLayout(@as(*const ID3D10Device, @ptrCast(self)), ppInputLayout);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_IAGetVertexBuffers(self: *const T, StartSlot: u32, NumBuffers: u32, ppVertexBuffers: ?[*]?*ID3D10Buffer, pStrides: ?[*]u32, pOffsets: ?[*]u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).IAGetVertexBuffers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_IAGetIndexBuffer(self: *const T, pIndexBuffer: ?*?*ID3D10Buffer, Format: ?*DXGI_FORMAT, Offset: ?*u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).IAGetIndexBuffer(@as(*const ID3D10Device, @ptrCast(self)), pIndexBuffer, Format, Offset);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GSGetConstantBuffers(self: *const T, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: ?[*]?*ID3D10Buffer) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GSGetConstantBuffers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumBuffers, ppConstantBuffers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GSGetShader(self: *const T, ppGeometryShader: ?*?*ID3D10GeometryShader) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GSGetShader(@as(*const ID3D10Device, @ptrCast(self)), ppGeometryShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_IAGetPrimitiveTopology(self: *const T, pTopology: ?*D3D_PRIMITIVE_TOPOLOGY) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).IAGetPrimitiveTopology(@as(*const ID3D10Device, @ptrCast(self)), pTopology);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_VSGetShaderResources(self: *const T, StartSlot: u32, NumViews: u32, ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).VSGetShaderResources(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumViews, ppShaderResourceViews);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_VSGetSamplers(self: *const T, StartSlot: u32, NumSamplers: u32, ppSamplers: ?[*]?*ID3D10SamplerState) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).VSGetSamplers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumSamplers, ppSamplers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GetPredication(self: *const T, ppPredicate: ?*?*ID3D10Predicate, pPredicateValue: ?*BOOL) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GetPredication(@as(*const ID3D10Device, @ptrCast(self)), ppPredicate, pPredicateValue);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GSGetShaderResources(self: *const T, StartSlot: u32, NumViews: u32, ppShaderResourceViews: ?[*]?*ID3D10ShaderResourceView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GSGetShaderResources(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumViews, ppShaderResourceViews);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GSGetSamplers(self: *const T, StartSlot: u32, NumSamplers: u32, ppSamplers: ?[*]?*ID3D10SamplerState) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GSGetSamplers(@as(*const ID3D10Device, @ptrCast(self)), StartSlot, NumSamplers, ppSamplers);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_OMGetRenderTargets(self: *const T, NumViews: u32, ppRenderTargetViews: ?[*]?*ID3D10RenderTargetView, ppDepthStencilView: ?*?*ID3D10DepthStencilView) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).OMGetRenderTargets(@as(*const ID3D10Device, @ptrCast(self)), NumViews, ppRenderTargetViews, ppDepthStencilView);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_OMGetBlendState(self: *const T, ppBlendState: ?*?*ID3D10BlendState, BlendFactor: ?*f32, pSampleMask: ?*u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).OMGetBlendState(@as(*const ID3D10Device, @ptrCast(self)), ppBlendState, BlendFactor, pSampleMask);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_OMGetDepthStencilState(self: *const T, ppDepthStencilState: ?*?*ID3D10DepthStencilState, pStencilRef: ?*u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).OMGetDepthStencilState(@as(*const ID3D10Device, @ptrCast(self)), ppDepthStencilState, pStencilRef);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_SOGetTargets(self: *const T, NumBuffers: u32, ppSOTargets: ?[*]?*ID3D10Buffer, pOffsets: ?[*]u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).SOGetTargets(@as(*const ID3D10Device, @ptrCast(self)), NumBuffers, ppSOTargets, pOffsets);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_RSGetState(self: *const T, ppRasterizerState: ?*?*ID3D10RasterizerState) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).RSGetState(@as(*const ID3D10Device, @ptrCast(self)), ppRasterizerState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_RSGetViewports(self: *const T, NumViewports: ?*u32, pViewports: ?[*]D3D10_VIEWPORT) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).RSGetViewports(@as(*const ID3D10Device, @ptrCast(self)), NumViewports, pViewports);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_RSGetScissorRects(self: *const T, NumRects: ?*u32, pRects: ?[*]RECT) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).RSGetScissorRects(@as(*const ID3D10Device, @ptrCast(self)), NumRects, pRects);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GetDeviceRemovedReason(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GetDeviceRemovedReason(@as(*const ID3D10Device, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_SetExceptionMode(self: *const T, RaiseFlags: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).SetExceptionMode(@as(*const ID3D10Device, @ptrCast(self)), RaiseFlags);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GetExceptionMode(self: *const T) callconv(.Inline) u32 {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GetExceptionMode(@as(*const ID3D10Device, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GetPrivateData(self: *const T, guid: ?*const Guid, pDataSize: ?*u32, pData: ?*anyopaque) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GetPrivateData(@as(*const ID3D10Device, @ptrCast(self)), guid, pDataSize, pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_SetPrivateData(self: *const T, guid: ?*const Guid, DataSize: u32, pData: ?*const anyopaque) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).SetPrivateData(@as(*const ID3D10Device, @ptrCast(self)), guid, DataSize, pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_SetPrivateDataInterface(self: *const T, guid: ?*const Guid, pData: ?*IUnknown) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).SetPrivateDataInterface(@as(*const ID3D10Device, @ptrCast(self)), guid, pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_ClearState(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).ClearState(@as(*const ID3D10Device, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_Flush(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).Flush(@as(*const ID3D10Device, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateBuffer(self: *const T, pDesc: ?*const D3D10_BUFFER_DESC, pInitialData: ?*const D3D10_SUBRESOURCE_DATA, ppBuffer: ?*?*ID3D10Buffer) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateBuffer(@as(*const ID3D10Device, @ptrCast(self)), pDesc, pInitialData, ppBuffer);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateTexture1D(self: *const T, pDesc: ?*const D3D10_TEXTURE1D_DESC, pInitialData: ?*const D3D10_SUBRESOURCE_DATA, ppTexture1D: ?*?*ID3D10Texture1D) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateTexture1D(@as(*const ID3D10Device, @ptrCast(self)), pDesc, pInitialData, ppTexture1D);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateTexture2D(self: *const T, pDesc: ?*const D3D10_TEXTURE2D_DESC, pInitialData: ?*const D3D10_SUBRESOURCE_DATA, ppTexture2D: ?*?*ID3D10Texture2D) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateTexture2D(@as(*const ID3D10Device, @ptrCast(self)), pDesc, pInitialData, ppTexture2D);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateTexture3D(self: *const T, pDesc: ?*const D3D10_TEXTURE3D_DESC, pInitialData: ?*const D3D10_SUBRESOURCE_DATA, ppTexture3D: ?*?*ID3D10Texture3D) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateTexture3D(@as(*const ID3D10Device, @ptrCast(self)), pDesc, pInitialData, ppTexture3D);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateShaderResourceView(self: *const T, pResource: ?*ID3D10Resource, pDesc: ?*const D3D10_SHADER_RESOURCE_VIEW_DESC, ppSRView: ?*?*ID3D10ShaderResourceView) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateShaderResourceView(@as(*const ID3D10Device, @ptrCast(self)), pResource, pDesc, ppSRView);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateRenderTargetView(self: *const T, pResource: ?*ID3D10Resource, pDesc: ?*const D3D10_RENDER_TARGET_VIEW_DESC, ppRTView: ?*?*ID3D10RenderTargetView) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateRenderTargetView(@as(*const ID3D10Device, @ptrCast(self)), pResource, pDesc, ppRTView);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateDepthStencilView(self: *const T, pResource: ?*ID3D10Resource, pDesc: ?*const D3D10_DEPTH_STENCIL_VIEW_DESC, ppDepthStencilView: ?*?*ID3D10DepthStencilView) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateDepthStencilView(@as(*const ID3D10Device, @ptrCast(self)), pResource, pDesc, ppDepthStencilView);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateInputLayout(self: *const T, pInputElementDescs: [*]const D3D10_INPUT_ELEMENT_DESC, NumElements: u32, pShaderBytecodeWithInputSignature: [*]const u8, BytecodeLength: usize, ppInputLayout: ?*?*ID3D10InputLayout) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateInputLayout(@as(*const ID3D10Device, @ptrCast(self)), pInputElementDescs, NumElements, pShaderBytecodeWithInputSignature, BytecodeLength, ppInputLayout);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateVertexShader(self: *const T, pShaderBytecode: [*]const u8, BytecodeLength: usize, ppVertexShader: ?*?*ID3D10VertexShader) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateVertexShader(@as(*const ID3D10Device, @ptrCast(self)), pShaderBytecode, BytecodeLength, ppVertexShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateGeometryShader(self: *const T, pShaderBytecode: [*]const u8, BytecodeLength: usize, ppGeometryShader: ?*?*ID3D10GeometryShader) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateGeometryShader(@as(*const ID3D10Device, @ptrCast(self)), pShaderBytecode, BytecodeLength, ppGeometryShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateGeometryShaderWithStreamOutput(self: *const T, pShaderBytecode: [*]const u8, BytecodeLength: usize, pSODeclaration: ?[*]const D3D10_SO_DECLARATION_ENTRY, NumEntries: u32, OutputStreamStride: u32, ppGeometryShader: ?*?*ID3D10GeometryShader) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateGeometryShaderWithStreamOutput(@as(*const ID3D10Device, @ptrCast(self)), pShaderBytecode, BytecodeLength, pSODeclaration, NumEntries, OutputStreamStride, ppGeometryShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreatePixelShader(self: *const T, pShaderBytecode: [*]const u8, BytecodeLength: usize, ppPixelShader: ?*?*ID3D10PixelShader) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreatePixelShader(@as(*const ID3D10Device, @ptrCast(self)), pShaderBytecode, BytecodeLength, ppPixelShader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateBlendState(self: *const T, pBlendStateDesc: ?*const D3D10_BLEND_DESC, ppBlendState: ?*?*ID3D10BlendState) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateBlendState(@as(*const ID3D10Device, @ptrCast(self)), pBlendStateDesc, ppBlendState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateDepthStencilState(self: *const T, pDepthStencilDesc: ?*const D3D10_DEPTH_STENCIL_DESC, ppDepthStencilState: ?*?*ID3D10DepthStencilState) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateDepthStencilState(@as(*const ID3D10Device, @ptrCast(self)), pDepthStencilDesc, ppDepthStencilState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateRasterizerState(self: *const T, pRasterizerDesc: ?*const D3D10_RASTERIZER_DESC, ppRasterizerState: ?*?*ID3D10RasterizerState) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateRasterizerState(@as(*const ID3D10Device, @ptrCast(self)), pRasterizerDesc, ppRasterizerState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateSamplerState(self: *const T, pSamplerDesc: ?*const D3D10_SAMPLER_DESC, ppSamplerState: ?*?*ID3D10SamplerState) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateSamplerState(@as(*const ID3D10Device, @ptrCast(self)), pSamplerDesc, ppSamplerState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateQuery(self: *const T, pQueryDesc: ?*const D3D10_QUERY_DESC, ppQuery: ?*?*ID3D10Query) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateQuery(@as(*const ID3D10Device, @ptrCast(self)), pQueryDesc, ppQuery);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreatePredicate(self: *const T, pPredicateDesc: ?*const D3D10_QUERY_DESC, ppPredicate: ?*?*ID3D10Predicate) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreatePredicate(@as(*const ID3D10Device, @ptrCast(self)), pPredicateDesc, ppPredicate);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CreateCounter(self: *const T, pCounterDesc: ?*const D3D10_COUNTER_DESC, ppCounter: ?*?*ID3D10Counter) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CreateCounter(@as(*const ID3D10Device, @ptrCast(self)), pCounterDesc, ppCounter);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CheckFormatSupport(self: *const T, Format: DXGI_FORMAT, pFormatSupport: ?*u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CheckFormatSupport(@as(*const ID3D10Device, @ptrCast(self)), Format, pFormatSupport);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CheckMultisampleQualityLevels(self: *const T, Format: DXGI_FORMAT, SampleCount: u32, pNumQualityLevels: ?*u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CheckMultisampleQualityLevels(@as(*const ID3D10Device, @ptrCast(self)), Format, SampleCount, pNumQualityLevels);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CheckCounterInfo(self: *const T, pCounterInfo: ?*D3D10_COUNTER_INFO) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CheckCounterInfo(@as(*const ID3D10Device, @ptrCast(self)), pCounterInfo);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_CheckCounter(self: *const T, pDesc: ?*const D3D10_COUNTER_DESC, pType: ?*D3D10_COUNTER_TYPE, pActiveCounters: ?*u32, szName: ?[*:0]u8, pNameLength: ?*u32, szUnits: ?[*:0]u8, pUnitsLength: ?*u32, szDescription: ?[*:0]u8, pDescriptionLength: ?*u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).CheckCounter(@as(*const ID3D10Device, @ptrCast(self)), pDesc, pType, pActiveCounters, szName, pNameLength, szUnits, pUnitsLength, szDescription, pDescriptionLength);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GetCreationFlags(self: *const T) callconv(.Inline) u32 {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GetCreationFlags(@as(*const ID3D10Device, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_OpenSharedResource(self: *const T, hResource: ?HANDLE, ReturnedInterface: ?*const Guid, ppResource: ?*?*anyopaque) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).OpenSharedResource(@as(*const ID3D10Device, @ptrCast(self)), hResource, ReturnedInterface, ppResource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_SetTextFilterSize(self: *const T, Width: u32, Height: u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).SetTextFilterSize(@as(*const ID3D10Device, @ptrCast(self)), Width, Height);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device_GetTextFilterSize(self: *const T, pWidth: ?*u32, pHeight: ?*u32) callconv(.Inline) void {
return @as(*const ID3D10Device.VTable, @ptrCast(self.vtable)).GetTextFilterSize(@as(*const ID3D10Device, @ptrCast(self)), pWidth, pHeight);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Multithread_Value = Guid.initString("9b7e4e00-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Multithread = &IID_ID3D10Multithread_Value;
pub const ID3D10Multithread = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
Enter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Multithread,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Multithread,
) callconv(@import("std").os.windows.WINAPI) void,
},
Leave: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Multithread,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10Multithread,
) callconv(@import("std").os.windows.WINAPI) void,
},
SetMultithreadProtected: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Multithread,
bMTProtect: BOOL,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10Multithread,
bMTProtect: BOOL,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetMultithreadProtected: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Multithread,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10Multithread,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Multithread_Enter(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10Multithread.VTable, @ptrCast(self.vtable)).Enter(@as(*const ID3D10Multithread, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Multithread_Leave(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10Multithread.VTable, @ptrCast(self.vtable)).Leave(@as(*const ID3D10Multithread, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Multithread_SetMultithreadProtected(self: *const T, bMTProtect: BOOL) callconv(.Inline) BOOL {
return @as(*const ID3D10Multithread.VTable, @ptrCast(self.vtable)).SetMultithreadProtected(@as(*const ID3D10Multithread, @ptrCast(self)), bMTProtect);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Multithread_GetMultithreadProtected(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10Multithread.VTable, @ptrCast(self.vtable)).GetMultithreadProtected(@as(*const ID3D10Multithread, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_CREATE_DEVICE_FLAG = enum(i32) {
SINGLETHREADED = 1,
DEBUG = 2,
SWITCH_TO_REF = 4,
PREVENT_INTERNAL_THREADING_OPTIMIZATIONS = 8,
ALLOW_NULL_FROM_MAP = 16,
BGRA_SUPPORT = 32,
PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY = 128,
STRICT_VALIDATION = 512,
DEBUGGABLE = 1024,
};
pub const D3D10_CREATE_DEVICE_SINGLETHREADED = D3D10_CREATE_DEVICE_FLAG.SINGLETHREADED;
pub const D3D10_CREATE_DEVICE_DEBUG = D3D10_CREATE_DEVICE_FLAG.DEBUG;
pub const D3D10_CREATE_DEVICE_SWITCH_TO_REF = D3D10_CREATE_DEVICE_FLAG.SWITCH_TO_REF;
pub const D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS = D3D10_CREATE_DEVICE_FLAG.PREVENT_INTERNAL_THREADING_OPTIMIZATIONS;
pub const D3D10_CREATE_DEVICE_ALLOW_NULL_FROM_MAP = D3D10_CREATE_DEVICE_FLAG.ALLOW_NULL_FROM_MAP;
pub const D3D10_CREATE_DEVICE_BGRA_SUPPORT = D3D10_CREATE_DEVICE_FLAG.BGRA_SUPPORT;
pub const D3D10_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY = D3D10_CREATE_DEVICE_FLAG.PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY;
pub const D3D10_CREATE_DEVICE_STRICT_VALIDATION = D3D10_CREATE_DEVICE_FLAG.STRICT_VALIDATION;
pub const D3D10_CREATE_DEVICE_DEBUGGABLE = D3D10_CREATE_DEVICE_FLAG.DEBUGGABLE;
// This COM type is Agile, not sure what that means
const IID_ID3D10Debug_Value = Guid.initString("9b7e4e01-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Debug = &IID_ID3D10Debug_Value;
pub const ID3D10Debug = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
SetFeatureMask: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Debug,
Mask: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Debug,
Mask: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetFeatureMask: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Debug,
) callconv(@import("std").os.windows.WINAPI) u32,
else => *const fn(
self: *const ID3D10Debug,
) callconv(@import("std").os.windows.WINAPI) u32,
},
SetPresentPerRenderOpDelay: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Debug,
Milliseconds: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Debug,
Milliseconds: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetPresentPerRenderOpDelay: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Debug,
) callconv(@import("std").os.windows.WINAPI) u32,
else => *const fn(
self: *const ID3D10Debug,
) callconv(@import("std").os.windows.WINAPI) u32,
},
SetSwapChain: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Debug,
pSwapChain: ?*IDXGISwapChain,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Debug,
pSwapChain: ?*IDXGISwapChain,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetSwapChain: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Debug,
ppSwapChain: ?*?*IDXGISwapChain,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Debug,
ppSwapChain: ?*?*IDXGISwapChain,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
Validate: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Debug,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Debug,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Debug_SetFeatureMask(self: *const T, Mask: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10Debug.VTable, @ptrCast(self.vtable)).SetFeatureMask(@as(*const ID3D10Debug, @ptrCast(self)), Mask);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Debug_GetFeatureMask(self: *const T) callconv(.Inline) u32 {
return @as(*const ID3D10Debug.VTable, @ptrCast(self.vtable)).GetFeatureMask(@as(*const ID3D10Debug, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Debug_SetPresentPerRenderOpDelay(self: *const T, Milliseconds: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10Debug.VTable, @ptrCast(self.vtable)).SetPresentPerRenderOpDelay(@as(*const ID3D10Debug, @ptrCast(self)), Milliseconds);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Debug_GetPresentPerRenderOpDelay(self: *const T) callconv(.Inline) u32 {
return @as(*const ID3D10Debug.VTable, @ptrCast(self.vtable)).GetPresentPerRenderOpDelay(@as(*const ID3D10Debug, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Debug_SetSwapChain(self: *const T, pSwapChain: ?*IDXGISwapChain) callconv(.Inline) HRESULT {
return @as(*const ID3D10Debug.VTable, @ptrCast(self.vtable)).SetSwapChain(@as(*const ID3D10Debug, @ptrCast(self)), pSwapChain);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Debug_GetSwapChain(self: *const T, ppSwapChain: ?*?*IDXGISwapChain) callconv(.Inline) HRESULT {
return @as(*const ID3D10Debug.VTable, @ptrCast(self.vtable)).GetSwapChain(@as(*const ID3D10Debug, @ptrCast(self)), ppSwapChain);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Debug_Validate(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10Debug.VTable, @ptrCast(self.vtable)).Validate(@as(*const ID3D10Debug, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10SwitchToRef_Value = Guid.initString("9b7e4e02-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10SwitchToRef = &IID_ID3D10SwitchToRef_Value;
pub const ID3D10SwitchToRef = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
SetUseRef: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10SwitchToRef,
UseRef: BOOL,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10SwitchToRef,
UseRef: BOOL,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetUseRef: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10SwitchToRef,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10SwitchToRef,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10SwitchToRef_SetUseRef(self: *const T, UseRef: BOOL) callconv(.Inline) BOOL {
return @as(*const ID3D10SwitchToRef.VTable, @ptrCast(self.vtable)).SetUseRef(@as(*const ID3D10SwitchToRef, @ptrCast(self)), UseRef);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10SwitchToRef_GetUseRef(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10SwitchToRef.VTable, @ptrCast(self.vtable)).GetUseRef(@as(*const ID3D10SwitchToRef, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_MESSAGE_CATEGORY = enum(i32) {
APPLICATION_DEFINED = 0,
MISCELLANEOUS = 1,
INITIALIZATION = 2,
CLEANUP = 3,
COMPILATION = 4,
STATE_CREATION = 5,
STATE_SETTING = 6,
STATE_GETTING = 7,
RESOURCE_MANIPULATION = 8,
EXECUTION = 9,
SHADER = 10,
};
pub const D3D10_MESSAGE_CATEGORY_APPLICATION_DEFINED = D3D10_MESSAGE_CATEGORY.APPLICATION_DEFINED;
pub const D3D10_MESSAGE_CATEGORY_MISCELLANEOUS = D3D10_MESSAGE_CATEGORY.MISCELLANEOUS;
pub const D3D10_MESSAGE_CATEGORY_INITIALIZATION = D3D10_MESSAGE_CATEGORY.INITIALIZATION;
pub const D3D10_MESSAGE_CATEGORY_CLEANUP = D3D10_MESSAGE_CATEGORY.CLEANUP;
pub const D3D10_MESSAGE_CATEGORY_COMPILATION = D3D10_MESSAGE_CATEGORY.COMPILATION;
pub const D3D10_MESSAGE_CATEGORY_STATE_CREATION = D3D10_MESSAGE_CATEGORY.STATE_CREATION;
pub const D3D10_MESSAGE_CATEGORY_STATE_SETTING = D3D10_MESSAGE_CATEGORY.STATE_SETTING;
pub const D3D10_MESSAGE_CATEGORY_STATE_GETTING = D3D10_MESSAGE_CATEGORY.STATE_GETTING;
pub const D3D10_MESSAGE_CATEGORY_RESOURCE_MANIPULATION = D3D10_MESSAGE_CATEGORY.RESOURCE_MANIPULATION;
pub const D3D10_MESSAGE_CATEGORY_EXECUTION = D3D10_MESSAGE_CATEGORY.EXECUTION;
pub const D3D10_MESSAGE_CATEGORY_SHADER = D3D10_MESSAGE_CATEGORY.SHADER;
pub const D3D10_MESSAGE_SEVERITY = enum(i32) {
CORRUPTION = 0,
ERROR = 1,
WARNING = 2,
INFO = 3,
MESSAGE = 4,
};
pub const D3D10_MESSAGE_SEVERITY_CORRUPTION = D3D10_MESSAGE_SEVERITY.CORRUPTION;
pub const D3D10_MESSAGE_SEVERITY_ERROR = D3D10_MESSAGE_SEVERITY.ERROR;
pub const D3D10_MESSAGE_SEVERITY_WARNING = D3D10_MESSAGE_SEVERITY.WARNING;
pub const D3D10_MESSAGE_SEVERITY_INFO = D3D10_MESSAGE_SEVERITY.INFO;
pub const D3D10_MESSAGE_SEVERITY_MESSAGE = D3D10_MESSAGE_SEVERITY.MESSAGE;
pub const D3D10_MESSAGE_ID = enum(i32) {
UNKNOWN = 0,
DEVICE_IASETVERTEXBUFFERS_HAZARD = 1,
DEVICE_IASETINDEXBUFFER_HAZARD = 2,
DEVICE_VSSETSHADERRESOURCES_HAZARD = 3,
DEVICE_VSSETCONSTANTBUFFERS_HAZARD = 4,
DEVICE_GSSETSHADERRESOURCES_HAZARD = 5,
DEVICE_GSSETCONSTANTBUFFERS_HAZARD = 6,
DEVICE_PSSETSHADERRESOURCES_HAZARD = 7,
DEVICE_PSSETCONSTANTBUFFERS_HAZARD = 8,
DEVICE_OMSETRENDERTARGETS_HAZARD = 9,
DEVICE_SOSETTARGETS_HAZARD = 10,
STRING_FROM_APPLICATION = 11,
CORRUPTED_THIS = 12,
CORRUPTED_PARAMETER1 = 13,
CORRUPTED_PARAMETER2 = 14,
CORRUPTED_PARAMETER3 = 15,
CORRUPTED_PARAMETER4 = 16,
CORRUPTED_PARAMETER5 = 17,
CORRUPTED_PARAMETER6 = 18,
CORRUPTED_PARAMETER7 = 19,
CORRUPTED_PARAMETER8 = 20,
CORRUPTED_PARAMETER9 = 21,
CORRUPTED_PARAMETER10 = 22,
CORRUPTED_PARAMETER11 = 23,
CORRUPTED_PARAMETER12 = 24,
CORRUPTED_PARAMETER13 = 25,
CORRUPTED_PARAMETER14 = 26,
CORRUPTED_PARAMETER15 = 27,
CORRUPTED_MULTITHREADING = 28,
MESSAGE_REPORTING_OUTOFMEMORY = 29,
IASETINPUTLAYOUT_UNBINDDELETINGOBJECT = 30,
IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT = 31,
IASETINDEXBUFFER_UNBINDDELETINGOBJECT = 32,
VSSETSHADER_UNBINDDELETINGOBJECT = 33,
VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT = 34,
VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT = 35,
VSSETSAMPLERS_UNBINDDELETINGOBJECT = 36,
GSSETSHADER_UNBINDDELETINGOBJECT = 37,
GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT = 38,
GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT = 39,
GSSETSAMPLERS_UNBINDDELETINGOBJECT = 40,
SOSETTARGETS_UNBINDDELETINGOBJECT = 41,
PSSETSHADER_UNBINDDELETINGOBJECT = 42,
PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT = 43,
PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT = 44,
PSSETSAMPLERS_UNBINDDELETINGOBJECT = 45,
RSSETSTATE_UNBINDDELETINGOBJECT = 46,
OMSETBLENDSTATE_UNBINDDELETINGOBJECT = 47,
OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT = 48,
OMSETRENDERTARGETS_UNBINDDELETINGOBJECT = 49,
SETPREDICATION_UNBINDDELETINGOBJECT = 50,
GETPRIVATEDATA_MOREDATA = 51,
SETPRIVATEDATA_INVALIDFREEDATA = 52,
SETPRIVATEDATA_INVALIDIUNKNOWN = 53,
SETPRIVATEDATA_INVALIDFLAGS = 54,
SETPRIVATEDATA_CHANGINGPARAMS = 55,
SETPRIVATEDATA_OUTOFMEMORY = 56,
CREATEBUFFER_UNRECOGNIZEDFORMAT = 57,
CREATEBUFFER_INVALIDSAMPLES = 58,
CREATEBUFFER_UNRECOGNIZEDUSAGE = 59,
CREATEBUFFER_UNRECOGNIZEDBINDFLAGS = 60,
CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS = 61,
CREATEBUFFER_UNRECOGNIZEDMISCFLAGS = 62,
CREATEBUFFER_INVALIDCPUACCESSFLAGS = 63,
CREATEBUFFER_INVALIDBINDFLAGS = 64,
CREATEBUFFER_INVALIDINITIALDATA = 65,
CREATEBUFFER_INVALIDDIMENSIONS = 66,
CREATEBUFFER_INVALIDMIPLEVELS = 67,
CREATEBUFFER_INVALIDMISCFLAGS = 68,
CREATEBUFFER_INVALIDARG_RETURN = 69,
CREATEBUFFER_OUTOFMEMORY_RETURN = 70,
CREATEBUFFER_NULLDESC = 71,
CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS = 72,
CREATEBUFFER_LARGEALLOCATION = 73,
CREATETEXTURE1D_UNRECOGNIZEDFORMAT = 74,
CREATETEXTURE1D_UNSUPPORTEDFORMAT = 75,
CREATETEXTURE1D_INVALIDSAMPLES = 76,
CREATETEXTURE1D_UNRECOGNIZEDUSAGE = 77,
CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS = 78,
CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS = 79,
CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS = 80,
CREATETEXTURE1D_INVALIDCPUACCESSFLAGS = 81,
CREATETEXTURE1D_INVALIDBINDFLAGS = 82,
CREATETEXTURE1D_INVALIDINITIALDATA = 83,
CREATETEXTURE1D_INVALIDDIMENSIONS = 84,
CREATETEXTURE1D_INVALIDMIPLEVELS = 85,
CREATETEXTURE1D_INVALIDMISCFLAGS = 86,
CREATETEXTURE1D_INVALIDARG_RETURN = 87,
CREATETEXTURE1D_OUTOFMEMORY_RETURN = 88,
CREATETEXTURE1D_NULLDESC = 89,
CREATETEXTURE1D_LARGEALLOCATION = 90,
CREATETEXTURE2D_UNRECOGNIZEDFORMAT = 91,
CREATETEXTURE2D_UNSUPPORTEDFORMAT = 92,
CREATETEXTURE2D_INVALIDSAMPLES = 93,
CREATETEXTURE2D_UNRECOGNIZEDUSAGE = 94,
CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS = 95,
CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS = 96,
CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS = 97,
CREATETEXTURE2D_INVALIDCPUACCESSFLAGS = 98,
CREATETEXTURE2D_INVALIDBINDFLAGS = 99,
CREATETEXTURE2D_INVALIDINITIALDATA = 100,
CREATETEXTURE2D_INVALIDDIMENSIONS = 101,
CREATETEXTURE2D_INVALIDMIPLEVELS = 102,
CREATETEXTURE2D_INVALIDMISCFLAGS = 103,
CREATETEXTURE2D_INVALIDARG_RETURN = 104,
CREATETEXTURE2D_OUTOFMEMORY_RETURN = 105,
CREATETEXTURE2D_NULLDESC = 106,
CREATETEXTURE2D_LARGEALLOCATION = 107,
CREATETEXTURE3D_UNRECOGNIZEDFORMAT = 108,
CREATETEXTURE3D_UNSUPPORTEDFORMAT = 109,
CREATETEXTURE3D_INVALIDSAMPLES = 110,
CREATETEXTURE3D_UNRECOGNIZEDUSAGE = 111,
CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS = 112,
CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS = 113,
CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS = 114,
CREATETEXTURE3D_INVALIDCPUACCESSFLAGS = 115,
CREATETEXTURE3D_INVALIDBINDFLAGS = 116,
CREATETEXTURE3D_INVALIDINITIALDATA = 117,
CREATETEXTURE3D_INVALIDDIMENSIONS = 118,
CREATETEXTURE3D_INVALIDMIPLEVELS = 119,
CREATETEXTURE3D_INVALIDMISCFLAGS = 120,
CREATETEXTURE3D_INVALIDARG_RETURN = 121,
CREATETEXTURE3D_OUTOFMEMORY_RETURN = 122,
CREATETEXTURE3D_NULLDESC = 123,
CREATETEXTURE3D_LARGEALLOCATION = 124,
CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT = 125,
CREATESHADERRESOURCEVIEW_INVALIDDESC = 126,
CREATESHADERRESOURCEVIEW_INVALIDFORMAT = 127,
CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS = 128,
CREATESHADERRESOURCEVIEW_INVALIDRESOURCE = 129,
CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS = 130,
CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN = 131,
CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN = 132,
CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT = 133,
CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT = 134,
CREATERENDERTARGETVIEW_INVALIDDESC = 135,
CREATERENDERTARGETVIEW_INVALIDFORMAT = 136,
CREATERENDERTARGETVIEW_INVALIDDIMENSIONS = 137,
CREATERENDERTARGETVIEW_INVALIDRESOURCE = 138,
CREATERENDERTARGETVIEW_TOOMANYOBJECTS = 139,
CREATERENDERTARGETVIEW_INVALIDARG_RETURN = 140,
CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN = 141,
CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT = 142,
CREATEDEPTHSTENCILVIEW_INVALIDDESC = 143,
CREATEDEPTHSTENCILVIEW_INVALIDFORMAT = 144,
CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS = 145,
CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE = 146,
CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS = 147,
CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN = 148,
CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN = 149,
CREATEINPUTLAYOUT_OUTOFMEMORY = 150,
CREATEINPUTLAYOUT_TOOMANYELEMENTS = 151,
CREATEINPUTLAYOUT_INVALIDFORMAT = 152,
CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT = 153,
CREATEINPUTLAYOUT_INVALIDSLOT = 154,
CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS = 155,
CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH = 156,
CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE = 157,
CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE = 158,
CREATEINPUTLAYOUT_INVALIDALIGNMENT = 159,
CREATEINPUTLAYOUT_DUPLICATESEMANTIC = 160,
CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE = 161,
CREATEINPUTLAYOUT_NULLSEMANTIC = 162,
CREATEINPUTLAYOUT_MISSINGELEMENT = 163,
CREATEINPUTLAYOUT_NULLDESC = 164,
CREATEVERTEXSHADER_OUTOFMEMORY = 165,
CREATEVERTEXSHADER_INVALIDSHADERBYTECODE = 166,
CREATEVERTEXSHADER_INVALIDSHADERTYPE = 167,
CREATEGEOMETRYSHADER_OUTOFMEMORY = 168,
CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE = 169,
CREATEGEOMETRYSHADER_INVALIDSHADERTYPE = 170,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY = 171,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE = 172,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE = 173,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES = 174,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED = 175,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL = 176,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL = 177,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED = 178,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT = 179,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT = 180,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT = 181,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT = 182,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION = 183,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT = 184,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE = 185,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC = 186,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH = 187,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS = 188,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX = 189,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE = 190,
CREATEPIXELSHADER_OUTOFMEMORY = 191,
CREATEPIXELSHADER_INVALIDSHADERBYTECODE = 192,
CREATEPIXELSHADER_INVALIDSHADERTYPE = 193,
CREATERASTERIZERSTATE_INVALIDFILLMODE = 194,
CREATERASTERIZERSTATE_INVALIDCULLMODE = 195,
CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP = 196,
CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS = 197,
CREATERASTERIZERSTATE_TOOMANYOBJECTS = 198,
CREATERASTERIZERSTATE_NULLDESC = 199,
CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK = 200,
CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC = 201,
CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP = 202,
CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP = 203,
CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP = 204,
CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC = 205,
CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP = 206,
CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP = 207,
CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP = 208,
CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC = 209,
CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS = 210,
CREATEDEPTHSTENCILSTATE_NULLDESC = 211,
CREATEBLENDSTATE_INVALIDSRCBLEND = 212,
CREATEBLENDSTATE_INVALIDDESTBLEND = 213,
CREATEBLENDSTATE_INVALIDBLENDOP = 214,
CREATEBLENDSTATE_INVALIDSRCBLENDALPHA = 215,
CREATEBLENDSTATE_INVALIDDESTBLENDALPHA = 216,
CREATEBLENDSTATE_INVALIDBLENDOPALPHA = 217,
CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK = 218,
CREATEBLENDSTATE_TOOMANYOBJECTS = 219,
CREATEBLENDSTATE_NULLDESC = 220,
CREATESAMPLERSTATE_INVALIDFILTER = 221,
CREATESAMPLERSTATE_INVALIDADDRESSU = 222,
CREATESAMPLERSTATE_INVALIDADDRESSV = 223,
CREATESAMPLERSTATE_INVALIDADDRESSW = 224,
CREATESAMPLERSTATE_INVALIDMIPLODBIAS = 225,
CREATESAMPLERSTATE_INVALIDMAXANISOTROPY = 226,
CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC = 227,
CREATESAMPLERSTATE_INVALIDMINLOD = 228,
CREATESAMPLERSTATE_INVALIDMAXLOD = 229,
CREATESAMPLERSTATE_TOOMANYOBJECTS = 230,
CREATESAMPLERSTATE_NULLDESC = 231,
CREATEQUERYORPREDICATE_INVALIDQUERY = 232,
CREATEQUERYORPREDICATE_INVALIDMISCFLAGS = 233,
CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG = 234,
CREATEQUERYORPREDICATE_NULLDESC = 235,
DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED = 236,
DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED = 237,
IASETVERTEXBUFFERS_INVALIDBUFFER = 238,
DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE = 239,
DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY = 240,
IASETINDEXBUFFER_INVALIDBUFFER = 241,
DEVICE_IASETINDEXBUFFER_FORMAT_INVALID = 242,
DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE = 243,
DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED = 244,
DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY = 245,
VSSETCONSTANTBUFFERS_INVALIDBUFFER = 246,
DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY = 247,
DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY = 248,
DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY = 249,
GSSETCONSTANTBUFFERS_INVALIDBUFFER = 250,
DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY = 251,
DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY = 252,
SOSETTARGETS_INVALIDBUFFER = 253,
DEVICE_SOSETTARGETS_OFFSET_UNALIGNED = 254,
DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY = 255,
PSSETCONSTANTBUFFERS_INVALIDBUFFER = 256,
DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY = 257,
DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY = 258,
DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT = 259,
DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR = 260,
CLEARRENDERTARGETVIEW_DENORMFLUSH = 261,
CLEARDEPTHSTENCILVIEW_DENORMFLUSH = 262,
CLEARDEPTHSTENCILVIEW_INVALID = 263,
DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY = 264,
DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY = 265,
DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY = 266,
DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY = 267,
DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY = 268,
DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY = 269,
DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY = 270,
DEVICE_SOGETTARGETS_BUFFERS_EMPTY = 271,
DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY = 272,
DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY = 273,
DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY = 274,
DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY = 275,
DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY = 276,
DEVICE_GENERATEMIPS_RESOURCE_INVALID = 277,
COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE = 278,
COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE = 279,
COPYSUBRESOURCEREGION_INVALIDSOURCEBOX = 280,
COPYSUBRESOURCEREGION_INVALIDSOURCE = 281,
COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE = 282,
COPYSUBRESOURCEREGION_INVALIDSOURCESTATE = 283,
COPYRESOURCE_INVALIDSOURCE = 284,
COPYRESOURCE_INVALIDDESTINATIONSTATE = 285,
COPYRESOURCE_INVALIDSOURCESTATE = 286,
UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE = 287,
UPDATESUBRESOURCE_INVALIDDESTINATIONBOX = 288,
UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE = 289,
DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID = 290,
DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID = 291,
DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID = 292,
DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID = 293,
DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID = 294,
BUFFER_MAP_INVALIDMAPTYPE = 295,
BUFFER_MAP_INVALIDFLAGS = 296,
BUFFER_MAP_ALREADYMAPPED = 297,
BUFFER_MAP_DEVICEREMOVED_RETURN = 298,
BUFFER_UNMAP_NOTMAPPED = 299,
TEXTURE1D_MAP_INVALIDMAPTYPE = 300,
TEXTURE1D_MAP_INVALIDSUBRESOURCE = 301,
TEXTURE1D_MAP_INVALIDFLAGS = 302,
TEXTURE1D_MAP_ALREADYMAPPED = 303,
TEXTURE1D_MAP_DEVICEREMOVED_RETURN = 304,
TEXTURE1D_UNMAP_INVALIDSUBRESOURCE = 305,
TEXTURE1D_UNMAP_NOTMAPPED = 306,
TEXTURE2D_MAP_INVALIDMAPTYPE = 307,
TEXTURE2D_MAP_INVALIDSUBRESOURCE = 308,
TEXTURE2D_MAP_INVALIDFLAGS = 309,
TEXTURE2D_MAP_ALREADYMAPPED = 310,
TEXTURE2D_MAP_DEVICEREMOVED_RETURN = 311,
TEXTURE2D_UNMAP_INVALIDSUBRESOURCE = 312,
TEXTURE2D_UNMAP_NOTMAPPED = 313,
TEXTURE3D_MAP_INVALIDMAPTYPE = 314,
TEXTURE3D_MAP_INVALIDSUBRESOURCE = 315,
TEXTURE3D_MAP_INVALIDFLAGS = 316,
TEXTURE3D_MAP_ALREADYMAPPED = 317,
TEXTURE3D_MAP_DEVICEREMOVED_RETURN = 318,
TEXTURE3D_UNMAP_INVALIDSUBRESOURCE = 319,
TEXTURE3D_UNMAP_NOTMAPPED = 320,
CHECKFORMATSUPPORT_FORMAT_DEPRECATED = 321,
CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED = 322,
SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS = 323,
SETEXCEPTIONMODE_INVALIDARG_RETURN = 324,
SETEXCEPTIONMODE_DEVICEREMOVED_RETURN = 325,
REF_SIMULATING_INFINITELY_FAST_HARDWARE = 326,
REF_THREADING_MODE = 327,
REF_UMDRIVER_EXCEPTION = 328,
REF_KMDRIVER_EXCEPTION = 329,
REF_HARDWARE_EXCEPTION = 330,
REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE = 331,
REF_PROBLEM_PARSING_SHADER = 332,
REF_OUT_OF_MEMORY = 333,
REF_INFO = 334,
DEVICE_DRAW_VERTEXPOS_OVERFLOW = 335,
DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW = 336,
DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW = 337,
DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW = 338,
DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW = 339,
DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW = 340,
DEVICE_DRAW_VERTEX_SHADER_NOT_SET = 341,
DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND = 342,
DEVICE_SHADER_LINKAGE_REGISTERINDEX = 343,
DEVICE_SHADER_LINKAGE_COMPONENTTYPE = 344,
DEVICE_SHADER_LINKAGE_REGISTERMASK = 345,
DEVICE_SHADER_LINKAGE_SYSTEMVALUE = 346,
DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS = 347,
DEVICE_DRAW_VERTEX_BUFFER_NOT_SET = 348,
DEVICE_DRAW_INPUTLAYOUT_NOT_SET = 349,
DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET = 350,
DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL = 351,
DEVICE_DRAW_SAMPLER_NOT_SET = 352,
DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET = 353,
DEVICE_DRAW_VIEW_DIMENSION_MISMATCH = 354,
DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL = 355,
DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL = 356,
DEVICE_DRAW_INDEX_BUFFER_NOT_SET = 357,
DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID = 358,
DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL = 359,
DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH = 360,
DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH = 361,
DEVICE_DRAW_POSITION_NOT_PRESENT = 362,
DEVICE_DRAW_OUTPUT_STREAM_NOT_SET = 363,
DEVICE_DRAW_BOUND_RESOURCE_MAPPED = 364,
DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY = 365,
DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED = 366,
DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED = 367,
DEVICE_DRAW_INDEX_OFFSET_UNALIGNED = 368,
DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED = 369,
DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED = 370,
DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED = 371,
DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED = 372,
DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED = 373,
DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE = 374,
DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER = 375,
DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING = 376,
DEVICE_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0 = 377,
DEVICE_REMOVAL_PROCESS_AT_FAULT = 378,
DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT = 379,
DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT = 380,
DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN = 381,
DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN = 382,
DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN = 383,
DEVICE_DRAW_VIEWPORT_NOT_SET = 384,
CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC = 385,
CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC = 386,
DEVICE_RSSETVIEWPORTS_DENORMFLUSH = 387,
OMSETRENDERTARGETS_INVALIDVIEW = 388,
DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS = 389,
DEVICE_DRAW_SAMPLER_MISMATCH = 390,
CREATEINPUTLAYOUT_TYPE_MISMATCH = 391,
BLENDSTATE_GETDESC_LEGACY = 392,
SHADERRESOURCEVIEW_GETDESC_LEGACY = 393,
CREATEQUERY_OUTOFMEMORY_RETURN = 394,
CREATEPREDICATE_OUTOFMEMORY_RETURN = 395,
CREATECOUNTER_OUTOFRANGE_COUNTER = 396,
CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED = 397,
CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER = 398,
CREATECOUNTER_OUTOFMEMORY_RETURN = 399,
CREATECOUNTER_NONEXCLUSIVE_RETURN = 400,
CREATECOUNTER_NULLDESC = 401,
CHECKCOUNTER_OUTOFRANGE_COUNTER = 402,
CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER = 403,
SETPREDICATION_INVALID_PREDICATE_STATE = 404,
QUERY_BEGIN_UNSUPPORTED = 405,
PREDICATE_BEGIN_DURING_PREDICATION = 406,
QUERY_BEGIN_DUPLICATE = 407,
QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS = 408,
PREDICATE_END_DURING_PREDICATION = 409,
QUERY_END_ABANDONING_PREVIOUS_RESULTS = 410,
QUERY_END_WITHOUT_BEGIN = 411,
QUERY_GETDATA_INVALID_DATASIZE = 412,
QUERY_GETDATA_INVALID_FLAGS = 413,
QUERY_GETDATA_INVALID_CALL = 414,
DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH = 415,
DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED = 416,
DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN = 417,
DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE = 418,
DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE = 419,
CREATEINPUTLAYOUT_EMPTY_LAYOUT = 420,
DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH = 421,
LIVE_OBJECT_SUMMARY = 422,
LIVE_BUFFER = 423,
LIVE_TEXTURE1D = 424,
LIVE_TEXTURE2D = 425,
LIVE_TEXTURE3D = 426,
LIVE_SHADERRESOURCEVIEW = 427,
LIVE_RENDERTARGETVIEW = 428,
LIVE_DEPTHSTENCILVIEW = 429,
LIVE_VERTEXSHADER = 430,
LIVE_GEOMETRYSHADER = 431,
LIVE_PIXELSHADER = 432,
LIVE_INPUTLAYOUT = 433,
LIVE_SAMPLER = 434,
LIVE_BLENDSTATE = 435,
LIVE_DEPTHSTENCILSTATE = 436,
LIVE_RASTERIZERSTATE = 437,
LIVE_QUERY = 438,
LIVE_PREDICATE = 439,
LIVE_COUNTER = 440,
LIVE_DEVICE = 441,
LIVE_SWAPCHAIN = 442,
D3D10_MESSAGES_END = 443,
D3D10L9_MESSAGES_START = 1048576,
CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED = 1048577,
CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED = 1048578,
CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT = 1048579,
CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY = 1048580,
CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE = 1048581,
VSSETSAMPLERS_NOT_SUPPORTED = 1048582,
VSSETSAMPLERS_TOO_MANY_SAMPLERS = 1048583,
PSSETSAMPLERS_TOO_MANY_SAMPLERS = 1048584,
CREATERESOURCE_NO_ARRAYS = 1048585,
CREATERESOURCE_NO_VB_AND_IB_BIND = 1048586,
CREATERESOURCE_NO_TEXTURE_1D = 1048587,
CREATERESOURCE_DIMENSION_OUT_OF_RANGE = 1048588,
CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE = 1048589,
OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS = 1048590,
OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS = 1048591,
IASETVERTEXBUFFERS_BAD_BUFFER_INDEX = 1048592,
DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS = 1048593,
DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED = 1048594,
DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS = 1048595,
COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY = 1048596,
COPYRESOURCE_NO_TEXTURE_3D_READBACK = 1048597,
COPYRESOURCE_NO_TEXTURE_ONLY_READBACK = 1048598,
CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT = 1048599,
CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE = 1048600,
CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE = 1048601,
DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE = 1048602,
CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD = 1048603,
CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL = 1048604,
CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX = 1048605,
CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO = 1048606,
CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES = 1048607,
CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET = 1048608,
CREATERESOURCE_NO_DWORD_INDEX_BUFFER = 1048609,
CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE = 1048610,
CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE = 1048611,
CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE = 1048612,
CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS = 1048613,
CREATERESOURCE_NO_STREAM_OUT = 1048614,
CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS = 1048615,
CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES = 1048616,
CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED = 1048617,
VSSHADERRESOURCES_NOT_SUPPORTED = 1048618,
GEOMETRY_SHADER_NOT_SUPPORTED = 1048619,
STREAM_OUT_NOT_SUPPORTED = 1048620,
TEXT_FILTER_NOT_SUPPORTED = 1048621,
CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND = 1048622,
CREATEBLENDSTATE_NO_MRT_BLEND = 1048623,
CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED = 1048624,
CREATESAMPLERSTATE_NO_MIRRORONCE = 1048625,
DRAWINSTANCED_NOT_SUPPORTED = 1048626,
DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3 = 1048627,
DRAWINDEXED_POINTLIST_UNSUPPORTED = 1048628,
SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO = 1048629,
CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION = 1048630,
CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED = 1048631,
DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR = 1048632,
SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA = 1048633,
CREATERESOURCE_NON_POW_2_MIPMAP = 1048634,
CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED = 1048635,
OMSETRENDERTARGETS_NO_SRGB_MRT = 1048636,
COPYRESOURCE_NO_3D_MISMATCHED_UPDATES = 1048637,
D3D10L9_MESSAGES_END = 1048638,
};
pub const D3D10_MESSAGE_ID_UNKNOWN = D3D10_MESSAGE_ID.UNKNOWN;
pub const D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD = D3D10_MESSAGE_ID.DEVICE_IASETVERTEXBUFFERS_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD = D3D10_MESSAGE_ID.DEVICE_IASETINDEXBUFFER_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD = D3D10_MESSAGE_ID.DEVICE_VSSETSHADERRESOURCES_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD = D3D10_MESSAGE_ID.DEVICE_VSSETCONSTANTBUFFERS_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD = D3D10_MESSAGE_ID.DEVICE_GSSETSHADERRESOURCES_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD = D3D10_MESSAGE_ID.DEVICE_GSSETCONSTANTBUFFERS_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD = D3D10_MESSAGE_ID.DEVICE_PSSETSHADERRESOURCES_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD = D3D10_MESSAGE_ID.DEVICE_PSSETCONSTANTBUFFERS_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD = D3D10_MESSAGE_ID.DEVICE_OMSETRENDERTARGETS_HAZARD;
pub const D3D10_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD = D3D10_MESSAGE_ID.DEVICE_SOSETTARGETS_HAZARD;
pub const D3D10_MESSAGE_ID_STRING_FROM_APPLICATION = D3D10_MESSAGE_ID.STRING_FROM_APPLICATION;
pub const D3D10_MESSAGE_ID_CORRUPTED_THIS = D3D10_MESSAGE_ID.CORRUPTED_THIS;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER1 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER1;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER2 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER2;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER3 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER3;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER4 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER4;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER5 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER5;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER6 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER6;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER7 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER7;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER8 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER8;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER9 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER9;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER10 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER10;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER11 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER11;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER12 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER12;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER13 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER13;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER14 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER14;
pub const D3D10_MESSAGE_ID_CORRUPTED_PARAMETER15 = D3D10_MESSAGE_ID.CORRUPTED_PARAMETER15;
pub const D3D10_MESSAGE_ID_CORRUPTED_MULTITHREADING = D3D10_MESSAGE_ID.CORRUPTED_MULTITHREADING;
pub const D3D10_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY = D3D10_MESSAGE_ID.MESSAGE_REPORTING_OUTOFMEMORY;
pub const D3D10_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.IASETINPUTLAYOUT_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.IASETINDEXBUFFER_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.VSSETSHADER_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_VSSETSAMPLERS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.VSSETSAMPLERS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_GSSETSHADER_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.GSSETSHADER_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_GSSETSAMPLERS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.GSSETSAMPLERS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_SOSETTARGETS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.SOSETTARGETS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_PSSETSHADER_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.PSSETSHADER_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_PSSETSAMPLERS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.PSSETSAMPLERS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_RSSETSTATE_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.RSSETSTATE_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_OMSETBLENDSTATE_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.OMSETBLENDSTATE_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_OMSETRENDERTARGETS_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.OMSETRENDERTARGETS_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_SETPREDICATION_UNBINDDELETINGOBJECT = D3D10_MESSAGE_ID.SETPREDICATION_UNBINDDELETINGOBJECT;
pub const D3D10_MESSAGE_ID_GETPRIVATEDATA_MOREDATA = D3D10_MESSAGE_ID.GETPRIVATEDATA_MOREDATA;
pub const D3D10_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA = D3D10_MESSAGE_ID.SETPRIVATEDATA_INVALIDFREEDATA;
pub const D3D10_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN = D3D10_MESSAGE_ID.SETPRIVATEDATA_INVALIDIUNKNOWN;
pub const D3D10_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS = D3D10_MESSAGE_ID.SETPRIVATEDATA_INVALIDFLAGS;
pub const D3D10_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS = D3D10_MESSAGE_ID.SETPRIVATEDATA_CHANGINGPARAMS;
pub const D3D10_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY = D3D10_MESSAGE_ID.SETPRIVATEDATA_OUTOFMEMORY;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDFORMAT = D3D10_MESSAGE_ID.CREATEBUFFER_UNRECOGNIZEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDSAMPLES = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDSAMPLES;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDUSAGE = D3D10_MESSAGE_ID.CREATEBUFFER_UNRECOGNIZEDUSAGE;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDBINDFLAGS = D3D10_MESSAGE_ID.CREATEBUFFER_UNRECOGNIZEDBINDFLAGS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS = D3D10_MESSAGE_ID.CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDMISCFLAGS = D3D10_MESSAGE_ID.CREATEBUFFER_UNRECOGNIZEDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDCPUACCESSFLAGS = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDCPUACCESSFLAGS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDBINDFLAGS = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDBINDFLAGS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDINITIALDATA = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDINITIALDATA;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDDIMENSIONS = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDDIMENSIONS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDMIPLEVELS = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDMIPLEVELS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDMISCFLAGS = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDARG_RETURN = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATEBUFFER_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_NULLDESC = D3D10_MESSAGE_ID.CREATEBUFFER_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS = D3D10_MESSAGE_ID.CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS;
pub const D3D10_MESSAGE_ID_CREATEBUFFER_LARGEALLOCATION = D3D10_MESSAGE_ID.CREATEBUFFER_LARGEALLOCATION;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDFORMAT = D3D10_MESSAGE_ID.CREATETEXTURE1D_UNRECOGNIZEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_UNSUPPORTEDFORMAT = D3D10_MESSAGE_ID.CREATETEXTURE1D_UNSUPPORTEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDSAMPLES = D3D10_MESSAGE_ID.CREATETEXTURE1D_INVALIDSAMPLES;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDUSAGE = D3D10_MESSAGE_ID.CREATETEXTURE1D_UNRECOGNIZEDUSAGE;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDCPUACCESSFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE1D_INVALIDCPUACCESSFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDBINDFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE1D_INVALIDBINDFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDINITIALDATA = D3D10_MESSAGE_ID.CREATETEXTURE1D_INVALIDINITIALDATA;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDDIMENSIONS = D3D10_MESSAGE_ID.CREATETEXTURE1D_INVALIDDIMENSIONS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDMIPLEVELS = D3D10_MESSAGE_ID.CREATETEXTURE1D_INVALIDMIPLEVELS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDMISCFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE1D_INVALIDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDARG_RETURN = D3D10_MESSAGE_ID.CREATETEXTURE1D_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATETEXTURE1D_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_NULLDESC = D3D10_MESSAGE_ID.CREATETEXTURE1D_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATETEXTURE1D_LARGEALLOCATION = D3D10_MESSAGE_ID.CREATETEXTURE1D_LARGEALLOCATION;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDFORMAT = D3D10_MESSAGE_ID.CREATETEXTURE2D_UNRECOGNIZEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_UNSUPPORTEDFORMAT = D3D10_MESSAGE_ID.CREATETEXTURE2D_UNSUPPORTEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDSAMPLES = D3D10_MESSAGE_ID.CREATETEXTURE2D_INVALIDSAMPLES;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDUSAGE = D3D10_MESSAGE_ID.CREATETEXTURE2D_UNRECOGNIZEDUSAGE;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDCPUACCESSFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE2D_INVALIDCPUACCESSFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDBINDFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE2D_INVALIDBINDFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDINITIALDATA = D3D10_MESSAGE_ID.CREATETEXTURE2D_INVALIDINITIALDATA;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS = D3D10_MESSAGE_ID.CREATETEXTURE2D_INVALIDDIMENSIONS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDMIPLEVELS = D3D10_MESSAGE_ID.CREATETEXTURE2D_INVALIDMIPLEVELS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDMISCFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE2D_INVALIDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN = D3D10_MESSAGE_ID.CREATETEXTURE2D_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATETEXTURE2D_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_NULLDESC = D3D10_MESSAGE_ID.CREATETEXTURE2D_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATETEXTURE2D_LARGEALLOCATION = D3D10_MESSAGE_ID.CREATETEXTURE2D_LARGEALLOCATION;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDFORMAT = D3D10_MESSAGE_ID.CREATETEXTURE3D_UNRECOGNIZEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_UNSUPPORTEDFORMAT = D3D10_MESSAGE_ID.CREATETEXTURE3D_UNSUPPORTEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDSAMPLES = D3D10_MESSAGE_ID.CREATETEXTURE3D_INVALIDSAMPLES;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDUSAGE = D3D10_MESSAGE_ID.CREATETEXTURE3D_UNRECOGNIZEDUSAGE;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDCPUACCESSFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE3D_INVALIDCPUACCESSFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDBINDFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE3D_INVALIDBINDFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDINITIALDATA = D3D10_MESSAGE_ID.CREATETEXTURE3D_INVALIDINITIALDATA;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDDIMENSIONS = D3D10_MESSAGE_ID.CREATETEXTURE3D_INVALIDDIMENSIONS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDMIPLEVELS = D3D10_MESSAGE_ID.CREATETEXTURE3D_INVALIDMIPLEVELS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDMISCFLAGS = D3D10_MESSAGE_ID.CREATETEXTURE3D_INVALIDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDARG_RETURN = D3D10_MESSAGE_ID.CREATETEXTURE3D_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATETEXTURE3D_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_NULLDESC = D3D10_MESSAGE_ID.CREATETEXTURE3D_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATETEXTURE3D_LARGEALLOCATION = D3D10_MESSAGE_ID.CREATETEXTURE3D_LARGEALLOCATION;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_INVALIDDESC;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_INVALIDFORMAT;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_INVALIDRESOURCE;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_INVALIDDESC;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_INVALIDFORMAT;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_INVALIDDIMENSIONS;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_INVALIDRESOURCE;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_TOOMANYOBJECTS = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_TOOMANYOBJECTS;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILVIEW_INVALIDDESC;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILVIEW_INVALIDFORMAT;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_OUTOFMEMORY;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_TOOMANYELEMENTS;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_INVALIDFORMAT;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_INVALIDSLOT;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_INVALIDALIGNMENT;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_DUPLICATESEMANTIC;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_NULLSEMANTIC;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_MISSINGELEMENT;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_NULLDESC = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY = D3D10_MESSAGE_ID.CREATEVERTEXSHADER_OUTOFMEMORY;
pub const D3D10_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE = D3D10_MESSAGE_ID.CREATEVERTEXSHADER_INVALIDSHADERBYTECODE;
pub const D3D10_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE = D3D10_MESSAGE_ID.CREATEVERTEXSHADER_INVALIDSHADERTYPE;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADER_OUTOFMEMORY;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADER_INVALIDSHADERTYPE;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE;
pub const D3D10_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY = D3D10_MESSAGE_ID.CREATEPIXELSHADER_OUTOFMEMORY;
pub const D3D10_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE = D3D10_MESSAGE_ID.CREATEPIXELSHADER_INVALIDSHADERBYTECODE;
pub const D3D10_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE = D3D10_MESSAGE_ID.CREATEPIXELSHADER_INVALIDSHADERTYPE;
pub const D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE = D3D10_MESSAGE_ID.CREATERASTERIZERSTATE_INVALIDFILLMODE;
pub const D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE = D3D10_MESSAGE_ID.CREATERASTERIZERSTATE_INVALIDCULLMODE;
pub const D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP = D3D10_MESSAGE_ID.CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP;
pub const D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS = D3D10_MESSAGE_ID.CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS;
pub const D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_TOOMANYOBJECTS = D3D10_MESSAGE_ID.CREATERASTERIZERSTATE_TOOMANYOBJECTS;
pub const D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC = D3D10_MESSAGE_ID.CREATERASTERIZERSTATE_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND = D3D10_MESSAGE_ID.CREATEBLENDSTATE_INVALIDSRCBLEND;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND = D3D10_MESSAGE_ID.CREATEBLENDSTATE_INVALIDDESTBLEND;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP = D3D10_MESSAGE_ID.CREATEBLENDSTATE_INVALIDBLENDOP;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA = D3D10_MESSAGE_ID.CREATEBLENDSTATE_INVALIDSRCBLENDALPHA;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA = D3D10_MESSAGE_ID.CREATEBLENDSTATE_INVALIDDESTBLENDALPHA;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA = D3D10_MESSAGE_ID.CREATEBLENDSTATE_INVALIDBLENDOPALPHA;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK = D3D10_MESSAGE_ID.CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_TOOMANYOBJECTS = D3D10_MESSAGE_ID.CREATEBLENDSTATE_TOOMANYOBJECTS;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC = D3D10_MESSAGE_ID.CREATEBLENDSTATE_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDFILTER;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDADDRESSU;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDADDRESSV;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDADDRESSW;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDMIPLODBIAS;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDMAXANISOTROPY;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDMINLOD;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_INVALIDMAXLOD;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_TOOMANYOBJECTS = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_TOOMANYOBJECTS;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_NULLDESC;
pub const D3D10_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDQUERY = D3D10_MESSAGE_ID.CREATEQUERYORPREDICATE_INVALIDQUERY;
pub const D3D10_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDMISCFLAGS = D3D10_MESSAGE_ID.CREATEQUERYORPREDICATE_INVALIDMISCFLAGS;
pub const D3D10_MESSAGE_ID_CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG = D3D10_MESSAGE_ID.CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG;
pub const D3D10_MESSAGE_ID_CREATEQUERYORPREDICATE_NULLDESC = D3D10_MESSAGE_ID.CREATEQUERYORPREDICATE_NULLDESC;
pub const D3D10_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED = D3D10_MESSAGE_ID.DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED;
pub const D3D10_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED = D3D10_MESSAGE_ID.DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED;
pub const D3D10_MESSAGE_ID_IASETVERTEXBUFFERS_INVALIDBUFFER = D3D10_MESSAGE_ID.IASETVERTEXBUFFERS_INVALIDBUFFER;
pub const D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE = D3D10_MESSAGE_ID.DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE;
pub const D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_IASETINDEXBUFFER_INVALIDBUFFER = D3D10_MESSAGE_ID.IASETINDEXBUFFER_INVALIDBUFFER;
pub const D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_FORMAT_INVALID = D3D10_MESSAGE_ID.DEVICE_IASETINDEXBUFFER_FORMAT_INVALID;
pub const D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE = D3D10_MESSAGE_ID.DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE;
pub const D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED = D3D10_MESSAGE_ID.DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED;
pub const D3D10_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY = D3D10_MESSAGE_ID.DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY;
pub const D3D10_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFER = D3D10_MESSAGE_ID.VSSETCONSTANTBUFFERS_INVALIDBUFFER;
pub const D3D10_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY = D3D10_MESSAGE_ID.DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY;
pub const D3D10_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFER = D3D10_MESSAGE_ID.GSSETCONSTANTBUFFERS_INVALIDBUFFER;
pub const D3D10_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY;
pub const D3D10_MESSAGE_ID_SOSETTARGETS_INVALIDBUFFER = D3D10_MESSAGE_ID.SOSETTARGETS_INVALIDBUFFER;
pub const D3D10_MESSAGE_ID_DEVICE_SOSETTARGETS_OFFSET_UNALIGNED = D3D10_MESSAGE_ID.DEVICE_SOSETTARGETS_OFFSET_UNALIGNED;
pub const D3D10_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY = D3D10_MESSAGE_ID.DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY;
pub const D3D10_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFER = D3D10_MESSAGE_ID.PSSETCONSTANTBUFFERS_INVALIDBUFFER;
pub const D3D10_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT = D3D10_MESSAGE_ID.DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT;
pub const D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR = D3D10_MESSAGE_ID.DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR;
pub const D3D10_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH = D3D10_MESSAGE_ID.CLEARRENDERTARGETVIEW_DENORMFLUSH;
pub const D3D10_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH = D3D10_MESSAGE_ID.CLEARDEPTHSTENCILVIEW_DENORMFLUSH;
pub const D3D10_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID = D3D10_MESSAGE_ID.CLEARDEPTHSTENCILVIEW_INVALID;
pub const D3D10_MESSAGE_ID_DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY = D3D10_MESSAGE_ID.DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY = D3D10_MESSAGE_ID.DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_SOGETTARGETS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_SOGETTARGETS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY = D3D10_MESSAGE_ID.DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY = D3D10_MESSAGE_ID.DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY = D3D10_MESSAGE_ID.DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY = D3D10_MESSAGE_ID.DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY;
pub const D3D10_MESSAGE_ID_DEVICE_GENERATEMIPS_RESOURCE_INVALID = D3D10_MESSAGE_ID.DEVICE_GENERATEMIPS_RESOURCE_INVALID;
pub const D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE = D3D10_MESSAGE_ID.COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE;
pub const D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE = D3D10_MESSAGE_ID.COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE;
pub const D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCEBOX = D3D10_MESSAGE_ID.COPYSUBRESOURCEREGION_INVALIDSOURCEBOX;
pub const D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCE = D3D10_MESSAGE_ID.COPYSUBRESOURCEREGION_INVALIDSOURCE;
pub const D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE = D3D10_MESSAGE_ID.COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE;
pub const D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESTATE = D3D10_MESSAGE_ID.COPYSUBRESOURCEREGION_INVALIDSOURCESTATE;
pub const D3D10_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE = D3D10_MESSAGE_ID.COPYRESOURCE_INVALIDSOURCE;
pub const D3D10_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE = D3D10_MESSAGE_ID.COPYRESOURCE_INVALIDDESTINATIONSTATE;
pub const D3D10_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE = D3D10_MESSAGE_ID.COPYRESOURCE_INVALIDSOURCESTATE;
pub const D3D10_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE = D3D10_MESSAGE_ID.UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE;
pub const D3D10_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX = D3D10_MESSAGE_ID.UPDATESUBRESOURCE_INVALIDDESTINATIONBOX;
pub const D3D10_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE = D3D10_MESSAGE_ID.UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE;
pub const D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID = D3D10_MESSAGE_ID.DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID;
pub const D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID = D3D10_MESSAGE_ID.DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID;
pub const D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID = D3D10_MESSAGE_ID.DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID;
pub const D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID = D3D10_MESSAGE_ID.DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID;
pub const D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID = D3D10_MESSAGE_ID.DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID;
pub const D3D10_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE = D3D10_MESSAGE_ID.BUFFER_MAP_INVALIDMAPTYPE;
pub const D3D10_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS = D3D10_MESSAGE_ID.BUFFER_MAP_INVALIDFLAGS;
pub const D3D10_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED = D3D10_MESSAGE_ID.BUFFER_MAP_ALREADYMAPPED;
pub const D3D10_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN = D3D10_MESSAGE_ID.BUFFER_MAP_DEVICEREMOVED_RETURN;
pub const D3D10_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED = D3D10_MESSAGE_ID.BUFFER_UNMAP_NOTMAPPED;
pub const D3D10_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE = D3D10_MESSAGE_ID.TEXTURE1D_MAP_INVALIDMAPTYPE;
pub const D3D10_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE = D3D10_MESSAGE_ID.TEXTURE1D_MAP_INVALIDSUBRESOURCE;
pub const D3D10_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS = D3D10_MESSAGE_ID.TEXTURE1D_MAP_INVALIDFLAGS;
pub const D3D10_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED = D3D10_MESSAGE_ID.TEXTURE1D_MAP_ALREADYMAPPED;
pub const D3D10_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN = D3D10_MESSAGE_ID.TEXTURE1D_MAP_DEVICEREMOVED_RETURN;
pub const D3D10_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE = D3D10_MESSAGE_ID.TEXTURE1D_UNMAP_INVALIDSUBRESOURCE;
pub const D3D10_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED = D3D10_MESSAGE_ID.TEXTURE1D_UNMAP_NOTMAPPED;
pub const D3D10_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE = D3D10_MESSAGE_ID.TEXTURE2D_MAP_INVALIDMAPTYPE;
pub const D3D10_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE = D3D10_MESSAGE_ID.TEXTURE2D_MAP_INVALIDSUBRESOURCE;
pub const D3D10_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS = D3D10_MESSAGE_ID.TEXTURE2D_MAP_INVALIDFLAGS;
pub const D3D10_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED = D3D10_MESSAGE_ID.TEXTURE2D_MAP_ALREADYMAPPED;
pub const D3D10_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN = D3D10_MESSAGE_ID.TEXTURE2D_MAP_DEVICEREMOVED_RETURN;
pub const D3D10_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE = D3D10_MESSAGE_ID.TEXTURE2D_UNMAP_INVALIDSUBRESOURCE;
pub const D3D10_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED = D3D10_MESSAGE_ID.TEXTURE2D_UNMAP_NOTMAPPED;
pub const D3D10_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE = D3D10_MESSAGE_ID.TEXTURE3D_MAP_INVALIDMAPTYPE;
pub const D3D10_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE = D3D10_MESSAGE_ID.TEXTURE3D_MAP_INVALIDSUBRESOURCE;
pub const D3D10_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS = D3D10_MESSAGE_ID.TEXTURE3D_MAP_INVALIDFLAGS;
pub const D3D10_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED = D3D10_MESSAGE_ID.TEXTURE3D_MAP_ALREADYMAPPED;
pub const D3D10_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN = D3D10_MESSAGE_ID.TEXTURE3D_MAP_DEVICEREMOVED_RETURN;
pub const D3D10_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE = D3D10_MESSAGE_ID.TEXTURE3D_UNMAP_INVALIDSUBRESOURCE;
pub const D3D10_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED = D3D10_MESSAGE_ID.TEXTURE3D_UNMAP_NOTMAPPED;
pub const D3D10_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED = D3D10_MESSAGE_ID.CHECKFORMATSUPPORT_FORMAT_DEPRECATED;
pub const D3D10_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED = D3D10_MESSAGE_ID.CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED;
pub const D3D10_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS = D3D10_MESSAGE_ID.SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS;
pub const D3D10_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN = D3D10_MESSAGE_ID.SETEXCEPTIONMODE_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN = D3D10_MESSAGE_ID.SETEXCEPTIONMODE_DEVICEREMOVED_RETURN;
pub const D3D10_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE = D3D10_MESSAGE_ID.REF_SIMULATING_INFINITELY_FAST_HARDWARE;
pub const D3D10_MESSAGE_ID_REF_THREADING_MODE = D3D10_MESSAGE_ID.REF_THREADING_MODE;
pub const D3D10_MESSAGE_ID_REF_UMDRIVER_EXCEPTION = D3D10_MESSAGE_ID.REF_UMDRIVER_EXCEPTION;
pub const D3D10_MESSAGE_ID_REF_KMDRIVER_EXCEPTION = D3D10_MESSAGE_ID.REF_KMDRIVER_EXCEPTION;
pub const D3D10_MESSAGE_ID_REF_HARDWARE_EXCEPTION = D3D10_MESSAGE_ID.REF_HARDWARE_EXCEPTION;
pub const D3D10_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE = D3D10_MESSAGE_ID.REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE;
pub const D3D10_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER = D3D10_MESSAGE_ID.REF_PROBLEM_PARSING_SHADER;
pub const D3D10_MESSAGE_ID_REF_OUT_OF_MEMORY = D3D10_MESSAGE_ID.REF_OUT_OF_MEMORY;
pub const D3D10_MESSAGE_ID_REF_INFO = D3D10_MESSAGE_ID.REF_INFO;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW = D3D10_MESSAGE_ID.DEVICE_DRAW_VERTEXPOS_OVERFLOW;
pub const D3D10_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW = D3D10_MESSAGE_ID.DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW;
pub const D3D10_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW = D3D10_MESSAGE_ID.DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW;
pub const D3D10_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW = D3D10_MESSAGE_ID.DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW;
pub const D3D10_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW = D3D10_MESSAGE_ID.DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW;
pub const D3D10_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW = D3D10_MESSAGE_ID.DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_VERTEX_SHADER_NOT_SET;
pub const D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND = D3D10_MESSAGE_ID.DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND;
pub const D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX = D3D10_MESSAGE_ID.DEVICE_SHADER_LINKAGE_REGISTERINDEX;
pub const D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE = D3D10_MESSAGE_ID.DEVICE_SHADER_LINKAGE_COMPONENTTYPE;
pub const D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK = D3D10_MESSAGE_ID.DEVICE_SHADER_LINKAGE_REGISTERMASK;
pub const D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE = D3D10_MESSAGE_ID.DEVICE_SHADER_LINKAGE_SYSTEMVALUE;
pub const D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS = D3D10_MESSAGE_ID.DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_VERTEX_BUFFER_NOT_SET;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_INPUTLAYOUT_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_INPUTLAYOUT_NOT_SET;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL = D3D10_MESSAGE_ID.DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_SAMPLER_NOT_SET;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VIEW_DIMENSION_MISMATCH = D3D10_MESSAGE_ID.DEVICE_DRAW_VIEW_DIMENSION_MISMATCH;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL = D3D10_MESSAGE_ID.DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL = D3D10_MESSAGE_ID.DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_INDEX_BUFFER_NOT_SET;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID = D3D10_MESSAGE_ID.DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL = D3D10_MESSAGE_ID.DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH = D3D10_MESSAGE_ID.DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH = D3D10_MESSAGE_ID.DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_POSITION_NOT_PRESENT = D3D10_MESSAGE_ID.DEVICE_DRAW_POSITION_NOT_PRESENT;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_OUTPUT_STREAM_NOT_SET;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_BOUND_RESOURCE_MAPPED = D3D10_MESSAGE_ID.DEVICE_DRAW_BOUND_RESOURCE_MAPPED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY = D3D10_MESSAGE_ID.DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED = D3D10_MESSAGE_ID.DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED = D3D10_MESSAGE_ID.DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_INDEX_OFFSET_UNALIGNED = D3D10_MESSAGE_ID.DEVICE_DRAW_INDEX_OFFSET_UNALIGNED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED = D3D10_MESSAGE_ID.DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED = D3D10_MESSAGE_ID.DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED = D3D10_MESSAGE_ID.DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED = D3D10_MESSAGE_ID.DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED = D3D10_MESSAGE_ID.DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE = D3D10_MESSAGE_ID.DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER = D3D10_MESSAGE_ID.DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING = D3D10_MESSAGE_ID.DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0 = D3D10_MESSAGE_ID.DEVICE_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0;
pub const D3D10_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT = D3D10_MESSAGE_ID.DEVICE_REMOVAL_PROCESS_AT_FAULT;
pub const D3D10_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT = D3D10_MESSAGE_ID.DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT;
pub const D3D10_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT = D3D10_MESSAGE_ID.DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT;
pub const D3D10_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN = D3D10_MESSAGE_ID.DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN;
pub const D3D10_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN = D3D10_MESSAGE_ID.DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET = D3D10_MESSAGE_ID.DEVICE_DRAW_VIEWPORT_NOT_SET;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC;
pub const D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC = D3D10_MESSAGE_ID.CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC;
pub const D3D10_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH = D3D10_MESSAGE_ID.DEVICE_RSSETVIEWPORTS_DENORMFLUSH;
pub const D3D10_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW = D3D10_MESSAGE_ID.OMSETRENDERTARGETS_INVALIDVIEW;
pub const D3D10_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS = D3D10_MESSAGE_ID.DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH = D3D10_MESSAGE_ID.DEVICE_DRAW_SAMPLER_MISMATCH;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_TYPE_MISMATCH;
pub const D3D10_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY = D3D10_MESSAGE_ID.BLENDSTATE_GETDESC_LEGACY;
pub const D3D10_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY = D3D10_MESSAGE_ID.SHADERRESOURCEVIEW_GETDESC_LEGACY;
pub const D3D10_MESSAGE_ID_CREATEQUERY_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATEQUERY_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATEPREDICATE_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATEPREDICATE_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATECOUNTER_OUTOFRANGE_COUNTER = D3D10_MESSAGE_ID.CREATECOUNTER_OUTOFRANGE_COUNTER;
pub const D3D10_MESSAGE_ID_CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED = D3D10_MESSAGE_ID.CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED;
pub const D3D10_MESSAGE_ID_CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER = D3D10_MESSAGE_ID.CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER;
pub const D3D10_MESSAGE_ID_CREATECOUNTER_OUTOFMEMORY_RETURN = D3D10_MESSAGE_ID.CREATECOUNTER_OUTOFMEMORY_RETURN;
pub const D3D10_MESSAGE_ID_CREATECOUNTER_NONEXCLUSIVE_RETURN = D3D10_MESSAGE_ID.CREATECOUNTER_NONEXCLUSIVE_RETURN;
pub const D3D10_MESSAGE_ID_CREATECOUNTER_NULLDESC = D3D10_MESSAGE_ID.CREATECOUNTER_NULLDESC;
pub const D3D10_MESSAGE_ID_CHECKCOUNTER_OUTOFRANGE_COUNTER = D3D10_MESSAGE_ID.CHECKCOUNTER_OUTOFRANGE_COUNTER;
pub const D3D10_MESSAGE_ID_CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER = D3D10_MESSAGE_ID.CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER;
pub const D3D10_MESSAGE_ID_SETPREDICATION_INVALID_PREDICATE_STATE = D3D10_MESSAGE_ID.SETPREDICATION_INVALID_PREDICATE_STATE;
pub const D3D10_MESSAGE_ID_QUERY_BEGIN_UNSUPPORTED = D3D10_MESSAGE_ID.QUERY_BEGIN_UNSUPPORTED;
pub const D3D10_MESSAGE_ID_PREDICATE_BEGIN_DURING_PREDICATION = D3D10_MESSAGE_ID.PREDICATE_BEGIN_DURING_PREDICATION;
pub const D3D10_MESSAGE_ID_QUERY_BEGIN_DUPLICATE = D3D10_MESSAGE_ID.QUERY_BEGIN_DUPLICATE;
pub const D3D10_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS = D3D10_MESSAGE_ID.QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS;
pub const D3D10_MESSAGE_ID_PREDICATE_END_DURING_PREDICATION = D3D10_MESSAGE_ID.PREDICATE_END_DURING_PREDICATION;
pub const D3D10_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS = D3D10_MESSAGE_ID.QUERY_END_ABANDONING_PREVIOUS_RESULTS;
pub const D3D10_MESSAGE_ID_QUERY_END_WITHOUT_BEGIN = D3D10_MESSAGE_ID.QUERY_END_WITHOUT_BEGIN;
pub const D3D10_MESSAGE_ID_QUERY_GETDATA_INVALID_DATASIZE = D3D10_MESSAGE_ID.QUERY_GETDATA_INVALID_DATASIZE;
pub const D3D10_MESSAGE_ID_QUERY_GETDATA_INVALID_FLAGS = D3D10_MESSAGE_ID.QUERY_GETDATA_INVALID_FLAGS;
pub const D3D10_MESSAGE_ID_QUERY_GETDATA_INVALID_CALL = D3D10_MESSAGE_ID.QUERY_GETDATA_INVALID_CALL;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH = D3D10_MESSAGE_ID.DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED = D3D10_MESSAGE_ID.DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN = D3D10_MESSAGE_ID.DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN;
pub const D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE = D3D10_MESSAGE_ID.DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE;
pub const D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE = D3D10_MESSAGE_ID.DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_EMPTY_LAYOUT;
pub const D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH = D3D10_MESSAGE_ID.DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH;
pub const D3D10_MESSAGE_ID_LIVE_OBJECT_SUMMARY = D3D10_MESSAGE_ID.LIVE_OBJECT_SUMMARY;
pub const D3D10_MESSAGE_ID_LIVE_BUFFER = D3D10_MESSAGE_ID.LIVE_BUFFER;
pub const D3D10_MESSAGE_ID_LIVE_TEXTURE1D = D3D10_MESSAGE_ID.LIVE_TEXTURE1D;
pub const D3D10_MESSAGE_ID_LIVE_TEXTURE2D = D3D10_MESSAGE_ID.LIVE_TEXTURE2D;
pub const D3D10_MESSAGE_ID_LIVE_TEXTURE3D = D3D10_MESSAGE_ID.LIVE_TEXTURE3D;
pub const D3D10_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW = D3D10_MESSAGE_ID.LIVE_SHADERRESOURCEVIEW;
pub const D3D10_MESSAGE_ID_LIVE_RENDERTARGETVIEW = D3D10_MESSAGE_ID.LIVE_RENDERTARGETVIEW;
pub const D3D10_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW = D3D10_MESSAGE_ID.LIVE_DEPTHSTENCILVIEW;
pub const D3D10_MESSAGE_ID_LIVE_VERTEXSHADER = D3D10_MESSAGE_ID.LIVE_VERTEXSHADER;
pub const D3D10_MESSAGE_ID_LIVE_GEOMETRYSHADER = D3D10_MESSAGE_ID.LIVE_GEOMETRYSHADER;
pub const D3D10_MESSAGE_ID_LIVE_PIXELSHADER = D3D10_MESSAGE_ID.LIVE_PIXELSHADER;
pub const D3D10_MESSAGE_ID_LIVE_INPUTLAYOUT = D3D10_MESSAGE_ID.LIVE_INPUTLAYOUT;
pub const D3D10_MESSAGE_ID_LIVE_SAMPLER = D3D10_MESSAGE_ID.LIVE_SAMPLER;
pub const D3D10_MESSAGE_ID_LIVE_BLENDSTATE = D3D10_MESSAGE_ID.LIVE_BLENDSTATE;
pub const D3D10_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE = D3D10_MESSAGE_ID.LIVE_DEPTHSTENCILSTATE;
pub const D3D10_MESSAGE_ID_LIVE_RASTERIZERSTATE = D3D10_MESSAGE_ID.LIVE_RASTERIZERSTATE;
pub const D3D10_MESSAGE_ID_LIVE_QUERY = D3D10_MESSAGE_ID.LIVE_QUERY;
pub const D3D10_MESSAGE_ID_LIVE_PREDICATE = D3D10_MESSAGE_ID.LIVE_PREDICATE;
pub const D3D10_MESSAGE_ID_LIVE_COUNTER = D3D10_MESSAGE_ID.LIVE_COUNTER;
pub const D3D10_MESSAGE_ID_LIVE_DEVICE = D3D10_MESSAGE_ID.LIVE_DEVICE;
pub const D3D10_MESSAGE_ID_LIVE_SWAPCHAIN = D3D10_MESSAGE_ID.LIVE_SWAPCHAIN;
pub const D3D10_MESSAGE_ID_D3D10_MESSAGES_END = D3D10_MESSAGE_ID.D3D10_MESSAGES_END;
pub const D3D10_MESSAGE_ID_D3D10L9_MESSAGES_START = D3D10_MESSAGE_ID.D3D10L9_MESSAGES_START;
pub const D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED = D3D10_MESSAGE_ID.CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED;
pub const D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED = D3D10_MESSAGE_ID.CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE;
pub const D3D10_MESSAGE_ID_VSSETSAMPLERS_NOT_SUPPORTED = D3D10_MESSAGE_ID.VSSETSAMPLERS_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_VSSETSAMPLERS_TOO_MANY_SAMPLERS = D3D10_MESSAGE_ID.VSSETSAMPLERS_TOO_MANY_SAMPLERS;
pub const D3D10_MESSAGE_ID_PSSETSAMPLERS_TOO_MANY_SAMPLERS = D3D10_MESSAGE_ID.PSSETSAMPLERS_TOO_MANY_SAMPLERS;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NO_ARRAYS = D3D10_MESSAGE_ID.CREATERESOURCE_NO_ARRAYS;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NO_VB_AND_IB_BIND = D3D10_MESSAGE_ID.CREATERESOURCE_NO_VB_AND_IB_BIND;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NO_TEXTURE_1D = D3D10_MESSAGE_ID.CREATERESOURCE_NO_TEXTURE_1D;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_DIMENSION_OUT_OF_RANGE = D3D10_MESSAGE_ID.CREATERESOURCE_DIMENSION_OUT_OF_RANGE;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE = D3D10_MESSAGE_ID.CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE;
pub const D3D10_MESSAGE_ID_OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS = D3D10_MESSAGE_ID.OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS;
pub const D3D10_MESSAGE_ID_OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS = D3D10_MESSAGE_ID.OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS;
pub const D3D10_MESSAGE_ID_IASETVERTEXBUFFERS_BAD_BUFFER_INDEX = D3D10_MESSAGE_ID.IASETVERTEXBUFFERS_BAD_BUFFER_INDEX;
pub const D3D10_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS = D3D10_MESSAGE_ID.DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS;
pub const D3D10_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED = D3D10_MESSAGE_ID.DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED;
pub const D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS = D3D10_MESSAGE_ID.DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS;
pub const D3D10_MESSAGE_ID_COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY = D3D10_MESSAGE_ID.COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY;
pub const D3D10_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_3D_READBACK = D3D10_MESSAGE_ID.COPYRESOURCE_NO_TEXTURE_3D_READBACK;
pub const D3D10_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_ONLY_READBACK = D3D10_MESSAGE_ID.COPYRESOURCE_NO_TEXTURE_ONLY_READBACK;
pub const D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT = D3D10_MESSAGE_ID.CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE = D3D10_MESSAGE_ID.CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE;
pub const D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE = D3D10_MESSAGE_ID.CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE;
pub const D3D10_MESSAGE_ID_DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE = D3D10_MESSAGE_ID.DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO;
pub const D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES = D3D10_MESSAGE_ID.CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET = D3D10_MESSAGE_ID.CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NO_DWORD_INDEX_BUFFER = D3D10_MESSAGE_ID.CREATERESOURCE_NO_DWORD_INDEX_BUFFER;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE = D3D10_MESSAGE_ID.CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE = D3D10_MESSAGE_ID.CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE = D3D10_MESSAGE_ID.CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS = D3D10_MESSAGE_ID.CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NO_STREAM_OUT = D3D10_MESSAGE_ID.CREATERESOURCE_NO_STREAM_OUT;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS = D3D10_MESSAGE_ID.CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES = D3D10_MESSAGE_ID.CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED = D3D10_MESSAGE_ID.CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED;
pub const D3D10_MESSAGE_ID_VSSHADERRESOURCES_NOT_SUPPORTED = D3D10_MESSAGE_ID.VSSHADERRESOURCES_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_GEOMETRY_SHADER_NOT_SUPPORTED = D3D10_MESSAGE_ID.GEOMETRY_SHADER_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_STREAM_OUT_NOT_SUPPORTED = D3D10_MESSAGE_ID.STREAM_OUT_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_TEXT_FILTER_NOT_SUPPORTED = D3D10_MESSAGE_ID.TEXT_FILTER_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND = D3D10_MESSAGE_ID.CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_MRT_BLEND = D3D10_MESSAGE_ID.CREATEBLENDSTATE_NO_MRT_BLEND;
pub const D3D10_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED = D3D10_MESSAGE_ID.CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_NO_MIRRORONCE;
pub const D3D10_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED = D3D10_MESSAGE_ID.DRAWINSTANCED_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3 = D3D10_MESSAGE_ID.DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3;
pub const D3D10_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED = D3D10_MESSAGE_ID.DRAWINDEXED_POINTLIST_UNSUPPORTED;
pub const D3D10_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO = D3D10_MESSAGE_ID.SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION = D3D10_MESSAGE_ID.CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED = D3D10_MESSAGE_ID.CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED;
pub const D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR = D3D10_MESSAGE_ID.DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR;
pub const D3D10_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA = D3D10_MESSAGE_ID.SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA;
pub const D3D10_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP = D3D10_MESSAGE_ID.CREATERESOURCE_NON_POW_2_MIPMAP;
pub const D3D10_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED = D3D10_MESSAGE_ID.CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED;
pub const D3D10_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT = D3D10_MESSAGE_ID.OMSETRENDERTARGETS_NO_SRGB_MRT;
pub const D3D10_MESSAGE_ID_COPYRESOURCE_NO_3D_MISMATCHED_UPDATES = D3D10_MESSAGE_ID.COPYRESOURCE_NO_3D_MISMATCHED_UPDATES;
pub const D3D10_MESSAGE_ID_D3D10L9_MESSAGES_END = D3D10_MESSAGE_ID.D3D10L9_MESSAGES_END;
pub const D3D10_MESSAGE = extern struct {
Category: D3D10_MESSAGE_CATEGORY,
Severity: D3D10_MESSAGE_SEVERITY,
ID: D3D10_MESSAGE_ID,
pDescription: ?*const u8,
DescriptionByteLength: usize,
};
pub const D3D10_INFO_QUEUE_FILTER_DESC = extern struct {
NumCategories: u32,
pCategoryList: ?*D3D10_MESSAGE_CATEGORY,
NumSeverities: u32,
pSeverityList: ?*D3D10_MESSAGE_SEVERITY,
NumIDs: u32,
pIDList: ?*D3D10_MESSAGE_ID,
};
pub const D3D10_INFO_QUEUE_FILTER = extern struct {
AllowList: D3D10_INFO_QUEUE_FILTER_DESC,
DenyList: D3D10_INFO_QUEUE_FILTER_DESC,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10InfoQueue_Value = Guid.initString("1b940b17-2642-4d1f-ab1f-b99bad0c395f");
pub const IID_ID3D10InfoQueue = &IID_ID3D10InfoQueue_Value;
pub const ID3D10InfoQueue = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
SetMessageCountLimit: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
MessageCountLimit: u64,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
MessageCountLimit: u64,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
ClearStoredMessages: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetMessage: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
MessageIndex: u64,
// TODO: what to do with BytesParamIndex 2?
pMessage: ?*D3D10_MESSAGE,
pMessageByteLength: ?*usize,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
MessageIndex: u64,
// TODO: what to do with BytesParamIndex 2?
pMessage: ?*D3D10_MESSAGE,
pMessageByteLength: ?*usize,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetNumMessagesAllowedByStorageFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
},
GetNumMessagesDeniedByStorageFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
},
GetNumStoredMessages: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
},
GetNumStoredMessagesAllowedByRetrievalFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
},
GetNumMessagesDiscardedByMessageCountLimit: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
},
GetMessageCountLimit: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u64,
},
AddStorageFilterEntries: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetStorageFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
// TODO: what to do with BytesParamIndex 1?
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
pFilterByteLength: ?*usize,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
// TODO: what to do with BytesParamIndex 1?
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
pFilterByteLength: ?*usize,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
ClearStorageFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
},
PushEmptyStorageFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
PushCopyOfStorageFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
PushStorageFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
PopStorageFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetStorageFilterStackSize: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u32,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u32,
},
AddRetrievalFilterEntries: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetRetrievalFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
// TODO: what to do with BytesParamIndex 1?
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
pFilterByteLength: ?*usize,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
// TODO: what to do with BytesParamIndex 1?
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
pFilterByteLength: ?*usize,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
ClearRetrievalFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
},
PushEmptyRetrievalFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
PushCopyOfRetrievalFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
PushRetrievalFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
pFilter: ?*D3D10_INFO_QUEUE_FILTER,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
PopRetrievalFilter: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetRetrievalFilterStackSize: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u32,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) u32,
},
AddMessage: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
Category: D3D10_MESSAGE_CATEGORY,
Severity: D3D10_MESSAGE_SEVERITY,
ID: D3D10_MESSAGE_ID,
pDescription: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
Category: D3D10_MESSAGE_CATEGORY,
Severity: D3D10_MESSAGE_SEVERITY,
ID: D3D10_MESSAGE_ID,
pDescription: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
AddApplicationMessage: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
Severity: D3D10_MESSAGE_SEVERITY,
pDescription: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
Severity: D3D10_MESSAGE_SEVERITY,
pDescription: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetBreakOnCategory: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
Category: D3D10_MESSAGE_CATEGORY,
bEnable: BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
Category: D3D10_MESSAGE_CATEGORY,
bEnable: BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetBreakOnSeverity: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
Severity: D3D10_MESSAGE_SEVERITY,
bEnable: BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
Severity: D3D10_MESSAGE_SEVERITY,
bEnable: BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetBreakOnID: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
ID: D3D10_MESSAGE_ID,
bEnable: BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10InfoQueue,
ID: D3D10_MESSAGE_ID,
bEnable: BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBreakOnCategory: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
Category: D3D10_MESSAGE_CATEGORY,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10InfoQueue,
Category: D3D10_MESSAGE_CATEGORY,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetBreakOnSeverity: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
Severity: D3D10_MESSAGE_SEVERITY,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10InfoQueue,
Severity: D3D10_MESSAGE_SEVERITY,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetBreakOnID: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
ID: D3D10_MESSAGE_ID,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10InfoQueue,
ID: D3D10_MESSAGE_ID,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
SetMuteDebugOutput: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
bMute: BOOL,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10InfoQueue,
bMute: BOOL,
) callconv(@import("std").os.windows.WINAPI) void,
},
GetMuteDebugOutput: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10InfoQueue,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_SetMessageCountLimit(self: *const T, MessageCountLimit: u64) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).SetMessageCountLimit(@as(*const ID3D10InfoQueue, @ptrCast(self)), MessageCountLimit);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_ClearStoredMessages(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).ClearStoredMessages(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetMessage(self: *const T, MessageIndex: u64, pMessage: ?*D3D10_MESSAGE, pMessageByteLength: ?*usize) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetMessage(@as(*const ID3D10InfoQueue, @ptrCast(self)), MessageIndex, pMessage, pMessageByteLength);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetNumMessagesAllowedByStorageFilter(self: *const T) callconv(.Inline) u64 {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetNumMessagesAllowedByStorageFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetNumMessagesDeniedByStorageFilter(self: *const T) callconv(.Inline) u64 {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetNumMessagesDeniedByStorageFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetNumStoredMessages(self: *const T) callconv(.Inline) u64 {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetNumStoredMessages(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetNumStoredMessagesAllowedByRetrievalFilter(self: *const T) callconv(.Inline) u64 {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetNumStoredMessagesAllowedByRetrievalFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetNumMessagesDiscardedByMessageCountLimit(self: *const T) callconv(.Inline) u64 {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetNumMessagesDiscardedByMessageCountLimit(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetMessageCountLimit(self: *const T) callconv(.Inline) u64 {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetMessageCountLimit(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_AddStorageFilterEntries(self: *const T, pFilter: ?*D3D10_INFO_QUEUE_FILTER) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).AddStorageFilterEntries(@as(*const ID3D10InfoQueue, @ptrCast(self)), pFilter);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetStorageFilter(self: *const T, pFilter: ?*D3D10_INFO_QUEUE_FILTER, pFilterByteLength: ?*usize) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetStorageFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)), pFilter, pFilterByteLength);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_ClearStorageFilter(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).ClearStorageFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_PushEmptyStorageFilter(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).PushEmptyStorageFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_PushCopyOfStorageFilter(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).PushCopyOfStorageFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_PushStorageFilter(self: *const T, pFilter: ?*D3D10_INFO_QUEUE_FILTER) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).PushStorageFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)), pFilter);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_PopStorageFilter(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).PopStorageFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetStorageFilterStackSize(self: *const T) callconv(.Inline) u32 {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetStorageFilterStackSize(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_AddRetrievalFilterEntries(self: *const T, pFilter: ?*D3D10_INFO_QUEUE_FILTER) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).AddRetrievalFilterEntries(@as(*const ID3D10InfoQueue, @ptrCast(self)), pFilter);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetRetrievalFilter(self: *const T, pFilter: ?*D3D10_INFO_QUEUE_FILTER, pFilterByteLength: ?*usize) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetRetrievalFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)), pFilter, pFilterByteLength);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_ClearRetrievalFilter(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).ClearRetrievalFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_PushEmptyRetrievalFilter(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).PushEmptyRetrievalFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_PushCopyOfRetrievalFilter(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).PushCopyOfRetrievalFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_PushRetrievalFilter(self: *const T, pFilter: ?*D3D10_INFO_QUEUE_FILTER) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).PushRetrievalFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)), pFilter);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_PopRetrievalFilter(self: *const T) callconv(.Inline) void {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).PopRetrievalFilter(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetRetrievalFilterStackSize(self: *const T) callconv(.Inline) u32 {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetRetrievalFilterStackSize(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_AddMessage(self: *const T, Category: D3D10_MESSAGE_CATEGORY, Severity: D3D10_MESSAGE_SEVERITY, ID: D3D10_MESSAGE_ID, pDescription: ?[*:0]const u8) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).AddMessage(@as(*const ID3D10InfoQueue, @ptrCast(self)), Category, Severity, ID, pDescription);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_AddApplicationMessage(self: *const T, Severity: D3D10_MESSAGE_SEVERITY, pDescription: ?[*:0]const u8) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).AddApplicationMessage(@as(*const ID3D10InfoQueue, @ptrCast(self)), Severity, pDescription);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_SetBreakOnCategory(self: *const T, Category: D3D10_MESSAGE_CATEGORY, bEnable: BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).SetBreakOnCategory(@as(*const ID3D10InfoQueue, @ptrCast(self)), Category, bEnable);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_SetBreakOnSeverity(self: *const T, Severity: D3D10_MESSAGE_SEVERITY, bEnable: BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).SetBreakOnSeverity(@as(*const ID3D10InfoQueue, @ptrCast(self)), Severity, bEnable);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_SetBreakOnID(self: *const T, ID: D3D10_MESSAGE_ID, bEnable: BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).SetBreakOnID(@as(*const ID3D10InfoQueue, @ptrCast(self)), ID, bEnable);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetBreakOnCategory(self: *const T, Category: D3D10_MESSAGE_CATEGORY) callconv(.Inline) BOOL {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetBreakOnCategory(@as(*const ID3D10InfoQueue, @ptrCast(self)), Category);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetBreakOnSeverity(self: *const T, Severity: D3D10_MESSAGE_SEVERITY) callconv(.Inline) BOOL {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetBreakOnSeverity(@as(*const ID3D10InfoQueue, @ptrCast(self)), Severity);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetBreakOnID(self: *const T, ID: D3D10_MESSAGE_ID) callconv(.Inline) BOOL {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetBreakOnID(@as(*const ID3D10InfoQueue, @ptrCast(self)), ID);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_SetMuteDebugOutput(self: *const T, bMute: BOOL) callconv(.Inline) void {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).SetMuteDebugOutput(@as(*const ID3D10InfoQueue, @ptrCast(self)), bMute);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10InfoQueue_GetMuteDebugOutput(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10InfoQueue.VTable, @ptrCast(self.vtable)).GetMuteDebugOutput(@as(*const ID3D10InfoQueue, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_DRIVER_TYPE = enum(i32) {
HARDWARE = 0,
REFERENCE = 1,
NULL = 2,
SOFTWARE = 3,
WARP = 5,
};
pub const D3D10_DRIVER_TYPE_HARDWARE = D3D10_DRIVER_TYPE.HARDWARE;
pub const D3D10_DRIVER_TYPE_REFERENCE = D3D10_DRIVER_TYPE.REFERENCE;
pub const D3D10_DRIVER_TYPE_NULL = D3D10_DRIVER_TYPE.NULL;
pub const D3D10_DRIVER_TYPE_SOFTWARE = D3D10_DRIVER_TYPE.SOFTWARE;
pub const D3D10_DRIVER_TYPE_WARP = D3D10_DRIVER_TYPE.WARP;
pub const D3D10_SHADER_DESC = extern struct {
Version: u32,
Creator: ?[*:0]const u8,
Flags: u32,
ConstantBuffers: u32,
BoundResources: u32,
InputParameters: u32,
OutputParameters: u32,
InstructionCount: u32,
TempRegisterCount: u32,
TempArrayCount: u32,
DefCount: u32,
DclCount: u32,
TextureNormalInstructions: u32,
TextureLoadInstructions: u32,
TextureCompInstructions: u32,
TextureBiasInstructions: u32,
TextureGradientInstructions: u32,
FloatInstructionCount: u32,
IntInstructionCount: u32,
UintInstructionCount: u32,
StaticFlowControlCount: u32,
DynamicFlowControlCount: u32,
MacroInstructionCount: u32,
ArrayInstructionCount: u32,
CutInstructionCount: u32,
EmitInstructionCount: u32,
GSOutputTopology: D3D_PRIMITIVE_TOPOLOGY,
GSMaxOutputVertexCount: u32,
};
pub const D3D10_SHADER_BUFFER_DESC = extern struct {
Name: ?[*:0]const u8,
Type: D3D_CBUFFER_TYPE,
Variables: u32,
Size: u32,
uFlags: u32,
};
pub const D3D10_SHADER_VARIABLE_DESC = extern struct {
Name: ?[*:0]const u8,
StartOffset: u32,
Size: u32,
uFlags: u32,
DefaultValue: ?*anyopaque,
};
pub const D3D10_SHADER_TYPE_DESC = extern struct {
Class: D3D_SHADER_VARIABLE_CLASS,
Type: D3D_SHADER_VARIABLE_TYPE,
Rows: u32,
Columns: u32,
Elements: u32,
Members: u32,
Offset: u32,
};
pub const D3D10_SHADER_INPUT_BIND_DESC = extern struct {
Name: ?[*:0]const u8,
Type: D3D_SHADER_INPUT_TYPE,
BindPoint: u32,
BindCount: u32,
uFlags: u32,
ReturnType: D3D_RESOURCE_RETURN_TYPE,
Dimension: D3D_SRV_DIMENSION,
NumSamples: u32,
};
pub const D3D10_SIGNATURE_PARAMETER_DESC = extern struct {
SemanticName: ?[*:0]const u8,
SemanticIndex: u32,
Register: u32,
SystemValueType: D3D_NAME,
ComponentType: D3D_REGISTER_COMPONENT_TYPE,
Mask: u8,
ReadWriteMask: u8,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10ShaderReflectionType_Value = Guid.initString("c530ad7d-9b16-4395-a979-ba2ecff83add");
pub const IID_ID3D10ShaderReflectionType = &IID_ID3D10ShaderReflectionType_Value;
pub const ID3D10ShaderReflectionType = extern struct {
pub const VTable = extern struct {
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionType,
pDesc: ?*D3D10_SHADER_TYPE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflectionType,
pDesc: ?*D3D10_SHADER_TYPE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetMemberTypeByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionType,
else => *const fn(
self: *const ID3D10ShaderReflectionType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionType,
},
GetMemberTypeByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionType,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionType,
else => *const fn(
self: *const ID3D10ShaderReflectionType,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionType,
},
GetMemberTypeName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?PSTR,
else => *const fn(
self: *const ID3D10ShaderReflectionType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?PSTR,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionType_GetDesc(self: *const T, pDesc: ?*D3D10_SHADER_TYPE_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflectionType.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10ShaderReflectionType, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionType_GetMemberTypeByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10ShaderReflectionType {
return @as(*const ID3D10ShaderReflectionType.VTable, @ptrCast(self.vtable)).GetMemberTypeByIndex(@as(*const ID3D10ShaderReflectionType, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionType_GetMemberTypeByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10ShaderReflectionType {
return @as(*const ID3D10ShaderReflectionType.VTable, @ptrCast(self.vtable)).GetMemberTypeByName(@as(*const ID3D10ShaderReflectionType, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionType_GetMemberTypeName(self: *const T, Index: u32) callconv(.Inline) ?PSTR {
return @as(*const ID3D10ShaderReflectionType.VTable, @ptrCast(self.vtable)).GetMemberTypeName(@as(*const ID3D10ShaderReflectionType, @ptrCast(self)), Index);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10ShaderReflectionVariable_Value = Guid.initString("1bf63c95-2650-405d-99c1-3636bd1da0a1");
pub const IID_ID3D10ShaderReflectionVariable = &IID_ID3D10ShaderReflectionVariable_Value;
pub const ID3D10ShaderReflectionVariable = extern struct {
pub const VTable = extern struct {
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionVariable,
pDesc: ?*D3D10_SHADER_VARIABLE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflectionVariable,
pDesc: ?*D3D10_SHADER_VARIABLE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetType: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionType,
else => *const fn(
self: *const ID3D10ShaderReflectionVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionType,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionVariable_GetDesc(self: *const T, pDesc: ?*D3D10_SHADER_VARIABLE_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflectionVariable.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10ShaderReflectionVariable, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionVariable_GetType(self: *const T) callconv(.Inline) ?*ID3D10ShaderReflectionType {
return @as(*const ID3D10ShaderReflectionVariable.VTable, @ptrCast(self.vtable)).GetType(@as(*const ID3D10ShaderReflectionVariable, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10ShaderReflectionConstantBuffer_Value = Guid.initString("66c66a94-dddd-4b62-a66a-f0da33c2b4d0");
pub const IID_ID3D10ShaderReflectionConstantBuffer = &IID_ID3D10ShaderReflectionConstantBuffer_Value;
pub const ID3D10ShaderReflectionConstantBuffer = extern struct {
pub const VTable = extern struct {
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionConstantBuffer,
pDesc: ?*D3D10_SHADER_BUFFER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflectionConstantBuffer,
pDesc: ?*D3D10_SHADER_BUFFER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetVariableByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionConstantBuffer,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionVariable,
else => *const fn(
self: *const ID3D10ShaderReflectionConstantBuffer,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionVariable,
},
GetVariableByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflectionConstantBuffer,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionVariable,
else => *const fn(
self: *const ID3D10ShaderReflectionConstantBuffer,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionVariable,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionConstantBuffer_GetDesc(self: *const T, pDesc: ?*D3D10_SHADER_BUFFER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflectionConstantBuffer.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10ShaderReflectionConstantBuffer, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionConstantBuffer_GetVariableByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10ShaderReflectionVariable {
return @as(*const ID3D10ShaderReflectionConstantBuffer.VTable, @ptrCast(self.vtable)).GetVariableByIndex(@as(*const ID3D10ShaderReflectionConstantBuffer, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflectionConstantBuffer_GetVariableByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10ShaderReflectionVariable {
return @as(*const ID3D10ShaderReflectionConstantBuffer.VTable, @ptrCast(self.vtable)).GetVariableByName(@as(*const ID3D10ShaderReflectionConstantBuffer, @ptrCast(self)), Name);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10ShaderReflection_Value = Guid.initString("d40e20b6-f8f7-42ad-ab20-4baf8f15dfaa");
pub const IID_ID3D10ShaderReflection = &IID_ID3D10ShaderReflection_Value;
pub const ID3D10ShaderReflection = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection,
pDesc: ?*D3D10_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection,
pDesc: ?*D3D10_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetConstantBufferByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionConstantBuffer,
else => *const fn(
self: *const ID3D10ShaderReflection,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionConstantBuffer,
},
GetConstantBufferByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionConstantBuffer,
else => *const fn(
self: *const ID3D10ShaderReflection,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionConstantBuffer,
},
GetResourceBindingDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection,
ResourceIndex: u32,
pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection,
ResourceIndex: u32,
pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetInputParameterDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection,
ParameterIndex: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection,
ParameterIndex: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetOutputParameterDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection,
ParameterIndex: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection,
ParameterIndex: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection_GetDesc(self: *const T, pDesc: ?*D3D10_SHADER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10ShaderReflection, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection_GetConstantBufferByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10ShaderReflectionConstantBuffer {
return @as(*const ID3D10ShaderReflection.VTable, @ptrCast(self.vtable)).GetConstantBufferByIndex(@as(*const ID3D10ShaderReflection, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection_GetConstantBufferByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10ShaderReflectionConstantBuffer {
return @as(*const ID3D10ShaderReflection.VTable, @ptrCast(self.vtable)).GetConstantBufferByName(@as(*const ID3D10ShaderReflection, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection_GetResourceBindingDesc(self: *const T, ResourceIndex: u32, pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection.VTable, @ptrCast(self.vtable)).GetResourceBindingDesc(@as(*const ID3D10ShaderReflection, @ptrCast(self)), ResourceIndex, pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection_GetInputParameterDesc(self: *const T, ParameterIndex: u32, pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection.VTable, @ptrCast(self.vtable)).GetInputParameterDesc(@as(*const ID3D10ShaderReflection, @ptrCast(self)), ParameterIndex, pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection_GetOutputParameterDesc(self: *const T, ParameterIndex: u32, pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection.VTable, @ptrCast(self.vtable)).GetOutputParameterDesc(@as(*const ID3D10ShaderReflection, @ptrCast(self)), ParameterIndex, pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_DEVICE_STATE_TYPES = enum(i32) {
SO_BUFFERS = 1,
OM_RENDER_TARGETS = 2,
OM_DEPTH_STENCIL_STATE = 3,
OM_BLEND_STATE = 4,
VS = 5,
VS_SAMPLERS = 6,
VS_SHADER_RESOURCES = 7,
VS_CONSTANT_BUFFERS = 8,
GS = 9,
GS_SAMPLERS = 10,
GS_SHADER_RESOURCES = 11,
GS_CONSTANT_BUFFERS = 12,
PS = 13,
PS_SAMPLERS = 14,
PS_SHADER_RESOURCES = 15,
PS_CONSTANT_BUFFERS = 16,
IA_VERTEX_BUFFERS = 17,
IA_INDEX_BUFFER = 18,
IA_INPUT_LAYOUT = 19,
IA_PRIMITIVE_TOPOLOGY = 20,
RS_VIEWPORTS = 21,
RS_SCISSOR_RECTS = 22,
RS_RASTERIZER_STATE = 23,
PREDICATION = 24,
};
pub const D3D10_DST_SO_BUFFERS = D3D10_DEVICE_STATE_TYPES.SO_BUFFERS;
pub const D3D10_DST_OM_RENDER_TARGETS = D3D10_DEVICE_STATE_TYPES.OM_RENDER_TARGETS;
pub const D3D10_DST_OM_DEPTH_STENCIL_STATE = D3D10_DEVICE_STATE_TYPES.OM_DEPTH_STENCIL_STATE;
pub const D3D10_DST_OM_BLEND_STATE = D3D10_DEVICE_STATE_TYPES.OM_BLEND_STATE;
pub const D3D10_DST_VS = D3D10_DEVICE_STATE_TYPES.VS;
pub const D3D10_DST_VS_SAMPLERS = D3D10_DEVICE_STATE_TYPES.VS_SAMPLERS;
pub const D3D10_DST_VS_SHADER_RESOURCES = D3D10_DEVICE_STATE_TYPES.VS_SHADER_RESOURCES;
pub const D3D10_DST_VS_CONSTANT_BUFFERS = D3D10_DEVICE_STATE_TYPES.VS_CONSTANT_BUFFERS;
pub const D3D10_DST_GS = D3D10_DEVICE_STATE_TYPES.GS;
pub const D3D10_DST_GS_SAMPLERS = D3D10_DEVICE_STATE_TYPES.GS_SAMPLERS;
pub const D3D10_DST_GS_SHADER_RESOURCES = D3D10_DEVICE_STATE_TYPES.GS_SHADER_RESOURCES;
pub const D3D10_DST_GS_CONSTANT_BUFFERS = D3D10_DEVICE_STATE_TYPES.GS_CONSTANT_BUFFERS;
pub const D3D10_DST_PS = D3D10_DEVICE_STATE_TYPES.PS;
pub const D3D10_DST_PS_SAMPLERS = D3D10_DEVICE_STATE_TYPES.PS_SAMPLERS;
pub const D3D10_DST_PS_SHADER_RESOURCES = D3D10_DEVICE_STATE_TYPES.PS_SHADER_RESOURCES;
pub const D3D10_DST_PS_CONSTANT_BUFFERS = D3D10_DEVICE_STATE_TYPES.PS_CONSTANT_BUFFERS;
pub const D3D10_DST_IA_VERTEX_BUFFERS = D3D10_DEVICE_STATE_TYPES.IA_VERTEX_BUFFERS;
pub const D3D10_DST_IA_INDEX_BUFFER = D3D10_DEVICE_STATE_TYPES.IA_INDEX_BUFFER;
pub const D3D10_DST_IA_INPUT_LAYOUT = D3D10_DEVICE_STATE_TYPES.IA_INPUT_LAYOUT;
pub const D3D10_DST_IA_PRIMITIVE_TOPOLOGY = D3D10_DEVICE_STATE_TYPES.IA_PRIMITIVE_TOPOLOGY;
pub const D3D10_DST_RS_VIEWPORTS = D3D10_DEVICE_STATE_TYPES.RS_VIEWPORTS;
pub const D3D10_DST_RS_SCISSOR_RECTS = D3D10_DEVICE_STATE_TYPES.RS_SCISSOR_RECTS;
pub const D3D10_DST_RS_RASTERIZER_STATE = D3D10_DEVICE_STATE_TYPES.RS_RASTERIZER_STATE;
pub const D3D10_DST_PREDICATION = D3D10_DEVICE_STATE_TYPES.PREDICATION;
pub const D3D10_STATE_BLOCK_MASK = extern struct {
VS: u8,
VSSamplers: [2]u8,
VSShaderResources: [16]u8,
VSConstantBuffers: [2]u8,
GS: u8,
GSSamplers: [2]u8,
GSShaderResources: [16]u8,
GSConstantBuffers: [2]u8,
PS: u8,
PSSamplers: [2]u8,
PSShaderResources: [16]u8,
PSConstantBuffers: [2]u8,
IAVertexBuffers: [2]u8,
IAIndexBuffer: u8,
IAInputLayout: u8,
IAPrimitiveTopology: u8,
OMRenderTargets: u8,
OMDepthStencilState: u8,
OMBlendState: u8,
RSViewports: u8,
RSScissorRects: u8,
RSRasterizerState: u8,
SOBuffers: u8,
Predication: u8,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10StateBlock_Value = Guid.initString("0803425a-57f5-4dd6-9465-a87570834a08");
pub const IID_ID3D10StateBlock = &IID_ID3D10StateBlock_Value;
pub const ID3D10StateBlock = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
Capture: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10StateBlock,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10StateBlock,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
Apply: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10StateBlock,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10StateBlock,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
ReleaseAllDeviceObjects: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10StateBlock,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10StateBlock,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetDevice: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10StateBlock,
ppDevice: ?*?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10StateBlock,
ppDevice: ?*?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10StateBlock_Capture(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10StateBlock.VTable, @ptrCast(self.vtable)).Capture(@as(*const ID3D10StateBlock, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10StateBlock_Apply(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10StateBlock.VTable, @ptrCast(self.vtable)).Apply(@as(*const ID3D10StateBlock, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10StateBlock_ReleaseAllDeviceObjects(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10StateBlock.VTable, @ptrCast(self.vtable)).ReleaseAllDeviceObjects(@as(*const ID3D10StateBlock, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10StateBlock_GetDevice(self: *const T, ppDevice: ?*?*ID3D10Device) callconv(.Inline) HRESULT {
return @as(*const ID3D10StateBlock.VTable, @ptrCast(self.vtable)).GetDevice(@as(*const ID3D10StateBlock, @ptrCast(self)), ppDevice);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_EFFECT_TYPE_DESC = extern struct {
TypeName: ?[*:0]const u8,
Class: D3D_SHADER_VARIABLE_CLASS,
Type: D3D_SHADER_VARIABLE_TYPE,
Elements: u32,
Members: u32,
Rows: u32,
Columns: u32,
PackedSize: u32,
UnpackedSize: u32,
Stride: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectType_Value = Guid.initString("4e9e1ddc-cd9d-4772-a837-00180b9b88fd");
pub const IID_ID3D10EffectType = &IID_ID3D10EffectType_Value;
pub const ID3D10EffectType = extern struct {
pub const VTable = extern struct {
IsValid: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectType,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10EffectType,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectType,
pDesc: ?*D3D10_EFFECT_TYPE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectType,
pDesc: ?*D3D10_EFFECT_TYPE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetMemberTypeByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectType,
else => *const fn(
self: *const ID3D10EffectType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectType,
},
GetMemberTypeByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectType,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectType,
else => *const fn(
self: *const ID3D10EffectType,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectType,
},
GetMemberTypeBySemantic: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectType,
Semantic: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectType,
else => *const fn(
self: *const ID3D10EffectType,
Semantic: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectType,
},
GetMemberName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?PSTR,
else => *const fn(
self: *const ID3D10EffectType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?PSTR,
},
GetMemberSemantic: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?PSTR,
else => *const fn(
self: *const ID3D10EffectType,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?PSTR,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectType_IsValid(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10EffectType.VTable, @ptrCast(self.vtable)).IsValid(@as(*const ID3D10EffectType, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectType_GetDesc(self: *const T, pDesc: ?*D3D10_EFFECT_TYPE_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectType.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10EffectType, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectType_GetMemberTypeByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectType {
return @as(*const ID3D10EffectType.VTable, @ptrCast(self.vtable)).GetMemberTypeByIndex(@as(*const ID3D10EffectType, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectType_GetMemberTypeByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectType {
return @as(*const ID3D10EffectType.VTable, @ptrCast(self.vtable)).GetMemberTypeByName(@as(*const ID3D10EffectType, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectType_GetMemberTypeBySemantic(self: *const T, Semantic: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectType {
return @as(*const ID3D10EffectType.VTable, @ptrCast(self.vtable)).GetMemberTypeBySemantic(@as(*const ID3D10EffectType, @ptrCast(self)), Semantic);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectType_GetMemberName(self: *const T, Index: u32) callconv(.Inline) ?PSTR {
return @as(*const ID3D10EffectType.VTable, @ptrCast(self.vtable)).GetMemberName(@as(*const ID3D10EffectType, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectType_GetMemberSemantic(self: *const T, Index: u32) callconv(.Inline) ?PSTR {
return @as(*const ID3D10EffectType.VTable, @ptrCast(self.vtable)).GetMemberSemantic(@as(*const ID3D10EffectType, @ptrCast(self)), Index);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_EFFECT_VARIABLE_DESC = extern struct {
Name: ?[*:0]const u8,
Semantic: ?[*:0]const u8,
Flags: u32,
Annotations: u32,
BufferOffset: u32,
ExplicitBindPoint: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectVariable_Value = Guid.initString("ae897105-00e6-45bf-bb8e-281dd6db8e1b");
pub const IID_ID3D10EffectVariable = &IID_ID3D10EffectVariable_Value;
pub const ID3D10EffectVariable = extern struct {
pub const VTable = extern struct {
IsValid: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetType: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectType,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectType,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
pDesc: ?*D3D10_EFFECT_VARIABLE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVariable,
pDesc: ?*D3D10_EFFECT_VARIABLE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetAnnotationByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetAnnotationByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetMemberByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetMemberByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetMemberBySemantic: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
Semantic: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
Semantic: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetElement: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetParentConstantBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectConstantBuffer,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectConstantBuffer,
},
AsScalar: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectScalarVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectScalarVariable,
},
AsVector: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVectorVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVectorVariable,
},
AsMatrix: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectMatrixVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectMatrixVariable,
},
AsString: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectStringVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectStringVariable,
},
AsShaderResource: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectShaderResourceVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectShaderResourceVariable,
},
AsRenderTargetView: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectRenderTargetViewVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectRenderTargetViewVariable,
},
AsDepthStencilView: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectDepthStencilViewVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectDepthStencilViewVariable,
},
AsConstantBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectConstantBuffer,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectConstantBuffer,
},
AsShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectShaderVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectShaderVariable,
},
AsBlend: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectBlendVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectBlendVariable,
},
AsDepthStencil: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectDepthStencilVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectDepthStencilVariable,
},
AsRasterizer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectRasterizerVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectRasterizerVariable,
},
AsSampler: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectSamplerVariable,
else => *const fn(
self: *const ID3D10EffectVariable,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectSamplerVariable,
},
SetRawValue: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
// TODO: what to do with BytesParamIndex 2?
pData: ?*anyopaque,
Offset: u32,
ByteCount: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVariable,
// TODO: what to do with BytesParamIndex 2?
pData: ?*anyopaque,
Offset: u32,
ByteCount: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetRawValue: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVariable,
// TODO: what to do with BytesParamIndex 2?
pData: ?*anyopaque,
Offset: u32,
ByteCount: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVariable,
// TODO: what to do with BytesParamIndex 2?
pData: ?*anyopaque,
Offset: u32,
ByteCount: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_IsValid(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).IsValid(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetType(self: *const T) callconv(.Inline) ?*ID3D10EffectType {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetType(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetDesc(self: *const T, pDesc: ?*D3D10_EFFECT_VARIABLE_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10EffectVariable, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetAnnotationByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetAnnotationByIndex(@as(*const ID3D10EffectVariable, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetAnnotationByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetAnnotationByName(@as(*const ID3D10EffectVariable, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetMemberByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetMemberByIndex(@as(*const ID3D10EffectVariable, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetMemberByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetMemberByName(@as(*const ID3D10EffectVariable, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetMemberBySemantic(self: *const T, Semantic: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetMemberBySemantic(@as(*const ID3D10EffectVariable, @ptrCast(self)), Semantic);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetElement(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetElement(@as(*const ID3D10EffectVariable, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetParentConstantBuffer(self: *const T) callconv(.Inline) ?*ID3D10EffectConstantBuffer {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetParentConstantBuffer(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsScalar(self: *const T) callconv(.Inline) ?*ID3D10EffectScalarVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsScalar(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsVector(self: *const T) callconv(.Inline) ?*ID3D10EffectVectorVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsVector(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsMatrix(self: *const T) callconv(.Inline) ?*ID3D10EffectMatrixVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsMatrix(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsString(self: *const T) callconv(.Inline) ?*ID3D10EffectStringVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsString(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsShaderResource(self: *const T) callconv(.Inline) ?*ID3D10EffectShaderResourceVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsShaderResource(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsRenderTargetView(self: *const T) callconv(.Inline) ?*ID3D10EffectRenderTargetViewVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsRenderTargetView(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsDepthStencilView(self: *const T) callconv(.Inline) ?*ID3D10EffectDepthStencilViewVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsDepthStencilView(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsConstantBuffer(self: *const T) callconv(.Inline) ?*ID3D10EffectConstantBuffer {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsConstantBuffer(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsShader(self: *const T) callconv(.Inline) ?*ID3D10EffectShaderVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsShader(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsBlend(self: *const T) callconv(.Inline) ?*ID3D10EffectBlendVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsBlend(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsDepthStencil(self: *const T) callconv(.Inline) ?*ID3D10EffectDepthStencilVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsDepthStencil(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsRasterizer(self: *const T) callconv(.Inline) ?*ID3D10EffectRasterizerVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsRasterizer(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_AsSampler(self: *const T) callconv(.Inline) ?*ID3D10EffectSamplerVariable {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).AsSampler(@as(*const ID3D10EffectVariable, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_SetRawValue(self: *const T, pData: ?*anyopaque, Offset: u32, ByteCount: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).SetRawValue(@as(*const ID3D10EffectVariable, @ptrCast(self)), pData, Offset, ByteCount);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVariable_GetRawValue(self: *const T, pData: ?*anyopaque, Offset: u32, ByteCount: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVariable.VTable, @ptrCast(self.vtable)).GetRawValue(@as(*const ID3D10EffectVariable, @ptrCast(self)), pData, Offset, ByteCount);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectScalarVariable_Value = Guid.initString("00e48f7b-d2c8-49e8-a86c-022dee53431f");
pub const IID_ID3D10EffectScalarVariable = &IID_ID3D10EffectScalarVariable_Value;
pub const ID3D10EffectScalarVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
SetFloat: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
Value: f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
Value: f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetFloat: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pValue: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pValue: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetFloatArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetFloatArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetInt: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
Value: i32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
Value: i32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetInt: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pValue: ?*i32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pValue: ?*i32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetIntArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]i32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]i32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetIntArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]i32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]i32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetBool: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
Value: BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
Value: BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBool: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pValue: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pValue: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetBoolArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]BOOL,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]BOOL,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBoolArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]BOOL,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectScalarVariable,
pData: [*]BOOL,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_SetFloat(self: *const T, Value: f32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).SetFloat(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), Value);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_GetFloat(self: *const T, pValue: ?*f32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).GetFloat(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pValue);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_SetFloatArray(self: *const T, pData: [*]f32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).SetFloatArray(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_GetFloatArray(self: *const T, pData: [*]f32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).GetFloatArray(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_SetInt(self: *const T, Value: i32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).SetInt(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), Value);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_GetInt(self: *const T, pValue: ?*i32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).GetInt(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pValue);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_SetIntArray(self: *const T, pData: [*]i32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).SetIntArray(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_GetIntArray(self: *const T, pData: [*]i32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).GetIntArray(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_SetBool(self: *const T, Value: BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).SetBool(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), Value);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_GetBool(self: *const T, pValue: ?*BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).GetBool(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pValue);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_SetBoolArray(self: *const T, pData: [*]BOOL, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).SetBoolArray(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectScalarVariable_GetBoolArray(self: *const T, pData: [*]BOOL, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectScalarVariable.VTable, @ptrCast(self.vtable)).GetBoolArray(@as(*const ID3D10EffectScalarVariable, @ptrCast(self)), pData, Offset, Count);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectVectorVariable_Value = Guid.initString("62b98c44-1f82-4c67-bcd0-72cf8f217e81");
pub const IID_ID3D10EffectVectorVariable = &IID_ID3D10EffectVectorVariable_Value;
pub const ID3D10EffectVectorVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
SetBoolVector: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetIntVector: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*i32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*i32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetFloatVector: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBoolVector: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetIntVector: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*i32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*i32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetFloatVector: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetBoolVectorArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*BOOL,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*BOOL,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetIntVectorArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*i32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*i32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetFloatVectorArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBoolVectorArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*BOOL,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*BOOL,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetIntVectorArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*i32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*i32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetFloatVectorArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectVectorVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_SetBoolVector(self: *const T, pData: ?*BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).SetBoolVector(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_SetIntVector(self: *const T, pData: ?*i32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).SetIntVector(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_SetFloatVector(self: *const T, pData: ?*f32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).SetFloatVector(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_GetBoolVector(self: *const T, pData: ?*BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).GetBoolVector(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_GetIntVector(self: *const T, pData: ?*i32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).GetIntVector(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_GetFloatVector(self: *const T, pData: ?*f32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).GetFloatVector(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_SetBoolVectorArray(self: *const T, pData: ?*BOOL, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).SetBoolVectorArray(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_SetIntVectorArray(self: *const T, pData: ?*i32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).SetIntVectorArray(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_SetFloatVectorArray(self: *const T, pData: ?*f32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).SetFloatVectorArray(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_GetBoolVectorArray(self: *const T, pData: ?*BOOL, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).GetBoolVectorArray(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_GetIntVectorArray(self: *const T, pData: ?*i32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).GetIntVectorArray(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectVectorVariable_GetFloatVectorArray(self: *const T, pData: ?*f32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectVectorVariable.VTable, @ptrCast(self.vtable)).GetFloatVectorArray(@as(*const ID3D10EffectVectorVariable, @ptrCast(self)), pData, Offset, Count);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectMatrixVariable_Value = Guid.initString("50666c24-b82f-4eed-a172-5b6e7e8522e0");
pub const IID_ID3D10EffectMatrixVariable = &IID_ID3D10EffectMatrixVariable_Value;
pub const ID3D10EffectMatrixVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
SetMatrix: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetMatrix: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetMatrixArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetMatrixArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetMatrixTranspose: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetMatrixTranspose: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetMatrixTransposeArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetMatrixTransposeArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectMatrixVariable,
pData: ?*f32,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectMatrixVariable_SetMatrix(self: *const T, pData: ?*f32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectMatrixVariable.VTable, @ptrCast(self.vtable)).SetMatrix(@as(*const ID3D10EffectMatrixVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectMatrixVariable_GetMatrix(self: *const T, pData: ?*f32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectMatrixVariable.VTable, @ptrCast(self.vtable)).GetMatrix(@as(*const ID3D10EffectMatrixVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectMatrixVariable_SetMatrixArray(self: *const T, pData: ?*f32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectMatrixVariable.VTable, @ptrCast(self.vtable)).SetMatrixArray(@as(*const ID3D10EffectMatrixVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectMatrixVariable_GetMatrixArray(self: *const T, pData: ?*f32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectMatrixVariable.VTable, @ptrCast(self.vtable)).GetMatrixArray(@as(*const ID3D10EffectMatrixVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectMatrixVariable_SetMatrixTranspose(self: *const T, pData: ?*f32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectMatrixVariable.VTable, @ptrCast(self.vtable)).SetMatrixTranspose(@as(*const ID3D10EffectMatrixVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectMatrixVariable_GetMatrixTranspose(self: *const T, pData: ?*f32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectMatrixVariable.VTable, @ptrCast(self.vtable)).GetMatrixTranspose(@as(*const ID3D10EffectMatrixVariable, @ptrCast(self)), pData);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectMatrixVariable_SetMatrixTransposeArray(self: *const T, pData: ?*f32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectMatrixVariable.VTable, @ptrCast(self.vtable)).SetMatrixTransposeArray(@as(*const ID3D10EffectMatrixVariable, @ptrCast(self)), pData, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectMatrixVariable_GetMatrixTransposeArray(self: *const T, pData: ?*f32, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectMatrixVariable.VTable, @ptrCast(self.vtable)).GetMatrixTransposeArray(@as(*const ID3D10EffectMatrixVariable, @ptrCast(self)), pData, Offset, Count);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectStringVariable_Value = Guid.initString("71417501-8df9-4e0a-a78a-255f9756baff");
pub const IID_ID3D10EffectStringVariable = &IID_ID3D10EffectStringVariable_Value;
pub const ID3D10EffectStringVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
GetString: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectStringVariable,
ppString: ?*?PSTR,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectStringVariable,
ppString: ?*?PSTR,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetStringArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectStringVariable,
ppStrings: [*]?PSTR,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectStringVariable,
ppStrings: [*]?PSTR,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectStringVariable_GetString(self: *const T, ppString: ?*?PSTR) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectStringVariable.VTable, @ptrCast(self.vtable)).GetString(@as(*const ID3D10EffectStringVariable, @ptrCast(self)), ppString);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectStringVariable_GetStringArray(self: *const T, ppStrings: [*]?PSTR, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectStringVariable.VTable, @ptrCast(self.vtable)).GetStringArray(@as(*const ID3D10EffectStringVariable, @ptrCast(self)), ppStrings, Offset, Count);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectShaderResourceVariable_Value = Guid.initString("c0a7157b-d872-4b1d-8073-efc2acd4b1fc");
pub const IID_ID3D10EffectShaderResourceVariable = &IID_ID3D10EffectShaderResourceVariable_Value;
pub const ID3D10EffectShaderResourceVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
SetResource: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderResourceVariable,
pResource: ?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderResourceVariable,
pResource: ?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetResource: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderResourceVariable,
ppResource: ?*?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderResourceVariable,
ppResource: ?*?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetResourceArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderResourceVariable,
ppResources: [*]?*ID3D10ShaderResourceView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderResourceVariable,
ppResources: [*]?*ID3D10ShaderResourceView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetResourceArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderResourceVariable,
ppResources: [*]?*ID3D10ShaderResourceView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderResourceVariable,
ppResources: [*]?*ID3D10ShaderResourceView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderResourceVariable_SetResource(self: *const T, pResource: ?*ID3D10ShaderResourceView) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderResourceVariable.VTable, @ptrCast(self.vtable)).SetResource(@as(*const ID3D10EffectShaderResourceVariable, @ptrCast(self)), pResource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderResourceVariable_GetResource(self: *const T, ppResource: ?*?*ID3D10ShaderResourceView) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderResourceVariable.VTable, @ptrCast(self.vtable)).GetResource(@as(*const ID3D10EffectShaderResourceVariable, @ptrCast(self)), ppResource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderResourceVariable_SetResourceArray(self: *const T, ppResources: [*]?*ID3D10ShaderResourceView, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderResourceVariable.VTable, @ptrCast(self.vtable)).SetResourceArray(@as(*const ID3D10EffectShaderResourceVariable, @ptrCast(self)), ppResources, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderResourceVariable_GetResourceArray(self: *const T, ppResources: [*]?*ID3D10ShaderResourceView, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderResourceVariable.VTable, @ptrCast(self.vtable)).GetResourceArray(@as(*const ID3D10EffectShaderResourceVariable, @ptrCast(self)), ppResources, Offset, Count);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectRenderTargetViewVariable_Value = Guid.initString("28ca0cc3-c2c9-40bb-b57f-67b737122b17");
pub const IID_ID3D10EffectRenderTargetViewVariable = &IID_ID3D10EffectRenderTargetViewVariable_Value;
pub const ID3D10EffectRenderTargetViewVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
SetRenderTarget: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectRenderTargetViewVariable,
pResource: ?*ID3D10RenderTargetView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectRenderTargetViewVariable,
pResource: ?*ID3D10RenderTargetView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetRenderTarget: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectRenderTargetViewVariable,
ppResource: ?*?*ID3D10RenderTargetView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectRenderTargetViewVariable,
ppResource: ?*?*ID3D10RenderTargetView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetRenderTargetArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectRenderTargetViewVariable,
ppResources: [*]?*ID3D10RenderTargetView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectRenderTargetViewVariable,
ppResources: [*]?*ID3D10RenderTargetView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetRenderTargetArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectRenderTargetViewVariable,
ppResources: [*]?*ID3D10RenderTargetView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectRenderTargetViewVariable,
ppResources: [*]?*ID3D10RenderTargetView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectRenderTargetViewVariable_SetRenderTarget(self: *const T, pResource: ?*ID3D10RenderTargetView) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectRenderTargetViewVariable.VTable, @ptrCast(self.vtable)).SetRenderTarget(@as(*const ID3D10EffectRenderTargetViewVariable, @ptrCast(self)), pResource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectRenderTargetViewVariable_GetRenderTarget(self: *const T, ppResource: ?*?*ID3D10RenderTargetView) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectRenderTargetViewVariable.VTable, @ptrCast(self.vtable)).GetRenderTarget(@as(*const ID3D10EffectRenderTargetViewVariable, @ptrCast(self)), ppResource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectRenderTargetViewVariable_SetRenderTargetArray(self: *const T, ppResources: [*]?*ID3D10RenderTargetView, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectRenderTargetViewVariable.VTable, @ptrCast(self.vtable)).SetRenderTargetArray(@as(*const ID3D10EffectRenderTargetViewVariable, @ptrCast(self)), ppResources, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectRenderTargetViewVariable_GetRenderTargetArray(self: *const T, ppResources: [*]?*ID3D10RenderTargetView, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectRenderTargetViewVariable.VTable, @ptrCast(self.vtable)).GetRenderTargetArray(@as(*const ID3D10EffectRenderTargetViewVariable, @ptrCast(self)), ppResources, Offset, Count);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectDepthStencilViewVariable_Value = Guid.initString("3e02c918-cc79-4985-b622-2d92ad701623");
pub const IID_ID3D10EffectDepthStencilViewVariable = &IID_ID3D10EffectDepthStencilViewVariable_Value;
pub const ID3D10EffectDepthStencilViewVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
SetDepthStencil: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectDepthStencilViewVariable,
pResource: ?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectDepthStencilViewVariable,
pResource: ?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetDepthStencil: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectDepthStencilViewVariable,
ppResource: ?*?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectDepthStencilViewVariable,
ppResource: ?*?*ID3D10DepthStencilView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetDepthStencilArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectDepthStencilViewVariable,
ppResources: [*]?*ID3D10DepthStencilView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectDepthStencilViewVariable,
ppResources: [*]?*ID3D10DepthStencilView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetDepthStencilArray: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectDepthStencilViewVariable,
ppResources: [*]?*ID3D10DepthStencilView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectDepthStencilViewVariable,
ppResources: [*]?*ID3D10DepthStencilView,
Offset: u32,
Count: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectDepthStencilViewVariable_SetDepthStencil(self: *const T, pResource: ?*ID3D10DepthStencilView) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectDepthStencilViewVariable.VTable, @ptrCast(self.vtable)).SetDepthStencil(@as(*const ID3D10EffectDepthStencilViewVariable, @ptrCast(self)), pResource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectDepthStencilViewVariable_GetDepthStencil(self: *const T, ppResource: ?*?*ID3D10DepthStencilView) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectDepthStencilViewVariable.VTable, @ptrCast(self.vtable)).GetDepthStencil(@as(*const ID3D10EffectDepthStencilViewVariable, @ptrCast(self)), ppResource);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectDepthStencilViewVariable_SetDepthStencilArray(self: *const T, ppResources: [*]?*ID3D10DepthStencilView, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectDepthStencilViewVariable.VTable, @ptrCast(self.vtable)).SetDepthStencilArray(@as(*const ID3D10EffectDepthStencilViewVariable, @ptrCast(self)), ppResources, Offset, Count);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectDepthStencilViewVariable_GetDepthStencilArray(self: *const T, ppResources: [*]?*ID3D10DepthStencilView, Offset: u32, Count: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectDepthStencilViewVariable.VTable, @ptrCast(self.vtable)).GetDepthStencilArray(@as(*const ID3D10EffectDepthStencilViewVariable, @ptrCast(self)), ppResources, Offset, Count);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectConstantBuffer_Value = Guid.initString("56648f4d-cc8b-4444-a5ad-b5a3d76e91b3");
pub const IID_ID3D10EffectConstantBuffer = &IID_ID3D10EffectConstantBuffer_Value;
pub const ID3D10EffectConstantBuffer = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
SetConstantBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectConstantBuffer,
pConstantBuffer: ?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectConstantBuffer,
pConstantBuffer: ?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetConstantBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectConstantBuffer,
ppConstantBuffer: ?*?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectConstantBuffer,
ppConstantBuffer: ?*?*ID3D10Buffer,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
SetTextureBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectConstantBuffer,
pTextureBuffer: ?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectConstantBuffer,
pTextureBuffer: ?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetTextureBuffer: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectConstantBuffer,
ppTextureBuffer: ?*?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectConstantBuffer,
ppTextureBuffer: ?*?*ID3D10ShaderResourceView,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectConstantBuffer_SetConstantBuffer(self: *const T, pConstantBuffer: ?*ID3D10Buffer) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectConstantBuffer.VTable, @ptrCast(self.vtable)).SetConstantBuffer(@as(*const ID3D10EffectConstantBuffer, @ptrCast(self)), pConstantBuffer);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectConstantBuffer_GetConstantBuffer(self: *const T, ppConstantBuffer: ?*?*ID3D10Buffer) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectConstantBuffer.VTable, @ptrCast(self.vtable)).GetConstantBuffer(@as(*const ID3D10EffectConstantBuffer, @ptrCast(self)), ppConstantBuffer);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectConstantBuffer_SetTextureBuffer(self: *const T, pTextureBuffer: ?*ID3D10ShaderResourceView) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectConstantBuffer.VTable, @ptrCast(self.vtable)).SetTextureBuffer(@as(*const ID3D10EffectConstantBuffer, @ptrCast(self)), pTextureBuffer);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectConstantBuffer_GetTextureBuffer(self: *const T, ppTextureBuffer: ?*?*ID3D10ShaderResourceView) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectConstantBuffer.VTable, @ptrCast(self.vtable)).GetTextureBuffer(@as(*const ID3D10EffectConstantBuffer, @ptrCast(self)), ppTextureBuffer);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_EFFECT_SHADER_DESC = extern struct {
pInputSignature: ?*const u8,
IsInline: BOOL,
pBytecode: ?*const u8,
BytecodeLength: u32,
SODecl: ?[*:0]const u8,
NumInputSignatureEntries: u32,
NumOutputSignatureEntries: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectShaderVariable_Value = Guid.initString("80849279-c799-4797-8c33-0407a07d9e06");
pub const IID_ID3D10EffectShaderVariable = &IID_ID3D10EffectShaderVariable_Value;
pub const ID3D10EffectShaderVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
GetShaderDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
pDesc: ?*D3D10_EFFECT_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
pDesc: ?*D3D10_EFFECT_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetVertexShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
ppVS: ?*?*ID3D10VertexShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
ppVS: ?*?*ID3D10VertexShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetGeometryShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
ppGS: ?*?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
ppGS: ?*?*ID3D10GeometryShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetPixelShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
ppPS: ?*?*ID3D10PixelShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
ppPS: ?*?*ID3D10PixelShader,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetInputSignatureElementDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
Element: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
Element: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetOutputSignatureElementDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
Element: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectShaderVariable,
ShaderIndex: u32,
Element: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderVariable_GetShaderDesc(self: *const T, ShaderIndex: u32, pDesc: ?*D3D10_EFFECT_SHADER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderVariable.VTable, @ptrCast(self.vtable)).GetShaderDesc(@as(*const ID3D10EffectShaderVariable, @ptrCast(self)), ShaderIndex, pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderVariable_GetVertexShader(self: *const T, ShaderIndex: u32, ppVS: ?*?*ID3D10VertexShader) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderVariable.VTable, @ptrCast(self.vtable)).GetVertexShader(@as(*const ID3D10EffectShaderVariable, @ptrCast(self)), ShaderIndex, ppVS);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderVariable_GetGeometryShader(self: *const T, ShaderIndex: u32, ppGS: ?*?*ID3D10GeometryShader) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderVariable.VTable, @ptrCast(self.vtable)).GetGeometryShader(@as(*const ID3D10EffectShaderVariable, @ptrCast(self)), ShaderIndex, ppGS);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderVariable_GetPixelShader(self: *const T, ShaderIndex: u32, ppPS: ?*?*ID3D10PixelShader) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderVariable.VTable, @ptrCast(self.vtable)).GetPixelShader(@as(*const ID3D10EffectShaderVariable, @ptrCast(self)), ShaderIndex, ppPS);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderVariable_GetInputSignatureElementDesc(self: *const T, ShaderIndex: u32, Element: u32, pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderVariable.VTable, @ptrCast(self.vtable)).GetInputSignatureElementDesc(@as(*const ID3D10EffectShaderVariable, @ptrCast(self)), ShaderIndex, Element, pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectShaderVariable_GetOutputSignatureElementDesc(self: *const T, ShaderIndex: u32, Element: u32, pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectShaderVariable.VTable, @ptrCast(self.vtable)).GetOutputSignatureElementDesc(@as(*const ID3D10EffectShaderVariable, @ptrCast(self)), ShaderIndex, Element, pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectBlendVariable_Value = Guid.initString("1fcd2294-df6d-4eae-86b3-0e9160cfb07b");
pub const IID_ID3D10EffectBlendVariable = &IID_ID3D10EffectBlendVariable_Value;
pub const ID3D10EffectBlendVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
GetBlendState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectBlendVariable,
Index: u32,
ppBlendState: ?*?*ID3D10BlendState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectBlendVariable,
Index: u32,
ppBlendState: ?*?*ID3D10BlendState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBackingStore: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectBlendVariable,
Index: u32,
pBlendDesc: ?*D3D10_BLEND_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectBlendVariable,
Index: u32,
pBlendDesc: ?*D3D10_BLEND_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectBlendVariable_GetBlendState(self: *const T, Index: u32, ppBlendState: ?*?*ID3D10BlendState) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectBlendVariable.VTable, @ptrCast(self.vtable)).GetBlendState(@as(*const ID3D10EffectBlendVariable, @ptrCast(self)), Index, ppBlendState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectBlendVariable_GetBackingStore(self: *const T, Index: u32, pBlendDesc: ?*D3D10_BLEND_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectBlendVariable.VTable, @ptrCast(self.vtable)).GetBackingStore(@as(*const ID3D10EffectBlendVariable, @ptrCast(self)), Index, pBlendDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectDepthStencilVariable_Value = Guid.initString("af482368-330a-46a5-9a5c-01c71af24c8d");
pub const IID_ID3D10EffectDepthStencilVariable = &IID_ID3D10EffectDepthStencilVariable_Value;
pub const ID3D10EffectDepthStencilVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
GetDepthStencilState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectDepthStencilVariable,
Index: u32,
ppDepthStencilState: ?*?*ID3D10DepthStencilState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectDepthStencilVariable,
Index: u32,
ppDepthStencilState: ?*?*ID3D10DepthStencilState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBackingStore: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectDepthStencilVariable,
Index: u32,
pDepthStencilDesc: ?*D3D10_DEPTH_STENCIL_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectDepthStencilVariable,
Index: u32,
pDepthStencilDesc: ?*D3D10_DEPTH_STENCIL_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectDepthStencilVariable_GetDepthStencilState(self: *const T, Index: u32, ppDepthStencilState: ?*?*ID3D10DepthStencilState) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectDepthStencilVariable.VTable, @ptrCast(self.vtable)).GetDepthStencilState(@as(*const ID3D10EffectDepthStencilVariable, @ptrCast(self)), Index, ppDepthStencilState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectDepthStencilVariable_GetBackingStore(self: *const T, Index: u32, pDepthStencilDesc: ?*D3D10_DEPTH_STENCIL_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectDepthStencilVariable.VTable, @ptrCast(self.vtable)).GetBackingStore(@as(*const ID3D10EffectDepthStencilVariable, @ptrCast(self)), Index, pDepthStencilDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectRasterizerVariable_Value = Guid.initString("21af9f0e-4d94-4ea9-9785-2cb76b8c0b34");
pub const IID_ID3D10EffectRasterizerVariable = &IID_ID3D10EffectRasterizerVariable_Value;
pub const ID3D10EffectRasterizerVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
GetRasterizerState: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectRasterizerVariable,
Index: u32,
ppRasterizerState: ?*?*ID3D10RasterizerState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectRasterizerVariable,
Index: u32,
ppRasterizerState: ?*?*ID3D10RasterizerState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBackingStore: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectRasterizerVariable,
Index: u32,
pRasterizerDesc: ?*D3D10_RASTERIZER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectRasterizerVariable,
Index: u32,
pRasterizerDesc: ?*D3D10_RASTERIZER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectRasterizerVariable_GetRasterizerState(self: *const T, Index: u32, ppRasterizerState: ?*?*ID3D10RasterizerState) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectRasterizerVariable.VTable, @ptrCast(self.vtable)).GetRasterizerState(@as(*const ID3D10EffectRasterizerVariable, @ptrCast(self)), Index, ppRasterizerState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectRasterizerVariable_GetBackingStore(self: *const T, Index: u32, pRasterizerDesc: ?*D3D10_RASTERIZER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectRasterizerVariable.VTable, @ptrCast(self.vtable)).GetBackingStore(@as(*const ID3D10EffectRasterizerVariable, @ptrCast(self)), Index, pRasterizerDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectSamplerVariable_Value = Guid.initString("6530d5c7-07e9-4271-a418-e7ce4bd1e480");
pub const IID_ID3D10EffectSamplerVariable = &IID_ID3D10EffectSamplerVariable_Value;
pub const ID3D10EffectSamplerVariable = extern struct {
pub const VTable = extern struct {
base: ID3D10EffectVariable.VTable,
GetSampler: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectSamplerVariable,
Index: u32,
ppSampler: ?*?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectSamplerVariable,
Index: u32,
ppSampler: ?*?*ID3D10SamplerState,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBackingStore: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectSamplerVariable,
Index: u32,
pSamplerDesc: ?*D3D10_SAMPLER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectSamplerVariable,
Index: u32,
pSamplerDesc: ?*D3D10_SAMPLER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10EffectVariable.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectSamplerVariable_GetSampler(self: *const T, Index: u32, ppSampler: ?*?*ID3D10SamplerState) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectSamplerVariable.VTable, @ptrCast(self.vtable)).GetSampler(@as(*const ID3D10EffectSamplerVariable, @ptrCast(self)), Index, ppSampler);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectSamplerVariable_GetBackingStore(self: *const T, Index: u32, pSamplerDesc: ?*D3D10_SAMPLER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectSamplerVariable.VTable, @ptrCast(self.vtable)).GetBackingStore(@as(*const ID3D10EffectSamplerVariable, @ptrCast(self)), Index, pSamplerDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_PASS_DESC = extern struct {
Name: ?[*:0]const u8,
Annotations: u32,
pIAInputSignature: ?*u8,
IAInputSignatureSize: usize,
StencilRef: u32,
SampleMask: u32,
BlendFactor: [4]f32,
};
pub const D3D10_PASS_SHADER_DESC = extern struct {
pShaderVariable: ?*ID3D10EffectShaderVariable,
ShaderIndex: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectPass_Value = Guid.initString("5cfbeb89-1a06-46e0-b282-e3f9bfa36a54");
pub const IID_ID3D10EffectPass = &IID_ID3D10EffectPass_Value;
pub const ID3D10EffectPass = extern struct {
pub const VTable = extern struct {
IsValid: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10EffectPass,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
pDesc: ?*D3D10_PASS_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectPass,
pDesc: ?*D3D10_PASS_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetVertexShaderDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
pDesc: ?*D3D10_PASS_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectPass,
pDesc: ?*D3D10_PASS_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetGeometryShaderDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
pDesc: ?*D3D10_PASS_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectPass,
pDesc: ?*D3D10_PASS_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetPixelShaderDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
pDesc: ?*D3D10_PASS_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectPass,
pDesc: ?*D3D10_PASS_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetAnnotationByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectPass,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetAnnotationByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectPass,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
Apply: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
Flags: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectPass,
Flags: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
ComputeStateBlockMask: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPass,
pStateBlockMask: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectPass,
pStateBlockMask: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_IsValid(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).IsValid(@as(*const ID3D10EffectPass, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_GetDesc(self: *const T, pDesc: ?*D3D10_PASS_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10EffectPass, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_GetVertexShaderDesc(self: *const T, pDesc: ?*D3D10_PASS_SHADER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).GetVertexShaderDesc(@as(*const ID3D10EffectPass, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_GetGeometryShaderDesc(self: *const T, pDesc: ?*D3D10_PASS_SHADER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).GetGeometryShaderDesc(@as(*const ID3D10EffectPass, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_GetPixelShaderDesc(self: *const T, pDesc: ?*D3D10_PASS_SHADER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).GetPixelShaderDesc(@as(*const ID3D10EffectPass, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_GetAnnotationByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).GetAnnotationByIndex(@as(*const ID3D10EffectPass, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_GetAnnotationByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).GetAnnotationByName(@as(*const ID3D10EffectPass, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_Apply(self: *const T, Flags: u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).Apply(@as(*const ID3D10EffectPass, @ptrCast(self)), Flags);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPass_ComputeStateBlockMask(self: *const T, pStateBlockMask: ?*D3D10_STATE_BLOCK_MASK) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectPass.VTable, @ptrCast(self.vtable)).ComputeStateBlockMask(@as(*const ID3D10EffectPass, @ptrCast(self)), pStateBlockMask);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_TECHNIQUE_DESC = extern struct {
Name: ?[*:0]const u8,
Passes: u32,
Annotations: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectTechnique_Value = Guid.initString("db122ce8-d1c9-4292-b237-24ed3de8b175");
pub const IID_ID3D10EffectTechnique = &IID_ID3D10EffectTechnique_Value;
pub const ID3D10EffectTechnique = extern struct {
pub const VTable = extern struct {
IsValid: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectTechnique,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10EffectTechnique,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectTechnique,
pDesc: ?*D3D10_TECHNIQUE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectTechnique,
pDesc: ?*D3D10_TECHNIQUE_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetAnnotationByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectTechnique,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectTechnique,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetAnnotationByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectTechnique,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10EffectTechnique,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetPassByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectTechnique,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectPass,
else => *const fn(
self: *const ID3D10EffectTechnique,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectPass,
},
GetPassByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectTechnique,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectPass,
else => *const fn(
self: *const ID3D10EffectTechnique,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectPass,
},
ComputeStateBlockMask: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectTechnique,
pStateBlockMask: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10EffectTechnique,
pStateBlockMask: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectTechnique_IsValid(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10EffectTechnique.VTable, @ptrCast(self.vtable)).IsValid(@as(*const ID3D10EffectTechnique, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectTechnique_GetDesc(self: *const T, pDesc: ?*D3D10_TECHNIQUE_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectTechnique.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10EffectTechnique, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectTechnique_GetAnnotationByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectTechnique.VTable, @ptrCast(self.vtable)).GetAnnotationByIndex(@as(*const ID3D10EffectTechnique, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectTechnique_GetAnnotationByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10EffectTechnique.VTable, @ptrCast(self.vtable)).GetAnnotationByName(@as(*const ID3D10EffectTechnique, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectTechnique_GetPassByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectPass {
return @as(*const ID3D10EffectTechnique.VTable, @ptrCast(self.vtable)).GetPassByIndex(@as(*const ID3D10EffectTechnique, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectTechnique_GetPassByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectPass {
return @as(*const ID3D10EffectTechnique.VTable, @ptrCast(self.vtable)).GetPassByName(@as(*const ID3D10EffectTechnique, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectTechnique_ComputeStateBlockMask(self: *const T, pStateBlockMask: ?*D3D10_STATE_BLOCK_MASK) callconv(.Inline) HRESULT {
return @as(*const ID3D10EffectTechnique.VTable, @ptrCast(self.vtable)).ComputeStateBlockMask(@as(*const ID3D10EffectTechnique, @ptrCast(self)), pStateBlockMask);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_EFFECT_DESC = extern struct {
IsChildEffect: BOOL,
ConstantBuffers: u32,
SharedConstantBuffers: u32,
GlobalVariables: u32,
SharedGlobalVariables: u32,
Techniques: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10Effect_Value = Guid.initString("51b0ca8b-ec0b-4519-870d-8ee1cb5017c7");
pub const IID_ID3D10Effect = &IID_ID3D10Effect_Value;
pub const ID3D10Effect = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
IsValid: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
IsPool: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
GetDevice: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
ppDevice: ?*?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Effect,
ppDevice: ?*?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
pDesc: ?*D3D10_EFFECT_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Effect,
pDesc: ?*D3D10_EFFECT_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetConstantBufferByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectConstantBuffer,
else => *const fn(
self: *const ID3D10Effect,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectConstantBuffer,
},
GetConstantBufferByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectConstantBuffer,
else => *const fn(
self: *const ID3D10Effect,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectConstantBuffer,
},
GetVariableByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10Effect,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetVariableByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10Effect,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetVariableBySemantic: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
Semantic: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
else => *const fn(
self: *const ID3D10Effect,
Semantic: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectVariable,
},
GetTechniqueByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectTechnique,
else => *const fn(
self: *const ID3D10Effect,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectTechnique,
},
GetTechniqueByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectTechnique,
else => *const fn(
self: *const ID3D10Effect,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10EffectTechnique,
},
Optimize: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
IsOptimized: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) BOOL,
else => *const fn(
self: *const ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) BOOL,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_IsValid(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).IsValid(@as(*const ID3D10Effect, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_IsPool(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).IsPool(@as(*const ID3D10Effect, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetDevice(self: *const T, ppDevice: ?*?*ID3D10Device) callconv(.Inline) HRESULT {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetDevice(@as(*const ID3D10Effect, @ptrCast(self)), ppDevice);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetDesc(self: *const T, pDesc: ?*D3D10_EFFECT_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10Effect, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetConstantBufferByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectConstantBuffer {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetConstantBufferByIndex(@as(*const ID3D10Effect, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetConstantBufferByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectConstantBuffer {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetConstantBufferByName(@as(*const ID3D10Effect, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetVariableByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetVariableByIndex(@as(*const ID3D10Effect, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetVariableByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetVariableByName(@as(*const ID3D10Effect, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetVariableBySemantic(self: *const T, Semantic: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectVariable {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetVariableBySemantic(@as(*const ID3D10Effect, @ptrCast(self)), Semantic);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetTechniqueByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10EffectTechnique {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetTechniqueByIndex(@as(*const ID3D10Effect, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_GetTechniqueByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10EffectTechnique {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).GetTechniqueByName(@as(*const ID3D10Effect, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_Optimize(self: *const T) callconv(.Inline) HRESULT {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).Optimize(@as(*const ID3D10Effect, @ptrCast(self)));
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Effect_IsOptimized(self: *const T) callconv(.Inline) BOOL {
return @as(*const ID3D10Effect.VTable, @ptrCast(self.vtable)).IsOptimized(@as(*const ID3D10Effect, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
// This COM type is Agile, not sure what that means
const IID_ID3D10EffectPool_Value = Guid.initString("9537ab04-3250-412e-8213-fcd2f8677933");
pub const IID_ID3D10EffectPool = &IID_ID3D10EffectPool_Value;
pub const ID3D10EffectPool = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
AsEffect: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10EffectPool,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10Effect,
else => *const fn(
self: *const ID3D10EffectPool,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10Effect,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10EffectPool_AsEffect(self: *const T) callconv(.Inline) ?*ID3D10Effect {
return @as(*const ID3D10EffectPool.VTable, @ptrCast(self.vtable)).AsEffect(@as(*const ID3D10EffectPool, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_FEATURE_LEVEL1 = enum(i32) {
@"10_0" = 40960,
@"10_1" = 41216,
@"9_1" = 37120,
@"9_2" = 37376,
@"9_3" = 37632,
};
pub const D3D10_FEATURE_LEVEL_10_0 = D3D10_FEATURE_LEVEL1.@"10_0";
pub const D3D10_FEATURE_LEVEL_10_1 = D3D10_FEATURE_LEVEL1.@"10_1";
pub const D3D10_FEATURE_LEVEL_9_1 = D3D10_FEATURE_LEVEL1.@"9_1";
pub const D3D10_FEATURE_LEVEL_9_2 = D3D10_FEATURE_LEVEL1.@"9_2";
pub const D3D10_FEATURE_LEVEL_9_3 = D3D10_FEATURE_LEVEL1.@"9_3";
pub const D3D10_RENDER_TARGET_BLEND_DESC1 = extern struct {
BlendEnable: BOOL,
SrcBlend: D3D10_BLEND,
DestBlend: D3D10_BLEND,
BlendOp: D3D10_BLEND_OP,
SrcBlendAlpha: D3D10_BLEND,
DestBlendAlpha: D3D10_BLEND,
BlendOpAlpha: D3D10_BLEND_OP,
RenderTargetWriteMask: u8,
};
pub const D3D10_BLEND_DESC1 = extern struct {
AlphaToCoverageEnable: BOOL,
IndependentBlendEnable: BOOL,
RenderTarget: [8]D3D10_RENDER_TARGET_BLEND_DESC1,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10BlendState1_Value = Guid.initString("edad8d99-8a35-4d6d-8566-2ea276cde161");
pub const IID_ID3D10BlendState1 = &IID_ID3D10BlendState1_Value;
pub const ID3D10BlendState1 = extern struct {
pub const VTable = extern struct {
base: ID3D10BlendState.VTable,
GetDesc1: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10BlendState1,
pDesc: ?*D3D10_BLEND_DESC1,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10BlendState1,
pDesc: ?*D3D10_BLEND_DESC1,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10BlendState.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10BlendState1_GetDesc1(self: *const T, pDesc: ?*D3D10_BLEND_DESC1) callconv(.Inline) void {
return @as(*const ID3D10BlendState1.VTable, @ptrCast(self.vtable)).GetDesc1(@as(*const ID3D10BlendState1, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_TEXCUBE_ARRAY_SRV1 = extern struct {
MostDetailedMip: u32,
MipLevels: u32,
First2DArrayFace: u32,
NumCubes: u32,
};
pub const D3D10_SHADER_RESOURCE_VIEW_DESC1 = extern struct {
Format: DXGI_FORMAT,
ViewDimension: D3D_SRV_DIMENSION,
Anonymous: extern union {
Buffer: D3D10_BUFFER_SRV,
Texture1D: D3D10_TEX1D_SRV,
Texture1DArray: D3D10_TEX1D_ARRAY_SRV,
Texture2D: D3D10_TEX2D_SRV,
Texture2DArray: D3D10_TEX2D_ARRAY_SRV,
Texture2DMS: D3D10_TEX2DMS_SRV,
Texture2DMSArray: D3D10_TEX2DMS_ARRAY_SRV,
Texture3D: D3D10_TEX3D_SRV,
TextureCube: D3D10_TEXCUBE_SRV,
TextureCubeArray: D3D10_TEXCUBE_ARRAY_SRV1,
},
};
// This COM type is Agile, not sure what that means
const IID_ID3D10ShaderResourceView1_Value = Guid.initString("9b7e4c87-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10ShaderResourceView1 = &IID_ID3D10ShaderResourceView1_Value;
pub const ID3D10ShaderResourceView1 = extern struct {
pub const VTable = extern struct {
base: ID3D10ShaderResourceView.VTable,
GetDesc1: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderResourceView1,
pDesc: ?*D3D10_SHADER_RESOURCE_VIEW_DESC1,
) callconv(@import("std").os.windows.WINAPI) void,
else => *const fn(
self: *const ID3D10ShaderResourceView1,
pDesc: ?*D3D10_SHADER_RESOURCE_VIEW_DESC1,
) callconv(@import("std").os.windows.WINAPI) void,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10ShaderResourceView.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderResourceView1_GetDesc1(self: *const T, pDesc: ?*D3D10_SHADER_RESOURCE_VIEW_DESC1) callconv(.Inline) void {
return @as(*const ID3D10ShaderResourceView1.VTable, @ptrCast(self.vtable)).GetDesc1(@as(*const ID3D10ShaderResourceView1, @ptrCast(self)), pDesc);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS = enum(i32) {
STANDARD_MULTISAMPLE_PATTERN = -1,
CENTER_MULTISAMPLE_PATTERN = -2,
};
pub const D3D10_STANDARD_MULTISAMPLE_PATTERN = D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS.STANDARD_MULTISAMPLE_PATTERN;
pub const D3D10_CENTER_MULTISAMPLE_PATTERN = D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS.CENTER_MULTISAMPLE_PATTERN;
// This COM type is Agile, not sure what that means
const IID_ID3D10Device1_Value = Guid.initString("9b7e4c8f-342c-4106-a19f-4f2704f689f0");
pub const IID_ID3D10Device1 = &IID_ID3D10Device1_Value;
pub const ID3D10Device1 = extern struct {
pub const VTable = extern struct {
base: ID3D10Device.VTable,
CreateShaderResourceView1: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device1,
pResource: ?*ID3D10Resource,
pDesc: ?*const D3D10_SHADER_RESOURCE_VIEW_DESC1,
ppSRView: ?*?*ID3D10ShaderResourceView1,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device1,
pResource: ?*ID3D10Resource,
pDesc: ?*const D3D10_SHADER_RESOURCE_VIEW_DESC1,
ppSRView: ?*?*ID3D10ShaderResourceView1,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
CreateBlendState1: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device1,
pBlendStateDesc: ?*const D3D10_BLEND_DESC1,
ppBlendState: ?*?*ID3D10BlendState1,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10Device1,
pBlendStateDesc: ?*const D3D10_BLEND_DESC1,
ppBlendState: ?*?*ID3D10BlendState1,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetFeatureLevel: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10Device1,
) callconv(@import("std").os.windows.WINAPI) D3D10_FEATURE_LEVEL1,
else => *const fn(
self: *const ID3D10Device1,
) callconv(@import("std").os.windows.WINAPI) D3D10_FEATURE_LEVEL1,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace ID3D10Device.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device1_CreateShaderResourceView1(self: *const T, pResource: ?*ID3D10Resource, pDesc: ?*const D3D10_SHADER_RESOURCE_VIEW_DESC1, ppSRView: ?*?*ID3D10ShaderResourceView1) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device1.VTable, @ptrCast(self.vtable)).CreateShaderResourceView1(@as(*const ID3D10Device1, @ptrCast(self)), pResource, pDesc, ppSRView);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device1_CreateBlendState1(self: *const T, pBlendStateDesc: ?*const D3D10_BLEND_DESC1, ppBlendState: ?*?*ID3D10BlendState1) callconv(.Inline) HRESULT {
return @as(*const ID3D10Device1.VTable, @ptrCast(self.vtable)).CreateBlendState1(@as(*const ID3D10Device1, @ptrCast(self)), pBlendStateDesc, ppBlendState);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10Device1_GetFeatureLevel(self: *const T) callconv(.Inline) D3D10_FEATURE_LEVEL1 {
return @as(*const ID3D10Device1.VTable, @ptrCast(self.vtable)).GetFeatureLevel(@as(*const ID3D10Device1, @ptrCast(self)));
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const D3D10_SHADER_DEBUG_REGTYPE = enum(i32) {
@"0_SHADER_DEBUG_REG_INPUT" = 0,
@"0_SHADER_DEBUG_REG_OUTPUT" = 1,
@"0_SHADER_DEBUG_REG_CBUFFER" = 2,
@"0_SHADER_DEBUG_REG_TBUFFER" = 3,
@"0_SHADER_DEBUG_REG_TEMP" = 4,
@"0_SHADER_DEBUG_REG_TEMPARRAY" = 5,
@"0_SHADER_DEBUG_REG_TEXTURE" = 6,
@"0_SHADER_DEBUG_REG_SAMPLER" = 7,
@"0_SHADER_DEBUG_REG_IMMEDIATECBUFFER" = 8,
@"0_SHADER_DEBUG_REG_LITERAL" = 9,
@"0_SHADER_DEBUG_REG_UNUSED" = 10,
@"1_SHADER_DEBUG_REG_INTERFACE_POINTERS" = 11,
@"1_SHADER_DEBUG_REG_UAV" = 12,
@"0_SHADER_DEBUG_REG_FORCE_DWORD" = 2147483647,
};
pub const D3D10_SHADER_DEBUG_REG_INPUT = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_INPUT";
pub const D3D10_SHADER_DEBUG_REG_OUTPUT = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_OUTPUT";
pub const D3D10_SHADER_DEBUG_REG_CBUFFER = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_CBUFFER";
pub const D3D10_SHADER_DEBUG_REG_TBUFFER = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_TBUFFER";
pub const D3D10_SHADER_DEBUG_REG_TEMP = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_TEMP";
pub const D3D10_SHADER_DEBUG_REG_TEMPARRAY = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_TEMPARRAY";
pub const D3D10_SHADER_DEBUG_REG_TEXTURE = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_TEXTURE";
pub const D3D10_SHADER_DEBUG_REG_SAMPLER = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_SAMPLER";
pub const D3D10_SHADER_DEBUG_REG_IMMEDIATECBUFFER = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_IMMEDIATECBUFFER";
pub const D3D10_SHADER_DEBUG_REG_LITERAL = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_LITERAL";
pub const D3D10_SHADER_DEBUG_REG_UNUSED = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_UNUSED";
pub const D3D11_SHADER_DEBUG_REG_INTERFACE_POINTERS = D3D10_SHADER_DEBUG_REGTYPE.@"1_SHADER_DEBUG_REG_INTERFACE_POINTERS";
pub const D3D11_SHADER_DEBUG_REG_UAV = D3D10_SHADER_DEBUG_REGTYPE.@"1_SHADER_DEBUG_REG_UAV";
pub const D3D10_SHADER_DEBUG_REG_FORCE_DWORD = D3D10_SHADER_DEBUG_REGTYPE.@"0_SHADER_DEBUG_REG_FORCE_DWORD";
pub const D3D10_SHADER_DEBUG_SCOPETYPE = enum(i32) {
GLOBAL = 0,
BLOCK = 1,
FORLOOP = 2,
STRUCT = 3,
FUNC_PARAMS = 4,
STATEBLOCK = 5,
NAMESPACE = 6,
ANNOTATION = 7,
FORCE_DWORD = 2147483647,
};
pub const D3D10_SHADER_DEBUG_SCOPE_GLOBAL = D3D10_SHADER_DEBUG_SCOPETYPE.GLOBAL;
pub const D3D10_SHADER_DEBUG_SCOPE_BLOCK = D3D10_SHADER_DEBUG_SCOPETYPE.BLOCK;
pub const D3D10_SHADER_DEBUG_SCOPE_FORLOOP = D3D10_SHADER_DEBUG_SCOPETYPE.FORLOOP;
pub const D3D10_SHADER_DEBUG_SCOPE_STRUCT = D3D10_SHADER_DEBUG_SCOPETYPE.STRUCT;
pub const D3D10_SHADER_DEBUG_SCOPE_FUNC_PARAMS = D3D10_SHADER_DEBUG_SCOPETYPE.FUNC_PARAMS;
pub const D3D10_SHADER_DEBUG_SCOPE_STATEBLOCK = D3D10_SHADER_DEBUG_SCOPETYPE.STATEBLOCK;
pub const D3D10_SHADER_DEBUG_SCOPE_NAMESPACE = D3D10_SHADER_DEBUG_SCOPETYPE.NAMESPACE;
pub const D3D10_SHADER_DEBUG_SCOPE_ANNOTATION = D3D10_SHADER_DEBUG_SCOPETYPE.ANNOTATION;
pub const D3D10_SHADER_DEBUG_SCOPE_FORCE_DWORD = D3D10_SHADER_DEBUG_SCOPETYPE.FORCE_DWORD;
pub const D3D10_SHADER_DEBUG_VARTYPE = enum(i32) {
VARIABLE = 0,
FUNCTION = 1,
FORCE_DWORD = 2147483647,
};
pub const D3D10_SHADER_DEBUG_VAR_VARIABLE = D3D10_SHADER_DEBUG_VARTYPE.VARIABLE;
pub const D3D10_SHADER_DEBUG_VAR_FUNCTION = D3D10_SHADER_DEBUG_VARTYPE.FUNCTION;
pub const D3D10_SHADER_DEBUG_VAR_FORCE_DWORD = D3D10_SHADER_DEBUG_VARTYPE.FORCE_DWORD;
pub const D3D10_SHADER_DEBUG_TOKEN_INFO = extern struct {
File: u32,
Line: u32,
Column: u32,
TokenLength: u32,
TokenId: u32,
};
pub const D3D10_SHADER_DEBUG_VAR_INFO = extern struct {
TokenId: u32,
Type: D3D_SHADER_VARIABLE_TYPE,
Register: u32,
Component: u32,
ScopeVar: u32,
ScopeVarOffset: u32,
};
pub const D3D10_SHADER_DEBUG_INPUT_INFO = extern struct {
Var: u32,
InitialRegisterSet: D3D10_SHADER_DEBUG_REGTYPE,
InitialBank: u32,
InitialRegister: u32,
InitialComponent: u32,
InitialValue: u32,
};
pub const D3D10_SHADER_DEBUG_SCOPEVAR_INFO = extern struct {
TokenId: u32,
VarType: D3D10_SHADER_DEBUG_VARTYPE,
Class: D3D_SHADER_VARIABLE_CLASS,
Rows: u32,
Columns: u32,
StructMemberScope: u32,
uArrayIndices: u32,
ArrayElements: u32,
ArrayStrides: u32,
uVariables: u32,
uFirstVariable: u32,
};
pub const D3D10_SHADER_DEBUG_SCOPE_INFO = extern struct {
ScopeType: D3D10_SHADER_DEBUG_SCOPETYPE,
Name: u32,
uNameLen: u32,
uVariables: u32,
VariableData: u32,
};
pub const D3D10_SHADER_DEBUG_OUTPUTVAR = extern struct {
Var: u32,
uValueMin: u32,
uValueMax: u32,
iValueMin: i32,
iValueMax: i32,
fValueMin: f32,
fValueMax: f32,
bNaNPossible: BOOL,
bInfPossible: BOOL,
};
pub const D3D10_SHADER_DEBUG_OUTPUTREG_INFO = extern struct {
OutputRegisterSet: D3D10_SHADER_DEBUG_REGTYPE,
OutputReg: u32,
TempArrayReg: u32,
OutputComponents: [4]u32,
OutputVars: [4]D3D10_SHADER_DEBUG_OUTPUTVAR,
IndexReg: u32,
IndexComp: u32,
};
pub const D3D10_SHADER_DEBUG_INST_INFO = extern struct {
Id: u32,
Opcode: u32,
uOutputs: u32,
pOutputs: [2]D3D10_SHADER_DEBUG_OUTPUTREG_INFO,
TokenId: u32,
NestingLevel: u32,
Scopes: u32,
ScopeInfo: u32,
AccessedVars: u32,
AccessedVarsInfo: u32,
};
pub const D3D10_SHADER_DEBUG_FILE_INFO = extern struct {
FileName: u32,
FileNameLen: u32,
FileData: u32,
FileLen: u32,
};
pub const D3D10_SHADER_DEBUG_INFO = extern struct {
Size: u32,
Creator: u32,
EntrypointName: u32,
ShaderTarget: u32,
CompileFlags: u32,
Files: u32,
FileInfo: u32,
Instructions: u32,
InstructionInfo: u32,
Variables: u32,
VariableInfo: u32,
InputVariables: u32,
InputVariableInfo: u32,
Tokens: u32,
TokenInfo: u32,
Scopes: u32,
ScopeInfo: u32,
ScopeVariables: u32,
ScopeVariableInfo: u32,
UintOffset: u32,
StringOffset: u32,
};
// This COM type is Agile, not sure what that means
const IID_ID3D10ShaderReflection1_Value = Guid.initString("c3457783-a846-47ce-9520-cea6f66e7447");
pub const IID_ID3D10ShaderReflection1 = &IID_ID3D10ShaderReflection1_Value;
pub const ID3D10ShaderReflection1 = extern struct {
pub const VTable = extern struct {
base: IUnknown.VTable,
GetDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
pDesc: ?*D3D10_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
pDesc: ?*D3D10_SHADER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetConstantBufferByIndex: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionConstantBuffer,
else => *const fn(
self: *const ID3D10ShaderReflection1,
Index: u32,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionConstantBuffer,
},
GetConstantBufferByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionConstantBuffer,
else => *const fn(
self: *const ID3D10ShaderReflection1,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionConstantBuffer,
},
GetResourceBindingDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
ResourceIndex: u32,
pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
ResourceIndex: u32,
pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetInputParameterDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
ParameterIndex: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
ParameterIndex: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetOutputParameterDesc: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
ParameterIndex: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
ParameterIndex: u32,
pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetVariableByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionVariable,
else => *const fn(
self: *const ID3D10ShaderReflection1,
Name: ?[*:0]const u8,
) callconv(@import("std").os.windows.WINAPI) ?*ID3D10ShaderReflectionVariable,
},
GetResourceBindingDescByName: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
Name: ?[*:0]const u8,
pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
Name: ?[*:0]const u8,
pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetMovInstructionCount: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
pCount: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
pCount: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetMovcInstructionCount: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
pCount: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
pCount: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetConversionInstructionCount: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
pCount: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
pCount: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetBitwiseInstructionCount: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
pCount: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
pCount: ?*u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
GetGSInputPrimitive: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
pPrim: ?*D3D_PRIMITIVE,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
pPrim: ?*D3D_PRIMITIVE,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
IsLevel9Shader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
pbLevel9Shader: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
pbLevel9Shader: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
IsSampleFrequencyShader: switch (@import("builtin").zig_backend) {
.stage1 => fn(
self: *const ID3D10ShaderReflection1,
pbSampleFrequency: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
self: *const ID3D10ShaderReflection1,
pbSampleFrequency: ?*BOOL,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
},
};
vtable: *const VTable,
pub fn MethodMixin(comptime T: type) type { return struct {
pub usingnamespace IUnknown.MethodMixin(T);
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetDesc(self: *const T, pDesc: ?*D3D10_SHADER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetDesc(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetConstantBufferByIndex(self: *const T, Index: u32) callconv(.Inline) ?*ID3D10ShaderReflectionConstantBuffer {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetConstantBufferByIndex(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), Index);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetConstantBufferByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10ShaderReflectionConstantBuffer {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetConstantBufferByName(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetResourceBindingDesc(self: *const T, ResourceIndex: u32, pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetResourceBindingDesc(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), ResourceIndex, pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetInputParameterDesc(self: *const T, ParameterIndex: u32, pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetInputParameterDesc(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), ParameterIndex, pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetOutputParameterDesc(self: *const T, ParameterIndex: u32, pDesc: ?*D3D10_SIGNATURE_PARAMETER_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetOutputParameterDesc(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), ParameterIndex, pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetVariableByName(self: *const T, Name: ?[*:0]const u8) callconv(.Inline) ?*ID3D10ShaderReflectionVariable {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetVariableByName(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), Name);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetResourceBindingDescByName(self: *const T, Name: ?[*:0]const u8, pDesc: ?*D3D10_SHADER_INPUT_BIND_DESC) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetResourceBindingDescByName(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), Name, pDesc);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetMovInstructionCount(self: *const T, pCount: ?*u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetMovInstructionCount(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), pCount);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetMovcInstructionCount(self: *const T, pCount: ?*u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetMovcInstructionCount(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), pCount);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetConversionInstructionCount(self: *const T, pCount: ?*u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetConversionInstructionCount(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), pCount);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetBitwiseInstructionCount(self: *const T, pCount: ?*u32) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetBitwiseInstructionCount(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), pCount);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_GetGSInputPrimitive(self: *const T, pPrim: ?*D3D_PRIMITIVE) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).GetGSInputPrimitive(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), pPrim);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_IsLevel9Shader(self: *const T, pbLevel9Shader: ?*BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).IsLevel9Shader(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), pbLevel9Shader);
}
// NOTE: method is namespaced with interface name to avoid conflicts for now
pub fn ID3D10ShaderReflection1_IsSampleFrequencyShader(self: *const T, pbSampleFrequency: ?*BOOL) callconv(.Inline) HRESULT {
return @as(*const ID3D10ShaderReflection1.VTable, @ptrCast(self.vtable)).IsSampleFrequencyShader(@as(*const ID3D10ShaderReflection1, @ptrCast(self)), pbSampleFrequency);
}
};}
pub usingnamespace MethodMixin(@This());
};
pub const PFN_D3D10_CREATE_DEVICE1 = switch (@import("builtin").zig_backend) {
.stage1 => fn(
param0: ?*IDXGIAdapter,
param1: D3D10_DRIVER_TYPE,
param2: ?HINSTANCE,
param3: u32,
param4: D3D10_FEATURE_LEVEL1,
param5: u32,
param6: ?*?*ID3D10Device1,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
param0: ?*IDXGIAdapter,
param1: D3D10_DRIVER_TYPE,
param2: ?HINSTANCE,
param3: u32,
param4: D3D10_FEATURE_LEVEL1,
param5: u32,
param6: ?*?*ID3D10Device1,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
} ;
pub const PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN1 = switch (@import("builtin").zig_backend) {
.stage1 => fn(
param0: ?*IDXGIAdapter,
param1: D3D10_DRIVER_TYPE,
param2: ?HINSTANCE,
param3: u32,
param4: D3D10_FEATURE_LEVEL1,
param5: u32,
param6: ?*DXGI_SWAP_CHAIN_DESC,
param7: ?*?*IDXGISwapChain,
param8: ?*?*ID3D10Device1,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
else => *const fn(
param0: ?*IDXGIAdapter,
param1: D3D10_DRIVER_TYPE,
param2: ?HINSTANCE,
param3: u32,
param4: D3D10_FEATURE_LEVEL1,
param5: u32,
param6: ?*DXGI_SWAP_CHAIN_DESC,
param7: ?*?*IDXGISwapChain,
param8: ?*?*ID3D10Device1,
) callconv(@import("std").os.windows.WINAPI) HRESULT,
} ;
//--------------------------------------------------------------------------------
// Section: Functions (29)
//--------------------------------------------------------------------------------
pub extern "d3d10" fn D3D10CreateDevice(
pAdapter: ?*IDXGIAdapter,
DriverType: D3D10_DRIVER_TYPE,
Software: ?HINSTANCE,
Flags: u32,
SDKVersion: u32,
ppDevice: ?*?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10CreateDeviceAndSwapChain(
pAdapter: ?*IDXGIAdapter,
DriverType: D3D10_DRIVER_TYPE,
Software: ?HINSTANCE,
Flags: u32,
SDKVersion: u32,
pSwapChainDesc: ?*DXGI_SWAP_CHAIN_DESC,
ppSwapChain: ?*?*IDXGISwapChain,
ppDevice: ?*?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10CreateBlob(
NumBytes: usize,
ppBuffer: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10CompileShader(
// TODO: what to do with BytesParamIndex 1?
pSrcData: ?[*:0]const u8,
SrcDataSize: usize,
pFileName: ?[*:0]const u8,
pDefines: ?*const D3D_SHADER_MACRO,
pInclude: ?*ID3DInclude,
pFunctionName: ?[*:0]const u8,
pProfile: ?[*:0]const u8,
Flags: u32,
ppShader: ?*?*ID3DBlob,
ppErrorMsgs: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10DisassembleShader(
// TODO: what to do with BytesParamIndex 1?
pShader: ?*const anyopaque,
BytecodeLength: usize,
EnableColorCode: BOOL,
pComments: ?[*:0]const u8,
ppDisassembly: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10GetPixelShaderProfile(
pDevice: ?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) ?PSTR;
pub extern "d3d10" fn D3D10GetVertexShaderProfile(
pDevice: ?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) ?PSTR;
pub extern "d3d10" fn D3D10GetGeometryShaderProfile(
pDevice: ?*ID3D10Device,
) callconv(@import("std").os.windows.WINAPI) ?PSTR;
pub extern "d3d10" fn D3D10ReflectShader(
// TODO: what to do with BytesParamIndex 1?
pShaderBytecode: ?*const anyopaque,
BytecodeLength: usize,
ppReflector: ?*?*ID3D10ShaderReflection,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10PreprocessShader(
// TODO: what to do with BytesParamIndex 1?
pSrcData: ?[*:0]const u8,
SrcDataSize: usize,
pFileName: ?[*:0]const u8,
pDefines: ?*const D3D_SHADER_MACRO,
pInclude: ?*ID3DInclude,
ppShaderText: ?*?*ID3DBlob,
ppErrorMsgs: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10GetInputSignatureBlob(
// TODO: what to do with BytesParamIndex 1?
pShaderBytecode: ?*const anyopaque,
BytecodeLength: usize,
ppSignatureBlob: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10GetOutputSignatureBlob(
// TODO: what to do with BytesParamIndex 1?
pShaderBytecode: ?*const anyopaque,
BytecodeLength: usize,
ppSignatureBlob: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10GetInputAndOutputSignatureBlob(
// TODO: what to do with BytesParamIndex 1?
pShaderBytecode: ?*const anyopaque,
BytecodeLength: usize,
ppSignatureBlob: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10GetShaderDebugInfo(
// TODO: what to do with BytesParamIndex 1?
pShaderBytecode: ?*const anyopaque,
BytecodeLength: usize,
ppDebugInfo: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10StateBlockMaskUnion(
pA: ?*D3D10_STATE_BLOCK_MASK,
pB: ?*D3D10_STATE_BLOCK_MASK,
pResult: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10StateBlockMaskIntersect(
pA: ?*D3D10_STATE_BLOCK_MASK,
pB: ?*D3D10_STATE_BLOCK_MASK,
pResult: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10StateBlockMaskDifference(
pA: ?*D3D10_STATE_BLOCK_MASK,
pB: ?*D3D10_STATE_BLOCK_MASK,
pResult: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10StateBlockMaskEnableCapture(
pMask: ?*D3D10_STATE_BLOCK_MASK,
StateType: D3D10_DEVICE_STATE_TYPES,
RangeStart: u32,
RangeLength: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10StateBlockMaskDisableCapture(
pMask: ?*D3D10_STATE_BLOCK_MASK,
StateType: D3D10_DEVICE_STATE_TYPES,
RangeStart: u32,
RangeLength: u32,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10StateBlockMaskEnableAll(
pMask: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10StateBlockMaskDisableAll(
pMask: ?*D3D10_STATE_BLOCK_MASK,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10StateBlockMaskGetSetting(
pMask: ?*D3D10_STATE_BLOCK_MASK,
StateType: D3D10_DEVICE_STATE_TYPES,
Entry: u32,
) callconv(@import("std").os.windows.WINAPI) BOOL;
pub extern "d3d10" fn D3D10CreateStateBlock(
pDevice: ?*ID3D10Device,
pStateBlockMask: ?*D3D10_STATE_BLOCK_MASK,
ppStateBlock: ?*?*ID3D10StateBlock,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10CompileEffectFromMemory(
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
DataLength: usize,
pSrcFileName: ?[*:0]const u8,
pDefines: ?*const D3D_SHADER_MACRO,
pInclude: ?*ID3DInclude,
HLSLFlags: u32,
FXFlags: u32,
ppCompiledEffect: ?*?*ID3DBlob,
ppErrors: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10CreateEffectFromMemory(
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
DataLength: usize,
FXFlags: u32,
pDevice: ?*ID3D10Device,
pEffectPool: ?*ID3D10EffectPool,
ppEffect: ?*?*ID3D10Effect,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10CreateEffectPoolFromMemory(
// TODO: what to do with BytesParamIndex 1?
pData: ?*anyopaque,
DataLength: usize,
FXFlags: u32,
pDevice: ?*ID3D10Device,
ppEffectPool: ?*?*ID3D10EffectPool,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10" fn D3D10DisassembleEffect(
pEffect: ?*ID3D10Effect,
EnableColorCode: BOOL,
ppDisassembly: ?*?*ID3DBlob,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10_1" fn D3D10CreateDevice1(
pAdapter: ?*IDXGIAdapter,
DriverType: D3D10_DRIVER_TYPE,
Software: ?HINSTANCE,
Flags: u32,
HardwareLevel: D3D10_FEATURE_LEVEL1,
SDKVersion: u32,
ppDevice: ?*?*ID3D10Device1,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
pub extern "d3d10_1" fn D3D10CreateDeviceAndSwapChain1(
pAdapter: ?*IDXGIAdapter,
DriverType: D3D10_DRIVER_TYPE,
Software: ?HINSTANCE,
Flags: u32,
HardwareLevel: D3D10_FEATURE_LEVEL1,
SDKVersion: u32,
pSwapChainDesc: ?*DXGI_SWAP_CHAIN_DESC,
ppSwapChain: ?*?*IDXGISwapChain,
ppDevice: ?*?*ID3D10Device1,
) callconv(@import("std").os.windows.WINAPI) HRESULT;
//--------------------------------------------------------------------------------
// Section: Unicode Aliases (0)
//--------------------------------------------------------------------------------
const thismodule = @This();
pub usingnamespace switch (@import("../zig.zig").unicode_mode) {
.ansi => struct {
},
.wide => struct {
},
.unspecified => if (@import("builtin").is_test) struct {
} else struct {
},
};
//--------------------------------------------------------------------------------
// Section: Imports (26)
//--------------------------------------------------------------------------------
const Guid = @import("../zig.zig").Guid;
const BOOL = @import("../foundation.zig").BOOL;
const D3D_CBUFFER_TYPE = @import("../graphics/direct3d.zig").D3D_CBUFFER_TYPE;
const D3D_NAME = @import("../graphics/direct3d.zig").D3D_NAME;
const D3D_PRIMITIVE = @import("../graphics/direct3d.zig").D3D_PRIMITIVE;
const D3D_PRIMITIVE_TOPOLOGY = @import("../graphics/direct3d.zig").D3D_PRIMITIVE_TOPOLOGY;
const D3D_REGISTER_COMPONENT_TYPE = @import("../graphics/direct3d.zig").D3D_REGISTER_COMPONENT_TYPE;
const D3D_RESOURCE_RETURN_TYPE = @import("../graphics/direct3d.zig").D3D_RESOURCE_RETURN_TYPE;
const D3D_SHADER_INPUT_TYPE = @import("../graphics/direct3d.zig").D3D_SHADER_INPUT_TYPE;
const D3D_SHADER_MACRO = @import("../graphics/direct3d.zig").D3D_SHADER_MACRO;
const D3D_SHADER_VARIABLE_CLASS = @import("../graphics/direct3d.zig").D3D_SHADER_VARIABLE_CLASS;
const D3D_SHADER_VARIABLE_TYPE = @import("../graphics/direct3d.zig").D3D_SHADER_VARIABLE_TYPE;
const D3D_SRV_DIMENSION = @import("../graphics/direct3d.zig").D3D_SRV_DIMENSION;
const DXGI_FORMAT = @import("../graphics/dxgi/common.zig").DXGI_FORMAT;
const DXGI_SAMPLE_DESC = @import("../graphics/dxgi/common.zig").DXGI_SAMPLE_DESC;
const DXGI_SWAP_CHAIN_DESC = @import("../graphics/dxgi.zig").DXGI_SWAP_CHAIN_DESC;
const HANDLE = @import("../foundation.zig").HANDLE;
const HINSTANCE = @import("../foundation.zig").HINSTANCE;
const HRESULT = @import("../foundation.zig").HRESULT;
const ID3DBlob = @import("../graphics/direct3d.zig").ID3DBlob;
const ID3DInclude = @import("../graphics/direct3d.zig").ID3DInclude;
const IDXGIAdapter = @import("../graphics/dxgi.zig").IDXGIAdapter;
const IDXGISwapChain = @import("../graphics/dxgi.zig").IDXGISwapChain;
const IUnknown = @import("../system/com.zig").IUnknown;
const PSTR = @import("../foundation.zig").PSTR;
const RECT = @import("../foundation.zig").RECT;
test {
// The following '_ = <FuncPtrType>' lines are a workaround for https://github.com/ziglang/zig/issues/4476
if (@hasDecl(@This(), "PFN_D3D10_CREATE_DEVICE1")) { _ = PFN_D3D10_CREATE_DEVICE1; }
if (@hasDecl(@This(), "PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN1")) { _ = PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN1; }
@setEvalBranchQuota(
comptime @import("std").meta.declarations(@This()).len * 3
);
// reference all the pub declarations
if (!@import("builtin").is_test) return;
inline for (comptime @import("std").meta.declarations(@This())) |decl| {
_ = @field(@This(), decl.name);
}
}