diff options
author | Luca Barbieri <luca@luca-barbieri.com> | 2010-09-23 13:44:22 +0200 |
---|---|---|
committer | Luca Barbieri <luca@luca-barbieri.com> | 2010-09-23 16:06:02 +0200 |
commit | 6c598c78bd17642d731cf57b8369cc794f64ba2f (patch) | |
tree | 27671d42b851a95b1b03bd44d039f75ac505c6e3 /src/gallium/state_trackers/d3d1x/d3dapi/d3d11.idl | |
parent | e5ae4588d150a179974a812887f3b6445d8e2f34 (diff) |
d3d1x: normalize whitespace
Diffstat (limited to 'src/gallium/state_trackers/d3d1x/d3dapi/d3d11.idl')
-rw-r--r-- | src/gallium/state_trackers/d3d1x/d3dapi/d3d11.idl | 628 |
1 files changed, 314 insertions, 314 deletions
diff --git a/src/gallium/state_trackers/d3d1x/d3dapi/d3d11.idl b/src/gallium/state_trackers/d3d1x/d3dapi/d3d11.idl index 5a57da36ee..d916c20f19 100644 --- a/src/gallium/state_trackers/d3d1x/d3dapi/d3d11.idl +++ b/src/gallium/state_trackers/d3d1x/d3dapi/d3d11.idl @@ -1339,20 +1339,20 @@ interface ID3D11DeviceChild : IUnknown { ); HRESULT GetPrivateData( - [in] REFGUID guid, + [in] REFGUID guid, [in, out] UINT *pDataSize, [out] void *pData ); HRESULT SetPrivateData( - [in] REFGUID guid, - [in] UINT DataSize, - [in] const void *pData + [in] REFGUID guid, + [in] UINT DataSize, + [in] const void *pData ); HRESULT SetPrivateDataInterface( - [in] REFGUID guid, - [in] const IUnknown *pData + [in] REFGUID guid, + [in] const IUnknown *pData ); }; @@ -1398,7 +1398,7 @@ interface ID3D11Resource : ID3D11DeviceChild { ); void SetEvictionPriority( - [in] UINT EvictionPriority + [in] UINT EvictionPriority ); UINT GetEvictionPriority( @@ -1559,17 +1559,17 @@ interface ID3D11ClassInstance : ID3D11DeviceChild interface ID3D11ClassLinkage : ID3D11DeviceChild { HRESULT GetClassInstance( - [in] LPCSTR pClassInstanceName, - [in] UINT InstanceIndex, + [in] LPCSTR pClassInstanceName, + [in] UINT InstanceIndex, [out] ID3D11ClassInstance **ppInstance ); HRESULT CreateClassInstance( - [in] LPCSTR pClassTypeName, - [in] UINT ConstantBufferOffset, - [in] UINT ConstantVectorOffset, - [in] UINT TextureOffset, - [in] UINT SamplerOffset, + [in] LPCSTR pClassTypeName, + [in] UINT ConstantBufferOffset, + [in] UINT ConstantVectorOffset, + [in] UINT TextureOffset, + [in] UINT SamplerOffset, [out] ID3D11ClassInstance **ppInstance ); }; @@ -1586,112 +1586,112 @@ interface ID3D11DeviceContext; interface ID3D11Device : IUnknown { HRESULT CreateBuffer( - [in] const D3D11_BUFFER_DESC *pDesc, - [in] const D3D11_SUBRESOURCE_DATA *pInitialData, + [in] const D3D11_BUFFER_DESC *pDesc, + [in] const D3D11_SUBRESOURCE_DATA *pInitialData, [out] ID3D11Buffer **ppBuffer ); HRESULT CreateTexture1D( - [in] const D3D11_TEXTURE1D_DESC *pDesc, - [in] const D3D11_SUBRESOURCE_DATA *pInitialData, + [in] const D3D11_TEXTURE1D_DESC *pDesc, + [in] const D3D11_SUBRESOURCE_DATA *pInitialData, [out] ID3D11Texture1D **ppTexture1D ); HRESULT CreateTexture2D( - [in] const D3D11_TEXTURE2D_DESC *pDesc, - [in] const D3D11_SUBRESOURCE_DATA *pInitialData, + [in] const D3D11_TEXTURE2D_DESC *pDesc, + [in] const D3D11_SUBRESOURCE_DATA *pInitialData, [out] ID3D11Texture2D **ppTexture2D ); HRESULT CreateTexture3D( - [in] const D3D11_TEXTURE3D_DESC *pDesc, - [in] const D3D11_SUBRESOURCE_DATA *pInitialData, + [in] const D3D11_TEXTURE3D_DESC *pDesc, + [in] const D3D11_SUBRESOURCE_DATA *pInitialData, [out] ID3D11Texture3D **ppTexture3D ); HRESULT CreateShaderResourceView( - [in] ID3D11Resource *pResource, - [in] const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc, + [in] ID3D11Resource *pResource, + [in] const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc, [out] ID3D11ShaderResourceView **ppSRView ); HRESULT CreateUnorderedAccessView( - [in] ID3D11Resource *pResource, - [in] const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc, + [in] ID3D11Resource *pResource, + [in] const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc, [out] ID3D11UnorderedAccessView **ppUAView ); HRESULT CreateRenderTargetView( - [in] ID3D11Resource *pResource, - [in] const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, + [in] ID3D11Resource *pResource, + [in] const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, [out] ID3D11RenderTargetView **ppRTView ); HRESULT CreateDepthStencilView( - [in] ID3D11Resource *pResource, - [in] const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, + [in] ID3D11Resource *pResource, + [in] const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, [out] ID3D11DepthStencilView **ppDepthStencilView ); HRESULT CreateInputLayout( - [in] const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, - [in] UINT NumElements, - [in] const void *pShaderBytecodeWithInputSignature, - [in] SIZE_T BytecodeLength, + [in] const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, + [in] UINT NumElements, + [in] const void *pShaderBytecodeWithInputSignature, + [in] SIZE_T BytecodeLength, [out] ID3D11InputLayout **ppInputLayout ); HRESULT CreateVertexShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [in] ID3D11ClassLinkage *pClassLinkage, + [in] const void *pShaderBytecode, + [in] SIZE_T BytecodeLength, + [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11VertexShader **ppVertexShader ); HRESULT CreateGeometryShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [in] ID3D11ClassLinkage *pClassLinkage, + [in] const void *pShaderBytecode, + [in] SIZE_T BytecodeLength, + [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11GeometryShader **ppGeometryShader ); HRESULT CreateGeometryShaderWithStreamOutput( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [in] const D3D11_SO_DECLARATION_ENTRY *pSODeclaration, - [in] UINT NumEntries, - [in] const UINT *pBufferStrides, - [in] UINT NumStrides, - [in] UINT RasterizedStream, - [in] ID3D11ClassLinkage *pClassLinkage, + [in] const void *pShaderBytecode, + [in] SIZE_T BytecodeLength, + [in] const D3D11_SO_DECLARATION_ENTRY *pSODeclaration, + [in] UINT NumEntries, + [in] const UINT *pBufferStrides, + [in] UINT NumStrides, + [in] UINT RasterizedStream, + [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11GeometryShader **ppGeometryShader ); HRESULT CreatePixelShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [in] ID3D11ClassLinkage *pClassLinkage, + [in] const void *pShaderBytecode, + [in] SIZE_T BytecodeLength, + [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11PixelShader **ppPixelShader ); HRESULT CreateHullShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [in] ID3D11ClassLinkage *pClassLinkage, + [in] const void *pShaderBytecode, + [in] SIZE_T BytecodeLength, + [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11HullShader **ppHullShader ); HRESULT CreateDomainShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [in] ID3D11ClassLinkage *pClassLinkage, + [in] const void *pShaderBytecode, + [in] SIZE_T BytecodeLength, + [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11DomainShader **ppDomainShader ); HRESULT CreateComputeShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [in] ID3D11ClassLinkage *pClassLinkage, + [in] const void *pShaderBytecode, + [in] SIZE_T BytecodeLength, + [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11ComputeShader **ppComputeShader ); @@ -1700,59 +1700,59 @@ interface ID3D11Device : IUnknown ); HRESULT CreateBlendState( - [in] const D3D11_BLEND_DESC *pBlendStateDesc, + [in] const D3D11_BLEND_DESC *pBlendStateDesc, [out] ID3D11BlendState **ppBlendState ); HRESULT CreateDepthStencilState( - [in] const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc, + [in] const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc, [out] ID3D11DepthStencilState **ppDepthStencilState ); HRESULT CreateRasterizerState( - [in] const D3D11_RASTERIZER_DESC *pRasterizerDesc, + [in] const D3D11_RASTERIZER_DESC *pRasterizerDesc, [out] ID3D11RasterizerState **ppRasterizerState ); HRESULT CreateSamplerState( - [in] const D3D11_SAMPLER_DESC *pSamplerDesc, + [in] const D3D11_SAMPLER_DESC *pSamplerDesc, [out] ID3D11SamplerState **ppSamplerState ); HRESULT CreateQuery( - [in] const D3D11_QUERY_DESC *pQueryDesc, + [in] const D3D11_QUERY_DESC *pQueryDesc, [out] ID3D11Query **ppQuery ); HRESULT CreatePredicate( - [in] const D3D11_QUERY_DESC *pPredicateDesc, + [in] const D3D11_QUERY_DESC *pPredicateDesc, [out] ID3D11Predicate **ppPredicate ); HRESULT CreateCounter( - [in] const D3D11_COUNTER_DESC *pCounterDesc, + [in] const D3D11_COUNTER_DESC *pCounterDesc, [out] ID3D11Counter **ppCounter ); HRESULT CreateDeferredContext( - [in] UINT ContextFlags, + [in] UINT ContextFlags, [out] ID3D11DeviceContext **ppDeferredContext ); HRESULT OpenSharedResource( - [in] HANDLE hResource, - [in] REFIID ReturnedInterface, + [in] HANDLE hResource, + [in] REFIID ReturnedInterface, [out] void **ppResource ); HRESULT CheckFormatSupport( - [in] DXGI_FORMAT Format, + [in] DXGI_FORMAT Format, [out] UINT *pFormatSupport ); HRESULT CheckMultisampleQualityLevels( - [in] DXGI_FORMAT Format, - [in] UINT SampleCount, + [in] DXGI_FORMAT Format, + [in] UINT SampleCount, [out] UINT *pNumQualityLevels ); @@ -1761,7 +1761,7 @@ interface ID3D11Device : IUnknown ); HRESULT CheckCounter( - [in] const D3D11_COUNTER_DESC *pDesc, + [in] const D3D11_COUNTER_DESC *pDesc, [out] D3D11_COUNTER_TYPE *pType, [out] UINT *pActiveCounters, [out] LPSTR szName, @@ -1773,26 +1773,26 @@ interface ID3D11Device : IUnknown ); HRESULT CheckFeatureSupport( - [in] D3D11_FEATURE Feature, + [in] D3D11_FEATURE Feature, [out] void *pFeatureSupportData, - [in] UINT FeatureSupportDataSize + [in] UINT FeatureSupportDataSize ); HRESULT GetPrivateData( - [in] REFGUID guid, + [in] REFGUID guid, [in, out] UINT *pDataSize, [out] void *pData ); HRESULT SetPrivateData( - [in] REFGUID guid, - [in] UINT DataSize, - [in] const void *pData + [in] REFGUID guid, + [in] UINT DataSize, + [in] const void *pData ); HRESULT SetPrivateDataInterface( - [in] REFGUID guid, - [in] const IUnknown *pData + [in] REFGUID guid, + [in] const IUnknown *pData ); D3D_FEATURE_LEVEL GetFeatureLevel(); @@ -1806,7 +1806,7 @@ interface ID3D11Device : IUnknown ); HRESULT SetExceptionMode( - [in] UINT RaiseFlags + [in] UINT RaiseFlags ); UINT GetExceptionMode(); @@ -1816,396 +1816,396 @@ interface ID3D11Device : IUnknown interface ID3D11DeviceContext : ID3D11DeviceChild { void VSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D11Buffer *const *ppConstantBuffers + [in] UINT StartSlot, + [in] UINT NumBuffers, + [in] ID3D11Buffer *const *ppConstantBuffers ); void PSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D11ShaderResourceView *const *ppShaderResourceViews + [in] UINT StartSlot, + [in] UINT NumViews, + [in] ID3D11ShaderResourceView *const *ppShaderResourceViews ); void PSSetShader( - [in] ID3D11PixelShader *pPixelShader, - [in] ID3D11ClassInstance *const *ppClassInstances, - [in] UINT NumClassInstances + [in] ID3D11PixelShader *pPixelShader, + [in] ID3D11ClassInstance *const *ppClassInstances, + [in] UINT NumClassInstances ); void PSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in] ID3D11SamplerState *const *ppSamplers + [in] UINT StartSlot, + [in] UINT NumSamplers, + [in] ID3D11SamplerState *const *ppSamplers ); void VSSetShader( - [in] ID3D11VertexShader *pVertexShader, - [in] ID3D11ClassInstance *const *ppClassInstances, - [in] UINT NumClassInstances + [in] ID3D11VertexShader *pVertexShader, + [in] ID3D11ClassInstance *const *ppClassInstances, + [in] UINT NumClassInstances ); void DrawIndexed( - [in] UINT IndexCount, - [in] UINT StartIndexLocation, - [in] INT BaseVertexLocation + [in] UINT IndexCount, + [in] UINT StartIndexLocation, + [in] INT BaseVertexLocation ); void Draw( - [in] UINT VertexCount, - [in] UINT StartVertexLocation + [in] UINT VertexCount, + [in] UINT StartVertexLocation ); HRESULT Map( - [in] ID3D11Resource *pResource, - [in] UINT Subresource, - [in] D3D11_MAP MapType, - [in] UINT MapFlags, + [in] ID3D11Resource *pResource, + [in] UINT Subresource, + [in] D3D11_MAP MapType, + [in] UINT MapFlags, [out] D3D11_MAPPED_SUBRESOURCE *pMappedResource ); void Unmap( - [in] ID3D11Resource *pResource, - [in] UINT Subresource + [in] ID3D11Resource *pResource, + [in] UINT Subresource ); void PSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D11Buffer *const *ppConstantBuffers + [in] UINT StartSlot, + [in] UINT NumBuffers, + [in] ID3D11Buffer *const *ppConstantBuffers ); void IASetInputLayout( - [in] ID3D11InputLayout *pInputLayout + [in] ID3D11InputLayout *pInputLayout ); void IASetVertexBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D11Buffer *const *ppVertexBuffers, - [in] const UINT *pStrides, - [in] const UINT *pOffsets + [in] UINT StartSlot, + [in] UINT NumBuffers, + [in] ID3D11Buffer *const *ppVertexBuffers, + [in] const UINT *pStrides, + [in] const UINT *pOffsets ); void IASetIndexBuffer( - [in] ID3D11Buffer *pIndexBuffer, - [in] DXGI_FORMAT Format, - [in] UINT Offset + [in] ID3D11Buffer *pIndexBuffer, + [in] DXGI_FORMAT Format, + [in] UINT Offset ); void DrawIndexedInstanced( - [in] UINT IndexCountPerInstance, - [in] UINT InstanceCount, - [in] UINT StartIndexLocation, - [in] INT BaseVertexLocation, - [in] UINT StartInstanceLocation + [in] UINT IndexCountPerInstance, + [in] UINT InstanceCount, + [in] UINT StartIndexLocation, + [in] INT BaseVertexLocation, + [in] UINT StartInstanceLocation ); void DrawInstanced( - [in] UINT VertexCountPerInstance, - [in] UINT InstanceCount, - [in] UINT StartVertexLocation, - [in] UINT StartInstanceLocation + [in] UINT VertexCountPerInstance, + [in] UINT InstanceCount, + [in] UINT StartVertexLocation, + [in] UINT StartInstanceLocation ); void GSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D11Buffer *const *ppConstantBuffers + [in] UINT StartSlot, + [in] UINT NumBuffers, + [in] ID3D11Buffer *const *ppConstantBuffers ); void GSSetShader( - [in] ID3D11GeometryShader *pShader, - [in] ID3D11ClassInstance *const *ppClassInstances, - [in] UINT NumClassInstances + [in] ID3D11GeometryShader *pShader, + [in] ID3D11ClassInstance *const *ppClassInstances, + [in] UINT NumClassInstances ); void IASetPrimitiveTopology( - [in] D3D11_PRIMITIVE_TOPOLOGY Topology + [in] D3D11_PRIMITIVE_TOPOLOGY Topology ); void VSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D11ShaderResourceView *const *ppShaderResourceViews + [in] UINT StartSlot, + [in] UINT NumViews, + [in] ID3D11ShaderResourceView *const *ppShaderResourceViews ); void VSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in] ID3D11SamplerState *const *ppSamplers + [in] UINT StartSlot, + [in] UINT NumSamplers, + [in] ID3D11SamplerState *const *ppSamplers ); void Begin( - [in] ID3D11Asynchronous *pAsync + [in] ID3D11Asynchronous *pAsync ); void End( - [in] ID3D11Asynchronous *pAsync + [in] ID3D11Asynchronous *pAsync ); HRESULT GetData( - [in] ID3D11Asynchronous *pAsync, + [in] ID3D11Asynchronous *pAsync, [out] void *pData, - [in] UINT DataSize, - [in] UINT GetDataFlags + [in] UINT DataSize, + [in] UINT GetDataFlags ); void SetPredication( - [in] ID3D11Predicate *pPredicate, - [in] BOOL PredicateValue + [in] ID3D11Predicate *pPredicate, + [in] BOOL PredicateValue ); void GSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D11ShaderResourceView *const *ppShaderResourceViews + [in] UINT StartSlot, + [in] UINT NumViews, + [in] ID3D11ShaderResourceView *const *ppShaderResourceViews ); void GSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in] ID3D11SamplerState *const *ppSamplers + [in] UINT StartSlot, + [in] UINT NumSamplers, + [in] ID3D11SamplerState *const *ppSamplers ); void OMSetRenderTargets( - [in] UINT NumViews, - [in] ID3D11RenderTargetView *const *ppRenderTargetViews, - [in] ID3D11DepthStencilView *pDepthStencilView + [in] UINT NumViews, + [in] ID3D11RenderTargetView *const *ppRenderTargetViews, + [in] ID3D11DepthStencilView *pDepthStencilView ); void OMSetRenderTargetsAndUnorderedAccessViews( - [in] UINT NumRTVs, - [in] ID3D11RenderTargetView *const *ppRenderTargetViews, - [in] ID3D11DepthStencilView *pDepthStencilView, - [in] UINT UAVStartSlot, - [in] UINT NumUAVs, - [in] ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, - [in] const UINT *pUAVInitialCounts + [in] UINT NumRTVs, + [in] ID3D11RenderTargetView *const *ppRenderTargetViews, + [in] ID3D11DepthStencilView *pDepthStencilView, + [in] UINT UAVStartSlot, + [in] UINT NumUAVs, + [in] ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, + [in] const UINT *pUAVInitialCounts ); void OMSetBlendState( - [in] ID3D11BlendState *pBlendState, - [in] const FLOAT BlendFactor[ 4 ], - [in] UINT SampleMask + [in] ID3D11BlendState *pBlendState, + [in] const FLOAT BlendFactor[ 4 ], + [in] UINT SampleMask ); void OMSetDepthStencilState( - [in] ID3D11DepthStencilState *pDepthStencilState, - [in] UINT StencilRef + [in] ID3D11DepthStencilState *pDepthStencilState, + [in] UINT StencilRef ); void SOSetTargets( - [in] UINT NumBuffers, - [in] ID3D11Buffer *const *ppSOTargets, - [in] const UINT *pOffsets + [in] UINT NumBuffers, + [in] ID3D11Buffer *const *ppSOTargets, + [in] const UINT *pOffsets ); void DrawAuto( ); void DrawIndexedInstancedIndirect( - [in] ID3D11Buffer *pBufferForArgs, - [in] UINT AlignedByteOffsetForArgs + [in] ID3D11Buffer *pBufferForArgs, + [in] UINT AlignedByteOffsetForArgs ); void DrawInstancedIndirect( - [in] ID3D11Buffer *pBufferForArgs, - [in] UINT AlignedByteOffsetForArgs + [in] ID3D11Buffer *pBufferForArgs, + [in] UINT AlignedByteOffsetForArgs ); void Dispatch( - [in] UINT ThreadGroupCountX, - [in] UINT ThreadGroupCountY, - [in] UINT ThreadGroupCountZ + [in] UINT ThreadGroupCountX, + [in] UINT ThreadGroupCountY, + [in] UINT ThreadGroupCountZ ); void DispatchIndirect( - [in] ID3D11Buffer *pBufferForArgs, - [in] UINT AlignedByteOffsetForArgs + [in] ID3D11Buffer *pBufferForArgs, + [in] UINT AlignedByteOffsetForArgs ); void RSSetState( - [in] ID3D11RasterizerState *pRasterizerState + [in] ID3D11RasterizerState *pRasterizerState ); void RSSetViewports( - [in] UINT NumViewports, - [in] const D3D11_VIEWPORT *pViewports + [in] UINT NumViewports, + [in] const D3D11_VIEWPORT *pViewports ); void RSSetScissorRects( - [in] UINT NumRects, - [in] const D3D11_RECT *pRects + [in] UINT NumRects, + [in] const D3D11_RECT *pRects ); void CopySubresourceRegion( - [in] ID3D11Resource *pDstResource, - [in] UINT DstSubresource, - [in] UINT DstX, - [in] UINT DstY, - [in] UINT DstZ, - [in] ID3D11Resource *pSrcResource, - [in] UINT SrcSubresource, - [in] const D3D11_BOX *pSrcBox + [in] ID3D11Resource *pDstResource, + [in] UINT DstSubresource, + [in] UINT DstX, + [in] UINT DstY, + [in] UINT DstZ, + [in] ID3D11Resource *pSrcResource, + [in] UINT SrcSubresource, + [in] const D3D11_BOX *pSrcBox ); void CopyResource( - [in] ID3D11Resource *pDstResource, - [in] ID3D11Resource *pSrcResource + [in] ID3D11Resource *pDstResource, + [in] ID3D11Resource *pSrcResource ); void UpdateSubresource( - [in] ID3D11Resource *pDstResource, - [in] UINT DstSubresource, - [in] const D3D11_BOX *pDstBox, - [in] const void *pSrcData, - [in] UINT SrcRowPitch, - [in] UINT SrcDepthPitch + [in] ID3D11Resource *pDstResource, + [in] UINT DstSubresource, + [in] const D3D11_BOX *pDstBox, + [in] const void *pSrcData, + [in] UINT SrcRowPitch, + [in] UINT SrcDepthPitch ); void CopyStructureCount( - [in] ID3D11Buffer *pDstBuffer, - [in] UINT DstAlignedByteOffset, - [in] ID3D11UnorderedAccessView *pSrcView + [in] ID3D11Buffer *pDstBuffer, + [in] UINT DstAlignedByteOffset, + [in] ID3D11UnorderedAccessView *pSrcView ); void ClearRenderTargetView( - [in] ID3D11RenderTargetView *pRenderTargetView, - [in] const FLOAT ColorRGBA[ 4 ] + [in] ID3D11RenderTargetView *pRenderTargetView, + [in] const FLOAT ColorRGBA[ 4 ] ); void ClearUnorderedAccessViewUint( - [in] ID3D11UnorderedAccessView *pUnorderedAccessView, - [in] const UINT Values[ 4 ] + [in] ID3D11UnorderedAccessView *pUnorderedAccessView, + [in] const UINT Values[ 4 ] ); void ClearUnorderedAccessViewFloat( - [in] ID3D11UnorderedAccessView *pUnorderedAccessView, - [in] const FLOAT Values[ 4 ] + [in] ID3D11UnorderedAccessView *pUnorderedAccessView, + [in] const FLOAT Values[ 4 ] ); void ClearDepthStencilView( - [in] ID3D11DepthStencilView *pDepthStencilView, - [in] UINT ClearFlags, - [in] FLOAT Depth, - [in] UINT8 Stencil + [in] ID3D11DepthStencilView *pDepthStencilView, + [in] UINT ClearFlags, + [in] FLOAT Depth, + [in] UINT8 Stencil ); void GenerateMips( - [in] ID3D11ShaderResourceView *pShaderResourceView + [in] ID3D11ShaderResourceView *pShaderResourceView ); void SetResourceMinLOD( - [in] ID3D11Resource *pResource, - [in] FLOAT MinLOD + [in] ID3D11Resource *pResource, + [in] FLOAT MinLOD ); FLOAT GetResourceMinLOD( - [in] ID3D11Resource *pResource + [in] ID3D11Resource *pResource ); void ResolveSubresource( - [in] ID3D11Resource *pDstResource, - [in] UINT DstSubresource, - [in] ID3D11Resource *pSrcResource, - [in] UINT SrcSubresource, - [in] DXGI_FORMAT Format + [in] ID3D11Resource *pDstResource, + [in] UINT DstSubresource, + [in] ID3D11Resource *pSrcResource, + [in] UINT SrcSubresource, + [in] DXGI_FORMAT Format ); void ExecuteCommandList( - [in] ID3D11CommandList *pCommandList, - [in] BOOL RestoreContextState + [in] ID3D11CommandList *pCommandList, + [in] BOOL RestoreContextState ); void HSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D11ShaderResourceView *const *ppShaderResourceViews + [in] UINT StartSlot, + [in] UINT NumViews, + [in] ID3D11ShaderResourceView *const *ppShaderResourceViews ); void HSSetShader( - [in] ID3D11HullShader *pHullShader, - [in] ID3D11ClassInstance *const *ppClassInstances, - [in] UINT NumClassInstances + [in] ID3D11HullShader *pHullShader, + [in] ID3D11ClassInstance *const *ppClassInstances, + [in] UINT NumClassInstances ); void HSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in] ID3D11SamplerState *const *ppSamplers + [in] UINT StartSlot, + [in] UINT NumSamplers, + [in] ID3D11SamplerState *const *ppSamplers ); void HSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D11Buffer *const *ppConstantBuffers + [in] UINT StartSlot, + [in] UINT NumBuffers, + [in] ID3D11Buffer *const *ppConstantBuffers ); void DSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D11ShaderResourceView *const *ppShaderResourceViews + [in] UINT StartSlot, + [in] UINT NumViews, + [in] ID3D11ShaderResourceView *const *ppShaderResourceViews ); void DSSetShader( - [in] ID3D11DomainShader *pDomainShader, - [in] ID3D11ClassInstance *const *ppClassInstances, - [in] UINT NumClassInstances + [in] ID3D11DomainShader *pDomainShader, + [in] ID3D11ClassInstance *const *ppClassInstances, + [in] UINT NumClassInstances ); void DSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in] ID3D11SamplerState *const *ppSamplers + [in] UINT StartSlot, + [in] UINT NumSamplers, + [in] ID3D11SamplerState *const *ppSamplers ); void DSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D11Buffer *const *ppConstantBuffers + [in] UINT StartSlot, + [in] UINT NumBuffers, + [in] ID3D11Buffer *const *ppConstantBuffers ); void CSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D11ShaderResourceView *const *ppShaderResourceViews + [in] UINT StartSlot, + [in] UINT NumViews, + [in] ID3D11ShaderResourceView *const *ppShaderResourceViews ); void CSSetUnorderedAccessViews( - [in] UINT StartSlot, - [in] UINT NumUAVs, - [in] ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, - [in] const UINT *pUAVInitialCounts + [in] UINT StartSlot, + [in] UINT NumUAVs, + [in] ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, + [in] const UINT *pUAVInitialCounts ); void CSSetShader( - [in] ID3D11ComputeShader *pComputeShader, - [in] ID3D11ClassInstance *const *ppClassInstances, - [in] UINT NumClassInstances + [in] ID3D11ComputeShader *pComputeShader, + [in] ID3D11ClassInstance *const *ppClassInstances, + [in] UINT NumClassInstances ); void CSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in] ID3D11SamplerState *const *ppSamplers + [in] UINT StartSlot, + [in] UINT NumSamplers, + [in] ID3D11SamplerState *const *ppSamplers ); void CSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D11Buffer *const *ppConstantBuffers + [in] UINT StartSlot, + [in] UINT NumBuffers, + [in] ID3D11Buffer *const *ppConstantBuffers ); void VSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, + [in] UINT StartSlot, + [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers ); void PSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, + [in] UINT StartSlot, + [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews ); @@ -2216,8 +2216,8 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void PSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, + [in] UINT StartSlot, + [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers ); @@ -2228,8 +2228,8 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void PSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, + [in] UINT StartSlot, + [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers ); @@ -2238,8 +2238,8 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void IAGetVertexBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, + [in] UINT StartSlot, + [in] UINT NumBuffers, [out] ID3D11Buffer **ppVertexBuffers, [out] UINT *pStrides, [out] UINT *pOffsets @@ -2252,8 +2252,8 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void GSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, + [in] UINT StartSlot, + [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers ); @@ -2268,14 +2268,14 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void VSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, + [in] UINT StartSlot, + [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews ); void VSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, + [in] UINT StartSlot, + [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers ); @@ -2285,29 +2285,29 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void GSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, + [in] UINT StartSlot, + [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews ); void GSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, + [in] UINT StartSlot, + [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers ); void OMGetRenderTargets( - [in] UINT NumViews, + [in] UINT NumViews, [out] ID3D11RenderTargetView **ppRenderTargetViews, [out] ID3D11DepthStencilView **ppDepthStencilView ); void OMGetRenderTargetsAndUnorderedAccessViews( - [in] UINT NumRTVs, + [in] UINT NumRTVs, [out] ID3D11RenderTargetView **ppRenderTargetViews, [out] ID3D11DepthStencilView **ppDepthStencilView, - [in] UINT UAVStartSlot, - [in] UINT NumUAVs, + [in] UINT UAVStartSlot, + [in] UINT NumUAVs, [out] ID3D11UnorderedAccessView **ppUnorderedAccessViews ); @@ -2323,7 +2323,7 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void SOGetTargets( - [in] UINT NumBuffers, + [in] UINT NumBuffers, [out] ID3D11Buffer **ppSOTargets ); @@ -2342,8 +2342,8 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void HSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, + [in] UINT StartSlot, + [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews ); @@ -2354,20 +2354,20 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void HSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, + [in] UINT StartSlot, + [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers ); void HSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, + [in] UINT StartSlot, + [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers ); void DSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, + [in] UINT StartSlot, + [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews ); @@ -2378,26 +2378,26 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void DSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, + [in] UINT StartSlot, + [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers ); void DSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, + [in] UINT StartSlot, + [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers ); void CSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, + [in] UINT StartSlot, + [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews ); void CSGetUnorderedAccessViews( - [in] UINT StartSlot, - [in] UINT NumUAVs, + [in] UINT StartSlot, + [in] UINT NumUAVs, [out] ID3D11UnorderedAccessView **ppUnorderedAccessViews ); @@ -2408,14 +2408,14 @@ interface ID3D11DeviceContext : ID3D11DeviceChild ); void CSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, + [in] UINT StartSlot, + [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers ); void CSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, + [in] UINT StartSlot, + [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers ); @@ -2428,7 +2428,7 @@ interface ID3D11DeviceContext : ID3D11DeviceChild UINT GetContextFlags(); HRESULT FinishCommandList( - [in] BOOL RestoreDeferredContextState, + [in] BOOL RestoreDeferredContextState, [out] ID3D11CommandList **ppCommandList ); }; |