diff options
author | Luca Barbieri <luca@luca-barbieri.com> | 2010-09-23 16:29:29 +0200 |
---|---|---|
committer | Luca Barbieri <luca@luca-barbieri.com> | 2010-09-23 16:29:29 +0200 |
commit | 96da9b28c838af00f15d6c0a5973857019d3aecc (patch) | |
tree | 8d80e31428977ce36b50f8ed0a7830f135ae3bd8 /src/gallium/state_trackers | |
parent | bccd4eb824d32256dd0f9234df9ddf9ab5ed90fd (diff) |
d3d1x: obliterate IDL parameter names from d3d10.idl from Wine too
Diffstat (limited to 'src/gallium/state_trackers')
-rw-r--r-- | src/gallium/state_trackers/d3d1x/d3dapi/d3d10.idl | 582 |
1 files changed, 291 insertions, 291 deletions
diff --git a/src/gallium/state_trackers/d3d1x/d3dapi/d3d10.idl b/src/gallium/state_trackers/d3d1x/d3dapi/d3d10.idl index c371bbea13..91b1abc24a 100644 --- a/src/gallium/state_trackers/d3d1x/d3dapi/d3d10.idl +++ b/src/gallium/state_trackers/d3d1x/d3dapi/d3d10.idl @@ -912,18 +912,18 @@ interface ID3D10Device; interface ID3D10DeviceChild : IUnknown { void GetDevice( - [out] ID3D10Device **ppDevice); + [out] ID3D10Device **a); HRESULT GetPrivateData( - [in] REFGUID guid, - [in, out] UINT *pDataSize, - [out] void *pData); + [in] REFGUID a, + [in, out] UINT *b, + [out] void *c); HRESULT SetPrivateData( - [in] REFGUID guid, - [in] UINT DataSize, - [in] const void *pData); + [in] REFGUID a, + [in] UINT b, + [in] const void *c); HRESULT SetPrivateDataInterface( - [in] REFGUID guid, - [in] const IUnknown *pData); + [in] REFGUID a, + [in] const IUnknown *b); } /* Resource */ @@ -936,9 +936,9 @@ interface ID3D10DeviceChild : IUnknown interface ID3D10Resource : ID3D10DeviceChild { void GetType( - [out] D3D10_RESOURCE_DIMENSION *rType); + [out] D3D10_RESOURCE_DIMENSION *a); void SetEvictionPriority( - [in] UINT EvictionPriority); + [in] UINT a); UINT GetEvictionPriority(); } @@ -950,12 +950,12 @@ interface ID3D10Resource : ID3D10DeviceChild interface ID3D10Buffer : ID3D10Resource { HRESULT Map( - [in] D3D10_MAP MapType, - [in] UINT MapFlags, - [out] void **ppData); + [in] D3D10_MAP a, + [in] UINT b, + [out] void **c); void Unmap(); void GetDesc( - [out] D3D10_BUFFER_DESC *pDesc); + [out] D3D10_BUFFER_DESC *a); } [ @@ -966,14 +966,14 @@ interface ID3D10Buffer : ID3D10Resource interface ID3D10Texture1D : ID3D10Resource { HRESULT Map( - [in] UINT Subresource, - [in] D3D10_MAP MapType, - [in] UINT MapFlags, - [out] void **ppData); + [in] UINT a, + [in] D3D10_MAP b, + [in] UINT c, + [out] void **d); void Unmap( - [in] UINT Subresource); + [in] UINT a); void GetDesc( - [out] D3D10_TEXTURE1D_DESC *pDesc); + [out] D3D10_TEXTURE1D_DESC *a); } [ @@ -984,14 +984,14 @@ interface ID3D10Texture1D : ID3D10Resource interface ID3D10Texture2D : ID3D10Resource { HRESULT Map( - [in] UINT Subresource, - [in] D3D10_MAP MapType, - [in] UINT MapFlags, - [out] D3D10_MAPPED_TEXTURE2D *pMappedTex2D); + [in] UINT a, + [in] D3D10_MAP b, + [in] UINT c, + [out] D3D10_MAPPED_TEXTURE2D *d); void Unmap( - [in] UINT Subresource); + [in] UINT a); void GetDesc( - [out] D3D10_TEXTURE2D_DESC *pDesc); + [out] D3D10_TEXTURE2D_DESC *a); } [ @@ -1002,14 +1002,14 @@ interface ID3D10Texture2D : ID3D10Resource interface ID3D10Texture3D : ID3D10Resource { HRESULT Map( - [in] UINT Subresource, - [in] D3D10_MAP MapType, - [in] UINT MapFlags, - [out] D3D10_MAPPED_TEXTURE3D *pMappedTex3D); + [in] UINT a, + [in] D3D10_MAP b, + [in] UINT c, + [out] D3D10_MAPPED_TEXTURE3D *d); void Unmap( - [in] UINT Subresource); + [in] UINT a); void GetDesc( - [out] D3D10_TEXTURE3D_DESC *pDesc); + [out] D3D10_TEXTURE3D_DESC *a); } [ @@ -1020,7 +1020,7 @@ interface ID3D10Texture3D : ID3D10Resource interface ID3D10View : ID3D10DeviceChild { void GetResource( - [out] ID3D10Resource **ppResource); + [out] ID3D10Resource **a); } [ @@ -1031,7 +1031,7 @@ interface ID3D10View : ID3D10DeviceChild interface ID3D10DepthStencilView : ID3D10View { void GetDesc( - [out] D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc); + [out] D3D10_DEPTH_STENCIL_VIEW_DESC *a); } @@ -1043,7 +1043,7 @@ interface ID3D10DepthStencilView : ID3D10View interface ID3D10RenderTargetView : ID3D10View { void GetDesc( - [out] D3D10_RENDER_TARGET_VIEW_DESC *pDesc); + [out] D3D10_RENDER_TARGET_VIEW_DESC *a); } [ @@ -1054,7 +1054,7 @@ interface ID3D10RenderTargetView : ID3D10View interface ID3D10ShaderResourceView : ID3D10View { void GetDesc( - [out] D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc); + [out] D3D10_SHADER_RESOURCE_VIEW_DESC *a); } /* Resource End */ @@ -1067,7 +1067,7 @@ interface ID3D10ShaderResourceView : ID3D10View interface ID3D10BlendState : ID3D10DeviceChild { void GetDesc( - [out] D3D10_BLEND_DESC *pDesc); + [out] D3D10_BLEND_DESC *a); } [ @@ -1078,7 +1078,7 @@ interface ID3D10BlendState : ID3D10DeviceChild interface ID3D10DepthStencilState : ID3D10DeviceChild { void GetDesc( - [out] D3D10_DEPTH_STENCIL_DESC *pDesc); + [out] D3D10_DEPTH_STENCIL_DESC *a); } [ @@ -1116,7 +1116,7 @@ interface ID3D10PixelShader : ID3D10DeviceChild interface ID3D10RasterizerState : ID3D10DeviceChild { void GetDesc( - [out] D3D10_RASTERIZER_DESC *pDesc); + [out] D3D10_RASTERIZER_DESC *a); } [ @@ -1127,7 +1127,7 @@ interface ID3D10RasterizerState : ID3D10DeviceChild interface ID3D10SamplerState : ID3D10DeviceChild { void GetDesc( - [out] D3D10_SAMPLER_DESC *pDesc); + [out] D3D10_SAMPLER_DESC *a); } [ @@ -1149,9 +1149,9 @@ interface ID3D10Asynchronous : ID3D10DeviceChild void Begin(); void End(); HRESULT GetData( - [out] void *pData, - [in] UINT DataSize, - [in] UINT GetDataFlags); + [out] void *a, + [in] UINT b, + [in] UINT c); UINT GetDataSize(); } @@ -1163,7 +1163,7 @@ interface ID3D10Asynchronous : ID3D10DeviceChild interface ID3D10Counter : ID3D10Asynchronous { void GetDesc( - [out] D3D10_COUNTER_DESC *pDesc); + [out] D3D10_COUNTER_DESC *a); } [ @@ -1174,7 +1174,7 @@ interface ID3D10Counter : ID3D10Asynchronous interface ID3D10Query : ID3D10Asynchronous { void GetDesc( - [out] D3D10_QUERY_DESC *pDesc); + [out] D3D10_QUERY_DESC *a); } [ @@ -1194,344 +1194,344 @@ interface ID3D10Predicate : ID3D10Query interface ID3D10Device : IUnknown { void VSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D10Buffer *const *ppConstantBuffers); + [in] UINT a, + [in] UINT b, + [in] ID3D10Buffer *const *c); void PSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D10ShaderResourceView *const *ppShaderResourceViews); + [in] UINT a, + [in] UINT b, + [in] ID3D10ShaderResourceView *const *c); void PSSetShader( - [in] ID3D10PixelShader *pPixelShader); + [in] ID3D10PixelShader *a); void PSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in]ID3D10SamplerState *const *ppSamplers); + [in] UINT a, + [in] UINT b, + [in]ID3D10SamplerState *const *c); void VSSetShader( - [in] ID3D10VertexShader *pVertexShader); + [in] ID3D10VertexShader *a); void DrawIndexed( - [in] UINT IndexCount, - [in] UINT StartIndexLocation, - [in] INT BaseVertexLocation); + [in] UINT a, + [in] UINT b, + [in] INT c); void Draw( - [in] UINT VertexCount, - [in] UINT StartVertexLocation); + [in] UINT a, + [in] UINT b); void PSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D10Buffer *const *ppConstantBuffers); + [in] UINT a, + [in] UINT b, + [in] ID3D10Buffer *const *c); void IASetInputLayout( - [in] ID3D10InputLayout *pInputLayout); + [in] ID3D10InputLayout *a); void IASetVertexBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D10Buffer *const *ppVertexBuffers, - [in] const UINT *pStrides, - [in] const UINT *pOffsets); + [in] UINT a, + [in] UINT b, + [in] ID3D10Buffer *const *c, + [in] const UINT *d, + [in] const UINT *e); void IASetIndexBuffer( - [in] ID3D10Buffer *pIndexBuffer, - [in] DXGI_FORMAT Format, - [in] UINT Offset); + [in] ID3D10Buffer *a, + [in] DXGI_FORMAT b, + [in] UINT c); void DrawIndexedInstanced( - [in] UINT IndexCountPerInstance, - [in] UINT InstanceCount, - [in] UINT StartIndexLocation, - [in] INT BaseVertexLocation, - [in] UINT StartInstanceLocation); + [in] UINT a, + [in] UINT b, + [in] UINT c, + [in] INT d, + [in] UINT e); void DrawInstanced( - [in] UINT VertexCountPerInstance, - [in] UINT InstanceCount, - [in] UINT StartVertexLocation, - [in] UINT StartInstanceLocation); + [in] UINT a, + [in] UINT b, + [in] UINT c, + [in] UINT d); void GSSetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [in] ID3D10Buffer *const *ppConstantBuffers); + [in] UINT a, + [in] UINT b, + [in] ID3D10Buffer *const *c); void GSSetShader( - [in] ID3D10GeometryShader *pShader); + [in] ID3D10GeometryShader *a); void IASetPrimitiveTopology( - [in] D3D10_PRIMITIVE_TOPOLOGY Topology); + [in] D3D10_PRIMITIVE_TOPOLOGY a); void VSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D10ShaderResourceView *const *ppShaderResourceViews); + [in] UINT a, + [in] UINT b, + [in] ID3D10ShaderResourceView *const *c); void VSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in] ID3D10SamplerState *const *ppSamplers); + [in] UINT a, + [in] UINT b, + [in] ID3D10SamplerState *const *c); void SetPredication( - [in] ID3D10Predicate *pPredicate, - [in] BOOL PredicateValue); + [in] ID3D10Predicate *a, + [in] BOOL b); void GSSetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [in] ID3D10ShaderResourceView * const *ppShaderResourceViews); + [in] UINT a, + [in] UINT b, + [in] ID3D10ShaderResourceView * const *c); void GSSetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [in] ID3D10SamplerState *const *ppSamplers); + [in] UINT a, + [in] UINT b, + [in] ID3D10SamplerState *const *c); void OMSetRenderTargets( - [in] UINT NumViews, - [in] ID3D10RenderTargetView *const *ppRenderTargetViews, - [in] ID3D10DepthStencilView *pDepthStencilView); + [in] UINT a, + [in] ID3D10RenderTargetView *const *b, + [in] ID3D10DepthStencilView *c); void OMSetBlendState( - [in] ID3D10BlendState *pBlendState, - [in] const FLOAT BlendFactor[4], - [in] UINT SampleMask); + [in] ID3D10BlendState *a, + [in] const FLOAT b[4], + [in] UINT c); void OMSetDepthStencilState( - [in] ID3D10DepthStencilState *pDepthStencilState, - [in] UINT StencilRef); + [in] ID3D10DepthStencilState *a, + [in] UINT b); void SOSetTargets( - [in] UINT NumBuffers, - [in] ID3D10Buffer *const *ppSOTargets, - [in] const UINT *pOffsets); + [in] UINT a, + [in] ID3D10Buffer *const *b, + [in] const UINT *c); void DrawAuto(); void RSSetState( - [in] ID3D10RasterizerState *pRasterizerState); + [in] ID3D10RasterizerState *a); void RSSetViewports( - [in] UINT NumViewports, - [in] const D3D10_VIEWPORT *pViewports); + [in] UINT a, + [in] const D3D10_VIEWPORT *b); void RSSetScissorRects( - [in] UINT NumRects, - [in] const D3D10_RECT *pRects); + [in] UINT a, + [in] const D3D10_RECT *b); void CopySubresourceRegion( - [in] ID3D10Resource *pDstResource, - [in] UINT DstSubresource, - [in] UINT DstX, - [in] UINT DstY, - [in] UINT DstZ, - [in] ID3D10Resource *pSrcResource, - [in] UINT SrcSubresource, - [in] const D3D10_BOX *pSrcBox); + [in] ID3D10Resource *a, + [in] UINT b, + [in] UINT c, + [in] UINT d, + [in] UINT e, + [in] ID3D10Resource *f, + [in] UINT g, + [in] const D3D10_BOX *h); void CopyResource( - [in] ID3D10Resource *pDstResource, - [in] ID3D10Resource *pSrcResource); + [in] ID3D10Resource *a, + [in] ID3D10Resource *b); void UpdateSubresource( - [in] ID3D10Resource *pDstResource, - [in] UINT DstSubresource, - [in] const D3D10_BOX *pDstBox, - [in] const void *pSrcData, - [in] UINT SrcRowPitch, - [in] UINT SrcDepthPitch); + [in] ID3D10Resource *a, + [in] UINT b, + [in] const D3D10_BOX *c, + [in] const void *d, + [in] UINT e, + [in] UINT f); void ClearRenderTargetView( - [in] ID3D10RenderTargetView *pRenderTargetView, - [in] const FLOAT ColorRGBA[4]); + [in] ID3D10RenderTargetView *a, + [in] const FLOAT b[4]); void ClearDepthStencilView( - [in] ID3D10DepthStencilView *pDepthStencilView, - [in] UINT ClearFlags, - [in] FLOAT Depth, - [in] UINT8 Stencil); + [in] ID3D10DepthStencilView *a, + [in] UINT b, + [in] FLOAT c, + [in] UINT8 d); void GenerateMips( - [in] ID3D10ShaderResourceView *pShaderResourceView); + [in] ID3D10ShaderResourceView *a); void ResolveSubresource( - [in] ID3D10Resource *pDstResource, - [in] UINT DstSubresource, - [in] ID3D10Resource *pSrcResource, - [in] UINT SrcSubresource, - [in] DXGI_FORMAT Format); + [in] ID3D10Resource *a, + [in] UINT b, + [in] ID3D10Resource *c, + [in] UINT d, + [in] DXGI_FORMAT e); void VSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [out] ID3D10Buffer **ppConstantBuffers); + [in] UINT a, + [in] UINT b, + [out] ID3D10Buffer **c); void PSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [out] ID3D10ShaderResourceView **ppShaderResourceViews); + [in] UINT a, + [in] UINT b, + [out] ID3D10ShaderResourceView **c); void PSGetShader( - [out] ID3D10PixelShader **ppPixelShader); + [out] ID3D10PixelShader **a); void PSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [out] ID3D10SamplerState **ppSamplers); + [in] UINT a, + [in] UINT b, + [out] ID3D10SamplerState **c); void VSGetShader( - [out] ID3D10VertexShader **ppVertexShader); + [out] ID3D10VertexShader **a); void PSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [out] ID3D10Buffer **ppConstantBuffers); + [in] UINT a, + [in] UINT b, + [out] ID3D10Buffer **c); void IAGetInputLayout( - [out] ID3D10InputLayout **ppInputLayout); + [out] ID3D10InputLayout **a); void IAGetVertexBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [out] ID3D10Buffer **ppVertexBuffers, - [out] UINT *pStrides, - [out] UINT *pOffsets); + [in] UINT a, + [in] UINT b, + [out] ID3D10Buffer **c, + [out] UINT *d, + [out] UINT *e); void IAGetIndexBuffer( - [out] ID3D10Buffer **pIndexBuffer, - [out] DXGI_FORMAT *Format, - [out] UINT *Offset); + [out] ID3D10Buffer **a, + [out] DXGI_FORMAT *b, + [out] UINT *c); void GSGetConstantBuffers( - [in] UINT StartSlot, - [in] UINT NumBuffers, - [out] ID3D10Buffer **ppConstantBuffers); + [in] UINT a, + [in] UINT b, + [out] ID3D10Buffer **c); void GSGetShader( - [out] ID3D10GeometryShader **ppGeometryShader); + [out] ID3D10GeometryShader **a); void IAGetPrimitiveTopology( - [out] D3D10_PRIMITIVE_TOPOLOGY *pTopology); + [out] D3D10_PRIMITIVE_TOPOLOGY *a); void VSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [out] ID3D10ShaderResourceView **ppShaderResourceViews); + [in] UINT a, + [in] UINT b, + [out] ID3D10ShaderResourceView **c); void VSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [out] ID3D10SamplerState **ppSamplers); + [in] UINT a, + [in] UINT b, + [out] ID3D10SamplerState **c); void GetPredication( - [out] ID3D10Predicate **ppPredicate, - [out] BOOL *pPredicateValue); + [out] ID3D10Predicate **a, + [out] BOOL *b); void GSGetShaderResources( - [in] UINT StartSlot, - [in] UINT NumViews, - [out] ID3D10ShaderResourceView **ppShaderResourceViews); + [in] UINT a, + [in] UINT b, + [out] ID3D10ShaderResourceView **c); void GSGetSamplers( - [in] UINT StartSlot, - [in] UINT NumSamplers, - [out] ID3D10SamplerState **ppSamplers); + [in] UINT a, + [in] UINT b, + [out] ID3D10SamplerState **c); void OMGetRenderTargets( - [in] UINT NumViews, - [out] ID3D10RenderTargetView **ppRenderTargetViews, - [out] ID3D10DepthStencilView **ppDepthStencilView); + [in] UINT a, + [out] ID3D10RenderTargetView **b, + [out] ID3D10DepthStencilView **c); void OMGetBlendState( - [out] ID3D10BlendState **ppBlendState, - [out] FLOAT BlendFactor[4], - [out] UINT *pSampleMask); + [out] ID3D10BlendState **a, + [out] FLOAT b[4], + [out] UINT *c); void OMGetDepthStencilState( - [out] ID3D10DepthStencilState **ppDepthStencilState, - [out] UINT *pStencilRef); + [out] ID3D10DepthStencilState **a, + [out] UINT *b); void SOGetTargets( - [in] UINT NumBuffers, - [out] ID3D10Buffer **ppSOTargets, - [out] UINT *pOffsets); + [in] UINT a, + [out] ID3D10Buffer **b, + [out] UINT *c); void RSGetState( - [out] ID3D10RasterizerState **ppRasterizerState); + [out] ID3D10RasterizerState **a); void RSGetViewports( - [in, out] UINT *NumViewports, - [out] D3D10_VIEWPORT *pViewports); + [in, out] UINT *a, + [out] D3D10_VIEWPORT *b); void RSGetScissorRects( - [in, out] UINT *NumRects, - [out] D3D10_RECT *pRects); + [in, out] UINT *a, + [out] D3D10_RECT *b); HRESULT GetDeviceRemovedReason(); HRESULT SetExceptionMode( - [in] UINT RaiseFlags); + [in] UINT a); UINT GetExceptionMode(); HRESULT GetPrivateData( - [in] REFGUID guid, - [in, out] UINT *pDataSize, - [out] void *pData); + [in] REFGUID a, + [in, out] UINT *b, + [out] void *c); HRESULT SetPrivateData( - [in] REFGUID guid, - [in] UINT DataSize, - [in] const void *pData); + [in] REFGUID a, + [in] UINT b, + [in] const void *c); HRESULT SetPrivateDataInterface( - [in] REFGUID guid, - [in] const IUnknown *pData); + [in] REFGUID a, + [in] const IUnknown *b); void ClearState(); void Flush(); HRESULT CreateBuffer( - [in] const D3D10_BUFFER_DESC *pDesc, - [in] const D3D10_SUBRESOURCE_DATA *pInitialData, - [out] ID3D10Buffer **ppBuffer); + [in] const D3D10_BUFFER_DESC *a, + [in] const D3D10_SUBRESOURCE_DATA *b, + [out] ID3D10Buffer **c); HRESULT CreateTexture1D( - [in] const D3D10_TEXTURE1D_DESC *pDesc, - [in] const D3D10_SUBRESOURCE_DATA *pInitialData, - [out] ID3D10Texture1D **ppTexture1D); + [in] const D3D10_TEXTURE1D_DESC *a, + [in] const D3D10_SUBRESOURCE_DATA *b, + [out] ID3D10Texture1D **c); HRESULT CreateTexture2D( - [in] const D3D10_TEXTURE2D_DESC *pDesc, - [in] const D3D10_SUBRESOURCE_DATA *pInitialData, - [out] ID3D10Texture2D **ppTexture2D); + [in] const D3D10_TEXTURE2D_DESC *a, + [in] const D3D10_SUBRESOURCE_DATA *b, + [out] ID3D10Texture2D **c); HRESULT CreateTexture3D( - [in] const D3D10_TEXTURE3D_DESC *pDesc, - [in] const D3D10_SUBRESOURCE_DATA *pInitialData, - [out] ID3D10Texture3D **ppTexture3D); + [in] const D3D10_TEXTURE3D_DESC *a, + [in] const D3D10_SUBRESOURCE_DATA *b, + [out] ID3D10Texture3D **c); HRESULT CreateShaderResourceView( - [in] ID3D10Resource *pResource, - [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, - [out] ID3D10ShaderResourceView **ppSRView); + [in] ID3D10Resource *a, + [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *b, + [out] ID3D10ShaderResourceView **c); HRESULT CreateRenderTargetView( - [in] ID3D10Resource *pResource, - [in] const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, - [out] ID3D10RenderTargetView **ppRTView); + [in] ID3D10Resource *a, + [in] const D3D10_RENDER_TARGET_VIEW_DESC *b, + [out] ID3D10RenderTargetView **c); HRESULT CreateDepthStencilView( - [in] ID3D10Resource *pResource, - [in] const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, - [out] ID3D10DepthStencilView **ppDepthStencilView); + [in] ID3D10Resource *a, + [in] const D3D10_DEPTH_STENCIL_VIEW_DESC *b, + [out] ID3D10DepthStencilView **c); HRESULT CreateInputLayout( - [in] const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, - [in] UINT NumElements, - [in] const void *pShaderBytecodeWithInputSignature, - [in] SIZE_T BytecodeLength, - [out] ID3D10InputLayout **ppInputLayout); + [in] const D3D10_INPUT_ELEMENT_DESC *a, + [in] UINT b, + [in] const void *c, + [in] SIZE_T d, + [out] ID3D10InputLayout **e); HRESULT CreateVertexShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [out] ID3D10VertexShader **ppVertexShader); + [in] const void *a, + [in] SIZE_T b, + [out] ID3D10VertexShader **c); HRESULT CreateGeometryShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [out] ID3D10GeometryShader **ppGeometryShader); + [in] const void *a, + [in] SIZE_T b, + [out] ID3D10GeometryShader **c); HRESULT CreateGeometryShaderWithStreamOutput( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [in] const D3D10_SO_DECLARATION_ENTRY *pSODeclaration, - [in] UINT NumEntries, - [in] UINT OutputStreamStride, - [out] ID3D10GeometryShader **ppGeometryShader); + [in] const void *a, + [in] SIZE_T b, + [in] const D3D10_SO_DECLARATION_ENTRY *c, + [in] UINT d, + [in] UINT e, + [out] ID3D10GeometryShader **f); HRESULT CreatePixelShader( - [in] const void *pShaderBytecode, - [in] SIZE_T BytecodeLength, - [out] ID3D10PixelShader **ppPixelShader); + [in] const void *a, + [in] SIZE_T b, + [out] ID3D10PixelShader **c); HRESULT CreateBlendState( - [in] const D3D10_BLEND_DESC *pBlendStateDesc, - [out] ID3D10BlendState **ppBlendState); + [in] const D3D10_BLEND_DESC *a, + [out] ID3D10BlendState **b); HRESULT CreateDepthStencilState( - [in] const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, - [out] ID3D10DepthStencilState **ppDepthStencilState); + [in] const D3D10_DEPTH_STENCIL_DESC *a, + [out] ID3D10DepthStencilState **b); HRESULT CreateRasterizerState( - [in] const D3D10_RASTERIZER_DESC *pRasterizerDesc, - [out] ID3D10RasterizerState **ppRasterizerState); + [in] const D3D10_RASTERIZER_DESC *a, + [out] ID3D10RasterizerState **b); HRESULT CreateSamplerState( - [in] const D3D10_SAMPLER_DESC *pSamplerDesc, - [out] ID3D10SamplerState **ppSamplerState); + [in] const D3D10_SAMPLER_DESC *a, + [out] ID3D10SamplerState **b); HRESULT CreateQuery( - [in] const D3D10_QUERY_DESC *pQueryDesc, - [out] ID3D10Query **ppQuery); + [in] const D3D10_QUERY_DESC *a, + [out] ID3D10Query **b); HRESULT CreatePredicate( - [in] const D3D10_QUERY_DESC *pPredicateDesc, - [out] ID3D10Predicate **ppPredicate); + [in] const D3D10_QUERY_DESC *a, + [out] ID3D10Predicate **b); HRESULT CreateCounter( - [in] const D3D10_COUNTER_DESC *pCounterDesc, - [out] ID3D10Counter **ppCounter); + [in] const D3D10_COUNTER_DESC *a, + [out] ID3D10Counter **b); HRESULT CheckFormatSupport( - [in] DXGI_FORMAT Format, - [out] UINT *pFormatSupport); + [in] DXGI_FORMAT a, + [out] UINT *b); HRESULT CheckMultisampleQualityLevels( - [in] DXGI_FORMAT Format, - [in] UINT SampleCount, - [out] UINT *pNumQualityLevels); + [in] DXGI_FORMAT a, + [in] UINT b, + [out] UINT *c); void CheckCounterInfo( - [out] D3D10_COUNTER_INFO *pCounterInfo); + [out] D3D10_COUNTER_INFO *a); HRESULT CheckCounter( - [in] const D3D10_COUNTER_DESC *pDesc, - [out] D3D10_COUNTER_TYPE *pType, - [out] UINT *pActiveCounters, - [out] LPSTR szName, - [in, out] UINT *pNameLength, - [out] LPSTR szUnits, - [in, out] UINT *pUnitsLength, - [out] LPSTR szDescription, - [in, out] UINT *pDescriptionLength); + [in] const D3D10_COUNTER_DESC *a, + [out] D3D10_COUNTER_TYPE *b, + [out] UINT *c, + [out] LPSTR d, + [in, out] UINT *e, + [out] LPSTR f, + [in, out] UINT *g, + [out] LPSTR h, + [in, out] UINT *i); UINT GetCreationFlags(); HRESULT OpenSharedResource( - [in] HANDLE hResource, - [in] REFIID ReturnedInterface, - [out] void **ppResource); + [in] HANDLE a, + [in] REFIID b, + [out] void **c); void SetTextFilterSize( - [in] UINT Width, - [in] UINT Height); + [in] UINT a, + [in] UINT b); void GetTextFilterSize( - [out] UINT *pWidth, - [out] UINT *pHeight); + [out] UINT *a, + [out] UINT *b); } [ @@ -1544,7 +1544,7 @@ interface ID3D10Multithread : IUnknown void Enter(); void Leave(); BOOL SetMultithreadProtected( - [in] BOOL bMTProtect); + [in] BOOL a); BOOL GetMultithreadProtected(); } |