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-rw-r--r--src/gallium/state_trackers/d3d1x/d3dapi/d3d10.idl582
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();
}