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-rw-r--r--src/gallium/state_trackers/d3d1x/d3dapi/d3d11.idl628
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
);
};