/*** Autogenerated by WIDL 8.21 from include/d3d10effect.idl - Do not edit ***/ #ifdef _WIN32 #ifndef __REQUIRED_RPCNDR_H_VERSION__ #define __REQUIRED_RPCNDR_H_VERSION__ 475 #endif #include #include #endif #ifndef COM_NO_WINDOWS_H #include #include #endif #ifndef __d3d10effect_h__ #define __d3d10effect_h__ #ifndef __WIDL_INLINE #if defined(__cplusplus) || defined(_MSC_VER) #define __WIDL_INLINE inline #elif defined(__GNUC__) #define __WIDL_INLINE __inline__ #endif #endif /* Forward declarations */ #ifndef __ID3D10EffectType_FWD_DEFINED__ #define __ID3D10EffectType_FWD_DEFINED__ typedef interface ID3D10EffectType ID3D10EffectType; #ifdef __cplusplus interface ID3D10EffectType; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectVariable_FWD_DEFINED__ #define __ID3D10EffectVariable_FWD_DEFINED__ typedef interface ID3D10EffectVariable ID3D10EffectVariable; #ifdef __cplusplus interface ID3D10EffectVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectConstantBuffer_FWD_DEFINED__ #define __ID3D10EffectConstantBuffer_FWD_DEFINED__ typedef interface ID3D10EffectConstantBuffer ID3D10EffectConstantBuffer; #ifdef __cplusplus interface ID3D10EffectConstantBuffer; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectScalarVariable_FWD_DEFINED__ #define __ID3D10EffectScalarVariable_FWD_DEFINED__ typedef interface ID3D10EffectScalarVariable ID3D10EffectScalarVariable; #ifdef __cplusplus interface ID3D10EffectScalarVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectVectorVariable_FWD_DEFINED__ #define __ID3D10EffectVectorVariable_FWD_DEFINED__ typedef interface ID3D10EffectVectorVariable ID3D10EffectVectorVariable; #ifdef __cplusplus interface ID3D10EffectVectorVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectMatrixVariable_FWD_DEFINED__ #define __ID3D10EffectMatrixVariable_FWD_DEFINED__ typedef interface ID3D10EffectMatrixVariable ID3D10EffectMatrixVariable; #ifdef __cplusplus interface ID3D10EffectMatrixVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectStringVariable_FWD_DEFINED__ #define __ID3D10EffectStringVariable_FWD_DEFINED__ typedef interface ID3D10EffectStringVariable ID3D10EffectStringVariable; #ifdef __cplusplus interface ID3D10EffectStringVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectShaderResourceVariable_FWD_DEFINED__ #define __ID3D10EffectShaderResourceVariable_FWD_DEFINED__ typedef interface ID3D10EffectShaderResourceVariable ID3D10EffectShaderResourceVariable; #ifdef __cplusplus interface ID3D10EffectShaderResourceVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectRenderTargetViewVariable_FWD_DEFINED__ #define __ID3D10EffectRenderTargetViewVariable_FWD_DEFINED__ typedef interface ID3D10EffectRenderTargetViewVariable ID3D10EffectRenderTargetViewVariable; #ifdef __cplusplus interface ID3D10EffectRenderTargetViewVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectDepthStencilViewVariable_FWD_DEFINED__ #define __ID3D10EffectDepthStencilViewVariable_FWD_DEFINED__ typedef interface ID3D10EffectDepthStencilViewVariable ID3D10EffectDepthStencilViewVariable; #ifdef __cplusplus interface ID3D10EffectDepthStencilViewVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectShaderVariable_FWD_DEFINED__ #define __ID3D10EffectShaderVariable_FWD_DEFINED__ typedef interface ID3D10EffectShaderVariable ID3D10EffectShaderVariable; #ifdef __cplusplus interface ID3D10EffectShaderVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectBlendVariable_FWD_DEFINED__ #define __ID3D10EffectBlendVariable_FWD_DEFINED__ typedef interface ID3D10EffectBlendVariable ID3D10EffectBlendVariable; #ifdef __cplusplus interface ID3D10EffectBlendVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectDepthStencilVariable_FWD_DEFINED__ #define __ID3D10EffectDepthStencilVariable_FWD_DEFINED__ typedef interface ID3D10EffectDepthStencilVariable ID3D10EffectDepthStencilVariable; #ifdef __cplusplus interface ID3D10EffectDepthStencilVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectRasterizerVariable_FWD_DEFINED__ #define __ID3D10EffectRasterizerVariable_FWD_DEFINED__ typedef interface ID3D10EffectRasterizerVariable ID3D10EffectRasterizerVariable; #ifdef __cplusplus interface ID3D10EffectRasterizerVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectSamplerVariable_FWD_DEFINED__ #define __ID3D10EffectSamplerVariable_FWD_DEFINED__ typedef interface ID3D10EffectSamplerVariable ID3D10EffectSamplerVariable; #ifdef __cplusplus interface ID3D10EffectSamplerVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectTechnique_FWD_DEFINED__ #define __ID3D10EffectTechnique_FWD_DEFINED__ typedef interface ID3D10EffectTechnique ID3D10EffectTechnique; #ifdef __cplusplus interface ID3D10EffectTechnique; #endif /* __cplusplus */ #endif #ifndef __ID3D10Effect_FWD_DEFINED__ #define __ID3D10Effect_FWD_DEFINED__ typedef interface ID3D10Effect ID3D10Effect; #ifdef __cplusplus interface ID3D10Effect; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectPool_FWD_DEFINED__ #define __ID3D10EffectPool_FWD_DEFINED__ typedef interface ID3D10EffectPool ID3D10EffectPool; #ifdef __cplusplus interface ID3D10EffectPool; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectPass_FWD_DEFINED__ #define __ID3D10EffectPass_FWD_DEFINED__ typedef interface ID3D10EffectPass ID3D10EffectPass; #ifdef __cplusplus interface ID3D10EffectPass; #endif /* __cplusplus */ #endif #ifndef __ID3D10StateBlock_FWD_DEFINED__ #define __ID3D10StateBlock_FWD_DEFINED__ typedef interface ID3D10StateBlock ID3D10StateBlock; #ifdef __cplusplus interface ID3D10StateBlock; #endif /* __cplusplus */ #endif /* Headers for imported files */ #include #include #ifdef __cplusplus extern "C" { #endif #ifndef __ID3D10EffectConstantBuffer_FWD_DEFINED__ #define __ID3D10EffectConstantBuffer_FWD_DEFINED__ typedef interface ID3D10EffectConstantBuffer ID3D10EffectConstantBuffer; #ifdef __cplusplus interface ID3D10EffectConstantBuffer; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectBlendVariable_FWD_DEFINED__ #define __ID3D10EffectBlendVariable_FWD_DEFINED__ typedef interface ID3D10EffectBlendVariable ID3D10EffectBlendVariable; #ifdef __cplusplus interface ID3D10EffectBlendVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectDepthStencilVariable_FWD_DEFINED__ #define __ID3D10EffectDepthStencilVariable_FWD_DEFINED__ typedef interface ID3D10EffectDepthStencilVariable ID3D10EffectDepthStencilVariable; #ifdef __cplusplus interface ID3D10EffectDepthStencilVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectDepthStencilViewVariable_FWD_DEFINED__ #define __ID3D10EffectDepthStencilViewVariable_FWD_DEFINED__ typedef interface ID3D10EffectDepthStencilViewVariable ID3D10EffectDepthStencilViewVariable; #ifdef __cplusplus interface ID3D10EffectDepthStencilViewVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectMatrixVariable_FWD_DEFINED__ #define __ID3D10EffectMatrixVariable_FWD_DEFINED__ typedef interface ID3D10EffectMatrixVariable ID3D10EffectMatrixVariable; #ifdef __cplusplus interface ID3D10EffectMatrixVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectPass_FWD_DEFINED__ #define __ID3D10EffectPass_FWD_DEFINED__ typedef interface ID3D10EffectPass ID3D10EffectPass; #ifdef __cplusplus interface ID3D10EffectPass; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectRasterizerVariable_FWD_DEFINED__ #define __ID3D10EffectRasterizerVariable_FWD_DEFINED__ typedef interface ID3D10EffectRasterizerVariable ID3D10EffectRasterizerVariable; #ifdef __cplusplus interface ID3D10EffectRasterizerVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectRenderTargetViewVariable_FWD_DEFINED__ #define __ID3D10EffectRenderTargetViewVariable_FWD_DEFINED__ typedef interface ID3D10EffectRenderTargetViewVariable ID3D10EffectRenderTargetViewVariable; #ifdef __cplusplus interface ID3D10EffectRenderTargetViewVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectSamplerVariable_FWD_DEFINED__ #define __ID3D10EffectSamplerVariable_FWD_DEFINED__ typedef interface ID3D10EffectSamplerVariable ID3D10EffectSamplerVariable; #ifdef __cplusplus interface ID3D10EffectSamplerVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectScalarVariable_FWD_DEFINED__ #define __ID3D10EffectScalarVariable_FWD_DEFINED__ typedef interface ID3D10EffectScalarVariable ID3D10EffectScalarVariable; #ifdef __cplusplus interface ID3D10EffectScalarVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectShaderVariable_FWD_DEFINED__ #define __ID3D10EffectShaderVariable_FWD_DEFINED__ typedef interface ID3D10EffectShaderVariable ID3D10EffectShaderVariable; #ifdef __cplusplus interface ID3D10EffectShaderVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectShaderResourceVariable_FWD_DEFINED__ #define __ID3D10EffectShaderResourceVariable_FWD_DEFINED__ typedef interface ID3D10EffectShaderResourceVariable ID3D10EffectShaderResourceVariable; #ifdef __cplusplus interface ID3D10EffectShaderResourceVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectStringVariable_FWD_DEFINED__ #define __ID3D10EffectStringVariable_FWD_DEFINED__ typedef interface ID3D10EffectStringVariable ID3D10EffectStringVariable; #ifdef __cplusplus interface ID3D10EffectStringVariable; #endif /* __cplusplus */ #endif #ifndef __ID3D10EffectVectorVariable_FWD_DEFINED__ #define __ID3D10EffectVectorVariable_FWD_DEFINED__ typedef interface ID3D10EffectVectorVariable ID3D10EffectVectorVariable; #ifdef __cplusplus interface ID3D10EffectVectorVariable; #endif /* __cplusplus */ #endif #ifndef D3D10_BYTES_FROM_BITS #define D3D10_BYTES_FROM_BITS(x) (((x) + 7) >> 3) #endif #define D3D10_EFFECT_VARIABLE_POOLED (0x1) #define D3D10_EFFECT_VARIABLE_ANNOTATION (0x2) #define D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT (0x4) typedef enum _D3D10_DEVICE_STATE_TYPES { D3D10_DST_SO_BUFFERS = 1, D3D10_DST_OM_RENDER_TARGETS = 2, D3D10_DST_OM_DEPTH_STENCIL_STATE = 3, D3D10_DST_OM_BLEND_STATE = 4, D3D10_DST_VS = 5, D3D10_DST_VS_SAMPLERS = 6, D3D10_DST_VS_SHADER_RESOURCES = 7, D3D10_DST_VS_CONSTANT_BUFFERS = 8, D3D10_DST_GS = 9, D3D10_DST_GS_SAMPLERS = 10, D3D10_DST_GS_SHADER_RESOURCES = 11, D3D10_DST_GS_CONSTANT_BUFFERS = 12, D3D10_DST_PS = 13, D3D10_DST_PS_SAMPLERS = 14, D3D10_DST_PS_SHADER_RESOURCES = 15, D3D10_DST_PS_CONSTANT_BUFFERS = 16, D3D10_DST_IA_VERTEX_BUFFERS = 17, D3D10_DST_IA_INDEX_BUFFER = 18, D3D10_DST_IA_INPUT_LAYOUT = 19, D3D10_DST_IA_PRIMITIVE_TOPOLOGY = 20, D3D10_DST_RS_VIEWPORTS = 21, D3D10_DST_RS_SCISSOR_RECTS = 22, D3D10_DST_RS_RASTERIZER_STATE = 23, D3D10_DST_PREDICATION = 24 } D3D10_DEVICE_STATE_TYPES; typedef struct _D3D10_EFFECT_TYPE_DESC { const char *TypeName; D3D10_SHADER_VARIABLE_CLASS Class; D3D10_SHADER_VARIABLE_TYPE Type; UINT Elements; UINT Members; UINT Rows; UINT Columns; UINT PackedSize; UINT UnpackedSize; UINT Stride; } D3D10_EFFECT_TYPE_DESC; typedef struct _D3D10_EFFECT_VARIABLE_DESC { const char *Name; const char *Semantic; UINT Flags; UINT Annotations; UINT BufferOffset; UINT ExplicitBindPoint; } D3D10_EFFECT_VARIABLE_DESC; typedef struct _D3D10_TECHNIQUE_DESC { const char *Name; UINT Passes; UINT Annotations; } D3D10_TECHNIQUE_DESC; typedef struct _D3D10_STATE_BLOCK_MASK { BYTE VS; BYTE VSSamplers[2]; BYTE VSShaderResources[16]; BYTE VSConstantBuffers[2]; BYTE GS; BYTE GSSamplers[2]; BYTE GSShaderResources[16]; BYTE GSConstantBuffers[2]; BYTE PS; BYTE PSSamplers[2]; BYTE PSShaderResources[16]; BYTE PSConstantBuffers[2]; BYTE IAVertexBuffers[2]; BYTE IAIndexBuffer; BYTE IAInputLayout; BYTE IAPrimitiveTopology; BYTE OMRenderTargets; BYTE OMDepthStencilState; BYTE OMBlendState; BYTE RSViewports; BYTE RSScissorRects; BYTE RSRasterizerState; BYTE SOBuffers; BYTE Predication; } D3D10_STATE_BLOCK_MASK; typedef struct _D3D10_EFFECT_DESC { WINBOOL IsChildEffect; UINT ConstantBuffers; UINT SharedConstantBuffers; UINT GlobalVariables; UINT SharedGlobalVariables; UINT Techniques; } D3D10_EFFECT_DESC; typedef struct _D3D10_EFFECT_SHADER_DESC { const BYTE *pInputSignature; WINBOOL IsInline; const BYTE *pBytecode; UINT BytecodeLength; const char *SODecl; UINT NumInputSignatureEntries; UINT NumOutputSignatureEntries; } D3D10_EFFECT_SHADER_DESC; typedef struct _D3D10_PASS_DESC { const char *Name; UINT Annotations; BYTE *pIAInputSignature; SIZE_T IAInputSignatureSize; UINT StencilRef; UINT SampleMask; FLOAT BlendFactor[4]; } D3D10_PASS_DESC; typedef struct _D3D10_PASS_SHADER_DESC { ID3D10EffectShaderVariable *pShaderVariable; UINT ShaderIndex; } D3D10_PASS_SHADER_DESC; #define D3D10_EFFECT_COMPILE_CHILD_EFFECT (0x1) #define D3D10_EFFECT_COMPILE_ALLOW_SLOW_OPS (0x2) #define D3D10_EFFECT_SINGLE_THREADED (0x8) /***************************************************************************** * ID3D10EffectType interface */ #ifndef __ID3D10EffectType_INTERFACE_DEFINED__ #define __ID3D10EffectType_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectType, 0x4e9e1ddc, 0xcd9d, 0x4772, 0xa8,0x37, 0x00,0x18,0x0b,0x9b,0x88,0xfd); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("4e9e1ddc-cd9d-4772-a837-00180b9b88fd") ID3D10EffectType { BEGIN_INTERFACE virtual WINBOOL STDMETHODCALLTYPE IsValid( ) = 0; virtual HRESULT STDMETHODCALLTYPE GetDesc( D3D10_EFFECT_TYPE_DESC *desc) = 0; virtual ID3D10EffectType * STDMETHODCALLTYPE GetMemberTypeByIndex( UINT index) = 0; virtual ID3D10EffectType * STDMETHODCALLTYPE GetMemberTypeByName( const char *name) = 0; virtual ID3D10EffectType * STDMETHODCALLTYPE GetMemberTypeBySemantic( const char *semantic) = 0; virtual const char * STDMETHODCALLTYPE GetMemberName( UINT index) = 0; virtual const char * STDMETHODCALLTYPE GetMemberSemantic( UINT index) = 0; END_INTERFACE }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectType, 0x4e9e1ddc, 0xcd9d, 0x4772, 0xa8,0x37, 0x00,0x18,0x0b,0x9b,0x88,0xfd) #endif #else typedef struct ID3D10EffectTypeVtbl { BEGIN_INTERFACE /*** ID3D10EffectType methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectType *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectType *This, D3D10_EFFECT_TYPE_DESC *desc); ID3D10EffectType * (STDMETHODCALLTYPE *GetMemberTypeByIndex)( ID3D10EffectType *This, UINT index); ID3D10EffectType * (STDMETHODCALLTYPE *GetMemberTypeByName)( ID3D10EffectType *This, const char *name); ID3D10EffectType * (STDMETHODCALLTYPE *GetMemberTypeBySemantic)( ID3D10EffectType *This, const char *semantic); const char * (STDMETHODCALLTYPE *GetMemberName)( ID3D10EffectType *This, UINT index); const char * (STDMETHODCALLTYPE *GetMemberSemantic)( ID3D10EffectType *This, UINT index); END_INTERFACE } ID3D10EffectTypeVtbl; interface ID3D10EffectType { CONST_VTBL ID3D10EffectTypeVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectType methods ***/ #define ID3D10EffectType_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectType_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectType_GetMemberTypeByIndex(This,index) (This)->lpVtbl->GetMemberTypeByIndex(This,index) #define ID3D10EffectType_GetMemberTypeByName(This,name) (This)->lpVtbl->GetMemberTypeByName(This,name) #define ID3D10EffectType_GetMemberTypeBySemantic(This,semantic) (This)->lpVtbl->GetMemberTypeBySemantic(This,semantic) #define ID3D10EffectType_GetMemberName(This,index) (This)->lpVtbl->GetMemberName(This,index) #define ID3D10EffectType_GetMemberSemantic(This,index) (This)->lpVtbl->GetMemberSemantic(This,index) #else /*** ID3D10EffectType methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectType_IsValid(ID3D10EffectType* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE HRESULT ID3D10EffectType_GetDesc(ID3D10EffectType* This,D3D10_EFFECT_TYPE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectType_GetMemberTypeByIndex(ID3D10EffectType* This,UINT index) { return This->lpVtbl->GetMemberTypeByIndex(This,index); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectType_GetMemberTypeByName(ID3D10EffectType* This,const char *name) { return This->lpVtbl->GetMemberTypeByName(This,name); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectType_GetMemberTypeBySemantic(ID3D10EffectType* This,const char *semantic) { return This->lpVtbl->GetMemberTypeBySemantic(This,semantic); } static __WIDL_INLINE const char * ID3D10EffectType_GetMemberName(ID3D10EffectType* This,UINT index) { return This->lpVtbl->GetMemberName(This,index); } static __WIDL_INLINE const char * ID3D10EffectType_GetMemberSemantic(ID3D10EffectType* This,UINT index) { return This->lpVtbl->GetMemberSemantic(This,index); } #endif #endif #endif #endif /* __ID3D10EffectType_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectVariable interface */ #ifndef __ID3D10EffectVariable_INTERFACE_DEFINED__ #define __ID3D10EffectVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectVariable, 0xae897105, 0x00e6, 0x45bf, 0xbb,0x8e, 0x28,0x1d,0xd6,0xdb,0x8e,0x1b); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("ae897105-00e6-45bf-bb8e-281dd6db8e1b") ID3D10EffectVariable { BEGIN_INTERFACE virtual WINBOOL STDMETHODCALLTYPE IsValid( ) = 0; virtual ID3D10EffectType * STDMETHODCALLTYPE GetType( ) = 0; virtual HRESULT STDMETHODCALLTYPE GetDesc( D3D10_EFFECT_VARIABLE_DESC *desc) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetAnnotationByIndex( UINT index) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetAnnotationByName( const char *name) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetMemberByIndex( UINT index) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetMemberByName( const char *name) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetMemberBySemantic( const char *semantic) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetElement( UINT index) = 0; virtual ID3D10EffectConstantBuffer * STDMETHODCALLTYPE GetParentConstantBuffer( ) = 0; virtual ID3D10EffectScalarVariable * STDMETHODCALLTYPE AsScalar( ) = 0; virtual ID3D10EffectVectorVariable * STDMETHODCALLTYPE AsVector( ) = 0; virtual ID3D10EffectMatrixVariable * STDMETHODCALLTYPE AsMatrix( ) = 0; virtual ID3D10EffectStringVariable * STDMETHODCALLTYPE AsString( ) = 0; virtual ID3D10EffectShaderResourceVariable * STDMETHODCALLTYPE AsShaderResource( ) = 0; virtual ID3D10EffectRenderTargetViewVariable * STDMETHODCALLTYPE AsRenderTargetView( ) = 0; virtual ID3D10EffectDepthStencilViewVariable * STDMETHODCALLTYPE AsDepthStencilView( ) = 0; virtual ID3D10EffectConstantBuffer * STDMETHODCALLTYPE AsConstantBuffer( ) = 0; virtual ID3D10EffectShaderVariable * STDMETHODCALLTYPE AsShader( ) = 0; virtual ID3D10EffectBlendVariable * STDMETHODCALLTYPE AsBlend( ) = 0; virtual ID3D10EffectDepthStencilVariable * STDMETHODCALLTYPE AsDepthStencil( ) = 0; virtual ID3D10EffectRasterizerVariable * STDMETHODCALLTYPE AsRasterizer( ) = 0; virtual ID3D10EffectSamplerVariable * STDMETHODCALLTYPE AsSampler( ) = 0; virtual HRESULT STDMETHODCALLTYPE SetRawValue( void *data, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetRawValue( void *data, UINT offset, UINT count) = 0; END_INTERFACE }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectVariable, 0xae897105, 0x00e6, 0x45bf, 0xbb,0x8e, 0x28,0x1d,0xd6,0xdb,0x8e,0x1b) #endif #else typedef struct ID3D10EffectVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectVariable *This, void *data, UINT offset, UINT count); END_INTERFACE } ID3D10EffectVariableVtbl; interface ID3D10EffectVariable { CONST_VTBL ID3D10EffectVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectVariable_IsValid(ID3D10EffectVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectVariable_GetType(ID3D10EffectVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectVariable_GetDesc(ID3D10EffectVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVariable_GetAnnotationByIndex(ID3D10EffectVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVariable_GetAnnotationByName(ID3D10EffectVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVariable_GetMemberByIndex(ID3D10EffectVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVariable_GetMemberByName(ID3D10EffectVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVariable_GetMemberBySemantic(ID3D10EffectVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVariable_GetElement(ID3D10EffectVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectVariable_GetParentConstantBuffer(ID3D10EffectVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectVariable_AsScalar(ID3D10EffectVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectVariable_AsVector(ID3D10EffectVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectVariable_AsMatrix(ID3D10EffectVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectVariable_AsString(ID3D10EffectVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectVariable_AsShaderResource(ID3D10EffectVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectVariable_AsRenderTargetView(ID3D10EffectVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectVariable_AsDepthStencilView(ID3D10EffectVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectVariable_AsConstantBuffer(ID3D10EffectVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectVariable_AsShader(ID3D10EffectVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectVariable_AsBlend(ID3D10EffectVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectVariable_AsDepthStencil(ID3D10EffectVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectVariable_AsRasterizer(ID3D10EffectVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectVariable_AsSampler(ID3D10EffectVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectVariable_SetRawValue(ID3D10EffectVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectVariable_GetRawValue(ID3D10EffectVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } #endif #endif #endif #endif /* __ID3D10EffectVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectConstantBuffer interface */ #ifndef __ID3D10EffectConstantBuffer_INTERFACE_DEFINED__ #define __ID3D10EffectConstantBuffer_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectConstantBuffer, 0x56648f4d, 0xcc8b, 0x4444, 0xa5,0xad, 0xb5,0xa3,0xd7,0x6e,0x91,0xb3); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("56648f4d-cc8b-4444-a5ad-b5a3d76e91b3") ID3D10EffectConstantBuffer : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE SetConstantBuffer( ID3D10Buffer *buffer) = 0; virtual HRESULT STDMETHODCALLTYPE GetConstantBuffer( ID3D10Buffer **buffer) = 0; virtual HRESULT STDMETHODCALLTYPE SetTextureBuffer( ID3D10ShaderResourceView *view) = 0; virtual HRESULT STDMETHODCALLTYPE GetTextureBuffer( ID3D10ShaderResourceView **view) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectConstantBuffer, 0x56648f4d, 0xcc8b, 0x4444, 0xa5,0xad, 0xb5,0xa3,0xd7,0x6e,0x91,0xb3) #endif #else typedef struct ID3D10EffectConstantBufferVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectConstantBuffer *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectConstantBuffer *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectConstantBuffer *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectConstantBuffer *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectConstantBuffer *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectConstantBuffer *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectConstantBuffer *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectConstantBuffer *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectConstantBuffer *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectConstantBuffer *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectConstantBuffer *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectConstantBuffer *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectConstantBuffer *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectConstantBuffer *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectConstantBuffer *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectConstantBuffer *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectConstantBuffer *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectConstantBuffer *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectConstantBuffer *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectConstantBuffer *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectConstantBuffer *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectConstantBuffer *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectConstantBuffer *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectConstantBuffer *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectConstantBuffer *This, void *data, UINT offset, UINT count); /*** ID3D10EffectConstantBuffer methods ***/ HRESULT (STDMETHODCALLTYPE *SetConstantBuffer)( ID3D10EffectConstantBuffer *This, ID3D10Buffer *buffer); HRESULT (STDMETHODCALLTYPE *GetConstantBuffer)( ID3D10EffectConstantBuffer *This, ID3D10Buffer **buffer); HRESULT (STDMETHODCALLTYPE *SetTextureBuffer)( ID3D10EffectConstantBuffer *This, ID3D10ShaderResourceView *view); HRESULT (STDMETHODCALLTYPE *GetTextureBuffer)( ID3D10EffectConstantBuffer *This, ID3D10ShaderResourceView **view); END_INTERFACE } ID3D10EffectConstantBufferVtbl; interface ID3D10EffectConstantBuffer { CONST_VTBL ID3D10EffectConstantBufferVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectConstantBuffer_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectConstantBuffer_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectConstantBuffer_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectConstantBuffer_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectConstantBuffer_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectConstantBuffer_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectConstantBuffer_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectConstantBuffer_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectConstantBuffer_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectConstantBuffer_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectConstantBuffer_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectConstantBuffer_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectConstantBuffer_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectConstantBuffer_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectConstantBuffer_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectConstantBuffer_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectConstantBuffer_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectConstantBuffer_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectConstantBuffer_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectConstantBuffer_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectConstantBuffer_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectConstantBuffer_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectConstantBuffer_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectConstantBuffer_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectConstantBuffer_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectConstantBuffer methods ***/ #define ID3D10EffectConstantBuffer_SetConstantBuffer(This,buffer) (This)->lpVtbl->SetConstantBuffer(This,buffer) #define ID3D10EffectConstantBuffer_GetConstantBuffer(This,buffer) (This)->lpVtbl->GetConstantBuffer(This,buffer) #define ID3D10EffectConstantBuffer_SetTextureBuffer(This,view) (This)->lpVtbl->SetTextureBuffer(This,view) #define ID3D10EffectConstantBuffer_GetTextureBuffer(This,view) (This)->lpVtbl->GetTextureBuffer(This,view) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectConstantBuffer_IsValid(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectConstantBuffer_GetType(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectConstantBuffer_GetDesc(ID3D10EffectConstantBuffer* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectConstantBuffer_GetAnnotationByIndex(ID3D10EffectConstantBuffer* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectConstantBuffer_GetAnnotationByName(ID3D10EffectConstantBuffer* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectConstantBuffer_GetMemberByIndex(ID3D10EffectConstantBuffer* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectConstantBuffer_GetMemberByName(ID3D10EffectConstantBuffer* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectConstantBuffer_GetMemberBySemantic(ID3D10EffectConstantBuffer* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectConstantBuffer_GetElement(ID3D10EffectConstantBuffer* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectConstantBuffer_GetParentConstantBuffer(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectConstantBuffer_AsScalar(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectConstantBuffer_AsVector(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectConstantBuffer_AsMatrix(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectConstantBuffer_AsString(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectConstantBuffer_AsShaderResource(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectConstantBuffer_AsRenderTargetView(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectConstantBuffer_AsDepthStencilView(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectConstantBuffer_AsConstantBuffer(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectConstantBuffer_AsShader(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectConstantBuffer_AsBlend(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectConstantBuffer_AsDepthStencil(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectConstantBuffer_AsRasterizer(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectConstantBuffer_AsSampler(ID3D10EffectConstantBuffer* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectConstantBuffer_SetRawValue(ID3D10EffectConstantBuffer* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectConstantBuffer_GetRawValue(ID3D10EffectConstantBuffer* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectConstantBuffer methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectConstantBuffer_SetConstantBuffer(ID3D10EffectConstantBuffer* This,ID3D10Buffer *buffer) { return This->lpVtbl->SetConstantBuffer(This,buffer); } static __WIDL_INLINE HRESULT ID3D10EffectConstantBuffer_GetConstantBuffer(ID3D10EffectConstantBuffer* This,ID3D10Buffer **buffer) { return This->lpVtbl->GetConstantBuffer(This,buffer); } static __WIDL_INLINE HRESULT ID3D10EffectConstantBuffer_SetTextureBuffer(ID3D10EffectConstantBuffer* This,ID3D10ShaderResourceView *view) { return This->lpVtbl->SetTextureBuffer(This,view); } static __WIDL_INLINE HRESULT ID3D10EffectConstantBuffer_GetTextureBuffer(ID3D10EffectConstantBuffer* This,ID3D10ShaderResourceView **view) { return This->lpVtbl->GetTextureBuffer(This,view); } #endif #endif #endif #endif /* __ID3D10EffectConstantBuffer_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectScalarVariable interface */ #ifndef __ID3D10EffectScalarVariable_INTERFACE_DEFINED__ #define __ID3D10EffectScalarVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectScalarVariable, 0x00e48f7b, 0xd2c8, 0x49e8, 0xa8,0x6c, 0x02,0x2d,0xee,0x53,0x43,0x1f); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("00e48f7b-d2c8-49e8-a86c-022dee53431f") ID3D10EffectScalarVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE SetFloat( float value) = 0; virtual HRESULT STDMETHODCALLTYPE GetFloat( float *value) = 0; virtual HRESULT STDMETHODCALLTYPE SetFloatArray( float *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetFloatArray( float *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE SetInt( int value) = 0; virtual HRESULT STDMETHODCALLTYPE GetInt( int *value) = 0; virtual HRESULT STDMETHODCALLTYPE SetIntArray( int *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetIntArray( int *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE SetBool( WINBOOL value) = 0; virtual HRESULT STDMETHODCALLTYPE GetBool( WINBOOL *value) = 0; virtual HRESULT STDMETHODCALLTYPE SetBoolArray( WINBOOL *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetBoolArray( WINBOOL *values, UINT offset, UINT count) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectScalarVariable, 0x00e48f7b, 0xd2c8, 0x49e8, 0xa8,0x6c, 0x02,0x2d,0xee,0x53,0x43,0x1f) #endif #else typedef struct ID3D10EffectScalarVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectScalarVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectScalarVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectScalarVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectScalarVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectScalarVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectScalarVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectScalarVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectScalarVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectScalarVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectScalarVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectScalarVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectScalarVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectScalarVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectScalarVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectScalarVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectScalarVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectScalarVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectScalarVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectScalarVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectScalarVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectScalarVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectScalarVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectScalarVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectScalarVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectScalarVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectScalarVariable methods ***/ HRESULT (STDMETHODCALLTYPE *SetFloat)( ID3D10EffectScalarVariable *This, float value); HRESULT (STDMETHODCALLTYPE *GetFloat)( ID3D10EffectScalarVariable *This, float *value); HRESULT (STDMETHODCALLTYPE *SetFloatArray)( ID3D10EffectScalarVariable *This, float *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetFloatArray)( ID3D10EffectScalarVariable *This, float *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *SetInt)( ID3D10EffectScalarVariable *This, int value); HRESULT (STDMETHODCALLTYPE *GetInt)( ID3D10EffectScalarVariable *This, int *value); HRESULT (STDMETHODCALLTYPE *SetIntArray)( ID3D10EffectScalarVariable *This, int *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetIntArray)( ID3D10EffectScalarVariable *This, int *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *SetBool)( ID3D10EffectScalarVariable *This, WINBOOL value); HRESULT (STDMETHODCALLTYPE *GetBool)( ID3D10EffectScalarVariable *This, WINBOOL *value); HRESULT (STDMETHODCALLTYPE *SetBoolArray)( ID3D10EffectScalarVariable *This, WINBOOL *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetBoolArray)( ID3D10EffectScalarVariable *This, WINBOOL *values, UINT offset, UINT count); END_INTERFACE } ID3D10EffectScalarVariableVtbl; interface ID3D10EffectScalarVariable { CONST_VTBL ID3D10EffectScalarVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectScalarVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectScalarVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectScalarVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectScalarVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectScalarVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectScalarVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectScalarVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectScalarVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectScalarVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectScalarVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectScalarVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectScalarVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectScalarVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectScalarVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectScalarVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectScalarVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectScalarVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectScalarVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectScalarVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectScalarVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectScalarVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectScalarVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectScalarVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectScalarVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectScalarVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectScalarVariable methods ***/ #define ID3D10EffectScalarVariable_SetFloat(This,value) (This)->lpVtbl->SetFloat(This,value) #define ID3D10EffectScalarVariable_GetFloat(This,value) (This)->lpVtbl->GetFloat(This,value) #define ID3D10EffectScalarVariable_SetFloatArray(This,values,offset,count) (This)->lpVtbl->SetFloatArray(This,values,offset,count) #define ID3D10EffectScalarVariable_GetFloatArray(This,values,offset,count) (This)->lpVtbl->GetFloatArray(This,values,offset,count) #define ID3D10EffectScalarVariable_SetInt(This,value) (This)->lpVtbl->SetInt(This,value) #define ID3D10EffectScalarVariable_GetInt(This,value) (This)->lpVtbl->GetInt(This,value) #define ID3D10EffectScalarVariable_SetIntArray(This,values,offset,count) (This)->lpVtbl->SetIntArray(This,values,offset,count) #define ID3D10EffectScalarVariable_GetIntArray(This,values,offset,count) (This)->lpVtbl->GetIntArray(This,values,offset,count) #define ID3D10EffectScalarVariable_SetBool(This,value) (This)->lpVtbl->SetBool(This,value) #define ID3D10EffectScalarVariable_GetBool(This,value) (This)->lpVtbl->GetBool(This,value) #define ID3D10EffectScalarVariable_SetBoolArray(This,values,offset,count) (This)->lpVtbl->SetBoolArray(This,values,offset,count) #define ID3D10EffectScalarVariable_GetBoolArray(This,values,offset,count) (This)->lpVtbl->GetBoolArray(This,values,offset,count) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectScalarVariable_IsValid(ID3D10EffectScalarVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectScalarVariable_GetType(ID3D10EffectScalarVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_GetDesc(ID3D10EffectScalarVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectScalarVariable_GetAnnotationByIndex(ID3D10EffectScalarVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectScalarVariable_GetAnnotationByName(ID3D10EffectScalarVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectScalarVariable_GetMemberByIndex(ID3D10EffectScalarVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectScalarVariable_GetMemberByName(ID3D10EffectScalarVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectScalarVariable_GetMemberBySemantic(ID3D10EffectScalarVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectScalarVariable_GetElement(ID3D10EffectScalarVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectScalarVariable_GetParentConstantBuffer(ID3D10EffectScalarVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectScalarVariable_AsScalar(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectScalarVariable_AsVector(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectScalarVariable_AsMatrix(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectScalarVariable_AsString(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectScalarVariable_AsShaderResource(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectScalarVariable_AsRenderTargetView(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectScalarVariable_AsDepthStencilView(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectScalarVariable_AsConstantBuffer(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectScalarVariable_AsShader(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectScalarVariable_AsBlend(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectScalarVariable_AsDepthStencil(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectScalarVariable_AsRasterizer(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectScalarVariable_AsSampler(ID3D10EffectScalarVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_SetRawValue(ID3D10EffectScalarVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_GetRawValue(ID3D10EffectScalarVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectScalarVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_SetFloat(ID3D10EffectScalarVariable* This,float value) { return This->lpVtbl->SetFloat(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_GetFloat(ID3D10EffectScalarVariable* This,float *value) { return This->lpVtbl->GetFloat(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_SetFloatArray(ID3D10EffectScalarVariable* This,float *values,UINT offset,UINT count) { return This->lpVtbl->SetFloatArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_GetFloatArray(ID3D10EffectScalarVariable* This,float *values,UINT offset,UINT count) { return This->lpVtbl->GetFloatArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_SetInt(ID3D10EffectScalarVariable* This,int value) { return This->lpVtbl->SetInt(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_GetInt(ID3D10EffectScalarVariable* This,int *value) { return This->lpVtbl->GetInt(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_SetIntArray(ID3D10EffectScalarVariable* This,int *values,UINT offset,UINT count) { return This->lpVtbl->SetIntArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_GetIntArray(ID3D10EffectScalarVariable* This,int *values,UINT offset,UINT count) { return This->lpVtbl->GetIntArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_SetBool(ID3D10EffectScalarVariable* This,WINBOOL value) { return This->lpVtbl->SetBool(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_GetBool(ID3D10EffectScalarVariable* This,WINBOOL *value) { return This->lpVtbl->GetBool(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_SetBoolArray(ID3D10EffectScalarVariable* This,WINBOOL *values,UINT offset,UINT count) { return This->lpVtbl->SetBoolArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectScalarVariable_GetBoolArray(ID3D10EffectScalarVariable* This,WINBOOL *values,UINT offset,UINT count) { return This->lpVtbl->GetBoolArray(This,values,offset,count); } #endif #endif #endif #endif /* __ID3D10EffectScalarVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectVectorVariable interface */ #ifndef __ID3D10EffectVectorVariable_INTERFACE_DEFINED__ #define __ID3D10EffectVectorVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectVectorVariable, 0x62b98c44, 0x1f82, 0x4c67, 0xbc,0xd0, 0x72,0xcf,0x8f,0x21,0x7e,0x81); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("62b98c44-1f82-4c67-bcd0-72cf8f217e81") ID3D10EffectVectorVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE SetBoolVector( WINBOOL *value) = 0; virtual HRESULT STDMETHODCALLTYPE SetIntVector( int *value) = 0; virtual HRESULT STDMETHODCALLTYPE SetFloatVector( float *value) = 0; virtual HRESULT STDMETHODCALLTYPE GetBoolVector( WINBOOL *value) = 0; virtual HRESULT STDMETHODCALLTYPE GetIntVector( int *value) = 0; virtual HRESULT STDMETHODCALLTYPE GetFloatVector( float *value) = 0; virtual HRESULT STDMETHODCALLTYPE SetBoolVectorArray( WINBOOL *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE SetIntVectorArray( int *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE SetFloatVectorArray( float *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetBoolVectorArray( WINBOOL *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetIntVectorArray( int *values, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetFloatVectorArray( float *values, UINT offset, UINT count) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectVectorVariable, 0x62b98c44, 0x1f82, 0x4c67, 0xbc,0xd0, 0x72,0xcf,0x8f,0x21,0x7e,0x81) #endif #else typedef struct ID3D10EffectVectorVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectVectorVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectVectorVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectVectorVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectVectorVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectVectorVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectVectorVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectVectorVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectVectorVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectVectorVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectVectorVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectVectorVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectVectorVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectVectorVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectVectorVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectVectorVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectVectorVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectVectorVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectVectorVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectVectorVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectVectorVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectVectorVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectVectorVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectVectorVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectVectorVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectVectorVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectVectorVariable methods ***/ HRESULT (STDMETHODCALLTYPE *SetBoolVector)( ID3D10EffectVectorVariable *This, WINBOOL *value); HRESULT (STDMETHODCALLTYPE *SetIntVector)( ID3D10EffectVectorVariable *This, int *value); HRESULT (STDMETHODCALLTYPE *SetFloatVector)( ID3D10EffectVectorVariable *This, float *value); HRESULT (STDMETHODCALLTYPE *GetBoolVector)( ID3D10EffectVectorVariable *This, WINBOOL *value); HRESULT (STDMETHODCALLTYPE *GetIntVector)( ID3D10EffectVectorVariable *This, int *value); HRESULT (STDMETHODCALLTYPE *GetFloatVector)( ID3D10EffectVectorVariable *This, float *value); HRESULT (STDMETHODCALLTYPE *SetBoolVectorArray)( ID3D10EffectVectorVariable *This, WINBOOL *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *SetIntVectorArray)( ID3D10EffectVectorVariable *This, int *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *SetFloatVectorArray)( ID3D10EffectVectorVariable *This, float *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetBoolVectorArray)( ID3D10EffectVectorVariable *This, WINBOOL *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetIntVectorArray)( ID3D10EffectVectorVariable *This, int *values, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetFloatVectorArray)( ID3D10EffectVectorVariable *This, float *values, UINT offset, UINT count); END_INTERFACE } ID3D10EffectVectorVariableVtbl; interface ID3D10EffectVectorVariable { CONST_VTBL ID3D10EffectVectorVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectVectorVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectVectorVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectVectorVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectVectorVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectVectorVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectVectorVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectVectorVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectVectorVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectVectorVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectVectorVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectVectorVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectVectorVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectVectorVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectVectorVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectVectorVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectVectorVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectVectorVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectVectorVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectVectorVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectVectorVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectVectorVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectVectorVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectVectorVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectVectorVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectVectorVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectVectorVariable methods ***/ #define ID3D10EffectVectorVariable_SetBoolVector(This,value) (This)->lpVtbl->SetBoolVector(This,value) #define ID3D10EffectVectorVariable_SetIntVector(This,value) (This)->lpVtbl->SetIntVector(This,value) #define ID3D10EffectVectorVariable_SetFloatVector(This,value) (This)->lpVtbl->SetFloatVector(This,value) #define ID3D10EffectVectorVariable_GetBoolVector(This,value) (This)->lpVtbl->GetBoolVector(This,value) #define ID3D10EffectVectorVariable_GetIntVector(This,value) (This)->lpVtbl->GetIntVector(This,value) #define ID3D10EffectVectorVariable_GetFloatVector(This,value) (This)->lpVtbl->GetFloatVector(This,value) #define ID3D10EffectVectorVariable_SetBoolVectorArray(This,values,offset,count) (This)->lpVtbl->SetBoolVectorArray(This,values,offset,count) #define ID3D10EffectVectorVariable_SetIntVectorArray(This,values,offset,count) (This)->lpVtbl->SetIntVectorArray(This,values,offset,count) #define ID3D10EffectVectorVariable_SetFloatVectorArray(This,values,offset,count) (This)->lpVtbl->SetFloatVectorArray(This,values,offset,count) #define ID3D10EffectVectorVariable_GetBoolVectorArray(This,values,offset,count) (This)->lpVtbl->GetBoolVectorArray(This,values,offset,count) #define ID3D10EffectVectorVariable_GetIntVectorArray(This,values,offset,count) (This)->lpVtbl->GetIntVectorArray(This,values,offset,count) #define ID3D10EffectVectorVariable_GetFloatVectorArray(This,values,offset,count) (This)->lpVtbl->GetFloatVectorArray(This,values,offset,count) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectVectorVariable_IsValid(ID3D10EffectVectorVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectVectorVariable_GetType(ID3D10EffectVectorVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_GetDesc(ID3D10EffectVectorVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVectorVariable_GetAnnotationByIndex(ID3D10EffectVectorVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVectorVariable_GetAnnotationByName(ID3D10EffectVectorVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVectorVariable_GetMemberByIndex(ID3D10EffectVectorVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVectorVariable_GetMemberByName(ID3D10EffectVectorVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVectorVariable_GetMemberBySemantic(ID3D10EffectVectorVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectVectorVariable_GetElement(ID3D10EffectVectorVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectVectorVariable_GetParentConstantBuffer(ID3D10EffectVectorVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectVectorVariable_AsScalar(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectVectorVariable_AsVector(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectVectorVariable_AsMatrix(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectVectorVariable_AsString(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectVectorVariable_AsShaderResource(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectVectorVariable_AsRenderTargetView(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectVectorVariable_AsDepthStencilView(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectVectorVariable_AsConstantBuffer(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectVectorVariable_AsShader(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectVectorVariable_AsBlend(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectVectorVariable_AsDepthStencil(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectVectorVariable_AsRasterizer(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectVectorVariable_AsSampler(ID3D10EffectVectorVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_SetRawValue(ID3D10EffectVectorVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_GetRawValue(ID3D10EffectVectorVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectVectorVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_SetBoolVector(ID3D10EffectVectorVariable* This,WINBOOL *value) { return This->lpVtbl->SetBoolVector(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_SetIntVector(ID3D10EffectVectorVariable* This,int *value) { return This->lpVtbl->SetIntVector(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_SetFloatVector(ID3D10EffectVectorVariable* This,float *value) { return This->lpVtbl->SetFloatVector(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_GetBoolVector(ID3D10EffectVectorVariable* This,WINBOOL *value) { return This->lpVtbl->GetBoolVector(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_GetIntVector(ID3D10EffectVectorVariable* This,int *value) { return This->lpVtbl->GetIntVector(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_GetFloatVector(ID3D10EffectVectorVariable* This,float *value) { return This->lpVtbl->GetFloatVector(This,value); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_SetBoolVectorArray(ID3D10EffectVectorVariable* This,WINBOOL *values,UINT offset,UINT count) { return This->lpVtbl->SetBoolVectorArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_SetIntVectorArray(ID3D10EffectVectorVariable* This,int *values,UINT offset,UINT count) { return This->lpVtbl->SetIntVectorArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_SetFloatVectorArray(ID3D10EffectVectorVariable* This,float *values,UINT offset,UINT count) { return This->lpVtbl->SetFloatVectorArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_GetBoolVectorArray(ID3D10EffectVectorVariable* This,WINBOOL *values,UINT offset,UINT count) { return This->lpVtbl->GetBoolVectorArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_GetIntVectorArray(ID3D10EffectVectorVariable* This,int *values,UINT offset,UINT count) { return This->lpVtbl->GetIntVectorArray(This,values,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectVectorVariable_GetFloatVectorArray(ID3D10EffectVectorVariable* This,float *values,UINT offset,UINT count) { return This->lpVtbl->GetFloatVectorArray(This,values,offset,count); } #endif #endif #endif #endif /* __ID3D10EffectVectorVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectMatrixVariable interface */ #ifndef __ID3D10EffectMatrixVariable_INTERFACE_DEFINED__ #define __ID3D10EffectMatrixVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectMatrixVariable, 0x50666c24, 0xb82f, 0x4eed, 0xa1,0x72, 0x5b,0x6e,0x7e,0x85,0x22,0xe0); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("50666c24-b82f-4eed-a172-5b6e7e8522e0") ID3D10EffectMatrixVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE SetMatrix( float *data) = 0; virtual HRESULT STDMETHODCALLTYPE GetMatrix( float *data) = 0; virtual HRESULT STDMETHODCALLTYPE SetMatrixArray( float *data, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetMatrixArray( float *data, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE SetMatrixTranspose( float *data) = 0; virtual HRESULT STDMETHODCALLTYPE GetMatrixTranspose( float *data) = 0; virtual HRESULT STDMETHODCALLTYPE SetMatrixTransposeArray( float *data, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetMatrixTransposeArray( float *data, UINT offset, UINT count) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectMatrixVariable, 0x50666c24, 0xb82f, 0x4eed, 0xa1,0x72, 0x5b,0x6e,0x7e,0x85,0x22,0xe0) #endif #else typedef struct ID3D10EffectMatrixVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectMatrixVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectMatrixVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectMatrixVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectMatrixVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectMatrixVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectMatrixVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectMatrixVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectMatrixVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectMatrixVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectMatrixVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectMatrixVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectMatrixVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectMatrixVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectMatrixVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectMatrixVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectMatrixVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectMatrixVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectMatrixVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectMatrixVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectMatrixVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectMatrixVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectMatrixVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectMatrixVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectMatrixVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectMatrixVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectMatrixVariable methods ***/ HRESULT (STDMETHODCALLTYPE *SetMatrix)( ID3D10EffectMatrixVariable *This, float *data); HRESULT (STDMETHODCALLTYPE *GetMatrix)( ID3D10EffectMatrixVariable *This, float *data); HRESULT (STDMETHODCALLTYPE *SetMatrixArray)( ID3D10EffectMatrixVariable *This, float *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetMatrixArray)( ID3D10EffectMatrixVariable *This, float *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *SetMatrixTranspose)( ID3D10EffectMatrixVariable *This, float *data); HRESULT (STDMETHODCALLTYPE *GetMatrixTranspose)( ID3D10EffectMatrixVariable *This, float *data); HRESULT (STDMETHODCALLTYPE *SetMatrixTransposeArray)( ID3D10EffectMatrixVariable *This, float *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetMatrixTransposeArray)( ID3D10EffectMatrixVariable *This, float *data, UINT offset, UINT count); END_INTERFACE } ID3D10EffectMatrixVariableVtbl; interface ID3D10EffectMatrixVariable { CONST_VTBL ID3D10EffectMatrixVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectMatrixVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectMatrixVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectMatrixVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectMatrixVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectMatrixVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectMatrixVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectMatrixVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectMatrixVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectMatrixVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectMatrixVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectMatrixVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectMatrixVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectMatrixVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectMatrixVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectMatrixVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectMatrixVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectMatrixVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectMatrixVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectMatrixVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectMatrixVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectMatrixVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectMatrixVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectMatrixVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectMatrixVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectMatrixVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectMatrixVariable methods ***/ #define ID3D10EffectMatrixVariable_SetMatrix(This,data) (This)->lpVtbl->SetMatrix(This,data) #define ID3D10EffectMatrixVariable_GetMatrix(This,data) (This)->lpVtbl->GetMatrix(This,data) #define ID3D10EffectMatrixVariable_SetMatrixArray(This,data,offset,count) (This)->lpVtbl->SetMatrixArray(This,data,offset,count) #define ID3D10EffectMatrixVariable_GetMatrixArray(This,data,offset,count) (This)->lpVtbl->GetMatrixArray(This,data,offset,count) #define ID3D10EffectMatrixVariable_SetMatrixTranspose(This,data) (This)->lpVtbl->SetMatrixTranspose(This,data) #define ID3D10EffectMatrixVariable_GetMatrixTranspose(This,data) (This)->lpVtbl->GetMatrixTranspose(This,data) #define ID3D10EffectMatrixVariable_SetMatrixTransposeArray(This,data,offset,count) (This)->lpVtbl->SetMatrixTransposeArray(This,data,offset,count) #define ID3D10EffectMatrixVariable_GetMatrixTransposeArray(This,data,offset,count) (This)->lpVtbl->GetMatrixTransposeArray(This,data,offset,count) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectMatrixVariable_IsValid(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectMatrixVariable_GetType(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_GetDesc(ID3D10EffectMatrixVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectMatrixVariable_GetAnnotationByIndex(ID3D10EffectMatrixVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectMatrixVariable_GetAnnotationByName(ID3D10EffectMatrixVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectMatrixVariable_GetMemberByIndex(ID3D10EffectMatrixVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectMatrixVariable_GetMemberByName(ID3D10EffectMatrixVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectMatrixVariable_GetMemberBySemantic(ID3D10EffectMatrixVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectMatrixVariable_GetElement(ID3D10EffectMatrixVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectMatrixVariable_GetParentConstantBuffer(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectMatrixVariable_AsScalar(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectMatrixVariable_AsVector(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectMatrixVariable_AsMatrix(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectMatrixVariable_AsString(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectMatrixVariable_AsShaderResource(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectMatrixVariable_AsRenderTargetView(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectMatrixVariable_AsDepthStencilView(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectMatrixVariable_AsConstantBuffer(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectMatrixVariable_AsShader(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectMatrixVariable_AsBlend(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectMatrixVariable_AsDepthStencil(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectMatrixVariable_AsRasterizer(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectMatrixVariable_AsSampler(ID3D10EffectMatrixVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_SetRawValue(ID3D10EffectMatrixVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_GetRawValue(ID3D10EffectMatrixVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectMatrixVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_SetMatrix(ID3D10EffectMatrixVariable* This,float *data) { return This->lpVtbl->SetMatrix(This,data); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_GetMatrix(ID3D10EffectMatrixVariable* This,float *data) { return This->lpVtbl->GetMatrix(This,data); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_SetMatrixArray(ID3D10EffectMatrixVariable* This,float *data,UINT offset,UINT count) { return This->lpVtbl->SetMatrixArray(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_GetMatrixArray(ID3D10EffectMatrixVariable* This,float *data,UINT offset,UINT count) { return This->lpVtbl->GetMatrixArray(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_SetMatrixTranspose(ID3D10EffectMatrixVariable* This,float *data) { return This->lpVtbl->SetMatrixTranspose(This,data); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_GetMatrixTranspose(ID3D10EffectMatrixVariable* This,float *data) { return This->lpVtbl->GetMatrixTranspose(This,data); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_SetMatrixTransposeArray(ID3D10EffectMatrixVariable* This,float *data,UINT offset,UINT count) { return This->lpVtbl->SetMatrixTransposeArray(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectMatrixVariable_GetMatrixTransposeArray(ID3D10EffectMatrixVariable* This,float *data,UINT offset,UINT count) { return This->lpVtbl->GetMatrixTransposeArray(This,data,offset,count); } #endif #endif #endif #endif /* __ID3D10EffectMatrixVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectStringVariable interface */ #ifndef __ID3D10EffectStringVariable_INTERFACE_DEFINED__ #define __ID3D10EffectStringVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectStringVariable, 0x71417501, 0x8df9, 0x4e0a, 0xa7,0x8a, 0x25,0x5f,0x97,0x56,0xba,0xff); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("71417501-8df9-4e0a-a78a-255f9756baff") ID3D10EffectStringVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE GetString( const char **str) = 0; virtual HRESULT STDMETHODCALLTYPE GetStringArray( const char **strs, UINT offset, UINT count) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectStringVariable, 0x71417501, 0x8df9, 0x4e0a, 0xa7,0x8a, 0x25,0x5f,0x97,0x56,0xba,0xff) #endif #else typedef struct ID3D10EffectStringVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectStringVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectStringVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectStringVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectStringVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectStringVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectStringVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectStringVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectStringVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectStringVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectStringVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectStringVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectStringVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectStringVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectStringVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectStringVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectStringVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectStringVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectStringVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectStringVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectStringVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectStringVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectStringVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectStringVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectStringVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectStringVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectStringVariable methods ***/ HRESULT (STDMETHODCALLTYPE *GetString)( ID3D10EffectStringVariable *This, const char **str); HRESULT (STDMETHODCALLTYPE *GetStringArray)( ID3D10EffectStringVariable *This, const char **strs, UINT offset, UINT count); END_INTERFACE } ID3D10EffectStringVariableVtbl; interface ID3D10EffectStringVariable { CONST_VTBL ID3D10EffectStringVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectStringVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectStringVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectStringVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectStringVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectStringVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectStringVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectStringVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectStringVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectStringVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectStringVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectStringVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectStringVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectStringVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectStringVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectStringVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectStringVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectStringVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectStringVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectStringVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectStringVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectStringVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectStringVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectStringVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectStringVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectStringVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectStringVariable methods ***/ #define ID3D10EffectStringVariable_GetString(This,str) (This)->lpVtbl->GetString(This,str) #define ID3D10EffectStringVariable_GetStringArray(This,strs,offset,count) (This)->lpVtbl->GetStringArray(This,strs,offset,count) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectStringVariable_IsValid(ID3D10EffectStringVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectStringVariable_GetType(ID3D10EffectStringVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectStringVariable_GetDesc(ID3D10EffectStringVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectStringVariable_GetAnnotationByIndex(ID3D10EffectStringVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectStringVariable_GetAnnotationByName(ID3D10EffectStringVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectStringVariable_GetMemberByIndex(ID3D10EffectStringVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectStringVariable_GetMemberByName(ID3D10EffectStringVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectStringVariable_GetMemberBySemantic(ID3D10EffectStringVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectStringVariable_GetElement(ID3D10EffectStringVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectStringVariable_GetParentConstantBuffer(ID3D10EffectStringVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectStringVariable_AsScalar(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectStringVariable_AsVector(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectStringVariable_AsMatrix(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectStringVariable_AsString(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectStringVariable_AsShaderResource(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectStringVariable_AsRenderTargetView(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectStringVariable_AsDepthStencilView(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectStringVariable_AsConstantBuffer(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectStringVariable_AsShader(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectStringVariable_AsBlend(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectStringVariable_AsDepthStencil(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectStringVariable_AsRasterizer(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectStringVariable_AsSampler(ID3D10EffectStringVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectStringVariable_SetRawValue(ID3D10EffectStringVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectStringVariable_GetRawValue(ID3D10EffectStringVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectStringVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectStringVariable_GetString(ID3D10EffectStringVariable* This,const char **str) { return This->lpVtbl->GetString(This,str); } static __WIDL_INLINE HRESULT ID3D10EffectStringVariable_GetStringArray(ID3D10EffectStringVariable* This,const char **strs,UINT offset,UINT count) { return This->lpVtbl->GetStringArray(This,strs,offset,count); } #endif #endif #endif #endif /* __ID3D10EffectStringVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectShaderResourceVariable interface */ #ifndef __ID3D10EffectShaderResourceVariable_INTERFACE_DEFINED__ #define __ID3D10EffectShaderResourceVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectShaderResourceVariable, 0xc0a7157b, 0xd872, 0x4b1d, 0x80,0x73, 0xef,0xc2,0xac,0xd4,0xb1,0xfc); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("c0a7157b-d872-4b1d-8073-efc2acd4b1fc") ID3D10EffectShaderResourceVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE SetResource( ID3D10ShaderResourceView *resource) = 0; virtual HRESULT STDMETHODCALLTYPE GetResource( ID3D10ShaderResourceView **resource) = 0; virtual HRESULT STDMETHODCALLTYPE SetResourceArray( ID3D10ShaderResourceView **resources, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetResourceArray( ID3D10ShaderResourceView **resources, UINT offset, UINT count) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectShaderResourceVariable, 0xc0a7157b, 0xd872, 0x4b1d, 0x80,0x73, 0xef,0xc2,0xac,0xd4,0xb1,0xfc) #endif #else typedef struct ID3D10EffectShaderResourceVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectShaderResourceVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectShaderResourceVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectShaderResourceVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectShaderResourceVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectShaderResourceVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectShaderResourceVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectShaderResourceVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectShaderResourceVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectShaderResourceVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectShaderResourceVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectShaderResourceVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectShaderResourceVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectShaderResourceVariable methods ***/ HRESULT (STDMETHODCALLTYPE *SetResource)( ID3D10EffectShaderResourceVariable *This, ID3D10ShaderResourceView *resource); HRESULT (STDMETHODCALLTYPE *GetResource)( ID3D10EffectShaderResourceVariable *This, ID3D10ShaderResourceView **resource); HRESULT (STDMETHODCALLTYPE *SetResourceArray)( ID3D10EffectShaderResourceVariable *This, ID3D10ShaderResourceView **resources, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetResourceArray)( ID3D10EffectShaderResourceVariable *This, ID3D10ShaderResourceView **resources, UINT offset, UINT count); END_INTERFACE } ID3D10EffectShaderResourceVariableVtbl; interface ID3D10EffectShaderResourceVariable { CONST_VTBL ID3D10EffectShaderResourceVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectShaderResourceVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectShaderResourceVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectShaderResourceVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectShaderResourceVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectShaderResourceVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectShaderResourceVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectShaderResourceVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectShaderResourceVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectShaderResourceVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectShaderResourceVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectShaderResourceVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectShaderResourceVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectShaderResourceVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectShaderResourceVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectShaderResourceVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectShaderResourceVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectShaderResourceVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectShaderResourceVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectShaderResourceVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectShaderResourceVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectShaderResourceVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectShaderResourceVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectShaderResourceVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectShaderResourceVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectShaderResourceVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectShaderResourceVariable methods ***/ #define ID3D10EffectShaderResourceVariable_SetResource(This,resource) (This)->lpVtbl->SetResource(This,resource) #define ID3D10EffectShaderResourceVariable_GetResource(This,resource) (This)->lpVtbl->GetResource(This,resource) #define ID3D10EffectShaderResourceVariable_SetResourceArray(This,resources,offset,count) (This)->lpVtbl->SetResourceArray(This,resources,offset,count) #define ID3D10EffectShaderResourceVariable_GetResourceArray(This,resources,offset,count) (This)->lpVtbl->GetResourceArray(This,resources,offset,count) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectShaderResourceVariable_IsValid(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectShaderResourceVariable_GetType(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectShaderResourceVariable_GetDesc(ID3D10EffectShaderResourceVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderResourceVariable_GetAnnotationByIndex(ID3D10EffectShaderResourceVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderResourceVariable_GetAnnotationByName(ID3D10EffectShaderResourceVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderResourceVariable_GetMemberByIndex(ID3D10EffectShaderResourceVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderResourceVariable_GetMemberByName(ID3D10EffectShaderResourceVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderResourceVariable_GetMemberBySemantic(ID3D10EffectShaderResourceVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderResourceVariable_GetElement(ID3D10EffectShaderResourceVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectShaderResourceVariable_GetParentConstantBuffer(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectShaderResourceVariable_AsScalar(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectShaderResourceVariable_AsVector(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectShaderResourceVariable_AsMatrix(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectShaderResourceVariable_AsString(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectShaderResourceVariable_AsShaderResource(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectShaderResourceVariable_AsRenderTargetView(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectShaderResourceVariable_AsDepthStencilView(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectShaderResourceVariable_AsConstantBuffer(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectShaderResourceVariable_AsShader(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectShaderResourceVariable_AsBlend(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectShaderResourceVariable_AsDepthStencil(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectShaderResourceVariable_AsRasterizer(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectShaderResourceVariable_AsSampler(ID3D10EffectShaderResourceVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectShaderResourceVariable_SetRawValue(ID3D10EffectShaderResourceVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectShaderResourceVariable_GetRawValue(ID3D10EffectShaderResourceVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectShaderResourceVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectShaderResourceVariable_SetResource(ID3D10EffectShaderResourceVariable* This,ID3D10ShaderResourceView *resource) { return This->lpVtbl->SetResource(This,resource); } static __WIDL_INLINE HRESULT ID3D10EffectShaderResourceVariable_GetResource(ID3D10EffectShaderResourceVariable* This,ID3D10ShaderResourceView **resource) { return This->lpVtbl->GetResource(This,resource); } static __WIDL_INLINE HRESULT ID3D10EffectShaderResourceVariable_SetResourceArray(ID3D10EffectShaderResourceVariable* This,ID3D10ShaderResourceView **resources,UINT offset,UINT count) { return This->lpVtbl->SetResourceArray(This,resources,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectShaderResourceVariable_GetResourceArray(ID3D10EffectShaderResourceVariable* This,ID3D10ShaderResourceView **resources,UINT offset,UINT count) { return This->lpVtbl->GetResourceArray(This,resources,offset,count); } #endif #endif #endif #endif /* __ID3D10EffectShaderResourceVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectRenderTargetViewVariable interface */ #ifndef __ID3D10EffectRenderTargetViewVariable_INTERFACE_DEFINED__ #define __ID3D10EffectRenderTargetViewVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectRenderTargetViewVariable, 0x28ca0cc3, 0xc2c9, 0x40bb, 0xb5,0x7f, 0x67,0xb7,0x37,0x12,0x2b,0x17); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("28ca0cc3-c2c9-40bb-b57f-67b737122b17") ID3D10EffectRenderTargetViewVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE SetRenderTarget( ID3D10RenderTargetView *view) = 0; virtual HRESULT STDMETHODCALLTYPE GetRenderTarget( ID3D10RenderTargetView **view) = 0; virtual HRESULT STDMETHODCALLTYPE SetRenderTargetArray( ID3D10RenderTargetView **views, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetRenderTargetArray( ID3D10RenderTargetView **views, UINT offset, UINT count) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectRenderTargetViewVariable, 0x28ca0cc3, 0xc2c9, 0x40bb, 0xb5,0x7f, 0x67,0xb7,0x37,0x12,0x2b,0x17) #endif #else typedef struct ID3D10EffectRenderTargetViewVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectRenderTargetViewVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectRenderTargetViewVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectRenderTargetViewVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectRenderTargetViewVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectRenderTargetViewVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectRenderTargetViewVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectRenderTargetViewVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectRenderTargetViewVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectRenderTargetViewVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectRenderTargetViewVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectRenderTargetViewVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectRenderTargetViewVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectRenderTargetViewVariable methods ***/ HRESULT (STDMETHODCALLTYPE *SetRenderTarget)( ID3D10EffectRenderTargetViewVariable *This, ID3D10RenderTargetView *view); HRESULT (STDMETHODCALLTYPE *GetRenderTarget)( ID3D10EffectRenderTargetViewVariable *This, ID3D10RenderTargetView **view); HRESULT (STDMETHODCALLTYPE *SetRenderTargetArray)( ID3D10EffectRenderTargetViewVariable *This, ID3D10RenderTargetView **views, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRenderTargetArray)( ID3D10EffectRenderTargetViewVariable *This, ID3D10RenderTargetView **views, UINT offset, UINT count); END_INTERFACE } ID3D10EffectRenderTargetViewVariableVtbl; interface ID3D10EffectRenderTargetViewVariable { CONST_VTBL ID3D10EffectRenderTargetViewVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectRenderTargetViewVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectRenderTargetViewVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectRenderTargetViewVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectRenderTargetViewVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectRenderTargetViewVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectRenderTargetViewVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectRenderTargetViewVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectRenderTargetViewVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectRenderTargetViewVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectRenderTargetViewVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectRenderTargetViewVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectRenderTargetViewVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectRenderTargetViewVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectRenderTargetViewVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectRenderTargetViewVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectRenderTargetViewVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectRenderTargetViewVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectRenderTargetViewVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectRenderTargetViewVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectRenderTargetViewVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectRenderTargetViewVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectRenderTargetViewVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectRenderTargetViewVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectRenderTargetViewVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectRenderTargetViewVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectRenderTargetViewVariable methods ***/ #define ID3D10EffectRenderTargetViewVariable_SetRenderTarget(This,view) (This)->lpVtbl->SetRenderTarget(This,view) #define ID3D10EffectRenderTargetViewVariable_GetRenderTarget(This,view) (This)->lpVtbl->GetRenderTarget(This,view) #define ID3D10EffectRenderTargetViewVariable_SetRenderTargetArray(This,views,offset,count) (This)->lpVtbl->SetRenderTargetArray(This,views,offset,count) #define ID3D10EffectRenderTargetViewVariable_GetRenderTargetArray(This,views,offset,count) (This)->lpVtbl->GetRenderTargetArray(This,views,offset,count) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectRenderTargetViewVariable_IsValid(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectRenderTargetViewVariable_GetType(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectRenderTargetViewVariable_GetDesc(ID3D10EffectRenderTargetViewVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRenderTargetViewVariable_GetAnnotationByIndex(ID3D10EffectRenderTargetViewVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRenderTargetViewVariable_GetAnnotationByName(ID3D10EffectRenderTargetViewVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRenderTargetViewVariable_GetMemberByIndex(ID3D10EffectRenderTargetViewVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRenderTargetViewVariable_GetMemberByName(ID3D10EffectRenderTargetViewVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRenderTargetViewVariable_GetMemberBySemantic(ID3D10EffectRenderTargetViewVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRenderTargetViewVariable_GetElement(ID3D10EffectRenderTargetViewVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectRenderTargetViewVariable_GetParentConstantBuffer(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectRenderTargetViewVariable_AsScalar(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectRenderTargetViewVariable_AsVector(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectRenderTargetViewVariable_AsMatrix(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectRenderTargetViewVariable_AsString(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectRenderTargetViewVariable_AsShaderResource(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectRenderTargetViewVariable_AsRenderTargetView(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectRenderTargetViewVariable_AsDepthStencilView(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectRenderTargetViewVariable_AsConstantBuffer(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectRenderTargetViewVariable_AsShader(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectRenderTargetViewVariable_AsBlend(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectRenderTargetViewVariable_AsDepthStencil(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectRenderTargetViewVariable_AsRasterizer(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectRenderTargetViewVariable_AsSampler(ID3D10EffectRenderTargetViewVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectRenderTargetViewVariable_SetRawValue(ID3D10EffectRenderTargetViewVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectRenderTargetViewVariable_GetRawValue(ID3D10EffectRenderTargetViewVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectRenderTargetViewVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectRenderTargetViewVariable_SetRenderTarget(ID3D10EffectRenderTargetViewVariable* This,ID3D10RenderTargetView *view) { return This->lpVtbl->SetRenderTarget(This,view); } static __WIDL_INLINE HRESULT ID3D10EffectRenderTargetViewVariable_GetRenderTarget(ID3D10EffectRenderTargetViewVariable* This,ID3D10RenderTargetView **view) { return This->lpVtbl->GetRenderTarget(This,view); } static __WIDL_INLINE HRESULT ID3D10EffectRenderTargetViewVariable_SetRenderTargetArray(ID3D10EffectRenderTargetViewVariable* This,ID3D10RenderTargetView **views,UINT offset,UINT count) { return This->lpVtbl->SetRenderTargetArray(This,views,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectRenderTargetViewVariable_GetRenderTargetArray(ID3D10EffectRenderTargetViewVariable* This,ID3D10RenderTargetView **views,UINT offset,UINT count) { return This->lpVtbl->GetRenderTargetArray(This,views,offset,count); } #endif #endif #endif #endif /* __ID3D10EffectRenderTargetViewVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectDepthStencilViewVariable interface */ #ifndef __ID3D10EffectDepthStencilViewVariable_INTERFACE_DEFINED__ #define __ID3D10EffectDepthStencilViewVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectDepthStencilViewVariable, 0x3e02c918, 0xcc79, 0x4985, 0xb6,0x22, 0x2d,0x92,0xad,0x70,0x16,0x23); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("3e02c918-cc79-4985-b622-2d92ad701623") ID3D10EffectDepthStencilViewVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE SetDepthStencil( ID3D10DepthStencilView *view) = 0; virtual HRESULT STDMETHODCALLTYPE GetDepthStencil( ID3D10DepthStencilView **view) = 0; virtual HRESULT STDMETHODCALLTYPE SetDepthStencilArray( ID3D10DepthStencilView **views, UINT offset, UINT count) = 0; virtual HRESULT STDMETHODCALLTYPE GetDepthStencilArray( ID3D10DepthStencilView **views, UINT offset, UINT count) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectDepthStencilViewVariable, 0x3e02c918, 0xcc79, 0x4985, 0xb6,0x22, 0x2d,0x92,0xad,0x70,0x16,0x23) #endif #else typedef struct ID3D10EffectDepthStencilViewVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectDepthStencilViewVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectDepthStencilViewVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectDepthStencilViewVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectDepthStencilViewVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectDepthStencilViewVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectDepthStencilViewVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectDepthStencilViewVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectDepthStencilViewVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectDepthStencilViewVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectDepthStencilViewVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectDepthStencilViewVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectDepthStencilViewVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectDepthStencilViewVariable methods ***/ HRESULT (STDMETHODCALLTYPE *SetDepthStencil)( ID3D10EffectDepthStencilViewVariable *This, ID3D10DepthStencilView *view); HRESULT (STDMETHODCALLTYPE *GetDepthStencil)( ID3D10EffectDepthStencilViewVariable *This, ID3D10DepthStencilView **view); HRESULT (STDMETHODCALLTYPE *SetDepthStencilArray)( ID3D10EffectDepthStencilViewVariable *This, ID3D10DepthStencilView **views, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetDepthStencilArray)( ID3D10EffectDepthStencilViewVariable *This, ID3D10DepthStencilView **views, UINT offset, UINT count); END_INTERFACE } ID3D10EffectDepthStencilViewVariableVtbl; interface ID3D10EffectDepthStencilViewVariable { CONST_VTBL ID3D10EffectDepthStencilViewVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectDepthStencilViewVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectDepthStencilViewVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectDepthStencilViewVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectDepthStencilViewVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectDepthStencilViewVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectDepthStencilViewVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectDepthStencilViewVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectDepthStencilViewVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectDepthStencilViewVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectDepthStencilViewVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectDepthStencilViewVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectDepthStencilViewVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectDepthStencilViewVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectDepthStencilViewVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectDepthStencilViewVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectDepthStencilViewVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectDepthStencilViewVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectDepthStencilViewVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectDepthStencilViewVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectDepthStencilViewVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectDepthStencilViewVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectDepthStencilViewVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectDepthStencilViewVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectDepthStencilViewVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectDepthStencilViewVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectDepthStencilViewVariable methods ***/ #define ID3D10EffectDepthStencilViewVariable_SetDepthStencil(This,view) (This)->lpVtbl->SetDepthStencil(This,view) #define ID3D10EffectDepthStencilViewVariable_GetDepthStencil(This,view) (This)->lpVtbl->GetDepthStencil(This,view) #define ID3D10EffectDepthStencilViewVariable_SetDepthStencilArray(This,views,offset,count) (This)->lpVtbl->SetDepthStencilArray(This,views,offset,count) #define ID3D10EffectDepthStencilViewVariable_GetDepthStencilArray(This,views,offset,count) (This)->lpVtbl->GetDepthStencilArray(This,views,offset,count) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectDepthStencilViewVariable_IsValid(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectDepthStencilViewVariable_GetType(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilViewVariable_GetDesc(ID3D10EffectDepthStencilViewVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilViewVariable_GetAnnotationByIndex(ID3D10EffectDepthStencilViewVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilViewVariable_GetAnnotationByName(ID3D10EffectDepthStencilViewVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilViewVariable_GetMemberByIndex(ID3D10EffectDepthStencilViewVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilViewVariable_GetMemberByName(ID3D10EffectDepthStencilViewVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilViewVariable_GetMemberBySemantic(ID3D10EffectDepthStencilViewVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilViewVariable_GetElement(ID3D10EffectDepthStencilViewVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectDepthStencilViewVariable_GetParentConstantBuffer(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectDepthStencilViewVariable_AsScalar(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectDepthStencilViewVariable_AsVector(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectDepthStencilViewVariable_AsMatrix(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectDepthStencilViewVariable_AsString(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectDepthStencilViewVariable_AsShaderResource(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectDepthStencilViewVariable_AsRenderTargetView(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectDepthStencilViewVariable_AsDepthStencilView(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectDepthStencilViewVariable_AsConstantBuffer(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectDepthStencilViewVariable_AsShader(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectDepthStencilViewVariable_AsBlend(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectDepthStencilViewVariable_AsDepthStencil(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectDepthStencilViewVariable_AsRasterizer(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectDepthStencilViewVariable_AsSampler(ID3D10EffectDepthStencilViewVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilViewVariable_SetRawValue(ID3D10EffectDepthStencilViewVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilViewVariable_GetRawValue(ID3D10EffectDepthStencilViewVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectDepthStencilViewVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilViewVariable_SetDepthStencil(ID3D10EffectDepthStencilViewVariable* This,ID3D10DepthStencilView *view) { return This->lpVtbl->SetDepthStencil(This,view); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilViewVariable_GetDepthStencil(ID3D10EffectDepthStencilViewVariable* This,ID3D10DepthStencilView **view) { return This->lpVtbl->GetDepthStencil(This,view); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilViewVariable_SetDepthStencilArray(ID3D10EffectDepthStencilViewVariable* This,ID3D10DepthStencilView **views,UINT offset,UINT count) { return This->lpVtbl->SetDepthStencilArray(This,views,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilViewVariable_GetDepthStencilArray(ID3D10EffectDepthStencilViewVariable* This,ID3D10DepthStencilView **views,UINT offset,UINT count) { return This->lpVtbl->GetDepthStencilArray(This,views,offset,count); } #endif #endif #endif #endif /* __ID3D10EffectDepthStencilViewVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectShaderVariable interface */ #ifndef __ID3D10EffectShaderVariable_INTERFACE_DEFINED__ #define __ID3D10EffectShaderVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectShaderVariable, 0x80849279, 0xc799, 0x4797, 0x8c,0x33, 0x04,0x07,0xa0,0x7d,0x9e,0x06); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("80849279-c799-4797-8c33-0407a07d9e06") ID3D10EffectShaderVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE GetShaderDesc( UINT index, D3D10_EFFECT_SHADER_DESC *desc) = 0; virtual HRESULT STDMETHODCALLTYPE GetVertexShader( UINT index, ID3D10VertexShader **shader) = 0; virtual HRESULT STDMETHODCALLTYPE GetGeometryShader( UINT index, ID3D10GeometryShader **shader) = 0; virtual HRESULT STDMETHODCALLTYPE GetPixelShader( UINT index, ID3D10PixelShader **shader) = 0; virtual HRESULT STDMETHODCALLTYPE GetInputSignatureElementDesc( UINT shader_index, UINT element_index, D3D10_SIGNATURE_PARAMETER_DESC *desc) = 0; virtual HRESULT STDMETHODCALLTYPE GetOutputSignatureElementDesc( UINT shader_index, UINT element_index, D3D10_SIGNATURE_PARAMETER_DESC *desc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectShaderVariable, 0x80849279, 0xc799, 0x4797, 0x8c,0x33, 0x04,0x07,0xa0,0x7d,0x9e,0x06) #endif #else typedef struct ID3D10EffectShaderVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectShaderVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectShaderVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectShaderVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectShaderVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectShaderVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectShaderVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectShaderVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectShaderVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectShaderVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectShaderVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectShaderVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectShaderVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectShaderVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectShaderVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectShaderVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectShaderVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectShaderVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectShaderVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectShaderVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectShaderVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectShaderVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectShaderVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectShaderVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectShaderVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectShaderVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectShaderVariable methods ***/ HRESULT (STDMETHODCALLTYPE *GetShaderDesc)( ID3D10EffectShaderVariable *This, UINT index, D3D10_EFFECT_SHADER_DESC *desc); HRESULT (STDMETHODCALLTYPE *GetVertexShader)( ID3D10EffectShaderVariable *This, UINT index, ID3D10VertexShader **shader); HRESULT (STDMETHODCALLTYPE *GetGeometryShader)( ID3D10EffectShaderVariable *This, UINT index, ID3D10GeometryShader **shader); HRESULT (STDMETHODCALLTYPE *GetPixelShader)( ID3D10EffectShaderVariable *This, UINT index, ID3D10PixelShader **shader); HRESULT (STDMETHODCALLTYPE *GetInputSignatureElementDesc)( ID3D10EffectShaderVariable *This, UINT shader_index, UINT element_index, D3D10_SIGNATURE_PARAMETER_DESC *desc); HRESULT (STDMETHODCALLTYPE *GetOutputSignatureElementDesc)( ID3D10EffectShaderVariable *This, UINT shader_index, UINT element_index, D3D10_SIGNATURE_PARAMETER_DESC *desc); END_INTERFACE } ID3D10EffectShaderVariableVtbl; interface ID3D10EffectShaderVariable { CONST_VTBL ID3D10EffectShaderVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectShaderVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectShaderVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectShaderVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectShaderVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectShaderVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectShaderVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectShaderVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectShaderVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectShaderVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectShaderVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectShaderVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectShaderVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectShaderVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectShaderVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectShaderVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectShaderVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectShaderVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectShaderVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectShaderVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectShaderVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectShaderVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectShaderVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectShaderVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectShaderVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectShaderVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectShaderVariable methods ***/ #define ID3D10EffectShaderVariable_GetShaderDesc(This,index,desc) (This)->lpVtbl->GetShaderDesc(This,index,desc) #define ID3D10EffectShaderVariable_GetVertexShader(This,index,shader) (This)->lpVtbl->GetVertexShader(This,index,shader) #define ID3D10EffectShaderVariable_GetGeometryShader(This,index,shader) (This)->lpVtbl->GetGeometryShader(This,index,shader) #define ID3D10EffectShaderVariable_GetPixelShader(This,index,shader) (This)->lpVtbl->GetPixelShader(This,index,shader) #define ID3D10EffectShaderVariable_GetInputSignatureElementDesc(This,shader_index,element_index,desc) (This)->lpVtbl->GetInputSignatureElementDesc(This,shader_index,element_index,desc) #define ID3D10EffectShaderVariable_GetOutputSignatureElementDesc(This,shader_index,element_index,desc) (This)->lpVtbl->GetOutputSignatureElementDesc(This,shader_index,element_index,desc) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectShaderVariable_IsValid(ID3D10EffectShaderVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectShaderVariable_GetType(ID3D10EffectShaderVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_GetDesc(ID3D10EffectShaderVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderVariable_GetAnnotationByIndex(ID3D10EffectShaderVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderVariable_GetAnnotationByName(ID3D10EffectShaderVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderVariable_GetMemberByIndex(ID3D10EffectShaderVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderVariable_GetMemberByName(ID3D10EffectShaderVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderVariable_GetMemberBySemantic(ID3D10EffectShaderVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectShaderVariable_GetElement(ID3D10EffectShaderVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectShaderVariable_GetParentConstantBuffer(ID3D10EffectShaderVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectShaderVariable_AsScalar(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectShaderVariable_AsVector(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectShaderVariable_AsMatrix(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectShaderVariable_AsString(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectShaderVariable_AsShaderResource(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectShaderVariable_AsRenderTargetView(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectShaderVariable_AsDepthStencilView(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectShaderVariable_AsConstantBuffer(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectShaderVariable_AsShader(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectShaderVariable_AsBlend(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectShaderVariable_AsDepthStencil(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectShaderVariable_AsRasterizer(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectShaderVariable_AsSampler(ID3D10EffectShaderVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_SetRawValue(ID3D10EffectShaderVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_GetRawValue(ID3D10EffectShaderVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectShaderVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_GetShaderDesc(ID3D10EffectShaderVariable* This,UINT index,D3D10_EFFECT_SHADER_DESC *desc) { return This->lpVtbl->GetShaderDesc(This,index,desc); } static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_GetVertexShader(ID3D10EffectShaderVariable* This,UINT index,ID3D10VertexShader **shader) { return This->lpVtbl->GetVertexShader(This,index,shader); } static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_GetGeometryShader(ID3D10EffectShaderVariable* This,UINT index,ID3D10GeometryShader **shader) { return This->lpVtbl->GetGeometryShader(This,index,shader); } static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_GetPixelShader(ID3D10EffectShaderVariable* This,UINT index,ID3D10PixelShader **shader) { return This->lpVtbl->GetPixelShader(This,index,shader); } static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_GetInputSignatureElementDesc(ID3D10EffectShaderVariable* This,UINT shader_index,UINT element_index,D3D10_SIGNATURE_PARAMETER_DESC *desc) { return This->lpVtbl->GetInputSignatureElementDesc(This,shader_index,element_index,desc); } static __WIDL_INLINE HRESULT ID3D10EffectShaderVariable_GetOutputSignatureElementDesc(ID3D10EffectShaderVariable* This,UINT shader_index,UINT element_index,D3D10_SIGNATURE_PARAMETER_DESC *desc) { return This->lpVtbl->GetOutputSignatureElementDesc(This,shader_index,element_index,desc); } #endif #endif #endif #endif /* __ID3D10EffectShaderVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectBlendVariable interface */ #ifndef __ID3D10EffectBlendVariable_INTERFACE_DEFINED__ #define __ID3D10EffectBlendVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectBlendVariable, 0x1fcd2294, 0xdf6d, 0x4eae, 0x86,0xb3, 0x0e,0x91,0x60,0xcf,0xb0,0x7b); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("1fcd2294-df6d-4eae-86b3-0e9160cfb07b") ID3D10EffectBlendVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE GetBlendState( UINT index, ID3D10BlendState **blend_state) = 0; virtual HRESULT STDMETHODCALLTYPE GetBackingStore( UINT index, D3D10_BLEND_DESC *desc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectBlendVariable, 0x1fcd2294, 0xdf6d, 0x4eae, 0x86,0xb3, 0x0e,0x91,0x60,0xcf,0xb0,0x7b) #endif #else typedef struct ID3D10EffectBlendVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectBlendVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectBlendVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectBlendVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectBlendVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectBlendVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectBlendVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectBlendVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectBlendVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectBlendVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectBlendVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectBlendVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectBlendVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectBlendVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectBlendVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectBlendVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectBlendVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectBlendVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectBlendVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectBlendVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectBlendVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectBlendVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectBlendVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectBlendVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectBlendVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectBlendVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectBlendVariable methods ***/ HRESULT (STDMETHODCALLTYPE *GetBlendState)( ID3D10EffectBlendVariable *This, UINT index, ID3D10BlendState **blend_state); HRESULT (STDMETHODCALLTYPE *GetBackingStore)( ID3D10EffectBlendVariable *This, UINT index, D3D10_BLEND_DESC *desc); END_INTERFACE } ID3D10EffectBlendVariableVtbl; interface ID3D10EffectBlendVariable { CONST_VTBL ID3D10EffectBlendVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectBlendVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectBlendVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectBlendVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectBlendVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectBlendVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectBlendVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectBlendVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectBlendVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectBlendVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectBlendVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectBlendVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectBlendVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectBlendVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectBlendVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectBlendVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectBlendVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectBlendVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectBlendVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectBlendVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectBlendVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectBlendVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectBlendVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectBlendVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectBlendVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectBlendVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectBlendVariable methods ***/ #define ID3D10EffectBlendVariable_GetBlendState(This,index,blend_state) (This)->lpVtbl->GetBlendState(This,index,blend_state) #define ID3D10EffectBlendVariable_GetBackingStore(This,index,desc) (This)->lpVtbl->GetBackingStore(This,index,desc) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectBlendVariable_IsValid(ID3D10EffectBlendVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectBlendVariable_GetType(ID3D10EffectBlendVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectBlendVariable_GetDesc(ID3D10EffectBlendVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectBlendVariable_GetAnnotationByIndex(ID3D10EffectBlendVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectBlendVariable_GetAnnotationByName(ID3D10EffectBlendVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectBlendVariable_GetMemberByIndex(ID3D10EffectBlendVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectBlendVariable_GetMemberByName(ID3D10EffectBlendVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectBlendVariable_GetMemberBySemantic(ID3D10EffectBlendVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectBlendVariable_GetElement(ID3D10EffectBlendVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectBlendVariable_GetParentConstantBuffer(ID3D10EffectBlendVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectBlendVariable_AsScalar(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectBlendVariable_AsVector(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectBlendVariable_AsMatrix(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectBlendVariable_AsString(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectBlendVariable_AsShaderResource(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectBlendVariable_AsRenderTargetView(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectBlendVariable_AsDepthStencilView(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectBlendVariable_AsConstantBuffer(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectBlendVariable_AsShader(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectBlendVariable_AsBlend(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectBlendVariable_AsDepthStencil(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectBlendVariable_AsRasterizer(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectBlendVariable_AsSampler(ID3D10EffectBlendVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectBlendVariable_SetRawValue(ID3D10EffectBlendVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectBlendVariable_GetRawValue(ID3D10EffectBlendVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectBlendVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectBlendVariable_GetBlendState(ID3D10EffectBlendVariable* This,UINT index,ID3D10BlendState **blend_state) { return This->lpVtbl->GetBlendState(This,index,blend_state); } static __WIDL_INLINE HRESULT ID3D10EffectBlendVariable_GetBackingStore(ID3D10EffectBlendVariable* This,UINT index,D3D10_BLEND_DESC *desc) { return This->lpVtbl->GetBackingStore(This,index,desc); } #endif #endif #endif #endif /* __ID3D10EffectBlendVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectDepthStencilVariable interface */ #ifndef __ID3D10EffectDepthStencilVariable_INTERFACE_DEFINED__ #define __ID3D10EffectDepthStencilVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectDepthStencilVariable, 0xaf482368, 0x330a, 0x46a5, 0x9a,0x5c, 0x01,0xc7,0x1a,0xf2,0x4c,0x8d); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("af482368-330a-46a5-9a5c-01c71af24c8d") ID3D10EffectDepthStencilVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE GetDepthStencilState( UINT index, ID3D10DepthStencilState **depth_stencil_state) = 0; virtual HRESULT STDMETHODCALLTYPE GetBackingStore( UINT index, D3D10_DEPTH_STENCIL_DESC *desc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectDepthStencilVariable, 0xaf482368, 0x330a, 0x46a5, 0x9a,0x5c, 0x01,0xc7,0x1a,0xf2,0x4c,0x8d) #endif #else typedef struct ID3D10EffectDepthStencilVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectDepthStencilVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectDepthStencilVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectDepthStencilVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectDepthStencilVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectDepthStencilVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectDepthStencilVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectDepthStencilVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectDepthStencilVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectDepthStencilVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectDepthStencilVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectDepthStencilVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectDepthStencilVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectDepthStencilVariable methods ***/ HRESULT (STDMETHODCALLTYPE *GetDepthStencilState)( ID3D10EffectDepthStencilVariable *This, UINT index, ID3D10DepthStencilState **depth_stencil_state); HRESULT (STDMETHODCALLTYPE *GetBackingStore)( ID3D10EffectDepthStencilVariable *This, UINT index, D3D10_DEPTH_STENCIL_DESC *desc); END_INTERFACE } ID3D10EffectDepthStencilVariableVtbl; interface ID3D10EffectDepthStencilVariable { CONST_VTBL ID3D10EffectDepthStencilVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectDepthStencilVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectDepthStencilVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectDepthStencilVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectDepthStencilVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectDepthStencilVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectDepthStencilVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectDepthStencilVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectDepthStencilVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectDepthStencilVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectDepthStencilVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectDepthStencilVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectDepthStencilVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectDepthStencilVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectDepthStencilVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectDepthStencilVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectDepthStencilVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectDepthStencilVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectDepthStencilVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectDepthStencilVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectDepthStencilVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectDepthStencilVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectDepthStencilVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectDepthStencilVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectDepthStencilVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectDepthStencilVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectDepthStencilVariable methods ***/ #define ID3D10EffectDepthStencilVariable_GetDepthStencilState(This,index,depth_stencil_state) (This)->lpVtbl->GetDepthStencilState(This,index,depth_stencil_state) #define ID3D10EffectDepthStencilVariable_GetBackingStore(This,index,desc) (This)->lpVtbl->GetBackingStore(This,index,desc) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectDepthStencilVariable_IsValid(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectDepthStencilVariable_GetType(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilVariable_GetDesc(ID3D10EffectDepthStencilVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilVariable_GetAnnotationByIndex(ID3D10EffectDepthStencilVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilVariable_GetAnnotationByName(ID3D10EffectDepthStencilVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilVariable_GetMemberByIndex(ID3D10EffectDepthStencilVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilVariable_GetMemberByName(ID3D10EffectDepthStencilVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilVariable_GetMemberBySemantic(ID3D10EffectDepthStencilVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectDepthStencilVariable_GetElement(ID3D10EffectDepthStencilVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectDepthStencilVariable_GetParentConstantBuffer(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectDepthStencilVariable_AsScalar(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectDepthStencilVariable_AsVector(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectDepthStencilVariable_AsMatrix(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectDepthStencilVariable_AsString(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectDepthStencilVariable_AsShaderResource(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectDepthStencilVariable_AsRenderTargetView(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectDepthStencilVariable_AsDepthStencilView(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectDepthStencilVariable_AsConstantBuffer(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectDepthStencilVariable_AsShader(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectDepthStencilVariable_AsBlend(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectDepthStencilVariable_AsDepthStencil(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectDepthStencilVariable_AsRasterizer(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectDepthStencilVariable_AsSampler(ID3D10EffectDepthStencilVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilVariable_SetRawValue(ID3D10EffectDepthStencilVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilVariable_GetRawValue(ID3D10EffectDepthStencilVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectDepthStencilVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilVariable_GetDepthStencilState(ID3D10EffectDepthStencilVariable* This,UINT index,ID3D10DepthStencilState **depth_stencil_state) { return This->lpVtbl->GetDepthStencilState(This,index,depth_stencil_state); } static __WIDL_INLINE HRESULT ID3D10EffectDepthStencilVariable_GetBackingStore(ID3D10EffectDepthStencilVariable* This,UINT index,D3D10_DEPTH_STENCIL_DESC *desc) { return This->lpVtbl->GetBackingStore(This,index,desc); } #endif #endif #endif #endif /* __ID3D10EffectDepthStencilVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectRasterizerVariable interface */ #ifndef __ID3D10EffectRasterizerVariable_INTERFACE_DEFINED__ #define __ID3D10EffectRasterizerVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectRasterizerVariable, 0x21af9f0e, 0x4d94, 0x4ea9, 0x97,0x85, 0x2c,0xb7,0x6b,0x8c,0x0b,0x34); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("21af9f0e-4d94-4ea9-9785-2cb76b8c0b34") ID3D10EffectRasterizerVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE GetRasterizerState( UINT index, ID3D10RasterizerState **rasterizer_state) = 0; virtual HRESULT STDMETHODCALLTYPE GetBackingStore( UINT index, D3D10_RASTERIZER_DESC *desc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectRasterizerVariable, 0x21af9f0e, 0x4d94, 0x4ea9, 0x97,0x85, 0x2c,0xb7,0x6b,0x8c,0x0b,0x34) #endif #else typedef struct ID3D10EffectRasterizerVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectRasterizerVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectRasterizerVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectRasterizerVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectRasterizerVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectRasterizerVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectRasterizerVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectRasterizerVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectRasterizerVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectRasterizerVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectRasterizerVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectRasterizerVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectRasterizerVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectRasterizerVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectRasterizerVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectRasterizerVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectRasterizerVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectRasterizerVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectRasterizerVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectRasterizerVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectRasterizerVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectRasterizerVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectRasterizerVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectRasterizerVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectRasterizerVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectRasterizerVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectRasterizerVariable methods ***/ HRESULT (STDMETHODCALLTYPE *GetRasterizerState)( ID3D10EffectRasterizerVariable *This, UINT index, ID3D10RasterizerState **rasterizer_state); HRESULT (STDMETHODCALLTYPE *GetBackingStore)( ID3D10EffectRasterizerVariable *This, UINT index, D3D10_RASTERIZER_DESC *desc); END_INTERFACE } ID3D10EffectRasterizerVariableVtbl; interface ID3D10EffectRasterizerVariable { CONST_VTBL ID3D10EffectRasterizerVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectRasterizerVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectRasterizerVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectRasterizerVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectRasterizerVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectRasterizerVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectRasterizerVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectRasterizerVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectRasterizerVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectRasterizerVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectRasterizerVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectRasterizerVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectRasterizerVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectRasterizerVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectRasterizerVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectRasterizerVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectRasterizerVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectRasterizerVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectRasterizerVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectRasterizerVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectRasterizerVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectRasterizerVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectRasterizerVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectRasterizerVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectRasterizerVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectRasterizerVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectRasterizerVariable methods ***/ #define ID3D10EffectRasterizerVariable_GetRasterizerState(This,index,rasterizer_state) (This)->lpVtbl->GetRasterizerState(This,index,rasterizer_state) #define ID3D10EffectRasterizerVariable_GetBackingStore(This,index,desc) (This)->lpVtbl->GetBackingStore(This,index,desc) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectRasterizerVariable_IsValid(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectRasterizerVariable_GetType(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectRasterizerVariable_GetDesc(ID3D10EffectRasterizerVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRasterizerVariable_GetAnnotationByIndex(ID3D10EffectRasterizerVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRasterizerVariable_GetAnnotationByName(ID3D10EffectRasterizerVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRasterizerVariable_GetMemberByIndex(ID3D10EffectRasterizerVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRasterizerVariable_GetMemberByName(ID3D10EffectRasterizerVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRasterizerVariable_GetMemberBySemantic(ID3D10EffectRasterizerVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectRasterizerVariable_GetElement(ID3D10EffectRasterizerVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectRasterizerVariable_GetParentConstantBuffer(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectRasterizerVariable_AsScalar(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectRasterizerVariable_AsVector(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectRasterizerVariable_AsMatrix(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectRasterizerVariable_AsString(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectRasterizerVariable_AsShaderResource(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectRasterizerVariable_AsRenderTargetView(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectRasterizerVariable_AsDepthStencilView(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectRasterizerVariable_AsConstantBuffer(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectRasterizerVariable_AsShader(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectRasterizerVariable_AsBlend(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectRasterizerVariable_AsDepthStencil(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectRasterizerVariable_AsRasterizer(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectRasterizerVariable_AsSampler(ID3D10EffectRasterizerVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectRasterizerVariable_SetRawValue(ID3D10EffectRasterizerVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectRasterizerVariable_GetRawValue(ID3D10EffectRasterizerVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectRasterizerVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectRasterizerVariable_GetRasterizerState(ID3D10EffectRasterizerVariable* This,UINT index,ID3D10RasterizerState **rasterizer_state) { return This->lpVtbl->GetRasterizerState(This,index,rasterizer_state); } static __WIDL_INLINE HRESULT ID3D10EffectRasterizerVariable_GetBackingStore(ID3D10EffectRasterizerVariable* This,UINT index,D3D10_RASTERIZER_DESC *desc) { return This->lpVtbl->GetBackingStore(This,index,desc); } #endif #endif #endif #endif /* __ID3D10EffectRasterizerVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectSamplerVariable interface */ #ifndef __ID3D10EffectSamplerVariable_INTERFACE_DEFINED__ #define __ID3D10EffectSamplerVariable_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectSamplerVariable, 0x6530d5c7, 0x07e9, 0x4271, 0xa4,0x18, 0xe7,0xce,0x4b,0xd1,0xe4,0x80); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("6530d5c7-07e9-4271-a418-e7ce4bd1e480") ID3D10EffectSamplerVariable : public ID3D10EffectVariable { virtual HRESULT STDMETHODCALLTYPE GetSampler( UINT index, ID3D10SamplerState **sampler) = 0; virtual HRESULT STDMETHODCALLTYPE GetBackingStore( UINT index, D3D10_SAMPLER_DESC *desc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectSamplerVariable, 0x6530d5c7, 0x07e9, 0x4271, 0xa4,0x18, 0xe7,0xce,0x4b,0xd1,0xe4,0x80) #endif #else typedef struct ID3D10EffectSamplerVariableVtbl { BEGIN_INTERFACE /*** ID3D10EffectVariable methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectSamplerVariable *This); ID3D10EffectType * (STDMETHODCALLTYPE *GetType)( ID3D10EffectSamplerVariable *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectSamplerVariable *This, D3D10_EFFECT_VARIABLE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectSamplerVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectSamplerVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByIndex)( ID3D10EffectSamplerVariable *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberByName)( ID3D10EffectSamplerVariable *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetMemberBySemantic)( ID3D10EffectSamplerVariable *This, const char *semantic); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetElement)( ID3D10EffectSamplerVariable *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetParentConstantBuffer)( ID3D10EffectSamplerVariable *This); ID3D10EffectScalarVariable * (STDMETHODCALLTYPE *AsScalar)( ID3D10EffectSamplerVariable *This); ID3D10EffectVectorVariable * (STDMETHODCALLTYPE *AsVector)( ID3D10EffectSamplerVariable *This); ID3D10EffectMatrixVariable * (STDMETHODCALLTYPE *AsMatrix)( ID3D10EffectSamplerVariable *This); ID3D10EffectStringVariable * (STDMETHODCALLTYPE *AsString)( ID3D10EffectSamplerVariable *This); ID3D10EffectShaderResourceVariable * (STDMETHODCALLTYPE *AsShaderResource)( ID3D10EffectSamplerVariable *This); ID3D10EffectRenderTargetViewVariable * (STDMETHODCALLTYPE *AsRenderTargetView)( ID3D10EffectSamplerVariable *This); ID3D10EffectDepthStencilViewVariable * (STDMETHODCALLTYPE *AsDepthStencilView)( ID3D10EffectSamplerVariable *This); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *AsConstantBuffer)( ID3D10EffectSamplerVariable *This); ID3D10EffectShaderVariable * (STDMETHODCALLTYPE *AsShader)( ID3D10EffectSamplerVariable *This); ID3D10EffectBlendVariable * (STDMETHODCALLTYPE *AsBlend)( ID3D10EffectSamplerVariable *This); ID3D10EffectDepthStencilVariable * (STDMETHODCALLTYPE *AsDepthStencil)( ID3D10EffectSamplerVariable *This); ID3D10EffectRasterizerVariable * (STDMETHODCALLTYPE *AsRasterizer)( ID3D10EffectSamplerVariable *This); ID3D10EffectSamplerVariable * (STDMETHODCALLTYPE *AsSampler)( ID3D10EffectSamplerVariable *This); HRESULT (STDMETHODCALLTYPE *SetRawValue)( ID3D10EffectSamplerVariable *This, void *data, UINT offset, UINT count); HRESULT (STDMETHODCALLTYPE *GetRawValue)( ID3D10EffectSamplerVariable *This, void *data, UINT offset, UINT count); /*** ID3D10EffectSamplerVariable methods ***/ HRESULT (STDMETHODCALLTYPE *GetSampler)( ID3D10EffectSamplerVariable *This, UINT index, ID3D10SamplerState **sampler); HRESULT (STDMETHODCALLTYPE *GetBackingStore)( ID3D10EffectSamplerVariable *This, UINT index, D3D10_SAMPLER_DESC *desc); END_INTERFACE } ID3D10EffectSamplerVariableVtbl; interface ID3D10EffectSamplerVariable { CONST_VTBL ID3D10EffectSamplerVariableVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectVariable methods ***/ #define ID3D10EffectSamplerVariable_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectSamplerVariable_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D10EffectSamplerVariable_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectSamplerVariable_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectSamplerVariable_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectSamplerVariable_GetMemberByIndex(This,index) (This)->lpVtbl->GetMemberByIndex(This,index) #define ID3D10EffectSamplerVariable_GetMemberByName(This,name) (This)->lpVtbl->GetMemberByName(This,name) #define ID3D10EffectSamplerVariable_GetMemberBySemantic(This,semantic) (This)->lpVtbl->GetMemberBySemantic(This,semantic) #define ID3D10EffectSamplerVariable_GetElement(This,index) (This)->lpVtbl->GetElement(This,index) #define ID3D10EffectSamplerVariable_GetParentConstantBuffer(This) (This)->lpVtbl->GetParentConstantBuffer(This) #define ID3D10EffectSamplerVariable_AsScalar(This) (This)->lpVtbl->AsScalar(This) #define ID3D10EffectSamplerVariable_AsVector(This) (This)->lpVtbl->AsVector(This) #define ID3D10EffectSamplerVariable_AsMatrix(This) (This)->lpVtbl->AsMatrix(This) #define ID3D10EffectSamplerVariable_AsString(This) (This)->lpVtbl->AsString(This) #define ID3D10EffectSamplerVariable_AsShaderResource(This) (This)->lpVtbl->AsShaderResource(This) #define ID3D10EffectSamplerVariable_AsRenderTargetView(This) (This)->lpVtbl->AsRenderTargetView(This) #define ID3D10EffectSamplerVariable_AsDepthStencilView(This) (This)->lpVtbl->AsDepthStencilView(This) #define ID3D10EffectSamplerVariable_AsConstantBuffer(This) (This)->lpVtbl->AsConstantBuffer(This) #define ID3D10EffectSamplerVariable_AsShader(This) (This)->lpVtbl->AsShader(This) #define ID3D10EffectSamplerVariable_AsBlend(This) (This)->lpVtbl->AsBlend(This) #define ID3D10EffectSamplerVariable_AsDepthStencil(This) (This)->lpVtbl->AsDepthStencil(This) #define ID3D10EffectSamplerVariable_AsRasterizer(This) (This)->lpVtbl->AsRasterizer(This) #define ID3D10EffectSamplerVariable_AsSampler(This) (This)->lpVtbl->AsSampler(This) #define ID3D10EffectSamplerVariable_SetRawValue(This,data,offset,count) (This)->lpVtbl->SetRawValue(This,data,offset,count) #define ID3D10EffectSamplerVariable_GetRawValue(This,data,offset,count) (This)->lpVtbl->GetRawValue(This,data,offset,count) /*** ID3D10EffectSamplerVariable methods ***/ #define ID3D10EffectSamplerVariable_GetSampler(This,index,sampler) (This)->lpVtbl->GetSampler(This,index,sampler) #define ID3D10EffectSamplerVariable_GetBackingStore(This,index,desc) (This)->lpVtbl->GetBackingStore(This,index,desc) #else /*** ID3D10EffectVariable methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectSamplerVariable_IsValid(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE ID3D10EffectType * ID3D10EffectSamplerVariable_GetType(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->GetType(This); } static __WIDL_INLINE HRESULT ID3D10EffectSamplerVariable_GetDesc(ID3D10EffectSamplerVariable* This,D3D10_EFFECT_VARIABLE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectSamplerVariable_GetAnnotationByIndex(ID3D10EffectSamplerVariable* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectSamplerVariable_GetAnnotationByName(ID3D10EffectSamplerVariable* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectSamplerVariable_GetMemberByIndex(ID3D10EffectSamplerVariable* This,UINT index) { return This->lpVtbl->GetMemberByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectSamplerVariable_GetMemberByName(ID3D10EffectSamplerVariable* This,const char *name) { return This->lpVtbl->GetMemberByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectSamplerVariable_GetMemberBySemantic(ID3D10EffectSamplerVariable* This,const char *semantic) { return This->lpVtbl->GetMemberBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectSamplerVariable_GetElement(ID3D10EffectSamplerVariable* This,UINT index) { return This->lpVtbl->GetElement(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectSamplerVariable_GetParentConstantBuffer(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->GetParentConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectScalarVariable * ID3D10EffectSamplerVariable_AsScalar(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsScalar(This); } static __WIDL_INLINE ID3D10EffectVectorVariable * ID3D10EffectSamplerVariable_AsVector(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsVector(This); } static __WIDL_INLINE ID3D10EffectMatrixVariable * ID3D10EffectSamplerVariable_AsMatrix(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsMatrix(This); } static __WIDL_INLINE ID3D10EffectStringVariable * ID3D10EffectSamplerVariable_AsString(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsString(This); } static __WIDL_INLINE ID3D10EffectShaderResourceVariable * ID3D10EffectSamplerVariable_AsShaderResource(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsShaderResource(This); } static __WIDL_INLINE ID3D10EffectRenderTargetViewVariable * ID3D10EffectSamplerVariable_AsRenderTargetView(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsRenderTargetView(This); } static __WIDL_INLINE ID3D10EffectDepthStencilViewVariable * ID3D10EffectSamplerVariable_AsDepthStencilView(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsDepthStencilView(This); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10EffectSamplerVariable_AsConstantBuffer(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsConstantBuffer(This); } static __WIDL_INLINE ID3D10EffectShaderVariable * ID3D10EffectSamplerVariable_AsShader(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsShader(This); } static __WIDL_INLINE ID3D10EffectBlendVariable * ID3D10EffectSamplerVariable_AsBlend(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsBlend(This); } static __WIDL_INLINE ID3D10EffectDepthStencilVariable * ID3D10EffectSamplerVariable_AsDepthStencil(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsDepthStencil(This); } static __WIDL_INLINE ID3D10EffectRasterizerVariable * ID3D10EffectSamplerVariable_AsRasterizer(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsRasterizer(This); } static __WIDL_INLINE ID3D10EffectSamplerVariable * ID3D10EffectSamplerVariable_AsSampler(ID3D10EffectSamplerVariable* This) { return This->lpVtbl->AsSampler(This); } static __WIDL_INLINE HRESULT ID3D10EffectSamplerVariable_SetRawValue(ID3D10EffectSamplerVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->SetRawValue(This,data,offset,count); } static __WIDL_INLINE HRESULT ID3D10EffectSamplerVariable_GetRawValue(ID3D10EffectSamplerVariable* This,void *data,UINT offset,UINT count) { return This->lpVtbl->GetRawValue(This,data,offset,count); } /*** ID3D10EffectSamplerVariable methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectSamplerVariable_GetSampler(ID3D10EffectSamplerVariable* This,UINT index,ID3D10SamplerState **sampler) { return This->lpVtbl->GetSampler(This,index,sampler); } static __WIDL_INLINE HRESULT ID3D10EffectSamplerVariable_GetBackingStore(ID3D10EffectSamplerVariable* This,UINT index,D3D10_SAMPLER_DESC *desc) { return This->lpVtbl->GetBackingStore(This,index,desc); } #endif #endif #endif #endif /* __ID3D10EffectSamplerVariable_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectTechnique interface */ #ifndef __ID3D10EffectTechnique_INTERFACE_DEFINED__ #define __ID3D10EffectTechnique_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectTechnique, 0xdb122ce8, 0xd1c9, 0x4292, 0xb2,0x37, 0x24,0xed,0x3d,0xe8,0xb1,0x75); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("db122ce8-d1c9-4292-b237-24ed3de8b175") ID3D10EffectTechnique { BEGIN_INTERFACE virtual WINBOOL STDMETHODCALLTYPE IsValid( ) = 0; virtual HRESULT STDMETHODCALLTYPE GetDesc( D3D10_TECHNIQUE_DESC *desc) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetAnnotationByIndex( UINT index) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetAnnotationByName( const char *name) = 0; virtual ID3D10EffectPass * STDMETHODCALLTYPE GetPassByIndex( UINT index) = 0; virtual ID3D10EffectPass * STDMETHODCALLTYPE GetPassByName( const char *name) = 0; virtual HRESULT STDMETHODCALLTYPE ComputeStateBlockMask( D3D10_STATE_BLOCK_MASK *mask) = 0; END_INTERFACE }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectTechnique, 0xdb122ce8, 0xd1c9, 0x4292, 0xb2,0x37, 0x24,0xed,0x3d,0xe8,0xb1,0x75) #endif #else typedef struct ID3D10EffectTechniqueVtbl { BEGIN_INTERFACE /*** ID3D10EffectTechnique methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectTechnique *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectTechnique *This, D3D10_TECHNIQUE_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectTechnique *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectTechnique *This, const char *name); ID3D10EffectPass * (STDMETHODCALLTYPE *GetPassByIndex)( ID3D10EffectTechnique *This, UINT index); ID3D10EffectPass * (STDMETHODCALLTYPE *GetPassByName)( ID3D10EffectTechnique *This, const char *name); HRESULT (STDMETHODCALLTYPE *ComputeStateBlockMask)( ID3D10EffectTechnique *This, D3D10_STATE_BLOCK_MASK *mask); END_INTERFACE } ID3D10EffectTechniqueVtbl; interface ID3D10EffectTechnique { CONST_VTBL ID3D10EffectTechniqueVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectTechnique methods ***/ #define ID3D10EffectTechnique_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectTechnique_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectTechnique_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectTechnique_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectTechnique_GetPassByIndex(This,index) (This)->lpVtbl->GetPassByIndex(This,index) #define ID3D10EffectTechnique_GetPassByName(This,name) (This)->lpVtbl->GetPassByName(This,name) #define ID3D10EffectTechnique_ComputeStateBlockMask(This,mask) (This)->lpVtbl->ComputeStateBlockMask(This,mask) #else /*** ID3D10EffectTechnique methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectTechnique_IsValid(ID3D10EffectTechnique* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE HRESULT ID3D10EffectTechnique_GetDesc(ID3D10EffectTechnique* This,D3D10_TECHNIQUE_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectTechnique_GetAnnotationByIndex(ID3D10EffectTechnique* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectTechnique_GetAnnotationByName(ID3D10EffectTechnique* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE ID3D10EffectPass * ID3D10EffectTechnique_GetPassByIndex(ID3D10EffectTechnique* This,UINT index) { return This->lpVtbl->GetPassByIndex(This,index); } static __WIDL_INLINE ID3D10EffectPass * ID3D10EffectTechnique_GetPassByName(ID3D10EffectTechnique* This,const char *name) { return This->lpVtbl->GetPassByName(This,name); } static __WIDL_INLINE HRESULT ID3D10EffectTechnique_ComputeStateBlockMask(ID3D10EffectTechnique* This,D3D10_STATE_BLOCK_MASK *mask) { return This->lpVtbl->ComputeStateBlockMask(This,mask); } #endif #endif #endif #endif /* __ID3D10EffectTechnique_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10Effect interface */ #ifndef __ID3D10Effect_INTERFACE_DEFINED__ #define __ID3D10Effect_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10Effect, 0x51b0ca8b, 0xec0b, 0x4519, 0x87,0x0d, 0x8e,0xe1,0xcb,0x50,0x17,0xc7); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("51b0ca8b-ec0b-4519-870d-8ee1cb5017c7") ID3D10Effect : public IUnknown { virtual WINBOOL STDMETHODCALLTYPE IsValid( ) = 0; virtual WINBOOL STDMETHODCALLTYPE IsPool( ) = 0; virtual HRESULT STDMETHODCALLTYPE GetDevice( ID3D10Device **device) = 0; virtual HRESULT STDMETHODCALLTYPE GetDesc( D3D10_EFFECT_DESC *desc) = 0; virtual ID3D10EffectConstantBuffer * STDMETHODCALLTYPE GetConstantBufferByIndex( UINT index) = 0; virtual ID3D10EffectConstantBuffer * STDMETHODCALLTYPE GetConstantBufferByName( const char *name) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetVariableByIndex( UINT index) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetVariableByName( const char *name) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetVariableBySemantic( const char *semantic) = 0; virtual ID3D10EffectTechnique * STDMETHODCALLTYPE GetTechniqueByIndex( UINT index) = 0; virtual ID3D10EffectTechnique * STDMETHODCALLTYPE GetTechniqueByName( const char *name) = 0; virtual HRESULT STDMETHODCALLTYPE Optimize( ) = 0; virtual WINBOOL STDMETHODCALLTYPE IsOptimized( ) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10Effect, 0x51b0ca8b, 0xec0b, 0x4519, 0x87,0x0d, 0x8e,0xe1,0xcb,0x50,0x17,0xc7) #endif #else typedef struct ID3D10EffectVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D10Effect *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D10Effect *This); ULONG (STDMETHODCALLTYPE *Release)( ID3D10Effect *This); /*** ID3D10Effect methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10Effect *This); WINBOOL (STDMETHODCALLTYPE *IsPool)( ID3D10Effect *This); HRESULT (STDMETHODCALLTYPE *GetDevice)( ID3D10Effect *This, ID3D10Device **device); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10Effect *This, D3D10_EFFECT_DESC *desc); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetConstantBufferByIndex)( ID3D10Effect *This, UINT index); ID3D10EffectConstantBuffer * (STDMETHODCALLTYPE *GetConstantBufferByName)( ID3D10Effect *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetVariableByIndex)( ID3D10Effect *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetVariableByName)( ID3D10Effect *This, const char *name); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetVariableBySemantic)( ID3D10Effect *This, const char *semantic); ID3D10EffectTechnique * (STDMETHODCALLTYPE *GetTechniqueByIndex)( ID3D10Effect *This, UINT index); ID3D10EffectTechnique * (STDMETHODCALLTYPE *GetTechniqueByName)( ID3D10Effect *This, const char *name); HRESULT (STDMETHODCALLTYPE *Optimize)( ID3D10Effect *This); WINBOOL (STDMETHODCALLTYPE *IsOptimized)( ID3D10Effect *This); END_INTERFACE } ID3D10EffectVtbl; interface ID3D10Effect { CONST_VTBL ID3D10EffectVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D10Effect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D10Effect_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D10Effect_Release(This) (This)->lpVtbl->Release(This) /*** ID3D10Effect methods ***/ #define ID3D10Effect_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10Effect_IsPool(This) (This)->lpVtbl->IsPool(This) #define ID3D10Effect_GetDevice(This,device) (This)->lpVtbl->GetDevice(This,device) #define ID3D10Effect_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10Effect_GetConstantBufferByIndex(This,index) (This)->lpVtbl->GetConstantBufferByIndex(This,index) #define ID3D10Effect_GetConstantBufferByName(This,name) (This)->lpVtbl->GetConstantBufferByName(This,name) #define ID3D10Effect_GetVariableByIndex(This,index) (This)->lpVtbl->GetVariableByIndex(This,index) #define ID3D10Effect_GetVariableByName(This,name) (This)->lpVtbl->GetVariableByName(This,name) #define ID3D10Effect_GetVariableBySemantic(This,semantic) (This)->lpVtbl->GetVariableBySemantic(This,semantic) #define ID3D10Effect_GetTechniqueByIndex(This,index) (This)->lpVtbl->GetTechniqueByIndex(This,index) #define ID3D10Effect_GetTechniqueByName(This,name) (This)->lpVtbl->GetTechniqueByName(This,name) #define ID3D10Effect_Optimize(This) (This)->lpVtbl->Optimize(This) #define ID3D10Effect_IsOptimized(This) (This)->lpVtbl->IsOptimized(This) #else /*** IUnknown methods ***/ static __WIDL_INLINE HRESULT ID3D10Effect_QueryInterface(ID3D10Effect* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static __WIDL_INLINE ULONG ID3D10Effect_AddRef(ID3D10Effect* This) { return This->lpVtbl->AddRef(This); } static __WIDL_INLINE ULONG ID3D10Effect_Release(ID3D10Effect* This) { return This->lpVtbl->Release(This); } /*** ID3D10Effect methods ***/ static __WIDL_INLINE WINBOOL ID3D10Effect_IsValid(ID3D10Effect* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE WINBOOL ID3D10Effect_IsPool(ID3D10Effect* This) { return This->lpVtbl->IsPool(This); } static __WIDL_INLINE HRESULT ID3D10Effect_GetDevice(ID3D10Effect* This,ID3D10Device **device) { return This->lpVtbl->GetDevice(This,device); } static __WIDL_INLINE HRESULT ID3D10Effect_GetDesc(ID3D10Effect* This,D3D10_EFFECT_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10Effect_GetConstantBufferByIndex(ID3D10Effect* This,UINT index) { return This->lpVtbl->GetConstantBufferByIndex(This,index); } static __WIDL_INLINE ID3D10EffectConstantBuffer * ID3D10Effect_GetConstantBufferByName(ID3D10Effect* This,const char *name) { return This->lpVtbl->GetConstantBufferByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10Effect_GetVariableByIndex(ID3D10Effect* This,UINT index) { return This->lpVtbl->GetVariableByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10Effect_GetVariableByName(ID3D10Effect* This,const char *name) { return This->lpVtbl->GetVariableByName(This,name); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10Effect_GetVariableBySemantic(ID3D10Effect* This,const char *semantic) { return This->lpVtbl->GetVariableBySemantic(This,semantic); } static __WIDL_INLINE ID3D10EffectTechnique * ID3D10Effect_GetTechniqueByIndex(ID3D10Effect* This,UINT index) { return This->lpVtbl->GetTechniqueByIndex(This,index); } static __WIDL_INLINE ID3D10EffectTechnique * ID3D10Effect_GetTechniqueByName(ID3D10Effect* This,const char *name) { return This->lpVtbl->GetTechniqueByName(This,name); } static __WIDL_INLINE HRESULT ID3D10Effect_Optimize(ID3D10Effect* This) { return This->lpVtbl->Optimize(This); } static __WIDL_INLINE WINBOOL ID3D10Effect_IsOptimized(ID3D10Effect* This) { return This->lpVtbl->IsOptimized(This); } #endif #endif #endif #endif /* __ID3D10Effect_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectPool interface */ #ifndef __ID3D10EffectPool_INTERFACE_DEFINED__ #define __ID3D10EffectPool_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectPool, 0x9537ab04, 0x3250, 0x412e, 0x82,0x13, 0xfc,0xd2,0xf8,0x67,0x79,0x33); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("9537ab04-3250-412e-8213-fcd2f8677933") ID3D10EffectPool : public IUnknown { virtual ID3D10Effect * STDMETHODCALLTYPE AsEffect( ) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectPool, 0x9537ab04, 0x3250, 0x412e, 0x82,0x13, 0xfc,0xd2,0xf8,0x67,0x79,0x33) #endif #else typedef struct ID3D10EffectPoolVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D10EffectPool *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D10EffectPool *This); ULONG (STDMETHODCALLTYPE *Release)( ID3D10EffectPool *This); /*** ID3D10EffectPool methods ***/ ID3D10Effect * (STDMETHODCALLTYPE *AsEffect)( ID3D10EffectPool *This); END_INTERFACE } ID3D10EffectPoolVtbl; interface ID3D10EffectPool { CONST_VTBL ID3D10EffectPoolVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D10EffectPool_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D10EffectPool_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D10EffectPool_Release(This) (This)->lpVtbl->Release(This) /*** ID3D10EffectPool methods ***/ #define ID3D10EffectPool_AsEffect(This) (This)->lpVtbl->AsEffect(This) #else /*** IUnknown methods ***/ static __WIDL_INLINE HRESULT ID3D10EffectPool_QueryInterface(ID3D10EffectPool* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static __WIDL_INLINE ULONG ID3D10EffectPool_AddRef(ID3D10EffectPool* This) { return This->lpVtbl->AddRef(This); } static __WIDL_INLINE ULONG ID3D10EffectPool_Release(ID3D10EffectPool* This) { return This->lpVtbl->Release(This); } /*** ID3D10EffectPool methods ***/ static __WIDL_INLINE ID3D10Effect * ID3D10EffectPool_AsEffect(ID3D10EffectPool* This) { return This->lpVtbl->AsEffect(This); } #endif #endif #endif #endif /* __ID3D10EffectPool_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10EffectPass interface */ #ifndef __ID3D10EffectPass_INTERFACE_DEFINED__ #define __ID3D10EffectPass_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10EffectPass, 0x5cfbeb89, 0x1a06, 0x46e0, 0xb2,0x82, 0xe3,0xf9,0xbf,0xa3,0x6a,0x54); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("5cfbeb89-1a06-46e0-b282-e3f9bfa36a54") ID3D10EffectPass { BEGIN_INTERFACE virtual WINBOOL STDMETHODCALLTYPE IsValid( ) = 0; virtual HRESULT STDMETHODCALLTYPE GetDesc( D3D10_PASS_DESC *desc) = 0; virtual HRESULT STDMETHODCALLTYPE GetVertexShaderDesc( D3D10_PASS_SHADER_DESC *desc) = 0; virtual HRESULT STDMETHODCALLTYPE GetGeometryShaderDesc( D3D10_PASS_SHADER_DESC *desc) = 0; virtual HRESULT STDMETHODCALLTYPE GetPixelShaderDesc( D3D10_PASS_SHADER_DESC *desc) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetAnnotationByIndex( UINT index) = 0; virtual ID3D10EffectVariable * STDMETHODCALLTYPE GetAnnotationByName( const char *name) = 0; virtual HRESULT STDMETHODCALLTYPE Apply( UINT flags) = 0; virtual HRESULT STDMETHODCALLTYPE ComputeStateBlockMask( D3D10_STATE_BLOCK_MASK *mask) = 0; END_INTERFACE }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10EffectPass, 0x5cfbeb89, 0x1a06, 0x46e0, 0xb2,0x82, 0xe3,0xf9,0xbf,0xa3,0x6a,0x54) #endif #else typedef struct ID3D10EffectPassVtbl { BEGIN_INTERFACE /*** ID3D10EffectPass methods ***/ WINBOOL (STDMETHODCALLTYPE *IsValid)( ID3D10EffectPass *This); HRESULT (STDMETHODCALLTYPE *GetDesc)( ID3D10EffectPass *This, D3D10_PASS_DESC *desc); HRESULT (STDMETHODCALLTYPE *GetVertexShaderDesc)( ID3D10EffectPass *This, D3D10_PASS_SHADER_DESC *desc); HRESULT (STDMETHODCALLTYPE *GetGeometryShaderDesc)( ID3D10EffectPass *This, D3D10_PASS_SHADER_DESC *desc); HRESULT (STDMETHODCALLTYPE *GetPixelShaderDesc)( ID3D10EffectPass *This, D3D10_PASS_SHADER_DESC *desc); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByIndex)( ID3D10EffectPass *This, UINT index); ID3D10EffectVariable * (STDMETHODCALLTYPE *GetAnnotationByName)( ID3D10EffectPass *This, const char *name); HRESULT (STDMETHODCALLTYPE *Apply)( ID3D10EffectPass *This, UINT flags); HRESULT (STDMETHODCALLTYPE *ComputeStateBlockMask)( ID3D10EffectPass *This, D3D10_STATE_BLOCK_MASK *mask); END_INTERFACE } ID3D10EffectPassVtbl; interface ID3D10EffectPass { CONST_VTBL ID3D10EffectPassVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** ID3D10EffectPass methods ***/ #define ID3D10EffectPass_IsValid(This) (This)->lpVtbl->IsValid(This) #define ID3D10EffectPass_GetDesc(This,desc) (This)->lpVtbl->GetDesc(This,desc) #define ID3D10EffectPass_GetVertexShaderDesc(This,desc) (This)->lpVtbl->GetVertexShaderDesc(This,desc) #define ID3D10EffectPass_GetGeometryShaderDesc(This,desc) (This)->lpVtbl->GetGeometryShaderDesc(This,desc) #define ID3D10EffectPass_GetPixelShaderDesc(This,desc) (This)->lpVtbl->GetPixelShaderDesc(This,desc) #define ID3D10EffectPass_GetAnnotationByIndex(This,index) (This)->lpVtbl->GetAnnotationByIndex(This,index) #define ID3D10EffectPass_GetAnnotationByName(This,name) (This)->lpVtbl->GetAnnotationByName(This,name) #define ID3D10EffectPass_Apply(This,flags) (This)->lpVtbl->Apply(This,flags) #define ID3D10EffectPass_ComputeStateBlockMask(This,mask) (This)->lpVtbl->ComputeStateBlockMask(This,mask) #else /*** ID3D10EffectPass methods ***/ static __WIDL_INLINE WINBOOL ID3D10EffectPass_IsValid(ID3D10EffectPass* This) { return This->lpVtbl->IsValid(This); } static __WIDL_INLINE HRESULT ID3D10EffectPass_GetDesc(ID3D10EffectPass* This,D3D10_PASS_DESC *desc) { return This->lpVtbl->GetDesc(This,desc); } static __WIDL_INLINE HRESULT ID3D10EffectPass_GetVertexShaderDesc(ID3D10EffectPass* This,D3D10_PASS_SHADER_DESC *desc) { return This->lpVtbl->GetVertexShaderDesc(This,desc); } static __WIDL_INLINE HRESULT ID3D10EffectPass_GetGeometryShaderDesc(ID3D10EffectPass* This,D3D10_PASS_SHADER_DESC *desc) { return This->lpVtbl->GetGeometryShaderDesc(This,desc); } static __WIDL_INLINE HRESULT ID3D10EffectPass_GetPixelShaderDesc(ID3D10EffectPass* This,D3D10_PASS_SHADER_DESC *desc) { return This->lpVtbl->GetPixelShaderDesc(This,desc); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectPass_GetAnnotationByIndex(ID3D10EffectPass* This,UINT index) { return This->lpVtbl->GetAnnotationByIndex(This,index); } static __WIDL_INLINE ID3D10EffectVariable * ID3D10EffectPass_GetAnnotationByName(ID3D10EffectPass* This,const char *name) { return This->lpVtbl->GetAnnotationByName(This,name); } static __WIDL_INLINE HRESULT ID3D10EffectPass_Apply(ID3D10EffectPass* This,UINT flags) { return This->lpVtbl->Apply(This,flags); } static __WIDL_INLINE HRESULT ID3D10EffectPass_ComputeStateBlockMask(ID3D10EffectPass* This,D3D10_STATE_BLOCK_MASK *mask) { return This->lpVtbl->ComputeStateBlockMask(This,mask); } #endif #endif #endif #endif /* __ID3D10EffectPass_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D10StateBlock interface */ #ifndef __ID3D10StateBlock_INTERFACE_DEFINED__ #define __ID3D10StateBlock_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D10StateBlock, 0x0803425a, 0x57f5, 0x4dd6, 0x94,0x65, 0xa8,0x75,0x70,0x83,0x4a,0x08); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("0803425a-57f5-4dd6-9465-a87570834a08") ID3D10StateBlock : public IUnknown { virtual HRESULT STDMETHODCALLTYPE Capture( ) = 0; virtual HRESULT STDMETHODCALLTYPE Apply( ) = 0; virtual HRESULT STDMETHODCALLTYPE ReleaseAllDeviceObjects( ) = 0; virtual HRESULT STDMETHODCALLTYPE GetDevice( ID3D10Device **device) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D10StateBlock, 0x0803425a, 0x57f5, 0x4dd6, 0x94,0x65, 0xa8,0x75,0x70,0x83,0x4a,0x08) #endif #else typedef struct ID3D10StateBlockVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D10StateBlock *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D10StateBlock *This); ULONG (STDMETHODCALLTYPE *Release)( ID3D10StateBlock *This); /*** ID3D10StateBlock methods ***/ HRESULT (STDMETHODCALLTYPE *Capture)( ID3D10StateBlock *This); HRESULT (STDMETHODCALLTYPE *Apply)( ID3D10StateBlock *This); HRESULT (STDMETHODCALLTYPE *ReleaseAllDeviceObjects)( ID3D10StateBlock *This); HRESULT (STDMETHODCALLTYPE *GetDevice)( ID3D10StateBlock *This, ID3D10Device **device); END_INTERFACE } ID3D10StateBlockVtbl; interface ID3D10StateBlock { CONST_VTBL ID3D10StateBlockVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D10StateBlock_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D10StateBlock_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D10StateBlock_Release(This) (This)->lpVtbl->Release(This) /*** ID3D10StateBlock methods ***/ #define ID3D10StateBlock_Capture(This) (This)->lpVtbl->Capture(This) #define ID3D10StateBlock_Apply(This) (This)->lpVtbl->Apply(This) #define ID3D10StateBlock_ReleaseAllDeviceObjects(This) (This)->lpVtbl->ReleaseAllDeviceObjects(This) #define ID3D10StateBlock_GetDevice(This,device) (This)->lpVtbl->GetDevice(This,device) #else /*** IUnknown methods ***/ static __WIDL_INLINE HRESULT ID3D10StateBlock_QueryInterface(ID3D10StateBlock* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static __WIDL_INLINE ULONG ID3D10StateBlock_AddRef(ID3D10StateBlock* This) { return This->lpVtbl->AddRef(This); } static __WIDL_INLINE ULONG ID3D10StateBlock_Release(ID3D10StateBlock* This) { return This->lpVtbl->Release(This); } /*** ID3D10StateBlock methods ***/ static __WIDL_INLINE HRESULT ID3D10StateBlock_Capture(ID3D10StateBlock* This) { return This->lpVtbl->Capture(This); } static __WIDL_INLINE HRESULT ID3D10StateBlock_Apply(ID3D10StateBlock* This) { return This->lpVtbl->Apply(This); } static __WIDL_INLINE HRESULT ID3D10StateBlock_ReleaseAllDeviceObjects(ID3D10StateBlock* This) { return This->lpVtbl->ReleaseAllDeviceObjects(This); } static __WIDL_INLINE HRESULT ID3D10StateBlock_GetDevice(ID3D10StateBlock* This,ID3D10Device **device) { return This->lpVtbl->GetDevice(This,device); } #endif #endif #endif #endif /* __ID3D10StateBlock_INTERFACE_DEFINED__ */ HRESULT __stdcall D3D10CompileEffectFromMemory(void *data,SIZE_T data_size,const char *filename,const D3D10_SHADER_MACRO *defines,ID3D10Include *include,UINT hlsl_flags,UINT fx_flags,ID3D10Blob **effect,ID3D10Blob **errors); HRESULT __stdcall D3D10CreateEffectFromMemory(void *data,SIZE_T data_size,UINT flags,ID3D10Device *device,ID3D10EffectPool *effect_pool,ID3D10Effect **effect); HRESULT __stdcall D3D10CreateEffectPoolFromMemory(void *data,SIZE_T data_size,UINT fx_flags,ID3D10Device *device,ID3D10EffectPool **effect_pool); HRESULT __stdcall D3D10CreateStateBlock(ID3D10Device *device,D3D10_STATE_BLOCK_MASK *mask,ID3D10StateBlock **stateblock); HRESULT __stdcall D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,D3D10_STATE_BLOCK_MASK *mask_y,D3D10_STATE_BLOCK_MASK *result); HRESULT __stdcall D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask); HRESULT __stdcall D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,D3D10_DEVICE_STATE_TYPES state_type,UINT start_idx,UINT count); HRESULT __stdcall D3D10StateBlockMaskEnableAll(D3D10_STATE_BLOCK_MASK *mask); HRESULT __stdcall D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,D3D10_DEVICE_STATE_TYPES state_type,UINT start_idx,UINT count); WINBOOL __stdcall D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,D3D10_DEVICE_STATE_TYPES state_type,UINT idx); HRESULT __stdcall D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x,D3D10_STATE_BLOCK_MASK *mask_y,D3D10_STATE_BLOCK_MASK *result); HRESULT __stdcall D3D10StateBlockMaskUnion(D3D10_STATE_BLOCK_MASK *mask_x,D3D10_STATE_BLOCK_MASK *mask_y,D3D10_STATE_BLOCK_MASK *result); /* Begin additional prototypes for all interfaces */ /* End additional prototypes */ #ifdef __cplusplus } #endif #endif /* __d3d10effect_h__ */