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📄 wined3d_interface.h

📁 这是一个开放源代码的与WINNT/WIN2K/WIN2003兼容的操作系统
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    STDMETHOD(GetSwapChain)(THIS_ UINT iSwapChain, struct IWineD3DSwapChain **pSwapChain) PURE;
    STDMETHOD(Reset)(THIS_ WINED3DPRESENT_PARAMETERS* pPresentationParameters) PURE;
    STDMETHOD(SetDialogBoxMode)(THIS_ BOOL bEnableDialogs) PURE;
    STDMETHOD(SetCursorProperties)(THIS_ UINT XHotSpot, UINT YHotSpot, struct IWineD3DSurface* pCursorBitmap) PURE;
    STDMETHOD_(void, SetCursorPosition)(THIS_ int XScreenSpace, int YScreenSpace, DWORD Flags) PURE;
    STDMETHOD_(BOOL, ShowCursor)(THIS_ BOOL bShow) PURE;
    STDMETHOD(TestCooperativeLevel)(THIS) PURE;
    STDMETHOD(SetClipPlane)(THIS_ DWORD  Index,CONST float * pPlane) PURE;
    STDMETHOD(GetClipPlane)(THIS_ DWORD  Index,float * pPlane) PURE;
    STDMETHOD(SetClipStatus)(THIS_ CONST WINED3DCLIPSTATUS * pClipStatus) PURE;
    STDMETHOD(GetClipStatus)(THIS_ WINED3DCLIPSTATUS * pClipStatus) PURE;
    STDMETHOD(SetCurrentTexturePalette)(THIS_ UINT PaletteNumber) PURE;
    STDMETHOD(GetCurrentTexturePalette)(THIS_ UINT *PaletteNumber) PURE;
    STDMETHOD(SetDepthStencilSurface)(THIS_ struct IWineD3DSurface* pNewZStencil) PURE;
    STDMETHOD(GetDepthStencilSurface)(THIS_ struct IWineD3DSurface** ppZStencilSurface) PURE;
    STDMETHOD(SetFVF)(THIS_ DWORD  fvf) PURE;
    STDMETHOD(GetFVF)(THIS_ DWORD * pfvf) PURE;
    STDMETHOD_(void, SetGammaRamp)(THIS_ UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) PURE;
    STDMETHOD_(void, GetGammaRamp)(THIS_ UINT iSwapChain, WINED3DGAMMARAMP* pRamp) PURE;
    STDMETHOD(SetIndices)(THIS_ struct IWineD3DIndexBuffer * pIndexData) PURE;
    STDMETHOD(GetIndices)(THIS_ struct IWineD3DIndexBuffer ** ppIndexData) PURE;
    STDMETHOD(SetBaseVertexIndex)(THIS_ UINT baseIndex);
    STDMETHOD(GetBaseVertexIndex)(THIS_ UINT *baseIndex);
    STDMETHOD(SetLight)(THIS_ DWORD  Index,CONST WINED3DLIGHT * pLight) PURE;
    STDMETHOD(GetLight)(THIS_ DWORD  Index,WINED3DLIGHT * pLight) PURE;
    STDMETHOD(SetLightEnable)(THIS_ DWORD  Index,BOOL  Enable) PURE;
    STDMETHOD(GetLightEnable)(THIS_ DWORD  Index,BOOL * pEnable) PURE;
    STDMETHOD(SetMaterial)(THIS_ CONST WINED3DMATERIAL * pMaterial) PURE;
    STDMETHOD(GetMaterial)(THIS_ WINED3DMATERIAL *pMaterial) PURE;
    STDMETHOD(SetNPatchMode)(THIS_ float nSegments) PURE;
    STDMETHOD_(float, GetNPatchMode)(THIS) PURE;
    STDMETHOD(SetPaletteEntries)(THIS_ UINT PaletteNumber, CONST PALETTEENTRY* pEntries) PURE;
    STDMETHOD(GetPaletteEntries)(THIS_ UINT PaletteNumber,PALETTEENTRY* pEntries) PURE;
    STDMETHOD(SetPixelShader)(THIS_ struct IWineD3DPixelShader  *pShader) PURE;
    STDMETHOD(GetPixelShader)(THIS_ struct IWineD3DPixelShader **ppShader) PURE;
    STDMETHOD(SetPixelShaderConstantB)(THIS_ UINT StartRegister, CONST BOOL* pConstantData, UINT  BoolCount) PURE;
    STDMETHOD(GetPixelShaderConstantB)(THIS_ UINT StartRegister, BOOL* pConstantData, UINT BoolCount) PURE;
    STDMETHOD(SetPixelShaderConstantI)(THIS_ UINT StartRegister, CONST int* pConstantData, UINT Vector4iCount) PURE;
    STDMETHOD(GetPixelShaderConstantI)(THIS_ UINT StartRegister, int* pConstantData, UINT Vector4iCount) PURE;
    STDMETHOD(SetPixelShaderConstantF)(THIS_ UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount) PURE;
    STDMETHOD(GetPixelShaderConstantF)(THIS_ UINT StartRegister, float* pConstantData, UINT Vector4fCount) PURE;
    STDMETHOD(SetRenderState)(THIS_ WINED3DRENDERSTATETYPE  State, DWORD  Value) PURE;
    STDMETHOD(GetRenderState)(THIS_ WINED3DRENDERSTATETYPE  State, DWORD * pValue) PURE;
    STDMETHOD(SetRenderTarget)(THIS_ DWORD RenderTargetIndex, struct IWineD3DSurface* pRenderTarget) PURE;
    STDMETHOD(GetRenderTarget)(THIS_ DWORD RenderTargetIndex, struct IWineD3DSurface** ppRenderTarget) PURE;
    STDMETHOD(SetFrontBackBuffers)(THIS_ struct IWineD3DSurface *Front, struct IWineD3DSurface *Back) PURE;
    STDMETHOD(SetSamplerState)(THIS_ DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) PURE;
    STDMETHOD(GetSamplerState)(THIS_ DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) PURE;
    STDMETHOD(SetScissorRect)(THIS_ CONST RECT* pRect) PURE;
    STDMETHOD(GetScissorRect)(THIS_ RECT* pRect) PURE;
    STDMETHOD(SetSoftwareVertexProcessing)(THIS_ BOOL bSoftware) PURE;
    STDMETHOD_(BOOL, GetSoftwareVertexProcessing)(THIS) PURE;
    STDMETHOD(SetStreamSource)(THIS_ UINT  StreamNumber,struct IWineD3DVertexBuffer * pStreamData,UINT Offset,UINT  Stride) PURE;
    STDMETHOD(GetStreamSource)(THIS_ UINT  StreamNumber,struct IWineD3DVertexBuffer ** ppStreamData,UINT *pOffset, UINT * pStride) PURE;
    STDMETHOD(SetStreamSourceFreq)(THIS_ UINT StreamNumber, UINT Divider) PURE;
    STDMETHOD(GetStreamSourceFreq)(THIS_ UINT StreamNumber, UINT* Divider) PURE;
    STDMETHOD(SetTexture)(THIS_ DWORD Stage, struct IWineD3DBaseTexture* pTexture) PURE;
    STDMETHOD(GetTexture)(THIS_ DWORD Stage, struct IWineD3DBaseTexture** ppTexture) PURE;
    STDMETHOD(SetTextureStageState)(THIS_ DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type,DWORD Value) PURE;
    STDMETHOD(GetTextureStageState)(THIS_ DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type,DWORD *pValue) PURE;
    STDMETHOD(SetTransform)(THIS_ WINED3DTRANSFORMSTATETYPE  State, CONST WINED3DMATRIX * pMatrix) PURE;
    STDMETHOD(GetTransform)(THIS_ WINED3DTRANSFORMSTATETYPE  State, WINED3DMATRIX * pMatrix) PURE;
    STDMETHOD(SetVertexDeclaration)(THIS_ struct IWineD3DVertexDeclaration* pDecl) PURE;
    STDMETHOD(GetVertexDeclaration)(THIS_ struct IWineD3DVertexDeclaration** ppDecl) PURE;
    STDMETHOD(SetVertexShader)(THIS_ struct IWineD3DVertexShader* pShader) PURE;
    STDMETHOD(GetVertexShader)(THIS_ struct IWineD3DVertexShader** ppShader) PURE;
    STDMETHOD(SetVertexShaderConstantB)(THIS_ UINT StartRegister, CONST BOOL*  pConstantData, UINT BoolCount) PURE;
    STDMETHOD(GetVertexShaderConstantB)(THIS_ UINT StartRegister, BOOL*        pConstantData, UINT BoolCount) PURE;
    STDMETHOD(SetVertexShaderConstantI)(THIS_ UINT StartRegister, CONST int*   pConstantData, UINT Vector4iCount) PURE;
    STDMETHOD(GetVertexShaderConstantI)(THIS_ UINT StartRegister, int*         pConstantData, UINT Vector4iCount) PURE;
    STDMETHOD(SetVertexShaderConstantF)(THIS_ UINT StartRegister, CONST float* pConstantData, UINT Vector4fCount) PURE;
    STDMETHOD(GetVertexShaderConstantF)(THIS_ UINT StartRegister, float*       pConstantData, UINT Vector4fCount) PURE;
    STDMETHOD(SetViewport)(THIS_ CONST WINED3DVIEWPORT * pViewport) PURE;
    STDMETHOD(GetViewport)(THIS_ WINED3DVIEWPORT * pViewport) PURE;
    STDMETHOD(MultiplyTransform)(THIS_ WINED3DTRANSFORMSTATETYPE  State, CONST WINED3DMATRIX * pMatrix) PURE;
    STDMETHOD(ValidateDevice)(THIS_ DWORD* pNumPasses) PURE;
    STDMETHOD(ProcessVertices)(THIS_ UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, struct IWineD3DVertexBuffer* pDestBuffer, struct IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) PURE;
    STDMETHOD(BeginStateBlock)(THIS) PURE;
    STDMETHOD(EndStateBlock)(THIS_ struct IWineD3DStateBlock** ppStateBlock) PURE;
    STDMETHOD(BeginScene)(THIS) PURE;
    STDMETHOD(EndScene)(THIS) PURE;
    STDMETHOD(Present)(THIS_ CONST RECT * pSourceRect,CONST RECT * pDestRect,HWND  hDestWindowOverride,CONST RGNDATA * pDirtyRegion) PURE;
    STDMETHOD(Clear)(THIS_ DWORD Count, CONST WINED3DRECT * pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) PURE;
    STDMETHOD(DrawPrimitive)(THIS_ WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) PURE;
    STDMETHOD(DrawIndexedPrimitive)(THIS_ WINED3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) PURE;
    STDMETHOD(DrawPrimitiveUP)(THIS_ WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void * pVertexStreamZeroData, UINT VertexStreamZeroStride) PURE;
    STDMETHOD(DrawIndexedPrimitiveUP)(THIS_ WINED3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void * pIndexData, WINED3DFORMAT IndexDataFormat, CONST void * pVertexStreamZeroData, UINT VertexStreamZeroStride) PURE;
    STDMETHOD(DrawPrimitiveStrided)(THIS_ WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) PURE;
    STDMETHOD(DrawIndexedPrimitiveStrided)(THIS_ WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) PURE;
    STDMETHOD(DrawRectPatch)(THIS_ UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) PURE;
    STDMETHOD(DrawTriPatch)(THIS_ UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) PURE;
    STDMETHOD(DeletePatch)(THIS_ UINT Handle) PURE;
    STDMETHOD(ColorFill)(THIS_ struct IWineD3DSurface* pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) PURE;
    STDMETHOD(UpdateTexture)(THIS_ struct IWineD3DBaseTexture *pSourceTexture, struct IWineD3DBaseTexture *pDestinationTexture) PURE;
    STDMETHOD(UpdateSurface)(THIS_ struct IWineD3DSurface* pSourceSurface, CONST RECT* pSourceRect, struct IWineD3DSurface* pDestinationSurface, CONST POINT* pDestPoint) PURE;
    STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,struct IWineD3DSurface* pSurface) PURE;
    /*** object tracking ***/
    STDMETHOD_(void, ResourceReleased)(THIS_ struct IWineD3DResource *resource);
};
#undef INTERFACE

#if !defined(__cplusplus) || defined(CINTERFACE)
/*** IUnknown methods ***/
#define IWineD3DDevice_QueryInterface(p,a,b)             (p)->lpVtbl->QueryInterface(p,a,b)
#define IWineD3DDevice_AddRef(p)                         (p)->lpVtbl->AddRef(p)
#define IWineD3DDevice_Release(p)                        (p)->lpVtbl->Release(p)
/*** IWineD3DBase methods ***/
#define IWineD3DDevice_GetParent(p,a)                           (p)->lpVtbl->GetParent(p,a)
/*** IWineD3DDevice methods ***/
#define IWineD3DDevice_CreateVertexBuffer(p,a,b,c,d,e,f,g)      (p)->lpVtbl->CreateVertexBuffer(p,a,b,c,d,e,f,g)
#define IWineD3DDevice_CreateIndexBuffer(p,a,b,c,d,e,f,g)       (p)->lpVtbl->CreateIndexBuffer(p,a,b,c,d,e,f,g)
#define IWineD3DDevice_CreateStateBlock(p,a,b,c)                (p)->lpVtbl->CreateStateBlock(p,a,b,c)
#define IWineD3DDevice_CreateSurface(p,a,b,c,d,e,f,g,h,i,j,k,l,m,n,o)      (p)->lpVtbl->CreateSurface(p,a,b,c,d,e,f,g,h,i,j,k,l,m,n,o)
#define IWineD3DDevice_CreateTexture(p,a,b,c,d,e,f,g,h,i,j)     (p)->lpVtbl->CreateTexture(p,a,b,c,d,e,f,g,h,i,j)
#define IWineD3DDevice_CreateVolumeTexture(p,a,b,c,d,e,f,g,h,i,j,k)    (p)->lpVtbl->CreateVolumeTexture(p,a,b,c,d,e,f,g,h,i,j,k)
#define IWineD3DDevice_CreateVolume(p,a,b,c,d,e,f,g,h,i)        (p)->lpVtbl->CreateVolume(p,a,b,c,d,e,f,g,h,i)
#define IWineD3DDevice_CreateCubeTexture(p,a,b,c,d,e,f,g,h,i)   (p)->lpVtbl->CreateCubeTexture(p,a,b,c,d,e,f,g,h,i)
#define IWineD3DDevice_CreateQuery(p,a,b,c)                     (p)->lpVtbl->CreateQuery(p,a,b,c)
#define IWineD3DDevice_CreateAdditionalSwapChain(p,a,b,c,d,e)   (p)->lpVtbl->CreateAdditionalSwapChain(p,a,b,c,d,e)
#define IWineD3DDevice_CreateVertexDeclaration(p,a,b,c,d)       (p)->lpVtbl->CreateVertexDeclaration(p,a,b,c,d)
#define IWineD3DDevice_CreateVertexDeclarationFromFVF(p,a,b,c)  (p)->lpVtbl->CreateVertexDeclarationFromFVF(p,a,b,c)
#define IWineD3DDevice_CreateVertexShader(p,a,b,c,d)            (p)->lpVtbl->CreateVertexShader(p,a,b,c,d)
#define IWineD3DDevice_CreatePixelShader(p,a,b,c)               (p)->lpVtbl->CreatePixelShader(p,a,b,c)
#define IWineD3DDevice_CreatePalette(p, a, b, c, d)             (p)->lpVtbl->CreatePalette(p, a, b, c, d)
#define IWineD3DDevice_Init3D(p, a, b)                          (p)->lpVtbl->Init3D(p, a, b)
#define IWineD3DDevice_Uninit3D(p, a, b)                        (p)->lpVtbl->Uninit3D(p, a, b)
#define IWineD3DDevice_SetFullscreen(p, a)                      (p)->lpVtbl->SetFullscreen(p, a)
#define IWineD3DDevice_SetMultithreaded(p)                      (p)->lpVtbl->SetMultithreaded(p)
#define IWineD3DDevice_EvictManagedResources(p)                 (p)->lpVtbl->EvictManagedResources(p)
#define IWineD3DDevice_GetAvailableTextureMem(p)                (p)->lpVtbl->GetAvailableTextureMem(p)
#define IWineD3DDevice_GetBackBuffer(p,a,b,c,d)                 (p)->lpVtbl->GetBackBuffer(p,a,b,c,d)
#define IWineD3DDevice_GetCreationParameters(p,a)               (p)->lpVtbl->GetCreationParameters(p,a)
#define IWineD3DDevice_GetDeviceCaps(p,a)                       (p)->lpVtbl->GetDeviceCaps(p,a)
#define IWineD3DDevice_GetDirect3D(p,a)                         (p)->lpVtbl->GetDirect3D(p,a)
#define IWineD3DDevice_GetDisplayMode(p,a,b)                    (p)->lpVtbl->GetDisplayMode(p,a,b)
#define IWineD3DDevice_SetDisplayMode(p,a,b)                    (p)->lpVtbl->SetDisplayMode(p,a,b)
#define IWineD3DDevice_GetHWND(p, a)                            (p)->lpVtbl->GetHWND(p, a)
#define IWineD3DDevice_SetHWND(p, a)                            (p)->lpVtbl->SetHWND(p, a)
#define IWineD3DDevice_GetNumberOfSwapChains(p)                 (p)->lpVtbl->GetNumberOfSwapChains(p)
#define IWineD3DDevice_Reset(p,a)                               (p)->lpVtbl->Reset(p,a)
#define IWineD3DDevice_SetDialogBoxMode(p,a)                    (p)->lpVtbl->SetDialogBoxMode(p,a)
#define IWineD3DDevice_SetCursorProperties(p,a,b,c)             (p)->lpVtbl->SetCursorProperties(p,a,b,c)
#define IWineD3DDevice_SetCursorPosition(p,a,b,c)               (p)->lpVtbl->SetCursorPosition(p,a,b,c)
#define IWineD3DDevice_ShowCursor(p,a)                          (p)->lpVtbl->ShowCursor(p,a)
#define IWineD3DDevice_TestCooperativeLevel(p)                  (p)->lpVtbl->TestCooperativeLevel(p)
#define IWineD3DDevice_SetFVF(p,a)                              (p)->lpVtbl->SetFVF(p,a)
#define IWineD3DDevice_GetFVF(p,a)                              (p)->lpVtbl->GetFVF(p,a)
#define IWineD3DDevice_SetClipPlane(p,a,b)                      (p)->lpVtbl->SetClipPlane(p,a,b)
#define IWineD3DDevice_GetClipPlane(p,a,b)                      (p)->lpVtbl->GetClipPlane(p,a,b)
#define IWineD3DDevice_SetClipStatus(p,a)                       (p)->lpVtbl->SetClipStatus(p,a)
#define IWineD3DDevice_GetClipStatus(p,a)                       (p)->lpVtbl->GetClipStatus(p,a)
#define IWineD3DDevice_SetCurrentTexturePalette(p,a)            (p)->lpVtbl->SetCurrentTexturePalette(p,a)
#define IWineD3DDevice_GetCurrentTexturePalette(p,a)            (p)->lpVtbl->GetCurrentTexturePalette(p,a)
#define IWineD3DDevice_SetDepthStencilSurface(p,a)              (p)->lpVtbl->SetDepthStencilSurface(p,a)
#define IWineD3DDevice_GetDepthStencilSurface(p,a)              (p)->lpVtbl->GetDepthStencilSurface(p,a)
#define IWineD3DDevice_SetGammaRamp(p,a,b,c)                    (p)->lpVtbl->SetGammaRamp(p,a,b,c)
#define IWineD3DDevice_GetGammaRamp(p,a,b)                      (p)->lpVtbl->GetGammaRamp(p,a,b)
#define IWineD3DDevice_SetIndices(p,a)                          (p)->lpVtbl->SetIndices(p,a)
#define IWineD3DDevice_GetIndices(p,a)                          (p)->lpVtbl->GetIndices(p,a)
#define IWineD3DDevice_SetBaseVertexIndex(p, a)                 (p)->lpVtbl->SetBaseVertexIndex(p, a)
#define IWineD3DDevice_GetBaseVertexIndex(p,a)                  (p)->lpVtbl->GetBaseVertexIndex(p,a)
#define IWineD3DDevice_SetLight(p,a,b)                          (p)->lpVtbl->SetLight(p,a,b)
#define IWineD3DDevice_GetLight(p,a,b)                          (p)->lpVtbl->GetLight(p,a,b)
#define IWineD3DDevice_SetLightEnable(p,a,b)                    (p)->lpVtbl->SetLightEnable(p,a,b)
#define IWineD3DDevice_GetLightEnable(p,a,b)                    (p)->lpVtbl->GetLightEnable(p,a,b)
#define IWineD3DDevice_SetMaterial(p,a)                         (p)->lpVtbl->SetMaterial(p,a)
#define IWineD3DDevice_GetMaterial(p,a)                         (p)->lpVtbl->GetMaterial(p,a)
#define IWineD3DDevice_SetNPatchMode(p,a)                       (p)->lpVtbl->SetNPatchMode(p,a)
#define IWineD3DDevice_GetNPatchMode(p)                         (p)->lpVtbl->GetNPatchMode(p)
#define IWineD3DDevice_SetPaletteEntries(p,a,b)                 (p)->lpVtbl->SetPaletteEntries(p,a,b)
#define IWineD3DDevice_GetPaletteEntries(p,a,b)                 (p)->lpVtbl->GetPaletteEntries(p,a,b)
#define IWineD3DDevice_SetPixelShader(p,a)                      (p)->lpVtbl->SetPixelShader(p,a)
#define IWineD3DDevice_GetPixelShader(p,a)                      (p)->lpVtbl->GetPixelShader(p,a)
#define IWineD3DDevice_SetPixelShaderConstantB(p,a,b,c)         (p)->lpVtbl->SetPixelShaderConstantB(p,a,b,c)
#define IWineD3DDevice_GetPixelShaderConstantB(p,a,b,c)         (p)->lpVtbl->GetPixelShaderConstantB(p,a,b,c)
#define IWineD3DDevice_SetPixelShaderConstantI(p,a,b,c)         (p)->lpVtbl->SetPixelShaderConstantI(p,a,b,c)
#define IWineD3DDevice_GetPixelShaderConstantI(p,a,b,c)         (p)->lpVtbl->GetPixelShaderConstantI(p,a,b,c)
#define IWineD3DDevice_SetPixelShaderConstantF(p,a,b,c)         (p)->lpVtbl->SetPixelShaderConstantF(p,a,b,c)
#define IWineD3DDevice_GetPixelShaderConstantF(p,a,b,c)         (p)->lpVtbl->GetPixelShaderConstantF(p,a,b,c)
#define IWineD3DDevice_GetRasterStatus(p,a,b)                   (p)->lpVtbl->GetRasterStatus(p,a,b)
#define IWineD3DDevice_SetRenderState(p,a,b)                    (p)->lpVtbl->SetRenderState(p,a,b)
#define IWineD3DDevice_GetRenderState(p,a,b)                    (p)->lpVtbl->GetRenderState(p,a,b)
#define IWineD3DDevice_SetRenderTarget(p,a,b)                   (p)->lpVtbl->SetRenderTarget(p,a,b)
#define IWineD3DDevice_GetRenderTarget(p,a,b)                   (p)->lpVtbl->GetRenderTarget(p,a,b)
#define IWineD3DDevice_SetFrontBackBuffers(p, a, b)             (p)->lpVtbl->SetFrontBackBuffers(p,a,b);
#define IWineD3DDevice_SetSamplerState(p,a,b,c)                 (p)->lpVtbl->SetSamplerState(p,a,b,c)
#define IWineD3DDevice_GetSamplerState(p,a,b,c)                 (p)->lpVtbl->GetSamplerState(p,a,b,c)
#define IWineD3DDevice_SetScissorRect(p,a)                      (p)->lpVtbl->SetScissorRect(p,a)
#define IWineD3DDevice_GetScissorRect(p,a)                      (p)->lpVtbl->GetScissorRect(p,a)
#define IWineD3DDevice_SetSoftwareVertexProcessing(p,a)         (p)->lpVtbl->SetSoftwareVertexProcessing(p,a)
#define IWineD3DDevice_GetSoftwareVertexProcessing(p)           (p)->lpVtbl->GetSoftwareVertexProcessing(p)
#define IWineD3DDevice_SetStreamSource(p,a,b,c,d)               (p)->lpVtbl->SetStreamSource(p,a,b,c,d)
#define IWineD3DDevice_GetStreamSource(p,a,b,c,d)               (p)->lpVtbl->GetStreamSource(p,a,b,c,d)

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