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📄 d3d10.h

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/* this ALWAYS GENERATED file contains the definitions for the interfaces */


 /* File created by MIDL compiler version 7.00.0498 */
/* Compiler settings for d3d10.idl:
    Oicf, W1, Zp8, env=Win64 (32b run)
    protocol : dce , ms_ext, c_ext, robust
    error checks: allocation ref bounds_check enum stub_data 
    VC __declspec() decoration level: 
         __declspec(uuid()), __declspec(selectany), __declspec(novtable)
         DECLSPEC_UUID(), MIDL_INTERFACE()
*/
//@@MIDL_FILE_HEADING(  )

#pragma warning( disable: 4049 )  /* more than 64k source lines */


/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif

/* verify that the <rpcsal.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCSAL_H_VERSION__
#define __REQUIRED_RPCSAL_H_VERSION__ 100
#endif

#include "rpc.h"
#include "rpcndr.h"

#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif // __RPCNDR_H_VERSION__

#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/

#ifndef __d3d10_h__
#define __d3d10_h__

#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif

/* Forward Declarations */ 

#ifndef __ID3D10DeviceChild_FWD_DEFINED__
#define __ID3D10DeviceChild_FWD_DEFINED__
typedef interface ID3D10DeviceChild ID3D10DeviceChild;
#endif 	/* __ID3D10DeviceChild_FWD_DEFINED__ */


#ifndef __ID3D10DepthStencilState_FWD_DEFINED__
#define __ID3D10DepthStencilState_FWD_DEFINED__
typedef interface ID3D10DepthStencilState ID3D10DepthStencilState;
#endif 	/* __ID3D10DepthStencilState_FWD_DEFINED__ */


#ifndef __ID3D10BlendState_FWD_DEFINED__
#define __ID3D10BlendState_FWD_DEFINED__
typedef interface ID3D10BlendState ID3D10BlendState;
#endif 	/* __ID3D10BlendState_FWD_DEFINED__ */


#ifndef __ID3D10RasterizerState_FWD_DEFINED__
#define __ID3D10RasterizerState_FWD_DEFINED__
typedef interface ID3D10RasterizerState ID3D10RasterizerState;
#endif 	/* __ID3D10RasterizerState_FWD_DEFINED__ */


#ifndef __ID3D10Resource_FWD_DEFINED__
#define __ID3D10Resource_FWD_DEFINED__
typedef interface ID3D10Resource ID3D10Resource;
#endif 	/* __ID3D10Resource_FWD_DEFINED__ */


#ifndef __ID3D10Buffer_FWD_DEFINED__
#define __ID3D10Buffer_FWD_DEFINED__
typedef interface ID3D10Buffer ID3D10Buffer;
#endif 	/* __ID3D10Buffer_FWD_DEFINED__ */


#ifndef __ID3D10Texture1D_FWD_DEFINED__
#define __ID3D10Texture1D_FWD_DEFINED__
typedef interface ID3D10Texture1D ID3D10Texture1D;
#endif 	/* __ID3D10Texture1D_FWD_DEFINED__ */


#ifndef __ID3D10Texture2D_FWD_DEFINED__
#define __ID3D10Texture2D_FWD_DEFINED__
typedef interface ID3D10Texture2D ID3D10Texture2D;
#endif 	/* __ID3D10Texture2D_FWD_DEFINED__ */


#ifndef __ID3D10Texture3D_FWD_DEFINED__
#define __ID3D10Texture3D_FWD_DEFINED__
typedef interface ID3D10Texture3D ID3D10Texture3D;
#endif 	/* __ID3D10Texture3D_FWD_DEFINED__ */


#ifndef __ID3D10View_FWD_DEFINED__
#define __ID3D10View_FWD_DEFINED__
typedef interface ID3D10View ID3D10View;
#endif 	/* __ID3D10View_FWD_DEFINED__ */


#ifndef __ID3D10ShaderResourceView_FWD_DEFINED__
#define __ID3D10ShaderResourceView_FWD_DEFINED__
typedef interface ID3D10ShaderResourceView ID3D10ShaderResourceView;
#endif 	/* __ID3D10ShaderResourceView_FWD_DEFINED__ */


#ifndef __ID3D10RenderTargetView_FWD_DEFINED__
#define __ID3D10RenderTargetView_FWD_DEFINED__
typedef interface ID3D10RenderTargetView ID3D10RenderTargetView;
#endif 	/* __ID3D10RenderTargetView_FWD_DEFINED__ */


#ifndef __ID3D10DepthStencilView_FWD_DEFINED__
#define __ID3D10DepthStencilView_FWD_DEFINED__
typedef interface ID3D10DepthStencilView ID3D10DepthStencilView;
#endif 	/* __ID3D10DepthStencilView_FWD_DEFINED__ */


#ifndef __ID3D10VertexShader_FWD_DEFINED__
#define __ID3D10VertexShader_FWD_DEFINED__
typedef interface ID3D10VertexShader ID3D10VertexShader;
#endif 	/* __ID3D10VertexShader_FWD_DEFINED__ */


#ifndef __ID3D10GeometryShader_FWD_DEFINED__
#define __ID3D10GeometryShader_FWD_DEFINED__
typedef interface ID3D10GeometryShader ID3D10GeometryShader;
#endif 	/* __ID3D10GeometryShader_FWD_DEFINED__ */


#ifndef __ID3D10PixelShader_FWD_DEFINED__
#define __ID3D10PixelShader_FWD_DEFINED__
typedef interface ID3D10PixelShader ID3D10PixelShader;
#endif 	/* __ID3D10PixelShader_FWD_DEFINED__ */


#ifndef __ID3D10InputLayout_FWD_DEFINED__
#define __ID3D10InputLayout_FWD_DEFINED__
typedef interface ID3D10InputLayout ID3D10InputLayout;
#endif 	/* __ID3D10InputLayout_FWD_DEFINED__ */


#ifndef __ID3D10SamplerState_FWD_DEFINED__
#define __ID3D10SamplerState_FWD_DEFINED__
typedef interface ID3D10SamplerState ID3D10SamplerState;
#endif 	/* __ID3D10SamplerState_FWD_DEFINED__ */


#ifndef __ID3D10Asynchronous_FWD_DEFINED__
#define __ID3D10Asynchronous_FWD_DEFINED__
typedef interface ID3D10Asynchronous ID3D10Asynchronous;
#endif 	/* __ID3D10Asynchronous_FWD_DEFINED__ */


#ifndef __ID3D10Query_FWD_DEFINED__
#define __ID3D10Query_FWD_DEFINED__
typedef interface ID3D10Query ID3D10Query;
#endif 	/* __ID3D10Query_FWD_DEFINED__ */


#ifndef __ID3D10Predicate_FWD_DEFINED__
#define __ID3D10Predicate_FWD_DEFINED__
typedef interface ID3D10Predicate ID3D10Predicate;
#endif 	/* __ID3D10Predicate_FWD_DEFINED__ */


#ifndef __ID3D10Counter_FWD_DEFINED__
#define __ID3D10Counter_FWD_DEFINED__
typedef interface ID3D10Counter ID3D10Counter;
#endif 	/* __ID3D10Counter_FWD_DEFINED__ */


#ifndef __ID3D10Device_FWD_DEFINED__
#define __ID3D10Device_FWD_DEFINED__
typedef interface ID3D10Device ID3D10Device;
#endif 	/* __ID3D10Device_FWD_DEFINED__ */


#ifndef __ID3D10Multithread_FWD_DEFINED__
#define __ID3D10Multithread_FWD_DEFINED__
typedef interface ID3D10Multithread ID3D10Multithread;
#endif 	/* __ID3D10Multithread_FWD_DEFINED__ */


/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#include "dxgi.h"

#ifdef __cplusplus
extern "C"{
#endif 


/* interface __MIDL_itf_d3d10_0000_0000 */
/* [local] */ 

#ifndef _D3D10_CONSTANTS
#define _D3D10_CONSTANTS
#define	D3D10_16BIT_INDEX_STRIP_CUT_VALUE	( 0xffff )

#define	D3D10_32BIT_INDEX_STRIP_CUT_VALUE	( 0xffffffff )

#define	D3D10_8BIT_INDEX_STRIP_CUT_VALUE	( 0xff )

#define	D3D10_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT	( 9 )

#define	D3D10_CLIP_OR_CULL_DISTANCE_COUNT	( 8 )

#define	D3D10_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT	( 2 )

#define	D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT	( 14 )

#define	D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS	( 4 )

#define	D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT	( 32 )

#define	D3D10_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT	( 15 )

#define	D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS	( 4 )

#define	D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT	( 15 )

#define	D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST	( 1 )

#define	D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS	( 1 )

#define	D3D10_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT	( 64 )

#define	D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS	( 4 )

#define	D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT	( 1 )

#define	D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST	( 1 )

#define	D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS	( 1 )

#define	D3D10_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT	( 32 )

#define	D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS	( 1 )

#define	D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT	( 128 )

#define	D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST	( 1 )

#define	D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS	( 1 )

#define	D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT	( 128 )

#define	D3D10_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS	( 1 )

#define	D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT	( 16 )

#define	D3D10_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST	( 1 )

#define	D3D10_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS	( 1 )

#define	D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT	( 16 )

#define	D3D10_COMMONSHADER_SUBROUTINE_NESTING_LIMIT	( 32 )

#define	D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENTS	( 4 )

#define	D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT	( 32 )

#define	D3D10_COMMONSHADER_TEMP_REGISTER_COUNT	( 4096 )

#define	D3D10_COMMONSHADER_TEMP_REGISTER_READS_PER_INST	( 3 )

#define	D3D10_COMMONSHADER_TEMP_REGISTER_READ_PORTS	( 3 )

#define	D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX	( 10 )

#define	D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN	( -10 )

#define	D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE	( -8 )

#define	D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE	( 7 )

#define D3D10_DEFAULT_BLEND_FACTOR_ALPHA	( 1.0f )
#define D3D10_DEFAULT_BLEND_FACTOR_BLUE	( 1.0f )
#define D3D10_DEFAULT_BLEND_FACTOR_GREEN	( 1.0f )
#define D3D10_DEFAULT_BLEND_FACTOR_RED	( 1.0f )
#define D3D10_DEFAULT_BORDER_COLOR_COMPONENT	( 0.0f )
#define	D3D10_DEFAULT_DEPTH_BIAS	( 0 )

#define D3D10_DEFAULT_DEPTH_BIAS_CLAMP	( 0.0f )
#define D3D10_DEFAULT_MAX_ANISOTROPY	( 16.0f )
#define D3D10_DEFAULT_MIP_LOD_BIAS	( 0.0f )
#define	D3D10_DEFAULT_RENDER_TARGET_ARRAY_INDEX	( 0 )

#define	D3D10_DEFAULT_SAMPLE_MASK	( 0xffffffff )

#define	D3D10_DEFAULT_SCISSOR_ENDX	( 0 )

#define	D3D10_DEFAULT_SCISSOR_ENDY	( 0 )

#define	D3D10_DEFAULT_SCISSOR_STARTX	( 0 )

#define	D3D10_DEFAULT_SCISSOR_STARTY	( 0 )

#define D3D10_DEFAULT_SLOPE_SCALED_DEPTH_BIAS	( 0.0f )
#define	D3D10_DEFAULT_STENCIL_READ_MASK	( 0xff )

#define	D3D10_DEFAULT_STENCIL_REFERENCE	( 0 )

#define	D3D10_DEFAULT_STENCIL_WRITE_MASK	( 0xff )

#define	D3D10_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX	( 0 )

#define	D3D10_DEFAULT_VIEWPORT_HEIGHT	( 0 )

#define D3D10_DEFAULT_VIEWPORT_MAX_DEPTH	( 0.0f )
#define D3D10_DEFAULT_VIEWPORT_MIN_DEPTH	( 0.0f )
#define	D3D10_DEFAULT_VIEWPORT_TOPLEFTX	( 0 )

#define	D3D10_DEFAULT_VIEWPORT_TOPLEFTY	( 0 )

#define	D3D10_DEFAULT_VIEWPORT_WIDTH	( 0 )

#define D3D10_FLOAT16_FUSED_TOLERANCE_IN_ULP	( 0.6 )
#define D3D10_FLOAT32_MAX	( 3.402823466e+38f )
#define D3D10_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP	( 0.6f )
#define D3D10_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR	( 2.4f )
#define D3D10_FLOAT_TO_SRGB_EXPONENT_NUMERATOR	( 1.0f )
#define D3D10_FLOAT_TO_SRGB_OFFSET	( 0.055f )
#define D3D10_FLOAT_TO_SRGB_SCALE_1	( 12.92f )
#define D3D10_FLOAT_TO_SRGB_SCALE_2	( 1.055f )
#define D3D10_FLOAT_TO_SRGB_THRESHOLD	( 0.0031308f )
#define D3D10_FTOI_INSTRUCTION_MAX_INPUT	( 2147483647.999f )
#define D3D10_FTOI_INSTRUCTION_MIN_INPUT	( -2147483648.999f )
#define D3D10_FTOU_INSTRUCTION_MAX_INPUT	( 4294967295.999f )
#define D3D10_FTOU_INSTRUCTION_MIN_INPUT	( 0.0f )
#define	D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS	( 1 )

#define	D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT	( 32 )

#define	D3D10_GS_INPUT_PRIM_CONST_REGISTER_COUNT	( 1 )

#define	D3D10_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST	( 2 )

#define	D3D10_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS	( 1 )

#define	D3D10_GS_INPUT_REGISTER_COMPONENTS	( 4 )

#define	D3D10_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT	( 32 )

#define	D3D10_GS_INPUT_REGISTER_COUNT	( 16 )

#define	D3D10_GS_INPUT_REGISTER_READS_PER_INST	( 2 )

#define	D3D10_GS_INPUT_REGISTER_READ_PORTS	( 1 )

#define	D3D10_GS_INPUT_REGISTER_VERTICES	( 6 )

#define	D3D10_GS_OUTPUT_ELEMENTS	( 32 )

#define	D3D10_GS_OUTPUT_REGISTER_COMPONENTS	( 4 )

#define	D3D10_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT	( 32 )

#define	D3D10_GS_OUTPUT_REGISTER_COUNT	( 32 )

#define	D3D10_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES	( 0 )

#define	D3D10_IA_DEFAULT_PRIMITIVE_TOPOLOGY	( 0 )

#define	D3D10_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES	( 0 )

#define	D3D10_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT	( 1 )

#define	D3D10_IA_INSTANCE_ID_BIT_COUNT	( 32 )

#define	D3D10_IA_INTEGER_ARITHMETIC_BIT_COUNT	( 32 )

#define	D3D10_IA_PRIMITIVE_ID_BIT_COUNT	( 32 )

#define	D3D10_IA_VERTEX_ID_BIT_COUNT	( 32 )

#define	D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT	( 16 )

#define	D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS	( 64 )

#define	D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT	( 16 )

#define	D3D10_INTEGER_DIVIDE_BY_ZERO_QUOTIENT	( 0xffffffff )

#define	D3D10_INTEGER_DIVIDE_BY_ZERO_REMAINDER	( 0xffffffff )

#define D3D10_LINEAR_GAMMA	( 1.0f )
#define D3D10_MAX_BORDER_COLOR_COMPONENT	( 1.0f )
#define D3D10_MAX_DEPTH	( 1.0f )
#define	D3D10_MAX_MAXANISOTROPY	( 16 )

#define	D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT	( 32 )

#define D3D10_MAX_POSITION_VALUE	( 3.402823466e+34f )
#define	D3D10_MAX_TEXTURE_DIMENSION_2_TO_EXP	( 17 )

#define D3D10_MIN_BORDER_COLOR_COMPONENT	( 0.0f )
#define D3D10_MIN_DEPTH	( 0.0f )
#define	D3D10_MIN_MAXANISOTROPY	( 0 )

#define D3D10_MIP_LOD_BIAS_MAX	( 15.99f )
#define D3D10_MIP_LOD_BIAS_MIN	( -16.0f )
#define	D3D10_MIP_LOD_FRACTIONAL_BIT_COUNT	( 6 )

#define	D3D10_MIP_LOD_RANGE_BIT_COUNT	( 8 )

#define D3D10_MULTISAMPLE_ANTIALIAS_LINE_WIDTH	( 1.4f )
#define	D3D10_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT	( 0 )

#define	D3D10_PIXEL_ADDRESS_RANGE_BIT_COUNT	( 13 )

#define	D3D10_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT	( 15 )

#define	D3D10_PS_FRONTFACING_DEFAULT_VALUE	( 0xffffffff )

#define	D3D10_PS_FRONTFACING_FALSE_VALUE	( 0 )

#define	D3D10_PS_FRONTFACING_TRUE_VALUE	( 0xffffffff )

#define	D3D10_PS_INPUT_REGISTER_COMPONENTS	( 4 )

#define	D3D10_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT	( 32 )

#define	D3D10_PS_INPUT_REGISTER_COUNT	( 32 )

#define	D3D10_PS_INPUT_REGISTER_READS_PER_INST	( 2 )

#define	D3D10_PS_INPUT_REGISTER_READ_PORTS	( 1 )

#define D3D10_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT	( 0.0f )
#define	D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS	( 1 )

#define	D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT	( 32 )

#define	D3D10_PS_OUTPUT_DEPTH_REGISTER_COUNT	( 1 )

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