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https://github.com/reactos/wine.git
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121 lines
3.3 KiB
Plaintext
121 lines
3.3 KiB
Plaintext
/*
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* Copyright 2010 Jacek Caban for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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import "oaidl.idl";
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import "ocidl.idl";
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import "d3d10.idl";
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typedef enum D3D10_FEATURE_LEVEL1
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{
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D3D10_FEATURE_LEVEL_10_0 = 0xa000,
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D3D10_FEATURE_LEVEL_10_1 = 0xa100,
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D3D10_FEATURE_LEVEL_9_1 = 0x9100,
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D3D10_FEATURE_LEVEL_9_2 = 0x9200,
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D3D10_FEATURE_LEVEL_9_3 = 0x9300
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} D3D10_FEATURE_LEVEL1;
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typedef struct D3D10_RENDER_TARGET_BLEND_DESC1
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{
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BOOL BlendEnable;
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D3D10_BLEND SrcBlend;
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D3D10_BLEND DestBlend;
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D3D10_BLEND_OP BlendOp;
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D3D10_BLEND SrcBlendAlpha;
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D3D10_BLEND DestBlendAlpha;
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D3D10_BLEND_OP BlendOpAlpha;
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UINT8 RenderTargetWriteMask;
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} D3D10_RENDER_TARGET_BLEND_DESC1;
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typedef struct D3D10_BLEND_DESC1
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{
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BOOL AlphaToCoverageEnable;
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BOOL IndependentBlendEnable;
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D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
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} D3D10_BLEND_DESC1;
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[
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uuid(edad8d99-8a35-4d6d-8566-2ea276cde161),
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object,
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local,
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pointer_default(unique)
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]
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interface ID3D10BlendState1 : ID3D10BlendState
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{
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void GetDesc1([out] D3D10_BLEND_DESC1 *pDesc);
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}
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typedef struct D3D10_TEXCUBE_ARRAY_SRV1
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{
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UINT MostDetailedMip;
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UINT MipLevels;
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UINT First2DArrayFace;
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UINT NumCubes;
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} D3D10_TEXCUBE_ARRAY_SRV1;
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typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
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typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1
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{
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DXGI_FORMAT Format;
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D3D10_SRV_DIMENSION1 ViewDimension;
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union {
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D3D10_BUFFER_SRV Buffer;
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D3D10_TEX1D_SRV Texture1D;
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D3D10_TEX1D_ARRAY_SRV Texture1DArray;
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D3D10_TEX2D_SRV Texture2D;
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D3D10_TEX2D_ARRAY_SRV Texture2DArray;
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D3D10_TEX2DMS_SRV Texture2DMS;
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D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
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D3D10_TEX3D_SRV Texture3D;
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D3D10_TEXCUBE_SRV TextureCube;
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D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
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};
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} D3D10_SHADER_RESOURCE_VIEW_DESC1;
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[
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uuid(9b7e4c87-342c-4106-a19f-4f2704f689f0),
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object,
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local,
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pointer_default(unique)
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]
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interface ID3D10ShaderResourceView1 : ID3D10ShaderResourceView
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{
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void GetDesc1([out] D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
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}
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[
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uuid(9b7e4c8f-342c-4106-a19f-4f2704f689f0),
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object,
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local,
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pointer_default(unique)
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]
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interface ID3D10Device1 : ID3D10Device
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{
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HRESULT CreateShaderResourceView1(
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[in] ID3D10Resource *pResource,
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[in, out] const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
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[out] ID3D10ShaderResourceView1 **ppSRView);
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HRESULT CreateBlendState1(
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[in] const D3D10_BLEND_DESC1 *pBlendStateDesc,
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[out] ID3D10BlendState1 **ppBlendState);
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D3D10_FEATURE_LEVEL1 GetFeatureLevel();
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}
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