2 * Copyright 2010 Jacek Caban for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 typedef enum D3D10_FEATURE_LEVEL1
26 D3D10_FEATURE_LEVEL_10_0 = 0xa000,
27 D3D10_FEATURE_LEVEL_10_1 = 0xa100,
28 D3D10_FEATURE_LEVEL_9_1 = 0x9100,
29 D3D10_FEATURE_LEVEL_9_2 = 0x9200,
30 D3D10_FEATURE_LEVEL_9_3 = 0x9300
31 } D3D10_FEATURE_LEVEL1;
33 typedef struct D3D10_RENDER_TARGET_BLEND_DESC1
37 D3D10_BLEND DestBlend;
38 D3D10_BLEND_OP BlendOp;
39 D3D10_BLEND SrcBlendAlpha;
40 D3D10_BLEND DestBlendAlpha;
41 D3D10_BLEND_OP BlendOpAlpha;
42 UINT8 RenderTargetWriteMask;
43 } D3D10_RENDER_TARGET_BLEND_DESC1;
45 typedef struct D3D10_BLEND_DESC1
47 BOOL AlphaToCoverageEnable;
48 BOOL IndependentBlendEnable;
49 D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
53 uuid(edad8d99-8a35-4d6d-8566-2ea276cde161),
56 pointer_default(unique)
58 interface ID3D10BlendState1 : ID3D10BlendState
60 void GetDesc1([out] D3D10_BLEND_DESC1 *pDesc);
63 typedef struct D3D10_TEXCUBE_ARRAY_SRV1
67 UINT First2DArrayFace;
69 } D3D10_TEXCUBE_ARRAY_SRV1;
71 typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;
73 typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1
76 D3D10_SRV_DIMENSION1 ViewDimension;
78 D3D10_BUFFER_SRV Buffer;
79 D3D10_TEX1D_SRV Texture1D;
80 D3D10_TEX1D_ARRAY_SRV Texture1DArray;
81 D3D10_TEX2D_SRV Texture2D;
82 D3D10_TEX2D_ARRAY_SRV Texture2DArray;
83 D3D10_TEX2DMS_SRV Texture2DMS;
84 D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
85 D3D10_TEX3D_SRV Texture3D;
86 D3D10_TEXCUBE_SRV TextureCube;
87 D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
89 } D3D10_SHADER_RESOURCE_VIEW_DESC1;
92 uuid(9b7e4c87-342c-4106-a19f-4f2704f689f0),
95 pointer_default(unique)
97 interface ID3D10ShaderResourceView1 : ID3D10ShaderResourceView
99 void GetDesc1([out] D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
103 uuid(9b7e4c8f-342c-4106-a19f-4f2704f689f0),
106 pointer_default(unique)
108 interface ID3D10Device1 : ID3D10Device
110 HRESULT CreateShaderResourceView1(
111 [in] ID3D10Resource *pResource,
112 [in, out] const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
113 [out] ID3D10ShaderResourceView1 **ppSRView);
115 HRESULT CreateBlendState1(
116 [in] const D3D10_BLEND_DESC1 *pBlendStateDesc,
117 [out] ID3D10BlendState1 **ppBlendState);
119 D3D10_FEATURE_LEVEL1 GetFeatureLevel();