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static INLINE void | D3D10SetResourceEvictionPriority (D3D10Resource resource, UINT eviction_priority) |
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static INLINE UINT | D3D10GetResourceEvictionPriority (D3D10Resource resource) |
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static INLINE void | D3D10SetBufferEvictionPriority (D3D10Buffer buffer, UINT eviction_priority) |
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static INLINE UINT | D3D10GetBufferEvictionPriority (D3D10Buffer buffer) |
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static INLINE HRESULT | D3D10MapBuffer (D3D10Buffer buffer, D3D10_MAP map_type, UINT map_flags, void **data) |
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static INLINE void | D3D10UnmapBuffer (D3D10Buffer buffer) |
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static INLINE void | D3D10SetTexture1DEvictionPriority (D3D10Texture1D texture1d, UINT eviction_priority) |
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static INLINE UINT | D3D10GetTexture1DEvictionPriority (D3D10Texture1D texture1d) |
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static INLINE HRESULT | D3D10MapTexture1D (D3D10Texture1D texture1d, UINT subresource, D3D10_MAP map_type, UINT map_flags, void **data) |
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static INLINE void | D3D10UnmapTexture1D (D3D10Texture1D texture1d, UINT subresource) |
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static INLINE void | D3D10SetTexture2DEvictionPriority (D3D10Texture2D texture2d, UINT eviction_priority) |
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static INLINE UINT | D3D10GetTexture2DEvictionPriority (D3D10Texture2D texture2d) |
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static INLINE HRESULT | D3D10MapTexture2D (D3D10Texture2D texture2d, UINT subresource, D3D10_MAP map_type, UINT map_flags, D3D10_MAPPED_TEXTURE2D *mapped_tex2d) |
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static INLINE void | D3D10UnmapTexture2D (D3D10Texture2D texture2d, UINT subresource) |
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static INLINE void | D3D10SetTexture3DEvictionPriority (D3D10Texture3D texture3d, UINT eviction_priority) |
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static INLINE UINT | D3D10GetTexture3DEvictionPriority (D3D10Texture3D texture3d) |
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static INLINE HRESULT | D3D10MapTexture3D (D3D10Texture3D texture3d, UINT subresource, D3D10_MAP map_type, UINT map_flags, D3D10_MAPPED_TEXTURE3D *mapped_tex3d) |
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static INLINE void | D3D10UnmapTexture3D (D3D10Texture3D texture3d, UINT subresource) |
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static INLINE void | D3D10GetViewResource (D3D10View view, D3D10Resource *resource) |
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static INLINE void | D3D10GetShaderResourceViewResource (D3D10ShaderResourceView shader_resource_view, D3D10Resource *resource) |
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static INLINE void | D3D10GetRenderTargetViewResource (D3D10RenderTargetView render_target_view, D3D10Resource *resource) |
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static INLINE void | D3D10GetDepthStencilViewResource (D3D10DepthStencilView depth_stencil_view, D3D10Resource *resource) |
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static INLINE void | D3D10BeginAsynchronous (D3D10Asynchronous asynchronous) |
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static INLINE void | D3D10EndAsynchronous (D3D10Asynchronous asynchronous) |
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static INLINE HRESULT | D3D10GetAsynchronousData (D3D10Asynchronous asynchronous, void *data, UINT data_size, UINT get_data_flags) |
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static INLINE UINT | D3D10GetAsynchronousDataSize (D3D10Asynchronous asynchronous) |
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static INLINE void | D3D10BeginQuery (D3D10Query query) |
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static INLINE void | D3D10EndQuery (D3D10Query query) |
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static INLINE HRESULT | D3D10GetQueryData (D3D10Query query, void *data, UINT data_size, UINT get_data_flags) |
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static INLINE UINT | D3D10GetQueryDataSize (D3D10Query query) |
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static INLINE void | D3D10BeginPredicate (D3D10Predicate predicate) |
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static INLINE void | D3D10EndPredicate (D3D10Predicate predicate) |
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static INLINE HRESULT | D3D10GetPredicateData (D3D10Predicate predicate, void *data, UINT data_size, UINT get_data_flags) |
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static INLINE UINT | D3D10GetPredicateDataSize (D3D10Predicate predicate) |
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static INLINE void | D3D10BeginCounter (D3D10Counter counter) |
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static INLINE void | D3D10EndCounter (D3D10Counter counter) |
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static INLINE HRESULT | D3D10GetCounterData (D3D10Counter counter, void *data, UINT data_size, UINT get_data_flags) |
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static INLINE UINT | D3D10GetCounterDataSize (D3D10Counter counter) |
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static INLINE void | D3D10SetVShaderConstantBuffers (D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer *const constant_buffers) |
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static INLINE void | D3D10SetPShaderResources (D3D10Device device, UINT start_slot, UINT num_views, D3D10ShaderResourceView *const shader_resource_views) |
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static INLINE void | D3D10SetPShader (D3D10Device device, D3D10PixelShader pixel_shader) |
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static INLINE void | D3D10SetPShaderSamplers (D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState *const samplers) |
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static INLINE void | D3D10SetVShader (D3D10Device device, D3D10VertexShader vertex_shader) |
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static INLINE void | D3D10DrawIndexed (D3D10Device device, UINT index_count, UINT start_index_location, INT base_vertex_location) |
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static INLINE void | D3D10Draw (D3D10Device device, UINT vertex_count, UINT start_vertex_location) |
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static INLINE void | D3D10SetPShaderConstantBuffers (D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer *const constant_buffers) |
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static INLINE void | D3D10SetInputLayout (D3D10Device device, D3D10InputLayout input_layout) |
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static INLINE void | D3D10SetVertexBuffers (D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer *const vertex_buffers, UINT *strides, UINT *offsets) |
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static INLINE void | D3D10SetVertexBuffer (D3D10Device device_context, UINT slot, D3D10Buffer const vertex_buffer, UINT stride, UINT offset) |
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static INLINE void | D3D10SetVShaderConstantBuffer (D3D10Device device_context, UINT slot, D3D10Buffer const constant_buffer) |
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static INLINE void | D3D10SetPShaderConstantBuffer (D3D10Device device_context, UINT slot, D3D10Buffer const constant_buffer) |
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static INLINE void | D3D10SetIndexBuffer (D3D10Device device, D3D10Buffer index_buffer, DXGI_FORMAT format, UINT offset) |
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static INLINE void | D3D10DrawIndexedInstanced (D3D10Device device, UINT index_count_per_instance, UINT instance_count, UINT start_index_location, INT base_vertex_location, UINT start_instance_location) |
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static INLINE void | D3D10DrawInstanced (D3D10Device device, UINT vertex_count_per_instance, UINT instance_count, UINT start_vertex_location, UINT start_instance_location) |
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static INLINE void | D3D10SetGShaderConstantBuffers (D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer *const constant_buffers) |
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static INLINE void | D3D10SetGShader (D3D10Device device, D3D10GeometryShader shader) |
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static INLINE void | D3D10SetPrimitiveTopology (D3D10Device device, D3D10_PRIMITIVE_TOPOLOGY topology) |
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static INLINE void | D3D10SetVShaderResources (D3D10Device device, UINT start_slot, UINT num_views, D3D10ShaderResourceView *const shader_resource_views) |
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static INLINE void | D3D10SetVShaderSamplers (D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState *const samplers) |
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static INLINE void | D3D10SetPredication (D3D10Device device, D3D10Predicate predicate, BOOL predicate_value) |
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static INLINE void | D3D10SetGShaderResources (D3D10Device device, UINT start_slot, UINT num_views, D3D10ShaderResourceView *const shader_resource_views) |
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static INLINE void | D3D10SetGShaderSamplers (D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState *const samplers) |
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static INLINE void | D3D10SetRenderTargets (D3D10Device device, UINT num_views, D3D10RenderTargetView *const render_target_views, D3D10DepthStencilView depth_stencil_view) |
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static INLINE void | D3D10SetBlendState (D3D10Device device, D3D10BlendState blend_state, FLOAT blend_factor[4], UINT sample_mask) |
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static INLINE void | D3D10SetDepthStencilState (D3D10Device device, D3D10DepthStencilState depth_stencil_state, UINT stencil_ref) |
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static INLINE void | D3D10SOSetTargets (D3D10Device device, UINT num_buffers, D3D10Buffer *const sotargets, UINT *offsets) |
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static INLINE void | D3D10DrawAuto (D3D10Device device) |
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static INLINE void | D3D10SetState (D3D10Device device, D3D10RasterizerState rasterizer_state) |
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static INLINE void | D3D10SetViewports (D3D10Device device, UINT num_viewports, D3D10_VIEWPORT *viewports) |
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static INLINE void | D3D10SetScissorRects (D3D10Device device, UINT num_rects, D3D10_RECT *rects) |
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static INLINE void | D3D10CopySubresourceRegionDevice (D3D10Device device, D3D10Resource dst_resource, UINT dst_subresource, UINT dst_x, UINT dst_y, UINT dst_z, D3D10Resource src_resource, UINT src_subresource, D3D10_BOX *src_box) |
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static INLINE void | D3D10CopyResource (D3D10Device device, D3D10Resource dst_resource, D3D10Resource src_resource) |
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static INLINE void | D3D10UpdateSubresource (D3D10Device device, D3D10Resource dst_resource, UINT dst_subresource, D3D10_BOX *dst_box, void *src_data, UINT src_row_pitch, UINT src_depth_pitch) |
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static INLINE void | D3D10ClearRenderTargetView (D3D10Device device, D3D10RenderTargetView render_target_view, FLOAT color_rgba[4]) |
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static INLINE void | D3D10ClearDepthStencilView (D3D10Device device, D3D10DepthStencilView depth_stencil_view, UINT clear_flags, FLOAT depth, UINT8 stencil) |
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static INLINE void | D3D10GenerateMips (D3D10Device device, D3D10ShaderResourceView shader_resource_view) |
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static INLINE void | D3D10ResolveSubresource (D3D10Device device, D3D10Resource dst_resource, UINT dst_subresource, D3D10Resource src_resource, UINT src_subresource, DXGI_FORMAT format) |
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static INLINE void | D3D10GetVShaderConstantBuffers (D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer *constant_buffers) |
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static INLINE void | D3D10GetPShaderResources (D3D10Device device, UINT start_slot, UINT num_views, D3D10ShaderResourceView *shader_resource_views) |
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static INLINE void | D3D10GetPShader (D3D10Device device, D3D10PixelShader *pixel_shader) |
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static INLINE void | D3D10GetPShaderSamplers (D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState *samplers) |
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static INLINE void | D3D10GetVShader (D3D10Device device, D3D10VertexShader *vertex_shader) |
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static INLINE void | D3D10GetPShaderConstantBuffers (D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer *constant_buffers) |
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static INLINE void | D3D10GetInputLayout (D3D10Device device, D3D10InputLayout *input_layout) |
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static INLINE void | D3D10GetVertexBuffers (D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer *vertex_buffers, UINT *strides, UINT *offsets) |
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static INLINE void | D3D10GetIndexBuffer (D3D10Device device, D3D10Buffer *index_buffer, DXGI_FORMAT *format, UINT *offset) |
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static INLINE void | D3D10GetGShaderConstantBuffers (D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer *constant_buffers) |
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static INLINE void | D3D10GetGShader (D3D10Device device, D3D10GeometryShader *geometry_shader) |
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static INLINE void | D3D10GetPrimitiveTopology (D3D10Device device, D3D10_PRIMITIVE_TOPOLOGY *topology) |
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static INLINE void | D3D10GetVShaderResources (D3D10Device device, UINT start_slot, UINT num_views, D3D10ShaderResourceView *shader_resource_views) |
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static INLINE void | D3D10GetVShaderSamplers (D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState *samplers) |
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static INLINE void | D3D10GetPredication (D3D10Device device, D3D10Predicate *predicate, BOOL *predicate_value) |
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static INLINE void | D3D10GetGShaderResources (D3D10Device device, UINT start_slot, UINT num_views, D3D10ShaderResourceView *shader_resource_views) |
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static INLINE void | D3D10GetGShaderSamplers (D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState *samplers) |
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static INLINE void | D3D10GetRenderTargets (D3D10Device device, UINT num_views, D3D10RenderTargetView *render_target_views, D3D10DepthStencilView *depth_stencil_view) |
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static INLINE void | D3D10GetBlendState (D3D10Device device, D3D10BlendState *blend_state, FLOAT blend_factor[4], UINT *sample_mask) |
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static INLINE void | D3D10GetDepthStencilState (D3D10Device device, D3D10DepthStencilState *depth_stencil_state, UINT *stencil_ref) |
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static INLINE void | D3D10SOGetTargets (D3D10Device device, UINT num_buffers, D3D10Buffer *sotargets, UINT *offsets) |
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static INLINE void | D3D10GetState (D3D10Device device, D3D10RasterizerState *rasterizer_state) |
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static INLINE void | D3D10GetViewports (D3D10Device device, UINT *num_viewports, D3D10_VIEWPORT *viewports) |
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static INLINE void | D3D10GetScissorRects (D3D10Device device, UINT *num_rects, D3D10_RECT *rects) |
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static INLINE HRESULT | D3D10GetDeviceRemovedReason (D3D10Device device) |
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static INLINE HRESULT | D3D10SetExceptionMode (D3D10Device device, UINT raise_flags) |
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static INLINE UINT | D3D10GetExceptionMode (D3D10Device device) |
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static INLINE void | D3D10ClearState (D3D10Device device) |
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static INLINE void | D3D10Flush (D3D10Device device) |
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static INLINE HRESULT | D3D10CreateBuffer (D3D10Device device, D3D10_BUFFER_DESC *desc, D3D10_SUBRESOURCE_DATA *initial_data, D3D10Buffer *buffer) |
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static INLINE HRESULT | D3D10CreateTexture1D (D3D10Device device, D3D10_TEXTURE1D_DESC *desc, D3D10_SUBRESOURCE_DATA *initial_data, D3D10Texture1D *texture1d) |
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static INLINE HRESULT | D3D10CreateTexture2D (D3D10Device device, D3D10_TEXTURE2D_DESC *desc, D3D10_SUBRESOURCE_DATA *initial_data, D3D10Texture2D *texture2d) |
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static INLINE HRESULT | D3D10CreateTexture3D (D3D10Device device, D3D10_TEXTURE3D_DESC *desc, D3D10_SUBRESOURCE_DATA *initial_data, D3D10Texture3D *texture3d) |
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static INLINE HRESULT | D3D10CreateShaderResourceViewDevice (D3D10Device device, D3D10Resource resource, D3D10_SHADER_RESOURCE_VIEW_DESC *desc, D3D10ShaderResourceView *srview) |
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static INLINE HRESULT | D3D10CreateRenderTargetViewDevice (D3D10Device device, D3D10Resource resource, D3D10_RENDER_TARGET_VIEW_DESC *desc, D3D10RenderTargetView *rtview) |
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static INLINE HRESULT | D3D10CreateDepthStencilView (D3D10Device device, D3D10Resource resource, D3D10_DEPTH_STENCIL_VIEW_DESC *desc, D3D10DepthStencilView *depth_stencil_view) |
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static INLINE HRESULT | D3D10CreateInputLayout (D3D10Device device, D3D10_INPUT_ELEMENT_DESC *input_element_descs, UINT num_elements, void *shader_bytecode_with_input_signature, SIZE_T bytecode_length, D3D10InputLayout *input_layout) |
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static INLINE HRESULT | D3D10CreateVertexShader (D3D10Device device, void *shader_bytecode, SIZE_T bytecode_length, D3D10VertexShader *vertex_shader) |
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static INLINE HRESULT | D3D10CreateGeometryShader (D3D10Device device, void *shader_bytecode, SIZE_T bytecode_length, D3D10GeometryShader *geometry_shader) |
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static INLINE HRESULT | D3D10CreateGeometryShaderWithStreamOutput (D3D10Device device, void *shader_bytecode, SIZE_T bytecode_length, D3D10_SO_DECLARATION_ENTRY *sodeclaration, UINT num_entries, UINT output_stream_stride, D3D10GeometryShader *geometry_shader) |
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static INLINE HRESULT | D3D10CreatePixelShader (D3D10Device device, void *shader_bytecode, SIZE_T bytecode_length, D3D10PixelShader *pixel_shader) |
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static INLINE HRESULT | D3D10CreateBlendState (D3D10Device device, D3D10_BLEND_DESC *blend_state_desc, D3D10BlendState *blend_state) |
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static INLINE HRESULT | D3D10CreateDepthStencilState (D3D10Device device, D3D10_DEPTH_STENCIL_DESC *depth_stencil_desc, D3D10DepthStencilState *depth_stencil_state) |
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static INLINE HRESULT | D3D10CreateRasterizerState (D3D10Device device, D3D10_RASTERIZER_DESC *rasterizer_desc, D3D10RasterizerState *rasterizer_state) |
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static INLINE HRESULT | D3D10CreateSamplerState (D3D10Device device, D3D10_SAMPLER_DESC *sampler_desc, D3D10SamplerState *sampler_state) |
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static INLINE HRESULT | D3D10CreateQuery (D3D10Device device, D3D10_QUERY_DESC *query_desc, D3D10Query *query) |
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static INLINE HRESULT | D3D10CreatePredicate (D3D10Device device, D3D10_QUERY_DESC *predicate_desc, D3D10Predicate *predicate) |
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static INLINE HRESULT | D3D10CreateCounter (D3D10Device device, D3D10_COUNTER_DESC *counter_desc, D3D10Counter *counter) |
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static INLINE HRESULT | D3D10CheckFormatSupport (D3D10Device device, DXGI_FORMAT format, UINT *format_support) |
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static INLINE HRESULT | D3D10CheckMultisampleQualityLevels (D3D10Device device, DXGI_FORMAT format, UINT sample_count, UINT *num_quality_levels) |
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static INLINE void | D3D10CheckCounterInfo (D3D10Device device, D3D10_COUNTER_INFO *counter_info) |
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static INLINE HRESULT | D3D10CheckCounter (D3D10Device device, D3D10_COUNTER_DESC *desc, D3D10_COUNTER_TYPE *type, UINT *active_counters, LPSTR sz_name, UINT *name_length, LPSTR sz_units, UINT *units_length, LPSTR sz_description, UINT *description_length) |
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static INLINE UINT | D3D10GetCreationFlags (D3D10Device device) |
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static INLINE HRESULT | D3D10OpenSharedResource (D3D10Device device, HANDLE h_resource, ID3D10Resource **out) |
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static INLINE void | D3D10SetTextFilterSize (D3D10Device device, UINT width, UINT height) |
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static INLINE void | D3D10GetTextFilterSize (D3D10Device device, UINT *width, UINT *height) |
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static INLINE void | D3D10Enter (D3D10Multithread multithread) |
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static INLINE void | D3D10Leave (D3D10Multithread multithread) |
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static INLINE BOOL | D3D10SetMultithreadProtected (D3D10Multithread multithread, BOOL mtprotect) |
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static INLINE BOOL | D3D10GetMultithreadProtected (D3D10Multithread multithread) |
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static INLINE HRESULT | D3D10SetDebugFeatureMask (D3D10Debug debug, UINT mask) |
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static INLINE UINT | D3D10GetDebugFeatureMask (D3D10Debug debug) |
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static INLINE HRESULT | D3D10SetPresentPerRenderOpDelay (D3D10Debug debug, UINT milliseconds) |
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static INLINE UINT | D3D10GetPresentPerRenderOpDelay (D3D10Debug debug) |
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static INLINE HRESULT | D3D10SetSwapChain (D3D10Debug debug, IDXGISwapChain *swap_chain) |
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static INLINE HRESULT | D3D10GetSwapChain (D3D10Debug debug, IDXGISwapChain **swap_chain) |
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static INLINE HRESULT | D3D10Validate (D3D10Debug debug) |
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static INLINE BOOL | D3D10SetUseRef (D3D10SwitchToRef switch_to_ref, BOOL use_ref) |
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static INLINE BOOL | D3D10GetUseRef (D3D10SwitchToRef switch_to_ref) |
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static INLINE HRESULT | D3D10SetMessageCountLimit (D3D10InfoQueue info_queue, UINT64 message_count_limit) |
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static INLINE void | D3D10ClearStoredMessages (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10GetMessageA (D3D10InfoQueue info_queue, UINT64 message_index, D3D10_MESSAGE *message, SIZE_T *message_byte_length) |
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static INLINE UINT64 | D3D10GetNumMessagesAllowedByStorageFilter (D3D10InfoQueue info_queue) |
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static INLINE UINT64 | D3D10GetNumMessagesDeniedByStorageFilter (D3D10InfoQueue info_queue) |
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static INLINE UINT64 | D3D10GetNumStoredMessages (D3D10InfoQueue info_queue) |
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static INLINE UINT64 | D3D10GetNumStoredMessagesAllowedByRetrievalFilter (D3D10InfoQueue info_queue) |
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static INLINE UINT64 | D3D10GetNumMessagesDiscardedByMessageCountLimit (D3D10InfoQueue info_queue) |
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static INLINE UINT64 | D3D10GetMessageCountLimit (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10AddStorageFilterEntries (D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER *filter) |
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static INLINE HRESULT | D3D10GetStorageFilter (D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER *filter, SIZE_T *filter_byte_length) |
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static INLINE void | D3D10ClearStorageFilter (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10PushEmptyStorageFilter (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10PushCopyOfStorageFilter (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10PushStorageFilter (D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER *filter) |
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static INLINE void | D3D10PopStorageFilter (D3D10InfoQueue info_queue) |
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static INLINE UINT | D3D10GetStorageFilterStackSize (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10AddRetrievalFilterEntries (D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER *filter) |
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static INLINE HRESULT | D3D10GetRetrievalFilter (D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER *filter, SIZE_T *filter_byte_length) |
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static INLINE void | D3D10ClearRetrievalFilter (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10PushEmptyRetrievalFilter (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10PushCopyOfRetrievalFilter (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10PushRetrievalFilter (D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER *filter) |
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static INLINE void | D3D10PopRetrievalFilter (D3D10InfoQueue info_queue) |
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static INLINE UINT | D3D10GetRetrievalFilterStackSize (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | D3D10AddMessage (D3D10InfoQueue info_queue, D3D10_MESSAGE_CATEGORY category, D3D10_MESSAGE_SEVERITY severity, D3D10_MESSAGE_ID id, LPCSTR description) |
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static INLINE HRESULT | D3D10AddApplicationMessage (D3D10InfoQueue info_queue, D3D10_MESSAGE_SEVERITY severity, LPCSTR description) |
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static INLINE HRESULT | D3D10SetBreakOnCategory (D3D10InfoQueue info_queue, D3D10_MESSAGE_CATEGORY category, BOOL enable) |
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static INLINE HRESULT | D3D10SetBreakOnSeverity (D3D10InfoQueue info_queue, D3D10_MESSAGE_SEVERITY severity, BOOL enable) |
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static INLINE HRESULT | D3D10SetBreakOnID (D3D10InfoQueue info_queue, D3D10_MESSAGE_ID id, BOOL enable) |
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static INLINE BOOL | D3D10GetBreakOnCategory (D3D10InfoQueue info_queue, D3D10_MESSAGE_CATEGORY category) |
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static INLINE BOOL | D3D10GetBreakOnSeverity (D3D10InfoQueue info_queue, D3D10_MESSAGE_SEVERITY severity) |
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static INLINE BOOL | D3D10GetBreakOnID (D3D10InfoQueue info_queue, D3D10_MESSAGE_ID id) |
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static INLINE void | D3D10SetMuteDebugOutput (D3D10InfoQueue info_queue, BOOL mute) |
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static INLINE BOOL | D3D10GetMuteDebugOutput (D3D10InfoQueue info_queue) |
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static INLINE HRESULT | DXGIGetSwapChainBufferD3D10 (DXGISwapChain swap_chain, UINT buffer, D3D10Texture2D *out) |
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static INLINE void | D3D10CopyTexture2DSubresourceRegion (D3D10Device device, D3D10Texture2D dst_texture, UINT dst_subresource, UINT dst_x, UINT dst_y, UINT dst_z, D3D10Texture2D src_texture, UINT src_subresource, D3D10_BOX *src_box) |
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static INLINE HRESULT | D3D10CreateTexture2DRenderTargetView (D3D10Device device, D3D10Texture2D texture, D3D10_RENDER_TARGET_VIEW_DESC *desc, D3D10RenderTargetView *rtview) |
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static INLINE HRESULT | D3D10CreateTexture2DShaderResourceView (D3D10Device device, D3D10Texture2D texture, D3D10_SHADER_RESOURCE_VIEW_DESC *desc, D3D10ShaderResourceView *srview) |
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struct | ALIGN (16) |
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void | d3d10_init_texture (D3D10Device device, d3d10_texture_t *texture) |
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static INLINE void | d3d10_release_texture (d3d10_texture_t *texture) |
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void | d3d10_update_texture (D3D10Device ctx, int width, int height, int pitch, DXGI_FORMAT format, const void *data, d3d10_texture_t *texture) |
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DXGI_FORMAT | d3d10_get_closest_match (D3D10Device device, DXGI_FORMAT desired_format, UINT desired_format_support) |
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bool | d3d10_init_shader (D3D10Device device, const char *src, size_t size, const void *src_name, LPCSTR vs_entry, LPCSTR ps_entry, LPCSTR gs_entry, const D3D10_INPUT_ELEMENT_DESC *input_element_descs, UINT num_elements, d3d10_shader_t *out) |
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static INLINE void | d3d10_release_shader (d3d10_shader_t *shader) |
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static INLINE DXGI_FORMAT | d3d10_get_closest_match_texture2D (D3D10Device device, DXGI_FORMAT desired_format) |
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static INLINE void | d3d10_set_shader (D3D10Device ctx, d3d10_shader_t *shader) |
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static INLINE void | d3d10_set_texture_and_sampler (D3D10Device ctx, UINT slot, d3d10_texture_t *texture) |
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