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https://github.com/amerkoleci/Vortice.Win32.git
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Update metadata to 39.0.18-preview
Generator: Add initial Interface generation.
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@@ -14,7 +14,7 @@ namespace Win32.Graphics.Direct3D11;
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[Guid("db6f6ddb-ac77-4e88-8253-819df9bbf140")]
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[NativeTypeName("struct ID3D11Device : IUnknown")]
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[NativeInheritance("IUnknown")]
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public unsafe partial struct ID3D11Device : INativeGuid
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public unsafe partial struct ID3D11Device : ID3D11Device.Interface, INativeGuid
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{
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public static ref readonly Guid IID_ID3D11Device
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{
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@@ -393,5 +393,127 @@ public unsafe partial struct ID3D11Device : INativeGuid
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{
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return ((delegate* unmanaged[Stdcall]<ID3D11Device*, uint>)(lpVtbl[42]))((ID3D11Device*)Unsafe.AsPointer(ref this));
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}
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public interface Interface : IUnknown.Interface
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{
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[VtblIndex(3)]
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HResult CreateBuffer(BufferDescription* pDesc, SubresourceData* pInitialData, ID3D11Buffer** ppBuffer);
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[VtblIndex(4)]
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HResult CreateTexture1D(Texture1DDescription* pDesc, SubresourceData* pInitialData, ID3D11Texture1D** ppTexture1D);
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[VtblIndex(5)]
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HResult CreateTexture2D(Texture2DDescription* pDesc, SubresourceData* pInitialData, ID3D11Texture2D** ppTexture2D);
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[VtblIndex(6)]
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HResult CreateTexture3D(Texture3DDescription* pDesc, SubresourceData* pInitialData, ID3D11Texture3D** ppTexture3D);
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[VtblIndex(7)]
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HResult CreateShaderResourceView(ID3D11Resource* pResource, ShaderResourceViewDescription* pDesc, ID3D11ShaderResourceView** ppSRView);
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[VtblIndex(8)]
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HResult CreateUnorderedAccessView(ID3D11Resource* pResource, UnorderedAccessViewDescription* pDesc, ID3D11UnorderedAccessView** ppUAView);
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[VtblIndex(9)]
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HResult CreateRenderTargetView(ID3D11Resource* pResource, RenderTargetViewDescription* pDesc, ID3D11RenderTargetView** ppRTView);
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[VtblIndex(10)]
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HResult CreateDepthStencilView(ID3D11Resource* pResource, DepthStencilViewDescription* pDesc, ID3D11DepthStencilView** ppDepthStencilView);
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[VtblIndex(11)]
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HResult CreateInputLayout(InputElementDescription* pInputElementDescs, uint NumElements, void* pShaderBytecodeWithInputSignature, nuint BytecodeLength, ID3D11InputLayout** ppInputLayout);
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[VtblIndex(12)]
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HResult CreateVertexShader(void* pShaderBytecode, nuint BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11VertexShader** ppVertexShader);
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[VtblIndex(13)]
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HResult CreateGeometryShader(void* pShaderBytecode, nuint BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11GeometryShader** ppGeometryShader);
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[VtblIndex(14)]
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HResult CreateGeometryShaderWithStreamOutput(void* pShaderBytecode, nuint BytecodeLength, SODeclarationEntry* pSODeclaration, uint NumEntries, uint* pBufferStrides, uint NumStrides, uint RasterizedStream, ID3D11ClassLinkage* pClassLinkage, ID3D11GeometryShader** ppGeometryShader);
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[VtblIndex(15)]
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HResult CreatePixelShader(void* pShaderBytecode, nuint BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11PixelShader** ppPixelShader);
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[VtblIndex(16)]
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HResult CreateHullShader(void* pShaderBytecode, nuint BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11HullShader** ppHullShader);
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[VtblIndex(17)]
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HResult CreateDomainShader(void* pShaderBytecode, nuint BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11DomainShader** ppDomainShader);
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[VtblIndex(18)]
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HResult CreateComputeShader(void* pShaderBytecode, nuint BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11ComputeShader** ppComputeShader);
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[VtblIndex(19)]
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HResult CreateClassLinkage(ID3D11ClassLinkage** ppLinkage);
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[VtblIndex(20)]
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HResult CreateBlendState(BlendDescription* pBlendStateDesc, ID3D11BlendState** ppBlendState);
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[VtblIndex(21)]
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HResult CreateDepthStencilState(DepthStencilDescription* pDepthStencilDesc, ID3D11DepthStencilState** ppDepthStencilState);
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[VtblIndex(22)]
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HResult CreateRasterizerState(RasterizerDescription* pRasterizerDesc, ID3D11RasterizerState** ppRasterizerState);
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[VtblIndex(23)]
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HResult CreateSamplerState(SamplerDescription* pSamplerDesc, ID3D11SamplerState** ppSamplerState);
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[VtblIndex(24)]
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HResult CreateQuery(QueryDescription* pQueryDesc, ID3D11Query** ppQuery);
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[VtblIndex(25)]
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HResult CreatePredicate(QueryDescription* pPredicateDesc, ID3D11Predicate** ppPredicate);
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[VtblIndex(26)]
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HResult CreateCounter(CounterDescription* pCounterDesc, ID3D11Counter** ppCounter);
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[VtblIndex(27)]
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HResult CreateDeferredContext(uint ContextFlags, ID3D11DeviceContext** ppDeferredContext);
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[VtblIndex(28)]
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HResult OpenSharedResource(Handle hResource, Guid* ReturnedInterface, void** ppResource);
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[VtblIndex(29)]
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HResult CheckFormatSupport(Graphics.Dxgi.Common.Format Format, uint* pFormatSupport);
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[VtblIndex(30)]
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HResult CheckMultisampleQualityLevels(Graphics.Dxgi.Common.Format Format, uint SampleCount, uint* pNumQualityLevels);
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[VtblIndex(31)]
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void CheckCounterInfo(CounterInfo* pCounterInfo);
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[VtblIndex(32)]
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HResult CheckCounter(CounterDescription* pDesc, CounterType* pType, uint* pActiveCounters, byte* szName, uint* pNameLength, byte* szUnits, uint* pUnitsLength, byte* szDescription, uint* pDescriptionLength);
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[VtblIndex(33)]
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HResult CheckFeatureSupport(Feature Feature, void* pFeatureSupportData, int FeatureSupportDataSize);
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[VtblIndex(34)]
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HResult GetPrivateData(Guid* guid, uint* pDataSize, void* pData);
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[VtblIndex(35)]
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HResult SetPrivateData(Guid* guid, uint DataSize, void* pData);
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[VtblIndex(36)]
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HResult SetPrivateDataInterface(Guid* guid, IUnknown* pData);
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[VtblIndex(37)]
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Graphics.Direct3D.FeatureLevel GetFeatureLevel();
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[VtblIndex(38)]
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uint GetCreationFlags();
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[VtblIndex(39)]
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HResult GetDeviceRemovedReason();
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[VtblIndex(40)]
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void GetImmediateContext(ID3D11DeviceContext** ppImmediateContext);
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[VtblIndex(41)]
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HResult SetExceptionMode(uint RaiseFlags);
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[VtblIndex(42)]
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uint GetExceptionMode();
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}
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}
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