[object, local, uuid("1841e5c8-16b0-489b-bcc8-44cfb0d5deae")]
interface ID3D11DeviceChild : IUnknown {
void GetDevice(
- [out] ID3D11Device **ppDevice
+ [out] ID3D11Device **a
);
HRESULT GetPrivateData(
- [in] REFGUID guid,
- [in, out] UINT *pDataSize,
- [out] void *pData
+ [in] REFGUID a,
+ [in, out] UINT *b,
+ [out] void *c
);
HRESULT SetPrivateData(
- [in] REFGUID guid,
- [in] UINT DataSize,
- [in] const void *pData
+ [in] REFGUID a,
+ [in] UINT b,
+ [in] const void *c
);
HRESULT SetPrivateDataInterface(
- [in] REFGUID guid,
- [in] const IUnknown *pData
+ [in] REFGUID a,
+ [in] const IUnknown *b
);
};
[object, local, uuid("03823efb-8d8f-4e1c-9aa2-f64bb2cbfdf1")]
interface ID3D11DepthStencilState : ID3D11DeviceChild {
void GetDesc(
- [out] D3D11_DEPTH_STENCIL_DESC *pDesc
+ [out] D3D11_DEPTH_STENCIL_DESC *a
);
};
[object, local, uuid("75b68faa-347d-4159-8f45-a0640f01cd9a")]
interface ID3D11BlendState : ID3D11DeviceChild {
void GetDesc(
- [out] D3D11_BLEND_DESC *pDesc
+ [out] D3D11_BLEND_DESC *a
);
};
[object, local, uuid("9bb4ab81-ab1a-4d8f-b506-fc04200b6ee7")]
interface ID3D11RasterizerState : ID3D11DeviceChild {
void GetDesc(
- [out] D3D11_RASTERIZER_DESC *pDesc
+ [out] D3D11_RASTERIZER_DESC *a
);
};
interface ID3D11SamplerState : ID3D11DeviceChild
{
void GetDesc(
- [out] D3D11_SAMPLER_DESC *pDesc
+ [out] D3D11_SAMPLER_DESC *a
);
};
[object, local, uuid("dc8e63f3-d12b-4952-b47b-5e45026a862d")]
interface ID3D11Resource : ID3D11DeviceChild {
void GetType(
- [out] D3D11_RESOURCE_DIMENSION *pResourceDimension
+ [out] D3D11_RESOURCE_DIMENSION *a
);
void SetEvictionPriority(
- [in] UINT EvictionPriority
+ [in] UINT a
);
UINT GetEvictionPriority(
[object, local, uuid("48570b85-d1ee-4fcd-a250-eb350722b037")]
interface ID3D11Buffer : ID3D11Resource {
void GetDesc(
- [out] D3D11_BUFFER_DESC *pDesc
+ [out] D3D11_BUFFER_DESC *a
);
};
[object, local, uuid("f8fb5c27-c6b3-4f75-a4c8-439af2ef564c")]
interface ID3D11Texture1D : ID3D11Resource {
void GetDesc(
- [out] D3D11_TEXTURE1D_DESC *pDesc
+ [out] D3D11_TEXTURE1D_DESC *a
);
};
[object, local, uuid("6f15aaf2-d208-4e89-9ab4-489535d34f9c")]
interface ID3D11Texture2D : ID3D11Resource {
void GetDesc(
- [out] D3D11_TEXTURE2D_DESC *pDesc
+ [out] D3D11_TEXTURE2D_DESC *a
);
};
[object, local, uuid("037e866e-f56d-4357-a8af-9dabbe6e250e")]
interface ID3D11Texture3D : ID3D11Resource {
void GetDesc(
- [out] D3D11_TEXTURE3D_DESC *pDesc
+ [out] D3D11_TEXTURE3D_DESC *a
);
};
[object, local, uuid("839d1216-bb2e-412b-b7f4-a9dbebe08ed1")]
interface ID3D11View : ID3D11DeviceChild {
void GetResource(
- [out] ID3D11Resource **ppResource
+ [out] ID3D11Resource **a
);
};
[object, local, uuid("b0e06fe0-8192-4e1a-b1ca-36d7414710b2")]
interface ID3D11ShaderResourceView : ID3D11View {
void GetDesc(
- [out] D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc
+ [out] D3D11_SHADER_RESOURCE_VIEW_DESC *a
);
};
interface ID3D11RenderTargetView : ID3D11View
{
void GetDesc(
- [out] D3D11_RENDER_TARGET_VIEW_DESC *pDesc
+ [out] D3D11_RENDER_TARGET_VIEW_DESC *a
);
};
interface ID3D11DepthStencilView : ID3D11View
{
void GetDesc(
- [out] D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc
+ [out] D3D11_DEPTH_STENCIL_VIEW_DESC *a
);
};
interface ID3D11UnorderedAccessView : ID3D11View
{
void GetDesc(
- [out] D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc
+ [out] D3D11_UNORDERED_ACCESS_VIEW_DESC *a
);
};
interface ID3D11Query : ID3D11Asynchronous
{
void GetDesc(
- [out] D3D11_QUERY_DESC *pDesc
+ [out] D3D11_QUERY_DESC *a
);
};
interface ID3D11Counter : ID3D11Asynchronous
{
void GetDesc(
- [out] D3D11_COUNTER_DESC *pDesc
+ [out] D3D11_COUNTER_DESC *a
);
};
interface ID3D11ClassInstance : ID3D11DeviceChild
{
void GetClassLinkage(
- [out] ID3D11ClassLinkage **ppLinkage
+ [out] ID3D11ClassLinkage **a
);
void GetDesc(
- [out] D3D11_CLASS_INSTANCE_DESC *pDesc
+ [out] D3D11_CLASS_INSTANCE_DESC *a
);
void GetInstanceName(
- [out] LPSTR pInstanceName,
- [in, out] SIZE_T *pBufferLength
+ [out] LPSTR a,
+ [in, out] SIZE_T *b
);
void GetTypeName(
- [out] LPSTR pTypeName,
- [in, out] SIZE_T *pBufferLength
+ [out] LPSTR a,
+ [in, out] SIZE_T *b
);
};
interface ID3D11ClassLinkage : ID3D11DeviceChild
{
HRESULT GetClassInstance(
- [in] LPCSTR pClassInstanceName,
- [in] UINT InstanceIndex,
- [out] ID3D11ClassInstance **ppInstance
+ [in] LPCSTR a,
+ [in] UINT b,
+ [out] ID3D11ClassInstance **c
);
HRESULT CreateClassInstance(
- [in] LPCSTR pClassTypeName,
- [in] UINT ConstantBufferOffset,
- [in] UINT ConstantVectorOffset,
- [in] UINT TextureOffset,
- [in] UINT SamplerOffset,
- [out] ID3D11ClassInstance **ppInstance
+ [in] LPCSTR a,
+ [in] UINT b,
+ [in] UINT c,
+ [in] UINT d,
+ [in] UINT e,
+ [out] ID3D11ClassInstance **f
);
};
interface ID3D11Device : IUnknown
{
HRESULT CreateBuffer(
- [in] const D3D11_BUFFER_DESC *pDesc,
- [in] const D3D11_SUBRESOURCE_DATA *pInitialData,
- [out] ID3D11Buffer **ppBuffer
+ [in] const D3D11_BUFFER_DESC *a,
+ [in] const D3D11_SUBRESOURCE_DATA *b,
+ [out] ID3D11Buffer **c
);
HRESULT CreateTexture1D(
- [in] const D3D11_TEXTURE1D_DESC *pDesc,
- [in] const D3D11_SUBRESOURCE_DATA *pInitialData,
- [out] ID3D11Texture1D **ppTexture1D
+ [in] const D3D11_TEXTURE1D_DESC *a,
+ [in] const D3D11_SUBRESOURCE_DATA *b,
+ [out] ID3D11Texture1D **c
);
HRESULT CreateTexture2D(
- [in] const D3D11_TEXTURE2D_DESC *pDesc,
- [in] const D3D11_SUBRESOURCE_DATA *pInitialData,
- [out] ID3D11Texture2D **ppTexture2D
+ [in] const D3D11_TEXTURE2D_DESC *a,
+ [in] const D3D11_SUBRESOURCE_DATA *b,
+ [out] ID3D11Texture2D **c
);
HRESULT CreateTexture3D(
- [in] const D3D11_TEXTURE3D_DESC *pDesc,
- [in] const D3D11_SUBRESOURCE_DATA *pInitialData,
- [out] ID3D11Texture3D **ppTexture3D
+ [in] const D3D11_TEXTURE3D_DESC *a,
+ [in] const D3D11_SUBRESOURCE_DATA *b,
+ [out] ID3D11Texture3D **c
);
HRESULT CreateShaderResourceView(
- [in] ID3D11Resource *pResource,
- [in] const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,
- [out] ID3D11ShaderResourceView **ppSRView
+ [in] ID3D11Resource *a,
+ [in] const D3D11_SHADER_RESOURCE_VIEW_DESC *b,
+ [out] ID3D11ShaderResourceView **c
);
HRESULT CreateUnorderedAccessView(
- [in] ID3D11Resource *pResource,
- [in] const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,
- [out] ID3D11UnorderedAccessView **ppUAView
+ [in] ID3D11Resource *a,
+ [in] const D3D11_UNORDERED_ACCESS_VIEW_DESC *b,
+ [out] ID3D11UnorderedAccessView **c
);
HRESULT CreateRenderTargetView(
- [in] ID3D11Resource *pResource,
- [in] const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,
- [out] ID3D11RenderTargetView **ppRTView
+ [in] ID3D11Resource *a,
+ [in] const D3D11_RENDER_TARGET_VIEW_DESC *b,
+ [out] ID3D11RenderTargetView **c
);
HRESULT CreateDepthStencilView(
- [in] ID3D11Resource *pResource,
- [in] const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,
- [out] ID3D11DepthStencilView **ppDepthStencilView
+ [in] ID3D11Resource *a,
+ [in] const D3D11_DEPTH_STENCIL_VIEW_DESC *b,
+ [out] ID3D11DepthStencilView **c
);
HRESULT CreateInputLayout(
- [in] const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
- [in] UINT NumElements,
- [in] const void *pShaderBytecodeWithInputSignature,
- [in] SIZE_T BytecodeLength,
- [out] ID3D11InputLayout **ppInputLayout
+ [in] const D3D11_INPUT_ELEMENT_DESC *a,
+ [in] UINT b,
+ [in] const void *c,
+ [in] SIZE_T d,
+ [out] ID3D11InputLayout **e
);
HRESULT CreateVertexShader(
- [in] const void *pShaderBytecode,
- [in] SIZE_T BytecodeLength,
- [in] ID3D11ClassLinkage *pClassLinkage,
- [out] ID3D11VertexShader **ppVertexShader
+ [in] const void *a,
+ [in] SIZE_T b,
+ [in] ID3D11ClassLinkage *c,
+ [out] ID3D11VertexShader **d
);
HRESULT CreateGeometryShader(
- [in] const void *pShaderBytecode,
- [in] SIZE_T BytecodeLength,
- [in] ID3D11ClassLinkage *pClassLinkage,
- [out] ID3D11GeometryShader **ppGeometryShader
+ [in] const void *a,
+ [in] SIZE_T b,
+ [in] ID3D11ClassLinkage *c,
+ [out] ID3D11GeometryShader **d
);
HRESULT CreateGeometryShaderWithStreamOutput(
- [in] const void *pShaderBytecode,
- [in] SIZE_T BytecodeLength,
- [in] const D3D11_SO_DECLARATION_ENTRY *pSODeclaration,
- [in] UINT NumEntries,
- [in] const UINT *pBufferStrides,
- [in] UINT NumStrides,
- [in] UINT RasterizedStream,
- [in] ID3D11ClassLinkage *pClassLinkage,
- [out] ID3D11GeometryShader **ppGeometryShader
+ [in] const void *a,
+ [in] SIZE_T b,
+ [in] const D3D11_SO_DECLARATION_ENTRY *c,
+ [in] UINT d,
+ [in] const UINT *e,
+ [in] UINT f,
+ [in] UINT g,
+ [in] ID3D11ClassLinkage *h,
+ [out] ID3D11GeometryShader **i
);
HRESULT CreatePixelShader(
- [in] const void *pShaderBytecode,
- [in] SIZE_T BytecodeLength,
- [in] ID3D11ClassLinkage *pClassLinkage,
- [out] ID3D11PixelShader **ppPixelShader
+ [in] const void *a,
+ [in] SIZE_T b,
+ [in] ID3D11ClassLinkage *c,
+ [out] ID3D11PixelShader **d
);
HRESULT CreateHullShader(
- [in] const void *pShaderBytecode,
- [in] SIZE_T BytecodeLength,
- [in] ID3D11ClassLinkage *pClassLinkage,
- [out] ID3D11HullShader **ppHullShader
+ [in] const void *a,
+ [in] SIZE_T b,
+ [in] ID3D11ClassLinkage *c,
+ [out] ID3D11HullShader **d
);
HRESULT CreateDomainShader(
- [in] const void *pShaderBytecode,
- [in] SIZE_T BytecodeLength,
- [in] ID3D11ClassLinkage *pClassLinkage,
- [out] ID3D11DomainShader **ppDomainShader
+ [in] const void *a,
+ [in] SIZE_T b,
+ [in] ID3D11ClassLinkage *c,
+ [out] ID3D11DomainShader **d
);
HRESULT CreateComputeShader(
- [in] const void *pShaderBytecode,
- [in] SIZE_T BytecodeLength,
- [in] ID3D11ClassLinkage *pClassLinkage,
- [out] ID3D11ComputeShader **ppComputeShader
+ [in] const void *a,
+ [in] SIZE_T b,
+ [in] ID3D11ClassLinkage *c,
+ [out] ID3D11ComputeShader **d
);
HRESULT CreateClassLinkage(
- [out] ID3D11ClassLinkage **ppLinkage
+ [out] ID3D11ClassLinkage **a
);
HRESULT CreateBlendState(
- [in] const D3D11_BLEND_DESC *pBlendStateDesc,
- [out] ID3D11BlendState **ppBlendState
+ [in] const D3D11_BLEND_DESC *a,
+ [out] ID3D11BlendState **b
);
HRESULT CreateDepthStencilState(
- [in] const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,
- [out] ID3D11DepthStencilState **ppDepthStencilState
+ [in] const D3D11_DEPTH_STENCIL_DESC *a,
+ [out] ID3D11DepthStencilState **b
);
HRESULT CreateRasterizerState(
- [in] const D3D11_RASTERIZER_DESC *pRasterizerDesc,
- [out] ID3D11RasterizerState **ppRasterizerState
+ [in] const D3D11_RASTERIZER_DESC *a,
+ [out] ID3D11RasterizerState **b
);
HRESULT CreateSamplerState(
- [in] const D3D11_SAMPLER_DESC *pSamplerDesc,
- [out] ID3D11SamplerState **ppSamplerState
+ [in] const D3D11_SAMPLER_DESC *a,
+ [out] ID3D11SamplerState **b
);
HRESULT CreateQuery(
- [in] const D3D11_QUERY_DESC *pQueryDesc,
- [out] ID3D11Query **ppQuery
+ [in] const D3D11_QUERY_DESC *a,
+ [out] ID3D11Query **b
);
HRESULT CreatePredicate(
- [in] const D3D11_QUERY_DESC *pPredicateDesc,
- [out] ID3D11Predicate **ppPredicate
+ [in] const D3D11_QUERY_DESC *a,
+ [out] ID3D11Predicate **b
);
HRESULT CreateCounter(
- [in] const D3D11_COUNTER_DESC *pCounterDesc,
- [out] ID3D11Counter **ppCounter
+ [in] const D3D11_COUNTER_DESC *a,
+ [out] ID3D11Counter **b
);
HRESULT CreateDeferredContext(
- [in] UINT ContextFlags,
- [out] ID3D11DeviceContext **ppDeferredContext
+ [in] UINT a,
+ [out] ID3D11DeviceContext **b
);
HRESULT OpenSharedResource(
- [in] HANDLE hResource,
- [in] REFIID ReturnedInterface,
- [out] void **ppResource
+ [in] HANDLE a,
+ [in] REFIID b,
+ [out] void **c
);
HRESULT CheckFormatSupport(
- [in] DXGI_FORMAT Format,
- [out] UINT *pFormatSupport
+ [in] DXGI_FORMAT a,
+ [out] UINT *b
);
HRESULT CheckMultisampleQualityLevels(
- [in] DXGI_FORMAT Format,
- [in] UINT SampleCount,
- [out] UINT *pNumQualityLevels
+ [in] DXGI_FORMAT a,
+ [in] UINT b,
+ [out] UINT *c
);
void CheckCounterInfo(
- [out] D3D11_COUNTER_INFO *pCounterInfo
+ [out] D3D11_COUNTER_INFO *a
);
HRESULT CheckCounter(
- [in] const D3D11_COUNTER_DESC *pDesc,
- [out] D3D11_COUNTER_TYPE *pType,
- [out] UINT *pActiveCounters,
- [out] LPSTR szName,
- [in, out, optional] UINT *pNameLength,
- [out] LPSTR szUnits,
- [in, out, optional] UINT *pUnitsLength,
- [out] LPSTR szDescription,
- [in, out, optional] UINT *pDescriptionLength
+ [in] const D3D11_COUNTER_DESC *a,
+ [out] D3D11_COUNTER_TYPE *b,
+ [out] UINT *c,
+ [out] LPSTR d,
+ [in, out, optional] UINT *e,
+ [out] LPSTR f,
+ [in, out, optional] UINT *g,
+ [out] LPSTR h,
+ [in, out, optional] UINT *i
);
HRESULT CheckFeatureSupport(
- [in] D3D11_FEATURE Feature,
- [out] void *pFeatureSupportData,
- [in] UINT FeatureSupportDataSize
+ [in] D3D11_FEATURE a,
+ [out] void *b,
+ [in] UINT c
);
HRESULT GetPrivateData(
- [in] REFGUID guid,
- [in, out] UINT *pDataSize,
- [out] void *pData
+ [in] REFGUID a,
+ [in, out] UINT *b,
+ [out] void *c
);
HRESULT SetPrivateData(
- [in] REFGUID guid,
- [in] UINT DataSize,
- [in] const void *pData
+ [in] REFGUID a,
+ [in] UINT b,
+ [in] const void *c
);
HRESULT SetPrivateDataInterface(
- [in] REFGUID guid,
- [in] const IUnknown *pData
+ [in] REFGUID a,
+ [in] const IUnknown *b
);
D3D_FEATURE_LEVEL GetFeatureLevel();
HRESULT GetDeviceRemovedReason();
void GetImmediateContext(
- [out] ID3D11DeviceContext **ppImmediateContext
+ [out] ID3D11DeviceContext **a
);
HRESULT SetExceptionMode(
- [in] UINT RaiseFlags
+ [in] UINT a
);
UINT GetExceptionMode();
interface ID3D11DeviceContext : ID3D11DeviceChild
{
void VSSetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [in] ID3D11Buffer *const *ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11Buffer *const *c
);
void PSSetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [in] ID3D11ShaderResourceView *const *ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11ShaderResourceView *const *c
);
void PSSetShader(
- [in] ID3D11PixelShader *pPixelShader,
- [in] ID3D11ClassInstance *const *ppClassInstances,
- [in] UINT NumClassInstances
+ [in] ID3D11PixelShader *a,
+ [in] ID3D11ClassInstance *const *b,
+ [in] UINT c
);
void PSSetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [in] ID3D11SamplerState *const *ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11SamplerState *const *c
);
void VSSetShader(
- [in] ID3D11VertexShader *pVertexShader,
- [in] ID3D11ClassInstance *const *ppClassInstances,
- [in] UINT NumClassInstances
+ [in] ID3D11VertexShader *a,
+ [in] ID3D11ClassInstance *const *b,
+ [in] UINT c
);
void DrawIndexed(
- [in] UINT IndexCount,
- [in] UINT StartIndexLocation,
- [in] INT BaseVertexLocation
+ [in] UINT a,
+ [in] UINT b,
+ [in] INT c
);
void Draw(
- [in] UINT VertexCount,
- [in] UINT StartVertexLocation
+ [in] UINT a,
+ [in] UINT b
);
HRESULT Map(
- [in] ID3D11Resource *pResource,
- [in] UINT Subresource,
- [in] D3D11_MAP MapType,
- [in] UINT MapFlags,
- [out] D3D11_MAPPED_SUBRESOURCE *pMappedResource
+ [in] ID3D11Resource *a,
+ [in] UINT b,
+ [in] D3D11_MAP c,
+ [in] UINT d,
+ [out] D3D11_MAPPED_SUBRESOURCE *e
);
void Unmap(
- [in] ID3D11Resource *pResource,
- [in] UINT Subresource
+ [in] ID3D11Resource *a,
+ [in] UINT b
);
void PSSetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [in] ID3D11Buffer *const *ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11Buffer *const *c
);
void IASetInputLayout(
- [in] ID3D11InputLayout *pInputLayout
+ [in] ID3D11InputLayout *a
);
void IASetVertexBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [in] ID3D11Buffer *const *ppVertexBuffers,
- [in] const UINT *pStrides,
- [in] const UINT *pOffsets
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11Buffer *const *c,
+ [in] const UINT *d,
+ [in] const UINT *e
);
void IASetIndexBuffer(
- [in] ID3D11Buffer *pIndexBuffer,
- [in] DXGI_FORMAT Format,
- [in] UINT Offset
+ [in] ID3D11Buffer *a,
+ [in] DXGI_FORMAT b,
+ [in] UINT c
);
void DrawIndexedInstanced(
- [in] UINT IndexCountPerInstance,
- [in] UINT InstanceCount,
- [in] UINT StartIndexLocation,
- [in] INT BaseVertexLocation,
- [in] UINT StartInstanceLocation
+ [in] UINT a,
+ [in] UINT b,
+ [in] UINT c,
+ [in] INT d,
+ [in] UINT e
);
void DrawInstanced(
- [in] UINT VertexCountPerInstance,
- [in] UINT InstanceCount,
- [in] UINT StartVertexLocation,
- [in] UINT StartInstanceLocation
+ [in] UINT a,
+ [in] UINT b,
+ [in] UINT c,
+ [in] UINT d
);
void GSSetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [in] ID3D11Buffer *const *ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11Buffer *const *c
);
void GSSetShader(
- [in] ID3D11GeometryShader *pShader,
- [in] ID3D11ClassInstance *const *ppClassInstances,
- [in] UINT NumClassInstances
+ [in] ID3D11GeometryShader *a,
+ [in] ID3D11ClassInstance *const *b,
+ [in] UINT c
);
void IASetPrimitiveTopology(
- [in] D3D11_PRIMITIVE_TOPOLOGY Topology
+ [in] D3D11_PRIMITIVE_TOPOLOGY a
);
void VSSetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [in] ID3D11ShaderResourceView *const *ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11ShaderResourceView *const *c
);
void VSSetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [in] ID3D11SamplerState *const *ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11SamplerState *const *c
);
void Begin(
- [in] ID3D11Asynchronous *pAsync
+ [in] ID3D11Asynchronous *a
);
void End(
- [in] ID3D11Asynchronous *pAsync
+ [in] ID3D11Asynchronous *a
);
HRESULT GetData(
- [in] ID3D11Asynchronous *pAsync,
- [out] void *pData,
- [in] UINT DataSize,
- [in] UINT GetDataFlags
+ [in] ID3D11Asynchronous *a,
+ [out] void *b,
+ [in] UINT c,
+ [in] UINT d
);
void SetPredication(
- [in] ID3D11Predicate *pPredicate,
- [in] BOOL PredicateValue
+ [in] ID3D11Predicate *a,
+ [in] BOOL b
);
void GSSetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [in] ID3D11ShaderResourceView *const *ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11ShaderResourceView *const *c
);
void GSSetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [in] ID3D11SamplerState *const *ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11SamplerState *const *c
);
void OMSetRenderTargets(
- [in] UINT NumViews,
- [in] ID3D11RenderTargetView *const *ppRenderTargetViews,
- [in] ID3D11DepthStencilView *pDepthStencilView
+ [in] UINT a,
+ [in] ID3D11RenderTargetView *const *b,
+ [in] ID3D11DepthStencilView *c
);
void OMSetRenderTargetsAndUnorderedAccessViews(
- [in] UINT NumRTVs,
- [in] ID3D11RenderTargetView *const *ppRenderTargetViews,
- [in] ID3D11DepthStencilView *pDepthStencilView,
- [in] UINT UAVStartSlot,
- [in] UINT NumUAVs,
- [in] ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
- [in] const UINT *pUAVInitialCounts
+ [in] UINT a,
+ [in] ID3D11RenderTargetView *const *b,
+ [in] ID3D11DepthStencilView *c,
+ [in] UINT d,
+ [in] UINT e,
+ [in] ID3D11UnorderedAccessView *const *f,
+ [in] const UINT *g
);
void OMSetBlendState(
- [in] ID3D11BlendState *pBlendState,
- [in] const FLOAT BlendFactor[ 4 ],
- [in] UINT SampleMask
+ [in] ID3D11BlendState *a,
+ [in] const FLOAT b[4],
+ [in] UINT c
);
void OMSetDepthStencilState(
- [in] ID3D11DepthStencilState *pDepthStencilState,
- [in] UINT StencilRef
+ [in] ID3D11DepthStencilState *a,
+ [in] UINT b
);
void SOSetTargets(
- [in] UINT NumBuffers,
- [in] ID3D11Buffer *const *ppSOTargets,
- [in] const UINT *pOffsets
+ [in] UINT a,
+ [in] ID3D11Buffer *const *b,
+ [in] const UINT *c
);
void DrawAuto(
);
void DrawIndexedInstancedIndirect(
- [in] ID3D11Buffer *pBufferForArgs,
- [in] UINT AlignedByteOffsetForArgs
+ [in] ID3D11Buffer *a,
+ [in] UINT b
);
void DrawInstancedIndirect(
- [in] ID3D11Buffer *pBufferForArgs,
- [in] UINT AlignedByteOffsetForArgs
+ [in] ID3D11Buffer *a,
+ [in] UINT b
);
void Dispatch(
- [in] UINT ThreadGroupCountX,
- [in] UINT ThreadGroupCountY,
- [in] UINT ThreadGroupCountZ
+ [in] UINT a,
+ [in] UINT b,
+ [in] UINT c
);
void DispatchIndirect(
- [in] ID3D11Buffer *pBufferForArgs,
- [in] UINT AlignedByteOffsetForArgs
+ [in] ID3D11Buffer *a,
+ [in] UINT b
);
void RSSetState(
- [in] ID3D11RasterizerState *pRasterizerState
+ [in] ID3D11RasterizerState *a
);
void RSSetViewports(
- [in] UINT NumViewports,
- [in] const D3D11_VIEWPORT *pViewports
+ [in] UINT a,
+ [in] const D3D11_VIEWPORT *b
);
void RSSetScissorRects(
- [in] UINT NumRects,
- [in] const D3D11_RECT *pRects
+ [in] UINT a,
+ [in] const D3D11_RECT *b
);
void CopySubresourceRegion(
- [in] ID3D11Resource *pDstResource,
- [in] UINT DstSubresource,
- [in] UINT DstX,
- [in] UINT DstY,
- [in] UINT DstZ,
- [in] ID3D11Resource *pSrcResource,
- [in] UINT SrcSubresource,
- [in] const D3D11_BOX *pSrcBox
+ [in] ID3D11Resource *a,
+ [in] UINT b,
+ [in] UINT c,
+ [in] UINT d,
+ [in] UINT e,
+ [in] ID3D11Resource *f,
+ [in] UINT g,
+ [in] const D3D11_BOX *h
);
void CopyResource(
- [in] ID3D11Resource *pDstResource,
- [in] ID3D11Resource *pSrcResource
+ [in] ID3D11Resource *a,
+ [in] ID3D11Resource *b
);
void UpdateSubresource(
- [in] ID3D11Resource *pDstResource,
- [in] UINT DstSubresource,
- [in] const D3D11_BOX *pDstBox,
- [in] const void *pSrcData,
- [in] UINT SrcRowPitch,
- [in] UINT SrcDepthPitch
+ [in] ID3D11Resource *a,
+ [in] UINT b,
+ [in] const D3D11_BOX *c,
+ [in] const void *d,
+ [in] UINT e,
+ [in] UINT f
);
void CopyStructureCount(
- [in] ID3D11Buffer *pDstBuffer,
- [in] UINT DstAlignedByteOffset,
- [in] ID3D11UnorderedAccessView *pSrcView
+ [in] ID3D11Buffer *a,
+ [in] UINT b,
+ [in] ID3D11UnorderedAccessView *c
);
void ClearRenderTargetView(
- [in] ID3D11RenderTargetView *pRenderTargetView,
- [in] const FLOAT ColorRGBA[ 4 ]
+ [in] ID3D11RenderTargetView *a,
+ [in] const FLOAT b[4]
);
void ClearUnorderedAccessViewUint(
- [in] ID3D11UnorderedAccessView *pUnorderedAccessView,
- [in] const UINT Values[ 4 ]
+ [in] ID3D11UnorderedAccessView *a,
+ [in] const UINT b[4]
);
void ClearUnorderedAccessViewFloat(
- [in] ID3D11UnorderedAccessView *pUnorderedAccessView,
- [in] const FLOAT Values[ 4 ]
+ [in] ID3D11UnorderedAccessView *a,
+ [in] const FLOAT b[4]
);
void ClearDepthStencilView(
- [in] ID3D11DepthStencilView *pDepthStencilView,
- [in] UINT ClearFlags,
- [in] FLOAT Depth,
- [in] UINT8 Stencil
+ [in] ID3D11DepthStencilView *a,
+ [in] UINT b,
+ [in] FLOAT c,
+ [in] UINT8 d
);
void GenerateMips(
- [in] ID3D11ShaderResourceView *pShaderResourceView
+ [in] ID3D11ShaderResourceView *a
);
void SetResourceMinLOD(
- [in] ID3D11Resource *pResource,
- [in] FLOAT MinLOD
+ [in] ID3D11Resource *a,
+ [in] FLOAT b
);
FLOAT GetResourceMinLOD(
- [in] ID3D11Resource *pResource
+ [in] ID3D11Resource *a
);
void ResolveSubresource(
- [in] ID3D11Resource *pDstResource,
- [in] UINT DstSubresource,
- [in] ID3D11Resource *pSrcResource,
- [in] UINT SrcSubresource,
- [in] DXGI_FORMAT Format
+ [in] ID3D11Resource *a,
+ [in] UINT b,
+ [in] ID3D11Resource *c,
+ [in] UINT d,
+ [in] DXGI_FORMAT e
);
void ExecuteCommandList(
- [in] ID3D11CommandList *pCommandList,
- [in] BOOL RestoreContextState
+ [in] ID3D11CommandList *a,
+ [in] BOOL b
);
void HSSetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [in] ID3D11ShaderResourceView *const *ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11ShaderResourceView *const *c
);
void HSSetShader(
- [in] ID3D11HullShader *pHullShader,
- [in] ID3D11ClassInstance *const *ppClassInstances,
- [in] UINT NumClassInstances
+ [in] ID3D11HullShader *a,
+ [in] ID3D11ClassInstance *const *b,
+ [in] UINT c
);
void HSSetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [in] ID3D11SamplerState *const *ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11SamplerState *const *c
);
void HSSetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [in] ID3D11Buffer *const *ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11Buffer *const *c
);
void DSSetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [in] ID3D11ShaderResourceView *const *ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11ShaderResourceView *const *c
);
void DSSetShader(
- [in] ID3D11DomainShader *pDomainShader,
- [in] ID3D11ClassInstance *const *ppClassInstances,
- [in] UINT NumClassInstances
+ [in] ID3D11DomainShader *a,
+ [in] ID3D11ClassInstance *const *b,
+ [in] UINT c
);
void DSSetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [in] ID3D11SamplerState *const *ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11SamplerState *const *c
);
void DSSetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [in] ID3D11Buffer *const *ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11Buffer *const *c
);
void CSSetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [in] ID3D11ShaderResourceView *const *ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11ShaderResourceView *const *c
);
void CSSetUnorderedAccessViews(
- [in] UINT StartSlot,
- [in] UINT NumUAVs,
- [in] ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
- [in] const UINT *pUAVInitialCounts
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11UnorderedAccessView *const *c,
+ [in] const UINT *d
);
void CSSetShader(
- [in] ID3D11ComputeShader *pComputeShader,
- [in] ID3D11ClassInstance *const *ppClassInstances,
- [in] UINT NumClassInstances
+ [in] ID3D11ComputeShader *a,
+ [in] ID3D11ClassInstance *const *b,
+ [in] UINT c
);
void CSSetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [in] ID3D11SamplerState *const *ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11SamplerState *const *c
);
void CSSetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [in] ID3D11Buffer *const *ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [in] ID3D11Buffer *const *c
);
void VSGetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [out] ID3D11Buffer **ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11Buffer **c
);
void PSGetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [out] ID3D11ShaderResourceView **ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11ShaderResourceView **c
);
void PSGetShader(
- [out] ID3D11PixelShader **ppPixelShader,
- [out] ID3D11ClassInstance **ppClassInstances,
- [in, out, optional] UINT *pNumClassInstances
+ [out] ID3D11PixelShader **a,
+ [out] ID3D11ClassInstance **b,
+ [in, out, optional] UINT *c
);
void PSGetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [out] ID3D11SamplerState **ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11SamplerState **c
);
void VSGetShader(
- [out] ID3D11VertexShader **ppVertexShader,
- [out] ID3D11ClassInstance **ppClassInstances,
- [in, out, optional] UINT *pNumClassInstances
+ [out] ID3D11VertexShader **a,
+ [out] ID3D11ClassInstance **b,
+ [in, out, optional] UINT *c
);
void PSGetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [out] ID3D11Buffer **ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11Buffer **c
);
void IAGetInputLayout(
- [out] ID3D11InputLayout **ppInputLayout
+ [out] ID3D11InputLayout **a
);
void IAGetVertexBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [out] ID3D11Buffer **ppVertexBuffers,
- [out] UINT *pStrides,
- [out] UINT *pOffsets
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11Buffer **c,
+ [out] UINT *d,
+ [out] UINT *e
);
void IAGetIndexBuffer(
- [out] ID3D11Buffer **pIndexBuffer,
- [out] DXGI_FORMAT *Format,
- [out] UINT *Offset
+ [out] ID3D11Buffer **a,
+ [out] DXGI_FORMAT *b,
+ [out] UINT *c
);
void GSGetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [out] ID3D11Buffer **ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11Buffer **c
);
void GSGetShader(
- [out] ID3D11GeometryShader **ppGeometryShader,
- [out] ID3D11ClassInstance **ppClassInstances,
- [in, out, optional] UINT *pNumClassInstances
+ [out] ID3D11GeometryShader **a,
+ [out] ID3D11ClassInstance **b,
+ [in, out, optional] UINT *c
);
void IAGetPrimitiveTopology(
- [out] D3D11_PRIMITIVE_TOPOLOGY *pTopology
+ [out] D3D11_PRIMITIVE_TOPOLOGY *a
);
void VSGetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [out] ID3D11ShaderResourceView **ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11ShaderResourceView **c
);
void VSGetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [out] ID3D11SamplerState **ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11SamplerState **c
);
void GetPredication(
- [out] ID3D11Predicate **ppPredicate,
- [out] BOOL *pPredicateValue
+ [out] ID3D11Predicate **a,
+ [out] BOOL *b
);
void GSGetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [out] ID3D11ShaderResourceView **ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11ShaderResourceView **c
);
void GSGetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [out] ID3D11SamplerState **ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11SamplerState **c
);
void OMGetRenderTargets(
- [in] UINT NumViews,
- [out] ID3D11RenderTargetView **ppRenderTargetViews,
- [out] ID3D11DepthStencilView **ppDepthStencilView
+ [in] UINT a,
+ [out] ID3D11RenderTargetView **b,
+ [out] ID3D11DepthStencilView **c
);
void OMGetRenderTargetsAndUnorderedAccessViews(
- [in] UINT NumRTVs,
- [out] ID3D11RenderTargetView **ppRenderTargetViews,
- [out] ID3D11DepthStencilView **ppDepthStencilView,
- [in] UINT UAVStartSlot,
- [in] UINT NumUAVs,
- [out] ID3D11UnorderedAccessView **ppUnorderedAccessViews
+ [in] UINT a,
+ [out] ID3D11RenderTargetView **b,
+ [out] ID3D11DepthStencilView **c,
+ [in] UINT d,
+ [in] UINT e,
+ [out] ID3D11UnorderedAccessView **f
);
void OMGetBlendState(
- [out] ID3D11BlendState **ppBlendState,
- [out] FLOAT BlendFactor[ 4 ],
- [out] UINT *pSampleMask
+ [out] ID3D11BlendState **a,
+ [out] FLOAT b[4],
+ [out] UINT *c
);
void OMGetDepthStencilState(
- [out] ID3D11DepthStencilState **ppDepthStencilState,
- [out] UINT *pStencilRef
+ [out] ID3D11DepthStencilState **a,
+ [out] UINT *b
);
void SOGetTargets(
- [in] UINT NumBuffers,
- [out] ID3D11Buffer **ppSOTargets
+ [in] UINT a,
+ [out] ID3D11Buffer **b
);
void RSGetState(
- [out] ID3D11RasterizerState **ppRasterizerState
+ [out] ID3D11RasterizerState **a
);
void RSGetViewports(
- [in, out] /*_range*/ UINT *pNumViewports,
- [out] D3D11_VIEWPORT *pViewports
+ [in, out] UINT *a,
+ [out] D3D11_VIEWPORT *b
);
void RSGetScissorRects(
- [in, out] /*_range*/ UINT *pNumRects,
- [out] D3D11_RECT *pRects
+ [in, out] UINT *a,
+ [out] D3D11_RECT *b
);
void HSGetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [out] ID3D11ShaderResourceView **ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11ShaderResourceView **c
);
void HSGetShader(
- [out] ID3D11HullShader **ppHullShader,
- [out] ID3D11ClassInstance **ppClassInstances,
- [in, out, optional] UINT *pNumClassInstances
+ [out] ID3D11HullShader **a,
+ [out] ID3D11ClassInstance **b,
+ [in, out, optional] UINT *c
);
void HSGetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [out] ID3D11SamplerState **ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11SamplerState **c
);
void HSGetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [out] ID3D11Buffer **ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11Buffer **c
);
void DSGetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [out] ID3D11ShaderResourceView **ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11ShaderResourceView **c
);
void DSGetShader(
- [out] ID3D11DomainShader **ppDomainShader,
- [out] ID3D11ClassInstance **ppClassInstances,
- [in, out, optional] UINT *pNumClassInstances
+ [out] ID3D11DomainShader **a,
+ [out] ID3D11ClassInstance **b,
+ [in, out, optional] UINT *c
);
void DSGetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [out] ID3D11SamplerState **ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11SamplerState **c
);
void DSGetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [out] ID3D11Buffer **ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11Buffer **c
);
void CSGetShaderResources(
- [in] UINT StartSlot,
- [in] UINT NumViews,
- [out] ID3D11ShaderResourceView **ppShaderResourceViews
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11ShaderResourceView **c
);
void CSGetUnorderedAccessViews(
- [in] UINT StartSlot,
- [in] UINT NumUAVs,
- [out] ID3D11UnorderedAccessView **ppUnorderedAccessViews
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11UnorderedAccessView **c
);
void CSGetShader(
- [out] ID3D11ComputeShader **ppComputeShader,
- [out] ID3D11ClassInstance **ppClassInstances,
- [in, out, optional] UINT *pNumClassInstances
+ [out] ID3D11ComputeShader **a,
+ [out] ID3D11ClassInstance **b,
+ [in, out, optional] UINT *c
);
void CSGetSamplers(
- [in] UINT StartSlot,
- [in] UINT NumSamplers,
- [out] ID3D11SamplerState **ppSamplers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11SamplerState **c
);
void CSGetConstantBuffers(
- [in] UINT StartSlot,
- [in] UINT NumBuffers,
- [out] ID3D11Buffer **ppConstantBuffers
+ [in] UINT a,
+ [in] UINT b,
+ [out] ID3D11Buffer **c
);
void ClearState();
UINT GetContextFlags();
HRESULT FinishCommandList(
- [in] BOOL RestoreDeferredContextState,
- [out] ID3D11CommandList **ppCommandList
+ [in] BOOL a,
+ [out] ID3D11CommandList **b
);
};
HRESULT D3D11CreateDevice(
- [in,optional] IDXGIAdapter* pAdapter,
- [in] D3D_DRIVER_TYPE DriverType,
- [in] HMODULE Software,
- [in] UINT Flags,
- [in,optional] const D3D_FEATURE_LEVEL* pFeatureLevels,
- [in] UINT FeatureLevels,
- [in] UINT SDKVersion,
- [out,optional] ID3D11Device** ppDevice,
- [out,optional] D3D_FEATURE_LEVEL* pFeatureLevel,
- [out,optional] ID3D11DeviceContext** ppImmediateContext
+ [in,optional] IDXGIAdapter* a,
+ [in] D3D_DRIVER_TYPE b,
+ [in] HMODULE c,
+ [in] UINT d,
+ [in,optional] const D3D_FEATURE_LEVEL* e,
+ [in] UINT f,
+ [in] UINT g,
+ [out,optional] ID3D11Device** h,
+ [out,optional] D3D_FEATURE_LEVEL* i,
+ [out,optional] ID3D11DeviceContext** j
);
typedef HRESULT (* PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)(
- [in,optional] IDXGIAdapter*,
+ [in,optional] IDXGIAdapter*,
D3D_DRIVER_TYPE,
HMODULE,
UINT,
- [in,optional] const D3D_FEATURE_LEVEL*,
+ [in,optional] const D3D_FEATURE_LEVEL*,
UINT,
UINT,
- [in, optional] const DXGI_SWAP_CHAIN_DESC*,
+ [in, optional] const DXGI_SWAP_CHAIN_DESC*,
[out,optional] IDXGISwapChain**,
- [out,optional] ID3D11Device**,
+ [out,optional] ID3D11Device**,
[out,optional] D3D_FEATURE_LEVEL*,
[out,optional] ID3D11DeviceContext**
);
HRESULT D3D11CreateDeviceAndSwapChain(
- [in,optional] IDXGIAdapter* pAdapter,
- [in] D3D_DRIVER_TYPE DriverType,
- [in] HMODULE Software,
- [in] UINT Flags,
- [in,optional] const D3D_FEATURE_LEVEL* pFeatureLevels,
- [in] UINT FeatureLevels,
- [in] UINT SDKVersion,
- [in,optional] const DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
- [out,optional] IDXGISwapChain** ppSwapChain,
- [out,optional] ID3D11Device** ppDevice,
- [out,optional] D3D_FEATURE_LEVEL* pFeatureLevel,
- [out,optional] ID3D11DeviceContext** ppImmediateContext
+ [in,optional] IDXGIAdapter* a,
+ [in] D3D_DRIVER_TYPE b,
+ [in] HMODULE c,
+ [in] UINT d,
+ [in,optional] const D3D_FEATURE_LEVEL* e,
+ [in] UINT f,
+ [in] UINT g,
+ [in,optional] const DXGI_SWAP_CHAIN_DESC* h,
+ [out,optional] IDXGISwapChain** i,
+ [out,optional] ID3D11Device** j,
+ [out,optional] D3D_FEATURE_LEVEL* k,
+ [out,optional] ID3D11DeviceContext** l
);