d3d1x: obliterate IDL parameter names from d3d10.idl from Wine too
authorLuca Barbieri <luca@luca-barbieri.com>
Thu, 23 Sep 2010 14:29:29 +0000 (16:29 +0200)
committerLuca Barbieri <luca@luca-barbieri.com>
Thu, 23 Sep 2010 14:29:29 +0000 (16:29 +0200)
src/gallium/state_trackers/d3d1x/d3dapi/d3d10.idl

index c371bbea134fa5599fc575fe7a6fb6ed52e68f4b..91b1abc24ad804f5db0a97c04a59e9af52a59ca8 100644 (file)
@@ -912,18 +912,18 @@ interface ID3D10Device;
 interface ID3D10DeviceChild : IUnknown
 {
         void GetDevice(
-            [out] ID3D10Device **ppDevice);
+            [out] ID3D10Device **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);
 }
 
 /* Resource */
@@ -936,9 +936,9 @@ interface ID3D10DeviceChild : IUnknown
 interface ID3D10Resource : ID3D10DeviceChild
 {
         void GetType(
-            [out] D3D10_RESOURCE_DIMENSION *rType);
+            [out] D3D10_RESOURCE_DIMENSION *a);
         void SetEvictionPriority(
-            [in] UINT EvictionPriority);
+            [in] UINT a);
         UINT GetEvictionPriority();
 }
 
@@ -950,12 +950,12 @@ interface ID3D10Resource : ID3D10DeviceChild
 interface ID3D10Buffer : ID3D10Resource
 {
         HRESULT Map(
-            [in] D3D10_MAP MapType,
-            [in] UINT MapFlags,
-            [out] void **ppData);
+            [in] D3D10_MAP a,
+            [in] UINT b,
+            [out] void **c);
         void Unmap();
         void GetDesc(
-            [out] D3D10_BUFFER_DESC *pDesc);
+            [out] D3D10_BUFFER_DESC *a);
 }
 
 [
@@ -966,14 +966,14 @@ interface ID3D10Buffer : ID3D10Resource
 interface ID3D10Texture1D : ID3D10Resource
 {
         HRESULT Map(
-            [in] UINT Subresource,
-            [in] D3D10_MAP MapType,
-            [in] UINT MapFlags,
-            [out] void **ppData);
+            [in] UINT a,
+            [in] D3D10_MAP b,
+            [in] UINT c,
+            [out] void **d);
         void Unmap(
-            [in] UINT Subresource);
+            [in] UINT a);
         void GetDesc(
-            [out] D3D10_TEXTURE1D_DESC *pDesc);
+            [out] D3D10_TEXTURE1D_DESC *a);
 }
 
 [
@@ -984,14 +984,14 @@ interface ID3D10Texture1D : ID3D10Resource
 interface ID3D10Texture2D : ID3D10Resource
 {
         HRESULT Map(
-            [in] UINT Subresource,
-            [in] D3D10_MAP MapType,
-            [in] UINT MapFlags,
-            [out] D3D10_MAPPED_TEXTURE2D *pMappedTex2D);
+            [in] UINT a,
+            [in] D3D10_MAP b,
+            [in] UINT c,
+            [out] D3D10_MAPPED_TEXTURE2D *d);
         void Unmap(
-            [in] UINT Subresource);
+            [in] UINT a);
         void GetDesc(
-            [out] D3D10_TEXTURE2D_DESC *pDesc);
+            [out] D3D10_TEXTURE2D_DESC *a);
 }
 
 [
@@ -1002,14 +1002,14 @@ interface ID3D10Texture2D : ID3D10Resource
 interface ID3D10Texture3D : ID3D10Resource
 {
         HRESULT Map(
-            [in] UINT Subresource,
-            [in] D3D10_MAP MapType,
-            [in] UINT MapFlags,
-            [out] D3D10_MAPPED_TEXTURE3D *pMappedTex3D);
+            [in] UINT a,
+            [in] D3D10_MAP b,
+            [in] UINT c,
+            [out] D3D10_MAPPED_TEXTURE3D *d);
         void Unmap(
-            [in] UINT Subresource);
+            [in] UINT a);
         void GetDesc(
-            [out] D3D10_TEXTURE3D_DESC *pDesc);
+            [out] D3D10_TEXTURE3D_DESC *a);
 }
 
 [
@@ -1020,7 +1020,7 @@ interface ID3D10Texture3D : ID3D10Resource
 interface ID3D10View : ID3D10DeviceChild
 {
         void GetResource(
-            [out] ID3D10Resource **ppResource);
+            [out] ID3D10Resource **a);
 }
 
 [
@@ -1031,7 +1031,7 @@ interface ID3D10View : ID3D10DeviceChild
 interface ID3D10DepthStencilView : ID3D10View
 {
         void GetDesc(
-            [out] D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc);
+            [out] D3D10_DEPTH_STENCIL_VIEW_DESC *a);
 }
 
 
@@ -1043,7 +1043,7 @@ interface ID3D10DepthStencilView : ID3D10View
 interface ID3D10RenderTargetView : ID3D10View
 {
         void GetDesc(
-            [out] D3D10_RENDER_TARGET_VIEW_DESC *pDesc);
+            [out] D3D10_RENDER_TARGET_VIEW_DESC *a);
 }
 
 [
@@ -1054,7 +1054,7 @@ interface ID3D10RenderTargetView : ID3D10View
 interface ID3D10ShaderResourceView  : ID3D10View
 {
         void GetDesc(
-            [out] D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
+            [out] D3D10_SHADER_RESOURCE_VIEW_DESC *a);
 }
 
 /* Resource End */
@@ -1067,7 +1067,7 @@ interface ID3D10ShaderResourceView  : ID3D10View
 interface ID3D10BlendState : ID3D10DeviceChild
 {
     void GetDesc(
-            [out] D3D10_BLEND_DESC *pDesc);
+            [out] D3D10_BLEND_DESC *a);
 }
 
 [
@@ -1078,7 +1078,7 @@ interface ID3D10BlendState : ID3D10DeviceChild
 interface ID3D10DepthStencilState : ID3D10DeviceChild
 {
     void GetDesc(
-            [out] D3D10_DEPTH_STENCIL_DESC *pDesc);
+            [out] D3D10_DEPTH_STENCIL_DESC *a);
 }
 
 [
@@ -1116,7 +1116,7 @@ interface ID3D10PixelShader  : ID3D10DeviceChild
 interface ID3D10RasterizerState  : ID3D10DeviceChild
 {
     void GetDesc(
-            [out] D3D10_RASTERIZER_DESC *pDesc);
+            [out] D3D10_RASTERIZER_DESC *a);
 }
 
 [
@@ -1127,7 +1127,7 @@ interface ID3D10RasterizerState  : ID3D10DeviceChild
 interface ID3D10SamplerState  : ID3D10DeviceChild
 {
     void GetDesc(
-            [out] D3D10_SAMPLER_DESC *pDesc);
+            [out] D3D10_SAMPLER_DESC *a);
 }
 
 [
@@ -1149,9 +1149,9 @@ interface ID3D10Asynchronous  : ID3D10DeviceChild
     void Begin();
     void End();
     HRESULT GetData(
-            [out] void *pData,
-            [in] UINT DataSize,
-            [in] UINT GetDataFlags);
+            [out] void *a,
+            [in] UINT b,
+            [in] UINT c);
     UINT GetDataSize();
 }
 
@@ -1163,7 +1163,7 @@ interface ID3D10Asynchronous  : ID3D10DeviceChild
 interface ID3D10Counter  : ID3D10Asynchronous
 {
     void GetDesc(
-            [out] D3D10_COUNTER_DESC *pDesc);
+            [out] D3D10_COUNTER_DESC *a);
 }
 
 [
@@ -1174,7 +1174,7 @@ interface ID3D10Counter  : ID3D10Asynchronous
 interface ID3D10Query : ID3D10Asynchronous
 {
     void GetDesc(
-            [out] D3D10_QUERY_DESC *pDesc);
+            [out] D3D10_QUERY_DESC *a);
 }
 
 [
@@ -1194,344 +1194,344 @@ interface ID3D10Predicate : ID3D10Query
 interface ID3D10Device : IUnknown
 {
         void VSSetConstantBuffers(
-            [in] UINT StartSlot,
-            [in] UINT NumBuffers,
-            [in] ID3D10Buffer *const *ppConstantBuffers);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10Buffer *const *c);
         void PSSetShaderResources(
-            [in] UINT StartSlot,
-            [in] UINT NumViews,
-            [in] ID3D10ShaderResourceView *const *ppShaderResourceViews);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10ShaderResourceView *const *c);
         void PSSetShader(
-            [in] ID3D10PixelShader *pPixelShader);
+            [in] ID3D10PixelShader *a);
         void PSSetSamplers(
-            [in] UINT StartSlot,
-            [in] UINT NumSamplers,
-            [in]ID3D10SamplerState *const *ppSamplers);
+            [in] UINT a,
+            [in] UINT b,
+            [in]ID3D10SamplerState *const *c);
         void VSSetShader(
-            [in] ID3D10VertexShader *pVertexShader);
+            [in] ID3D10VertexShader *a);
         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);
         void PSSetConstantBuffers(
-            [in] UINT StartSlot,
-            [in] UINT NumBuffers,
-            [in] ID3D10Buffer *const *ppConstantBuffers);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10Buffer *const *c);
         void IASetInputLayout(
-            [in] ID3D10InputLayout *pInputLayout);
+            [in] ID3D10InputLayout *a);
         void IASetVertexBuffers(
-            [in] UINT StartSlot,
-            [in] UINT NumBuffers,
-            [in] ID3D10Buffer *const *ppVertexBuffers,
-            [in] const UINT *pStrides,
-            [in] const UINT *pOffsets);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10Buffer *const *c,
+            [in] const UINT *d,
+            [in] const UINT *e);
         void IASetIndexBuffer(
-            [in] ID3D10Buffer *pIndexBuffer,
-            [in] DXGI_FORMAT Format,
-            [in] UINT Offset);
+            [in] ID3D10Buffer *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] ID3D10Buffer *const *ppConstantBuffers);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10Buffer *const *c);
         void GSSetShader(
-            [in] ID3D10GeometryShader *pShader);
+            [in] ID3D10GeometryShader *a);
         void IASetPrimitiveTopology(
-            [in] D3D10_PRIMITIVE_TOPOLOGY Topology);
+            [in] D3D10_PRIMITIVE_TOPOLOGY a);
         void VSSetShaderResources(
-            [in] UINT StartSlot,
-            [in] UINT NumViews,
-            [in] ID3D10ShaderResourceView *const *ppShaderResourceViews);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10ShaderResourceView *const *c);
         void VSSetSamplers(
-            [in] UINT StartSlot,
-            [in] UINT NumSamplers,
-            [in] ID3D10SamplerState *const *ppSamplers);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10SamplerState *const *c);
         void SetPredication(
-            [in] ID3D10Predicate *pPredicate,
-            [in] BOOL PredicateValue);
+            [in] ID3D10Predicate *a,
+            [in] BOOL b);
         void GSSetShaderResources(
-            [in] UINT StartSlot,
-            [in] UINT NumViews,
-            [in] ID3D10ShaderResourceView * const *ppShaderResourceViews);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10ShaderResourceView * const *c);
         void GSSetSamplers(
-            [in] UINT StartSlot,
-            [in] UINT NumSamplers,
-            [in] ID3D10SamplerState *const *ppSamplers);
+            [in] UINT a,
+            [in] UINT b,
+            [in] ID3D10SamplerState *const *c);
         void OMSetRenderTargets(
-            [in] UINT NumViews,
-            [in] ID3D10RenderTargetView *const *ppRenderTargetViews,
-            [in] ID3D10DepthStencilView *pDepthStencilView);
+            [in] UINT a,
+            [in] ID3D10RenderTargetView *const *b,
+            [in] ID3D10DepthStencilView *c);
         void OMSetBlendState(
-            [in] ID3D10BlendState *pBlendState,
-            [in] const FLOAT BlendFactor[4],
-            [in] UINT SampleMask);
+            [in] ID3D10BlendState *a,
+            [in] const FLOAT b[4],
+            [in] UINT c);
         void OMSetDepthStencilState(
-            [in] ID3D10DepthStencilState *pDepthStencilState,
-            [in] UINT StencilRef);
+            [in] ID3D10DepthStencilState *a,
+            [in] UINT b);
         void SOSetTargets(
-            [in] UINT NumBuffers,
-            [in] ID3D10Buffer *const *ppSOTargets,
-            [in] const UINT *pOffsets);
+            [in] UINT a,
+            [in] ID3D10Buffer *const *b,
+            [in] const UINT *c);
         void DrawAuto();
         void RSSetState(
-            [in] ID3D10RasterizerState *pRasterizerState);
+            [in] ID3D10RasterizerState *a);
         void RSSetViewports(
-            [in] UINT NumViewports,
-            [in] const D3D10_VIEWPORT *pViewports);
+            [in] UINT a,
+            [in] const D3D10_VIEWPORT *b);
         void RSSetScissorRects(
-            [in] UINT NumRects,
-            [in] const D3D10_RECT *pRects);
+            [in] UINT a,
+            [in] const D3D10_RECT *b);
         void CopySubresourceRegion(
-            [in] ID3D10Resource *pDstResource,
-            [in] UINT DstSubresource,
-            [in] UINT DstX,
-            [in] UINT DstY,
-            [in] UINT DstZ,
-            [in] ID3D10Resource *pSrcResource,
-            [in] UINT SrcSubresource,
-            [in] const D3D10_BOX *pSrcBox);
+            [in] ID3D10Resource *a,
+            [in] UINT b,
+            [in] UINT c,
+            [in] UINT d,
+            [in] UINT e,
+            [in] ID3D10Resource *f,
+            [in] UINT g,
+            [in] const D3D10_BOX *h);
         void CopyResource(
-            [in] ID3D10Resource *pDstResource,
-            [in] ID3D10Resource *pSrcResource);
+            [in] ID3D10Resource *a,
+            [in] ID3D10Resource *b);
         void UpdateSubresource(
-            [in] ID3D10Resource *pDstResource,
-            [in] UINT DstSubresource,
-            [in] const D3D10_BOX *pDstBox,
-            [in] const void *pSrcData,
-            [in] UINT SrcRowPitch,
-            [in] UINT SrcDepthPitch);
+            [in] ID3D10Resource *a,
+            [in] UINT b,
+            [in] const D3D10_BOX *c,
+            [in] const void *d,
+            [in] UINT e,
+            [in] UINT f);
         void ClearRenderTargetView(
-            [in] ID3D10RenderTargetView *pRenderTargetView,
-            [in] const FLOAT ColorRGBA[4]);
+            [in] ID3D10RenderTargetView *a,
+            [in] const FLOAT b[4]);
         void ClearDepthStencilView(
-            [in] ID3D10DepthStencilView *pDepthStencilView,
-            [in] UINT ClearFlags,
-            [in] FLOAT Depth,
-            [in] UINT8 Stencil);
+            [in] ID3D10DepthStencilView *a,
+            [in] UINT b,
+            [in] FLOAT c,
+            [in] UINT8 d);
         void GenerateMips(
-            [in] ID3D10ShaderResourceView *pShaderResourceView);
+            [in] ID3D10ShaderResourceView *a);
         void ResolveSubresource(
-            [in] ID3D10Resource *pDstResource,
-            [in] UINT DstSubresource,
-            [in] ID3D10Resource *pSrcResource,
-            [in] UINT SrcSubresource,
-            [in] DXGI_FORMAT Format);
+            [in] ID3D10Resource *a,
+            [in] UINT b,
+            [in] ID3D10Resource *c,
+            [in] UINT d,
+            [in] DXGI_FORMAT e);
         void VSGetConstantBuffers(
-            [in] UINT StartSlot,
-            [in] UINT NumBuffers,
-            [out] ID3D10Buffer **ppConstantBuffers);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10Buffer **c);
         void PSGetShaderResources(
-            [in] UINT StartSlot,
-            [in] UINT NumViews,
-            [out] ID3D10ShaderResourceView **ppShaderResourceViews);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10ShaderResourceView **c);
         void PSGetShader(
-            [out] ID3D10PixelShader **ppPixelShader);
+            [out] ID3D10PixelShader **a);
         void PSGetSamplers(
-            [in] UINT StartSlot,
-            [in] UINT NumSamplers,
-            [out] ID3D10SamplerState **ppSamplers);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10SamplerState **c);
         void VSGetShader(
-            [out] ID3D10VertexShader **ppVertexShader);
+            [out] ID3D10VertexShader **a);
         void PSGetConstantBuffers(
-            [in] UINT StartSlot,
-            [in] UINT NumBuffers,
-            [out] ID3D10Buffer **ppConstantBuffers);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10Buffer **c);
         void IAGetInputLayout(
-            [out] ID3D10InputLayout **ppInputLayout);
+            [out] ID3D10InputLayout **a);
         void IAGetVertexBuffers(
-            [in] UINT StartSlot,
-            [in] UINT NumBuffers,
-            [out] ID3D10Buffer **ppVertexBuffers,
-            [out] UINT *pStrides,
-            [out] UINT *pOffsets);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10Buffer **c,
+            [out] UINT *d,
+            [out] UINT *e);
         void IAGetIndexBuffer(
-            [out] ID3D10Buffer **pIndexBuffer,
-            [out] DXGI_FORMAT *Format,
-            [out] UINT *Offset);
+            [out] ID3D10Buffer **a,
+            [out] DXGI_FORMAT *b,
+            [out] UINT *c);
         void GSGetConstantBuffers(
-            [in] UINT StartSlot,
-            [in] UINT NumBuffers,
-            [out] ID3D10Buffer **ppConstantBuffers);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10Buffer **c);
         void GSGetShader(
-            [out] ID3D10GeometryShader **ppGeometryShader);
+            [out] ID3D10GeometryShader **a);
         void IAGetPrimitiveTopology(
-            [out] D3D10_PRIMITIVE_TOPOLOGY *pTopology);
+            [out] D3D10_PRIMITIVE_TOPOLOGY *a);
         void VSGetShaderResources(
-            [in] UINT StartSlot,
-            [in] UINT NumViews,
-            [out] ID3D10ShaderResourceView **ppShaderResourceViews);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10ShaderResourceView **c);
         void VSGetSamplers(
-            [in] UINT StartSlot,
-            [in] UINT NumSamplers,
-            [out] ID3D10SamplerState **ppSamplers);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10SamplerState **c);
         void GetPredication(
-            [out] ID3D10Predicate **ppPredicate,
-            [out] BOOL *pPredicateValue);
+            [out] ID3D10Predicate **a,
+            [out] BOOL *b);
         void GSGetShaderResources(
-            [in] UINT StartSlot,
-            [in] UINT NumViews,
-            [out] ID3D10ShaderResourceView **ppShaderResourceViews);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10ShaderResourceView **c);
         void GSGetSamplers(
-            [in] UINT StartSlot,
-            [in] UINT NumSamplers,
-            [out] ID3D10SamplerState **ppSamplers);
+            [in] UINT a,
+            [in] UINT b,
+            [out] ID3D10SamplerState **c);
         void OMGetRenderTargets(
-            [in] UINT NumViews,
-            [out] ID3D10RenderTargetView **ppRenderTargetViews,
-            [out] ID3D10DepthStencilView **ppDepthStencilView);
+            [in] UINT a,
+            [out] ID3D10RenderTargetView **b,
+            [out] ID3D10DepthStencilView **c);
         void OMGetBlendState(
-            [out] ID3D10BlendState **ppBlendState,
-            [out] FLOAT BlendFactor[4],
-            [out] UINT *pSampleMask);
+            [out] ID3D10BlendState **a,
+            [out] FLOAT b[4],
+            [out] UINT *c);
         void OMGetDepthStencilState(
-            [out] ID3D10DepthStencilState **ppDepthStencilState,
-            [out] UINT *pStencilRef);
+            [out] ID3D10DepthStencilState **a,
+            [out] UINT *b);
         void SOGetTargets(
-            [in] UINT NumBuffers,
-            [out] ID3D10Buffer **ppSOTargets,
-            [out] UINT *pOffsets);
+            [in] UINT a,
+            [out] ID3D10Buffer **b,
+            [out] UINT *c);
         void RSGetState(
-            [out] ID3D10RasterizerState **ppRasterizerState);
+            [out] ID3D10RasterizerState **a);
         void RSGetViewports(
-            [in, out] UINT *NumViewports,
-            [out] D3D10_VIEWPORT *pViewports);
+            [in, out] UINT *a,
+            [out] D3D10_VIEWPORT *b);
         void RSGetScissorRects(
-            [in, out] UINT *NumRects,
-            [out] D3D10_RECT *pRects);
+            [in, out] UINT *a,
+            [out] D3D10_RECT *b);
         HRESULT GetDeviceRemovedReason();
         HRESULT SetExceptionMode(
-            [in] UINT RaiseFlags);
+            [in] UINT a);
         UINT GetExceptionMode();
         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);
         void ClearState();
         void Flush();
         HRESULT CreateBuffer(
-            [in] const D3D10_BUFFER_DESC *pDesc,
-            [in] const D3D10_SUBRESOURCE_DATA *pInitialData,
-            [out] ID3D10Buffer **ppBuffer);
+            [in] const D3D10_BUFFER_DESC *a,
+            [in] const D3D10_SUBRESOURCE_DATA *b,
+            [out] ID3D10Buffer **c);
         HRESULT CreateTexture1D(
-            [in] const D3D10_TEXTURE1D_DESC *pDesc,
-            [in] const D3D10_SUBRESOURCE_DATA *pInitialData,
-            [out] ID3D10Texture1D **ppTexture1D);
+            [in] const D3D10_TEXTURE1D_DESC *a,
+            [in] const D3D10_SUBRESOURCE_DATA *b,
+            [out] ID3D10Texture1D **c);
         HRESULT CreateTexture2D(
-            [in] const D3D10_TEXTURE2D_DESC *pDesc,
-            [in] const D3D10_SUBRESOURCE_DATA *pInitialData,
-            [out] ID3D10Texture2D **ppTexture2D);
+            [in] const D3D10_TEXTURE2D_DESC *a,
+            [in] const D3D10_SUBRESOURCE_DATA *b,
+            [out] ID3D10Texture2D **c);
         HRESULT CreateTexture3D(
-            [in] const D3D10_TEXTURE3D_DESC *pDesc,
-            [in] const D3D10_SUBRESOURCE_DATA *pInitialData,
-            [out] ID3D10Texture3D **ppTexture3D);
+            [in] const D3D10_TEXTURE3D_DESC *a,
+            [in] const D3D10_SUBRESOURCE_DATA *b,
+            [out] ID3D10Texture3D **c);
         HRESULT CreateShaderResourceView(
-            [in] ID3D10Resource *pResource,
-            [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
-            [out] ID3D10ShaderResourceView **ppSRView);
+            [in] ID3D10Resource *a,
+            [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *b,
+            [out] ID3D10ShaderResourceView **c);
         HRESULT CreateRenderTargetView(
-            [in] ID3D10Resource *pResource,
-            [in] const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
-            [out] ID3D10RenderTargetView **ppRTView);
+            [in] ID3D10Resource *a,
+            [in] const D3D10_RENDER_TARGET_VIEW_DESC *b,
+            [out] ID3D10RenderTargetView **c);
         HRESULT CreateDepthStencilView(
-            [in] ID3D10Resource *pResource,
-            [in] const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
-            [out] ID3D10DepthStencilView **ppDepthStencilView);
+            [in] ID3D10Resource *a,
+            [in] const D3D10_DEPTH_STENCIL_VIEW_DESC *b,
+            [out] ID3D10DepthStencilView **c);
         HRESULT CreateInputLayout(
-            [in] const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
-            [in] UINT NumElements,
-            [in] const void *pShaderBytecodeWithInputSignature,
-            [in] SIZE_T BytecodeLength,
-            [out] ID3D10InputLayout **ppInputLayout);
+            [in] const D3D10_INPUT_ELEMENT_DESC *a,
+            [in] UINT b,
+            [in] const void *c,
+            [in] SIZE_T d,
+            [out] ID3D10InputLayout **e);
         HRESULT CreateVertexShader(
-            [in] const void *pShaderBytecode,
-            [in] SIZE_T BytecodeLength,
-            [out] ID3D10VertexShader **ppVertexShader);
+            [in] const void *a,
+            [in] SIZE_T b,
+            [out] ID3D10VertexShader **c);
         HRESULT CreateGeometryShader(
-            [in] const void *pShaderBytecode,
-            [in] SIZE_T BytecodeLength,
-            [out] ID3D10GeometryShader **ppGeometryShader);
+            [in] const void *a,
+            [in] SIZE_T b,
+            [out] ID3D10GeometryShader **c);
         HRESULT CreateGeometryShaderWithStreamOutput(
-            [in] const void *pShaderBytecode,
-            [in] SIZE_T BytecodeLength,
-            [in] const D3D10_SO_DECLARATION_ENTRY *pSODeclaration,
-            [in] UINT NumEntries,
-            [in] UINT OutputStreamStride,
-            [out] ID3D10GeometryShader **ppGeometryShader);
+            [in] const void *a,
+            [in] SIZE_T b,
+            [in] const D3D10_SO_DECLARATION_ENTRY *c,
+            [in] UINT d,
+            [in] UINT e,
+            [out] ID3D10GeometryShader **f);
         HRESULT CreatePixelShader(
-            [in] const void *pShaderBytecode,
-            [in] SIZE_T BytecodeLength,
-            [out] ID3D10PixelShader **ppPixelShader);
+            [in] const void *a,
+            [in] SIZE_T b,
+            [out] ID3D10PixelShader **c);
         HRESULT CreateBlendState(
-            [in] const D3D10_BLEND_DESC *pBlendStateDesc,
-            [out] ID3D10BlendState **ppBlendState);
+            [in] const D3D10_BLEND_DESC *a,
+            [out] ID3D10BlendState **b);
         HRESULT CreateDepthStencilState(
-            [in] const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
-            [out] ID3D10DepthStencilState **ppDepthStencilState);
+            [in] const D3D10_DEPTH_STENCIL_DESC *a,
+            [out] ID3D10DepthStencilState **b);
         HRESULT CreateRasterizerState(
-            [in] const D3D10_RASTERIZER_DESC *pRasterizerDesc,
-            [out] ID3D10RasterizerState **ppRasterizerState);
+            [in] const D3D10_RASTERIZER_DESC *a,
+            [out] ID3D10RasterizerState **b);
         HRESULT CreateSamplerState(
-            [in] const D3D10_SAMPLER_DESC *pSamplerDesc,
-            [out] ID3D10SamplerState **ppSamplerState);
+            [in] const D3D10_SAMPLER_DESC *a,
+            [out] ID3D10SamplerState **b);
         HRESULT CreateQuery(
-            [in] const D3D10_QUERY_DESC *pQueryDesc,
-            [out] ID3D10Query **ppQuery);
+            [in] const D3D10_QUERY_DESC *a,
+            [out] ID3D10Query **b);
         HRESULT CreatePredicate(
-            [in] const D3D10_QUERY_DESC *pPredicateDesc,
-            [out] ID3D10Predicate **ppPredicate);
+            [in] const D3D10_QUERY_DESC *a,
+            [out] ID3D10Predicate **b);
         HRESULT CreateCounter(
-            [in] const D3D10_COUNTER_DESC *pCounterDesc,
-            [out] ID3D10Counter **ppCounter);
+            [in] const D3D10_COUNTER_DESC *a,
+            [out] ID3D10Counter **b);
         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] D3D10_COUNTER_INFO *pCounterInfo);
+            [out] D3D10_COUNTER_INFO *a);
         HRESULT CheckCounter(
-            [in] const D3D10_COUNTER_DESC *pDesc,
-            [out] D3D10_COUNTER_TYPE *pType,
-            [out] UINT *pActiveCounters,
-            [out] LPSTR szName,
-            [in, out] UINT *pNameLength,
-            [out] LPSTR szUnits,
-            [in, out] UINT *pUnitsLength,
-            [out] LPSTR szDescription,
-            [in, out] UINT *pDescriptionLength);
+            [in] const D3D10_COUNTER_DESC *a,
+            [out] D3D10_COUNTER_TYPE *b,
+            [out] UINT *c,
+            [out] LPSTR d,
+            [in, out] UINT *e,
+            [out] LPSTR f,
+            [in, out] UINT *g,
+            [out] LPSTR h,
+            [in, out] UINT *i);
         UINT GetCreationFlags();
         HRESULT OpenSharedResource(
-            [in] HANDLE hResource,
-            [in] REFIID ReturnedInterface,
-            [out] void **ppResource);
+            [in] HANDLE a,
+            [in] REFIID b,
+            [out] void **c);
         void SetTextFilterSize(
-            [in] UINT Width,
-            [in] UINT Height);
+            [in] UINT a,
+            [in] UINT b);
         void GetTextFilterSize(
-            [out] UINT *pWidth,
-            [out] UINT *pHeight);
+            [out] UINT *a,
+            [out] UINT *b);
 }
 
 [
@@ -1544,7 +1544,7 @@ interface ID3D10Multithread : IUnknown
         void Enter();
         void Leave();
         BOOL SetMultithreadProtected(
-            [in] BOOL bMTProtect);
+            [in] BOOL a);
         BOOL GetMultithreadProtected();
 }