diff --git a/gfx/common/d3d10_common.c b/gfx/common/d3d10_common.c index c4a043061a..7bfca86b81 100644 --- a/gfx/common/d3d10_common.c +++ b/gfx/common/d3d10_common.c @@ -42,6 +42,7 @@ HRESULT WINAPI D3D10CreateDeviceAndSwapChain( { static PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN fp; +#ifdef HAVE_DYNAMIC if (!d3d10_dll) d3d10_dll = dylib_load("d3d10.dll"); @@ -51,6 +52,9 @@ HRESULT WINAPI D3D10CreateDeviceAndSwapChain( if (!fp) fp = (PFN_D3D10_CREATE_DEVICE_AND_SWAP_CHAIN)dylib_proc( d3d10_dll, "D3D10CreateDeviceAndSwapChain"); +#else + fp = D3D10CreateDeviceAndSwapChain; +#endif if (!fp) return TYPE_E_CANTLOADLIBRARY; @@ -78,12 +82,12 @@ void d3d10_init_texture(D3D10Device device, d3d10_texture_t* texture) D3D10CreateTexture2D(device, &texture->desc, NULL, &texture->handle); { - D3D10_SHADER_RESOURCE_VIEW_DESC view_desc = { - .Format = texture->desc.Format, - .ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D, - .Texture2D.MostDetailedMip = 0, - .Texture2D.MipLevels = -1, - }; + D3D10_SHADER_RESOURCE_VIEW_DESC view_desc = { 0 }; + view_desc.Format = texture->desc.Format; + view_desc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D; + view_desc.Texture2D.MostDetailedMip = 0; + view_desc.Texture2D.MipLevels = -1; + D3D10CreateTexture2DShaderResourceView(device, texture->handle, &view_desc, &texture->view); } diff --git a/gfx/common/d3d10_common.h b/gfx/common/d3d10_common.h index 73997eb606..a097d4c5d1 100644 --- a/gfx/common/d3d10_common.h +++ b/gfx/common/d3d10_common.h @@ -15,6 +15,8 @@ #pragma once +#include + #ifdef __MINGW32__ #define __REQUIRED_RPCNDR_H_VERSION__ 475 #define _In_ @@ -50,14 +52,14 @@ #ifndef COM_RELEASE_DECLARED #define COM_RELEASE_DECLARED #if defined(__cplusplus) && !defined(CINTERFACE) -static inline ULONG Release(IUnknown* object) +static INLINE ULONG Release(IUnknown* object) { if (object) return object->Release(); return 0; } #else -static inline ULONG Release(void* object) +static INLINE ULONG Release(void* object) { if (object) return ((IUnknown*)object)->lpVtbl->Release(object); @@ -96,56 +98,56 @@ typedef ID3D10Debug* D3D10Debug; typedef ID3D10SwitchToRef* D3D10SwitchToRef; typedef ID3D10InfoQueue* D3D10InfoQueue; -static inline void D3D10SetResourceEvictionPriority(D3D10Resource resource, UINT eviction_priority) +static INLINE void D3D10SetResourceEvictionPriority(D3D10Resource resource, UINT eviction_priority) { resource->lpVtbl->SetEvictionPriority(resource, eviction_priority); } -static inline UINT D3D10GetResourceEvictionPriority(D3D10Resource resource) +static INLINE UINT D3D10GetResourceEvictionPriority(D3D10Resource resource) { return resource->lpVtbl->GetEvictionPriority(resource); } -static inline void D3D10SetBufferEvictionPriority(D3D10Buffer buffer, UINT eviction_priority) +static INLINE void D3D10SetBufferEvictionPriority(D3D10Buffer buffer, UINT eviction_priority) { buffer->lpVtbl->SetEvictionPriority(buffer, eviction_priority); } -static inline UINT D3D10GetBufferEvictionPriority(D3D10Buffer buffer) +static INLINE UINT D3D10GetBufferEvictionPriority(D3D10Buffer buffer) { return buffer->lpVtbl->GetEvictionPriority(buffer); } -static inline HRESULT +static INLINE HRESULT D3D10MapBuffer(D3D10Buffer buffer, D3D10_MAP map_type, UINT map_flags, void** data) { return buffer->lpVtbl->Map(buffer, map_type, map_flags, data); } -static inline void D3D10UnmapBuffer(D3D10Buffer buffer) { buffer->lpVtbl->Unmap(buffer); } -static inline void +static INLINE void D3D10UnmapBuffer(D3D10Buffer buffer) { buffer->lpVtbl->Unmap(buffer); } +static INLINE void D3D10SetTexture1DEvictionPriority(D3D10Texture1D texture1d, UINT eviction_priority) { texture1d->lpVtbl->SetEvictionPriority(texture1d, eviction_priority); } -static inline UINT D3D10GetTexture1DEvictionPriority(D3D10Texture1D texture1d) +static INLINE UINT D3D10GetTexture1DEvictionPriority(D3D10Texture1D texture1d) { return texture1d->lpVtbl->GetEvictionPriority(texture1d); } -static inline HRESULT D3D10MapTexture1D( +static INLINE HRESULT D3D10MapTexture1D( D3D10Texture1D texture1d, UINT subresource, D3D10_MAP map_type, UINT map_flags, void** data) { return texture1d->lpVtbl->Map(texture1d, subresource, map_type, map_flags, data); } -static inline void D3D10UnmapTexture1D(D3D10Texture1D texture1d, UINT subresource) +static INLINE void D3D10UnmapTexture1D(D3D10Texture1D texture1d, UINT subresource) { texture1d->lpVtbl->Unmap(texture1d, subresource); } -static inline void +static INLINE void D3D10SetTexture2DEvictionPriority(D3D10Texture2D texture2d, UINT eviction_priority) { texture2d->lpVtbl->SetEvictionPriority(texture2d, eviction_priority); } -static inline UINT D3D10GetTexture2DEvictionPriority(D3D10Texture2D texture2d) +static INLINE UINT D3D10GetTexture2DEvictionPriority(D3D10Texture2D texture2d) { return texture2d->lpVtbl->GetEvictionPriority(texture2d); } -static inline HRESULT D3D10MapTexture2D( +static INLINE HRESULT D3D10MapTexture2D( D3D10Texture2D texture2d, UINT subresource, D3D10_MAP map_type, @@ -154,20 +156,20 @@ static inline HRESULT D3D10MapTexture2D( { return texture2d->lpVtbl->Map(texture2d, subresource, map_type, map_flags, mapped_tex2d); } -static inline void D3D10UnmapTexture2D(D3D10Texture2D texture2d, UINT subresource) +static INLINE void D3D10UnmapTexture2D(D3D10Texture2D texture2d, UINT subresource) { texture2d->lpVtbl->Unmap(texture2d, subresource); } -static inline void +static INLINE void D3D10SetTexture3DEvictionPriority(D3D10Texture3D texture3d, UINT eviction_priority) { texture3d->lpVtbl->SetEvictionPriority(texture3d, eviction_priority); } -static inline UINT D3D10GetTexture3DEvictionPriority(D3D10Texture3D texture3d) +static INLINE UINT D3D10GetTexture3DEvictionPriority(D3D10Texture3D texture3d) { return texture3d->lpVtbl->GetEvictionPriority(texture3d); } -static inline HRESULT D3D10MapTexture3D( +static INLINE HRESULT D3D10MapTexture3D( D3D10Texture3D texture3d, UINT subresource, D3D10_MAP map_type, @@ -176,91 +178,91 @@ static inline HRESULT D3D10MapTexture3D( { return texture3d->lpVtbl->Map(texture3d, subresource, map_type, map_flags, mapped_tex3d); } -static inline void D3D10UnmapTexture3D(D3D10Texture3D texture3d, UINT subresource) +static INLINE void D3D10UnmapTexture3D(D3D10Texture3D texture3d, UINT subresource) { texture3d->lpVtbl->Unmap(texture3d, subresource); } -static inline void D3D10GetViewResource(D3D10View view, D3D10Resource* resource) +static INLINE void D3D10GetViewResource(D3D10View view, D3D10Resource* resource) { view->lpVtbl->GetResource(view, resource); } -static inline void D3D10GetShaderResourceViewResource( +static INLINE void D3D10GetShaderResourceViewResource( D3D10ShaderResourceView shader_resource_view, D3D10Resource* resource) { shader_resource_view->lpVtbl->GetResource(shader_resource_view, resource); } -static inline void +static INLINE void D3D10GetRenderTargetViewResource(D3D10RenderTargetView render_target_view, D3D10Resource* resource) { render_target_view->lpVtbl->GetResource(render_target_view, resource); } -static inline void +static INLINE void D3D10GetDepthStencilViewResource(D3D10DepthStencilView depth_stencil_view, D3D10Resource* resource) { depth_stencil_view->lpVtbl->GetResource(depth_stencil_view, resource); } -static inline void D3D10BeginAsynchronous(D3D10Asynchronous asynchronous) +static INLINE void D3D10BeginAsynchronous(D3D10Asynchronous asynchronous) { asynchronous->lpVtbl->Begin(asynchronous); } -static inline void D3D10EndAsynchronous(D3D10Asynchronous asynchronous) +static INLINE void D3D10EndAsynchronous(D3D10Asynchronous asynchronous) { asynchronous->lpVtbl->End(asynchronous); } -static inline HRESULT D3D10GetAsynchronousData( +static INLINE HRESULT D3D10GetAsynchronousData( D3D10Asynchronous asynchronous, void* data, UINT data_size, UINT get_data_flags) { return asynchronous->lpVtbl->GetData(asynchronous, data, data_size, get_data_flags); } -static inline UINT D3D10GetAsynchronousDataSize(D3D10Asynchronous asynchronous) +static INLINE UINT D3D10GetAsynchronousDataSize(D3D10Asynchronous asynchronous) { return asynchronous->lpVtbl->GetDataSize(asynchronous); } -static inline void D3D10BeginQuery(D3D10Query query) { query->lpVtbl->Begin(query); } -static inline void D3D10EndQuery(D3D10Query query) { query->lpVtbl->End(query); } -static inline HRESULT +static INLINE void D3D10BeginQuery(D3D10Query query) { query->lpVtbl->Begin(query); } +static INLINE void D3D10EndQuery(D3D10Query query) { query->lpVtbl->End(query); } +static INLINE HRESULT D3D10GetQueryData(D3D10Query query, void* data, UINT data_size, UINT get_data_flags) { return query->lpVtbl->GetData(query, data, data_size, get_data_flags); } -static inline UINT D3D10GetQueryDataSize(D3D10Query query) +static INLINE UINT D3D10GetQueryDataSize(D3D10Query query) { return query->lpVtbl->GetDataSize(query); } -static inline void D3D10BeginPredicate(D3D10Predicate predicate) +static INLINE void D3D10BeginPredicate(D3D10Predicate predicate) { predicate->lpVtbl->Begin(predicate); } -static inline void D3D10EndPredicate(D3D10Predicate predicate) +static INLINE void D3D10EndPredicate(D3D10Predicate predicate) { predicate->lpVtbl->End(predicate); } -static inline HRESULT +static INLINE HRESULT D3D10GetPredicateData(D3D10Predicate predicate, void* data, UINT data_size, UINT get_data_flags) { return predicate->lpVtbl->GetData(predicate, data, data_size, get_data_flags); } -static inline UINT D3D10GetPredicateDataSize(D3D10Predicate predicate) +static INLINE UINT D3D10GetPredicateDataSize(D3D10Predicate predicate) { return predicate->lpVtbl->GetDataSize(predicate); } -static inline void D3D10BeginCounter(D3D10Counter counter) { counter->lpVtbl->Begin(counter); } -static inline void D3D10EndCounter(D3D10Counter counter) { counter->lpVtbl->End(counter); } -static inline HRESULT +static INLINE void D3D10BeginCounter(D3D10Counter counter) { counter->lpVtbl->Begin(counter); } +static INLINE void D3D10EndCounter(D3D10Counter counter) { counter->lpVtbl->End(counter); } +static INLINE HRESULT D3D10GetCounterData(D3D10Counter counter, void* data, UINT data_size, UINT get_data_flags) { return counter->lpVtbl->GetData(counter, data, data_size, get_data_flags); } -static inline UINT D3D10GetCounterDataSize(D3D10Counter counter) +static INLINE UINT D3D10GetCounterDataSize(D3D10Counter counter) { return counter->lpVtbl->GetDataSize(counter); } -static inline void D3D10SetVShaderConstantBuffers( +static INLINE void D3D10SetVShaderConstantBuffers( D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer* const constant_buffers) { device->lpVtbl->VSSetConstantBuffers(device, start_slot, num_buffers, constant_buffers); } -static inline void D3D10SetPShaderResources( +static INLINE void D3D10SetPShaderResources( D3D10Device device, UINT start_slot, UINT num_views, @@ -268,38 +270,38 @@ static inline void D3D10SetPShaderResources( { device->lpVtbl->PSSetShaderResources(device, start_slot, num_views, shader_resource_views); } -static inline void D3D10SetPShader(D3D10Device device, D3D10PixelShader pixel_shader) +static INLINE void D3D10SetPShader(D3D10Device device, D3D10PixelShader pixel_shader) { device->lpVtbl->PSSetShader(device, pixel_shader); } -static inline void D3D10SetPShaderSamplers( +static INLINE void D3D10SetPShaderSamplers( D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState* const samplers) { device->lpVtbl->PSSetSamplers(device, start_slot, num_samplers, samplers); } -static inline void D3D10SetVShader(D3D10Device device, D3D10VertexShader vertex_shader) +static INLINE void D3D10SetVShader(D3D10Device device, D3D10VertexShader vertex_shader) { device->lpVtbl->VSSetShader(device, vertex_shader); } -static inline void D3D10DrawIndexed( +static INLINE void D3D10DrawIndexed( D3D10Device device, UINT index_count, UINT start_index_location, INT base_vertex_location) { device->lpVtbl->DrawIndexed(device, index_count, start_index_location, base_vertex_location); } -static inline void D3D10Draw(D3D10Device device, UINT vertex_count, UINT start_vertex_location) +static INLINE void D3D10Draw(D3D10Device device, UINT vertex_count, UINT start_vertex_location) { device->lpVtbl->Draw(device, vertex_count, start_vertex_location); } -static inline void D3D10SetPShaderConstantBuffers( +static INLINE void D3D10SetPShaderConstantBuffers( D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer* const constant_buffers) { device->lpVtbl->PSSetConstantBuffers(device, start_slot, num_buffers, constant_buffers); } -static inline void D3D10SetInputLayout(D3D10Device device, D3D10InputLayout input_layout) +static INLINE void D3D10SetInputLayout(D3D10Device device, D3D10InputLayout input_layout) { device->lpVtbl->IASetInputLayout(device, input_layout); } -static inline void D3D10SetVertexBuffers( +static INLINE void D3D10SetVertexBuffers( D3D10Device device, UINT start_slot, UINT num_buffers, @@ -310,12 +312,12 @@ static inline void D3D10SetVertexBuffers( device->lpVtbl->IASetVertexBuffers( device, start_slot, num_buffers, vertex_buffers, strides, offsets); } -static inline void +static INLINE void D3D10SetIndexBuffer(D3D10Device device, D3D10Buffer index_buffer, DXGI_FORMAT format, UINT offset) { device->lpVtbl->IASetIndexBuffer(device, index_buffer, format, offset); } -static inline void D3D10DrawIndexedInstanced( +static INLINE void D3D10DrawIndexedInstanced( D3D10Device device, UINT index_count_per_instance, UINT instance_count, @@ -327,7 +329,7 @@ static inline void D3D10DrawIndexedInstanced( device, index_count_per_instance, instance_count, start_index_location, base_vertex_location, start_instance_location); } -static inline void D3D10DrawInstanced( +static INLINE void D3D10DrawInstanced( D3D10Device device, UINT vertex_count_per_instance, UINT instance_count, @@ -338,20 +340,20 @@ static inline void D3D10DrawInstanced( device, vertex_count_per_instance, instance_count, start_vertex_location, start_instance_location); } -static inline void D3D10SetGShaderConstantBuffers( +static INLINE void D3D10SetGShaderConstantBuffers( D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer* const constant_buffers) { device->lpVtbl->GSSetConstantBuffers(device, start_slot, num_buffers, constant_buffers); } -static inline void D3D10SetGShader(D3D10Device device, D3D10GeometryShader shader) +static INLINE void D3D10SetGShader(D3D10Device device, D3D10GeometryShader shader) { device->lpVtbl->GSSetShader(device, shader); } -static inline void D3D10SetPrimitiveTopology(D3D10Device device, D3D10_PRIMITIVE_TOPOLOGY topology) +static INLINE void D3D10SetPrimitiveTopology(D3D10Device device, D3D10_PRIMITIVE_TOPOLOGY topology) { device->lpVtbl->IASetPrimitiveTopology(device, topology); } -static inline void D3D10SetVShaderResources( +static INLINE void D3D10SetVShaderResources( D3D10Device device, UINT start_slot, UINT num_views, @@ -359,17 +361,17 @@ static inline void D3D10SetVShaderResources( { device->lpVtbl->VSSetShaderResources(device, start_slot, num_views, shader_resource_views); } -static inline void D3D10SetVShaderSamplers( +static INLINE void D3D10SetVShaderSamplers( D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState* const samplers) { device->lpVtbl->VSSetSamplers(device, start_slot, num_samplers, samplers); } -static inline void +static INLINE void D3D10SetPredication(D3D10Device device, D3D10Predicate predicate, BOOL predicate_value) { device->lpVtbl->SetPredication(device, predicate, predicate_value); } -static inline void D3D10SetGShaderResources( +static INLINE void D3D10SetGShaderResources( D3D10Device device, UINT start_slot, UINT num_views, @@ -377,12 +379,12 @@ static inline void D3D10SetGShaderResources( { device->lpVtbl->GSSetShaderResources(device, start_slot, num_views, shader_resource_views); } -static inline void D3D10SetGShaderSamplers( +static INLINE void D3D10SetGShaderSamplers( D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState* const samplers) { device->lpVtbl->GSSetSamplers(device, start_slot, num_samplers, samplers); } -static inline void D3D10SetRenderTargets( +static INLINE void D3D10SetRenderTargets( D3D10Device device, UINT num_views, D3D10RenderTargetView* const render_target_views, @@ -390,36 +392,36 @@ static inline void D3D10SetRenderTargets( { device->lpVtbl->OMSetRenderTargets(device, num_views, render_target_views, depth_stencil_view); } -static inline void D3D10SetBlendState( +static INLINE void D3D10SetBlendState( D3D10Device device, D3D10BlendState blend_state, FLOAT blend_factor[4], UINT sample_mask) { device->lpVtbl->OMSetBlendState(device, blend_state, blend_factor, sample_mask); } -static inline void D3D10SetDepthStencilState( +static INLINE void D3D10SetDepthStencilState( D3D10Device device, D3D10DepthStencilState depth_stencil_state, UINT stencil_ref) { device->lpVtbl->OMSetDepthStencilState(device, depth_stencil_state, stencil_ref); } -static inline void +static INLINE void D3D10SOSetTargets(D3D10Device device, UINT num_buffers, D3D10Buffer* const sotargets, UINT* offsets) { device->lpVtbl->SOSetTargets(device, num_buffers, sotargets, offsets); } -static inline void D3D10DrawAuto(D3D10Device device) { device->lpVtbl->DrawAuto(device); } -static inline void D3D10SetState(D3D10Device device, D3D10RasterizerState rasterizer_state) +static INLINE void D3D10DrawAuto(D3D10Device device) { device->lpVtbl->DrawAuto(device); } +static INLINE void D3D10SetState(D3D10Device device, D3D10RasterizerState rasterizer_state) { device->lpVtbl->RSSetState(device, rasterizer_state); } -static inline void +static INLINE void D3D10SetViewports(D3D10Device device, UINT num_viewports, D3D10_VIEWPORT* viewports) { device->lpVtbl->RSSetViewports(device, num_viewports, viewports); } -static inline void D3D10SetScissorRects(D3D10Device device, UINT num_rects, D3D10_RECT* rects) +static INLINE void D3D10SetScissorRects(D3D10Device device, UINT num_rects, D3D10_RECT* rects) { device->lpVtbl->RSSetScissorRects(device, num_rects, rects); } -static inline void D3D10CopySubresourceRegionDevice( +static INLINE void D3D10CopySubresourceRegionDevice( D3D10Device device, D3D10Resource dst_resource, UINT dst_subresource, @@ -434,12 +436,12 @@ static inline void D3D10CopySubresourceRegionDevice( device, dst_resource, dst_subresource, dst_x, dst_y, dst_z, src_resource, src_subresource, src_box); } -static inline void +static INLINE void D3D10CopyResource(D3D10Device device, D3D10Resource dst_resource, D3D10Resource src_resource) { device->lpVtbl->CopyResource(device, dst_resource, src_resource); } -static inline void D3D10UpdateSubresource( +static INLINE void D3D10UpdateSubresource( D3D10Device device, D3D10Resource dst_resource, UINT dst_subresource, @@ -451,12 +453,12 @@ static inline void D3D10UpdateSubresource( device->lpVtbl->UpdateSubresource( device, dst_resource, dst_subresource, dst_box, src_data, src_row_pitch, src_depth_pitch); } -static inline void D3D10ClearRenderTargetView( +static INLINE void D3D10ClearRenderTargetView( D3D10Device device, D3D10RenderTargetView render_target_view, FLOAT color_rgba[4]) { device->lpVtbl->ClearRenderTargetView(device, render_target_view, color_rgba); } -static inline void D3D10ClearDepthStencilView( +static INLINE void D3D10ClearDepthStencilView( D3D10Device device, D3D10DepthStencilView depth_stencil_view, UINT clear_flags, @@ -465,12 +467,12 @@ static inline void D3D10ClearDepthStencilView( { device->lpVtbl->ClearDepthStencilView(device, depth_stencil_view, clear_flags, depth, stencil); } -static inline void +static INLINE void D3D10GenerateMips(D3D10Device device, D3D10ShaderResourceView shader_resource_view) { device->lpVtbl->GenerateMips(device, shader_resource_view); } -static inline void D3D10ResolveSubresource( +static INLINE void D3D10ResolveSubresource( D3D10Device device, D3D10Resource dst_resource, UINT dst_subresource, @@ -481,12 +483,12 @@ static inline void D3D10ResolveSubresource( device->lpVtbl->ResolveSubresource( device, dst_resource, dst_subresource, src_resource, src_subresource, format); } -static inline void D3D10GetVShaderConstantBuffers( +static INLINE void D3D10GetVShaderConstantBuffers( D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer* constant_buffers) { device->lpVtbl->VSGetConstantBuffers(device, start_slot, num_buffers, constant_buffers); } -static inline void D3D10GetPShaderResources( +static INLINE void D3D10GetPShaderResources( D3D10Device device, UINT start_slot, UINT num_views, @@ -494,29 +496,29 @@ static inline void D3D10GetPShaderResources( { device->lpVtbl->PSGetShaderResources(device, start_slot, num_views, shader_resource_views); } -static inline void D3D10GetPShader(D3D10Device device, D3D10PixelShader* pixel_shader) +static INLINE void D3D10GetPShader(D3D10Device device, D3D10PixelShader* pixel_shader) { device->lpVtbl->PSGetShader(device, pixel_shader); } -static inline void D3D10GetPShaderSamplers( +static INLINE void D3D10GetPShaderSamplers( D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState* samplers) { device->lpVtbl->PSGetSamplers(device, start_slot, num_samplers, samplers); } -static inline void D3D10GetVShader(D3D10Device device, D3D10VertexShader* vertex_shader) +static INLINE void D3D10GetVShader(D3D10Device device, D3D10VertexShader* vertex_shader) { device->lpVtbl->VSGetShader(device, vertex_shader); } -static inline void D3D10GetPShaderConstantBuffers( +static INLINE void D3D10GetPShaderConstantBuffers( D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer* constant_buffers) { device->lpVtbl->PSGetConstantBuffers(device, start_slot, num_buffers, constant_buffers); } -static inline void D3D10GetInputLayout(D3D10Device device, D3D10InputLayout* input_layout) +static INLINE void D3D10GetInputLayout(D3D10Device device, D3D10InputLayout* input_layout) { device->lpVtbl->IAGetInputLayout(device, input_layout); } -static inline void D3D10GetVertexBuffers( +static INLINE void D3D10GetVertexBuffers( D3D10Device device, UINT start_slot, UINT num_buffers, @@ -527,25 +529,25 @@ static inline void D3D10GetVertexBuffers( device->lpVtbl->IAGetVertexBuffers( device, start_slot, num_buffers, vertex_buffers, strides, offsets); } -static inline void D3D10GetIndexBuffer( +static INLINE void D3D10GetIndexBuffer( D3D10Device device, D3D10Buffer* index_buffer, DXGI_FORMAT* format, UINT* offset) { device->lpVtbl->IAGetIndexBuffer(device, index_buffer, format, offset); } -static inline void D3D10GetGShaderConstantBuffers( +static INLINE void D3D10GetGShaderConstantBuffers( D3D10Device device, UINT start_slot, UINT num_buffers, D3D10Buffer* constant_buffers) { device->lpVtbl->GSGetConstantBuffers(device, start_slot, num_buffers, constant_buffers); } -static inline void D3D10GetGShader(D3D10Device device, D3D10GeometryShader* geometry_shader) +static INLINE void D3D10GetGShader(D3D10Device device, D3D10GeometryShader* geometry_shader) { device->lpVtbl->GSGetShader(device, geometry_shader); } -static inline void D3D10GetPrimitiveTopology(D3D10Device device, D3D10_PRIMITIVE_TOPOLOGY* topology) +static INLINE void D3D10GetPrimitiveTopology(D3D10Device device, D3D10_PRIMITIVE_TOPOLOGY* topology) { device->lpVtbl->IAGetPrimitiveTopology(device, topology); } -static inline void D3D10GetVShaderResources( +static INLINE void D3D10GetVShaderResources( D3D10Device device, UINT start_slot, UINT num_views, @@ -553,17 +555,17 @@ static inline void D3D10GetVShaderResources( { device->lpVtbl->VSGetShaderResources(device, start_slot, num_views, shader_resource_views); } -static inline void D3D10GetVShaderSamplers( +static INLINE void D3D10GetVShaderSamplers( D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState* samplers) { device->lpVtbl->VSGetSamplers(device, start_slot, num_samplers, samplers); } -static inline void +static INLINE void D3D10GetPredication(D3D10Device device, D3D10Predicate* predicate, BOOL* predicate_value) { device->lpVtbl->GetPredication(device, predicate, predicate_value); } -static inline void D3D10GetGShaderResources( +static INLINE void D3D10GetGShaderResources( D3D10Device device, UINT start_slot, UINT num_views, @@ -571,12 +573,12 @@ static inline void D3D10GetGShaderResources( { device->lpVtbl->GSGetShaderResources(device, start_slot, num_views, shader_resource_views); } -static inline void D3D10GetGShaderSamplers( +static INLINE void D3D10GetGShaderSamplers( D3D10Device device, UINT start_slot, UINT num_samplers, D3D10SamplerState* samplers) { device->lpVtbl->GSGetSamplers(device, start_slot, num_samplers, samplers); } -static inline void D3D10GetRenderTargets( +static INLINE void D3D10GetRenderTargets( D3D10Device device, UINT num_views, D3D10RenderTargetView* render_target_views, @@ -584,49 +586,49 @@ static inline void D3D10GetRenderTargets( { device->lpVtbl->OMGetRenderTargets(device, num_views, render_target_views, depth_stencil_view); } -static inline void D3D10GetBlendState( +static INLINE void D3D10GetBlendState( D3D10Device device, D3D10BlendState* blend_state, FLOAT blend_factor[4], UINT* sample_mask) { device->lpVtbl->OMGetBlendState(device, blend_state, blend_factor, sample_mask); } -static inline void D3D10GetDepthStencilState( +static INLINE void D3D10GetDepthStencilState( D3D10Device device, D3D10DepthStencilState* depth_stencil_state, UINT* stencil_ref) { device->lpVtbl->OMGetDepthStencilState(device, depth_stencil_state, stencil_ref); } -static inline void +static INLINE void D3D10SOGetTargets(D3D10Device device, UINT num_buffers, D3D10Buffer* sotargets, UINT* offsets) { device->lpVtbl->SOGetTargets(device, num_buffers, sotargets, offsets); } -static inline void D3D10GetState(D3D10Device device, D3D10RasterizerState* rasterizer_state) +static INLINE void D3D10GetState(D3D10Device device, D3D10RasterizerState* rasterizer_state) { device->lpVtbl->RSGetState(device, rasterizer_state); } -static inline void +static INLINE void D3D10GetViewports(D3D10Device device, UINT* num_viewports, D3D10_VIEWPORT* viewports) { device->lpVtbl->RSGetViewports(device, num_viewports, viewports); } -static inline void D3D10GetScissorRects(D3D10Device device, UINT* num_rects, D3D10_RECT* rects) +static INLINE void D3D10GetScissorRects(D3D10Device device, UINT* num_rects, D3D10_RECT* rects) { device->lpVtbl->RSGetScissorRects(device, num_rects, rects); } -static inline HRESULT D3D10GetDeviceRemovedReason(D3D10Device device) +static INLINE HRESULT D3D10GetDeviceRemovedReason(D3D10Device device) { return device->lpVtbl->GetDeviceRemovedReason(device); } -static inline HRESULT D3D10SetExceptionMode(D3D10Device device, UINT raise_flags) +static INLINE HRESULT D3D10SetExceptionMode(D3D10Device device, UINT raise_flags) { return device->lpVtbl->SetExceptionMode(device, raise_flags); } -static inline UINT D3D10GetExceptionMode(D3D10Device device) +static INLINE UINT D3D10GetExceptionMode(D3D10Device device) { return device->lpVtbl->GetExceptionMode(device); } -static inline void D3D10ClearState(D3D10Device device) { device->lpVtbl->ClearState(device); } -static inline void D3D10Flush(D3D10Device device) { device->lpVtbl->Flush(device); } -static inline HRESULT D3D10CreateBuffer( +static INLINE void D3D10ClearState(D3D10Device device) { device->lpVtbl->ClearState(device); } +static INLINE void D3D10Flush(D3D10Device device) { device->lpVtbl->Flush(device); } +static INLINE HRESULT D3D10CreateBuffer( D3D10Device device, D3D10_BUFFER_DESC* desc, D3D10_SUBRESOURCE_DATA* initial_data, @@ -634,7 +636,7 @@ static inline HRESULT D3D10CreateBuffer( { return device->lpVtbl->CreateBuffer(device, desc, initial_data, buffer); } -static inline HRESULT D3D10CreateTexture1D( +static INLINE HRESULT D3D10CreateTexture1D( D3D10Device device, D3D10_TEXTURE1D_DESC* desc, D3D10_SUBRESOURCE_DATA* initial_data, @@ -642,7 +644,7 @@ static inline HRESULT D3D10CreateTexture1D( { return device->lpVtbl->CreateTexture1D(device, desc, initial_data, texture1d); } -static inline HRESULT D3D10CreateTexture2D( +static INLINE HRESULT D3D10CreateTexture2D( D3D10Device device, D3D10_TEXTURE2D_DESC* desc, D3D10_SUBRESOURCE_DATA* initial_data, @@ -650,7 +652,7 @@ static inline HRESULT D3D10CreateTexture2D( { return device->lpVtbl->CreateTexture2D(device, desc, initial_data, texture2d); } -static inline HRESULT D3D10CreateTexture3D( +static INLINE HRESULT D3D10CreateTexture3D( D3D10Device device, D3D10_TEXTURE3D_DESC* desc, D3D10_SUBRESOURCE_DATA* initial_data, @@ -658,7 +660,7 @@ static inline HRESULT D3D10CreateTexture3D( { return device->lpVtbl->CreateTexture3D(device, desc, initial_data, texture3d); } -static inline HRESULT D3D10CreateShaderResourceViewDevice( +static INLINE HRESULT D3D10CreateShaderResourceViewDevice( D3D10Device device, D3D10Resource resource, D3D10_SHADER_RESOURCE_VIEW_DESC* desc, @@ -666,7 +668,7 @@ static inline HRESULT D3D10CreateShaderResourceViewDevice( { return device->lpVtbl->CreateShaderResourceView(device, resource, desc, srview); } -static inline HRESULT D3D10CreateRenderTargetViewDevice( +static INLINE HRESULT D3D10CreateRenderTargetViewDevice( D3D10Device device, D3D10Resource resource, D3D10_RENDER_TARGET_VIEW_DESC* desc, @@ -674,7 +676,7 @@ static inline HRESULT D3D10CreateRenderTargetViewDevice( { return device->lpVtbl->CreateRenderTargetView(device, resource, desc, rtview); } -static inline HRESULT D3D10CreateDepthStencilView( +static INLINE HRESULT D3D10CreateDepthStencilView( D3D10Device device, D3D10Resource resource, D3D10_DEPTH_STENCIL_VIEW_DESC* desc, @@ -682,7 +684,7 @@ static inline HRESULT D3D10CreateDepthStencilView( { return device->lpVtbl->CreateDepthStencilView(device, resource, desc, depth_stencil_view); } -static inline HRESULT D3D10CreateInputLayout( +static INLINE HRESULT D3D10CreateInputLayout( D3D10Device device, D3D10_INPUT_ELEMENT_DESC* input_element_descs, UINT num_elements, @@ -694,7 +696,7 @@ static inline HRESULT D3D10CreateInputLayout( device, input_element_descs, num_elements, shader_bytecode_with_input_signature, bytecode_length, input_layout); } -static inline HRESULT D3D10CreateVertexShader( +static INLINE HRESULT D3D10CreateVertexShader( D3D10Device device, void* shader_bytecode, SIZE_T bytecode_length, @@ -703,7 +705,7 @@ static inline HRESULT D3D10CreateVertexShader( return device->lpVtbl->CreateVertexShader( device, shader_bytecode, bytecode_length, vertex_shader); } -static inline HRESULT D3D10CreateGeometryShader( +static INLINE HRESULT D3D10CreateGeometryShader( D3D10Device device, void* shader_bytecode, SIZE_T bytecode_length, @@ -712,7 +714,7 @@ static inline HRESULT D3D10CreateGeometryShader( return device->lpVtbl->CreateGeometryShader( device, shader_bytecode, bytecode_length, geometry_shader); } -static inline HRESULT D3D10CreateGeometryShaderWithStreamOutput( +static INLINE HRESULT D3D10CreateGeometryShaderWithStreamOutput( D3D10Device device, void* shader_bytecode, SIZE_T bytecode_length, @@ -725,7 +727,7 @@ static inline HRESULT D3D10CreateGeometryShaderWithStreamOutput( device, shader_bytecode, bytecode_length, sodeclaration, num_entries, output_stream_stride, geometry_shader); } -static inline HRESULT D3D10CreatePixelShader( +static INLINE HRESULT D3D10CreatePixelShader( D3D10Device device, void* shader_bytecode, SIZE_T bytecode_length, @@ -733,61 +735,61 @@ static inline HRESULT D3D10CreatePixelShader( { return device->lpVtbl->CreatePixelShader(device, shader_bytecode, bytecode_length, pixel_shader); } -static inline HRESULT D3D10CreateBlendState( +static INLINE HRESULT D3D10CreateBlendState( D3D10Device device, D3D10_BLEND_DESC* blend_state_desc, D3D10BlendState* blend_state) { return device->lpVtbl->CreateBlendState(device, blend_state_desc, blend_state); } -static inline HRESULT D3D10CreateDepthStencilState( +static INLINE HRESULT D3D10CreateDepthStencilState( D3D10Device device, D3D10_DEPTH_STENCIL_DESC* depth_stencil_desc, D3D10DepthStencilState* depth_stencil_state) { return device->lpVtbl->CreateDepthStencilState(device, depth_stencil_desc, depth_stencil_state); } -static inline HRESULT D3D10CreateRasterizerState( +static INLINE HRESULT D3D10CreateRasterizerState( D3D10Device device, D3D10_RASTERIZER_DESC* rasterizer_desc, D3D10RasterizerState* rasterizer_state) { return device->lpVtbl->CreateRasterizerState(device, rasterizer_desc, rasterizer_state); } -static inline HRESULT D3D10CreateSamplerState( +static INLINE HRESULT D3D10CreateSamplerState( D3D10Device device, D3D10_SAMPLER_DESC* sampler_desc, D3D10SamplerState* sampler_state) { return device->lpVtbl->CreateSamplerState(device, sampler_desc, sampler_state); } -static inline HRESULT +static INLINE HRESULT D3D10CreateQuery(D3D10Device device, D3D10_QUERY_DESC* query_desc, D3D10Query* query) { return device->lpVtbl->CreateQuery(device, query_desc, query); } -static inline HRESULT D3D10CreatePredicate( +static INLINE HRESULT D3D10CreatePredicate( D3D10Device device, D3D10_QUERY_DESC* predicate_desc, D3D10Predicate* predicate) { return device->lpVtbl->CreatePredicate(device, predicate_desc, predicate); } -static inline HRESULT +static INLINE HRESULT D3D10CreateCounter(D3D10Device device, D3D10_COUNTER_DESC* counter_desc, D3D10Counter* counter) { return device->lpVtbl->CreateCounter(device, counter_desc, counter); } -static inline HRESULT +static INLINE HRESULT D3D10CheckFormatSupport(D3D10Device device, DXGI_FORMAT format, UINT* format_support) { return device->lpVtbl->CheckFormatSupport(device, format, format_support); } -static inline HRESULT D3D10CheckMultisampleQualityLevels( +static INLINE HRESULT D3D10CheckMultisampleQualityLevels( D3D10Device device, DXGI_FORMAT format, UINT sample_count, UINT* num_quality_levels) { return device->lpVtbl->CheckMultisampleQualityLevels( device, format, sample_count, num_quality_levels); } -static inline void D3D10CheckCounterInfo(D3D10Device device, D3D10_COUNTER_INFO* counter_info) +static INLINE void D3D10CheckCounterInfo(D3D10Device device, D3D10_COUNTER_INFO* counter_info) { device->lpVtbl->CheckCounterInfo(device, counter_info); } -static inline HRESULT D3D10CheckCounter( +static INLINE HRESULT D3D10CheckCounter( D3D10Device device, D3D10_COUNTER_DESC* desc, D3D10_COUNTER_TYPE* type, @@ -803,83 +805,83 @@ static inline HRESULT D3D10CheckCounter( device, desc, type, active_counters, sz_name, name_length, sz_units, units_length, sz_description, description_length); } -static inline UINT D3D10GetCreationFlags(D3D10Device device) +static INLINE UINT D3D10GetCreationFlags(D3D10Device device) { return device->lpVtbl->GetCreationFlags(device); } -static inline HRESULT +static INLINE HRESULT D3D10OpenSharedResource(D3D10Device device, HANDLE h_resource, ID3D10Resource** out) { return device->lpVtbl->OpenSharedResource( device, h_resource, __uuidof(ID3D10Resource), (void**)out); } -static inline void D3D10SetTextFilterSize(D3D10Device device, UINT width, UINT height) +static INLINE void D3D10SetTextFilterSize(D3D10Device device, UINT width, UINT height) { device->lpVtbl->SetTextFilterSize(device, width, height); } -static inline void D3D10GetTextFilterSize(D3D10Device device, UINT* width, UINT* height) +static INLINE void D3D10GetTextFilterSize(D3D10Device device, UINT* width, UINT* height) { device->lpVtbl->GetTextFilterSize(device, width, height); } -static inline void D3D10Enter(D3D10Multithread multithread) +static INLINE void D3D10Enter(D3D10Multithread multithread) { multithread->lpVtbl->Enter(multithread); } -static inline void D3D10Leave(D3D10Multithread multithread) +static INLINE void D3D10Leave(D3D10Multithread multithread) { multithread->lpVtbl->Leave(multithread); } -static inline BOOL D3D10SetMultithreadProtected(D3D10Multithread multithread, BOOL mtprotect) +static INLINE BOOL D3D10SetMultithreadProtected(D3D10Multithread multithread, BOOL mtprotect) { return multithread->lpVtbl->SetMultithreadProtected(multithread, mtprotect); } -static inline BOOL D3D10GetMultithreadProtected(D3D10Multithread multithread) +static INLINE BOOL D3D10GetMultithreadProtected(D3D10Multithread multithread) { return multithread->lpVtbl->GetMultithreadProtected(multithread); } -static inline HRESULT D3D10SetDebugFeatureMask(D3D10Debug debug, UINT mask) +static INLINE HRESULT D3D10SetDebugFeatureMask(D3D10Debug debug, UINT mask) { return debug->lpVtbl->SetFeatureMask(debug, mask); } -static inline UINT D3D10GetDebugFeatureMask(D3D10Debug debug) +static INLINE UINT D3D10GetDebugFeatureMask(D3D10Debug debug) { return debug->lpVtbl->GetFeatureMask(debug); } -static inline HRESULT D3D10SetPresentPerRenderOpDelay(D3D10Debug debug, UINT milliseconds) +static INLINE HRESULT D3D10SetPresentPerRenderOpDelay(D3D10Debug debug, UINT milliseconds) { return debug->lpVtbl->SetPresentPerRenderOpDelay(debug, milliseconds); } -static inline UINT D3D10GetPresentPerRenderOpDelay(D3D10Debug debug) +static INLINE UINT D3D10GetPresentPerRenderOpDelay(D3D10Debug debug) { return debug->lpVtbl->GetPresentPerRenderOpDelay(debug); } -static inline HRESULT D3D10SetSwapChain(D3D10Debug debug, IDXGISwapChain* swap_chain) +static INLINE HRESULT D3D10SetSwapChain(D3D10Debug debug, IDXGISwapChain* swap_chain) { return debug->lpVtbl->SetSwapChain(debug, (IDXGISwapChain*)swap_chain); } -static inline HRESULT D3D10GetSwapChain(D3D10Debug debug, IDXGISwapChain** swap_chain) +static INLINE HRESULT D3D10GetSwapChain(D3D10Debug debug, IDXGISwapChain** swap_chain) { return debug->lpVtbl->GetSwapChain(debug, (IDXGISwapChain**)swap_chain); } -static inline HRESULT D3D10Validate(D3D10Debug debug) { return debug->lpVtbl->Validate(debug); } -static inline BOOL D3D10SetUseRef(D3D10SwitchToRef switch_to_ref, BOOL use_ref) +static INLINE HRESULT D3D10Validate(D3D10Debug debug) { return debug->lpVtbl->Validate(debug); } +static INLINE BOOL D3D10SetUseRef(D3D10SwitchToRef switch_to_ref, BOOL use_ref) { return switch_to_ref->lpVtbl->SetUseRef(switch_to_ref, use_ref); } -static inline BOOL D3D10GetUseRef(D3D10SwitchToRef switch_to_ref) +static INLINE BOOL D3D10GetUseRef(D3D10SwitchToRef switch_to_ref) { return switch_to_ref->lpVtbl->GetUseRef(switch_to_ref); } -static inline HRESULT +static INLINE HRESULT D3D10SetMessageCountLimit(D3D10InfoQueue info_queue, UINT64 message_count_limit) { return info_queue->lpVtbl->SetMessageCountLimit(info_queue, message_count_limit); } -static inline void D3D10ClearStoredMessages(D3D10InfoQueue info_queue) +static INLINE void D3D10ClearStoredMessages(D3D10InfoQueue info_queue) { info_queue->lpVtbl->ClearStoredMessages(info_queue); } -static inline HRESULT D3D10GetMessageA( +static INLINE HRESULT D3D10GetMessageA( D3D10InfoQueue info_queue, UINT64 message_index, D3D10_MESSAGE* message, @@ -887,101 +889,101 @@ static inline HRESULT D3D10GetMessageA( { return info_queue->lpVtbl->GetMessageA(info_queue, message_index, message, message_byte_length); } -static inline UINT64 D3D10GetNumMessagesAllowedByStorageFilter(D3D10InfoQueue info_queue) +static INLINE UINT64 D3D10GetNumMessagesAllowedByStorageFilter(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetNumMessagesAllowedByStorageFilter(info_queue); } -static inline UINT64 D3D10GetNumMessagesDeniedByStorageFilter(D3D10InfoQueue info_queue) +static INLINE UINT64 D3D10GetNumMessagesDeniedByStorageFilter(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetNumMessagesDeniedByStorageFilter(info_queue); } -static inline UINT64 D3D10GetNumStoredMessages(D3D10InfoQueue info_queue) +static INLINE UINT64 D3D10GetNumStoredMessages(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetNumStoredMessages(info_queue); } -static inline UINT64 D3D10GetNumStoredMessagesAllowedByRetrievalFilter(D3D10InfoQueue info_queue) +static INLINE UINT64 D3D10GetNumStoredMessagesAllowedByRetrievalFilter(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetNumStoredMessagesAllowedByRetrievalFilter(info_queue); } -static inline UINT64 D3D10GetNumMessagesDiscardedByMessageCountLimit(D3D10InfoQueue info_queue) +static INLINE UINT64 D3D10GetNumMessagesDiscardedByMessageCountLimit(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetNumMessagesDiscardedByMessageCountLimit(info_queue); } -static inline UINT64 D3D10GetMessageCountLimit(D3D10InfoQueue info_queue) +static INLINE UINT64 D3D10GetMessageCountLimit(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetMessageCountLimit(info_queue); } -static inline HRESULT +static INLINE HRESULT D3D10AddStorageFilterEntries(D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER* filter) { return info_queue->lpVtbl->AddStorageFilterEntries(info_queue, filter); } -static inline HRESULT D3D10GetStorageFilter( +static INLINE HRESULT D3D10GetStorageFilter( D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER* filter, SIZE_T* filter_byte_length) { return info_queue->lpVtbl->GetStorageFilter(info_queue, filter, filter_byte_length); } -static inline void D3D10ClearStorageFilter(D3D10InfoQueue info_queue) +static INLINE void D3D10ClearStorageFilter(D3D10InfoQueue info_queue) { info_queue->lpVtbl->ClearStorageFilter(info_queue); } -static inline HRESULT D3D10PushEmptyStorageFilter(D3D10InfoQueue info_queue) +static INLINE HRESULT D3D10PushEmptyStorageFilter(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->PushEmptyStorageFilter(info_queue); } -static inline HRESULT D3D10PushCopyOfStorageFilter(D3D10InfoQueue info_queue) +static INLINE HRESULT D3D10PushCopyOfStorageFilter(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->PushCopyOfStorageFilter(info_queue); } -static inline HRESULT +static INLINE HRESULT D3D10PushStorageFilter(D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER* filter) { return info_queue->lpVtbl->PushStorageFilter(info_queue, filter); } -static inline void D3D10PopStorageFilter(D3D10InfoQueue info_queue) +static INLINE void D3D10PopStorageFilter(D3D10InfoQueue info_queue) { info_queue->lpVtbl->PopStorageFilter(info_queue); } -static inline UINT D3D10GetStorageFilterStackSize(D3D10InfoQueue info_queue) +static INLINE UINT D3D10GetStorageFilterStackSize(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetStorageFilterStackSize(info_queue); } -static inline HRESULT +static INLINE HRESULT D3D10AddRetrievalFilterEntries(D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER* filter) { return info_queue->lpVtbl->AddRetrievalFilterEntries(info_queue, filter); } -static inline HRESULT D3D10GetRetrievalFilter( +static INLINE HRESULT D3D10GetRetrievalFilter( D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER* filter, SIZE_T* filter_byte_length) { return info_queue->lpVtbl->GetRetrievalFilter(info_queue, filter, filter_byte_length); } -static inline void D3D10ClearRetrievalFilter(D3D10InfoQueue info_queue) +static INLINE void D3D10ClearRetrievalFilter(D3D10InfoQueue info_queue) { info_queue->lpVtbl->ClearRetrievalFilter(info_queue); } -static inline HRESULT D3D10PushEmptyRetrievalFilter(D3D10InfoQueue info_queue) +static INLINE HRESULT D3D10PushEmptyRetrievalFilter(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->PushEmptyRetrievalFilter(info_queue); } -static inline HRESULT D3D10PushCopyOfRetrievalFilter(D3D10InfoQueue info_queue) +static INLINE HRESULT D3D10PushCopyOfRetrievalFilter(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->PushCopyOfRetrievalFilter(info_queue); } -static inline HRESULT +static INLINE HRESULT D3D10PushRetrievalFilter(D3D10InfoQueue info_queue, D3D10_INFO_QUEUE_FILTER* filter) { return info_queue->lpVtbl->PushRetrievalFilter(info_queue, filter); } -static inline void D3D10PopRetrievalFilter(D3D10InfoQueue info_queue) +static INLINE void D3D10PopRetrievalFilter(D3D10InfoQueue info_queue) { info_queue->lpVtbl->PopRetrievalFilter(info_queue); } -static inline UINT D3D10GetRetrievalFilterStackSize(D3D10InfoQueue info_queue) +static INLINE UINT D3D10GetRetrievalFilterStackSize(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetRetrievalFilterStackSize(info_queue); } -static inline HRESULT D3D10AddMessage( +static INLINE HRESULT D3D10AddMessage( D3D10InfoQueue info_queue, D3D10_MESSAGE_CATEGORY category, D3D10_MESSAGE_SEVERITY severity, @@ -990,56 +992,56 @@ static inline HRESULT D3D10AddMessage( { return info_queue->lpVtbl->AddMessage(info_queue, category, severity, id, description); } -static inline HRESULT D3D10AddApplicationMessage( +static INLINE HRESULT D3D10AddApplicationMessage( D3D10InfoQueue info_queue, D3D10_MESSAGE_SEVERITY severity, LPCSTR description) { return info_queue->lpVtbl->AddApplicationMessage(info_queue, severity, description); } -static inline HRESULT +static INLINE HRESULT D3D10SetBreakOnCategory(D3D10InfoQueue info_queue, D3D10_MESSAGE_CATEGORY category, BOOL enable) { return info_queue->lpVtbl->SetBreakOnCategory(info_queue, category, enable); } -static inline HRESULT +static INLINE HRESULT D3D10SetBreakOnSeverity(D3D10InfoQueue info_queue, D3D10_MESSAGE_SEVERITY severity, BOOL enable) { return info_queue->lpVtbl->SetBreakOnSeverity(info_queue, severity, enable); } -static inline HRESULT D3D10SetBreakOnID(D3D10InfoQueue info_queue, D3D10_MESSAGE_ID id, BOOL enable) +static INLINE HRESULT D3D10SetBreakOnID(D3D10InfoQueue info_queue, D3D10_MESSAGE_ID id, BOOL enable) { return info_queue->lpVtbl->SetBreakOnID(info_queue, id, enable); } -static inline BOOL +static INLINE BOOL D3D10GetBreakOnCategory(D3D10InfoQueue info_queue, D3D10_MESSAGE_CATEGORY category) { return info_queue->lpVtbl->GetBreakOnCategory(info_queue, category); } -static inline BOOL +static INLINE BOOL D3D10GetBreakOnSeverity(D3D10InfoQueue info_queue, D3D10_MESSAGE_SEVERITY severity) { return info_queue->lpVtbl->GetBreakOnSeverity(info_queue, severity); } -static inline BOOL D3D10GetBreakOnID(D3D10InfoQueue info_queue, D3D10_MESSAGE_ID id) +static INLINE BOOL D3D10GetBreakOnID(D3D10InfoQueue info_queue, D3D10_MESSAGE_ID id) { return info_queue->lpVtbl->GetBreakOnID(info_queue, id); } -static inline void D3D10SetMuteDebugOutput(D3D10InfoQueue info_queue, BOOL mute) +static INLINE void D3D10SetMuteDebugOutput(D3D10InfoQueue info_queue, BOOL mute) { info_queue->lpVtbl->SetMuteDebugOutput(info_queue, mute); } -static inline BOOL D3D10GetMuteDebugOutput(D3D10InfoQueue info_queue) +static INLINE BOOL D3D10GetMuteDebugOutput(D3D10InfoQueue info_queue) { return info_queue->lpVtbl->GetMuteDebugOutput(info_queue); } /* end of auto-generated */ -static inline HRESULT +static INLINE HRESULT DXGIGetSwapChainBufferD3D10(DXGISwapChain swap_chain, UINT buffer, D3D10Texture2D* out) { return swap_chain->lpVtbl->GetBuffer(swap_chain, buffer, __uuidof(ID3D10Texture2D), (void**)out); } -static inline void D3D10CopyTexture2DSubresourceRegion( +static INLINE void D3D10CopyTexture2DSubresourceRegion( D3D10Device device, D3D10Texture2D dst_texture, UINT dst_subresource, @@ -1054,7 +1056,7 @@ static inline void D3D10CopyTexture2DSubresourceRegion( device, (D3D10Resource)dst_texture, dst_subresource, dst_x, dst_y, dst_z, (D3D10Resource)src_texture, src_subresource, src_box); } -static inline HRESULT D3D10CreateTexture2DRenderTargetView( +static INLINE HRESULT D3D10CreateTexture2DRenderTargetView( D3D10Device device, D3D10Texture2D texture, D3D10_RENDER_TARGET_VIEW_DESC* desc, @@ -1062,7 +1064,7 @@ static inline HRESULT D3D10CreateTexture2DRenderTargetView( { return device->lpVtbl->CreateRenderTargetView(device, (D3D10Resource)texture, desc, rtview); } -static inline HRESULT D3D10CreateTexture2DShaderResourceView( +static INLINE HRESULT D3D10CreateTexture2DShaderResourceView( D3D10Device device, D3D10Texture2D texture, D3D10_SHADER_RESOURCE_VIEW_DESC* desc, @@ -1073,10 +1075,12 @@ static inline HRESULT D3D10CreateTexture2DShaderResourceView( /* internal */ +#include + #include #include -#include "gfx/video_driver.h" -#include + +#include "../video_driver.h" typedef struct d3d10_vertex_t { @@ -1150,7 +1154,7 @@ void d3d10_update_texture( DXGI_FORMAT d3d10_get_closest_match( D3D10Device device, DXGI_FORMAT desired_format, UINT desired_format_support); -static inline DXGI_FORMAT +static INLINE DXGI_FORMAT d3d10_get_closest_match_texture2D(D3D10Device device, DXGI_FORMAT desired_format) { return d3d10_get_closest_match( diff --git a/gfx/drivers/d3d10.c b/gfx/drivers/d3d10.c index ab1f7c5a37..d18b8a7618 100644 --- a/gfx/drivers/d3d10.c +++ b/gfx/drivers/d3d10.c @@ -16,14 +16,14 @@ #include #include -#include "driver.h" -#include "verbosity.h" -#include "configuration.h" -#include "gfx/video_driver.h" -#include "gfx/common/win32_common.h" -#include "gfx/common/d3d10_common.h" -#include "gfx/common/dxgi_common.h" -#include "gfx/common/d3dcompiler_common.h" +#include "../../driver.h" +#include "../../verbosity.h" +#include "../../configuration.h" +#include "../video_driver.h" +#include "../common/win32_common.h" +#include "../common/d3d10_common.h" +#include "../common/dxgi_common.h" +#include "../common/d3dcompiler_common.h" static void d3d10_set_filtering(void* data, unsigned index, bool smooth) { diff --git a/pkg/msvc/msvc-2013/RetroArch-msvc2013.vcxproj b/pkg/msvc/msvc-2013/RetroArch-msvc2013.vcxproj index a33e4f5ad4..33a47dd706 100644 --- a/pkg/msvc/msvc-2013/RetroArch-msvc2013.vcxproj +++ b/pkg/msvc/msvc-2013/RetroArch-msvc2013.vcxproj @@ -114,7 +114,7 @@ MaxSpeed true true - WIN32;HAVE_MENU;HAVE_XMB;HAVE_RGUI;HAVE_MATERIALUI;NDEBUG;_WINDOWS;HAVE_XAUDIO;HAVE_DSOUND;HAVE_DINPUT;HAVE_D3D;HAVE_D3D9;HAVE_D3D11;HAVE_OPENGL;HAVE_GLSL;HAVE_THREADS;RARCH_INTERNAL;HAVE_CC_RESAMPLER;HAVE_GRIFFIN;HAVE_RJPEG;HAVE_RPNG;HAVE_ZLIB;WANT_ZLIB;HAVE_NETWORKING;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_OVERLAY;HAVE_7ZIP;HAVE_LIBRETRODB;HAVE_STB_FONT;%(PreprocessorDefinitions) + WIN32;HAVE_MENU;HAVE_XMB;HAVE_RGUI;HAVE_MATERIALUI;NDEBUG;_WINDOWS;HAVE_XAUDIO;HAVE_DSOUND;HAVE_DINPUT;HAVE_D3D;HAVE_D3D10;HAVE_D3D9;HAVE_D3D11;HAVE_OPENGL;HAVE_GLSL;HAVE_THREADS;RARCH_INTERNAL;HAVE_CC_RESAMPLER;HAVE_GRIFFIN;HAVE_RJPEG;HAVE_RPNG;HAVE_ZLIB;WANT_ZLIB;HAVE_NETWORKING;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_OVERLAY;HAVE_7ZIP;HAVE_LIBRETRODB;HAVE_STB_FONT;%(PreprocessorDefinitions) $(SolutionDir)\..\..\gfx\include\dxsdk;$(SolutionDir)\..\..\gfx\include;$(SolutionDir)\..\..\libretro-common\include;$(SolutionDir)\..\..\deps;%(AdditionalIncludeDirectories)