]> git.xonotic.org Git - xonotic/xonotic.git/blobdiff - misc/builddeps/win64/dx/include/d3d10.idl
Move libraries into subdirectories for better selectivity when building.
[xonotic/xonotic.git] / misc / builddeps / win64 / dx / include / d3d10.idl
diff --git a/misc/builddeps/win64/dx/include/d3d10.idl b/misc/builddeps/win64/dx/include/d3d10.idl
new file mode 100644 (file)
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--- /dev/null
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+/*
+ * Copyright 2007 Andras Kovacs
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+import "oaidl.idl";
+import "ocidl.idl";
+import "dxgi.idl";
+
+cpp_quote("#ifndef _D3D10_CONSTANTS")
+cpp_quote("#define _D3D10_CONSTANTS")
+const float D3D10_DEFAULT_BLEND_FACTOR_ALPHA                                            = 1.0;
+const float D3D10_DEFAULT_BLEND_FACTOR_BLUE                                             = 1.0;
+const float D3D10_DEFAULT_BLEND_FACTOR_GREEN                                            = 1.0;
+const float D3D10_DEFAULT_BLEND_FACTOR_RED                                              = 1.0;
+const float D3D10_DEFAULT_BORDER_COLOR_COMPONENT                                        = 0.0;
+const float D3D10_DEFAULT_SLOPE_SCALED_DEPTH_BIAS                                       = 0.0;
+const float D3D10_DEFAULT_DEPTH_BIAS_CLAMP                                              = 0.0;
+const float D3D10_DEFAULT_MAX_ANISOTROPY                                                = 16.0;
+const float D3D10_DEFAULT_MIP_LOD_BIAS                                                  = 0.0;
+const float D3D10_DEFAULT_VIEWPORT_MAX_DEPTH                                            = 0.0;
+const float D3D10_DEFAULT_VIEWPORT_MIN_DEPTH                                            = 0.0;
+const float D3D10_FLOAT16_FUSED_TOLERANCE_IN_ULP                                        = 0.6;
+const float D3D10_FLOAT32_MAX                                                           = 3.402823466e+38;
+const float D3D10_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP                                   = 0.6;
+const float D3D10_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR                                    = 2.4;
+const float D3D10_FLOAT_TO_SRGB_EXPONENT_NUMERATOR                                      = 1.0;
+const float D3D10_FLOAT_TO_SRGB_OFFSET                                                  = 0.055;
+const float D3D10_FLOAT_TO_SRGB_SCALE_1                                                 = 12.92;
+const float D3D10_FLOAT_TO_SRGB_SCALE_2                                                 = 1.055;
+const float D3D10_FLOAT_TO_SRGB_THRESHOLD                                               = 0.0031308;
+const float D3D10_FTOI_INSTRUCTION_MAX_INPUT                                            = 2147483647.999;
+const float D3D10_FTOI_INSTRUCTION_MIN_INPUT                                            = -2147483648.999;
+const float D3D10_FTOU_INSTRUCTION_MAX_INPUT                                            = 4294967295.999;
+const float D3D10_FTOU_INSTRUCTION_MIN_INPUT                                            = 0.0;
+const float D3D10_LINEAR_GAMMA                                                          = 1.0;
+const float D3D10_MAX_BORDER_COLOR_COMPONENT                                            = 1.0;
+const float D3D10_MAX_DEPTH                                                             = 1.0;
+const float D3D10_MAX_POSITION_VALUE                                                    = 3.402823466e+34;
+const float D3D10_MIN_BORDER_COLOR_COMPONENT                                            = 0.0;
+const float D3D10_MIN_DEPTH                                                             = 0.0;
+const float D3D10_MIP_LOD_BIAS_MAX                                                      = 15.99;
+const float D3D10_MIP_LOD_BIAS_MIN                                                      = -16.0;
+const float D3D10_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT                                  = 0.5;
+const float D3D10_MULTISAMPLE_ANTIALIAS_LINE_WIDTH                                      = 1.4;
+const float D3D10_SRGB_GAMMA                                                            = 2.2;
+const float D3D10_SRGB_TO_FLOAT_DENOMINATOR_1                                           = 12.92;
+const float D3D10_SRGB_TO_FLOAT_DENOMINATOR_2                                           = 1.055;
+const float D3D10_SRGB_TO_FLOAT_EXPONENT                                                = 2.4;
+const float D3D10_SRGB_TO_FLOAT_OFFSET                                                  = 0.055;
+const float D3D10_SRGB_TO_FLOAT_THRESHOLD                                               = 0.04045;
+const float D3D10_SRGB_TO_FLOAT_TOLERANCE_IN_ULP                                        = 0.5;
+const float D3D10_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT                           = 0.0;
+const float D3D_SPEC_VERSION                                                            = 1.050005;
+const unsigned int D3D10_16BIT_INDEX_STRIP_CUT_VALUE                                    = 0xffff;
+const unsigned int D3D10_32BIT_INDEX_STRIP_CUT_VALUE                                    = 0xffffffff;
+const unsigned int D3D10_8BIT_INDEX_STRIP_CUT_VALUE                                     = 0xff;
+const unsigned int D3D10_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT                             = 9;
+const unsigned int D3D10_CLIP_OR_CULL_DISTANCE_COUNT                                    = 8;
+const unsigned int D3D10_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT                            = 2;
+const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT                    = 14;
+const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS                        = 4;
+const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT               = 32;
+const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT                     = 15;
+const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS               = 4;
+const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT                    = 15;
+const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST           = 1;
+const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS               = 1;
+const unsigned int D3D10_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT                         = 64;
+const unsigned int D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS     = 4;
+const unsigned int D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT          = 1;
+const unsigned int D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST = 1;
+const unsigned int D3D10_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS     = 1;
+const unsigned int D3D10_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT               = 32;
+const unsigned int D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS                = 1;
+const unsigned int D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT                     = 128;
+const unsigned int D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST            = 1;
+const unsigned int D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS                = 1;
+const unsigned int D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT                         = 128;
+const unsigned int D3D10_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS                       = 1;
+const unsigned int D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT                            = 16;
+const unsigned int D3D10_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST                   = 1;
+const unsigned int D3D10_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS                       = 1;
+const unsigned int D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT                                = 16;
+const unsigned int D3D10_COMMONSHADER_SUBROUTINE_NESTING_LIMIT                          = 32;
+const unsigned int D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENTS                          = 4;
+const unsigned int D3D10_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT                 = 32;
+const unsigned int D3D10_COMMONSHADER_TEMP_REGISTER_COUNT                               = 4096;
+const unsigned int D3D10_COMMONSHADER_TEMP_REGISTER_READS_PER_INST                      = 3;
+const unsigned int D3D10_COMMONSHADER_TEMP_REGISTER_READ_PORTS                          = 3;
+const unsigned int D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX                      = 10;
+const int D3D10_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN                               = -10;
+const int D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE                                  = -8;
+const unsigned int D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE                         = 7;
+const unsigned int D3D10_DEFAULT_DEPTH_BIAS                                             = 0;
+const unsigned int D3D10_DEFAULT_RENDER_TARGET_ARRAY_INDEX                              = 0;
+const unsigned int D3D10_DEFAULT_SAMPLE_MASK                                            = 0xffffffff;
+const unsigned int D3D10_DEFAULT_SCISSOR_ENDX                                           = 0;
+const unsigned int D3D10_DEFAULT_SCISSOR_ENDY                                           = 0;
+const unsigned int D3D10_DEFAULT_SCISSOR_STARTX                                         = 0;
+const unsigned int D3D10_DEFAULT_SCISSOR_STARTY                                         = 0;
+const unsigned int D3D10_DEFAULT_STENCIL_READ_MASK                                      = 0xff;
+const unsigned int D3D10_DEFAULT_STENCIL_REFERENCE                                      = 0;
+const unsigned int D3D10_DEFAULT_STENCIL_WRITE_MASK                                     = 0xff;
+const unsigned int D3D10_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX                         = 0;
+const unsigned int D3D10_DEFAULT_VIEWPORT_HEIGHT                                        = 0;
+const unsigned int D3D10_DEFAULT_VIEWPORT_TOPLEFTX                                      = 0;
+const unsigned int D3D10_DEFAULT_VIEWPORT_TOPLEFTY                                      = 0;
+const unsigned int D3D10_DEFAULT_VIEWPORT_WIDTH                                         = 0;
+const unsigned int D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS                        = 1;
+const unsigned int D3D10_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT               = 32;
+const unsigned int D3D10_GS_INPUT_PRIM_CONST_REGISTER_COUNT                             = 1;
+const unsigned int D3D10_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST                    = 2;
+const unsigned int D3D10_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS                        = 1;
+const unsigned int D3D10_GS_INPUT_REGISTER_COMPONENTS                                   = 4;
+const unsigned int D3D10_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT                          =32;
+const unsigned int D3D10_GS_INPUT_REGISTER_COUNT                                        = 16;
+const unsigned int D3D10_GS_INPUT_REGISTER_READS_PER_INST                               = 2;
+const unsigned int D3D10_GS_INPUT_REGISTER_READ_PORTS                                   = 1;
+const unsigned int D3D10_GS_INPUT_REGISTER_VERTICES                                     = 6;
+const unsigned int D3D10_GS_OUTPUT_ELEMENTS                                             = 32;
+const unsigned int D3D10_GS_OUTPUT_REGISTER_COMPONENTS                                  = 4;
+const unsigned int D3D10_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT                         = 32;
+const unsigned int D3D10_GS_OUTPUT_REGISTER_COUNT                                       = 32;
+const unsigned int D3D10_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES                        = 0;
+const unsigned int D3D10_IA_DEFAULT_PRIMITIVE_TOPOLOGY                                  = 0;
+const unsigned int D3D10_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES                       = 0;
+const unsigned int D3D10_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT                             = 1;
+const unsigned int D3D10_IA_INSTANCE_ID_BIT_COUNT                                       = 32;
+const unsigned int D3D10_IA_INTEGER_ARITHMETIC_BIT_COUNT                                = 32;
+const unsigned int D3D10_IA_PRIMITIVE_ID_BIT_COUNT                                      = 32;
+const unsigned int D3D10_IA_VERTEX_ID_BIT_COUNT                                         = 32;
+const unsigned int D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT                            = 16;
+const unsigned int D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS                  = 64;
+const unsigned int D3D10_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT                        = 16;
+const unsigned int D3D10_INTEGER_DIVIDE_BY_ZERO_QUOTIENT                                = 0xffffffff;
+const unsigned int D3D10_INTEGER_DIVIDE_BY_ZERO_REMAINDER                               = 0xffffffff;
+const unsigned int D3D10_MAX_MAXANISOTROPY                                              = 16;
+const unsigned int D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT                                   = 32;
+const unsigned int D3D10_MAX_TEXTURE_DIMENSION_2_TO_EXP                                 = 17;
+const unsigned int D3D10_MIN_MAXANISOTROPY                                              = 0;
+const unsigned int D3D10_MIP_LOD_FRACTIONAL_BIT_COUNT                                   = 6;
+const unsigned int D3D10_MIP_LOD_RANGE_BIT_COUNT                                        = 8;
+const unsigned int D3D10_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT                     = 0;
+const unsigned int D3D10_PIXEL_ADDRESS_RANGE_BIT_COUNT                                  = 13;
+const unsigned int D3D10_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT                      = 15;
+const unsigned int D3D10_PS_FRONTFACING_DEFAULT_VALUE                                   = 0xffffffff;
+const unsigned int D3D10_PS_FRONTFACING_FALSE_VALUE                                     = 0;
+const unsigned int D3D10_PS_FRONTFACING_TRUE_VALUE                                      = 0xffffffff;
+const unsigned int D3D10_PS_INPUT_REGISTER_COMPONENTS                                   = 4;
+const unsigned int D3D10_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT                          = 32;
+const unsigned int D3D10_PS_INPUT_REGISTER_COUNT                                        = 32;
+const unsigned int D3D10_PS_INPUT_REGISTER_READS_PER_INST                               = 2;
+const unsigned int D3D10_PS_INPUT_REGISTER_READ_PORTS                                   = 1;
+const unsigned int D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS                            = 1;
+const unsigned int D3D10_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT                   = 32;
+const unsigned int D3D10_PS_OUTPUT_DEPTH_REGISTER_COUNT                                 = 1;
+const unsigned int D3D10_PS_OUTPUT_REGISTER_COMPONENTS                                  = 4;
+const unsigned int D3D10_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT                         = 32;
+const unsigned int D3D10_PS_OUTPUT_REGISTER_COUNT                                       = 8;
+const unsigned int D3D10_REQ_BLEND_OBJECT_COUNT_PER_CONTEXT                             = 4096;
+const unsigned int D3D10_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP                       = 27;
+const unsigned int D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT                              = 4096;
+const unsigned int D3D10_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_CONTEXT                     = 4096;
+const unsigned int D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP                           = 32;
+const unsigned int D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP                                 = 32;
+const unsigned int D3D10_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION                = 8192;
+const unsigned int D3D10_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT                 = 1024;
+const unsigned int D3D10_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT                    = 4096;
+const unsigned int D3D10_REQ_MAXANISOTROPY                                              = 16;
+const unsigned int D3D10_REQ_MIP_LEVELS                                                 = 14;
+const unsigned int D3D10_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES                      = 2048;
+const unsigned int D3D10_REQ_RASTERIZER_OBJECT_COUNT_PER_CONTEXT                        = 4096;
+const unsigned int D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH                              = 8192;
+const unsigned int D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES                                 = 128;
+const unsigned int D3D10_REQ_RESOURCE_VIEW_COUNT_PER_CONTEXT_2_TO_EXP                   = 20;
+const unsigned int D3D10_REQ_SAMPLER_OBJECT_COUNT_PER_CONTEXT                           = 4096;
+const unsigned int D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION                             = 512;
+const unsigned int D3D10_REQ_TEXTURE1D_U_DIMENSION                                      = 8192;
+const unsigned int D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION                             = 512;
+const unsigned int D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION                                 = 8192;
+const unsigned int D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION                               = 2048;
+const unsigned int D3D10_REQ_TEXTURECUBE_DIMENSION                                      = 8192;
+const unsigned int D3D10_RESINFO_INSTRUCTION_MISSING_COMPONENT_RETVAL                   = 0;
+const unsigned int D3D10_SHADER_MAJOR_VERSION                                           = 4;
+const unsigned int D3D10_SHADER_MINOR_VERSION                                           = 0;
+const unsigned int D3D10_SHIFT_INSTRUCTION_PAD_VALUE                                    = 0;
+const unsigned int D3D10_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT                        = 5;
+const unsigned int D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT                               = 8;
+const unsigned int D3D10_SO_BUFFER_MAX_STRIDE_IN_BYTES                                  = 2048;
+const unsigned int D3D10_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES                            = 256;
+const unsigned int D3D10_SO_BUFFER_SLOT_COUNT                                           = 4;
+const unsigned int D3D10_SO_DDI_REGISTER_INDEX_DENOTING_GAP                             = 0xffffffff;
+const unsigned int D3D10_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER                         = 1;
+const unsigned int D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT                               = 64;
+const unsigned int D3D10_STANDARD_COMPONENT_BIT_COUNT                                   = 32;
+const unsigned int D3D10_STANDARD_COMPONENT_BIT_COUNT_DOUBLED                           = 64;
+const unsigned int D3D10_STANDARD_MAXIMUM_ELEMENT_ALIGNMENT_BYTE_MULTIPLE               = 4;
+const unsigned int D3D10_STANDARD_PIXEL_COMPONENT_COUNT                                 = 128;
+const unsigned int D3D10_STANDARD_PIXEL_ELEMENT_COUNT                                   = 32;
+const unsigned int D3D10_STANDARD_VECTOR_SIZE                                           = 4;
+const unsigned int D3D10_STANDARD_VERTEX_ELEMENT_COUNT                                  = 16;
+const unsigned int D3D10_STANDARD_VERTEX_TOTAL_COMPONENT_COUNT                          = 64;
+const unsigned int D3D10_SUBPIXEL_FRACTIONAL_BIT_COUNT                                  = 8;
+const unsigned int D3D10_SUBTEXEL_FRACTIONAL_BIT_COUNT                                  = 6;
+const unsigned int D3D10_TEXEL_ADDRESS_RANGE_BIT_COUNT                                  = 18;
+const unsigned int D3D10_UNBOUND_MEMORY_ACCESS_RESULT                                   = 0;
+const unsigned int D3D10_VIEWPORT_AND_SCISSORRECT_MAX_INDEX                             = 15;
+const unsigned int D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE             = 16;
+const unsigned int D3D10_VIEWPORT_BOUNDS_MAX                                            = 16383;
+const int D3D10_VIEWPORT_BOUNDS_MIN                                                     = -16384;
+const unsigned int D3D10_VS_INPUT_REGISTER_COMPONENTS                                   = 4;
+const unsigned int D3D10_VS_INPUT_REGISTER_COMPONENT_BIT_COUNT                          = 32;
+const unsigned int D3D10_VS_INPUT_REGISTER_COUNT                                        = 16;
+const unsigned int D3D10_VS_INPUT_REGISTER_READS_PER_INST                               = 2;
+const unsigned int D3D10_VS_INPUT_REGISTER_READ_PORTS                                   = 1;
+const unsigned int D3D10_VS_OUTPUT_REGISTER_COMPONENTS                                  = 4;
+const unsigned int D3D10_VS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT                         = 32;
+const unsigned int D3D10_VS_OUTPUT_REGISTER_COUNT                                       = 16;
+const unsigned int D3D10_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT                          = 10;
+const unsigned int D3D10_WHQL_DRAWINDEXED_INDEX_COUNT_2_TO_EXP                          = 25;
+const unsigned int D3D10_WHQL_DRAW_VERTEX_COUNT_2_TO_EXP                                = 25;
+const unsigned int D3D_MAJOR_VERSION                                                    = 10;
+const unsigned int D3D_MINOR_VERSION                                                    = 0;
+const unsigned int D3D_SPEC_DATE_DAY                                                    = 8;
+const unsigned int D3D_SPEC_DATE_MONTH                                                  = 8;
+const unsigned int D3D_SPEC_DATE_YEAR                                                   = 2006;
+cpp_quote("#endif")
+
+const unsigned int D3D10_APPEND_ALIGNED_ELEMENT                                         = 0xffffffff;
+const unsigned int _FACD3D10                                                            = 0x87;
+const unsigned int _FACD3D10DEBUG                                                       = _FACD3D10 + 1;
+const unsigned int D3D10_FILTER_TYPE_MASK                                               = 0x3;
+const unsigned int D3D10_SDK_VERSION                                                    = 29;
+
+cpp_quote("#define MAKE_D3D10_HRESULT(code)                   MAKE_HRESULT( 1, _FACD3D10, code)")
+cpp_quote("#define MAKE_D3D10_STATUS(code)                    MAKE_HRESULT( 0, _FACD3D10, code)")
+cpp_quote("#define D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS  MAKE_D3D10_HRESULT(1)")
+cpp_quote("#define D3D10_ERROR_FILE_NOT_FOUND                 MAKE_D3D10_HRESULT(2)")
+
+typedef enum D3D10_BLEND {
+    D3D10_BLEND_ZERO             = 1,
+    D3D10_BLEND_ONE              = 2,
+    D3D10_BLEND_SRC_COLOR        = 3,
+    D3D10_BLEND_INV_SRC_COLOR    = 4,
+    D3D10_BLEND_SRC_ALPHA        = 5,
+    D3D10_BLEND_INV_SRC_ALPHA    = 6,
+    D3D10_BLEND_DEST_ALPHA       = 7,
+    D3D10_BLEND_INV_DEST_ALPHA   = 8,
+    D3D10_BLEND_DEST_COLOR       = 9,
+    D3D10_BLEND_INV_DEST_COLOR   = 10,
+    D3D10_BLEND_SRC_ALPHA_SAT    = 11,
+    D3D10_BLEND_BLEND_FACTOR     = 14,
+    D3D10_BLEND_INV_BLEND_FACTOR = 15,
+    D3D10_BLEND_SRC1_COLOR       = 16,
+    D3D10_BLEND_INV_SRC1_COLOR   = 17,
+    D3D10_BLEND_SRC1_ALPHA       = 18,
+    D3D10_BLEND_INV_SRC1_ALPHA   = 19
+} D3D10_BLEND;
+
+typedef enum D3D10_BLEND_OP {
+    D3D10_BLEND_OP_ADD = 1,
+    D3D10_BLEND_OP_SUBTRACT,
+    D3D10_BLEND_OP_REV_SUBTRACT,
+    D3D10_BLEND_OP_MIN,
+    D3D10_BLEND_OP_MAX,
+} D3D10_BLEND_OP;
+
+typedef struct D3D10_BLEND_DESC {
+    BOOL AlphaToCoverageEnable;
+    BOOL BlendEnable[8];
+    D3D10_BLEND SrcBlend;
+    D3D10_BLEND DestBlend;
+    D3D10_BLEND_OP BlendOp;
+    D3D10_BLEND SrcBlendAlpha;
+    D3D10_BLEND DestBlendAlpha;
+    D3D10_BLEND_OP BlendOpAlpha;
+    UINT8 RenderTargetWriteMask[8];
+} D3D10_BLEND_DESC;
+
+typedef enum D3D10_DEPTH_WRITE_MASK {
+    D3D10_DEPTH_WRITE_MASK_ZERO,
+    D3D10_DEPTH_WRITE_MASK_ALL,
+} D3D10_DEPTH_WRITE_MASK;
+
+typedef enum D3D10_COMPARISON_FUNC {
+    D3D10_COMPARISON_NEVER = 1,
+    D3D10_COMPARISON_LESS,
+    D3D10_COMPARISON_EQUAL,
+    D3D10_COMPARISON_LESS_EQUAL,
+    D3D10_COMPARISON_GREATER,
+    D3D10_COMPARISON_NOT_EQUAL,
+    D3D10_COMPARISON_GREATER_EQUAL,
+    D3D10_COMPARISON_ALWAYS,
+} D3D10_COMPARISON_FUNC;
+
+typedef enum D3D10_STENCIL_OP {
+    D3D10_STENCIL_OP_KEEP = 1,
+    D3D10_STENCIL_OP_ZERO,
+    D3D10_STENCIL_OP_REPLACE,
+    D3D10_STENCIL_OP_INCR_SAT,
+    D3D10_STENCIL_OP_DECR_SAT,
+    D3D10_STENCIL_OP_INVERT,
+    D3D10_STENCIL_OP_INCR,
+    D3D10_STENCIL_OP_DECR,
+} D3D10_STENCIL_OP;
+
+typedef struct D3D10_DEPTH_STENCILOP_DESC {
+    D3D10_STENCIL_OP StencilFailOp;
+    D3D10_STENCIL_OP StencilDepthFailOp;
+    D3D10_STENCIL_OP StencilPassOp;
+    D3D10_COMPARISON_FUNC StencilFunc;
+} D3D10_DEPTH_STENCILOP_DESC;
+
+typedef struct D3D10_DEPTH_STENCIL_DESC {
+    BOOL DepthEnable;
+    D3D10_DEPTH_WRITE_MASK DepthWriteMask;
+    D3D10_COMPARISON_FUNC DepthFunc;
+    BOOL StencilEnable;
+    UINT8 StencilReadMask;
+    UINT8 StencilWriteMask;
+    D3D10_DEPTH_STENCILOP_DESC FrontFace;
+    D3D10_DEPTH_STENCILOP_DESC BackFace;
+} D3D10_DEPTH_STENCIL_DESC;
+
+typedef enum D3D10_FILL_MODE {
+    D3D10_FILL_WIREFRAME = 2,
+    D3D10_FILL_SOLID,
+} D3D10_FILL_MODE;
+
+typedef enum D3D10_CULL_MODE {
+    D3D10_CULL_NONE = 1,
+    D3D10_CULL_FRONT,
+    D3D10_CULL_BACK,
+} D3D10_CULL_MODE;
+
+typedef struct D3D10_RASTERIZER_DESC {
+    D3D10_FILL_MODE FillMode;
+    D3D10_CULL_MODE CullMode;
+    BOOL FrontCounterClockwise;
+    INT DepthBias;
+    FLOAT DepthBiasClamp;
+    FLOAT SlopeScaledDepthBias;
+    BOOL DepthClipEnable;
+    BOOL ScissorEnable;
+    BOOL MultisampleEnable;
+    BOOL AntialiasedLineEnable;
+} D3D10_RASTERIZER_DESC;
+
+typedef enum D3D10_FILTER {
+    D3D10_FILTER_MIN_MAG_MIP_POINT                          = 0,
+    D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR                   = 0x1,
+    D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT             = 0x4,
+    D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR                   = 0x5,
+    D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT                   = 0x10,
+    D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR            = 0x11,
+    D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT                   = 0x14,
+    D3D10_FILTER_MIN_MAG_MIP_LINEAR                         = 0x15,
+    D3D10_FILTER_ANISOTROPIC                                = 0x55,
+    D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT               = 0x80,
+    D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR        = 0x81,
+    D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT  = 0x84,
+    D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR        = 0x85,
+    D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT        = 0x90,
+    D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91,
+    D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT        = 0x94,
+    D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR              = 0x95,
+    D3D10_FILTER_COMPARISON_ANISOTROPIC                     = 0xd5,
+    D3D10_FILTER_TEXT_1BIT                                  = 0x80000000
+} D3D10_FILTER;
+
+typedef enum D3D10_TEXTURE_ADDRESS_MODE {
+    D3D10_TEXTURE_ADDRESS_WRAP = 1,
+    D3D10_TEXTURE_ADDRESS_MIRROR,
+    D3D10_TEXTURE_ADDRESS_CLAMP,
+    D3D10_TEXTURE_ADDRESS_BORDER,
+    D3D10_TEXTURE_ADDRESS_MIRROR_ONCE,
+} D3D10_TEXTURE_ADDRESS_MODE;
+
+typedef struct D3D10_SAMPLER_DESC {
+    D3D10_FILTER Filter;
+    D3D10_TEXTURE_ADDRESS_MODE AddressU;
+    D3D10_TEXTURE_ADDRESS_MODE AddressV;
+    D3D10_TEXTURE_ADDRESS_MODE AddressW;
+    FLOAT MipLODBias;
+    UINT MaxAnisotropy;
+    D3D10_COMPARISON_FUNC ComparisonFunc;
+    FLOAT BorderColor[4];
+    FLOAT MinLOD;
+    FLOAT MaxLOD;
+} D3D10_SAMPLER_DESC;
+
+typedef enum D3D10_COUNTER {
+    D3D10_COUNTER_GPU_IDLE,
+    D3D10_COUNTER_VERTEX_PROCESSING,
+    D3D10_COUNTER_GEOMETRY_PROCESSING,
+    D3D10_COUNTER_PIXEL_PROCESSING,
+    D3D10_COUNTER_OTHER_GPU_PROCESSING,
+    D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION,
+    D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION,
+    D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION,
+    D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION,
+    D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION,
+    D3D10_COUNTER_VS_MEMORY_LIMITED,
+    D3D10_COUNTER_VS_COMPUTATION_LIMITED,
+    D3D10_COUNTER_GS_MEMORY_LIMITED,
+    D3D10_COUNTER_GS_COMPUTATION_LIMITED,
+    D3D10_COUNTER_PS_MEMORY_LIMITED,
+    D3D10_COUNTER_PS_COMPUTATION_LIMITED,
+    D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE,
+    D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE,
+    D3D10_COUNTER_DEVICE_DEPENDENT_0 = 0x40000000
+} D3D10_COUNTER;
+
+typedef struct D3D10_COUNTER_DESC {
+    D3D10_COUNTER Counter;
+    UINT MiscFlags;
+} D3D10_COUNTER_DESC;
+
+typedef enum D3D10_COUNTER_TYPE {
+    D3D10_COUNTER_TYPE_FLOAT32,
+    D3D10_COUNTER_TYPE_UINT16,
+    D3D10_COUNTER_TYPE_UINT32,
+    D3D10_COUNTER_TYPE_UINT64,
+} D3D10_COUNTER_TYPE;
+
+typedef struct D3D10_COUNTER_INFO {
+    D3D10_COUNTER LastDeviceDependentCounter;
+    UINT NumSimultaneousCounters;
+    UINT8 NumDetectableParallelUnits;
+} D3D10_COUNTER_INFO;
+
+typedef enum D3D10_RESOURCE_DIMENSION {
+    D3D10_RESOURCE_DIMENSION_UNKNOWN,
+    D3D10_RESOURCE_DIMENSION_BUFFER,
+    D3D10_RESOURCE_DIMENSION_TEXTURE1D,
+    D3D10_RESOURCE_DIMENSION_TEXTURE2D,
+    D3D10_RESOURCE_DIMENSION_TEXTURE3D,
+} D3D10_RESOURCE_DIMENSION;
+
+typedef enum D3D10_USAGE {
+    D3D10_USAGE_DEFAULT,
+    D3D10_USAGE_IMMUTABLE,
+    D3D10_USAGE_DYNAMIC,
+    D3D10_USAGE_STAGING,
+} D3D10_USAGE;
+
+typedef struct D3D10_BUFFER_DESC {
+    UINT ByteWidth;
+    D3D10_USAGE Usage;
+    UINT BindFlags;
+    UINT CPUAccessFlags;
+    UINT MiscFlags;
+} D3D10_BUFFER_DESC;
+
+typedef enum D3D10_MAP {
+    D3D10_MAP_READ = 1,
+    D3D10_MAP_WRITE,
+    D3D10_MAP_READ_WRITE,
+    D3D10_MAP_WRITE_DISCARD,
+    D3D10_MAP_WRITE_NO_OVERWRITE,
+} D3D10_MAP;
+
+typedef struct D3D10_TEXTURE1D_DESC {
+    UINT Width;
+    UINT MipLevels;
+    UINT ArraySize;
+    DXGI_FORMAT Format;
+    D3D10_USAGE Usage;
+    UINT BindFlags;
+    UINT CPUAccessFlags;
+    UINT MiscFlags;
+} D3D10_TEXTURE1D_DESC;
+
+typedef struct D3D10_TEXTURE2D_DESC {
+    UINT Width;
+    UINT Height;
+    UINT MipLevels;
+    UINT ArraySize;
+    DXGI_FORMAT Format;
+    DXGI_SAMPLE_DESC SampleDesc;
+    D3D10_USAGE Usage;
+    UINT BindFlags;
+    UINT CPUAccessFlags;
+    UINT MiscFlags;
+} D3D10_TEXTURE2D_DESC;
+
+typedef struct D3D10_TEXTURE3D_DESC {
+    UINT Width;
+    UINT Height;
+    UINT Depth;
+    UINT MipLevels;
+    DXGI_FORMAT Format;
+    D3D10_USAGE Usage;
+    UINT BindFlags;
+    UINT CPUAccessFlags;
+    UINT MiscFlags;
+} D3D10_TEXTURE3D_DESC;
+
+typedef enum D3D10_DSV_DIMENSION
+{
+    D3D10_DSV_DIMENSION_UNKNOWN,
+    D3D10_DSV_DIMENSION_TEXTURE1D,
+    D3D10_DSV_DIMENSION_TEXTURE1DARRAY,
+    D3D10_DSV_DIMENSION_TEXTURE2D,
+    D3D10_DSV_DIMENSION_TEXTURE2DARRAY,
+    D3D10_DSV_DIMENSION_TEXTURE2DMS,
+    D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY,
+} D3D10_DSV_DIMENSION;
+
+typedef struct D3D10_TEX1D_DSV {
+    UINT MipSlice;
+} D3D10_TEX1D_DSV;
+
+typedef struct D3D10_TEX1D_ARRAY_DSV {
+    UINT MipSlice;
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX1D_ARRAY_DSV;
+
+typedef struct D3D10_TEX2D_DSV {
+    UINT MipSlice;
+} D3D10_TEX2D_DSV;
+
+typedef struct D3D10_TEX2D_ARRAY_DSV {
+    UINT MipSlice;
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX2D_ARRAY_DSV;
+
+typedef struct D3D10_TEX2DMS_DSV {
+    UINT UnusedField_NothingToDefine;
+} D3D10_TEX2DMS_DSV;
+
+typedef struct D3D10_TEX2DMS_ARRAY_DSV {
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX2DMS_ARRAY_DSV;
+
+typedef struct D3D10_DEPTH_STENCIL_VIEW_DESC {
+    DXGI_FORMAT Format;
+    D3D10_DSV_DIMENSION ViewDimension;
+    union {
+        D3D10_TEX1D_DSV Texture1D;
+        D3D10_TEX1D_ARRAY_DSV Texture1DArray;
+        D3D10_TEX2D_DSV Texture2D;
+        D3D10_TEX2D_ARRAY_DSV Texture2DArray;
+        D3D10_TEX2DMS_DSV Texture2DMS;
+        D3D10_TEX2DMS_ARRAY_DSV Texture2DMSArray;
+    } DUMMYUNIONNAME;
+} D3D10_DEPTH_STENCIL_VIEW_DESC;
+
+typedef enum D3D10_RTV_DIMENSION {
+    D3D10_RTV_DIMENSION_UNKNOWN,
+    D3D10_RTV_DIMENSION_BUFFER,
+    D3D10_RTV_DIMENSION_TEXTURE1D,
+    D3D10_RTV_DIMENSION_TEXTURE1DARRAY,
+    D3D10_RTV_DIMENSION_TEXTURE2D,
+    D3D10_RTV_DIMENSION_TEXTURE2DARRAY,
+    D3D10_RTV_DIMENSION_TEXTURE2DMS,
+    D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY,
+    D3D10_RTV_DIMENSION_TEXTURE3D,
+} D3D10_RTV_DIMENSION;
+
+typedef struct D3D10_BUFFER_RTV {
+    UINT ElementOffset;
+    UINT ElementWidth;
+} D3D10_BUFFER_RTV;
+
+typedef struct D3D10_TEX1D_RTV {
+    UINT MipSlice;
+} D3D10_TEX1D_RTV;
+
+typedef struct D3D10_TEX1D_ARRAY_RTV {
+    UINT MipSlice;
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX1D_ARRAY_RTV;
+
+typedef struct D3D10_TEX2D_RTV {
+    UINT MipSlice;
+} D3D10_TEX2D_RTV;
+
+typedef struct D3D10_TEX2D_ARRAY_RTV {
+    UINT MipSlice;
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX2D_ARRAY_RTV;
+
+typedef struct D3D10_TEX2DMS_RTV {
+    UINT UnusedField_NothingToDefine;
+} D3D10_TEX2DMS_RTV;
+
+typedef struct D3D10_TEX2DMS_ARRAY_RTV {
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX2DMS_ARRAY_RTV;
+
+typedef struct D3D10_TEX3D_RTV {
+    UINT MipSlice;
+    UINT FirstWSlice;
+    UINT WSize;
+} D3D10_TEX3D_RTV;
+
+typedef struct D3D10_RENDER_TARGET_VIEW_DESC {
+    DXGI_FORMAT Format;
+    D3D10_RTV_DIMENSION ViewDimension;
+    union {
+        D3D10_BUFFER_RTV Buffer;
+        D3D10_TEX1D_RTV Texture1D;
+        D3D10_TEX1D_ARRAY_RTV Texture1DArray;
+        D3D10_TEX2D_RTV Texture2D;
+        D3D10_TEX2D_ARRAY_RTV Texture2DArray;
+        D3D10_TEX2DMS_RTV Texture2DMS;
+        D3D10_TEX2DMS_ARRAY_RTV Texture2DMSArray;
+        D3D10_TEX3D_RTV Texture3D;
+    } DUMMYUNIONNAME;
+} D3D10_RENDER_TARGET_VIEW_DESC;
+
+typedef enum D3D10_SRV_DIMENSION {
+    D3D10_SRV_DIMENSION_UNKNOWN,
+    D3D10_SRV_DIMENSION_BUFFER,
+    D3D10_SRV_DIMENSION_TEXTURE1D,
+    D3D10_SRV_DIMENSION_TEXTURE1DARRAY,
+    D3D10_SRV_DIMENSION_TEXTURE2D,
+    D3D10_SRV_DIMENSION_TEXTURE2DARRAY,
+    D3D10_SRV_DIMENSION_TEXTURE2DMS,
+    D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY,
+    D3D10_SRV_DIMENSION_TEXTURE3D,
+    D3D10_SRV_DIMENSION_TEXTURECUBE,
+} D3D10_SRV_DIMENSION;
+
+typedef struct D3D10_BUFFER_SRV {
+    UINT ElementOffset;
+    UINT ElementWidth;
+} D3D10_BUFFER_SRV;
+
+typedef struct D3D10_TEX1D_SRV {
+    UINT MostDetailedMip;
+    UINT MipLevels;
+} D3D10_TEX1D_SRV;
+
+typedef struct D3D10_TEX1D_ARRAY_SRV {
+    UINT MostDetailedMip;
+    UINT MipLevels;
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX1D_ARRAY_SRV;
+
+typedef struct D3D10_TEX2D_SRV {
+    UINT MostDetailedMip;
+    UINT MipLevels;
+} D3D10_TEX2D_SRV;
+
+typedef struct D3D10_TEX2D_ARRAY_SRV {
+    UINT MostDetailedMip;
+    UINT MipLevels;
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX2D_ARRAY_SRV;
+
+typedef struct D3D10_TEX2DMS_SRV {
+    UINT UnusedField_NothingToDefine;
+} D3D10_TEX2DMS_SRV;
+
+typedef struct D3D10_TEX2DMS_ARRAY_SRV {
+    UINT FirstArraySlice;
+    UINT ArraySize;
+} D3D10_TEX2DMS_ARRAY_SRV;
+
+typedef struct D3D10_TEX3D_SRV {
+    UINT MostDetailedMip;
+    UINT MipLevels;
+} D3D10_TEX3D_SRV;
+
+typedef struct D3D10_TEXCUBE_SRV {
+    UINT MostDetailedMip;
+    UINT MipLevels;
+} D3D10_TEXCUBE_SRV;
+
+typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC {
+    DXGI_FORMAT Format;
+    D3D10_SRV_DIMENSION ViewDimension;
+    union {
+        D3D10_BUFFER_SRV Buffer;
+        D3D10_TEX1D_SRV Texture1D;
+        D3D10_TEX1D_ARRAY_SRV Texture1DArray;
+        D3D10_TEX2D_SRV Texture2D;
+        D3D10_TEX2D_ARRAY_SRV Texture2DArray;
+        D3D10_TEX2DMS_SRV Texture2DMS;
+        D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray;
+        D3D10_TEX3D_SRV Texture3D;
+        D3D10_TEXCUBE_SRV TextureCube;
+    } DUMMYUNIONNAME;
+} D3D10_SHADER_RESOURCE_VIEW_DESC;
+
+typedef struct D3D10_BOX {
+    UINT left;
+    UINT top;
+    UINT front;
+    UINT right;
+    UINT bottom;
+    UINT back;
+} D3D10_BOX;
+
+typedef struct D3D10_SUBRESOURCE_DATA {
+    const void *pSysMem;
+    UINT SysMemPitch;
+    UINT SysMemSlicePitch;
+} D3D10_SUBRESOURCE_DATA;
+
+typedef struct D3D10_SO_DECLARATION_ENTRY {
+    LPCSTR SemanticName;
+    UINT SemanticIndex;
+    BYTE StartComponent;
+    BYTE ComponentCount;
+    BYTE OutputSlot;
+} D3D10_SO_DECLARATION_ENTRY;
+
+typedef enum D3D10_INPUT_CLASSIFICATION {
+    D3D10_INPUT_PER_VERTEX_DATA,
+    D3D10_INPUT_PER_INSTANCE_DATA,
+} D3D10_INPUT_CLASSIFICATION;
+
+typedef struct D3D10_INPUT_ELEMENT_DESC {
+    LPCSTR SemanticName;
+    UINT SemanticIndex;
+    DXGI_FORMAT Format;
+    UINT InputSlot;
+    UINT AlignedByteOffset;
+    D3D10_INPUT_CLASSIFICATION InputSlotClass;
+    UINT InstanceDataStepRate;
+} D3D10_INPUT_ELEMENT_DESC;
+
+typedef enum D3D10_QUERY {
+    D3D10_QUERY_EVENT,
+    D3D10_QUERY_OCCLUSION,
+    D3D10_QUERY_TIMESTAMP,
+    D3D10_QUERY_TIMESTAMP_DISJOINT,
+    D3D10_QUERY_PIPELINE_STATISTICS,
+    D3D10_QUERY_OCCLUSION_PREDICATE,
+    D3D10_QUERY_SO_STATISTICS,
+    D3D10_QUERY_SO_OVERFLOW_PREDICATE,
+} D3D10_QUERY;
+
+typedef struct D3D10_QUERY_DESC {
+    D3D10_QUERY Query;
+    UINT MiscFlags;
+} D3D10_QUERY_DESC;
+
+typedef enum D3D10_PRIMITIVE_TOPOLOGY {
+    D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED         = 0,
+    D3D10_PRIMITIVE_TOPOLOGY_POINTLIST         = 1,
+    D3D10_PRIMITIVE_TOPOLOGY_LINELIST          = 2,
+    D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP         = 3,
+    D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST      = 4,
+    D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP     = 5,
+    D3D10_PRIMITIVE_TOPOLOGY_LINELIST_ADJ      = 10,
+    D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ     = 11,
+    D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ  = 12,
+    D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13
+} D3D10_PRIMITIVE_TOPOLOGY;
+
+typedef RECT D3D10_RECT;
+
+typedef struct D3D10_VIEWPORT {
+    INT TopLeftX;
+    INT TopLeftY;
+    UINT Width;
+    UINT Height;
+    FLOAT MinDepth;
+    FLOAT MaxDepth;
+} D3D10_VIEWPORT;
+
+typedef struct D3D10_MAPPED_TEXTURE2D {
+    void *pData;
+    UINT RowPitch;
+} D3D10_MAPPED_TEXTURE2D;
+
+typedef struct D3D10_MAPPED_TEXTURE3D {
+    void *pData;
+    UINT RowPitch;
+    UINT DepthPitch;
+} D3D10_MAPPED_TEXTURE3D;
+
+typedef enum D3D10_BIND_FLAG {
+    D3D10_BIND_VERTEX_BUFFER   = 0x1,
+    D3D10_BIND_INDEX_BUFFER    = 0x2,
+    D3D10_BIND_CONSTANT_BUFFER = 0x4,
+    D3D10_BIND_SHADER_RESOURCE = 0x8,
+    D3D10_BIND_STREAM_OUTPUT   = 0x10,
+    D3D10_BIND_RENDER_TARGET   = 0x20,
+    D3D10_BIND_DEPTH_STENCIL   = 0x40
+} D3D10_BIND_FLAG;
+
+typedef enum D3D10_CPU_ACCESS_FLAG {
+    D3D10_CPU_ACCESS_WRITE = 0x10000,
+    D3D10_CPU_ACCESS_READ  = 0x20000
+} D3D10_CPU_ACCESS_FLAG;
+
+typedef enum D3D10_RESOURCE_MISC_FLAG {
+    D3D10_RESOURCE_MISC_GENERATE_MIPS = 0x1,
+    D3D10_RESOURCE_MISC_SHARED        = 0x2,
+    D3D10_RESOURCE_MISC_TEXTURECUBE   = 0x4
+} D3D10_RESOURCE_MISC_FLAG;
+
+typedef enum D3D10_MAP_FLAG {
+    D3D10_MAP_FLAG_DO_NOT_WAIT = 0x100000,
+} D3D10_MAP_FLAG;
+
+typedef enum D3D10_CLEAR_FLAG {
+    D3D10_CLEAR_DEPTH   = 0x1,
+    D3D10_CLEAR_STENCIL = 0x2
+} D3D10_CLEAR_FLAG;
+
+typedef enum D3D10_COLOR_WRITE_ENABLE {
+    D3D10_COLOR_WRITE_ENABLE_RED   = 0x1,
+    D3D10_COLOR_WRITE_ENABLE_GREEN = 0x2,
+    D3D10_COLOR_WRITE_ENABLE_BLUE  = 0x4,
+    D3D10_COLOR_WRITE_ENABLE_ALPHA = 0x8,
+    D3D10_COLOR_WRITE_ENABLE_ALL   = (D3D10_COLOR_WRITE_ENABLE_RED  | D3D10_COLOR_WRITE_ENABLE_GREEN |
+                                      D3D10_COLOR_WRITE_ENABLE_BLUE | D3D10_COLOR_WRITE_ENABLE_ALPHA)
+} D3D10_COLOR_WRITE_ENABLE;
+
+typedef enum D3D10_TEXTURECUBE_FACE {
+    D3D10_TEXTURECUBE_FACE_POSITIVE_X,
+    D3D10_TEXTURECUBE_FACE_NEGATIVE_X,
+    D3D10_TEXTURECUBE_FACE_POSITIVE_Y,
+    D3D10_TEXTURECUBE_FACE_NEGATIVE_Y,
+    D3D10_TEXTURECUBE_FACE_POSITIVE_Z,
+    D3D10_TEXTURECUBE_FACE_NEGATIVE_Z,
+} D3D10_TEXTURECUBE_FACE;
+
+typedef enum D3D10_ASYNC_GETDATA_FLAG {
+    D3D10_ASYNC_GETDATA_DONOTFLUSH = 0x1,
+} D3D10_ASYNC_GETDATA_FLAG;
+
+typedef enum D3D10_FILTER_TYPE {
+    D3D10_FILTER_TYPE_POINT,
+    D3D10_FILTER_TYPE_LINEAR
+} D3D10_FILTER_TYPE;
+
+typedef enum D3D10_QUERY_MISC_FLAG {
+    D3D10_QUERY_MISC_PREDICATEHINT = 0x1
+} D3D10_QUERY_MISC_FLAG;
+
+typedef struct D3D10_QUERY_DATA_TIMESTAMP_DISJOINT {
+    UINT64 Frequency;
+    BOOL Disjoint;
+} D3D10_QUERY_DATA_TIMESTAMP_DISJOINT;
+
+typedef struct D3D10_QUERY_DATA_PIPELINE_STATISTICS {
+    UINT64 IAVertices;
+    UINT64 IAPrimitives;
+    UINT64 VSInvocations;
+    UINT64 GSInvocations;
+    UINT64 GSPrimitives;
+    UINT64 CInvocations;
+    UINT64 CPrimitives;
+    UINT64 PSInvocations;
+} D3D10_QUERY_DATA_PIPELINE_STATISTICS;
+
+typedef struct D3D10_QUERY_DATA_SO_STATISTICS {
+    UINT64 NumPrimitivesWritten;
+    UINT64 PrimitivesStorageNeeded;
+} D3D10_QUERY_DATA_SO_STATISTICS;
+
+typedef enum D3D10_CREATE_DEVICE_FLAG {
+    D3D10_CREATE_DEVICE_SINGLETHREADED                           = 0x1,
+    D3D10_CREATE_DEVICE_DEBUG                                    = 0x2,
+    D3D10_CREATE_DEVICE_SWITCH_TO_REF                            = 0x4,
+    D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS = 0x8
+} D3D10_CREATE_DEVICE_FLAG;
+
+/* Core */
+
+interface ID3D10Device;
+
+[
+    object,
+    local,
+    uuid(9b7e4c00-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10DeviceChild : IUnknown
+{
+        void GetDevice(
+            [out] ID3D10Device **ppDevice);
+        HRESULT GetPrivateData(
+            [in] REFGUID guid,
+            [in, out] UINT *pDataSize,
+            [out] void *pData);
+        HRESULT SetPrivateData(
+            [in] REFGUID guid,
+            [in] UINT DataSize,
+            [in] const void *pData);
+        HRESULT SetPrivateDataInterface(
+            [in] REFGUID guid,
+            [in] const IUnknown *pData);
+}
+
+/* Resource */
+
+[
+    object,
+    local,
+    uuid(9b7e4c01-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10Resource : ID3D10DeviceChild
+{
+        void GetType(
+            [out] D3D10_RESOURCE_DIMENSION *rType);
+        void SetEvictionPriority(
+            [in] UINT EvictionPriority);
+        UINT GetEvictionPriority();
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c02-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10Buffer : ID3D10Resource
+{
+        HRESULT Map(
+            [in] D3D10_MAP MapType,
+            [in] UINT MapFlags,
+            [out] void **ppData);
+        void Unmap();
+        void GetDesc(
+            [out] D3D10_BUFFER_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c03-342c-4106-a19f-4f2704f689F0)
+]
+interface ID3D10Texture1D : ID3D10Resource
+{
+        HRESULT Map(
+            [in] UINT Subresource,
+            [in] D3D10_MAP MapType,
+            [in] UINT MapFlags,
+            [out] void **ppData);
+        void Unmap(
+            [in] UINT Subresource);
+        void GetDesc(
+            [out] D3D10_TEXTURE1D_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c04-342c-4106-a19f-4f2704f689F0)
+]
+interface ID3D10Texture2D : ID3D10Resource
+{
+        HRESULT Map(
+            [in] UINT Subresource,
+            [in] D3D10_MAP MapType,
+            [in] UINT MapFlags,
+            [out] D3D10_MAPPED_TEXTURE2D *pMappedTex2D);
+        void Unmap(
+            [in] UINT Subresource);
+        void GetDesc(
+            [out] D3D10_TEXTURE2D_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c05-342c-4106-a19f-4f2704f689F0)
+]
+interface ID3D10Texture3D : ID3D10Resource
+{
+        HRESULT Map(
+            [in] UINT Subresource,
+            [in] D3D10_MAP MapType,
+            [in] UINT MapFlags,
+            [out] D3D10_MAPPED_TEXTURE3D *pMappedTex3D);
+        void Unmap(
+            [in] UINT Subresource);
+        void GetDesc(
+            [out] D3D10_TEXTURE3D_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(c902b03f-60a7-49ba-9936-2a3ab37a7e33)
+]
+interface ID3D10View : ID3D10DeviceChild
+{
+        void GetResource(
+            [out] ID3D10Resource **ppResource);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c09-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10DepthStencilView : ID3D10View
+{
+        void GetDesc(
+            [out] D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc);
+}
+
+
+[
+    object,
+    local,
+    uuid(9b7e4c08-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10RenderTargetView : ID3D10View
+{
+        void GetDesc(
+            [out] D3D10_RENDER_TARGET_VIEW_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c07-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10ShaderResourceView  : ID3D10View
+{
+        void GetDesc(
+            [out] D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc);
+}
+
+/* Resource End */
+
+[
+    object,
+    local,
+    uuid(edad8d19-8a35-4d6d-8566-2ea276cde161)
+]
+interface ID3D10BlendState : ID3D10DeviceChild
+{
+    void GetDesc(
+            [out] D3D10_BLEND_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(2b4b1cc8-a4ad-41f8-8322-ca86fc3ec675)
+]
+interface ID3D10DepthStencilState : ID3D10DeviceChild
+{
+    void GetDesc(
+            [out] D3D10_DEPTH_STENCIL_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(6316be88-54cd-4040-ab44-20461bc81f68)
+]
+interface ID3D10GeometryShader  : ID3D10DeviceChild
+{
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c0b-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10InputLayout  : ID3D10DeviceChild
+{
+}
+
+[
+    object,
+    local,
+    uuid(4968b601-9d00-4cde-8346-8e7f675819b6)
+]
+interface ID3D10PixelShader  : ID3D10DeviceChild
+{
+}
+
+[
+    object,
+    local,
+    uuid(a2a07292-89af-4345-be2e-c53d9fbb6e9f)
+]
+interface ID3D10RasterizerState  : ID3D10DeviceChild
+{
+    void GetDesc(
+            [out] D3D10_RASTERIZER_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c0c-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10SamplerState  : ID3D10DeviceChild
+{
+    void GetDesc(
+            [out] D3D10_SAMPLER_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c0a-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10VertexShader  : ID3D10DeviceChild
+{
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c0d-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10Asynchronous  : ID3D10DeviceChild
+{
+    void Begin();
+    void End();
+    HRESULT GetData(
+            [out] void *pData,
+            [in] UINT DataSize,
+            [in] UINT GetDataFlags);
+    UINT GetDataSize();
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c11-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10Counter  : ID3D10Asynchronous
+{
+    void GetDesc(
+            [out] D3D10_COUNTER_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4C0e-342C-4106-a19f-4f2704f689f0)
+]
+interface ID3D10Query : ID3D10Asynchronous
+{
+    void GetDesc(
+            [out] D3D10_QUERY_DESC *pDesc);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c10-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10Predicate : ID3D10Query
+{
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4c0f-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10Device : IUnknown
+{
+        void VSSetConstantBuffers(
+            [in] UINT StartSlot,
+            [in] UINT NumBuffers,
+            [in] ID3D10Buffer *const *ppConstantBuffers);
+        void PSSetShaderResources(
+            [in] UINT StartSlot,
+            [in] UINT NumViews,
+            [in] ID3D10ShaderResourceView *const *ppShaderResourceViews);
+        void PSSetShader(
+            [in] ID3D10PixelShader *pPixelShader);
+        void PSSetSamplers(
+            [in] UINT StartSlot,
+            [in] UINT NumSamplers,
+            [in]ID3D10SamplerState *const *ppSamplers);
+        void VSSetShader(
+            [in] ID3D10VertexShader *pVertexShader);
+        void DrawIndexed(
+            [in] UINT IndexCount,
+            [in] UINT StartIndexLocation,
+            [in] INT BaseVertexLocation);
+        void Draw(
+            [in] UINT VertexCount,
+            [in] UINT StartVertexLocation);
+        void PSSetConstantBuffers(
+            [in] UINT StartSlot,
+            [in] UINT NumBuffers,
+            [in] ID3D10Buffer *const *ppConstantBuffers);
+        void IASetInputLayout(
+            [in] ID3D10InputLayout *pInputLayout);
+        void IASetVertexBuffers(
+            [in] UINT StartSlot,
+            [in] UINT NumBuffers,
+            [in] ID3D10Buffer *const *ppVertexBuffers,
+            [in] const UINT *pStrides,
+            [in] const UINT *pOffsets);
+        void IASetIndexBuffer(
+            [in] ID3D10Buffer *pIndexBuffer,
+            [in] DXGI_FORMAT Format,
+            [in] UINT Offset);
+        void DrawIndexedInstanced(
+            [in] UINT IndexCountPerInstance,
+            [in] UINT InstanceCount,
+            [in] UINT StartIndexLocation,
+            [in] INT BaseVertexLocation,
+            [in] UINT StartInstanceLocation);
+        void DrawInstanced(
+            [in] UINT VertexCountPerInstance,
+            [in] UINT InstanceCount,
+            [in] UINT StartVertexLocation,
+            [in] UINT StartInstanceLocation);
+        void GSSetConstantBuffers(
+            [in] UINT StartSlot,
+            [in] UINT NumBuffers,
+            [in] ID3D10Buffer *const *ppConstantBuffers);
+        void GSSetShader(
+            [in] ID3D10GeometryShader *pShader);
+        void IASetPrimitiveTopology(
+            [in] D3D10_PRIMITIVE_TOPOLOGY Topology);
+        void VSSetShaderResources(
+            [in] UINT StartSlot,
+            [in] UINT NumViews,
+            [in] ID3D10ShaderResourceView *const *ppShaderResourceViews);
+        void VSSetSamplers(
+            [in] UINT StartSlot,
+            [in] UINT NumSamplers,
+            [in] ID3D10SamplerState *const *ppSamplers);
+        void SetPredication(
+            [in] ID3D10Predicate *pPredicate,
+            [in] BOOL PredicateValue);
+        void GSSetShaderResources(
+            [in] UINT StartSlot,
+            [in] UINT NumViews,
+            [in] ID3D10ShaderResourceView * const *ppShaderResourceViews);
+        void GSSetSamplers(
+            [in] UINT StartSlot,
+            [in] UINT NumSamplers,
+            [in] ID3D10SamplerState *const *ppSamplers);
+        void OMSetRenderTargets(
+            [in] UINT NumViews,
+            [in] ID3D10RenderTargetView *const *ppRenderTargetViews,
+            [in] ID3D10DepthStencilView *pDepthStencilView);
+        void OMSetBlendState(
+            [in] ID3D10BlendState *pBlendState,
+            [in] const FLOAT BlendFactor[4],
+            [in] UINT SampleMask);
+        void OMSetDepthStencilState(
+            [in] ID3D10DepthStencilState *pDepthStencilState,
+            [in] UINT StencilRef);
+        void SOSetTargets(
+            [in] UINT NumBuffers,
+            [in] ID3D10Buffer *const *ppSOTargets,
+            [in] const UINT *pOffsets);
+        void DrawAuto();
+        void RSSetState(
+            [in] ID3D10RasterizerState *pRasterizerState);
+        void RSSetViewports(
+            [in] UINT NumViewports,
+            [in] const D3D10_VIEWPORT *pViewports);
+        void RSSetScissorRects(
+            [in] UINT NumRects,
+            [in] const D3D10_RECT *pRects);
+        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);
+        void CopyResource(
+            [in] ID3D10Resource *pDstResource,
+            [in] ID3D10Resource *pSrcResource);
+        void UpdateSubresource(
+            [in] ID3D10Resource *pDstResource,
+            [in] UINT DstSubresource,
+            [in] const D3D10_BOX *pDstBox,
+            [in] const void *pSrcData,
+            [in] UINT SrcRowPitch,
+            [in] UINT SrcDepthPitch);
+        void ClearRenderTargetView(
+            [in] ID3D10RenderTargetView *pRenderTargetView,
+            [in] const FLOAT ColorRGBA[4]);
+        void ClearDepthStencilView(
+            [in] ID3D10DepthStencilView *pDepthStencilView,
+            [in] UINT ClearFlags,
+            [in] FLOAT Depth,
+            [in] UINT8 Stencil);
+        void GenerateMips(
+            [in] ID3D10ShaderResourceView *pShaderResourceView);
+        void ResolveSubresource(
+            [in] ID3D10Resource *pDstResource,
+            [in] UINT DstSubresource,
+            [in] ID3D10Resource *pSrcResource,
+            [in] UINT SrcSubresource,
+            [in] DXGI_FORMAT Format);
+        void VSGetConstantBuffers(
+            [in] UINT StartSlot,
+            [in] UINT NumBuffers,
+            [out] ID3D10Buffer **ppConstantBuffers);
+        void PSGetShaderResources(
+            [in] UINT StartSlot,
+            [in] UINT NumViews,
+            [out] ID3D10ShaderResourceView **ppShaderResourceViews);
+        void PSGetShader(
+            [out] ID3D10PixelShader **ppPixelShader);
+        void PSGetSamplers(
+            [in] UINT StartSlot,
+            [in] UINT NumSamplers,
+            [out] ID3D10SamplerState **ppSamplers);
+        void VSGetShader(
+            [out] ID3D10VertexShader **ppVertexShader);
+        void PSGetConstantBuffers(
+            [in] UINT StartSlot,
+            [in] UINT NumBuffers,
+            [out] ID3D10Buffer **ppConstantBuffers);
+        void IAGetInputLayout(
+            [out] ID3D10InputLayout **ppInputLayout);
+        void IAGetVertexBuffers(
+            [in] UINT StartSlot,
+            [in] UINT NumBuffers,
+            [out] ID3D10Buffer **ppVertexBuffers,
+            [out] UINT *pStrides,
+            [out] UINT *pOffsets);
+        void IAGetIndexBuffer(
+            [out] ID3D10Buffer **pIndexBuffer,
+            [out] DXGI_FORMAT *Format,
+            [out] UINT *Offset);
+        void GSGetConstantBuffers(
+            [in] UINT StartSlot,
+            [in] UINT NumBuffers,
+            [out] ID3D10Buffer **ppConstantBuffers);
+        void GSGetShader(
+            [out] ID3D10GeometryShader **ppGeometryShader);
+        void IAGetPrimitiveTopology(
+            [out] D3D10_PRIMITIVE_TOPOLOGY *pTopology);
+        void VSGetShaderResources(
+            [in] UINT StartSlot,
+            [in] UINT NumViews,
+            [out] ID3D10ShaderResourceView **ppShaderResourceViews);
+        void VSGetSamplers(
+            [in] UINT StartSlot,
+            [in] UINT NumSamplers,
+            [out] ID3D10SamplerState **ppSamplers);
+        void GetPredication(
+            [out] ID3D10Predicate **ppPredicate,
+            [out] BOOL *pPredicateValue);
+        void GSGetShaderResources(
+            [in] UINT StartSlot,
+            [in] UINT NumViews,
+            [out] ID3D10ShaderResourceView **ppShaderResourceViews);
+        void GSGetSamplers(
+            [in] UINT StartSlot,
+            [in] UINT NumSamplers,
+            [out] ID3D10SamplerState **ppSamplers);
+        void OMGetRenderTargets(
+            [in] UINT NumViews,
+            [out] ID3D10RenderTargetView **ppRenderTargetViews,
+            [out] ID3D10DepthStencilView **ppDepthStencilView);
+        void OMGetBlendState(
+            [out] ID3D10BlendState **ppBlendState,
+            [out] FLOAT BlendFactor[4],
+            [out] UINT *pSampleMask);
+        void OMGetDepthStencilState(
+            [out] ID3D10DepthStencilState **ppDepthStencilState,
+            [out] UINT *pStencilRef);
+        void SOGetTargets(
+            [in] UINT NumBuffers,
+            [out] ID3D10Buffer **ppSOTargets,
+            [out] UINT *pOffsets);
+        void RSGetState(
+            [out] ID3D10RasterizerState **ppRasterizerState);
+        void RSGetViewports(
+            [in, out] UINT *NumViewports,
+            [out] D3D10_VIEWPORT *pViewports);
+        void RSGetScissorRects(
+            [in, out] UINT *NumRects,
+            [out] D3D10_RECT *pRects);
+        HRESULT GetDeviceRemovedReason();
+        HRESULT SetExceptionMode(
+            [in] UINT RaiseFlags);
+        UINT GetExceptionMode();
+        HRESULT GetPrivateData(
+            [in] REFGUID guid,
+            [in, out] UINT *pDataSize,
+            [out] void *pData);
+        HRESULT SetPrivateData(
+            [in] REFGUID guid,
+            [in] UINT DataSize,
+            [in] const void *pData);
+        HRESULT SetPrivateDataInterface(
+            [in] REFGUID guid,
+            [in] const IUnknown *pData);
+        void ClearState();
+        void Flush();
+        HRESULT CreateBuffer(
+            [in] const D3D10_BUFFER_DESC *pDesc,
+            [in] const D3D10_SUBRESOURCE_DATA *pInitialData,
+            [out] ID3D10Buffer **ppBuffer);
+        HRESULT CreateTexture1D(
+            [in] const D3D10_TEXTURE1D_DESC *pDesc,
+            [in] const D3D10_SUBRESOURCE_DATA *pInitialData,
+            [out] ID3D10Texture1D **ppTexture1D);
+        HRESULT CreateTexture2D(
+            [in] const D3D10_TEXTURE2D_DESC *pDesc,
+            [in] const D3D10_SUBRESOURCE_DATA *pInitialData,
+            [out] ID3D10Texture2D **ppTexture2D);
+        HRESULT CreateTexture3D(
+            [in] const D3D10_TEXTURE3D_DESC *pDesc,
+            [in] const D3D10_SUBRESOURCE_DATA *pInitialData,
+            [out] ID3D10Texture3D **ppTexture3D);
+        HRESULT CreateShaderResourceView(
+            [in] ID3D10Resource *pResource,
+            [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
+            [out] ID3D10ShaderResourceView **ppSRView);
+        HRESULT CreateRenderTargetView(
+            [in] ID3D10Resource *pResource,
+            [in] const D3D10_RENDER_TARGET_VIEW_DESC *pDesc,
+            [out] ID3D10RenderTargetView **ppRTView);
+        HRESULT CreateDepthStencilView(
+            [in] ID3D10Resource *pResource,
+            [in] const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc,
+            [out] ID3D10DepthStencilView **ppDepthStencilView);
+        HRESULT CreateInputLayout(
+            [in] const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
+            [in] UINT NumElements,
+            [in] const void *pShaderBytecodeWithInputSignature,
+            [in] SIZE_T BytecodeLength,
+            [out] ID3D10InputLayout **ppInputLayout);
+        HRESULT CreateVertexShader(
+            [in] const void *pShaderBytecode,
+            [in] SIZE_T BytecodeLength,
+            [out] ID3D10VertexShader **ppVertexShader);
+        HRESULT CreateGeometryShader(
+            [in] const void *pShaderBytecode,
+            [in] SIZE_T BytecodeLength,
+            [out] ID3D10GeometryShader **ppGeometryShader);
+        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);
+        HRESULT CreatePixelShader(
+            [in] const void *pShaderBytecode,
+            [in] SIZE_T BytecodeLength,
+            [out] ID3D10PixelShader **ppPixelShader);
+        HRESULT CreateBlendState(
+            [in] const D3D10_BLEND_DESC *pBlendStateDesc,
+            [out] ID3D10BlendState **ppBlendState);
+        HRESULT CreateDepthStencilState(
+            [in] const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc,
+            [out] ID3D10DepthStencilState **ppDepthStencilState);
+        HRESULT CreateRasterizerState(
+            [in] const D3D10_RASTERIZER_DESC *pRasterizerDesc,
+            [out] ID3D10RasterizerState **ppRasterizerState);
+        HRESULT CreateSamplerState(
+            [in] const D3D10_SAMPLER_DESC *pSamplerDesc,
+            [out] ID3D10SamplerState **ppSamplerState);
+        HRESULT CreateQuery(
+            [in] const D3D10_QUERY_DESC *pQueryDesc,
+            [out] ID3D10Query **ppQuery);
+        HRESULT CreatePredicate(
+            [in] const D3D10_QUERY_DESC *pPredicateDesc,
+            [out] ID3D10Predicate **ppPredicate);
+        HRESULT CreateCounter(
+            [in] const D3D10_COUNTER_DESC *pCounterDesc,
+            [out] ID3D10Counter **ppCounter);
+        HRESULT CheckFormatSupport(
+            [in] DXGI_FORMAT Format,
+            [out] UINT *pFormatSupport);
+        HRESULT CheckMultisampleQualityLevels(
+            [in] DXGI_FORMAT Format,
+            [in] UINT SampleCount,
+            [out] UINT *pNumQualityLevels);
+        void CheckCounterInfo(
+            [out] D3D10_COUNTER_INFO *pCounterInfo);
+        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);
+        UINT GetCreationFlags();
+        HRESULT OpenSharedResource(
+            [in] HANDLE hResource,
+            [in] REFIID ReturnedInterface,
+            [out] void **ppResource);
+        void SetTextFilterSize(
+            [in] UINT Width,
+            [in] UINT Height);
+        void GetTextFilterSize(
+            [out] UINT *pWidth,
+            [out] UINT *pHeight);
+}
+
+[
+    object,
+    local,
+    uuid(9b7e4e00-342c-4106-a19f-4f2704f689f0)
+]
+interface ID3D10Multithread : IUnknown
+{
+        void Enter();
+        void Leave();
+        BOOL SetMultithreadProtected(
+            [in] BOOL bMTProtect);
+        BOOL GetMultithreadProtected();
+}
+
+cpp_quote("#include \"d3d10misc.h\"")
+cpp_quote("#include \"d3d10shader.h\"")
+cpp_quote("#include \"d3d10effect.h\"")
+/* TODO: Include "d310sdklayers.h" as soon as it exists */