#pragma option push -b -a8 -pc -A- -w-pun /*P_O_Push*/ //--------------------------------------------------------------------------- // Copyright (c) Microsoft Corporation. All rights reserved. // // This file is automatically generated. Please do not edit it directly. // // File name: D2D1EffectAuthor_1.h //--------------------------------------------------------------------------- #ifdef _MSC_VER #pragma once #endif // #ifdef _MSC_VER #ifndef _D2D1_EFFECT_AUTHOR_1_H_ #define _D2D1_EFFECT_AUTHOR_1_H_ #ifndef _D2D1_3_H_ #include #endif // #ifndef _D2D1_3_H_ #ifndef _D2D1_EFFECT_AUTHOR_H_ #include #endif // #ifndef _D2D1_EFFECT_AUTHOR_H_ #ifndef D2D_USE_C_DEFINITIONS //+----------------------------------------------------------------------------- // // Interface: // ID2D1EffectContext1 // // Synopsis: // The internal context handed to effect authors to create transforms from effects // and any other operation tied to context which is not useful to the application // facing API. // //------------------------------------------------------------------------------ interface DX_DECLARE_INTERFACE("84ab595a-fc81-4546-bacd-e8ef4d8abe7a") ID2D1EffectContext1 : public ID2D1EffectContext { // // Creates a 3D lookup table for mapping a 3-channel input to a 3-channel output. // The table data must be provided in 4-channel format. // STDMETHOD(CreateLookupTable3D)( D2D1_BUFFER_PRECISION precision, _In_reads_(3) CONST UINT32 *extents, _In_reads_(dataCount) CONST BYTE *data, UINT32 dataCount, _In_reads_(2) CONST UINT32 *strides, _Outptr_ ID2D1LookupTable3D **lookupTable ) PURE; }; // interface ID2D1EffectContext1 #endif EXTERN_C CONST IID IID_ID2D1EffectContext1; #ifdef D2D_USE_C_DEFINITIONS typedef interface ID2D1EffectContext1 ID2D1EffectContext1; typedef struct ID2D1EffectContext1Vtbl { ID2D1EffectContextVtbl Base; STDMETHOD(CreateLookupTable3D)( ID2D1EffectContext1 *This, D2D1_BUFFER_PRECISION precision, _In_reads_(3) CONST UINT32 *extents, _In_reads_(dataCount) CONST BYTE *data, UINT32 dataCount, _In_reads_(2) CONST UINT32 *strides, _Outptr_ ID2D1LookupTable3D **lookupTable ) PURE; } ID2D1EffectContext1Vtbl; interface ID2D1EffectContext1 { CONST struct ID2D1EffectContext1Vtbl *lpVtbl; }; #define ID2D1EffectContext1_QueryInterface(This, riid, ppv) \ ((This)->lpVtbl->Base.Base.QueryInterface((IUnknown *)This, riid, ppv)) #define ID2D1EffectContext1_AddRef(This) \ ((This)->lpVtbl->Base.Base.AddRef((IUnknown *)This)) #define ID2D1EffectContext1_Release(This) \ ((This)->lpVtbl->Base.Base.Release((IUnknown *)This)) #define ID2D1EffectContext1_GetDpi(This, dpiX, dpiY) \ ((This)->lpVtbl->Base.GetDpi((ID2D1EffectContext *)This, dpiX, dpiY)) #define ID2D1EffectContext1_CreateEffect(This, effectId, effect) \ ((This)->lpVtbl->Base.CreateEffect((ID2D1EffectContext *)This, effectId, effect)) #define ID2D1EffectContext1_GetMaximumSupportedFeatureLevel(This, featureLevels, featureLevelsCount, maximumSupportedFeatureLevel) \ ((This)->lpVtbl->Base.GetMaximumSupportedFeatureLevel((ID2D1EffectContext *)This, featureLevels, featureLevelsCount, maximumSupportedFeatureLevel)) #define ID2D1EffectContext1_CreateTransformNodeFromEffect(This, effect, transformNode) \ ((This)->lpVtbl->Base.CreateTransformNodeFromEffect((ID2D1EffectContext *)This, effect, transformNode)) #define ID2D1EffectContext1_CreateBlendTransform(This, numInputs, blendDescription, transform) \ ((This)->lpVtbl->Base.CreateBlendTransform((ID2D1EffectContext *)This, numInputs, blendDescription, transform)) #define ID2D1EffectContext1_CreateBorderTransform(This, extendModeX, extendModeY, transform) \ ((This)->lpVtbl->Base.CreateBorderTransform((ID2D1EffectContext *)This, extendModeX, extendModeY, transform)) #define ID2D1EffectContext1_CreateOffsetTransform(This, offset, transform) \ ((This)->lpVtbl->Base.CreateOffsetTransform((ID2D1EffectContext *)This, offset, transform)) #define ID2D1EffectContext1_CreateBoundsAdjustmentTransform(This, outputRectangle, transform) \ ((This)->lpVtbl->Base.CreateBoundsAdjustmentTransform((ID2D1EffectContext *)This, outputRectangle, transform)) #define ID2D1EffectContext1_LoadPixelShader(This, shaderId, shaderBuffer, shaderBufferCount) \ ((This)->lpVtbl->Base.LoadPixelShader((ID2D1EffectContext *)This, shaderId, shaderBuffer, shaderBufferCount)) #define ID2D1EffectContext1_LoadVertexShader(This, resourceId, shaderBuffer, shaderBufferCount) \ ((This)->lpVtbl->Base.LoadVertexShader((ID2D1EffectContext *)This, resourceId, shaderBuffer, shaderBufferCount)) #define ID2D1EffectContext1_LoadComputeShader(This, resourceId, shaderBuffer, shaderBufferCount) \ ((This)->lpVtbl->Base.LoadComputeShader((ID2D1EffectContext *)This, resourceId, shaderBuffer, shaderBufferCount)) #define ID2D1EffectContext1_IsShaderLoaded(This, shaderId) \ ((This)->lpVtbl->Base.IsShaderLoaded((ID2D1EffectContext *)This, shaderId)) #define ID2D1EffectContext1_CreateResourceTexture(This, resourceId, resourceTextureProperties, data, strides, dataSize, resourceTexture) \ ((This)->lpVtbl->Base.CreateResourceTexture((ID2D1EffectContext *)This, resourceId, resourceTextureProperties, data, strides, dataSize, resourceTexture)) #define ID2D1EffectContext1_FindResourceTexture(This, resourceId, resourceTexture) \ ((This)->lpVtbl->Base.FindResourceTexture((ID2D1EffectContext *)This, resourceId, resourceTexture)) #define ID2D1EffectContext1_CreateVertexBuffer(This, vertexBufferProperties, resourceId, customVertexBufferProperties, buffer) \ ((This)->lpVtbl->Base.CreateVertexBuffer((ID2D1EffectContext *)This, vertexBufferProperties, resourceId, customVertexBufferProperties, buffer)) #define ID2D1EffectContext1_FindVertexBuffer(This, resourceId, buffer) \ ((This)->lpVtbl->Base.FindVertexBuffer((ID2D1EffectContext *)This, resourceId, buffer)) #define ID2D1EffectContext1_CreateColorContext(This, space, profile, profileSize, colorContext) \ ((This)->lpVtbl->Base.CreateColorContext((ID2D1EffectContext *)This, space, profile, profileSize, colorContext)) #define ID2D1EffectContext1_CreateColorContextFromFilename(This, filename, colorContext) \ ((This)->lpVtbl->Base.CreateColorContextFromFilename((ID2D1EffectContext *)This, filename, colorContext)) #define ID2D1EffectContext1_CreateColorContextFromWicColorContext(This, wicColorContext, colorContext) \ ((This)->lpVtbl->Base.CreateColorContextFromWicColorContext((ID2D1EffectContext *)This, wicColorContext, colorContext)) #define ID2D1EffectContext1_CheckFeatureSupport(This, feature, featureSupportData, featureSupportDataSize) \ ((This)->lpVtbl->Base.CheckFeatureSupport((ID2D1EffectContext *)This, feature, featureSupportData, featureSupportDataSize)) #define ID2D1EffectContext1_IsBufferPrecisionSupported(This, bufferPrecision) \ ((This)->lpVtbl->Base.IsBufferPrecisionSupported((ID2D1EffectContext *)This, bufferPrecision)) #define ID2D1EffectContext1_CreateLookupTable3D(This, precision, extents, data, dataCount, strides, lookupTable) \ ((This)->lpVtbl->CreateLookupTable3D(This, precision, extents, data, dataCount, strides, lookupTable)) #endif #endif // #ifndef _D2D1_EFFECT_AUTHOR_1_H_ #pragma option pop /*P_O_Pop*/