d3d10: Add the ID3D10EffectPass interface.
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@ -99,6 +99,23 @@ typedef struct _D3D10_EFFECT_DESC
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UINT Techniques;
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} D3D10_EFFECT_DESC;
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typedef struct _D3D10_PASS_DESC
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{
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LPCSTR Name;
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UINT Annotations;
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BYTE *pIAInputSignature;
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SIZE_T IAInputSignatureSize;
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UINT StencilRef;
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UINT SampleMask;
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FLOAT BlendFactor[4];
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} D3D10_PASS_DESC;
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typedef struct _D3D10_PASS_SHADER_DESC
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{
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struct ID3D10EffectShaderVariable *pShaderVariable;
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UINT ShaderIndex;
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} D3D10_PASS_SHADER_DESC;
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DEFINE_GUID(IID_ID3D10EffectType, 0x4e9e1ddc, 0xcd9d, 0x4772, 0xa8, 0x37, 0x00, 0x18, 0x0b, 0x9b, 0x88, 0xfd);
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#define INTERFACE ID3D10EffectType
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@ -241,6 +258,23 @@ DECLARE_INTERFACE_(ID3D10EffectPool, IUnknown)
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};
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#undef INTERFACE
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DEFINE_GUID(IID_ID3D10EffectPass, 0x5cfbeb89, 0x1a06, 0x46e0, 0xb2, 0x82, 0xe3, 0xf9, 0xbf, 0xa3, 0x6a, 0x54);
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#define INTERFACE ID3D10EffectPass
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DECLARE_INTERFACE(ID3D10EffectPass)
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{
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STDMETHOD_(BOOL, IsValid)(THIS) PURE;
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STDMETHOD(GetDesc)(THIS_ D3D10_PASS_DESC *desc) PURE;
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STDMETHOD(GetVertexShaderDesc)(THIS_ D3D10_PASS_SHADER_DESC *desc) PURE;
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STDMETHOD(GetGeometryShaderDesc)(THIS_ D3D10_PASS_SHADER_DESC *desc) PURE;
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STDMETHOD(GetPixelShaderDesc)(THIS_ D3D10_PASS_SHADER_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10EffectVariable *, GetAnnotationByIndex)(THIS_ UINT index) PURE;
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STDMETHOD_(struct ID3D10EffectVariable *, GetAnnotationByName)(THIS_ LPCSTR name) PURE;
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STDMETHOD(Apply)(THIS_ UINT flags) PURE;
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STDMETHOD(ComputeStateBlockMask)(THIS_ D3D10_STATE_BLOCK_MASK *mask) PURE;
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};
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#undef INTERFACE
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#ifdef __cplusplus
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extern "C" {
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#endif
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