This file is indexed.

/usr/i686-w64-mingw32/include/d3d10_1.idl is in mingw-w64-i686-dev 3.2.0-2.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
/*
 * Copyright 2010 Jacek Caban for CodeWeavers
 *
 * 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 "d3d10.idl";
cpp_quote("#include <d3d10_1shader.h>")

const UINT D3D10_1_SHADER_MAJOR_VERSION = 4;
const UINT D3D10_1_SHADER_MINOR_VERSION = 1;

typedef enum D3D10_FEATURE_LEVEL1
{
    D3D10_FEATURE_LEVEL_10_0  = 0xa000,
    D3D10_FEATURE_LEVEL_10_1  = 0xa100,
    D3D10_FEATURE_LEVEL_9_1   = 0x9100,
    D3D10_FEATURE_LEVEL_9_2   = 0x9200,
    D3D10_FEATURE_LEVEL_9_3   = 0x9300
} D3D10_FEATURE_LEVEL1;

typedef struct D3D10_RENDER_TARGET_BLEND_DESC1
{
    BOOL BlendEnable;
    D3D10_BLEND SrcBlend;
    D3D10_BLEND DestBlend;
    D3D10_BLEND_OP BlendOp;
    D3D10_BLEND SrcBlendAlpha;
    D3D10_BLEND DestBlendAlpha;
    D3D10_BLEND_OP BlendOpAlpha;
    UINT8 RenderTargetWriteMask;
} D3D10_RENDER_TARGET_BLEND_DESC1;

typedef struct D3D10_BLEND_DESC1
{
    BOOL AlphaToCoverageEnable;
    BOOL IndependentBlendEnable;
    D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
} D3D10_BLEND_DESC1;

[
    uuid(edad8d99-8a35-4d6d-8566-2ea276cde161),
    object,
    local,
    pointer_default(unique)
]
interface ID3D10BlendState1 : ID3D10BlendState
{
    void GetDesc1([out] D3D10_BLEND_DESC1 *pDesc);
}

typedef struct D3D10_TEXCUBE_ARRAY_SRV1
{
    UINT MostDetailedMip;
    UINT MipLevels;
    UINT First2DArrayFace;
    UINT NumCubes;
} D3D10_TEXCUBE_ARRAY_SRV1;

typedef D3D_SRV_DIMENSION D3D10_SRV_DIMENSION1;

typedef struct D3D10_SHADER_RESOURCE_VIEW_DESC1
{
    DXGI_FORMAT Format;
    D3D10_SRV_DIMENSION1  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;
        D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray;
    };
} D3D10_SHADER_RESOURCE_VIEW_DESC1;

[
    uuid(9b7e4c87-342c-4106-a19f-4f2704f689f0),
    object,
    local,
    pointer_default(unique)
]
interface ID3D10ShaderResourceView1 : ID3D10ShaderResourceView
{
    void GetDesc1([out] D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc);
}

[
    uuid(9b7e4c8f-342c-4106-a19f-4f2704f689f0),
    object,
    local,
    pointer_default(unique)
]
interface ID3D10Device1 : ID3D10Device
{
    HRESULT CreateShaderResourceView1(
            [in] ID3D10Resource *pResource,
            [in, out] const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc,
            [out] ID3D10ShaderResourceView1 **ppSRView);

    HRESULT CreateBlendState1(
            [in] const D3D10_BLEND_DESC1 *pBlendStateDesc,
            [out] ID3D10BlendState1 **ppBlendState);

    D3D10_FEATURE_LEVEL1 GetFeatureLevel();
}

const UINT D3D10_1_SDK_VERSION = 0x20;