func (obj *StateBlock) Apply() Error {
	ret, _, _ := syscall.Syscall(
		obj.vtbl.Apply,
		1,
		uintptr(unsafe.Pointer(obj)),
		0,
		0,
	)
	return toErr(ret)
}
Apply applies the state block to the current device state.
package d3d9
import (
	"syscall"
	"unsafe"
)
type StateBlock struct {
	vtbl *stateBlockVtbl
}
type stateBlockVtbl struct {
	QueryInterface uintptr
	AddRef         uintptr
	Release        uintptr
	GetDevice uintptr
	Capture   uintptr
	Apply     uintptr
}
func (obj *StateBlock) AddRef() uint32 {
	ret, _, _ := syscall.Syscall(
		obj.vtbl.AddRef,
		1,
		uintptr(unsafe.Pointer(obj)),
		0,
		0,
	)
	return uint32(ret)
}
func (obj *StateBlock) Release() uint32 {
	ret, _, _ := syscall.Syscall(
		obj.vtbl.Release,
		1,
		uintptr(unsafe.Pointer(obj)),
		0,
		0,
	)
	return uint32(ret)
}
func (obj *StateBlock) GetDevice() (device *Device, err Error) {
	ret, _, _ := syscall.Syscall(
		obj.vtbl.GetDevice,
		2,
		uintptr(unsafe.Pointer(obj)),
		uintptr(unsafe.Pointer(&device)),
		0,
	)
	err = toErr(ret)
	return
}
func (obj *StateBlock) Capture() Error {
	ret, _, _ := syscall.Syscall(
		obj.vtbl.Capture,
		1,
		uintptr(unsafe.Pointer(obj)),
		0,
		0,
	)
	return toErr(ret)
}