/*** Autogenerated by WIDL 1.6 from direct-x/include/d3d11_1.idl - Do not edit ***/ #ifndef __REQUIRED_RPCNDR_H_VERSION__ #define __REQUIRED_RPCNDR_H_VERSION__ 475 #endif #include #include #ifndef COM_NO_WINDOWS_H #include #include #endif #ifndef __d3d11_1_h__ #define __d3d11_1_h__ /* Forward declarations */ #ifndef __ID3D11BlendState1_FWD_DEFINED__ #define __ID3D11BlendState1_FWD_DEFINED__ typedef interface ID3D11BlendState1 ID3D11BlendState1; #endif #ifndef __ID3DDeviceContextState_FWD_DEFINED__ #define __ID3DDeviceContextState_FWD_DEFINED__ typedef interface ID3DDeviceContextState ID3DDeviceContextState; #endif #ifndef __ID3D11DeviceContext1_FWD_DEFINED__ #define __ID3D11DeviceContext1_FWD_DEFINED__ typedef interface ID3D11DeviceContext1 ID3D11DeviceContext1; #endif #ifndef __ID3DUserDefinedAnnotation_FWD_DEFINED__ #define __ID3DUserDefinedAnnotation_FWD_DEFINED__ typedef interface ID3DUserDefinedAnnotation ID3DUserDefinedAnnotation; #endif #ifndef __ID3D11RasterizerState1_FWD_DEFINED__ #define __ID3D11RasterizerState1_FWD_DEFINED__ typedef interface ID3D11RasterizerState1 ID3D11RasterizerState1; #endif #ifndef __ID3D11Device1_FWD_DEFINED__ #define __ID3D11Device1_FWD_DEFINED__ typedef interface ID3D11Device1 ID3D11Device1; #endif /* Headers for imported files */ #include #include #include #include #include #ifdef __cplusplus extern "C" { #endif typedef enum D3D11_LOGIC_OP { D3D11_LOGIC_OP_CLEAR = 0, D3D11_LOGIC_OP_SET = 1, D3D11_LOGIC_OP_COPY = 2, D3D11_LOGIC_OP_COPY_INVERTED = 3, D3D11_LOGIC_OP_NOOP = 4, D3D11_LOGIC_OP_INVERT = 5, D3D11_LOGIC_OP_AND = 6, D3D11_LOGIC_OP_NAND = 7, D3D11_LOGIC_OP_OR = 8, D3D11_LOGIC_OP_NOR = 9, D3D11_LOGIC_OP_XOR = 10, D3D11_LOGIC_OP_EQUIV = 11, D3D11_LOGIC_OP_AND_REVERSE = 12, D3D11_LOGIC_OP_AND_INVERTED = 13, D3D11_LOGIC_OP_OR_REVERSE = 14, D3D11_LOGIC_OP_OR_INVERTED = 15 } D3D11_LOGIC_OP; typedef struct _D3D11_RENDER_TARGET_BLEND_DESC1 { WINBOOL BlendEnable; WINBOOL LogicOpEnable; D3D11_BLEND SrcBlend; D3D11_BLEND DestBlend; D3D11_BLEND_OP BlendOp; D3D11_BLEND SrcBlendAlpha; D3D11_BLEND DestBlendAlpha; D3D11_BLEND_OP BlendOpAlpha; D3D11_LOGIC_OP LogicOp; UINT8 RenderTargetWriteMask; } D3D11_RENDER_TARGET_BLEND_DESC1; typedef struct _D3D11_BLEND_DESC1 { WINBOOL AlphaToCoverageEnable; WINBOOL IndependentBlendEnable; D3D11_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]; } D3D11_BLEND_DESC1; typedef struct _D3D11_RASTERIZER_DESC1 { D3D11_FILL_MODE FillMode; D3D11_CULL_MODE CullMode; WINBOOL FrontCounterClockwise; INT DepthBias; FLOAT DepthBiasClamp; FLOAT SlopeScaledDepthBias; WINBOOL DepthClipEnable; WINBOOL ScissorEnable; WINBOOL MultisampleEnable; WINBOOL AntialiasedLineEnable; UINT ForcedSampleCount; } D3D11_RASTERIZER_DESC1; /***************************************************************************** * ID3D11BlendState1 interface */ #ifndef __ID3D11BlendState1_INTERFACE_DEFINED__ #define __ID3D11BlendState1_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D11BlendState1, 0xcc86fabe, 0xda55, 0x401d, 0x85,0xe7, 0xe3,0xc9,0xde,0x28,0x77,0xe9); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("cc86fabe-da55-401d-85e7-e3c9de2877e9") ID3D11BlendState1 : public ID3D11BlendState { virtual void STDMETHODCALLTYPE GetDesc1( D3D11_BLEND_DESC1 *pDesc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D11BlendState1, 0xcc86fabe, 0xda55, 0x401d, 0x85,0xe7, 0xe3,0xc9,0xde,0x28,0x77,0xe9) #endif #else typedef struct ID3D11BlendState1Vtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D11BlendState1* This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D11BlendState1* This); ULONG (STDMETHODCALLTYPE *Release)( ID3D11BlendState1* This); /*** ID3D11DeviceChild methods ***/ void (STDMETHODCALLTYPE *GetDevice)( ID3D11BlendState1* This, ID3D11Device **ppDevice); HRESULT (STDMETHODCALLTYPE *GetPrivateData)( ID3D11BlendState1* This, REFGUID guid, UINT *pDataSize, void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateData)( ID3D11BlendState1* This, REFGUID guid, UINT DataSize, const void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( ID3D11BlendState1* This, REFGUID guid, const IUnknown *pData); /*** ID3D11BlendState methods ***/ void (STDMETHODCALLTYPE *GetDesc)( ID3D11BlendState1* This, D3D11_BLEND_DESC *pDesc); /*** ID3D11BlendState1 methods ***/ void (STDMETHODCALLTYPE *GetDesc1)( ID3D11BlendState1* This, D3D11_BLEND_DESC1 *pDesc); END_INTERFACE } ID3D11BlendState1Vtbl; interface ID3D11BlendState1 { CONST_VTBL ID3D11BlendState1Vtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D11BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D11BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D11BlendState1_Release(This) (This)->lpVtbl->Release(This) /*** ID3D11DeviceChild methods ***/ #define ID3D11BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) #define ID3D11BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) #define ID3D11BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) #define ID3D11BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) /*** ID3D11BlendState methods ***/ #define ID3D11BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) /*** ID3D11BlendState1 methods ***/ #define ID3D11BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3D11BlendState1_QueryInterface(ID3D11BlendState1* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3D11BlendState1_AddRef(ID3D11BlendState1* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3D11BlendState1_Release(ID3D11BlendState1* This) { return This->lpVtbl->Release(This); } /*** ID3D11DeviceChild methods ***/ static FORCEINLINE void ID3D11BlendState1_GetDevice(ID3D11BlendState1* This,ID3D11Device **ppDevice) { This->lpVtbl->GetDevice(This,ppDevice); } static FORCEINLINE HRESULT ID3D11BlendState1_GetPrivateData(ID3D11BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) { return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); } static FORCEINLINE HRESULT ID3D11BlendState1_SetPrivateData(ID3D11BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) { return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); } static FORCEINLINE HRESULT ID3D11BlendState1_SetPrivateDataInterface(ID3D11BlendState1* This,REFGUID guid,const IUnknown *pData) { return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); } /*** ID3D11BlendState methods ***/ static FORCEINLINE void ID3D11BlendState1_GetDesc(ID3D11BlendState1* This,D3D11_BLEND_DESC *pDesc) { This->lpVtbl->GetDesc(This,pDesc); } /*** ID3D11BlendState1 methods ***/ static FORCEINLINE void ID3D11BlendState1_GetDesc1(ID3D11BlendState1* This,D3D11_BLEND_DESC1 *pDesc) { This->lpVtbl->GetDesc1(This,pDesc); } #endif #endif #endif void STDMETHODCALLTYPE ID3D11BlendState1_GetDesc1_Proxy( ID3D11BlendState1* This, D3D11_BLEND_DESC1 *pDesc); void __RPC_STUB ID3D11BlendState1_GetDesc1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); #endif /* __ID3D11BlendState1_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3DDeviceContextState interface */ #ifndef __ID3DDeviceContextState_INTERFACE_DEFINED__ #define __ID3DDeviceContextState_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3DDeviceContextState, 0x5c1e0d8a, 0x7c23, 0x48f9, 0x8c,0x59, 0xa9,0x29,0x58,0xce,0xff,0x11); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("5c1e0d8a-7c23-48f9-8c59-a92958ceff11") ID3DDeviceContextState : public ID3D11DeviceChild { }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3DDeviceContextState, 0x5c1e0d8a, 0x7c23, 0x48f9, 0x8c,0x59, 0xa9,0x29,0x58,0xce,0xff,0x11) #endif #else typedef struct ID3DDeviceContextStateVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3DDeviceContextState* This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3DDeviceContextState* This); ULONG (STDMETHODCALLTYPE *Release)( ID3DDeviceContextState* This); /*** ID3D11DeviceChild methods ***/ void (STDMETHODCALLTYPE *GetDevice)( ID3DDeviceContextState* This, ID3D11Device **ppDevice); HRESULT (STDMETHODCALLTYPE *GetPrivateData)( ID3DDeviceContextState* This, REFGUID guid, UINT *pDataSize, void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateData)( ID3DDeviceContextState* This, REFGUID guid, UINT DataSize, const void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( ID3DDeviceContextState* This, REFGUID guid, const IUnknown *pData); END_INTERFACE } ID3DDeviceContextStateVtbl; interface ID3DDeviceContextState { CONST_VTBL ID3DDeviceContextStateVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3DDeviceContextState_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3DDeviceContextState_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3DDeviceContextState_Release(This) (This)->lpVtbl->Release(This) /*** ID3D11DeviceChild methods ***/ #define ID3DDeviceContextState_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) #define ID3DDeviceContextState_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) #define ID3DDeviceContextState_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) #define ID3DDeviceContextState_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3DDeviceContextState_QueryInterface(ID3DDeviceContextState* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3DDeviceContextState_AddRef(ID3DDeviceContextState* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3DDeviceContextState_Release(ID3DDeviceContextState* This) { return This->lpVtbl->Release(This); } /*** ID3D11DeviceChild methods ***/ static FORCEINLINE void ID3DDeviceContextState_GetDevice(ID3DDeviceContextState* This,ID3D11Device **ppDevice) { This->lpVtbl->GetDevice(This,ppDevice); } static FORCEINLINE HRESULT ID3DDeviceContextState_GetPrivateData(ID3DDeviceContextState* This,REFGUID guid,UINT *pDataSize,void *pData) { return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); } static FORCEINLINE HRESULT ID3DDeviceContextState_SetPrivateData(ID3DDeviceContextState* This,REFGUID guid,UINT DataSize,const void *pData) { return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); } static FORCEINLINE HRESULT ID3DDeviceContextState_SetPrivateDataInterface(ID3DDeviceContextState* This,REFGUID guid,const IUnknown *pData) { return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); } #endif #endif #endif #endif /* __ID3DDeviceContextState_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D11DeviceContext1 interface */ #ifndef __ID3D11DeviceContext1_INTERFACE_DEFINED__ #define __ID3D11DeviceContext1_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D11DeviceContext1, 0xbb2c6faa, 0xb5fb, 0x4082, 0x8e,0x6b, 0x38,0x8b,0x8c,0xfa,0x90,0xe1); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("bb2c6faa-b5fb-4082-8e6b-388b8cfa90e1") ID3D11DeviceContext1 : public ID3D11DeviceContext { virtual void STDMETHODCALLTYPE CopySubresourceRegion1( ID3D11Resource *pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource *pSrcResource, UINT SrcSubresource, const D3D11_BOX *pSrcBox, UINT CopyFlags) = 0; virtual void STDMETHODCALLTYPE UpdateSubresource1( ID3D11Resource *pDstResource, UINT DstSubresource, const D3D11_BOX *pDstBox, const void *pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch, UINT CopyFlags) = 0; virtual void STDMETHODCALLTYPE DiscardResource( ID3D11Resource *pResource) = 0; virtual void STDMETHODCALLTYPE DiscardView( ID3D11View *pResourceView) = 0; virtual void STDMETHODCALLTYPE VSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE HSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE DSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE GSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE PSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE CSSetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE VSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE HSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE DSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE GSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE PSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE CSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants) = 0; virtual void STDMETHODCALLTYPE SwapDeviceContextState( ID3DDeviceContextState *pState, ID3DDeviceContextState **ppPreviousState) = 0; virtual void STDMETHODCALLTYPE ClearView( ID3D11View *pView, const FLOAT Color[4], const D3D11_RECT *pRect, UINT NumRects) = 0; virtual void STDMETHODCALLTYPE DiscardView1( ID3D11View *pResourceView, const D3D11_RECT *pRects, UINT NumRects) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D11DeviceContext1, 0xbb2c6faa, 0xb5fb, 0x4082, 0x8e,0x6b, 0x38,0x8b,0x8c,0xfa,0x90,0xe1) #endif #else typedef struct ID3D11DeviceContext1Vtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D11DeviceContext1* This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D11DeviceContext1* This); ULONG (STDMETHODCALLTYPE *Release)( ID3D11DeviceContext1* This); /*** ID3D11DeviceChild methods ***/ void (STDMETHODCALLTYPE *GetDevice)( ID3D11DeviceContext1* This, ID3D11Device **ppDevice); HRESULT (STDMETHODCALLTYPE *GetPrivateData)( ID3D11DeviceContext1* This, REFGUID guid, UINT *pDataSize, void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateData)( ID3D11DeviceContext1* This, REFGUID guid, UINT DataSize, const void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( ID3D11DeviceContext1* This, REFGUID guid, const IUnknown *pData); /*** ID3D11DeviceContext methods ***/ void (STDMETHODCALLTYPE *VSSetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *PSSetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *PSSetShader)( ID3D11DeviceContext1* This, ID3D11PixelShader *pPixelShader, ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void (STDMETHODCALLTYPE *PSSetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *VSSetShader)( ID3D11DeviceContext1* This, ID3D11VertexShader *pVertexShader, ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void (STDMETHODCALLTYPE *DrawIndexed)( ID3D11DeviceContext1* This, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation); void (STDMETHODCALLTYPE *Draw)( ID3D11DeviceContext1* This, UINT VertexCount, UINT StartVertexLocation); HRESULT (STDMETHODCALLTYPE *Map)( ID3D11DeviceContext1* This, ID3D11Resource *pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE *pMappedResource); void (STDMETHODCALLTYPE *Unmap)( ID3D11DeviceContext1* This, ID3D11Resource *pResource, UINT Subresource); void (STDMETHODCALLTYPE *PSSetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *IASetInputLayout)( ID3D11DeviceContext1* This, ID3D11InputLayout *pInputLayout); void (STDMETHODCALLTYPE *IASetVertexBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppVertexBuffers, const UINT *pStrides, const UINT *pOffsets); void (STDMETHODCALLTYPE *IASetIndexBuffer)( ID3D11DeviceContext1* This, ID3D11Buffer *pIndexBuffer, DXGI_FORMAT Format, UINT Offset); void (STDMETHODCALLTYPE *DrawIndexedInstanced)( ID3D11DeviceContext1* This, UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation); void (STDMETHODCALLTYPE *DrawInstanced)( ID3D11DeviceContext1* This, UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation); void (STDMETHODCALLTYPE *GSSetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *GSSetShader)( ID3D11DeviceContext1* This, ID3D11GeometryShader *pShader, ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( ID3D11DeviceContext1* This, D3D11_PRIMITIVE_TOPOLOGY Topology); void (STDMETHODCALLTYPE *VSSetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *VSSetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *Begin)( ID3D11DeviceContext1* This, ID3D11Asynchronous *pAsync); void (STDMETHODCALLTYPE *End)( ID3D11DeviceContext1* This, ID3D11Asynchronous *pAsync); HRESULT (STDMETHODCALLTYPE *GetData)( ID3D11DeviceContext1* This, ID3D11Asynchronous *pAsync, void *pData, UINT DataSize, UINT GetDataFlags); void (STDMETHODCALLTYPE *SetPredication)( ID3D11DeviceContext1* This, ID3D11Predicate *pPredicate, WINBOOL PredicateValue); void (STDMETHODCALLTYPE *GSSetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *GSSetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *OMSetRenderTargets)( ID3D11DeviceContext1* This, UINT NumViews, ID3D11RenderTargetView *const *ppRenderTargetViews, ID3D11DepthStencilView *pDepthStencilView); void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)( ID3D11DeviceContext1* This, UINT NumRTVs, ID3D11RenderTargetView *const *ppRenderTargetViews, ID3D11DepthStencilView *pDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, const UINT *pUAVInitialCounts); void (STDMETHODCALLTYPE *OMSetBlendState)( ID3D11DeviceContext1* This, ID3D11BlendState *pBlendState, const FLOAT BlendFactor[4], UINT SampleMask); void (STDMETHODCALLTYPE *OMSetDepthStencilState)( ID3D11DeviceContext1* This, ID3D11DepthStencilState *pDepthStencilState, UINT StencilRef); void (STDMETHODCALLTYPE *SOSetTargets)( ID3D11DeviceContext1* This, UINT NumBuffers, ID3D11Buffer *const *ppSOTargets, const UINT *pOffsets); void (STDMETHODCALLTYPE *DrawAuto)( ID3D11DeviceContext1* This); void (STDMETHODCALLTYPE *DrawIndexedInstancedIndirect)( ID3D11DeviceContext1* This, ID3D11Buffer *pBufferForArgs, UINT AlignedByteOffsetForArgs); void (STDMETHODCALLTYPE *DrawInstancedIndirect)( ID3D11DeviceContext1* This, ID3D11Buffer *pBufferForArgs, UINT AlignedByteOffsetForArgs); void (STDMETHODCALLTYPE *Dispatch)( ID3D11DeviceContext1* This, UINT ThreadGroupCountX, UINT ThreadGroupCountY, UINT ThreadGroupCountZ); void (STDMETHODCALLTYPE *DispatchIndirect)( ID3D11DeviceContext1* This, ID3D11Buffer *pBufferForArgs, UINT AlignedByteOffsetForArgs); void (STDMETHODCALLTYPE *RSSetState)( ID3D11DeviceContext1* This, ID3D11RasterizerState *pRasterizerState); void (STDMETHODCALLTYPE *RSSetViewports)( ID3D11DeviceContext1* This, UINT NumViewports, const D3D11_VIEWPORT *pViewports); void (STDMETHODCALLTYPE *RSSetScissorRects)( ID3D11DeviceContext1* This, UINT NumRects, const D3D11_RECT *pRects); void (STDMETHODCALLTYPE *CopySubresourceRegion)( ID3D11DeviceContext1* This, ID3D11Resource *pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource *pSrcResource, UINT SrcSubresource, const D3D11_BOX *pSrcBox); void (STDMETHODCALLTYPE *CopyResource)( ID3D11DeviceContext1* This, ID3D11Resource *pDstResource, ID3D11Resource *pSrcResource); void (STDMETHODCALLTYPE *UpdateSubresource)( ID3D11DeviceContext1* This, ID3D11Resource *pDstResource, UINT DstSubresource, const D3D11_BOX *pDstBox, const void *pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch); void (STDMETHODCALLTYPE *CopyStructureCount)( ID3D11DeviceContext1* This, ID3D11Buffer *pDstBuffer, UINT DstAlignedByteOffset, ID3D11UnorderedAccessView *pSrcView); void (STDMETHODCALLTYPE *ClearRenderTargetView)( ID3D11DeviceContext1* This, ID3D11RenderTargetView *pRenderTargetView, const FLOAT ColorRGBA[4]); void (STDMETHODCALLTYPE *ClearUnorderedAccessViewUint)( ID3D11DeviceContext1* This, ID3D11UnorderedAccessView *pUnorderedAccessView, const UINT Values[4]); void (STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat)( ID3D11DeviceContext1* This, ID3D11UnorderedAccessView *pUnorderedAccessView, const FLOAT Values[4]); void (STDMETHODCALLTYPE *ClearDepthStencilView)( ID3D11DeviceContext1* This, ID3D11DepthStencilView *pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil); void (STDMETHODCALLTYPE *GenerateMips)( ID3D11DeviceContext1* This, ID3D11ShaderResourceView *pShaderResourceView); void (STDMETHODCALLTYPE *SetResourceMinLOD)( ID3D11DeviceContext1* This, ID3D11Resource *pResource, FLOAT MinLOD); FLOAT (STDMETHODCALLTYPE *GetResourceMinLOD)( ID3D11DeviceContext1* This, ID3D11Resource *pResource); void (STDMETHODCALLTYPE *ResolveSubresource)( ID3D11DeviceContext1* This, ID3D11Resource *pDstResource, UINT DstSubresource, ID3D11Resource *pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format); void (STDMETHODCALLTYPE *ExecuteCommandList)( ID3D11DeviceContext1* This, ID3D11CommandList *pCommandList, WINBOOL RestoreContextState); void (STDMETHODCALLTYPE *HSSetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *HSSetShader)( ID3D11DeviceContext1* This, ID3D11HullShader *pHullShader, ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void (STDMETHODCALLTYPE *HSSetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *HSSetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *DSSetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *DSSetShader)( ID3D11DeviceContext1* This, ID3D11DomainShader *pDomainShader, ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void (STDMETHODCALLTYPE *DSSetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *DSSetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *CSSetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews); void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, const UINT *pUAVInitialCounts); void (STDMETHODCALLTYPE *CSSetShader)( ID3D11DeviceContext1* This, ID3D11ComputeShader *pComputeShader, ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void (STDMETHODCALLTYPE *CSSetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers); void (STDMETHODCALLTYPE *CSSetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers); void (STDMETHODCALLTYPE *VSGetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *PSGetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *PSGetShader)( ID3D11DeviceContext1* This, ID3D11PixelShader **ppPixelShader, ID3D11ClassInstance **ppClassInstances, UINT *pNumClassInstances); void (STDMETHODCALLTYPE *PSGetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState **ppSamplers); void (STDMETHODCALLTYPE *VSGetShader)( ID3D11DeviceContext1* This, ID3D11VertexShader **ppVertexShader, ID3D11ClassInstance **ppClassInstances, UINT *pNumClassInstances); void (STDMETHODCALLTYPE *PSGetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *IAGetInputLayout)( ID3D11DeviceContext1* This, ID3D11InputLayout **ppInputLayout); void (STDMETHODCALLTYPE *IAGetVertexBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppVertexBuffers, UINT *pStrides, UINT *pOffsets); void (STDMETHODCALLTYPE *IAGetIndexBuffer)( ID3D11DeviceContext1* This, ID3D11Buffer **pIndexBuffer, DXGI_FORMAT *Format, UINT *Offset); void (STDMETHODCALLTYPE *GSGetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *GSGetShader)( ID3D11DeviceContext1* This, ID3D11GeometryShader **ppGeometryShader, ID3D11ClassInstance **ppClassInstances, UINT *pNumClassInstances); void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( ID3D11DeviceContext1* This, D3D11_PRIMITIVE_TOPOLOGY *pTopology); void (STDMETHODCALLTYPE *VSGetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *VSGetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState **ppSamplers); void (STDMETHODCALLTYPE *GetPredication)( ID3D11DeviceContext1* This, ID3D11Predicate **ppPredicate, WINBOOL *pPredicateValue); void (STDMETHODCALLTYPE *GSGetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *GSGetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState **ppSamplers); void (STDMETHODCALLTYPE *OMGetRenderTargets)( ID3D11DeviceContext1* This, UINT NumViews, ID3D11RenderTargetView **ppRenderTargetViews, ID3D11DepthStencilView **ppDepthStencilView); void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)( ID3D11DeviceContext1* This, UINT NumRTVs, ID3D11RenderTargetView **ppRenderTargetViews, ID3D11DepthStencilView **ppDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView **ppUnorderedAccessViews); void (STDMETHODCALLTYPE *OMGetBlendState)( ID3D11DeviceContext1* This, ID3D11BlendState **ppBlendState, FLOAT BlendFactor[4], UINT *pSampleMask); void (STDMETHODCALLTYPE *OMGetDepthStencilState)( ID3D11DeviceContext1* This, ID3D11DepthStencilState **ppDepthStencilState, UINT *pStencilRef); void (STDMETHODCALLTYPE *SOGetTargets)( ID3D11DeviceContext1* This, UINT NumBuffers, ID3D11Buffer **ppSOTargets); void (STDMETHODCALLTYPE *RSGetState)( ID3D11DeviceContext1* This, ID3D11RasterizerState **ppRasterizerState); void (STDMETHODCALLTYPE *RSGetViewports)( ID3D11DeviceContext1* This, UINT *pNumViewports, D3D11_VIEWPORT *pViewports); void (STDMETHODCALLTYPE *RSGetScissorRects)( ID3D11DeviceContext1* This, UINT *pNumRects, D3D11_RECT *pRects); void (STDMETHODCALLTYPE *HSGetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *HSGetShader)( ID3D11DeviceContext1* This, ID3D11HullShader **ppHullShader, ID3D11ClassInstance **ppClassInstances, UINT *pNumClassInstances); void (STDMETHODCALLTYPE *HSGetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState **ppSamplers); void (STDMETHODCALLTYPE *HSGetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *DSGetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *DSGetShader)( ID3D11DeviceContext1* This, ID3D11DomainShader **ppDomainShader, ID3D11ClassInstance **ppClassInstances, UINT *pNumClassInstances); void (STDMETHODCALLTYPE *DSGetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState **ppSamplers); void (STDMETHODCALLTYPE *DSGetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *CSGetShaderResources)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView **ppShaderResourceViews); void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView **ppUnorderedAccessViews); void (STDMETHODCALLTYPE *CSGetShader)( ID3D11DeviceContext1* This, ID3D11ComputeShader **ppComputeShader, ID3D11ClassInstance **ppClassInstances, UINT *pNumClassInstances); void (STDMETHODCALLTYPE *CSGetSamplers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState **ppSamplers); void (STDMETHODCALLTYPE *CSGetConstantBuffers)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers); void (STDMETHODCALLTYPE *ClearState)( ID3D11DeviceContext1* This); void (STDMETHODCALLTYPE *Flush)( ID3D11DeviceContext1* This); D3D11_DEVICE_CONTEXT_TYPE (STDMETHODCALLTYPE *GetType)( ID3D11DeviceContext1* This); UINT (STDMETHODCALLTYPE *GetContextFlags)( ID3D11DeviceContext1* This); HRESULT (STDMETHODCALLTYPE *FinishCommandList)( ID3D11DeviceContext1* This, WINBOOL RestoreDeferredContextState, ID3D11CommandList **ppCommandList); /*** ID3D11DeviceContext1 methods ***/ void (STDMETHODCALLTYPE *CopySubresourceRegion1)( ID3D11DeviceContext1* This, ID3D11Resource *pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource *pSrcResource, UINT SrcSubresource, const D3D11_BOX *pSrcBox, UINT CopyFlags); void (STDMETHODCALLTYPE *UpdateSubresource1)( ID3D11DeviceContext1* This, ID3D11Resource *pDstResource, UINT DstSubresource, const D3D11_BOX *pDstBox, const void *pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch, UINT CopyFlags); void (STDMETHODCALLTYPE *DiscardResource)( ID3D11DeviceContext1* This, ID3D11Resource *pResource); void (STDMETHODCALLTYPE *DiscardView)( ID3D11DeviceContext1* This, ID3D11View *pResourceView); void (STDMETHODCALLTYPE *VSSetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void (STDMETHODCALLTYPE *HSSetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void (STDMETHODCALLTYPE *DSSetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void (STDMETHODCALLTYPE *GSSetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void (STDMETHODCALLTYPE *PSSetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void (STDMETHODCALLTYPE *CSSetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void (STDMETHODCALLTYPE *VSGetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void (STDMETHODCALLTYPE *HSGetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void (STDMETHODCALLTYPE *DSGetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void (STDMETHODCALLTYPE *GSGetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void (STDMETHODCALLTYPE *PSGetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void (STDMETHODCALLTYPE *CSGetConstantBuffers1)( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void (STDMETHODCALLTYPE *SwapDeviceContextState)( ID3D11DeviceContext1* This, ID3DDeviceContextState *pState, ID3DDeviceContextState **ppPreviousState); void (STDMETHODCALLTYPE *ClearView)( ID3D11DeviceContext1* This, ID3D11View *pView, const FLOAT Color[4], const D3D11_RECT *pRect, UINT NumRects); void (STDMETHODCALLTYPE *DiscardView1)( ID3D11DeviceContext1* This, ID3D11View *pResourceView, const D3D11_RECT *pRects, UINT NumRects); END_INTERFACE } ID3D11DeviceContext1Vtbl; interface ID3D11DeviceContext1 { CONST_VTBL ID3D11DeviceContext1Vtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D11DeviceContext1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D11DeviceContext1_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D11DeviceContext1_Release(This) (This)->lpVtbl->Release(This) /*** ID3D11DeviceChild methods ***/ #define ID3D11DeviceContext1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) #define ID3D11DeviceContext1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) #define ID3D11DeviceContext1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) #define ID3D11DeviceContext1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) /*** ID3D11DeviceContext methods ***/ #define ID3D11DeviceContext1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) #define ID3D11DeviceContext1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) #define ID3D11DeviceContext1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) #define ID3D11DeviceContext1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) #define ID3D11DeviceContext1_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) (This)->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) #define ID3D11DeviceContext1_Unmap(This,pResource,Subresource) (This)->lpVtbl->Unmap(This,pResource,Subresource) #define ID3D11DeviceContext1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) #define ID3D11DeviceContext1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) #define ID3D11DeviceContext1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) #define ID3D11DeviceContext1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) #define ID3D11DeviceContext1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) #define ID3D11DeviceContext1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_GSSetShader(This,pShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances) #define ID3D11DeviceContext1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) #define ID3D11DeviceContext1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_Begin(This,pAsync) (This)->lpVtbl->Begin(This,pAsync) #define ID3D11DeviceContext1_End(This,pAsync) (This)->lpVtbl->End(This,pAsync) #define ID3D11DeviceContext1_GetData(This,pAsync,pData,DataSize,GetDataFlags) (This)->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags) #define ID3D11DeviceContext1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) #define ID3D11DeviceContext1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) #define ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) #define ID3D11DeviceContext1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) #define ID3D11DeviceContext1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) #define ID3D11DeviceContext1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) #define ID3D11DeviceContext1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) #define ID3D11DeviceContext1_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) #define ID3D11DeviceContext1_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) #define ID3D11DeviceContext1_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) (This)->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) #define ID3D11DeviceContext1_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) #define ID3D11DeviceContext1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) #define ID3D11DeviceContext1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) #define ID3D11DeviceContext1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) #define ID3D11DeviceContext1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) #define ID3D11DeviceContext1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) #define ID3D11DeviceContext1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) #define ID3D11DeviceContext1_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) (This)->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) #define ID3D11DeviceContext1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) #define ID3D11DeviceContext1_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) #define ID3D11DeviceContext1_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) #define ID3D11DeviceContext1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) #define ID3D11DeviceContext1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) #define ID3D11DeviceContext1_SetResourceMinLOD(This,pResource,MinLOD) (This)->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD) #define ID3D11DeviceContext1_GetResourceMinLOD(This,pResource) (This)->lpVtbl->GetResourceMinLOD(This,pResource) #define ID3D11DeviceContext1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) #define ID3D11DeviceContext1_ExecuteCommandList(This,pCommandList,RestoreContextState) (This)->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState) #define ID3D11DeviceContext1_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) #define ID3D11DeviceContext1_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) #define ID3D11DeviceContext1_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) #define ID3D11DeviceContext1_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) #define ID3D11DeviceContext1_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) #define ID3D11DeviceContext1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) #define ID3D11DeviceContext1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) #define ID3D11DeviceContext1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) #define ID3D11DeviceContext1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) #define ID3D11DeviceContext1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) #define ID3D11DeviceContext1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) #define ID3D11DeviceContext1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) #define ID3D11DeviceContext1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) #define ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) #define ID3D11DeviceContext1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) #define ID3D11DeviceContext1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) #define ID3D11DeviceContext1_SOGetTargets(This,NumBuffers,ppSOTargets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets) #define ID3D11DeviceContext1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) #define ID3D11DeviceContext1_RSGetViewports(This,pNumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,pNumViewports,pViewports) #define ID3D11DeviceContext1_RSGetScissorRects(This,pNumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,pNumRects,pRects) #define ID3D11DeviceContext1_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) #define ID3D11DeviceContext1_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) #define ID3D11DeviceContext1_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) #define ID3D11DeviceContext1_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) #define ID3D11DeviceContext1_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) #define ID3D11DeviceContext1_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) #define ID3D11DeviceContext1_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) #define ID3D11DeviceContext1_ClearState(This) (This)->lpVtbl->ClearState(This) #define ID3D11DeviceContext1_Flush(This) (This)->lpVtbl->Flush(This) #define ID3D11DeviceContext1_GetType(This) (This)->lpVtbl->GetType(This) #define ID3D11DeviceContext1_GetContextFlags(This) (This)->lpVtbl->GetContextFlags(This) #define ID3D11DeviceContext1_FinishCommandList(This,RestoreDeferredContextState,ppCommandList) (This)->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList) /*** ID3D11DeviceContext1 methods ***/ #define ID3D11DeviceContext1_CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags) (This)->lpVtbl->CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags) #define ID3D11DeviceContext1_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) (This)->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) #define ID3D11DeviceContext1_DiscardResource(This,pResource) (This)->lpVtbl->DiscardResource(This,pResource) #define ID3D11DeviceContext1_DiscardView(This,pResourceView) (This)->lpVtbl->DiscardView(This,pResourceView) #define ID3D11DeviceContext1_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) #define ID3D11DeviceContext1_SwapDeviceContextState(This,pState,ppPreviousState) (This)->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState) #define ID3D11DeviceContext1_ClearView(This,pView,Color,pRect,NumRects) (This)->lpVtbl->ClearView(This,pView,Color,pRect,NumRects) #define ID3D11DeviceContext1_DiscardView1(This,pResourceView,pRects,NumRects) (This)->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3D11DeviceContext1_QueryInterface(ID3D11DeviceContext1* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3D11DeviceContext1_AddRef(ID3D11DeviceContext1* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3D11DeviceContext1_Release(ID3D11DeviceContext1* This) { return This->lpVtbl->Release(This); } /*** ID3D11DeviceChild methods ***/ static FORCEINLINE void ID3D11DeviceContext1_GetDevice(ID3D11DeviceContext1* This,ID3D11Device **ppDevice) { This->lpVtbl->GetDevice(This,ppDevice); } static FORCEINLINE HRESULT ID3D11DeviceContext1_GetPrivateData(ID3D11DeviceContext1* This,REFGUID guid,UINT *pDataSize,void *pData) { return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); } static FORCEINLINE HRESULT ID3D11DeviceContext1_SetPrivateData(ID3D11DeviceContext1* This,REFGUID guid,UINT DataSize,const void *pData) { return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); } static FORCEINLINE HRESULT ID3D11DeviceContext1_SetPrivateDataInterface(ID3D11DeviceContext1* This,REFGUID guid,const IUnknown *pData) { return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); } /*** ID3D11DeviceContext methods ***/ static FORCEINLINE void ID3D11DeviceContext1_VSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_PSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_PSSetShader(ID3D11DeviceContext1* This,ID3D11PixelShader *pPixelShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { This->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_PSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_VSSetShader(ID3D11DeviceContext1* This,ID3D11VertexShader *pVertexShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { This->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_DrawIndexed(ID3D11DeviceContext1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); } static FORCEINLINE void ID3D11DeviceContext1_Draw(ID3D11DeviceContext1* This,UINT VertexCount,UINT StartVertexLocation) { This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); } static FORCEINLINE HRESULT ID3D11DeviceContext1_Map(ID3D11DeviceContext1* This,ID3D11Resource *pResource,UINT Subresource,D3D11_MAP MapType,UINT MapFlags,D3D11_MAPPED_SUBRESOURCE *pMappedResource) { return This->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource); } static FORCEINLINE void ID3D11DeviceContext1_Unmap(ID3D11DeviceContext1* This,ID3D11Resource *pResource,UINT Subresource) { This->lpVtbl->Unmap(This,pResource,Subresource); } static FORCEINLINE void ID3D11DeviceContext1_PSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_IASetInputLayout(ID3D11DeviceContext1* This,ID3D11InputLayout *pInputLayout) { This->lpVtbl->IASetInputLayout(This,pInputLayout); } static FORCEINLINE void ID3D11DeviceContext1_IASetVertexBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) { This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); } static FORCEINLINE void ID3D11DeviceContext1_IASetIndexBuffer(ID3D11DeviceContext1* This,ID3D11Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); } static FORCEINLINE void ID3D11DeviceContext1_DrawIndexedInstanced(ID3D11DeviceContext1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); } static FORCEINLINE void ID3D11DeviceContext1_DrawInstanced(ID3D11DeviceContext1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); } static FORCEINLINE void ID3D11DeviceContext1_GSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_GSSetShader(ID3D11DeviceContext1* This,ID3D11GeometryShader *pShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { This->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_IASetPrimitiveTopology(ID3D11DeviceContext1* This,D3D11_PRIMITIVE_TOPOLOGY Topology) { This->lpVtbl->IASetPrimitiveTopology(This,Topology); } static FORCEINLINE void ID3D11DeviceContext1_VSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_VSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_Begin(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync) { This->lpVtbl->Begin(This,pAsync); } static FORCEINLINE void ID3D11DeviceContext1_End(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync) { This->lpVtbl->End(This,pAsync); } static FORCEINLINE HRESULT ID3D11DeviceContext1_GetData(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync,void *pData,UINT DataSize,UINT GetDataFlags) { return This->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags); } static FORCEINLINE void ID3D11DeviceContext1_SetPredication(ID3D11DeviceContext1* This,ID3D11Predicate *pPredicate,WINBOOL PredicateValue) { This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); } static FORCEINLINE void ID3D11DeviceContext1_GSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_GSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_OMSetRenderTargets(ID3D11DeviceContext1* This,UINT NumViews,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView) { This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); } static FORCEINLINE void ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext1* This,UINT NumRTVs,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) { This->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts); } static FORCEINLINE void ID3D11DeviceContext1_OMSetBlendState(ID3D11DeviceContext1* This,ID3D11BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); } static FORCEINLINE void ID3D11DeviceContext1_OMSetDepthStencilState(ID3D11DeviceContext1* This,ID3D11DepthStencilState *pDepthStencilState,UINT StencilRef) { This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); } static FORCEINLINE void ID3D11DeviceContext1_SOSetTargets(ID3D11DeviceContext1* This,UINT NumBuffers,ID3D11Buffer *const *ppSOTargets,const UINT *pOffsets) { This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); } static FORCEINLINE void ID3D11DeviceContext1_DrawAuto(ID3D11DeviceContext1* This) { This->lpVtbl->DrawAuto(This); } static FORCEINLINE void ID3D11DeviceContext1_DrawIndexedInstancedIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { This->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); } static FORCEINLINE void ID3D11DeviceContext1_DrawInstancedIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { This->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); } static FORCEINLINE void ID3D11DeviceContext1_Dispatch(ID3D11DeviceContext1* This,UINT ThreadGroupCountX,UINT ThreadGroupCountY,UINT ThreadGroupCountZ) { This->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ); } static FORCEINLINE void ID3D11DeviceContext1_DispatchIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { This->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); } static FORCEINLINE void ID3D11DeviceContext1_RSSetState(ID3D11DeviceContext1* This,ID3D11RasterizerState *pRasterizerState) { This->lpVtbl->RSSetState(This,pRasterizerState); } static FORCEINLINE void ID3D11DeviceContext1_RSSetViewports(ID3D11DeviceContext1* This,UINT NumViewports,const D3D11_VIEWPORT *pViewports) { This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); } static FORCEINLINE void ID3D11DeviceContext1_RSSetScissorRects(ID3D11DeviceContext1* This,UINT NumRects,const D3D11_RECT *pRects) { This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); } static FORCEINLINE void ID3D11DeviceContext1_CopySubresourceRegion(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D11Resource *pSrcResource,UINT SrcSubresource,const D3D11_BOX *pSrcBox) { This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox); } static FORCEINLINE void ID3D11DeviceContext1_CopyResource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,ID3D11Resource *pSrcResource) { This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); } static FORCEINLINE void ID3D11DeviceContext1_UpdateSubresource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) { This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch); } static FORCEINLINE void ID3D11DeviceContext1_CopyStructureCount(ID3D11DeviceContext1* This,ID3D11Buffer *pDstBuffer,UINT DstAlignedByteOffset,ID3D11UnorderedAccessView *pSrcView) { This->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView); } static FORCEINLINE void ID3D11DeviceContext1_ClearRenderTargetView(ID3D11DeviceContext1* This,ID3D11RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); } static FORCEINLINE void ID3D11DeviceContext1_ClearUnorderedAccessViewUint(ID3D11DeviceContext1* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const UINT Values[4]) { This->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values); } static FORCEINLINE void ID3D11DeviceContext1_ClearUnorderedAccessViewFloat(ID3D11DeviceContext1* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const FLOAT Values[4]) { This->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values); } static FORCEINLINE void ID3D11DeviceContext1_ClearDepthStencilView(ID3D11DeviceContext1* This,ID3D11DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); } static FORCEINLINE void ID3D11DeviceContext1_GenerateMips(ID3D11DeviceContext1* This,ID3D11ShaderResourceView *pShaderResourceView) { This->lpVtbl->GenerateMips(This,pShaderResourceView); } static FORCEINLINE void ID3D11DeviceContext1_SetResourceMinLOD(ID3D11DeviceContext1* This,ID3D11Resource *pResource,FLOAT MinLOD) { This->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD); } static FORCEINLINE FLOAT ID3D11DeviceContext1_GetResourceMinLOD(ID3D11DeviceContext1* This,ID3D11Resource *pResource) { return This->lpVtbl->GetResourceMinLOD(This,pResource); } static FORCEINLINE void ID3D11DeviceContext1_ResolveSubresource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,ID3D11Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); } static FORCEINLINE void ID3D11DeviceContext1_ExecuteCommandList(ID3D11DeviceContext1* This,ID3D11CommandList *pCommandList,WINBOOL RestoreContextState) { This->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState); } static FORCEINLINE void ID3D11DeviceContext1_HSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_HSSetShader(ID3D11DeviceContext1* This,ID3D11HullShader *pHullShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { This->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_HSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { This->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_HSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { This->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_DSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_DSSetShader(ID3D11DeviceContext1* This,ID3D11DomainShader *pDomainShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { This->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_DSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { This->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_DSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { This->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_CSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_CSSetUnorderedAccessViews(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) { This->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts); } static FORCEINLINE void ID3D11DeviceContext1_CSSetShader(ID3D11DeviceContext1* This,ID3D11ComputeShader *pComputeShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { This->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_CSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { This->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_CSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { This->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_VSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_PSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_PSGetShader(ID3D11DeviceContext1* This,ID3D11PixelShader **ppPixelShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { This->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_PSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_VSGetShader(ID3D11DeviceContext1* This,ID3D11VertexShader **ppVertexShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { This->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_PSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_IAGetInputLayout(ID3D11DeviceContext1* This,ID3D11InputLayout **ppInputLayout) { This->lpVtbl->IAGetInputLayout(This,ppInputLayout); } static FORCEINLINE void ID3D11DeviceContext1_IAGetVertexBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); } static FORCEINLINE void ID3D11DeviceContext1_IAGetIndexBuffer(ID3D11DeviceContext1* This,ID3D11Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); } static FORCEINLINE void ID3D11DeviceContext1_GSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_GSGetShader(ID3D11DeviceContext1* This,ID3D11GeometryShader **ppGeometryShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { This->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_IAGetPrimitiveTopology(ID3D11DeviceContext1* This,D3D11_PRIMITIVE_TOPOLOGY *pTopology) { This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); } static FORCEINLINE void ID3D11DeviceContext1_VSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_VSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_GetPredication(ID3D11DeviceContext1* This,ID3D11Predicate **ppPredicate,WINBOOL *pPredicateValue) { This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); } static FORCEINLINE void ID3D11DeviceContext1_GSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_GSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_OMGetRenderTargets(ID3D11DeviceContext1* This,UINT NumViews,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView) { This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); } static FORCEINLINE void ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext1* This,UINT NumRTVs,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) { This->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews); } static FORCEINLINE void ID3D11DeviceContext1_OMGetBlendState(ID3D11DeviceContext1* This,ID3D11BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); } static FORCEINLINE void ID3D11DeviceContext1_OMGetDepthStencilState(ID3D11DeviceContext1* This,ID3D11DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); } static FORCEINLINE void ID3D11DeviceContext1_SOGetTargets(ID3D11DeviceContext1* This,UINT NumBuffers,ID3D11Buffer **ppSOTargets) { This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets); } static FORCEINLINE void ID3D11DeviceContext1_RSGetState(ID3D11DeviceContext1* This,ID3D11RasterizerState **ppRasterizerState) { This->lpVtbl->RSGetState(This,ppRasterizerState); } static FORCEINLINE void ID3D11DeviceContext1_RSGetViewports(ID3D11DeviceContext1* This,UINT *pNumViewports,D3D11_VIEWPORT *pViewports) { This->lpVtbl->RSGetViewports(This,pNumViewports,pViewports); } static FORCEINLINE void ID3D11DeviceContext1_RSGetScissorRects(ID3D11DeviceContext1* This,UINT *pNumRects,D3D11_RECT *pRects) { This->lpVtbl->RSGetScissorRects(This,pNumRects,pRects); } static FORCEINLINE void ID3D11DeviceContext1_HSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_HSGetShader(ID3D11DeviceContext1* This,ID3D11HullShader **ppHullShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { This->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_HSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { This->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_HSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { This->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_DSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_DSGetShader(ID3D11DeviceContext1* This,ID3D11DomainShader **ppDomainShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { This->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_DSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { This->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_DSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { This->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_CSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { This->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); } static FORCEINLINE void ID3D11DeviceContext1_CSGetUnorderedAccessViews(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) { This->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews); } static FORCEINLINE void ID3D11DeviceContext1_CSGetShader(ID3D11DeviceContext1* This,ID3D11ComputeShader **ppComputeShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { This->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances); } static FORCEINLINE void ID3D11DeviceContext1_CSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { This->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); } static FORCEINLINE void ID3D11DeviceContext1_CSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { This->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); } static FORCEINLINE void ID3D11DeviceContext1_ClearState(ID3D11DeviceContext1* This) { This->lpVtbl->ClearState(This); } static FORCEINLINE void ID3D11DeviceContext1_Flush(ID3D11DeviceContext1* This) { This->lpVtbl->Flush(This); } static FORCEINLINE D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext1_GetType(ID3D11DeviceContext1* This) { return This->lpVtbl->GetType(This); } static FORCEINLINE UINT ID3D11DeviceContext1_GetContextFlags(ID3D11DeviceContext1* This) { return This->lpVtbl->GetContextFlags(This); } static FORCEINLINE HRESULT ID3D11DeviceContext1_FinishCommandList(ID3D11DeviceContext1* This,WINBOOL RestoreDeferredContextState,ID3D11CommandList **ppCommandList) { return This->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList); } /*** ID3D11DeviceContext1 methods ***/ static FORCEINLINE void ID3D11DeviceContext1_CopySubresourceRegion1(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D11Resource *pSrcResource,UINT SrcSubresource,const D3D11_BOX *pSrcBox,UINT CopyFlags) { This->lpVtbl->CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags); } static FORCEINLINE void ID3D11DeviceContext1_UpdateSubresource1(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch,UINT CopyFlags) { This->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags); } static FORCEINLINE void ID3D11DeviceContext1_DiscardResource(ID3D11DeviceContext1* This,ID3D11Resource *pResource) { This->lpVtbl->DiscardResource(This,pResource); } static FORCEINLINE void ID3D11DeviceContext1_DiscardView(ID3D11DeviceContext1* This,ID3D11View *pResourceView) { This->lpVtbl->DiscardView(This,pResourceView); } static FORCEINLINE void ID3D11DeviceContext1_VSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { This->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_HSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { This->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_DSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { This->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_GSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { This->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_PSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { This->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_CSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { This->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_VSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { This->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_HSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { This->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_DSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { This->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_GSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { This->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_PSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { This->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_CSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { This->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); } static FORCEINLINE void ID3D11DeviceContext1_SwapDeviceContextState(ID3D11DeviceContext1* This,ID3DDeviceContextState *pState,ID3DDeviceContextState **ppPreviousState) { This->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState); } static FORCEINLINE void ID3D11DeviceContext1_ClearView(ID3D11DeviceContext1* This,ID3D11View *pView,const FLOAT Color[4],const D3D11_RECT *pRect,UINT NumRects) { This->lpVtbl->ClearView(This,pView,Color,pRect,NumRects); } static FORCEINLINE void ID3D11DeviceContext1_DiscardView1(ID3D11DeviceContext1* This,ID3D11View *pResourceView,const D3D11_RECT *pRects,UINT NumRects) { This->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects); } #endif #endif #endif void STDMETHODCALLTYPE ID3D11DeviceContext1_CopySubresourceRegion1_Proxy( ID3D11DeviceContext1* This, ID3D11Resource *pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource *pSrcResource, UINT SrcSubresource, const D3D11_BOX *pSrcBox, UINT CopyFlags); void __RPC_STUB ID3D11DeviceContext1_CopySubresourceRegion1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_UpdateSubresource1_Proxy( ID3D11DeviceContext1* This, ID3D11Resource *pDstResource, UINT DstSubresource, const D3D11_BOX *pDstBox, const void *pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch, UINT CopyFlags); void __RPC_STUB ID3D11DeviceContext1_UpdateSubresource1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_DiscardResource_Proxy( ID3D11DeviceContext1* This, ID3D11Resource *pResource); void __RPC_STUB ID3D11DeviceContext1_DiscardResource_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_DiscardView_Proxy( ID3D11DeviceContext1* This, ID3D11View *pResourceView); void __RPC_STUB ID3D11DeviceContext1_DiscardView_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_VSSetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_VSSetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_HSSetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_HSSetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_DSSetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_DSSetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_GSSetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_GSSetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_PSSetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_PSSetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_CSSetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers, const UINT *pFirstConstant, const UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_CSSetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_VSGetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_VSGetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_HSGetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_HSGetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_DSGetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_DSGetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_GSGetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_GSGetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_PSGetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_PSGetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_CSGetConstantBuffers1_Proxy( ID3D11DeviceContext1* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants); void __RPC_STUB ID3D11DeviceContext1_CSGetConstantBuffers1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_SwapDeviceContextState_Proxy( ID3D11DeviceContext1* This, ID3DDeviceContextState *pState, ID3DDeviceContextState **ppPreviousState); void __RPC_STUB ID3D11DeviceContext1_SwapDeviceContextState_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_ClearView_Proxy( ID3D11DeviceContext1* This, ID3D11View *pView, const FLOAT Color[4], const D3D11_RECT *pRect, UINT NumRects); void __RPC_STUB ID3D11DeviceContext1_ClearView_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3D11DeviceContext1_DiscardView1_Proxy( ID3D11DeviceContext1* This, ID3D11View *pResourceView, const D3D11_RECT *pRects, UINT NumRects); void __RPC_STUB ID3D11DeviceContext1_DiscardView1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); #endif /* __ID3D11DeviceContext1_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3DUserDefinedAnnotation interface */ #ifndef __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__ #define __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3DUserDefinedAnnotation, 0xb2daad8b, 0x03d4, 0x4dbf, 0x95,0xeb, 0x32,0xab,0x4b,0x63,0xd0,0xab); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("b2daad8b-03d4-4dbf-95eb-32ab4b63d0ab") ID3DUserDefinedAnnotation : public IUnknown { virtual INT STDMETHODCALLTYPE BeginEvent( LPCWSTR Name) = 0; virtual INT STDMETHODCALLTYPE EndEvent( ) = 0; virtual void STDMETHODCALLTYPE SetMarker( LPCWSTR Name) = 0; virtual WINBOOL STDMETHODCALLTYPE GetStatus( ) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3DUserDefinedAnnotation, 0xb2daad8b, 0x03d4, 0x4dbf, 0x95,0xeb, 0x32,0xab,0x4b,0x63,0xd0,0xab) #endif #else typedef struct ID3DUserDefinedAnnotationVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3DUserDefinedAnnotation* This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3DUserDefinedAnnotation* This); ULONG (STDMETHODCALLTYPE *Release)( ID3DUserDefinedAnnotation* This); /*** ID3DUserDefinedAnnotation methods ***/ INT (STDMETHODCALLTYPE *BeginEvent)( ID3DUserDefinedAnnotation* This, LPCWSTR Name); INT (STDMETHODCALLTYPE *EndEvent)( ID3DUserDefinedAnnotation* This); void (STDMETHODCALLTYPE *SetMarker)( ID3DUserDefinedAnnotation* This, LPCWSTR Name); WINBOOL (STDMETHODCALLTYPE *GetStatus)( ID3DUserDefinedAnnotation* This); END_INTERFACE } ID3DUserDefinedAnnotationVtbl; interface ID3DUserDefinedAnnotation { CONST_VTBL ID3DUserDefinedAnnotationVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3DUserDefinedAnnotation_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3DUserDefinedAnnotation_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3DUserDefinedAnnotation_Release(This) (This)->lpVtbl->Release(This) /*** ID3DUserDefinedAnnotation methods ***/ #define ID3DUserDefinedAnnotation_BeginEvent(This,Name) (This)->lpVtbl->BeginEvent(This,Name) #define ID3DUserDefinedAnnotation_EndEvent(This) (This)->lpVtbl->EndEvent(This) #define ID3DUserDefinedAnnotation_SetMarker(This,Name) (This)->lpVtbl->SetMarker(This,Name) #define ID3DUserDefinedAnnotation_GetStatus(This) (This)->lpVtbl->GetStatus(This) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3DUserDefinedAnnotation_QueryInterface(ID3DUserDefinedAnnotation* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3DUserDefinedAnnotation_AddRef(ID3DUserDefinedAnnotation* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3DUserDefinedAnnotation_Release(ID3DUserDefinedAnnotation* This) { return This->lpVtbl->Release(This); } /*** ID3DUserDefinedAnnotation methods ***/ static FORCEINLINE INT ID3DUserDefinedAnnotation_BeginEvent(ID3DUserDefinedAnnotation* This,LPCWSTR Name) { return This->lpVtbl->BeginEvent(This,Name); } static FORCEINLINE INT ID3DUserDefinedAnnotation_EndEvent(ID3DUserDefinedAnnotation* This) { return This->lpVtbl->EndEvent(This); } static FORCEINLINE void ID3DUserDefinedAnnotation_SetMarker(ID3DUserDefinedAnnotation* This,LPCWSTR Name) { This->lpVtbl->SetMarker(This,Name); } static FORCEINLINE WINBOOL ID3DUserDefinedAnnotation_GetStatus(ID3DUserDefinedAnnotation* This) { return This->lpVtbl->GetStatus(This); } #endif #endif #endif INT STDMETHODCALLTYPE ID3DUserDefinedAnnotation_BeginEvent_Proxy( ID3DUserDefinedAnnotation* This, LPCWSTR Name); void __RPC_STUB ID3DUserDefinedAnnotation_BeginEvent_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); INT STDMETHODCALLTYPE ID3DUserDefinedAnnotation_EndEvent_Proxy( ID3DUserDefinedAnnotation* This); void __RPC_STUB ID3DUserDefinedAnnotation_EndEvent_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); void STDMETHODCALLTYPE ID3DUserDefinedAnnotation_SetMarker_Proxy( ID3DUserDefinedAnnotation* This, LPCWSTR Name); void __RPC_STUB ID3DUserDefinedAnnotation_SetMarker_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); WINBOOL STDMETHODCALLTYPE ID3DUserDefinedAnnotation_GetStatus_Proxy( ID3DUserDefinedAnnotation* This); void __RPC_STUB ID3DUserDefinedAnnotation_GetStatus_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); #endif /* __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D11RasterizerState1 interface */ #ifndef __ID3D11RasterizerState1_INTERFACE_DEFINED__ #define __ID3D11RasterizerState1_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D11RasterizerState1, 0x1217d7a6, 0x5039, 0x418c, 0xb0,0x42, 0x9c,0xbe,0x25,0x6a,0xfd,0x6e); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("1217d7a6-5039-418c-b042-9cbe256afd6e") ID3D11RasterizerState1 : public ID3D11RasterizerState { virtual void STDMETHODCALLTYPE GetDesc1( D3D11_RASTERIZER_DESC1 *pDesc) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D11RasterizerState1, 0x1217d7a6, 0x5039, 0x418c, 0xb0,0x42, 0x9c,0xbe,0x25,0x6a,0xfd,0x6e) #endif #else typedef struct ID3D11RasterizerState1Vtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D11RasterizerState1* This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D11RasterizerState1* This); ULONG (STDMETHODCALLTYPE *Release)( ID3D11RasterizerState1* This); /*** ID3D11DeviceChild methods ***/ void (STDMETHODCALLTYPE *GetDevice)( ID3D11RasterizerState1* This, ID3D11Device **ppDevice); HRESULT (STDMETHODCALLTYPE *GetPrivateData)( ID3D11RasterizerState1* This, REFGUID guid, UINT *pDataSize, void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateData)( ID3D11RasterizerState1* This, REFGUID guid, UINT DataSize, const void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( ID3D11RasterizerState1* This, REFGUID guid, const IUnknown *pData); /*** ID3D11RasterizerState methods ***/ void (STDMETHODCALLTYPE *GetDesc)( ID3D11RasterizerState1* This, D3D11_RASTERIZER_DESC *pDesc); /*** ID3D11RasterizerState1 methods ***/ void (STDMETHODCALLTYPE *GetDesc1)( ID3D11RasterizerState1* This, D3D11_RASTERIZER_DESC1 *pDesc); END_INTERFACE } ID3D11RasterizerState1Vtbl; interface ID3D11RasterizerState1 { CONST_VTBL ID3D11RasterizerState1Vtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D11RasterizerState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D11RasterizerState1_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D11RasterizerState1_Release(This) (This)->lpVtbl->Release(This) /*** ID3D11DeviceChild methods ***/ #define ID3D11RasterizerState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) #define ID3D11RasterizerState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) #define ID3D11RasterizerState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) #define ID3D11RasterizerState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) /*** ID3D11RasterizerState methods ***/ #define ID3D11RasterizerState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc) /*** ID3D11RasterizerState1 methods ***/ #define ID3D11RasterizerState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3D11RasterizerState1_QueryInterface(ID3D11RasterizerState1* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3D11RasterizerState1_AddRef(ID3D11RasterizerState1* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3D11RasterizerState1_Release(ID3D11RasterizerState1* This) { return This->lpVtbl->Release(This); } /*** ID3D11DeviceChild methods ***/ static FORCEINLINE void ID3D11RasterizerState1_GetDevice(ID3D11RasterizerState1* This,ID3D11Device **ppDevice) { This->lpVtbl->GetDevice(This,ppDevice); } static FORCEINLINE HRESULT ID3D11RasterizerState1_GetPrivateData(ID3D11RasterizerState1* This,REFGUID guid,UINT *pDataSize,void *pData) { return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); } static FORCEINLINE HRESULT ID3D11RasterizerState1_SetPrivateData(ID3D11RasterizerState1* This,REFGUID guid,UINT DataSize,const void *pData) { return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); } static FORCEINLINE HRESULT ID3D11RasterizerState1_SetPrivateDataInterface(ID3D11RasterizerState1* This,REFGUID guid,const IUnknown *pData) { return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); } /*** ID3D11RasterizerState methods ***/ static FORCEINLINE void ID3D11RasterizerState1_GetDesc(ID3D11RasterizerState1* This,D3D11_RASTERIZER_DESC *pDesc) { This->lpVtbl->GetDesc(This,pDesc); } /*** ID3D11RasterizerState1 methods ***/ static FORCEINLINE void ID3D11RasterizerState1_GetDesc1(ID3D11RasterizerState1* This,D3D11_RASTERIZER_DESC1 *pDesc) { This->lpVtbl->GetDesc1(This,pDesc); } #endif #endif #endif void STDMETHODCALLTYPE ID3D11RasterizerState1_GetDesc1_Proxy( ID3D11RasterizerState1* This, D3D11_RASTERIZER_DESC1 *pDesc); void __RPC_STUB ID3D11RasterizerState1_GetDesc1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); #endif /* __ID3D11RasterizerState1_INTERFACE_DEFINED__ */ /***************************************************************************** * ID3D11Device1 interface */ #ifndef __ID3D11Device1_INTERFACE_DEFINED__ #define __ID3D11Device1_INTERFACE_DEFINED__ DEFINE_GUID(IID_ID3D11Device1, 0xa04bfb29, 0x08ef, 0x43d6, 0xa4,0x9c, 0xa9,0xbd,0xbd,0xcb,0xe6,0x86); #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("a04bfb29-08ef-43d6-a49c-a9bdbdcbe686") ID3D11Device1 : public ID3D11Device { virtual void STDMETHODCALLTYPE GetImmediateContext1( ID3D11DeviceContext1 **ppImmediateContext) = 0; virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext1( UINT ContextFlags, ID3D11DeviceContext1 **ppDeferredContext) = 0; virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( const D3D11_BLEND_DESC1 *pBlendStateDesc, ID3D11BlendState1 **ppBlendState) = 0; virtual HRESULT STDMETHODCALLTYPE CreateRasterizerState1( const D3D11_RASTERIZER_DESC1 *pRasterizerDesc, ID3D11RasterizerState1 **ppRasterizerState) = 0; virtual HRESULT STDMETHODCALLTYPE CreateDeviceContextState( UINT Flags, const D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, REFIID EmulatedInterface, D3D_FEATURE_LEVEL *pChosenFeatureLevel, ID3DDeviceContextState **ppContextState) = 0; virtual HRESULT STDMETHODCALLTYPE OpenSharedResource1( HANDLE hResource, REFIID returnedInterface, void **ppResource) = 0; virtual HRESULT STDMETHODCALLTYPE OpenSharedResourceByName( LPCWSTR lpName, DWORD dwDesiredAccess, REFIID returnedInterface, void **ppResource) = 0; }; #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(ID3D11Device1, 0xa04bfb29, 0x08ef, 0x43d6, 0xa4,0x9c, 0xa9,0xbd,0xbd,0xcb,0xe6,0x86) #endif #else typedef struct ID3D11Device1Vtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( ID3D11Device1* This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( ID3D11Device1* This); ULONG (STDMETHODCALLTYPE *Release)( ID3D11Device1* This); /*** ID3D11Device methods ***/ HRESULT (STDMETHODCALLTYPE *CreateBuffer)( ID3D11Device1* This, const D3D11_BUFFER_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Buffer **ppBuffer); HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( ID3D11Device1* This, const D3D11_TEXTURE1D_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Texture1D **ppTexture1D); HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( ID3D11Device1* This, const D3D11_TEXTURE2D_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Texture2D **ppTexture2D); HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( ID3D11Device1* This, const D3D11_TEXTURE3D_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Texture3D **ppTexture3D); HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( ID3D11Device1* This, ID3D11Resource *pResource, const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc, ID3D11ShaderResourceView **ppSRView); HRESULT (STDMETHODCALLTYPE *CreateUnorderedAccessView)( ID3D11Device1* This, ID3D11Resource *pResource, const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc, ID3D11UnorderedAccessView **ppUAView); HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( ID3D11Device1* This, ID3D11Resource *pResource, const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, ID3D11RenderTargetView **ppRTView); HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( ID3D11Device1* This, ID3D11Resource *pResource, const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, ID3D11DepthStencilView **ppDepthStencilView); HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( ID3D11Device1* This, const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, UINT NumElements, const void *pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, ID3D11InputLayout **ppInputLayout); HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( ID3D11Device1* This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11VertexShader **ppVertexShader); HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( ID3D11Device1* This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11GeometryShader **ppGeometryShader); HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( ID3D11Device1* This, const void *pShaderBytecode, SIZE_T BytecodeLength, const D3D11_SO_DECLARATION_ENTRY *pSODeclaration, UINT NumEntries, const UINT *pBufferStrides, UINT NumStrides, UINT RasterizedStream, ID3D11ClassLinkage *pClassLinkage, ID3D11GeometryShader **ppGeometryShader); HRESULT (STDMETHODCALLTYPE *CreatePixelShader)( ID3D11Device1* This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11PixelShader **ppPixelShader); HRESULT (STDMETHODCALLTYPE *CreateHullShader)( ID3D11Device1* This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11HullShader **ppHullShader); HRESULT (STDMETHODCALLTYPE *CreateDomainShader)( ID3D11Device1* This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11DomainShader **ppDomainShader); HRESULT (STDMETHODCALLTYPE *CreateComputeShader)( ID3D11Device1* This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11ComputeShader **ppComputeShader); HRESULT (STDMETHODCALLTYPE *CreateClassLinkage)( ID3D11Device1* This, ID3D11ClassLinkage **ppLinkage); HRESULT (STDMETHODCALLTYPE *CreateBlendState)( ID3D11Device1* This, const D3D11_BLEND_DESC *pBlendStateDesc, ID3D11BlendState **ppBlendState); HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( ID3D11Device1* This, const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc, ID3D11DepthStencilState **ppDepthStencilState); HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( ID3D11Device1* This, const D3D11_RASTERIZER_DESC *pRasterizerDesc, ID3D11RasterizerState **ppRasterizerState); HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( ID3D11Device1* This, const D3D11_SAMPLER_DESC *pSamplerDesc, ID3D11SamplerState **ppSamplerState); HRESULT (STDMETHODCALLTYPE *CreateQuery)( ID3D11Device1* This, const D3D11_QUERY_DESC *pQueryDesc, ID3D11Query **ppQuery); HRESULT (STDMETHODCALLTYPE *CreatePredicate)( ID3D11Device1* This, const D3D11_QUERY_DESC *pPredicateDesc, ID3D11Predicate **ppPredicate); HRESULT (STDMETHODCALLTYPE *CreateCounter)( ID3D11Device1* This, const D3D11_COUNTER_DESC *pCounterDesc, ID3D11Counter **ppCounter); HRESULT (STDMETHODCALLTYPE *CreateDeferredContext)( ID3D11Device1* This, UINT ContextFlags, ID3D11DeviceContext **ppDeferredContext); HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( ID3D11Device1* This, HANDLE hResource, REFIID ReturnedInterface, void **ppResource); HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( ID3D11Device1* This, DXGI_FORMAT Format, UINT *pFormatSupport); HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( ID3D11Device1* This, DXGI_FORMAT Format, UINT SampleCount, UINT *pNumQualityLevels); void (STDMETHODCALLTYPE *CheckCounterInfo)( ID3D11Device1* This, D3D11_COUNTER_INFO *pCounterInfo); HRESULT (STDMETHODCALLTYPE *CheckCounter)( ID3D11Device1* This, const D3D11_COUNTER_DESC *pDesc, D3D11_COUNTER_TYPE *pType, UINT *pActiveCounters, LPSTR szName, UINT *pNameLength, LPSTR szUnits, UINT *pUnitsLength, LPSTR szDescription, UINT *pDescriptionLength); HRESULT (STDMETHODCALLTYPE *CheckFeatureSupport)( ID3D11Device1* This, D3D11_FEATURE Feature, void *pFeatureSupportData, UINT FeatureSupportDataSize); HRESULT (STDMETHODCALLTYPE *GetPrivateData)( ID3D11Device1* This, REFGUID guid, UINT *pDataSize, void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateData)( ID3D11Device1* This, REFGUID guid, UINT DataSize, const void *pData); HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( ID3D11Device1* This, REFGUID guid, const IUnknown *pData); D3D_FEATURE_LEVEL (STDMETHODCALLTYPE *GetFeatureLevel)( ID3D11Device1* This); UINT (STDMETHODCALLTYPE *GetCreationFlags)( ID3D11Device1* This); HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( ID3D11Device1* This); void (STDMETHODCALLTYPE *GetImmediateContext)( ID3D11Device1* This, ID3D11DeviceContext **ppImmediateContext); HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( ID3D11Device1* This, UINT RaiseFlags); UINT (STDMETHODCALLTYPE *GetExceptionMode)( ID3D11Device1* This); /*** ID3D11Device1 methods ***/ void (STDMETHODCALLTYPE *GetImmediateContext1)( ID3D11Device1* This, ID3D11DeviceContext1 **ppImmediateContext); HRESULT (STDMETHODCALLTYPE *CreateDeferredContext1)( ID3D11Device1* This, UINT ContextFlags, ID3D11DeviceContext1 **ppDeferredContext); HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( ID3D11Device1* This, const D3D11_BLEND_DESC1 *pBlendStateDesc, ID3D11BlendState1 **ppBlendState); HRESULT (STDMETHODCALLTYPE *CreateRasterizerState1)( ID3D11Device1* This, const D3D11_RASTERIZER_DESC1 *pRasterizerDesc, ID3D11RasterizerState1 **ppRasterizerState); HRESULT (STDMETHODCALLTYPE *CreateDeviceContextState)( ID3D11Device1* This, UINT Flags, const D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, REFIID EmulatedInterface, D3D_FEATURE_LEVEL *pChosenFeatureLevel, ID3DDeviceContextState **ppContextState); HRESULT (STDMETHODCALLTYPE *OpenSharedResource1)( ID3D11Device1* This, HANDLE hResource, REFIID returnedInterface, void **ppResource); HRESULT (STDMETHODCALLTYPE *OpenSharedResourceByName)( ID3D11Device1* This, LPCWSTR lpName, DWORD dwDesiredAccess, REFIID returnedInterface, void **ppResource); END_INTERFACE } ID3D11Device1Vtbl; interface ID3D11Device1 { CONST_VTBL ID3D11Device1Vtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define ID3D11Device1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define ID3D11Device1_AddRef(This) (This)->lpVtbl->AddRef(This) #define ID3D11Device1_Release(This) (This)->lpVtbl->Release(This) /*** ID3D11Device methods ***/ #define ID3D11Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) #define ID3D11Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) #define ID3D11Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) #define ID3D11Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) #define ID3D11Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) #define ID3D11Device1_CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) (This)->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) #define ID3D11Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) #define ID3D11Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) #define ID3D11Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) #define ID3D11Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) #define ID3D11Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) #define ID3D11Device1_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,pBufferStrides,NumStrides,RasterizedStream,pClassLinkage,ppGeometryShader) (This)->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,pBufferStrides,NumStrides,RasterizedStream,pClassLinkage,ppGeometryShader) #define ID3D11Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) #define ID3D11Device1_CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) (This)->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) #define ID3D11Device1_CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) (This)->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) #define ID3D11Device1_CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) (This)->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) #define ID3D11Device1_CreateClassLinkage(This,ppLinkage) (This)->lpVtbl->CreateClassLinkage(This,ppLinkage) #define ID3D11Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) #define ID3D11Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) #define ID3D11Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) #define ID3D11Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) #define ID3D11Device1_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) #define ID3D11Device1_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) #define ID3D11Device1_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) #define ID3D11Device1_CreateDeferredContext(This,ContextFlags,ppDeferredContext) (This)->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext) #define ID3D11Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) #define ID3D11Device1_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) #define ID3D11Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) #define ID3D11Device1_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) #define ID3D11Device1_CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) (This)->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) #define ID3D11Device1_CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) (This)->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) #define ID3D11Device1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) #define ID3D11Device1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) #define ID3D11Device1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) #define ID3D11Device1_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) #define ID3D11Device1_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) #define ID3D11Device1_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) #define ID3D11Device1_GetImmediateContext(This,ppImmediateContext) (This)->lpVtbl->GetImmediateContext(This,ppImmediateContext) #define ID3D11Device1_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) #define ID3D11Device1_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) /*** ID3D11Device1 methods ***/ #define ID3D11Device1_GetImmediateContext1(This,ppImmediateContext) (This)->lpVtbl->GetImmediateContext1(This,ppImmediateContext) #define ID3D11Device1_CreateDeferredContext1(This,ContextFlags,ppDeferredContext) (This)->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext) #define ID3D11Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) #define ID3D11Device1_CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) #define ID3D11Device1_CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) (This)->lpVtbl->CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) #define ID3D11Device1_OpenSharedResource1(This,hResource,returnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource) #define ID3D11Device1_OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) (This)->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT ID3D11Device1_QueryInterface(ID3D11Device1* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG ID3D11Device1_AddRef(ID3D11Device1* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG ID3D11Device1_Release(ID3D11Device1* This) { return This->lpVtbl->Release(This); } /*** ID3D11Device methods ***/ static FORCEINLINE HRESULT ID3D11Device1_CreateBuffer(ID3D11Device1* This,const D3D11_BUFFER_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Buffer **ppBuffer) { return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); } static FORCEINLINE HRESULT ID3D11Device1_CreateTexture1D(ID3D11Device1* This,const D3D11_TEXTURE1D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture1D **ppTexture1D) { return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); } static FORCEINLINE HRESULT ID3D11Device1_CreateTexture2D(ID3D11Device1* This,const D3D11_TEXTURE2D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture2D **ppTexture2D) { return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); } static FORCEINLINE HRESULT ID3D11Device1_CreateTexture3D(ID3D11Device1* This,const D3D11_TEXTURE3D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture3D **ppTexture3D) { return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); } static FORCEINLINE HRESULT ID3D11Device1_CreateShaderResourceView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D11ShaderResourceView **ppSRView) { return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); } static FORCEINLINE HRESULT ID3D11Device1_CreateUnorderedAccessView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,ID3D11UnorderedAccessView **ppUAView) { return This->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView); } static FORCEINLINE HRESULT ID3D11Device1_CreateRenderTargetView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,ID3D11RenderTargetView **ppRTView) { return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); } static FORCEINLINE HRESULT ID3D11Device1_CreateDepthStencilView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D11DepthStencilView **ppDepthStencilView) { return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); } static FORCEINLINE HRESULT ID3D11Device1_CreateInputLayout(ID3D11Device1* This,const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D11InputLayout **ppInputLayout) { return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout); } static FORCEINLINE HRESULT ID3D11Device1_CreateVertexShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11VertexShader **ppVertexShader) { return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader); } static FORCEINLINE HRESULT ID3D11Device1_CreateGeometryShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11GeometryShader **ppGeometryShader) { return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader); } static FORCEINLINE HRESULT ID3D11Device1_CreateGeometryShaderWithStreamOutput(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,const D3D11_SO_DECLARATION_ENTRY *pSODeclaration,UINT NumEntries,const UINT *pBufferStrides,UINT NumStrides,UINT RasterizedStream,ID3D11ClassLinkage *pClassLinkage,ID3D11GeometryShader **ppGeometryShader) { return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,pBufferStrides,NumStrides,RasterizedStream,pClassLinkage,ppGeometryShader); } static FORCEINLINE HRESULT ID3D11Device1_CreatePixelShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11PixelShader **ppPixelShader) { return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader); } static FORCEINLINE HRESULT ID3D11Device1_CreateHullShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11HullShader **ppHullShader) { return This->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader); } static FORCEINLINE HRESULT ID3D11Device1_CreateDomainShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11DomainShader **ppDomainShader) { return This->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader); } static FORCEINLINE HRESULT ID3D11Device1_CreateComputeShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11ComputeShader **ppComputeShader) { return This->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader); } static FORCEINLINE HRESULT ID3D11Device1_CreateClassLinkage(ID3D11Device1* This,ID3D11ClassLinkage **ppLinkage) { return This->lpVtbl->CreateClassLinkage(This,ppLinkage); } static FORCEINLINE HRESULT ID3D11Device1_CreateBlendState(ID3D11Device1* This,const D3D11_BLEND_DESC *pBlendStateDesc,ID3D11BlendState **ppBlendState) { return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); } static FORCEINLINE HRESULT ID3D11Device1_CreateDepthStencilState(ID3D11Device1* This,const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D11DepthStencilState **ppDepthStencilState) { return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); } static FORCEINLINE HRESULT ID3D11Device1_CreateRasterizerState(ID3D11Device1* This,const D3D11_RASTERIZER_DESC *pRasterizerDesc,ID3D11RasterizerState **ppRasterizerState) { return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); } static FORCEINLINE HRESULT ID3D11Device1_CreateSamplerState(ID3D11Device1* This,const D3D11_SAMPLER_DESC *pSamplerDesc,ID3D11SamplerState **ppSamplerState) { return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); } static FORCEINLINE HRESULT ID3D11Device1_CreateQuery(ID3D11Device1* This,const D3D11_QUERY_DESC *pQueryDesc,ID3D11Query **ppQuery) { return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); } static FORCEINLINE HRESULT ID3D11Device1_CreatePredicate(ID3D11Device1* This,const D3D11_QUERY_DESC *pPredicateDesc,ID3D11Predicate **ppPredicate) { return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); } static FORCEINLINE HRESULT ID3D11Device1_CreateCounter(ID3D11Device1* This,const D3D11_COUNTER_DESC *pCounterDesc,ID3D11Counter **ppCounter) { return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); } static FORCEINLINE HRESULT ID3D11Device1_CreateDeferredContext(ID3D11Device1* This,UINT ContextFlags,ID3D11DeviceContext **ppDeferredContext) { return This->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext); } static FORCEINLINE HRESULT ID3D11Device1_OpenSharedResource(ID3D11Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); } static FORCEINLINE HRESULT ID3D11Device1_CheckFormatSupport(ID3D11Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) { return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); } static FORCEINLINE HRESULT ID3D11Device1_CheckMultisampleQualityLevels(ID3D11Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); } static FORCEINLINE void ID3D11Device1_CheckCounterInfo(ID3D11Device1* This,D3D11_COUNTER_INFO *pCounterInfo) { This->lpVtbl->CheckCounterInfo(This,pCounterInfo); } static FORCEINLINE HRESULT ID3D11Device1_CheckCounter(ID3D11Device1* This,const D3D11_COUNTER_DESC *pDesc,D3D11_COUNTER_TYPE *pType,UINT *pActiveCounters,LPSTR szName,UINT *pNameLength,LPSTR szUnits,UINT *pUnitsLength,LPSTR szDescription,UINT *pDescriptionLength) { return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength); } static FORCEINLINE HRESULT ID3D11Device1_CheckFeatureSupport(ID3D11Device1* This,D3D11_FEATURE Feature,void *pFeatureSupportData,UINT FeatureSupportDataSize) { return This->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize); } static FORCEINLINE HRESULT ID3D11Device1_GetPrivateData(ID3D11Device1* This,REFGUID guid,UINT *pDataSize,void *pData) { return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); } static FORCEINLINE HRESULT ID3D11Device1_SetPrivateData(ID3D11Device1* This,REFGUID guid,UINT DataSize,const void *pData) { return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); } static FORCEINLINE HRESULT ID3D11Device1_SetPrivateDataInterface(ID3D11Device1* This,REFGUID guid,const IUnknown *pData) { return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); } static FORCEINLINE D3D_FEATURE_LEVEL ID3D11Device1_GetFeatureLevel(ID3D11Device1* This) { return This->lpVtbl->GetFeatureLevel(This); } static FORCEINLINE UINT ID3D11Device1_GetCreationFlags(ID3D11Device1* This) { return This->lpVtbl->GetCreationFlags(This); } static FORCEINLINE HRESULT ID3D11Device1_GetDeviceRemovedReason(ID3D11Device1* This) { return This->lpVtbl->GetDeviceRemovedReason(This); } static FORCEINLINE void ID3D11Device1_GetImmediateContext(ID3D11Device1* This,ID3D11DeviceContext **ppImmediateContext) { This->lpVtbl->GetImmediateContext(This,ppImmediateContext); } static FORCEINLINE HRESULT ID3D11Device1_SetExceptionMode(ID3D11Device1* This,UINT RaiseFlags) { return This->lpVtbl->SetExceptionMode(This,RaiseFlags); } static FORCEINLINE UINT ID3D11Device1_GetExceptionMode(ID3D11Device1* This) { return This->lpVtbl->GetExceptionMode(This); } /*** ID3D11Device1 methods ***/ static FORCEINLINE void ID3D11Device1_GetImmediateContext1(ID3D11Device1* This,ID3D11DeviceContext1 **ppImmediateContext) { This->lpVtbl->GetImmediateContext1(This,ppImmediateContext); } static FORCEINLINE HRESULT ID3D11Device1_CreateDeferredContext1(ID3D11Device1* This,UINT ContextFlags,ID3D11DeviceContext1 **ppDeferredContext) { return This->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext); } static FORCEINLINE HRESULT ID3D11Device1_CreateBlendState1(ID3D11Device1* This,const D3D11_BLEND_DESC1 *pBlendStateDesc,ID3D11BlendState1 **ppBlendState) { return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); } static FORCEINLINE HRESULT ID3D11Device1_CreateRasterizerState1(ID3D11Device1* This,const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,ID3D11RasterizerState1 **ppRasterizerState) { return This->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState); } static FORCEINLINE HRESULT ID3D11Device1_CreateDeviceContextState(ID3D11Device1* This,UINT Flags,const D3D_FEATURE_LEVEL *pFeatureLevels,UINT FeatureLevels,UINT SDKVersion,REFIID EmulatedInterface,D3D_FEATURE_LEVEL *pChosenFeatureLevel,ID3DDeviceContextState **ppContextState) { return This->lpVtbl->CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState); } static FORCEINLINE HRESULT ID3D11Device1_OpenSharedResource1(ID3D11Device1* This,HANDLE hResource,REFIID returnedInterface,void **ppResource) { return This->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource); } static FORCEINLINE HRESULT ID3D11Device1_OpenSharedResourceByName(ID3D11Device1* This,LPCWSTR lpName,DWORD dwDesiredAccess,REFIID returnedInterface,void **ppResource) { return This->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource); } #endif #endif #endif void STDMETHODCALLTYPE ID3D11Device1_GetImmediateContext1_Proxy( ID3D11Device1* This, ID3D11DeviceContext1 **ppImmediateContext); void __RPC_STUB ID3D11Device1_GetImmediateContext1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); HRESULT STDMETHODCALLTYPE ID3D11Device1_CreateDeferredContext1_Proxy( ID3D11Device1* This, UINT ContextFlags, ID3D11DeviceContext1 **ppDeferredContext); void __RPC_STUB ID3D11Device1_CreateDeferredContext1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); HRESULT STDMETHODCALLTYPE ID3D11Device1_CreateBlendState1_Proxy( ID3D11Device1* This, const D3D11_BLEND_DESC1 *pBlendStateDesc, ID3D11BlendState1 **ppBlendState); void __RPC_STUB ID3D11Device1_CreateBlendState1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); HRESULT STDMETHODCALLTYPE ID3D11Device1_CreateRasterizerState1_Proxy( ID3D11Device1* This, const D3D11_RASTERIZER_DESC1 *pRasterizerDesc, ID3D11RasterizerState1 **ppRasterizerState); void __RPC_STUB ID3D11Device1_CreateRasterizerState1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); HRESULT STDMETHODCALLTYPE ID3D11Device1_CreateDeviceContextState_Proxy( ID3D11Device1* This, UINT Flags, const D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, REFIID EmulatedInterface, D3D_FEATURE_LEVEL *pChosenFeatureLevel, ID3DDeviceContextState **ppContextState); void __RPC_STUB ID3D11Device1_CreateDeviceContextState_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); HRESULT STDMETHODCALLTYPE ID3D11Device1_OpenSharedResource1_Proxy( ID3D11Device1* This, HANDLE hResource, REFIID returnedInterface, void **ppResource); void __RPC_STUB ID3D11Device1_OpenSharedResource1_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); HRESULT STDMETHODCALLTYPE ID3D11Device1_OpenSharedResourceByName_Proxy( ID3D11Device1* This, LPCWSTR lpName, DWORD dwDesiredAccess, REFIID returnedInterface, void **ppResource); void __RPC_STUB ID3D11Device1_OpenSharedResourceByName_Stub( IRpcStubBuffer* This, IRpcChannelBuffer* pRpcChannelBuffer, PRPC_MESSAGE pRpcMessage, DWORD* pdwStubPhase); #endif /* __ID3D11Device1_INTERFACE_DEFINED__ */ /* Begin additional prototypes for all interfaces */ /* End additional prototypes */ #ifdef __cplusplus } #endif #endif /* __d3d11_1_h__ */