diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-11 08:17:27 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-11 08:17:27 +0000 |
commit | f215e02bf85f68d3a6106c2a1f4f7f063f819064 (patch) | |
tree | 6bb5b92c046312c4e95ac2620b10ddf482d3fa8b /src/libs/dxvk-native-1.9.2a/include/native/directx/d3d11_2.h | |
parent | Initial commit. (diff) | |
download | virtualbox-f215e02bf85f68d3a6106c2a1f4f7f063f819064.tar.xz virtualbox-f215e02bf85f68d3a6106c2a1f4f7f063f819064.zip |
Adding upstream version 7.0.14-dfsg.upstream/7.0.14-dfsg
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'src/libs/dxvk-native-1.9.2a/include/native/directx/d3d11_2.h')
-rw-r--r-- | src/libs/dxvk-native-1.9.2a/include/native/directx/d3d11_2.h | 2249 |
1 files changed, 2249 insertions, 0 deletions
diff --git a/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d11_2.h b/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d11_2.h new file mode 100644 index 00000000..6a5256f1 --- /dev/null +++ b/src/libs/dxvk-native-1.9.2a/include/native/directx/d3d11_2.h @@ -0,0 +1,2249 @@ +/*** Autogenerated by WIDL 5.13 from include/d3d11_2.idl - Do not edit ***/ + +#ifdef _WIN32 +#ifndef __REQUIRED_RPCNDR_H_VERSION__ +#define __REQUIRED_RPCNDR_H_VERSION__ 475 +#endif +#include <rpc.h> +#include <rpcndr.h> +#endif + +#ifndef COM_NO_WINDOWS_H +#include <windows.h> +#include <ole2.h> +#endif + +#ifndef __d3d11_2_h__ +#define __d3d11_2_h__ + +/* Forward declarations */ + +#ifndef __ID3D11DeviceContext2_FWD_DEFINED__ +#define __ID3D11DeviceContext2_FWD_DEFINED__ +typedef interface ID3D11DeviceContext2 ID3D11DeviceContext2; +#ifdef __cplusplus +interface ID3D11DeviceContext2; +#endif /* __cplusplus */ +#endif + +#ifndef __ID3D11Device2_FWD_DEFINED__ +#define __ID3D11Device2_FWD_DEFINED__ +typedef interface ID3D11Device2 ID3D11Device2; +#ifdef __cplusplus +interface ID3D11Device2; +#endif /* __cplusplus */ +#endif + +/* Headers for imported files */ + +#include <oaidl.h> +#include <ocidl.h> +#include <dxgi1_3.h> +#include <d3dcommon.h> +#include <d3d11_1.h> + +#ifdef __cplusplus +extern "C" { +#endif + +#define D3D11_PACKED_TILE (0xffffffff) + +typedef enum D3D11_TILE_MAPPING_FLAG { + D3D11_TILE_MAPPING_NO_OVERWRITE = 0x1 +} D3D11_TILE_MAPPING_FLAG; +typedef enum D3D11_TILE_RANGE_FLAG { + D3D11_TILE_RANGE_NULL = 0x1, + D3D11_TILE_RANGE_SKIP = 0x2, + D3D11_TILE_RANGE_REUSE_SINGLE_TILE = 0x4 +} D3D11_TILE_RANGE_FLAG; +typedef enum D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG { + D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE = 0x1 +} D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG; +typedef enum D3D11_TILE_COPY_FLAG { + D3D11_TILE_COPY_NO_OVERWRITE = 0x1, + D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE = 0x2, + D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER = 0x4 +} D3D11_TILE_COPY_FLAG; +typedef struct D3D11_TILED_RESOURCE_COORDINATE { + UINT X; + UINT Y; + UINT Z; + UINT Subresource; +} D3D11_TILED_RESOURCE_COORDINATE; +typedef struct D3D11_TILE_REGION_SIZE { + UINT NumTiles; + WINBOOL bUseBox; + UINT Width; + UINT16 Height; + UINT16 Depth; +} D3D11_TILE_REGION_SIZE; +typedef struct D3D11_SUBRESOURCE_TILING { + UINT WidthInTiles; + UINT16 HeightInTiles; + UINT16 DepthInTiles; + UINT StartTileIndexInOverallResource; +} D3D11_SUBRESOURCE_TILING; +typedef struct D3D11_TILE_SHAPE { + UINT WidthInTexels; + UINT HeightInTexels; + UINT DepthInTexels; +} D3D11_TILE_SHAPE; +typedef struct D3D11_PACKED_MIP_DESC { + UINT8 NumStandardMips; + UINT8 NumPackedMips; + UINT NumTilesForPackedMips; + UINT StartTileIndexInOverallResource; +} D3D11_PACKED_MIP_DESC; +/***************************************************************************** + * ID3D11DeviceContext2 interface + */ +#ifndef __ID3D11DeviceContext2_INTERFACE_DEFINED__ +#define __ID3D11DeviceContext2_INTERFACE_DEFINED__ + +DEFINE_GUID(IID_ID3D11DeviceContext2, 0x420d5b32, 0xb90c, 0x4da4, 0xbe,0xf0, 0x35,0x9f,0x6a,0x24,0xa8,0x3a); +#if defined(__cplusplus) && !defined(CINTERFACE) +MIDL_INTERFACE("420d5b32-b90c-4da4-bef0-359f6a24a83a") +ID3D11DeviceContext2 : public ID3D11DeviceContext1 +{ + virtual HRESULT STDMETHODCALLTYPE UpdateTileMappings( + ID3D11Resource *resource, + UINT region_count, + const D3D11_TILED_RESOURCE_COORDINATE *region_start_coordinates, + const D3D11_TILE_REGION_SIZE *region_sizes, + ID3D11Buffer *pool, + UINT range_count, + const UINT *range_flags, + const UINT *pool_start_offsets, + const UINT *range_tile_counts, + UINT flags) = 0; + + virtual HRESULT STDMETHODCALLTYPE CopyTileMappings( + ID3D11Resource *dst_resource, + const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate, + ID3D11Resource *src_resource, + const D3D11_TILED_RESOURCE_COORDINATE *src_start_coordinate, + const D3D11_TILE_REGION_SIZE *region_size, + UINT flags) = 0; + + virtual void STDMETHODCALLTYPE CopyTiles( + ID3D11Resource *resource, + const D3D11_TILED_RESOURCE_COORDINATE *start_coordinate, + const D3D11_TILE_REGION_SIZE *size, + ID3D11Buffer *buffer, + UINT64 start_offset, + UINT flags) = 0; + + virtual void STDMETHODCALLTYPE UpdateTiles( + ID3D11Resource *dst_resource, + const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate, + const D3D11_TILE_REGION_SIZE *dst_region_size, + const void *src_data, + UINT flags) = 0; + + virtual HRESULT STDMETHODCALLTYPE ResizeTilePool( + ID3D11Buffer *pool, + UINT64 size) = 0; + + virtual void STDMETHODCALLTYPE TiledResourceBarrier( + ID3D11DeviceChild *before_barrier, + ID3D11DeviceChild *after_barrier) = 0; + + virtual WINBOOL STDMETHODCALLTYPE IsAnnotationEnabled( + ) = 0; + + virtual void STDMETHODCALLTYPE SetMarkerInt( + const WCHAR *label, + int data) = 0; + + virtual void STDMETHODCALLTYPE BeginEventInt( + const WCHAR *label, + int data) = 0; + + virtual void STDMETHODCALLTYPE EndEvent( + ) = 0; + +}; +#ifdef __CRT_UUID_DECL +__CRT_UUID_DECL(ID3D11DeviceContext2, 0x420d5b32, 0xb90c, 0x4da4, 0xbe,0xf0, 0x35,0x9f,0x6a,0x24,0xa8,0x3a) +#endif +#else +typedef struct ID3D11DeviceContext2Vtbl { + BEGIN_INTERFACE + + /*** IUnknown methods ***/ + HRESULT (STDMETHODCALLTYPE *QueryInterface)( + ID3D11DeviceContext2 *This, + REFIID riid, + void **ppvObject); + + ULONG (STDMETHODCALLTYPE *AddRef)( + ID3D11DeviceContext2 *This); + + ULONG (STDMETHODCALLTYPE *Release)( + ID3D11DeviceContext2 *This); + + /*** ID3D11DeviceChild methods ***/ + void (STDMETHODCALLTYPE *GetDevice)( + ID3D11DeviceContext2 *This, + ID3D11Device **ppDevice); + + HRESULT (STDMETHODCALLTYPE *GetPrivateData)( + ID3D11DeviceContext2 *This, + REFGUID guid, + UINT *pDataSize, + void *pData); + + HRESULT (STDMETHODCALLTYPE *SetPrivateData)( + ID3D11DeviceContext2 *This, + REFGUID guid, + UINT DataSize, + const void *pData); + + HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( + ID3D11DeviceContext2 *This, + REFGUID guid, + const IUnknown *pData); + + /*** ID3D11DeviceContext methods ***/ + void (STDMETHODCALLTYPE *VSSetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers); + + void (STDMETHODCALLTYPE *PSSetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView *const *ppShaderResourceViews); + + void (STDMETHODCALLTYPE *PSSetShader)( + ID3D11DeviceContext2 *This, + ID3D11PixelShader *pPixelShader, + ID3D11ClassInstance *const *ppClassInstances, + UINT NumClassInstances); + + void (STDMETHODCALLTYPE *PSSetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState *const *ppSamplers); + + void (STDMETHODCALLTYPE *VSSetShader)( + ID3D11DeviceContext2 *This, + ID3D11VertexShader *pVertexShader, + ID3D11ClassInstance *const *ppClassInstances, + UINT NumClassInstances); + + void (STDMETHODCALLTYPE *DrawIndexed)( + ID3D11DeviceContext2 *This, + UINT IndexCount, + UINT StartIndexLocation, + INT BaseVertexLocation); + + void (STDMETHODCALLTYPE *Draw)( + ID3D11DeviceContext2 *This, + UINT VertexCount, + UINT StartVertexLocation); + + HRESULT (STDMETHODCALLTYPE *Map)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pResource, + UINT Subresource, + D3D11_MAP MapType, + UINT MapFlags, + D3D11_MAPPED_SUBRESOURCE *pMappedResource); + + void (STDMETHODCALLTYPE *Unmap)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pResource, + UINT Subresource); + + void (STDMETHODCALLTYPE *PSSetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers); + + void (STDMETHODCALLTYPE *IASetInputLayout)( + ID3D11DeviceContext2 *This, + ID3D11InputLayout *pInputLayout); + + void (STDMETHODCALLTYPE *IASetVertexBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppVertexBuffers, + const UINT *pStrides, + const UINT *pOffsets); + + void (STDMETHODCALLTYPE *IASetIndexBuffer)( + ID3D11DeviceContext2 *This, + ID3D11Buffer *pIndexBuffer, + DXGI_FORMAT Format, + UINT Offset); + + void (STDMETHODCALLTYPE *DrawIndexedInstanced)( + ID3D11DeviceContext2 *This, + UINT IndexCountPerInstance, + UINT InstanceCount, + UINT StartIndexLocation, + INT BaseVertexLocation, + UINT StartInstanceLocation); + + void (STDMETHODCALLTYPE *DrawInstanced)( + ID3D11DeviceContext2 *This, + UINT VertexCountPerInstance, + UINT InstanceCount, + UINT StartVertexLocation, + UINT StartInstanceLocation); + + void (STDMETHODCALLTYPE *GSSetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers); + + void (STDMETHODCALLTYPE *GSSetShader)( + ID3D11DeviceContext2 *This, + ID3D11GeometryShader *pShader, + ID3D11ClassInstance *const *ppClassInstances, + UINT NumClassInstances); + + void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( + ID3D11DeviceContext2 *This, + D3D11_PRIMITIVE_TOPOLOGY Topology); + + void (STDMETHODCALLTYPE *VSSetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView *const *ppShaderResourceViews); + + void (STDMETHODCALLTYPE *VSSetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState *const *ppSamplers); + + void (STDMETHODCALLTYPE *Begin)( + ID3D11DeviceContext2 *This, + ID3D11Asynchronous *pAsync); + + void (STDMETHODCALLTYPE *End)( + ID3D11DeviceContext2 *This, + ID3D11Asynchronous *pAsync); + + HRESULT (STDMETHODCALLTYPE *GetData)( + ID3D11DeviceContext2 *This, + ID3D11Asynchronous *pAsync, + void *pData, + UINT DataSize, + UINT GetDataFlags); + + void (STDMETHODCALLTYPE *SetPredication)( + ID3D11DeviceContext2 *This, + ID3D11Predicate *pPredicate, + WINBOOL PredicateValue); + + void (STDMETHODCALLTYPE *GSSetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView *const *ppShaderResourceViews); + + void (STDMETHODCALLTYPE *GSSetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState *const *ppSamplers); + + void (STDMETHODCALLTYPE *OMSetRenderTargets)( + ID3D11DeviceContext2 *This, + UINT NumViews, + ID3D11RenderTargetView *const *ppRenderTargetViews, + ID3D11DepthStencilView *pDepthStencilView); + + void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)( + ID3D11DeviceContext2 *This, + UINT NumRTVs, + ID3D11RenderTargetView *const *ppRenderTargetViews, + ID3D11DepthStencilView *pDepthStencilView, + UINT UAVStartSlot, + UINT NumUAVs, + ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, + const UINT *pUAVInitialCounts); + + void (STDMETHODCALLTYPE *OMSetBlendState)( + ID3D11DeviceContext2 *This, + ID3D11BlendState *pBlendState, + const FLOAT BlendFactor[4], + UINT SampleMask); + + void (STDMETHODCALLTYPE *OMSetDepthStencilState)( + ID3D11DeviceContext2 *This, + ID3D11DepthStencilState *pDepthStencilState, + UINT StencilRef); + + void (STDMETHODCALLTYPE *SOSetTargets)( + ID3D11DeviceContext2 *This, + UINT NumBuffers, + ID3D11Buffer *const *ppSOTargets, + const UINT *pOffsets); + + void (STDMETHODCALLTYPE *DrawAuto)( + ID3D11DeviceContext2 *This); + + void (STDMETHODCALLTYPE *DrawIndexedInstancedIndirect)( + ID3D11DeviceContext2 *This, + ID3D11Buffer *pBufferForArgs, + UINT AlignedByteOffsetForArgs); + + void (STDMETHODCALLTYPE *DrawInstancedIndirect)( + ID3D11DeviceContext2 *This, + ID3D11Buffer *pBufferForArgs, + UINT AlignedByteOffsetForArgs); + + void (STDMETHODCALLTYPE *Dispatch)( + ID3D11DeviceContext2 *This, + UINT ThreadGroupCountX, + UINT ThreadGroupCountY, + UINT ThreadGroupCountZ); + + void (STDMETHODCALLTYPE *DispatchIndirect)( + ID3D11DeviceContext2 *This, + ID3D11Buffer *pBufferForArgs, + UINT AlignedByteOffsetForArgs); + + void (STDMETHODCALLTYPE *RSSetState)( + ID3D11DeviceContext2 *This, + ID3D11RasterizerState *pRasterizerState); + + void (STDMETHODCALLTYPE *RSSetViewports)( + ID3D11DeviceContext2 *This, + UINT NumViewports, + const D3D11_VIEWPORT *pViewports); + + void (STDMETHODCALLTYPE *RSSetScissorRects)( + ID3D11DeviceContext2 *This, + UINT NumRects, + const D3D11_RECT *pRects); + + void (STDMETHODCALLTYPE *CopySubresourceRegion)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pDstResource, + UINT DstSubresource, + UINT DstX, + UINT DstY, + UINT DstZ, + ID3D11Resource *pSrcResource, + UINT SrcSubresource, + const D3D11_BOX *pSrcBox); + + void (STDMETHODCALLTYPE *CopyResource)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pDstResource, + ID3D11Resource *pSrcResource); + + void (STDMETHODCALLTYPE *UpdateSubresource)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pDstResource, + UINT DstSubresource, + const D3D11_BOX *pDstBox, + const void *pSrcData, + UINT SrcRowPitch, + UINT SrcDepthPitch); + + void (STDMETHODCALLTYPE *CopyStructureCount)( + ID3D11DeviceContext2 *This, + ID3D11Buffer *pDstBuffer, + UINT DstAlignedByteOffset, + ID3D11UnorderedAccessView *pSrcView); + + void (STDMETHODCALLTYPE *ClearRenderTargetView)( + ID3D11DeviceContext2 *This, + ID3D11RenderTargetView *pRenderTargetView, + const FLOAT ColorRGBA[4]); + + void (STDMETHODCALLTYPE *ClearUnorderedAccessViewUint)( + ID3D11DeviceContext2 *This, + ID3D11UnorderedAccessView *pUnorderedAccessView, + const UINT Values[4]); + + void (STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat)( + ID3D11DeviceContext2 *This, + ID3D11UnorderedAccessView *pUnorderedAccessView, + const FLOAT Values[4]); + + void (STDMETHODCALLTYPE *ClearDepthStencilView)( + ID3D11DeviceContext2 *This, + ID3D11DepthStencilView *pDepthStencilView, + UINT ClearFlags, + FLOAT Depth, + UINT8 Stencil); + + void (STDMETHODCALLTYPE *GenerateMips)( + ID3D11DeviceContext2 *This, + ID3D11ShaderResourceView *pShaderResourceView); + + void (STDMETHODCALLTYPE *SetResourceMinLOD)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pResource, + FLOAT MinLOD); + + FLOAT (STDMETHODCALLTYPE *GetResourceMinLOD)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pResource); + + void (STDMETHODCALLTYPE *ResolveSubresource)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pDstResource, + UINT DstSubresource, + ID3D11Resource *pSrcResource, + UINT SrcSubresource, + DXGI_FORMAT Format); + + void (STDMETHODCALLTYPE *ExecuteCommandList)( + ID3D11DeviceContext2 *This, + ID3D11CommandList *pCommandList, + WINBOOL RestoreContextState); + + void (STDMETHODCALLTYPE *HSSetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView *const *ppShaderResourceViews); + + void (STDMETHODCALLTYPE *HSSetShader)( + ID3D11DeviceContext2 *This, + ID3D11HullShader *pHullShader, + ID3D11ClassInstance *const *ppClassInstances, + UINT NumClassInstances); + + void (STDMETHODCALLTYPE *HSSetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState *const *ppSamplers); + + void (STDMETHODCALLTYPE *HSSetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers); + + void (STDMETHODCALLTYPE *DSSetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView *const *ppShaderResourceViews); + + void (STDMETHODCALLTYPE *DSSetShader)( + ID3D11DeviceContext2 *This, + ID3D11DomainShader *pDomainShader, + ID3D11ClassInstance *const *ppClassInstances, + UINT NumClassInstances); + + void (STDMETHODCALLTYPE *DSSetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState *const *ppSamplers); + + void (STDMETHODCALLTYPE *DSSetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers); + + void (STDMETHODCALLTYPE *CSSetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView *const *ppShaderResourceViews); + + void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumUAVs, + ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, + const UINT *pUAVInitialCounts); + + void (STDMETHODCALLTYPE *CSSetShader)( + ID3D11DeviceContext2 *This, + ID3D11ComputeShader *pComputeShader, + ID3D11ClassInstance *const *ppClassInstances, + UINT NumClassInstances); + + void (STDMETHODCALLTYPE *CSSetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState *const *ppSamplers); + + void (STDMETHODCALLTYPE *CSSetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers); + + void (STDMETHODCALLTYPE *VSGetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers); + + void (STDMETHODCALLTYPE *PSGetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView **ppShaderResourceViews); + + void (STDMETHODCALLTYPE *PSGetShader)( + ID3D11DeviceContext2 *This, + ID3D11PixelShader **ppPixelShader, + ID3D11ClassInstance **ppClassInstances, + UINT *pNumClassInstances); + + void (STDMETHODCALLTYPE *PSGetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState **ppSamplers); + + void (STDMETHODCALLTYPE *VSGetShader)( + ID3D11DeviceContext2 *This, + ID3D11VertexShader **ppVertexShader, + ID3D11ClassInstance **ppClassInstances, + UINT *pNumClassInstances); + + void (STDMETHODCALLTYPE *PSGetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers); + + void (STDMETHODCALLTYPE *IAGetInputLayout)( + ID3D11DeviceContext2 *This, + ID3D11InputLayout **ppInputLayout); + + void (STDMETHODCALLTYPE *IAGetVertexBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppVertexBuffers, + UINT *pStrides, + UINT *pOffsets); + + void (STDMETHODCALLTYPE *IAGetIndexBuffer)( + ID3D11DeviceContext2 *This, + ID3D11Buffer **pIndexBuffer, + DXGI_FORMAT *Format, + UINT *Offset); + + void (STDMETHODCALLTYPE *GSGetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers); + + void (STDMETHODCALLTYPE *GSGetShader)( + ID3D11DeviceContext2 *This, + ID3D11GeometryShader **ppGeometryShader, + ID3D11ClassInstance **ppClassInstances, + UINT *pNumClassInstances); + + void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( + ID3D11DeviceContext2 *This, + D3D11_PRIMITIVE_TOPOLOGY *pTopology); + + void (STDMETHODCALLTYPE *VSGetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView **ppShaderResourceViews); + + void (STDMETHODCALLTYPE *VSGetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState **ppSamplers); + + void (STDMETHODCALLTYPE *GetPredication)( + ID3D11DeviceContext2 *This, + ID3D11Predicate **ppPredicate, + WINBOOL *pPredicateValue); + + void (STDMETHODCALLTYPE *GSGetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView **ppShaderResourceViews); + + void (STDMETHODCALLTYPE *GSGetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState **ppSamplers); + + void (STDMETHODCALLTYPE *OMGetRenderTargets)( + ID3D11DeviceContext2 *This, + UINT NumViews, + ID3D11RenderTargetView **ppRenderTargetViews, + ID3D11DepthStencilView **ppDepthStencilView); + + void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)( + ID3D11DeviceContext2 *This, + UINT NumRTVs, + ID3D11RenderTargetView **ppRenderTargetViews, + ID3D11DepthStencilView **ppDepthStencilView, + UINT UAVStartSlot, + UINT NumUAVs, + ID3D11UnorderedAccessView **ppUnorderedAccessViews); + + void (STDMETHODCALLTYPE *OMGetBlendState)( + ID3D11DeviceContext2 *This, + ID3D11BlendState **ppBlendState, + FLOAT BlendFactor[4], + UINT *pSampleMask); + + void (STDMETHODCALLTYPE *OMGetDepthStencilState)( + ID3D11DeviceContext2 *This, + ID3D11DepthStencilState **ppDepthStencilState, + UINT *pStencilRef); + + void (STDMETHODCALLTYPE *SOGetTargets)( + ID3D11DeviceContext2 *This, + UINT NumBuffers, + ID3D11Buffer **ppSOTargets); + + void (STDMETHODCALLTYPE *RSGetState)( + ID3D11DeviceContext2 *This, + ID3D11RasterizerState **ppRasterizerState); + + void (STDMETHODCALLTYPE *RSGetViewports)( + ID3D11DeviceContext2 *This, + UINT *pNumViewports, + D3D11_VIEWPORT *pViewports); + + void (STDMETHODCALLTYPE *RSGetScissorRects)( + ID3D11DeviceContext2 *This, + UINT *pNumRects, + D3D11_RECT *pRects); + + void (STDMETHODCALLTYPE *HSGetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView **ppShaderResourceViews); + + void (STDMETHODCALLTYPE *HSGetShader)( + ID3D11DeviceContext2 *This, + ID3D11HullShader **ppHullShader, + ID3D11ClassInstance **ppClassInstances, + UINT *pNumClassInstances); + + void (STDMETHODCALLTYPE *HSGetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState **ppSamplers); + + void (STDMETHODCALLTYPE *HSGetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers); + + void (STDMETHODCALLTYPE *DSGetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView **ppShaderResourceViews); + + void (STDMETHODCALLTYPE *DSGetShader)( + ID3D11DeviceContext2 *This, + ID3D11DomainShader **ppDomainShader, + ID3D11ClassInstance **ppClassInstances, + UINT *pNumClassInstances); + + void (STDMETHODCALLTYPE *DSGetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState **ppSamplers); + + void (STDMETHODCALLTYPE *DSGetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers); + + void (STDMETHODCALLTYPE *CSGetShaderResources)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumViews, + ID3D11ShaderResourceView **ppShaderResourceViews); + + void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumUAVs, + ID3D11UnorderedAccessView **ppUnorderedAccessViews); + + void (STDMETHODCALLTYPE *CSGetShader)( + ID3D11DeviceContext2 *This, + ID3D11ComputeShader **ppComputeShader, + ID3D11ClassInstance **ppClassInstances, + UINT *pNumClassInstances); + + void (STDMETHODCALLTYPE *CSGetSamplers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumSamplers, + ID3D11SamplerState **ppSamplers); + + void (STDMETHODCALLTYPE *CSGetConstantBuffers)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers); + + void (STDMETHODCALLTYPE *ClearState)( + ID3D11DeviceContext2 *This); + + void (STDMETHODCALLTYPE *Flush)( + ID3D11DeviceContext2 *This); + + D3D11_DEVICE_CONTEXT_TYPE (STDMETHODCALLTYPE *GetType)( + ID3D11DeviceContext2 *This); + + UINT (STDMETHODCALLTYPE *GetContextFlags)( + ID3D11DeviceContext2 *This); + + HRESULT (STDMETHODCALLTYPE *FinishCommandList)( + ID3D11DeviceContext2 *This, + WINBOOL RestoreDeferredContextState, + ID3D11CommandList **ppCommandList); + + /*** ID3D11DeviceContext1 methods ***/ + void (STDMETHODCALLTYPE *CopySubresourceRegion1)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pDstResource, + UINT DstSubresource, + UINT DstX, + UINT DstY, + UINT DstZ, + ID3D11Resource *pSrcResource, + UINT SrcSubresource, + const D3D11_BOX *pSrcBox, + UINT CopyFlags); + + void (STDMETHODCALLTYPE *UpdateSubresource1)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pDstResource, + UINT DstSubresource, + const D3D11_BOX *pDstBox, + const void *pSrcData, + UINT SrcRowPitch, + UINT SrcDepthPitch, + UINT CopyFlags); + + void (STDMETHODCALLTYPE *DiscardResource)( + ID3D11DeviceContext2 *This, + ID3D11Resource *pResource); + + void (STDMETHODCALLTYPE *DiscardView)( + ID3D11DeviceContext2 *This, + ID3D11View *pResourceView); + + void (STDMETHODCALLTYPE *VSSetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers, + const UINT *pFirstConstant, + const UINT *pNumConstants); + + void (STDMETHODCALLTYPE *HSSetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers, + const UINT *pFirstConstant, + const UINT *pNumConstants); + + void (STDMETHODCALLTYPE *DSSetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers, + const UINT *pFirstConstant, + const UINT *pNumConstants); + + void (STDMETHODCALLTYPE *GSSetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers, + const UINT *pFirstConstant, + const UINT *pNumConstants); + + void (STDMETHODCALLTYPE *PSSetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers, + const UINT *pFirstConstant, + const UINT *pNumConstants); + + void (STDMETHODCALLTYPE *CSSetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer *const *ppConstantBuffers, + const UINT *pFirstConstant, + const UINT *pNumConstants); + + void (STDMETHODCALLTYPE *VSGetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers, + UINT *pFirstConstant, + UINT *pNumConstants); + + void (STDMETHODCALLTYPE *HSGetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers, + UINT *pFirstConstant, + UINT *pNumConstants); + + void (STDMETHODCALLTYPE *DSGetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers, + UINT *pFirstConstant, + UINT *pNumConstants); + + void (STDMETHODCALLTYPE *GSGetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers, + UINT *pFirstConstant, + UINT *pNumConstants); + + void (STDMETHODCALLTYPE *PSGetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers, + UINT *pFirstConstant, + UINT *pNumConstants); + + void (STDMETHODCALLTYPE *CSGetConstantBuffers1)( + ID3D11DeviceContext2 *This, + UINT StartSlot, + UINT NumBuffers, + ID3D11Buffer **ppConstantBuffers, + UINT *pFirstConstant, + UINT *pNumConstants); + + void (STDMETHODCALLTYPE *SwapDeviceContextState)( + ID3D11DeviceContext2 *This, + ID3DDeviceContextState *pState, + ID3DDeviceContextState **ppPreviousState); + + void (STDMETHODCALLTYPE *ClearView)( + ID3D11DeviceContext2 *This, + ID3D11View *pView, + const FLOAT Color[4], + const D3D11_RECT *pRect, + UINT NumRects); + + void (STDMETHODCALLTYPE *DiscardView1)( + ID3D11DeviceContext2 *This, + ID3D11View *pResourceView, + const D3D11_RECT *pRects, + UINT NumRects); + + /*** ID3D11DeviceContext2 methods ***/ + HRESULT (STDMETHODCALLTYPE *UpdateTileMappings)( + ID3D11DeviceContext2 *This, + ID3D11Resource *resource, + UINT region_count, + const D3D11_TILED_RESOURCE_COORDINATE *region_start_coordinates, + const D3D11_TILE_REGION_SIZE *region_sizes, + ID3D11Buffer *pool, + UINT range_count, + const UINT *range_flags, + const UINT *pool_start_offsets, + const UINT *range_tile_counts, + UINT flags); + + HRESULT (STDMETHODCALLTYPE *CopyTileMappings)( + ID3D11DeviceContext2 *This, + ID3D11Resource *dst_resource, + const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate, + ID3D11Resource *src_resource, + const D3D11_TILED_RESOURCE_COORDINATE *src_start_coordinate, + const D3D11_TILE_REGION_SIZE *region_size, + UINT flags); + + void (STDMETHODCALLTYPE *CopyTiles)( + ID3D11DeviceContext2 *This, + ID3D11Resource *resource, + const D3D11_TILED_RESOURCE_COORDINATE *start_coordinate, + const D3D11_TILE_REGION_SIZE *size, + ID3D11Buffer *buffer, + UINT64 start_offset, + UINT flags); + + void (STDMETHODCALLTYPE *UpdateTiles)( + ID3D11DeviceContext2 *This, + ID3D11Resource *dst_resource, + const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate, + const D3D11_TILE_REGION_SIZE *dst_region_size, + const void *src_data, + UINT flags); + + HRESULT (STDMETHODCALLTYPE *ResizeTilePool)( + ID3D11DeviceContext2 *This, + ID3D11Buffer *pool, + UINT64 size); + + void (STDMETHODCALLTYPE *TiledResourceBarrier)( + ID3D11DeviceContext2 *This, + ID3D11DeviceChild *before_barrier, + ID3D11DeviceChild *after_barrier); + + WINBOOL (STDMETHODCALLTYPE *IsAnnotationEnabled)( + ID3D11DeviceContext2 *This); + + void (STDMETHODCALLTYPE *SetMarkerInt)( + ID3D11DeviceContext2 *This, + const WCHAR *label, + int data); + + void (STDMETHODCALLTYPE *BeginEventInt)( + ID3D11DeviceContext2 *This, + const WCHAR *label, + int data); + + void (STDMETHODCALLTYPE *EndEvent)( + ID3D11DeviceContext2 *This); + + END_INTERFACE +} ID3D11DeviceContext2Vtbl; + +interface ID3D11DeviceContext2 { + CONST_VTBL ID3D11DeviceContext2Vtbl* lpVtbl; +}; + +#ifdef COBJMACROS +#ifndef WIDL_C_INLINE_WRAPPERS +/*** IUnknown methods ***/ +#define ID3D11DeviceContext2_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) +#define ID3D11DeviceContext2_AddRef(This) (This)->lpVtbl->AddRef(This) +#define ID3D11DeviceContext2_Release(This) (This)->lpVtbl->Release(This) +/*** ID3D11DeviceChild methods ***/ +#define ID3D11DeviceContext2_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) +#define ID3D11DeviceContext2_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) +#define ID3D11DeviceContext2_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) +#define ID3D11DeviceContext2_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) +/*** ID3D11DeviceContext methods ***/ +#define ID3D11DeviceContext2_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) +#define ID3D11DeviceContext2_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) +#define ID3D11DeviceContext2_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) +#define ID3D11DeviceContext2_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) +#define ID3D11DeviceContext2_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) (This)->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) +#define ID3D11DeviceContext2_Unmap(This,pResource,Subresource) (This)->lpVtbl->Unmap(This,pResource,Subresource) +#define ID3D11DeviceContext2_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) +#define ID3D11DeviceContext2_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) +#define ID3D11DeviceContext2_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) +#define ID3D11DeviceContext2_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) +#define ID3D11DeviceContext2_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) +#define ID3D11DeviceContext2_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_GSSetShader(This,pShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances) +#define ID3D11DeviceContext2_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) +#define ID3D11DeviceContext2_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_Begin(This,pAsync) (This)->lpVtbl->Begin(This,pAsync) +#define ID3D11DeviceContext2_End(This,pAsync) (This)->lpVtbl->End(This,pAsync) +#define ID3D11DeviceContext2_GetData(This,pAsync,pData,DataSize,GetDataFlags) (This)->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags) +#define ID3D11DeviceContext2_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) +#define ID3D11DeviceContext2_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) +#define ID3D11DeviceContext2_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) +#define ID3D11DeviceContext2_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) +#define ID3D11DeviceContext2_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) +#define ID3D11DeviceContext2_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) +#define ID3D11DeviceContext2_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) +#define ID3D11DeviceContext2_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) +#define ID3D11DeviceContext2_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) +#define ID3D11DeviceContext2_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) (This)->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) +#define ID3D11DeviceContext2_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) +#define ID3D11DeviceContext2_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) +#define ID3D11DeviceContext2_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) +#define ID3D11DeviceContext2_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) +#define ID3D11DeviceContext2_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) +#define ID3D11DeviceContext2_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) +#define ID3D11DeviceContext2_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) +#define ID3D11DeviceContext2_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) (This)->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) +#define ID3D11DeviceContext2_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) +#define ID3D11DeviceContext2_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) +#define ID3D11DeviceContext2_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) +#define ID3D11DeviceContext2_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) +#define ID3D11DeviceContext2_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) +#define ID3D11DeviceContext2_SetResourceMinLOD(This,pResource,MinLOD) (This)->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD) +#define ID3D11DeviceContext2_GetResourceMinLOD(This,pResource) (This)->lpVtbl->GetResourceMinLOD(This,pResource) +#define ID3D11DeviceContext2_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) +#define ID3D11DeviceContext2_ExecuteCommandList(This,pCommandList,RestoreContextState) (This)->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState) +#define ID3D11DeviceContext2_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) +#define ID3D11DeviceContext2_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) +#define ID3D11DeviceContext2_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) +#define ID3D11DeviceContext2_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) +#define ID3D11DeviceContext2_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) +#define ID3D11DeviceContext2_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) +#define ID3D11DeviceContext2_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) +#define ID3D11DeviceContext2_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) +#define ID3D11DeviceContext2_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) +#define ID3D11DeviceContext2_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) +#define ID3D11DeviceContext2_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) +#define ID3D11DeviceContext2_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) +#define ID3D11DeviceContext2_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) +#define ID3D11DeviceContext2_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) +#define ID3D11DeviceContext2_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) +#define ID3D11DeviceContext2_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) +#define ID3D11DeviceContext2_SOGetTargets(This,NumBuffers,ppSOTargets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets) +#define ID3D11DeviceContext2_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) +#define ID3D11DeviceContext2_RSGetViewports(This,pNumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,pNumViewports,pViewports) +#define ID3D11DeviceContext2_RSGetScissorRects(This,pNumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,pNumRects,pRects) +#define ID3D11DeviceContext2_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) +#define ID3D11DeviceContext2_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) +#define ID3D11DeviceContext2_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) +#define ID3D11DeviceContext2_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) +#define ID3D11DeviceContext2_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) +#define ID3D11DeviceContext2_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) +#define ID3D11DeviceContext2_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) +#define ID3D11DeviceContext2_ClearState(This) (This)->lpVtbl->ClearState(This) +#define ID3D11DeviceContext2_Flush(This) (This)->lpVtbl->Flush(This) +#define ID3D11DeviceContext2_GetType(This) (This)->lpVtbl->GetType(This) +#define ID3D11DeviceContext2_GetContextFlags(This) (This)->lpVtbl->GetContextFlags(This) +#define ID3D11DeviceContext2_FinishCommandList(This,RestoreDeferredContextState,ppCommandList) (This)->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList) +/*** ID3D11DeviceContext1 methods ***/ +#define ID3D11DeviceContext2_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 ID3D11DeviceContext2_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) (This)->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) +#define ID3D11DeviceContext2_DiscardResource(This,pResource) (This)->lpVtbl->DiscardResource(This,pResource) +#define ID3D11DeviceContext2_DiscardView(This,pResourceView) (This)->lpVtbl->DiscardView(This,pResourceView) +#define ID3D11DeviceContext2_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) +#define ID3D11DeviceContext2_SwapDeviceContextState(This,pState,ppPreviousState) (This)->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState) +#define ID3D11DeviceContext2_ClearView(This,pView,Color,pRect,NumRects) (This)->lpVtbl->ClearView(This,pView,Color,pRect,NumRects) +#define ID3D11DeviceContext2_DiscardView1(This,pResourceView,pRects,NumRects) (This)->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects) +/*** ID3D11DeviceContext2 methods ***/ +#define ID3D11DeviceContext2_UpdateTileMappings(This,resource,region_count,region_start_coordinates,region_sizes,pool,range_count,range_flags,pool_start_offsets,range_tile_counts,flags) (This)->lpVtbl->UpdateTileMappings(This,resource,region_count,region_start_coordinates,region_sizes,pool,range_count,range_flags,pool_start_offsets,range_tile_counts,flags) +#define ID3D11DeviceContext2_CopyTileMappings(This,dst_resource,dst_start_coordinate,src_resource,src_start_coordinate,region_size,flags) (This)->lpVtbl->CopyTileMappings(This,dst_resource,dst_start_coordinate,src_resource,src_start_coordinate,region_size,flags) +#define ID3D11DeviceContext2_CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags) (This)->lpVtbl->CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags) +#define ID3D11DeviceContext2_UpdateTiles(This,dst_resource,dst_start_coordinate,dst_region_size,src_data,flags) (This)->lpVtbl->UpdateTiles(This,dst_resource,dst_start_coordinate,dst_region_size,src_data,flags) +#define ID3D11DeviceContext2_ResizeTilePool(This,pool,size) (This)->lpVtbl->ResizeTilePool(This,pool,size) +#define ID3D11DeviceContext2_TiledResourceBarrier(This,before_barrier,after_barrier) (This)->lpVtbl->TiledResourceBarrier(This,before_barrier,after_barrier) +#define ID3D11DeviceContext2_IsAnnotationEnabled(This) (This)->lpVtbl->IsAnnotationEnabled(This) +#define ID3D11DeviceContext2_SetMarkerInt(This,label,data) (This)->lpVtbl->SetMarkerInt(This,label,data) +#define ID3D11DeviceContext2_BeginEventInt(This,label,data) (This)->lpVtbl->BeginEventInt(This,label,data) +#define ID3D11DeviceContext2_EndEvent(This) (This)->lpVtbl->EndEvent(This) +#else +/*** IUnknown methods ***/ +static FORCEINLINE HRESULT ID3D11DeviceContext2_QueryInterface(ID3D11DeviceContext2* This,REFIID riid,void **ppvObject) { + return This->lpVtbl->QueryInterface(This,riid,ppvObject); +} +static FORCEINLINE ULONG ID3D11DeviceContext2_AddRef(ID3D11DeviceContext2* This) { + return This->lpVtbl->AddRef(This); +} +static FORCEINLINE ULONG ID3D11DeviceContext2_Release(ID3D11DeviceContext2* This) { + return This->lpVtbl->Release(This); +} +/*** ID3D11DeviceChild methods ***/ +static FORCEINLINE void ID3D11DeviceContext2_GetDevice(ID3D11DeviceContext2* This,ID3D11Device **ppDevice) { + This->lpVtbl->GetDevice(This,ppDevice); +} +static FORCEINLINE HRESULT ID3D11DeviceContext2_GetPrivateData(ID3D11DeviceContext2* This,REFGUID guid,UINT *pDataSize,void *pData) { + return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); +} +static FORCEINLINE HRESULT ID3D11DeviceContext2_SetPrivateData(ID3D11DeviceContext2* This,REFGUID guid,UINT DataSize,const void *pData) { + return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); +} +static FORCEINLINE HRESULT ID3D11DeviceContext2_SetPrivateDataInterface(ID3D11DeviceContext2* This,REFGUID guid,const IUnknown *pData) { + return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); +} +/*** ID3D11DeviceContext methods ***/ +static FORCEINLINE void ID3D11DeviceContext2_VSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { + This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_PSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { + This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_PSSetShader(ID3D11DeviceContext2* This,ID3D11PixelShader *pPixelShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { + This->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_PSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { + This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_VSSetShader(ID3D11DeviceContext2* This,ID3D11VertexShader *pVertexShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { + This->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_DrawIndexed(ID3D11DeviceContext2* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { + This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); +} +static FORCEINLINE void ID3D11DeviceContext2_Draw(ID3D11DeviceContext2* This,UINT VertexCount,UINT StartVertexLocation) { + This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); +} +static FORCEINLINE HRESULT ID3D11DeviceContext2_Map(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_Unmap(ID3D11DeviceContext2* This,ID3D11Resource *pResource,UINT Subresource) { + This->lpVtbl->Unmap(This,pResource,Subresource); +} +static FORCEINLINE void ID3D11DeviceContext2_PSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { + This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_IASetInputLayout(ID3D11DeviceContext2* This,ID3D11InputLayout *pInputLayout) { + This->lpVtbl->IASetInputLayout(This,pInputLayout); +} +static FORCEINLINE void ID3D11DeviceContext2_IASetVertexBuffers(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_IASetIndexBuffer(ID3D11DeviceContext2* This,ID3D11Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { + This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); +} +static FORCEINLINE void ID3D11DeviceContext2_DrawIndexedInstanced(ID3D11DeviceContext2* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { + This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); +} +static FORCEINLINE void ID3D11DeviceContext2_DrawInstanced(ID3D11DeviceContext2* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { + This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); +} +static FORCEINLINE void ID3D11DeviceContext2_GSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { + This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_GSSetShader(ID3D11DeviceContext2* This,ID3D11GeometryShader *pShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { + This->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_IASetPrimitiveTopology(ID3D11DeviceContext2* This,D3D11_PRIMITIVE_TOPOLOGY Topology) { + This->lpVtbl->IASetPrimitiveTopology(This,Topology); +} +static FORCEINLINE void ID3D11DeviceContext2_VSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { + This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_VSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { + This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_Begin(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync) { + This->lpVtbl->Begin(This,pAsync); +} +static FORCEINLINE void ID3D11DeviceContext2_End(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync) { + This->lpVtbl->End(This,pAsync); +} +static FORCEINLINE HRESULT ID3D11DeviceContext2_GetData(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync,void *pData,UINT DataSize,UINT GetDataFlags) { + return This->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags); +} +static FORCEINLINE void ID3D11DeviceContext2_SetPredication(ID3D11DeviceContext2* This,ID3D11Predicate *pPredicate,WINBOOL PredicateValue) { + This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); +} +static FORCEINLINE void ID3D11DeviceContext2_GSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { + This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_GSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { + This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_OMSetRenderTargets(ID3D11DeviceContext2* This,UINT NumViews,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView) { + This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); +} +static FORCEINLINE void ID3D11DeviceContext2_OMSetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_OMSetBlendState(ID3D11DeviceContext2* This,ID3D11BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { + This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); +} +static FORCEINLINE void ID3D11DeviceContext2_OMSetDepthStencilState(ID3D11DeviceContext2* This,ID3D11DepthStencilState *pDepthStencilState,UINT StencilRef) { + This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); +} +static FORCEINLINE void ID3D11DeviceContext2_SOSetTargets(ID3D11DeviceContext2* This,UINT NumBuffers,ID3D11Buffer *const *ppSOTargets,const UINT *pOffsets) { + This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); +} +static FORCEINLINE void ID3D11DeviceContext2_DrawAuto(ID3D11DeviceContext2* This) { + This->lpVtbl->DrawAuto(This); +} +static FORCEINLINE void ID3D11DeviceContext2_DrawIndexedInstancedIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { + This->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); +} +static FORCEINLINE void ID3D11DeviceContext2_DrawInstancedIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { + This->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); +} +static FORCEINLINE void ID3D11DeviceContext2_Dispatch(ID3D11DeviceContext2* This,UINT ThreadGroupCountX,UINT ThreadGroupCountY,UINT ThreadGroupCountZ) { + This->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ); +} +static FORCEINLINE void ID3D11DeviceContext2_DispatchIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { + This->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); +} +static FORCEINLINE void ID3D11DeviceContext2_RSSetState(ID3D11DeviceContext2* This,ID3D11RasterizerState *pRasterizerState) { + This->lpVtbl->RSSetState(This,pRasterizerState); +} +static FORCEINLINE void ID3D11DeviceContext2_RSSetViewports(ID3D11DeviceContext2* This,UINT NumViewports,const D3D11_VIEWPORT *pViewports) { + This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); +} +static FORCEINLINE void ID3D11DeviceContext2_RSSetScissorRects(ID3D11DeviceContext2* This,UINT NumRects,const D3D11_RECT *pRects) { + This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); +} +static FORCEINLINE void ID3D11DeviceContext2_CopySubresourceRegion(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_CopyResource(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,ID3D11Resource *pSrcResource) { + This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); +} +static FORCEINLINE void ID3D11DeviceContext2_UpdateSubresource(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_CopyStructureCount(ID3D11DeviceContext2* This,ID3D11Buffer *pDstBuffer,UINT DstAlignedByteOffset,ID3D11UnorderedAccessView *pSrcView) { + This->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView); +} +static FORCEINLINE void ID3D11DeviceContext2_ClearRenderTargetView(ID3D11DeviceContext2* This,ID3D11RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { + This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); +} +static FORCEINLINE void ID3D11DeviceContext2_ClearUnorderedAccessViewUint(ID3D11DeviceContext2* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const UINT Values[4]) { + This->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values); +} +static FORCEINLINE void ID3D11DeviceContext2_ClearUnorderedAccessViewFloat(ID3D11DeviceContext2* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const FLOAT Values[4]) { + This->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values); +} +static FORCEINLINE void ID3D11DeviceContext2_ClearDepthStencilView(ID3D11DeviceContext2* This,ID3D11DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { + This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); +} +static FORCEINLINE void ID3D11DeviceContext2_GenerateMips(ID3D11DeviceContext2* This,ID3D11ShaderResourceView *pShaderResourceView) { + This->lpVtbl->GenerateMips(This,pShaderResourceView); +} +static FORCEINLINE void ID3D11DeviceContext2_SetResourceMinLOD(ID3D11DeviceContext2* This,ID3D11Resource *pResource,FLOAT MinLOD) { + This->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD); +} +static FORCEINLINE FLOAT ID3D11DeviceContext2_GetResourceMinLOD(ID3D11DeviceContext2* This,ID3D11Resource *pResource) { + return This->lpVtbl->GetResourceMinLOD(This,pResource); +} +static FORCEINLINE void ID3D11DeviceContext2_ResolveSubresource(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,UINT DstSubresource,ID3D11Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { + This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); +} +static FORCEINLINE void ID3D11DeviceContext2_ExecuteCommandList(ID3D11DeviceContext2* This,ID3D11CommandList *pCommandList,WINBOOL RestoreContextState) { + This->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState); +} +static FORCEINLINE void ID3D11DeviceContext2_HSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { + This->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_HSSetShader(ID3D11DeviceContext2* This,ID3D11HullShader *pHullShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { + This->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_HSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { + This->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_HSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { + This->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_DSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { + This->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_DSSetShader(ID3D11DeviceContext2* This,ID3D11DomainShader *pDomainShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { + This->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_DSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { + This->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_DSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { + This->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_CSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { + This->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_CSSetUnorderedAccessViews(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) { + This->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts); +} +static FORCEINLINE void ID3D11DeviceContext2_CSSetShader(ID3D11DeviceContext2* This,ID3D11ComputeShader *pComputeShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { + This->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_CSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { + This->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_CSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { + This->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_VSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { + This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_PSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { + This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_PSGetShader(ID3D11DeviceContext2* This,ID3D11PixelShader **ppPixelShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { + This->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_PSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { + This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_VSGetShader(ID3D11DeviceContext2* This,ID3D11VertexShader **ppVertexShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { + This->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_PSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { + This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_IAGetInputLayout(ID3D11DeviceContext2* This,ID3D11InputLayout **ppInputLayout) { + This->lpVtbl->IAGetInputLayout(This,ppInputLayout); +} +static FORCEINLINE void ID3D11DeviceContext2_IAGetVertexBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { + This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); +} +static FORCEINLINE void ID3D11DeviceContext2_IAGetIndexBuffer(ID3D11DeviceContext2* This,ID3D11Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { + This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); +} +static FORCEINLINE void ID3D11DeviceContext2_GSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { + This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_GSGetShader(ID3D11DeviceContext2* This,ID3D11GeometryShader **ppGeometryShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { + This->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_IAGetPrimitiveTopology(ID3D11DeviceContext2* This,D3D11_PRIMITIVE_TOPOLOGY *pTopology) { + This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); +} +static FORCEINLINE void ID3D11DeviceContext2_VSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { + This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_VSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { + This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_GetPredication(ID3D11DeviceContext2* This,ID3D11Predicate **ppPredicate,WINBOOL *pPredicateValue) { + This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); +} +static FORCEINLINE void ID3D11DeviceContext2_GSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { + This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_GSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { + This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_OMGetRenderTargets(ID3D11DeviceContext2* This,UINT NumViews,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView) { + This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); +} +static FORCEINLINE void ID3D11DeviceContext2_OMGetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_OMGetBlendState(ID3D11DeviceContext2* This,ID3D11BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { + This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); +} +static FORCEINLINE void ID3D11DeviceContext2_OMGetDepthStencilState(ID3D11DeviceContext2* This,ID3D11DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { + This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); +} +static FORCEINLINE void ID3D11DeviceContext2_SOGetTargets(ID3D11DeviceContext2* This,UINT NumBuffers,ID3D11Buffer **ppSOTargets) { + This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets); +} +static FORCEINLINE void ID3D11DeviceContext2_RSGetState(ID3D11DeviceContext2* This,ID3D11RasterizerState **ppRasterizerState) { + This->lpVtbl->RSGetState(This,ppRasterizerState); +} +static FORCEINLINE void ID3D11DeviceContext2_RSGetViewports(ID3D11DeviceContext2* This,UINT *pNumViewports,D3D11_VIEWPORT *pViewports) { + This->lpVtbl->RSGetViewports(This,pNumViewports,pViewports); +} +static FORCEINLINE void ID3D11DeviceContext2_RSGetScissorRects(ID3D11DeviceContext2* This,UINT *pNumRects,D3D11_RECT *pRects) { + This->lpVtbl->RSGetScissorRects(This,pNumRects,pRects); +} +static FORCEINLINE void ID3D11DeviceContext2_HSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { + This->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_HSGetShader(ID3D11DeviceContext2* This,ID3D11HullShader **ppHullShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { + This->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_HSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { + This->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_HSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { + This->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_DSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { + This->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_DSGetShader(ID3D11DeviceContext2* This,ID3D11DomainShader **ppDomainShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { + This->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_DSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { + This->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_DSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { + This->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_CSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { + This->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); +} +static FORCEINLINE void ID3D11DeviceContext2_CSGetUnorderedAccessViews(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) { + This->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews); +} +static FORCEINLINE void ID3D11DeviceContext2_CSGetShader(ID3D11DeviceContext2* This,ID3D11ComputeShader **ppComputeShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { + This->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances); +} +static FORCEINLINE void ID3D11DeviceContext2_CSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { + This->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); +} +static FORCEINLINE void ID3D11DeviceContext2_CSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { + This->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); +} +static FORCEINLINE void ID3D11DeviceContext2_ClearState(ID3D11DeviceContext2* This) { + This->lpVtbl->ClearState(This); +} +static FORCEINLINE void ID3D11DeviceContext2_Flush(ID3D11DeviceContext2* This) { + This->lpVtbl->Flush(This); +} +static FORCEINLINE D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext2_GetType(ID3D11DeviceContext2* This) { + return This->lpVtbl->GetType(This); +} +static FORCEINLINE UINT ID3D11DeviceContext2_GetContextFlags(ID3D11DeviceContext2* This) { + return This->lpVtbl->GetContextFlags(This); +} +static FORCEINLINE HRESULT ID3D11DeviceContext2_FinishCommandList(ID3D11DeviceContext2* This,WINBOOL RestoreDeferredContextState,ID3D11CommandList **ppCommandList) { + return This->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList); +} +/*** ID3D11DeviceContext1 methods ***/ +static FORCEINLINE void ID3D11DeviceContext2_CopySubresourceRegion1(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_UpdateSubresource1(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_DiscardResource(ID3D11DeviceContext2* This,ID3D11Resource *pResource) { + This->lpVtbl->DiscardResource(This,pResource); +} +static FORCEINLINE void ID3D11DeviceContext2_DiscardView(ID3D11DeviceContext2* This,ID3D11View *pResourceView) { + This->lpVtbl->DiscardView(This,pResourceView); +} +static FORCEINLINE void ID3D11DeviceContext2_VSSetConstantBuffers1(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_HSSetConstantBuffers1(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_DSSetConstantBuffers1(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_GSSetConstantBuffers1(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_PSSetConstantBuffers1(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_CSSetConstantBuffers1(ID3D11DeviceContext2* 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 ID3D11DeviceContext2_VSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { + This->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); +} +static FORCEINLINE void ID3D11DeviceContext2_HSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { + This->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); +} +static FORCEINLINE void ID3D11DeviceContext2_DSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { + This->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); +} +static FORCEINLINE void ID3D11DeviceContext2_GSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { + This->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); +} +static FORCEINLINE void ID3D11DeviceContext2_PSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { + This->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); +} +static FORCEINLINE void ID3D11DeviceContext2_CSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { + This->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); +} +static FORCEINLINE void ID3D11DeviceContext2_SwapDeviceContextState(ID3D11DeviceContext2* This,ID3DDeviceContextState *pState,ID3DDeviceContextState **ppPreviousState) { + This->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState); +} +static FORCEINLINE void ID3D11DeviceContext2_ClearView(ID3D11DeviceContext2* This,ID3D11View *pView,const FLOAT Color[4],const D3D11_RECT *pRect,UINT NumRects) { + This->lpVtbl->ClearView(This,pView,Color,pRect,NumRects); +} +static FORCEINLINE void ID3D11DeviceContext2_DiscardView1(ID3D11DeviceContext2* This,ID3D11View *pResourceView,const D3D11_RECT *pRects,UINT NumRects) { + This->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects); +} +/*** ID3D11DeviceContext2 methods ***/ +static FORCEINLINE HRESULT ID3D11DeviceContext2_UpdateTileMappings(ID3D11DeviceContext2* This,ID3D11Resource *resource,UINT region_count,const D3D11_TILED_RESOURCE_COORDINATE *region_start_coordinates,const D3D11_TILE_REGION_SIZE *region_sizes,ID3D11Buffer *pool,UINT range_count,const UINT *range_flags,const UINT *pool_start_offsets,const UINT *range_tile_counts,UINT flags) { + return This->lpVtbl->UpdateTileMappings(This,resource,region_count,region_start_coordinates,region_sizes,pool,range_count,range_flags,pool_start_offsets,range_tile_counts,flags); +} +static FORCEINLINE HRESULT ID3D11DeviceContext2_CopyTileMappings(ID3D11DeviceContext2* This,ID3D11Resource *dst_resource,const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate,ID3D11Resource *src_resource,const D3D11_TILED_RESOURCE_COORDINATE *src_start_coordinate,const D3D11_TILE_REGION_SIZE *region_size,UINT flags) { + return This->lpVtbl->CopyTileMappings(This,dst_resource,dst_start_coordinate,src_resource,src_start_coordinate,region_size,flags); +} +static FORCEINLINE void ID3D11DeviceContext2_CopyTiles(ID3D11DeviceContext2* This,ID3D11Resource *resource,const D3D11_TILED_RESOURCE_COORDINATE *start_coordinate,const D3D11_TILE_REGION_SIZE *size,ID3D11Buffer *buffer,UINT64 start_offset,UINT flags) { + This->lpVtbl->CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags); +} +static FORCEINLINE void ID3D11DeviceContext2_UpdateTiles(ID3D11DeviceContext2* This,ID3D11Resource *dst_resource,const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate,const D3D11_TILE_REGION_SIZE *dst_region_size,const void *src_data,UINT flags) { + This->lpVtbl->UpdateTiles(This,dst_resource,dst_start_coordinate,dst_region_size,src_data,flags); +} +static FORCEINLINE HRESULT ID3D11DeviceContext2_ResizeTilePool(ID3D11DeviceContext2* This,ID3D11Buffer *pool,UINT64 size) { + return This->lpVtbl->ResizeTilePool(This,pool,size); +} +static FORCEINLINE void ID3D11DeviceContext2_TiledResourceBarrier(ID3D11DeviceContext2* This,ID3D11DeviceChild *before_barrier,ID3D11DeviceChild *after_barrier) { + This->lpVtbl->TiledResourceBarrier(This,before_barrier,after_barrier); +} +static FORCEINLINE WINBOOL ID3D11DeviceContext2_IsAnnotationEnabled(ID3D11DeviceContext2* This) { + return This->lpVtbl->IsAnnotationEnabled(This); +} +static FORCEINLINE void ID3D11DeviceContext2_SetMarkerInt(ID3D11DeviceContext2* This,const WCHAR *label,int data) { + This->lpVtbl->SetMarkerInt(This,label,data); +} +static FORCEINLINE void ID3D11DeviceContext2_BeginEventInt(ID3D11DeviceContext2* This,const WCHAR *label,int data) { + This->lpVtbl->BeginEventInt(This,label,data); +} +static FORCEINLINE void ID3D11DeviceContext2_EndEvent(ID3D11DeviceContext2* This) { + This->lpVtbl->EndEvent(This); +} +#endif +#endif + +#endif + + +#endif /* __ID3D11DeviceContext2_INTERFACE_DEFINED__ */ + +/***************************************************************************** + * ID3D11Device2 interface + */ +#ifndef __ID3D11Device2_INTERFACE_DEFINED__ +#define __ID3D11Device2_INTERFACE_DEFINED__ + +DEFINE_GUID(IID_ID3D11Device2, 0x9d06dffa, 0xd1e5, 0x4d07, 0x83,0xa8, 0x1b,0xb1,0x23,0xf2,0xf8,0x41); +#if defined(__cplusplus) && !defined(CINTERFACE) +MIDL_INTERFACE("9d06dffa-d1e5-4d07-83a8-1bb123f2f841") +ID3D11Device2 : public ID3D11Device1 +{ + virtual void STDMETHODCALLTYPE GetImmediateContext2( + ID3D11DeviceContext2 **context) = 0; + + virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext2( + UINT flags, + ID3D11DeviceContext2 **context) = 0; + + virtual void STDMETHODCALLTYPE GetResourceTiling( + ID3D11Resource *resource, + UINT *tile_count, + D3D11_PACKED_MIP_DESC *mip_desc, + D3D11_TILE_SHAPE *tile_shape, + UINT *subresource_tiling_count, + UINT first_subresource_tiling, + D3D11_SUBRESOURCE_TILING *subresource_tiling) = 0; + + virtual HRESULT STDMETHODCALLTYPE CheckMultisampleQualityLevels1( + DXGI_FORMAT format, + UINT sample_count, + UINT flags, + UINT *quality_level_count) = 0; + +}; +#ifdef __CRT_UUID_DECL +__CRT_UUID_DECL(ID3D11Device2, 0x9d06dffa, 0xd1e5, 0x4d07, 0x83,0xa8, 0x1b,0xb1,0x23,0xf2,0xf8,0x41) +#endif +#else +typedef struct ID3D11Device2Vtbl { + BEGIN_INTERFACE + + /*** IUnknown methods ***/ + HRESULT (STDMETHODCALLTYPE *QueryInterface)( + ID3D11Device2 *This, + REFIID riid, + void **ppvObject); + + ULONG (STDMETHODCALLTYPE *AddRef)( + ID3D11Device2 *This); + + ULONG (STDMETHODCALLTYPE *Release)( + ID3D11Device2 *This); + + /*** ID3D11Device methods ***/ + HRESULT (STDMETHODCALLTYPE *CreateBuffer)( + ID3D11Device2 *This, + const D3D11_BUFFER_DESC *pDesc, + const D3D11_SUBRESOURCE_DATA *pInitialData, + ID3D11Buffer **ppBuffer); + + HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( + ID3D11Device2 *This, + const D3D11_TEXTURE1D_DESC *pDesc, + const D3D11_SUBRESOURCE_DATA *pInitialData, + ID3D11Texture1D **ppTexture1D); + + HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( + ID3D11Device2 *This, + const D3D11_TEXTURE2D_DESC *pDesc, + const D3D11_SUBRESOURCE_DATA *pInitialData, + ID3D11Texture2D **ppTexture2D); + + HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( + ID3D11Device2 *This, + const D3D11_TEXTURE3D_DESC *pDesc, + const D3D11_SUBRESOURCE_DATA *pInitialData, + ID3D11Texture3D **ppTexture3D); + + HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( + ID3D11Device2 *This, + ID3D11Resource *pResource, + const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc, + ID3D11ShaderResourceView **ppSRView); + + HRESULT (STDMETHODCALLTYPE *CreateUnorderedAccessView)( + ID3D11Device2 *This, + ID3D11Resource *pResource, + const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc, + ID3D11UnorderedAccessView **ppUAView); + + HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( + ID3D11Device2 *This, + ID3D11Resource *pResource, + const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, + ID3D11RenderTargetView **ppRTView); + + HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( + ID3D11Device2 *This, + ID3D11Resource *pResource, + const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, + ID3D11DepthStencilView **ppDepthStencilView); + + HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( + ID3D11Device2 *This, + const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, + UINT NumElements, + const void *pShaderBytecodeWithInputSignature, + SIZE_T BytecodeLength, + ID3D11InputLayout **ppInputLayout); + + HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( + ID3D11Device2 *This, + const void *pShaderBytecode, + SIZE_T BytecodeLength, + ID3D11ClassLinkage *pClassLinkage, + ID3D11VertexShader **ppVertexShader); + + HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( + ID3D11Device2 *This, + const void *pShaderBytecode, + SIZE_T BytecodeLength, + ID3D11ClassLinkage *pClassLinkage, + ID3D11GeometryShader **ppGeometryShader); + + HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( + ID3D11Device2 *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)( + ID3D11Device2 *This, + const void *pShaderBytecode, + SIZE_T BytecodeLength, + ID3D11ClassLinkage *pClassLinkage, + ID3D11PixelShader **ppPixelShader); + + HRESULT (STDMETHODCALLTYPE *CreateHullShader)( + ID3D11Device2 *This, + const void *pShaderBytecode, + SIZE_T BytecodeLength, + ID3D11ClassLinkage *pClassLinkage, + ID3D11HullShader **ppHullShader); + + HRESULT (STDMETHODCALLTYPE *CreateDomainShader)( + ID3D11Device2 *This, + const void *pShaderBytecode, + SIZE_T BytecodeLength, + ID3D11ClassLinkage *pClassLinkage, + ID3D11DomainShader **ppDomainShader); + + HRESULT (STDMETHODCALLTYPE *CreateComputeShader)( + ID3D11Device2 *This, + const void *pShaderBytecode, + SIZE_T BytecodeLength, + ID3D11ClassLinkage *pClassLinkage, + ID3D11ComputeShader **ppComputeShader); + + HRESULT (STDMETHODCALLTYPE *CreateClassLinkage)( + ID3D11Device2 *This, + ID3D11ClassLinkage **ppLinkage); + + HRESULT (STDMETHODCALLTYPE *CreateBlendState)( + ID3D11Device2 *This, + const D3D11_BLEND_DESC *pBlendStateDesc, + ID3D11BlendState **ppBlendState); + + HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( + ID3D11Device2 *This, + const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc, + ID3D11DepthStencilState **ppDepthStencilState); + + HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( + ID3D11Device2 *This, + const D3D11_RASTERIZER_DESC *pRasterizerDesc, + ID3D11RasterizerState **ppRasterizerState); + + HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( + ID3D11Device2 *This, + const D3D11_SAMPLER_DESC *pSamplerDesc, + ID3D11SamplerState **ppSamplerState); + + HRESULT (STDMETHODCALLTYPE *CreateQuery)( + ID3D11Device2 *This, + const D3D11_QUERY_DESC *pQueryDesc, + ID3D11Query **ppQuery); + + HRESULT (STDMETHODCALLTYPE *CreatePredicate)( + ID3D11Device2 *This, + const D3D11_QUERY_DESC *pPredicateDesc, + ID3D11Predicate **ppPredicate); + + HRESULT (STDMETHODCALLTYPE *CreateCounter)( + ID3D11Device2 *This, + const D3D11_COUNTER_DESC *pCounterDesc, + ID3D11Counter **ppCounter); + + HRESULT (STDMETHODCALLTYPE *CreateDeferredContext)( + ID3D11Device2 *This, + UINT ContextFlags, + ID3D11DeviceContext **ppDeferredContext); + + HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( + ID3D11Device2 *This, + HANDLE hResource, + REFIID ReturnedInterface, + void **ppResource); + + HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( + ID3D11Device2 *This, + DXGI_FORMAT Format, + UINT *pFormatSupport); + + HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( + ID3D11Device2 *This, + DXGI_FORMAT Format, + UINT SampleCount, + UINT *pNumQualityLevels); + + void (STDMETHODCALLTYPE *CheckCounterInfo)( + ID3D11Device2 *This, + D3D11_COUNTER_INFO *pCounterInfo); + + HRESULT (STDMETHODCALLTYPE *CheckCounter)( + ID3D11Device2 *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)( + ID3D11Device2 *This, + D3D11_FEATURE Feature, + void *pFeatureSupportData, + UINT FeatureSupportDataSize); + + HRESULT (STDMETHODCALLTYPE *GetPrivateData)( + ID3D11Device2 *This, + REFGUID guid, + UINT *pDataSize, + void *pData); + + HRESULT (STDMETHODCALLTYPE *SetPrivateData)( + ID3D11Device2 *This, + REFGUID guid, + UINT DataSize, + const void *pData); + + HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( + ID3D11Device2 *This, + REFGUID guid, + const IUnknown *pData); + + D3D_FEATURE_LEVEL (STDMETHODCALLTYPE *GetFeatureLevel)( + ID3D11Device2 *This); + + UINT (STDMETHODCALLTYPE *GetCreationFlags)( + ID3D11Device2 *This); + + HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( + ID3D11Device2 *This); + + void (STDMETHODCALLTYPE *GetImmediateContext)( + ID3D11Device2 *This, + ID3D11DeviceContext **ppImmediateContext); + + HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( + ID3D11Device2 *This, + UINT RaiseFlags); + + UINT (STDMETHODCALLTYPE *GetExceptionMode)( + ID3D11Device2 *This); + + /*** ID3D11Device1 methods ***/ + void (STDMETHODCALLTYPE *GetImmediateContext1)( + ID3D11Device2 *This, + ID3D11DeviceContext1 **ppImmediateContext); + + HRESULT (STDMETHODCALLTYPE *CreateDeferredContext1)( + ID3D11Device2 *This, + UINT ContextFlags, + ID3D11DeviceContext1 **ppDeferredContext); + + HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( + ID3D11Device2 *This, + const D3D11_BLEND_DESC1 *pBlendStateDesc, + ID3D11BlendState1 **ppBlendState); + + HRESULT (STDMETHODCALLTYPE *CreateRasterizerState1)( + ID3D11Device2 *This, + const D3D11_RASTERIZER_DESC1 *pRasterizerDesc, + ID3D11RasterizerState1 **ppRasterizerState); + + HRESULT (STDMETHODCALLTYPE *CreateDeviceContextState)( + ID3D11Device2 *This, + UINT Flags, + const D3D_FEATURE_LEVEL *pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + REFIID EmulatedInterface, + D3D_FEATURE_LEVEL *pChosenFeatureLevel, + ID3DDeviceContextState **ppContextState); + + HRESULT (STDMETHODCALLTYPE *OpenSharedResource1)( + ID3D11Device2 *This, + HANDLE hResource, + REFIID returnedInterface, + void **ppResource); + + HRESULT (STDMETHODCALLTYPE *OpenSharedResourceByName)( + ID3D11Device2 *This, + LPCWSTR lpName, + DWORD dwDesiredAccess, + REFIID returnedInterface, + void **ppResource); + + /*** ID3D11Device2 methods ***/ + void (STDMETHODCALLTYPE *GetImmediateContext2)( + ID3D11Device2 *This, + ID3D11DeviceContext2 **context); + + HRESULT (STDMETHODCALLTYPE *CreateDeferredContext2)( + ID3D11Device2 *This, + UINT flags, + ID3D11DeviceContext2 **context); + + void (STDMETHODCALLTYPE *GetResourceTiling)( + ID3D11Device2 *This, + ID3D11Resource *resource, + UINT *tile_count, + D3D11_PACKED_MIP_DESC *mip_desc, + D3D11_TILE_SHAPE *tile_shape, + UINT *subresource_tiling_count, + UINT first_subresource_tiling, + D3D11_SUBRESOURCE_TILING *subresource_tiling); + + HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels1)( + ID3D11Device2 *This, + DXGI_FORMAT format, + UINT sample_count, + UINT flags, + UINT *quality_level_count); + + END_INTERFACE +} ID3D11Device2Vtbl; + +interface ID3D11Device2 { + CONST_VTBL ID3D11Device2Vtbl* lpVtbl; +}; + +#ifdef COBJMACROS +#ifndef WIDL_C_INLINE_WRAPPERS +/*** IUnknown methods ***/ +#define ID3D11Device2_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) +#define ID3D11Device2_AddRef(This) (This)->lpVtbl->AddRef(This) +#define ID3D11Device2_Release(This) (This)->lpVtbl->Release(This) +/*** ID3D11Device methods ***/ +#define ID3D11Device2_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) +#define ID3D11Device2_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) +#define ID3D11Device2_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) +#define ID3D11Device2_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) +#define ID3D11Device2_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) +#define ID3D11Device2_CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) (This)->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) +#define ID3D11Device2_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) +#define ID3D11Device2_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) +#define ID3D11Device2_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) +#define ID3D11Device2_CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) +#define ID3D11Device2_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) +#define ID3D11Device2_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 ID3D11Device2_CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) +#define ID3D11Device2_CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) (This)->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) +#define ID3D11Device2_CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) (This)->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) +#define ID3D11Device2_CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) (This)->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) +#define ID3D11Device2_CreateClassLinkage(This,ppLinkage) (This)->lpVtbl->CreateClassLinkage(This,ppLinkage) +#define ID3D11Device2_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) +#define ID3D11Device2_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) +#define ID3D11Device2_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) +#define ID3D11Device2_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) +#define ID3D11Device2_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) +#define ID3D11Device2_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) +#define ID3D11Device2_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) +#define ID3D11Device2_CreateDeferredContext(This,ContextFlags,ppDeferredContext) (This)->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext) +#define ID3D11Device2_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) +#define ID3D11Device2_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) +#define ID3D11Device2_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) +#define ID3D11Device2_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) +#define ID3D11Device2_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 ID3D11Device2_CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) (This)->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) +#define ID3D11Device2_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) +#define ID3D11Device2_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) +#define ID3D11Device2_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) +#define ID3D11Device2_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) +#define ID3D11Device2_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) +#define ID3D11Device2_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) +#define ID3D11Device2_GetImmediateContext(This,ppImmediateContext) (This)->lpVtbl->GetImmediateContext(This,ppImmediateContext) +#define ID3D11Device2_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) +#define ID3D11Device2_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) +/*** ID3D11Device1 methods ***/ +#define ID3D11Device2_GetImmediateContext1(This,ppImmediateContext) (This)->lpVtbl->GetImmediateContext1(This,ppImmediateContext) +#define ID3D11Device2_CreateDeferredContext1(This,ContextFlags,ppDeferredContext) (This)->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext) +#define ID3D11Device2_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) +#define ID3D11Device2_CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) +#define ID3D11Device2_CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) (This)->lpVtbl->CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) +#define ID3D11Device2_OpenSharedResource1(This,hResource,returnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource) +#define ID3D11Device2_OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) (This)->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) +/*** ID3D11Device2 methods ***/ +#define ID3D11Device2_GetImmediateContext2(This,context) (This)->lpVtbl->GetImmediateContext2(This,context) +#define ID3D11Device2_CreateDeferredContext2(This,flags,context) (This)->lpVtbl->CreateDeferredContext2(This,flags,context) +#define ID3D11Device2_GetResourceTiling(This,resource,tile_count,mip_desc,tile_shape,subresource_tiling_count,first_subresource_tiling,subresource_tiling) (This)->lpVtbl->GetResourceTiling(This,resource,tile_count,mip_desc,tile_shape,subresource_tiling_count,first_subresource_tiling,subresource_tiling) +#define ID3D11Device2_CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count) (This)->lpVtbl->CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count) +#else +/*** IUnknown methods ***/ +static FORCEINLINE HRESULT ID3D11Device2_QueryInterface(ID3D11Device2* This,REFIID riid,void **ppvObject) { + return This->lpVtbl->QueryInterface(This,riid,ppvObject); +} +static FORCEINLINE ULONG ID3D11Device2_AddRef(ID3D11Device2* This) { + return This->lpVtbl->AddRef(This); +} +static FORCEINLINE ULONG ID3D11Device2_Release(ID3D11Device2* This) { + return This->lpVtbl->Release(This); +} +/*** ID3D11Device methods ***/ +static FORCEINLINE HRESULT ID3D11Device2_CreateBuffer(ID3D11Device2* This,const D3D11_BUFFER_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Buffer **ppBuffer) { + return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateTexture1D(ID3D11Device2* This,const D3D11_TEXTURE1D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture1D **ppTexture1D) { + return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateTexture2D(ID3D11Device2* This,const D3D11_TEXTURE2D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture2D **ppTexture2D) { + return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateTexture3D(ID3D11Device2* This,const D3D11_TEXTURE3D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture3D **ppTexture3D) { + return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateShaderResourceView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D11ShaderResourceView **ppSRView) { + return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateUnorderedAccessView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,ID3D11UnorderedAccessView **ppUAView) { + return This->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateRenderTargetView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,ID3D11RenderTargetView **ppRTView) { + return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateDepthStencilView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D11DepthStencilView **ppDepthStencilView) { + return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateInputLayout(ID3D11Device2* 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 ID3D11Device2_CreateVertexShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11VertexShader **ppVertexShader) { + return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateGeometryShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11GeometryShader **ppGeometryShader) { + return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateGeometryShaderWithStreamOutput(ID3D11Device2* 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 ID3D11Device2_CreatePixelShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11PixelShader **ppPixelShader) { + return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateHullShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11HullShader **ppHullShader) { + return This->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateDomainShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11DomainShader **ppDomainShader) { + return This->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateComputeShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11ComputeShader **ppComputeShader) { + return This->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateClassLinkage(ID3D11Device2* This,ID3D11ClassLinkage **ppLinkage) { + return This->lpVtbl->CreateClassLinkage(This,ppLinkage); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateBlendState(ID3D11Device2* This,const D3D11_BLEND_DESC *pBlendStateDesc,ID3D11BlendState **ppBlendState) { + return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateDepthStencilState(ID3D11Device2* This,const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D11DepthStencilState **ppDepthStencilState) { + return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateRasterizerState(ID3D11Device2* This,const D3D11_RASTERIZER_DESC *pRasterizerDesc,ID3D11RasterizerState **ppRasterizerState) { + return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateSamplerState(ID3D11Device2* This,const D3D11_SAMPLER_DESC *pSamplerDesc,ID3D11SamplerState **ppSamplerState) { + return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateQuery(ID3D11Device2* This,const D3D11_QUERY_DESC *pQueryDesc,ID3D11Query **ppQuery) { + return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); +} +static FORCEINLINE HRESULT ID3D11Device2_CreatePredicate(ID3D11Device2* This,const D3D11_QUERY_DESC *pPredicateDesc,ID3D11Predicate **ppPredicate) { + return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateCounter(ID3D11Device2* This,const D3D11_COUNTER_DESC *pCounterDesc,ID3D11Counter **ppCounter) { + return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext(ID3D11Device2* This,UINT ContextFlags,ID3D11DeviceContext **ppDeferredContext) { + return This->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext); +} +static FORCEINLINE HRESULT ID3D11Device2_OpenSharedResource(ID3D11Device2* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { + return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); +} +static FORCEINLINE HRESULT ID3D11Device2_CheckFormatSupport(ID3D11Device2* This,DXGI_FORMAT Format,UINT *pFormatSupport) { + return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); +} +static FORCEINLINE HRESULT ID3D11Device2_CheckMultisampleQualityLevels(ID3D11Device2* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { + return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); +} +static FORCEINLINE void ID3D11Device2_CheckCounterInfo(ID3D11Device2* This,D3D11_COUNTER_INFO *pCounterInfo) { + This->lpVtbl->CheckCounterInfo(This,pCounterInfo); +} +static FORCEINLINE HRESULT ID3D11Device2_CheckCounter(ID3D11Device2* 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 ID3D11Device2_CheckFeatureSupport(ID3D11Device2* This,D3D11_FEATURE Feature,void *pFeatureSupportData,UINT FeatureSupportDataSize) { + return This->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize); +} +static FORCEINLINE HRESULT ID3D11Device2_GetPrivateData(ID3D11Device2* This,REFGUID guid,UINT *pDataSize,void *pData) { + return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); +} +static FORCEINLINE HRESULT ID3D11Device2_SetPrivateData(ID3D11Device2* This,REFGUID guid,UINT DataSize,const void *pData) { + return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); +} +static FORCEINLINE HRESULT ID3D11Device2_SetPrivateDataInterface(ID3D11Device2* This,REFGUID guid,const IUnknown *pData) { + return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); +} +static FORCEINLINE D3D_FEATURE_LEVEL ID3D11Device2_GetFeatureLevel(ID3D11Device2* This) { + return This->lpVtbl->GetFeatureLevel(This); +} +static FORCEINLINE UINT ID3D11Device2_GetCreationFlags(ID3D11Device2* This) { + return This->lpVtbl->GetCreationFlags(This); +} +static FORCEINLINE HRESULT ID3D11Device2_GetDeviceRemovedReason(ID3D11Device2* This) { + return This->lpVtbl->GetDeviceRemovedReason(This); +} +static FORCEINLINE void ID3D11Device2_GetImmediateContext(ID3D11Device2* This,ID3D11DeviceContext **ppImmediateContext) { + This->lpVtbl->GetImmediateContext(This,ppImmediateContext); +} +static FORCEINLINE HRESULT ID3D11Device2_SetExceptionMode(ID3D11Device2* This,UINT RaiseFlags) { + return This->lpVtbl->SetExceptionMode(This,RaiseFlags); +} +static FORCEINLINE UINT ID3D11Device2_GetExceptionMode(ID3D11Device2* This) { + return This->lpVtbl->GetExceptionMode(This); +} +/*** ID3D11Device1 methods ***/ +static FORCEINLINE void ID3D11Device2_GetImmediateContext1(ID3D11Device2* This,ID3D11DeviceContext1 **ppImmediateContext) { + This->lpVtbl->GetImmediateContext1(This,ppImmediateContext); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext1(ID3D11Device2* This,UINT ContextFlags,ID3D11DeviceContext1 **ppDeferredContext) { + return This->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateBlendState1(ID3D11Device2* This,const D3D11_BLEND_DESC1 *pBlendStateDesc,ID3D11BlendState1 **ppBlendState) { + return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateRasterizerState1(ID3D11Device2* This,const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,ID3D11RasterizerState1 **ppRasterizerState) { + return This->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateDeviceContextState(ID3D11Device2* 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 ID3D11Device2_OpenSharedResource1(ID3D11Device2* This,HANDLE hResource,REFIID returnedInterface,void **ppResource) { + return This->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource); +} +static FORCEINLINE HRESULT ID3D11Device2_OpenSharedResourceByName(ID3D11Device2* This,LPCWSTR lpName,DWORD dwDesiredAccess,REFIID returnedInterface,void **ppResource) { + return This->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource); +} +/*** ID3D11Device2 methods ***/ +static FORCEINLINE void ID3D11Device2_GetImmediateContext2(ID3D11Device2* This,ID3D11DeviceContext2 **context) { + This->lpVtbl->GetImmediateContext2(This,context); +} +static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext2(ID3D11Device2* This,UINT flags,ID3D11DeviceContext2 **context) { + return This->lpVtbl->CreateDeferredContext2(This,flags,context); +} +static FORCEINLINE void ID3D11Device2_GetResourceTiling(ID3D11Device2* This,ID3D11Resource *resource,UINT *tile_count,D3D11_PACKED_MIP_DESC *mip_desc,D3D11_TILE_SHAPE *tile_shape,UINT *subresource_tiling_count,UINT first_subresource_tiling,D3D11_SUBRESOURCE_TILING *subresource_tiling) { + This->lpVtbl->GetResourceTiling(This,resource,tile_count,mip_desc,tile_shape,subresource_tiling_count,first_subresource_tiling,subresource_tiling); +} +static FORCEINLINE HRESULT ID3D11Device2_CheckMultisampleQualityLevels1(ID3D11Device2* This,DXGI_FORMAT format,UINT sample_count,UINT flags,UINT *quality_level_count) { + return This->lpVtbl->CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count); +} +#endif +#endif + +#endif + + +#endif /* __ID3D11Device2_INTERFACE_DEFINED__ */ + +/* Begin additional prototypes for all interfaces */ + + +/* End additional prototypes */ + +#ifdef __cplusplus +} +#endif + +#endif /* __d3d11_2_h__ */ |