/*** Autogenerated by WIDL 6.4 from include/d3d11_2.idl - Do not edit ***/ #ifdef _WIN32 #ifndef __REQUIRED_RPCNDR_H_VERSION__ #define __REQUIRED_RPCNDR_H_VERSION__ 475 #endif #include #include #endif #ifndef COM_NO_WINDOWS_H #include #include #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 #include #include #include #include #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__ */