1 /*** Autogenerated by WIDL 3.19 from direct-x/include/d3d11_2.idl - Do not edit ***/ 2 3 #ifndef __REQUIRED_RPCNDR_H_VERSION__ 4 #define __REQUIRED_RPCNDR_H_VERSION__ 475 5 #endif 6 7 #include <rpc.h> 8 #include <rpcndr.h> 9 10 #ifndef COM_NO_WINDOWS_H 11 #include <windows.h> 12 #include <ole2.h> 13 #endif 14 15 #ifndef __d3d11_2_h__ 16 #define __d3d11_2_h__ 17 18 /* Forward declarations */ 19 20 #ifndef __ID3D11DeviceContext2_FWD_DEFINED__ 21 #define __ID3D11DeviceContext2_FWD_DEFINED__ 22 typedef interface ID3D11DeviceContext2 ID3D11DeviceContext2; 23 #ifdef __cplusplus 24 interface ID3D11DeviceContext2; 25 #endif /* __cplusplus */ 26 #endif 27 28 #ifndef __ID3D11Device2_FWD_DEFINED__ 29 #define __ID3D11Device2_FWD_DEFINED__ 30 typedef interface ID3D11Device2 ID3D11Device2; 31 #ifdef __cplusplus 32 interface ID3D11Device2; 33 #endif /* __cplusplus */ 34 #endif 35 36 /* Headers for imported files */ 37 38 #include <oaidl.h> 39 #include <ocidl.h> 40 #include <dxgi1_3.h> 41 #include <d3dcommon.h> 42 #include <d3d11_1.h> 43 44 #ifdef __cplusplus 45 extern "C" { 46 #endif 47 48 #define D3D11_PACKED_TILE (0xffffffff) 49 50 typedef enum D3D11_TILE_MAPPING_FLAG { 51 D3D11_TILE_MAPPING_NO_OVERWRITE = 0x1 52 } D3D11_TILE_MAPPING_FLAG; 53 typedef enum D3D11_TILE_RANGE_FLAG { 54 D3D11_TILE_RANGE_NULL = 0x1, 55 D3D11_TILE_RANGE_SKIP = 0x2, 56 D3D11_TILE_RANGE_REUSE_SINGLE_TILE = 0x4 57 } D3D11_TILE_RANGE_FLAG; 58 typedef enum D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG { 59 D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE = 0x1 60 } D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG; 61 typedef enum D3D11_TILE_COPY_FLAG { 62 D3D11_TILE_COPY_NO_OVERWRITE = 0x1, 63 D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE = 0x2, 64 D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER = 0x4 65 } D3D11_TILE_COPY_FLAG; 66 typedef struct D3D11_TILED_RESOURCE_COORDINATE { 67 UINT X; 68 UINT Y; 69 UINT Z; 70 UINT Subresource; 71 } D3D11_TILED_RESOURCE_COORDINATE; 72 typedef struct D3D11_TILE_REGION_SIZE { 73 UINT NumTiles; 74 WINBOOL bUseBox; 75 UINT Width; 76 UINT16 Height; 77 UINT16 Depth; 78 } D3D11_TILE_REGION_SIZE; 79 typedef struct D3D11_SUBRESOURCE_TILING { 80 UINT WidthInTiles; 81 UINT16 HeightInTiles; 82 UINT16 DepthInTiles; 83 UINT StartTileIndexInOverallResource; 84 } D3D11_SUBRESOURCE_TILING; 85 typedef struct D3D11_TILE_SHAPE { 86 UINT WidthInTexels; 87 UINT HeightInTexels; 88 UINT DepthInTexels; 89 } D3D11_TILE_SHAPE; 90 typedef struct D3D11_PACKED_MIP_DESC { 91 UINT8 NumStandardMips; 92 UINT8 NumPackedMips; 93 UINT NumTilesForPackedMips; 94 UINT StartTileIndexInOverallResource; 95 } D3D11_PACKED_MIP_DESC; 96 /***************************************************************************** 97 * ID3D11DeviceContext2 interface 98 */ 99 #ifndef __ID3D11DeviceContext2_INTERFACE_DEFINED__ 100 #define __ID3D11DeviceContext2_INTERFACE_DEFINED__ 101 102 DEFINE_GUID(IID_ID3D11DeviceContext2, 0x420d5b32, 0xb90c, 0x4da4, 0xbe,0xf0, 0x35,0x9f,0x6a,0x24,0xa8,0x3a); 103 #if defined(__cplusplus) && !defined(CINTERFACE) 104 MIDL_INTERFACE("420d5b32-b90c-4da4-bef0-359f6a24a83a") 105 ID3D11DeviceContext2 : public ID3D11DeviceContext1 106 { 107 virtual HRESULT STDMETHODCALLTYPE UpdateTileMappings( 108 ID3D11Resource *resource, 109 UINT region_count, 110 const D3D11_TILED_RESOURCE_COORDINATE *region_start_coordinates, 111 const D3D11_TILE_REGION_SIZE *region_sizes, 112 ID3D11Buffer *pool, 113 UINT range_count, 114 const UINT *range_flags, 115 const UINT *pool_start_offsets, 116 const UINT *range_tile_counts, 117 UINT flags) = 0; 118 119 virtual HRESULT STDMETHODCALLTYPE CopyTileMappings( 120 ID3D11Resource *dst_resource, 121 const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate, 122 ID3D11Resource *src_resource, 123 const D3D11_TILED_RESOURCE_COORDINATE *src_start_coordinate, 124 const D3D11_TILE_REGION_SIZE *region_size, 125 UINT flags) = 0; 126 127 virtual void STDMETHODCALLTYPE CopyTiles( 128 ID3D11Resource *resource, 129 const D3D11_TILED_RESOURCE_COORDINATE *start_coordinate, 130 const D3D11_TILE_REGION_SIZE *size, 131 ID3D11Buffer *buffer, 132 UINT64 start_offset, 133 UINT flags) = 0; 134 135 virtual void STDMETHODCALLTYPE UpdateTiles( 136 ID3D11Resource *dst_resource, 137 const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate, 138 const D3D11_TILE_REGION_SIZE *dst_region_size, 139 const void *src_data, 140 UINT flags) = 0; 141 142 virtual HRESULT STDMETHODCALLTYPE ResizeTilePool( 143 ID3D11Buffer *pool, 144 UINT64 size) = 0; 145 146 virtual void STDMETHODCALLTYPE TiledResourceBarrier( 147 ID3D11DeviceChild *before_barrier, 148 ID3D11DeviceChild *after_barrier) = 0; 149 150 virtual WINBOOL STDMETHODCALLTYPE IsAnnotationEnabled( 151 ) = 0; 152 153 virtual void STDMETHODCALLTYPE SetMarkerInt( 154 const WCHAR *label, 155 int data) = 0; 156 157 virtual void STDMETHODCALLTYPE BeginEventInt( 158 const WCHAR *label, 159 int data) = 0; 160 161 virtual void STDMETHODCALLTYPE EndEvent( 162 ) = 0; 163 164 }; 165 #ifdef __CRT_UUID_DECL 166 __CRT_UUID_DECL(ID3D11DeviceContext2, 0x420d5b32, 0xb90c, 0x4da4, 0xbe,0xf0, 0x35,0x9f,0x6a,0x24,0xa8,0x3a) 167 #endif 168 #else 169 typedef struct ID3D11DeviceContext2Vtbl { 170 BEGIN_INTERFACE 171 172 /*** IUnknown methods ***/ 173 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 174 ID3D11DeviceContext2 *This, 175 REFIID riid, 176 void **ppvObject); 177 178 ULONG (STDMETHODCALLTYPE *AddRef)( 179 ID3D11DeviceContext2 *This); 180 181 ULONG (STDMETHODCALLTYPE *Release)( 182 ID3D11DeviceContext2 *This); 183 184 /*** ID3D11DeviceChild methods ***/ 185 void (STDMETHODCALLTYPE *GetDevice)( 186 ID3D11DeviceContext2 *This, 187 ID3D11Device **ppDevice); 188 189 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 190 ID3D11DeviceContext2 *This, 191 REFGUID guid, 192 UINT *pDataSize, 193 void *pData); 194 195 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 196 ID3D11DeviceContext2 *This, 197 REFGUID guid, 198 UINT DataSize, 199 const void *pData); 200 201 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 202 ID3D11DeviceContext2 *This, 203 REFGUID guid, 204 const IUnknown *pData); 205 206 /*** ID3D11DeviceContext methods ***/ 207 void (STDMETHODCALLTYPE *VSSetConstantBuffers)( 208 ID3D11DeviceContext2 *This, 209 UINT StartSlot, 210 UINT NumBuffers, 211 ID3D11Buffer *const *ppConstantBuffers); 212 213 void (STDMETHODCALLTYPE *PSSetShaderResources)( 214 ID3D11DeviceContext2 *This, 215 UINT StartSlot, 216 UINT NumViews, 217 ID3D11ShaderResourceView *const *ppShaderResourceViews); 218 219 void (STDMETHODCALLTYPE *PSSetShader)( 220 ID3D11DeviceContext2 *This, 221 ID3D11PixelShader *pPixelShader, 222 ID3D11ClassInstance *const *ppClassInstances, 223 UINT NumClassInstances); 224 225 void (STDMETHODCALLTYPE *PSSetSamplers)( 226 ID3D11DeviceContext2 *This, 227 UINT StartSlot, 228 UINT NumSamplers, 229 ID3D11SamplerState *const *ppSamplers); 230 231 void (STDMETHODCALLTYPE *VSSetShader)( 232 ID3D11DeviceContext2 *This, 233 ID3D11VertexShader *pVertexShader, 234 ID3D11ClassInstance *const *ppClassInstances, 235 UINT NumClassInstances); 236 237 void (STDMETHODCALLTYPE *DrawIndexed)( 238 ID3D11DeviceContext2 *This, 239 UINT IndexCount, 240 UINT StartIndexLocation, 241 INT BaseVertexLocation); 242 243 void (STDMETHODCALLTYPE *Draw)( 244 ID3D11DeviceContext2 *This, 245 UINT VertexCount, 246 UINT StartVertexLocation); 247 248 HRESULT (STDMETHODCALLTYPE *Map)( 249 ID3D11DeviceContext2 *This, 250 ID3D11Resource *pResource, 251 UINT Subresource, 252 D3D11_MAP MapType, 253 UINT MapFlags, 254 D3D11_MAPPED_SUBRESOURCE *pMappedResource); 255 256 void (STDMETHODCALLTYPE *Unmap)( 257 ID3D11DeviceContext2 *This, 258 ID3D11Resource *pResource, 259 UINT Subresource); 260 261 void (STDMETHODCALLTYPE *PSSetConstantBuffers)( 262 ID3D11DeviceContext2 *This, 263 UINT StartSlot, 264 UINT NumBuffers, 265 ID3D11Buffer *const *ppConstantBuffers); 266 267 void (STDMETHODCALLTYPE *IASetInputLayout)( 268 ID3D11DeviceContext2 *This, 269 ID3D11InputLayout *pInputLayout); 270 271 void (STDMETHODCALLTYPE *IASetVertexBuffers)( 272 ID3D11DeviceContext2 *This, 273 UINT StartSlot, 274 UINT NumBuffers, 275 ID3D11Buffer *const *ppVertexBuffers, 276 const UINT *pStrides, 277 const UINT *pOffsets); 278 279 void (STDMETHODCALLTYPE *IASetIndexBuffer)( 280 ID3D11DeviceContext2 *This, 281 ID3D11Buffer *pIndexBuffer, 282 DXGI_FORMAT Format, 283 UINT Offset); 284 285 void (STDMETHODCALLTYPE *DrawIndexedInstanced)( 286 ID3D11DeviceContext2 *This, 287 UINT IndexCountPerInstance, 288 UINT InstanceCount, 289 UINT StartIndexLocation, 290 INT BaseVertexLocation, 291 UINT StartInstanceLocation); 292 293 void (STDMETHODCALLTYPE *DrawInstanced)( 294 ID3D11DeviceContext2 *This, 295 UINT VertexCountPerInstance, 296 UINT InstanceCount, 297 UINT StartVertexLocation, 298 UINT StartInstanceLocation); 299 300 void (STDMETHODCALLTYPE *GSSetConstantBuffers)( 301 ID3D11DeviceContext2 *This, 302 UINT StartSlot, 303 UINT NumBuffers, 304 ID3D11Buffer *const *ppConstantBuffers); 305 306 void (STDMETHODCALLTYPE *GSSetShader)( 307 ID3D11DeviceContext2 *This, 308 ID3D11GeometryShader *pShader, 309 ID3D11ClassInstance *const *ppClassInstances, 310 UINT NumClassInstances); 311 312 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)( 313 ID3D11DeviceContext2 *This, 314 D3D11_PRIMITIVE_TOPOLOGY Topology); 315 316 void (STDMETHODCALLTYPE *VSSetShaderResources)( 317 ID3D11DeviceContext2 *This, 318 UINT StartSlot, 319 UINT NumViews, 320 ID3D11ShaderResourceView *const *ppShaderResourceViews); 321 322 void (STDMETHODCALLTYPE *VSSetSamplers)( 323 ID3D11DeviceContext2 *This, 324 UINT StartSlot, 325 UINT NumSamplers, 326 ID3D11SamplerState *const *ppSamplers); 327 328 void (STDMETHODCALLTYPE *Begin)( 329 ID3D11DeviceContext2 *This, 330 ID3D11Asynchronous *pAsync); 331 332 void (STDMETHODCALLTYPE *End)( 333 ID3D11DeviceContext2 *This, 334 ID3D11Asynchronous *pAsync); 335 336 HRESULT (STDMETHODCALLTYPE *GetData)( 337 ID3D11DeviceContext2 *This, 338 ID3D11Asynchronous *pAsync, 339 void *pData, 340 UINT DataSize, 341 UINT GetDataFlags); 342 343 void (STDMETHODCALLTYPE *SetPredication)( 344 ID3D11DeviceContext2 *This, 345 ID3D11Predicate *pPredicate, 346 WINBOOL PredicateValue); 347 348 void (STDMETHODCALLTYPE *GSSetShaderResources)( 349 ID3D11DeviceContext2 *This, 350 UINT StartSlot, 351 UINT NumViews, 352 ID3D11ShaderResourceView *const *ppShaderResourceViews); 353 354 void (STDMETHODCALLTYPE *GSSetSamplers)( 355 ID3D11DeviceContext2 *This, 356 UINT StartSlot, 357 UINT NumSamplers, 358 ID3D11SamplerState *const *ppSamplers); 359 360 void (STDMETHODCALLTYPE *OMSetRenderTargets)( 361 ID3D11DeviceContext2 *This, 362 UINT NumViews, 363 ID3D11RenderTargetView *const *ppRenderTargetViews, 364 ID3D11DepthStencilView *pDepthStencilView); 365 366 void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)( 367 ID3D11DeviceContext2 *This, 368 UINT NumRTVs, 369 ID3D11RenderTargetView *const *ppRenderTargetViews, 370 ID3D11DepthStencilView *pDepthStencilView, 371 UINT UAVStartSlot, 372 UINT NumUAVs, 373 ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, 374 const UINT *pUAVInitialCounts); 375 376 void (STDMETHODCALLTYPE *OMSetBlendState)( 377 ID3D11DeviceContext2 *This, 378 ID3D11BlendState *pBlendState, 379 const FLOAT BlendFactor[4], 380 UINT SampleMask); 381 382 void (STDMETHODCALLTYPE *OMSetDepthStencilState)( 383 ID3D11DeviceContext2 *This, 384 ID3D11DepthStencilState *pDepthStencilState, 385 UINT StencilRef); 386 387 void (STDMETHODCALLTYPE *SOSetTargets)( 388 ID3D11DeviceContext2 *This, 389 UINT NumBuffers, 390 ID3D11Buffer *const *ppSOTargets, 391 const UINT *pOffsets); 392 393 void (STDMETHODCALLTYPE *DrawAuto)( 394 ID3D11DeviceContext2 *This); 395 396 void (STDMETHODCALLTYPE *DrawIndexedInstancedIndirect)( 397 ID3D11DeviceContext2 *This, 398 ID3D11Buffer *pBufferForArgs, 399 UINT AlignedByteOffsetForArgs); 400 401 void (STDMETHODCALLTYPE *DrawInstancedIndirect)( 402 ID3D11DeviceContext2 *This, 403 ID3D11Buffer *pBufferForArgs, 404 UINT AlignedByteOffsetForArgs); 405 406 void (STDMETHODCALLTYPE *Dispatch)( 407 ID3D11DeviceContext2 *This, 408 UINT ThreadGroupCountX, 409 UINT ThreadGroupCountY, 410 UINT ThreadGroupCountZ); 411 412 void (STDMETHODCALLTYPE *DispatchIndirect)( 413 ID3D11DeviceContext2 *This, 414 ID3D11Buffer *pBufferForArgs, 415 UINT AlignedByteOffsetForArgs); 416 417 void (STDMETHODCALLTYPE *RSSetState)( 418 ID3D11DeviceContext2 *This, 419 ID3D11RasterizerState *pRasterizerState); 420 421 void (STDMETHODCALLTYPE *RSSetViewports)( 422 ID3D11DeviceContext2 *This, 423 UINT NumViewports, 424 const D3D11_VIEWPORT *pViewports); 425 426 void (STDMETHODCALLTYPE *RSSetScissorRects)( 427 ID3D11DeviceContext2 *This, 428 UINT NumRects, 429 const D3D11_RECT *pRects); 430 431 void (STDMETHODCALLTYPE *CopySubresourceRegion)( 432 ID3D11DeviceContext2 *This, 433 ID3D11Resource *pDstResource, 434 UINT DstSubresource, 435 UINT DstX, 436 UINT DstY, 437 UINT DstZ, 438 ID3D11Resource *pSrcResource, 439 UINT SrcSubresource, 440 const D3D11_BOX *pSrcBox); 441 442 void (STDMETHODCALLTYPE *CopyResource)( 443 ID3D11DeviceContext2 *This, 444 ID3D11Resource *pDstResource, 445 ID3D11Resource *pSrcResource); 446 447 void (STDMETHODCALLTYPE *UpdateSubresource)( 448 ID3D11DeviceContext2 *This, 449 ID3D11Resource *pDstResource, 450 UINT DstSubresource, 451 const D3D11_BOX *pDstBox, 452 const void *pSrcData, 453 UINT SrcRowPitch, 454 UINT SrcDepthPitch); 455 456 void (STDMETHODCALLTYPE *CopyStructureCount)( 457 ID3D11DeviceContext2 *This, 458 ID3D11Buffer *pDstBuffer, 459 UINT DstAlignedByteOffset, 460 ID3D11UnorderedAccessView *pSrcView); 461 462 void (STDMETHODCALLTYPE *ClearRenderTargetView)( 463 ID3D11DeviceContext2 *This, 464 ID3D11RenderTargetView *pRenderTargetView, 465 const FLOAT ColorRGBA[4]); 466 467 void (STDMETHODCALLTYPE *ClearUnorderedAccessViewUint)( 468 ID3D11DeviceContext2 *This, 469 ID3D11UnorderedAccessView *pUnorderedAccessView, 470 const UINT Values[4]); 471 472 void (STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat)( 473 ID3D11DeviceContext2 *This, 474 ID3D11UnorderedAccessView *pUnorderedAccessView, 475 const FLOAT Values[4]); 476 477 void (STDMETHODCALLTYPE *ClearDepthStencilView)( 478 ID3D11DeviceContext2 *This, 479 ID3D11DepthStencilView *pDepthStencilView, 480 UINT ClearFlags, 481 FLOAT Depth, 482 UINT8 Stencil); 483 484 void (STDMETHODCALLTYPE *GenerateMips)( 485 ID3D11DeviceContext2 *This, 486 ID3D11ShaderResourceView *pShaderResourceView); 487 488 void (STDMETHODCALLTYPE *SetResourceMinLOD)( 489 ID3D11DeviceContext2 *This, 490 ID3D11Resource *pResource, 491 FLOAT MinLOD); 492 493 FLOAT (STDMETHODCALLTYPE *GetResourceMinLOD)( 494 ID3D11DeviceContext2 *This, 495 ID3D11Resource *pResource); 496 497 void (STDMETHODCALLTYPE *ResolveSubresource)( 498 ID3D11DeviceContext2 *This, 499 ID3D11Resource *pDstResource, 500 UINT DstSubresource, 501 ID3D11Resource *pSrcResource, 502 UINT SrcSubresource, 503 DXGI_FORMAT Format); 504 505 void (STDMETHODCALLTYPE *ExecuteCommandList)( 506 ID3D11DeviceContext2 *This, 507 ID3D11CommandList *pCommandList, 508 WINBOOL RestoreContextState); 509 510 void (STDMETHODCALLTYPE *HSSetShaderResources)( 511 ID3D11DeviceContext2 *This, 512 UINT StartSlot, 513 UINT NumViews, 514 ID3D11ShaderResourceView *const *ppShaderResourceViews); 515 516 void (STDMETHODCALLTYPE *HSSetShader)( 517 ID3D11DeviceContext2 *This, 518 ID3D11HullShader *pHullShader, 519 ID3D11ClassInstance *const *ppClassInstances, 520 UINT NumClassInstances); 521 522 void (STDMETHODCALLTYPE *HSSetSamplers)( 523 ID3D11DeviceContext2 *This, 524 UINT StartSlot, 525 UINT NumSamplers, 526 ID3D11SamplerState *const *ppSamplers); 527 528 void (STDMETHODCALLTYPE *HSSetConstantBuffers)( 529 ID3D11DeviceContext2 *This, 530 UINT StartSlot, 531 UINT NumBuffers, 532 ID3D11Buffer *const *ppConstantBuffers); 533 534 void (STDMETHODCALLTYPE *DSSetShaderResources)( 535 ID3D11DeviceContext2 *This, 536 UINT StartSlot, 537 UINT NumViews, 538 ID3D11ShaderResourceView *const *ppShaderResourceViews); 539 540 void (STDMETHODCALLTYPE *DSSetShader)( 541 ID3D11DeviceContext2 *This, 542 ID3D11DomainShader *pDomainShader, 543 ID3D11ClassInstance *const *ppClassInstances, 544 UINT NumClassInstances); 545 546 void (STDMETHODCALLTYPE *DSSetSamplers)( 547 ID3D11DeviceContext2 *This, 548 UINT StartSlot, 549 UINT NumSamplers, 550 ID3D11SamplerState *const *ppSamplers); 551 552 void (STDMETHODCALLTYPE *DSSetConstantBuffers)( 553 ID3D11DeviceContext2 *This, 554 UINT StartSlot, 555 UINT NumBuffers, 556 ID3D11Buffer *const *ppConstantBuffers); 557 558 void (STDMETHODCALLTYPE *CSSetShaderResources)( 559 ID3D11DeviceContext2 *This, 560 UINT StartSlot, 561 UINT NumViews, 562 ID3D11ShaderResourceView *const *ppShaderResourceViews); 563 564 void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)( 565 ID3D11DeviceContext2 *This, 566 UINT StartSlot, 567 UINT NumUAVs, 568 ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, 569 const UINT *pUAVInitialCounts); 570 571 void (STDMETHODCALLTYPE *CSSetShader)( 572 ID3D11DeviceContext2 *This, 573 ID3D11ComputeShader *pComputeShader, 574 ID3D11ClassInstance *const *ppClassInstances, 575 UINT NumClassInstances); 576 577 void (STDMETHODCALLTYPE *CSSetSamplers)( 578 ID3D11DeviceContext2 *This, 579 UINT StartSlot, 580 UINT NumSamplers, 581 ID3D11SamplerState *const *ppSamplers); 582 583 void (STDMETHODCALLTYPE *CSSetConstantBuffers)( 584 ID3D11DeviceContext2 *This, 585 UINT StartSlot, 586 UINT NumBuffers, 587 ID3D11Buffer *const *ppConstantBuffers); 588 589 void (STDMETHODCALLTYPE *VSGetConstantBuffers)( 590 ID3D11DeviceContext2 *This, 591 UINT StartSlot, 592 UINT NumBuffers, 593 ID3D11Buffer **ppConstantBuffers); 594 595 void (STDMETHODCALLTYPE *PSGetShaderResources)( 596 ID3D11DeviceContext2 *This, 597 UINT StartSlot, 598 UINT NumViews, 599 ID3D11ShaderResourceView **ppShaderResourceViews); 600 601 void (STDMETHODCALLTYPE *PSGetShader)( 602 ID3D11DeviceContext2 *This, 603 ID3D11PixelShader **ppPixelShader, 604 ID3D11ClassInstance **ppClassInstances, 605 UINT *pNumClassInstances); 606 607 void (STDMETHODCALLTYPE *PSGetSamplers)( 608 ID3D11DeviceContext2 *This, 609 UINT StartSlot, 610 UINT NumSamplers, 611 ID3D11SamplerState **ppSamplers); 612 613 void (STDMETHODCALLTYPE *VSGetShader)( 614 ID3D11DeviceContext2 *This, 615 ID3D11VertexShader **ppVertexShader, 616 ID3D11ClassInstance **ppClassInstances, 617 UINT *pNumClassInstances); 618 619 void (STDMETHODCALLTYPE *PSGetConstantBuffers)( 620 ID3D11DeviceContext2 *This, 621 UINT StartSlot, 622 UINT NumBuffers, 623 ID3D11Buffer **ppConstantBuffers); 624 625 void (STDMETHODCALLTYPE *IAGetInputLayout)( 626 ID3D11DeviceContext2 *This, 627 ID3D11InputLayout **ppInputLayout); 628 629 void (STDMETHODCALLTYPE *IAGetVertexBuffers)( 630 ID3D11DeviceContext2 *This, 631 UINT StartSlot, 632 UINT NumBuffers, 633 ID3D11Buffer **ppVertexBuffers, 634 UINT *pStrides, 635 UINT *pOffsets); 636 637 void (STDMETHODCALLTYPE *IAGetIndexBuffer)( 638 ID3D11DeviceContext2 *This, 639 ID3D11Buffer **pIndexBuffer, 640 DXGI_FORMAT *Format, 641 UINT *Offset); 642 643 void (STDMETHODCALLTYPE *GSGetConstantBuffers)( 644 ID3D11DeviceContext2 *This, 645 UINT StartSlot, 646 UINT NumBuffers, 647 ID3D11Buffer **ppConstantBuffers); 648 649 void (STDMETHODCALLTYPE *GSGetShader)( 650 ID3D11DeviceContext2 *This, 651 ID3D11GeometryShader **ppGeometryShader, 652 ID3D11ClassInstance **ppClassInstances, 653 UINT *pNumClassInstances); 654 655 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)( 656 ID3D11DeviceContext2 *This, 657 D3D11_PRIMITIVE_TOPOLOGY *pTopology); 658 659 void (STDMETHODCALLTYPE *VSGetShaderResources)( 660 ID3D11DeviceContext2 *This, 661 UINT StartSlot, 662 UINT NumViews, 663 ID3D11ShaderResourceView **ppShaderResourceViews); 664 665 void (STDMETHODCALLTYPE *VSGetSamplers)( 666 ID3D11DeviceContext2 *This, 667 UINT StartSlot, 668 UINT NumSamplers, 669 ID3D11SamplerState **ppSamplers); 670 671 void (STDMETHODCALLTYPE *GetPredication)( 672 ID3D11DeviceContext2 *This, 673 ID3D11Predicate **ppPredicate, 674 WINBOOL *pPredicateValue); 675 676 void (STDMETHODCALLTYPE *GSGetShaderResources)( 677 ID3D11DeviceContext2 *This, 678 UINT StartSlot, 679 UINT NumViews, 680 ID3D11ShaderResourceView **ppShaderResourceViews); 681 682 void (STDMETHODCALLTYPE *GSGetSamplers)( 683 ID3D11DeviceContext2 *This, 684 UINT StartSlot, 685 UINT NumSamplers, 686 ID3D11SamplerState **ppSamplers); 687 688 void (STDMETHODCALLTYPE *OMGetRenderTargets)( 689 ID3D11DeviceContext2 *This, 690 UINT NumViews, 691 ID3D11RenderTargetView **ppRenderTargetViews, 692 ID3D11DepthStencilView **ppDepthStencilView); 693 694 void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)( 695 ID3D11DeviceContext2 *This, 696 UINT NumRTVs, 697 ID3D11RenderTargetView **ppRenderTargetViews, 698 ID3D11DepthStencilView **ppDepthStencilView, 699 UINT UAVStartSlot, 700 UINT NumUAVs, 701 ID3D11UnorderedAccessView **ppUnorderedAccessViews); 702 703 void (STDMETHODCALLTYPE *OMGetBlendState)( 704 ID3D11DeviceContext2 *This, 705 ID3D11BlendState **ppBlendState, 706 FLOAT BlendFactor[4], 707 UINT *pSampleMask); 708 709 void (STDMETHODCALLTYPE *OMGetDepthStencilState)( 710 ID3D11DeviceContext2 *This, 711 ID3D11DepthStencilState **ppDepthStencilState, 712 UINT *pStencilRef); 713 714 void (STDMETHODCALLTYPE *SOGetTargets)( 715 ID3D11DeviceContext2 *This, 716 UINT NumBuffers, 717 ID3D11Buffer **ppSOTargets); 718 719 void (STDMETHODCALLTYPE *RSGetState)( 720 ID3D11DeviceContext2 *This, 721 ID3D11RasterizerState **ppRasterizerState); 722 723 void (STDMETHODCALLTYPE *RSGetViewports)( 724 ID3D11DeviceContext2 *This, 725 UINT *pNumViewports, 726 D3D11_VIEWPORT *pViewports); 727 728 void (STDMETHODCALLTYPE *RSGetScissorRects)( 729 ID3D11DeviceContext2 *This, 730 UINT *pNumRects, 731 D3D11_RECT *pRects); 732 733 void (STDMETHODCALLTYPE *HSGetShaderResources)( 734 ID3D11DeviceContext2 *This, 735 UINT StartSlot, 736 UINT NumViews, 737 ID3D11ShaderResourceView **ppShaderResourceViews); 738 739 void (STDMETHODCALLTYPE *HSGetShader)( 740 ID3D11DeviceContext2 *This, 741 ID3D11HullShader **ppHullShader, 742 ID3D11ClassInstance **ppClassInstances, 743 UINT *pNumClassInstances); 744 745 void (STDMETHODCALLTYPE *HSGetSamplers)( 746 ID3D11DeviceContext2 *This, 747 UINT StartSlot, 748 UINT NumSamplers, 749 ID3D11SamplerState **ppSamplers); 750 751 void (STDMETHODCALLTYPE *HSGetConstantBuffers)( 752 ID3D11DeviceContext2 *This, 753 UINT StartSlot, 754 UINT NumBuffers, 755 ID3D11Buffer **ppConstantBuffers); 756 757 void (STDMETHODCALLTYPE *DSGetShaderResources)( 758 ID3D11DeviceContext2 *This, 759 UINT StartSlot, 760 UINT NumViews, 761 ID3D11ShaderResourceView **ppShaderResourceViews); 762 763 void (STDMETHODCALLTYPE *DSGetShader)( 764 ID3D11DeviceContext2 *This, 765 ID3D11DomainShader **ppDomainShader, 766 ID3D11ClassInstance **ppClassInstances, 767 UINT *pNumClassInstances); 768 769 void (STDMETHODCALLTYPE *DSGetSamplers)( 770 ID3D11DeviceContext2 *This, 771 UINT StartSlot, 772 UINT NumSamplers, 773 ID3D11SamplerState **ppSamplers); 774 775 void (STDMETHODCALLTYPE *DSGetConstantBuffers)( 776 ID3D11DeviceContext2 *This, 777 UINT StartSlot, 778 UINT NumBuffers, 779 ID3D11Buffer **ppConstantBuffers); 780 781 void (STDMETHODCALLTYPE *CSGetShaderResources)( 782 ID3D11DeviceContext2 *This, 783 UINT StartSlot, 784 UINT NumViews, 785 ID3D11ShaderResourceView **ppShaderResourceViews); 786 787 void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)( 788 ID3D11DeviceContext2 *This, 789 UINT StartSlot, 790 UINT NumUAVs, 791 ID3D11UnorderedAccessView **ppUnorderedAccessViews); 792 793 void (STDMETHODCALLTYPE *CSGetShader)( 794 ID3D11DeviceContext2 *This, 795 ID3D11ComputeShader **ppComputeShader, 796 ID3D11ClassInstance **ppClassInstances, 797 UINT *pNumClassInstances); 798 799 void (STDMETHODCALLTYPE *CSGetSamplers)( 800 ID3D11DeviceContext2 *This, 801 UINT StartSlot, 802 UINT NumSamplers, 803 ID3D11SamplerState **ppSamplers); 804 805 void (STDMETHODCALLTYPE *CSGetConstantBuffers)( 806 ID3D11DeviceContext2 *This, 807 UINT StartSlot, 808 UINT NumBuffers, 809 ID3D11Buffer **ppConstantBuffers); 810 811 void (STDMETHODCALLTYPE *ClearState)( 812 ID3D11DeviceContext2 *This); 813 814 void (STDMETHODCALLTYPE *Flush)( 815 ID3D11DeviceContext2 *This); 816 817 D3D11_DEVICE_CONTEXT_TYPE (STDMETHODCALLTYPE *GetType)( 818 ID3D11DeviceContext2 *This); 819 820 UINT (STDMETHODCALLTYPE *GetContextFlags)( 821 ID3D11DeviceContext2 *This); 822 823 HRESULT (STDMETHODCALLTYPE *FinishCommandList)( 824 ID3D11DeviceContext2 *This, 825 WINBOOL RestoreDeferredContextState, 826 ID3D11CommandList **ppCommandList); 827 828 /*** ID3D11DeviceContext1 methods ***/ 829 void (STDMETHODCALLTYPE *CopySubresourceRegion1)( 830 ID3D11DeviceContext2 *This, 831 ID3D11Resource *pDstResource, 832 UINT DstSubresource, 833 UINT DstX, 834 UINT DstY, 835 UINT DstZ, 836 ID3D11Resource *pSrcResource, 837 UINT SrcSubresource, 838 const D3D11_BOX *pSrcBox, 839 UINT CopyFlags); 840 841 void (STDMETHODCALLTYPE *UpdateSubresource1)( 842 ID3D11DeviceContext2 *This, 843 ID3D11Resource *pDstResource, 844 UINT DstSubresource, 845 const D3D11_BOX *pDstBox, 846 const void *pSrcData, 847 UINT SrcRowPitch, 848 UINT SrcDepthPitch, 849 UINT CopyFlags); 850 851 void (STDMETHODCALLTYPE *DiscardResource)( 852 ID3D11DeviceContext2 *This, 853 ID3D11Resource *pResource); 854 855 void (STDMETHODCALLTYPE *DiscardView)( 856 ID3D11DeviceContext2 *This, 857 ID3D11View *pResourceView); 858 859 void (STDMETHODCALLTYPE *VSSetConstantBuffers1)( 860 ID3D11DeviceContext2 *This, 861 UINT StartSlot, 862 UINT NumBuffers, 863 ID3D11Buffer *const *ppConstantBuffers, 864 const UINT *pFirstConstant, 865 const UINT *pNumConstants); 866 867 void (STDMETHODCALLTYPE *HSSetConstantBuffers1)( 868 ID3D11DeviceContext2 *This, 869 UINT StartSlot, 870 UINT NumBuffers, 871 ID3D11Buffer *const *ppConstantBuffers, 872 const UINT *pFirstConstant, 873 const UINT *pNumConstants); 874 875 void (STDMETHODCALLTYPE *DSSetConstantBuffers1)( 876 ID3D11DeviceContext2 *This, 877 UINT StartSlot, 878 UINT NumBuffers, 879 ID3D11Buffer *const *ppConstantBuffers, 880 const UINT *pFirstConstant, 881 const UINT *pNumConstants); 882 883 void (STDMETHODCALLTYPE *GSSetConstantBuffers1)( 884 ID3D11DeviceContext2 *This, 885 UINT StartSlot, 886 UINT NumBuffers, 887 ID3D11Buffer *const *ppConstantBuffers, 888 const UINT *pFirstConstant, 889 const UINT *pNumConstants); 890 891 void (STDMETHODCALLTYPE *PSSetConstantBuffers1)( 892 ID3D11DeviceContext2 *This, 893 UINT StartSlot, 894 UINT NumBuffers, 895 ID3D11Buffer *const *ppConstantBuffers, 896 const UINT *pFirstConstant, 897 const UINT *pNumConstants); 898 899 void (STDMETHODCALLTYPE *CSSetConstantBuffers1)( 900 ID3D11DeviceContext2 *This, 901 UINT StartSlot, 902 UINT NumBuffers, 903 ID3D11Buffer *const *ppConstantBuffers, 904 const UINT *pFirstConstant, 905 const UINT *pNumConstants); 906 907 void (STDMETHODCALLTYPE *VSGetConstantBuffers1)( 908 ID3D11DeviceContext2 *This, 909 UINT StartSlot, 910 UINT NumBuffers, 911 ID3D11Buffer **ppConstantBuffers, 912 UINT *pFirstConstant, 913 UINT *pNumConstants); 914 915 void (STDMETHODCALLTYPE *HSGetConstantBuffers1)( 916 ID3D11DeviceContext2 *This, 917 UINT StartSlot, 918 UINT NumBuffers, 919 ID3D11Buffer **ppConstantBuffers, 920 UINT *pFirstConstant, 921 UINT *pNumConstants); 922 923 void (STDMETHODCALLTYPE *DSGetConstantBuffers1)( 924 ID3D11DeviceContext2 *This, 925 UINT StartSlot, 926 UINT NumBuffers, 927 ID3D11Buffer **ppConstantBuffers, 928 UINT *pFirstConstant, 929 UINT *pNumConstants); 930 931 void (STDMETHODCALLTYPE *GSGetConstantBuffers1)( 932 ID3D11DeviceContext2 *This, 933 UINT StartSlot, 934 UINT NumBuffers, 935 ID3D11Buffer **ppConstantBuffers, 936 UINT *pFirstConstant, 937 UINT *pNumConstants); 938 939 void (STDMETHODCALLTYPE *PSGetConstantBuffers1)( 940 ID3D11DeviceContext2 *This, 941 UINT StartSlot, 942 UINT NumBuffers, 943 ID3D11Buffer **ppConstantBuffers, 944 UINT *pFirstConstant, 945 UINT *pNumConstants); 946 947 void (STDMETHODCALLTYPE *CSGetConstantBuffers1)( 948 ID3D11DeviceContext2 *This, 949 UINT StartSlot, 950 UINT NumBuffers, 951 ID3D11Buffer **ppConstantBuffers, 952 UINT *pFirstConstant, 953 UINT *pNumConstants); 954 955 void (STDMETHODCALLTYPE *SwapDeviceContextState)( 956 ID3D11DeviceContext2 *This, 957 ID3DDeviceContextState *pState, 958 ID3DDeviceContextState **ppPreviousState); 959 960 void (STDMETHODCALLTYPE *ClearView)( 961 ID3D11DeviceContext2 *This, 962 ID3D11View *pView, 963 const FLOAT Color[4], 964 const D3D11_RECT *pRect, 965 UINT NumRects); 966 967 void (STDMETHODCALLTYPE *DiscardView1)( 968 ID3D11DeviceContext2 *This, 969 ID3D11View *pResourceView, 970 const D3D11_RECT *pRects, 971 UINT NumRects); 972 973 /*** ID3D11DeviceContext2 methods ***/ 974 HRESULT (STDMETHODCALLTYPE *UpdateTileMappings)( 975 ID3D11DeviceContext2 *This, 976 ID3D11Resource *resource, 977 UINT region_count, 978 const D3D11_TILED_RESOURCE_COORDINATE *region_start_coordinates, 979 const D3D11_TILE_REGION_SIZE *region_sizes, 980 ID3D11Buffer *pool, 981 UINT range_count, 982 const UINT *range_flags, 983 const UINT *pool_start_offsets, 984 const UINT *range_tile_counts, 985 UINT flags); 986 987 HRESULT (STDMETHODCALLTYPE *CopyTileMappings)( 988 ID3D11DeviceContext2 *This, 989 ID3D11Resource *dst_resource, 990 const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate, 991 ID3D11Resource *src_resource, 992 const D3D11_TILED_RESOURCE_COORDINATE *src_start_coordinate, 993 const D3D11_TILE_REGION_SIZE *region_size, 994 UINT flags); 995 996 void (STDMETHODCALLTYPE *CopyTiles)( 997 ID3D11DeviceContext2 *This, 998 ID3D11Resource *resource, 999 const D3D11_TILED_RESOURCE_COORDINATE *start_coordinate, 1000 const D3D11_TILE_REGION_SIZE *size, 1001 ID3D11Buffer *buffer, 1002 UINT64 start_offset, 1003 UINT flags); 1004 1005 void (STDMETHODCALLTYPE *UpdateTiles)( 1006 ID3D11DeviceContext2 *This, 1007 ID3D11Resource *dst_resource, 1008 const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate, 1009 const D3D11_TILE_REGION_SIZE *dst_region_size, 1010 const void *src_data, 1011 UINT flags); 1012 1013 HRESULT (STDMETHODCALLTYPE *ResizeTilePool)( 1014 ID3D11DeviceContext2 *This, 1015 ID3D11Buffer *pool, 1016 UINT64 size); 1017 1018 void (STDMETHODCALLTYPE *TiledResourceBarrier)( 1019 ID3D11DeviceContext2 *This, 1020 ID3D11DeviceChild *before_barrier, 1021 ID3D11DeviceChild *after_barrier); 1022 1023 WINBOOL (STDMETHODCALLTYPE *IsAnnotationEnabled)( 1024 ID3D11DeviceContext2 *This); 1025 1026 void (STDMETHODCALLTYPE *SetMarkerInt)( 1027 ID3D11DeviceContext2 *This, 1028 const WCHAR *label, 1029 int data); 1030 1031 void (STDMETHODCALLTYPE *BeginEventInt)( 1032 ID3D11DeviceContext2 *This, 1033 const WCHAR *label, 1034 int data); 1035 1036 void (STDMETHODCALLTYPE *EndEvent)( 1037 ID3D11DeviceContext2 *This); 1038 1039 END_INTERFACE 1040 } ID3D11DeviceContext2Vtbl; 1041 1042 interface ID3D11DeviceContext2 { 1043 CONST_VTBL ID3D11DeviceContext2Vtbl* lpVtbl; 1044 }; 1045 1046 #ifdef COBJMACROS 1047 #ifndef WIDL_C_INLINE_WRAPPERS 1048 /*** IUnknown methods ***/ 1049 #define ID3D11DeviceContext2_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 1050 #define ID3D11DeviceContext2_AddRef(This) (This)->lpVtbl->AddRef(This) 1051 #define ID3D11DeviceContext2_Release(This) (This)->lpVtbl->Release(This) 1052 /*** ID3D11DeviceChild methods ***/ 1053 #define ID3D11DeviceContext2_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice) 1054 #define ID3D11DeviceContext2_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 1055 #define ID3D11DeviceContext2_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 1056 #define ID3D11DeviceContext2_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 1057 /*** ID3D11DeviceContext methods ***/ 1058 #define ID3D11DeviceContext2_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1059 #define ID3D11DeviceContext2_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1060 #define ID3D11DeviceContext2_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) 1061 #define ID3D11DeviceContext2_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1062 #define ID3D11DeviceContext2_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) 1063 #define ID3D11DeviceContext2_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) 1064 #define ID3D11DeviceContext2_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation) 1065 #define ID3D11DeviceContext2_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) (This)->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) 1066 #define ID3D11DeviceContext2_Unmap(This,pResource,Subresource) (This)->lpVtbl->Unmap(This,pResource,Subresource) 1067 #define ID3D11DeviceContext2_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1068 #define ID3D11DeviceContext2_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout) 1069 #define ID3D11DeviceContext2_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1070 #define ID3D11DeviceContext2_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset) 1071 #define ID3D11DeviceContext2_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) 1072 #define ID3D11DeviceContext2_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) 1073 #define ID3D11DeviceContext2_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1074 #define ID3D11DeviceContext2_GSSetShader(This,pShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances) 1075 #define ID3D11DeviceContext2_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology) 1076 #define ID3D11DeviceContext2_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1077 #define ID3D11DeviceContext2_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1078 #define ID3D11DeviceContext2_Begin(This,pAsync) (This)->lpVtbl->Begin(This,pAsync) 1079 #define ID3D11DeviceContext2_End(This,pAsync) (This)->lpVtbl->End(This,pAsync) 1080 #define ID3D11DeviceContext2_GetData(This,pAsync,pData,DataSize,GetDataFlags) (This)->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags) 1081 #define ID3D11DeviceContext2_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue) 1082 #define ID3D11DeviceContext2_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1083 #define ID3D11DeviceContext2_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1084 #define ID3D11DeviceContext2_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) 1085 #define ID3D11DeviceContext2_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) 1086 #define ID3D11DeviceContext2_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) 1087 #define ID3D11DeviceContext2_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef) 1088 #define ID3D11DeviceContext2_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) 1089 #define ID3D11DeviceContext2_DrawAuto(This) (This)->lpVtbl->DrawAuto(This) 1090 #define ID3D11DeviceContext2_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) 1091 #define ID3D11DeviceContext2_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) 1092 #define ID3D11DeviceContext2_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) (This)->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) 1093 #define ID3D11DeviceContext2_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) 1094 #define ID3D11DeviceContext2_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState) 1095 #define ID3D11DeviceContext2_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports) 1096 #define ID3D11DeviceContext2_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects) 1097 #define ID3D11DeviceContext2_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) 1098 #define ID3D11DeviceContext2_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource) 1099 #define ID3D11DeviceContext2_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) 1100 #define ID3D11DeviceContext2_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) (This)->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) 1101 #define ID3D11DeviceContext2_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) 1102 #define ID3D11DeviceContext2_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) 1103 #define ID3D11DeviceContext2_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) 1104 #define ID3D11DeviceContext2_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) 1105 #define ID3D11DeviceContext2_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView) 1106 #define ID3D11DeviceContext2_SetResourceMinLOD(This,pResource,MinLOD) (This)->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD) 1107 #define ID3D11DeviceContext2_GetResourceMinLOD(This,pResource) (This)->lpVtbl->GetResourceMinLOD(This,pResource) 1108 #define ID3D11DeviceContext2_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) 1109 #define ID3D11DeviceContext2_ExecuteCommandList(This,pCommandList,RestoreContextState) (This)->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState) 1110 #define ID3D11DeviceContext2_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1111 #define ID3D11DeviceContext2_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) 1112 #define ID3D11DeviceContext2_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1113 #define ID3D11DeviceContext2_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1114 #define ID3D11DeviceContext2_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1115 #define ID3D11DeviceContext2_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) 1116 #define ID3D11DeviceContext2_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1117 #define ID3D11DeviceContext2_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1118 #define ID3D11DeviceContext2_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1119 #define ID3D11DeviceContext2_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) 1120 #define ID3D11DeviceContext2_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) 1121 #define ID3D11DeviceContext2_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1122 #define ID3D11DeviceContext2_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1123 #define ID3D11DeviceContext2_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1124 #define ID3D11DeviceContext2_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1125 #define ID3D11DeviceContext2_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) 1126 #define ID3D11DeviceContext2_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1127 #define ID3D11DeviceContext2_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) 1128 #define ID3D11DeviceContext2_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1129 #define ID3D11DeviceContext2_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout) 1130 #define ID3D11DeviceContext2_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) 1131 #define ID3D11DeviceContext2_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) 1132 #define ID3D11DeviceContext2_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1133 #define ID3D11DeviceContext2_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) 1134 #define ID3D11DeviceContext2_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology) 1135 #define ID3D11DeviceContext2_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1136 #define ID3D11DeviceContext2_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1137 #define ID3D11DeviceContext2_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue) 1138 #define ID3D11DeviceContext2_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1139 #define ID3D11DeviceContext2_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1140 #define ID3D11DeviceContext2_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) 1141 #define ID3D11DeviceContext2_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) 1142 #define ID3D11DeviceContext2_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) 1143 #define ID3D11DeviceContext2_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) 1144 #define ID3D11DeviceContext2_SOGetTargets(This,NumBuffers,ppSOTargets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets) 1145 #define ID3D11DeviceContext2_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState) 1146 #define ID3D11DeviceContext2_RSGetViewports(This,pNumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,pNumViewports,pViewports) 1147 #define ID3D11DeviceContext2_RSGetScissorRects(This,pNumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,pNumRects,pRects) 1148 #define ID3D11DeviceContext2_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1149 #define ID3D11DeviceContext2_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) 1150 #define ID3D11DeviceContext2_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1151 #define ID3D11DeviceContext2_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1152 #define ID3D11DeviceContext2_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1153 #define ID3D11DeviceContext2_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) 1154 #define ID3D11DeviceContext2_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1155 #define ID3D11DeviceContext2_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1156 #define ID3D11DeviceContext2_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) 1157 #define ID3D11DeviceContext2_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) 1158 #define ID3D11DeviceContext2_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) 1159 #define ID3D11DeviceContext2_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) 1160 #define ID3D11DeviceContext2_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) 1161 #define ID3D11DeviceContext2_ClearState(This) (This)->lpVtbl->ClearState(This) 1162 #define ID3D11DeviceContext2_Flush(This) (This)->lpVtbl->Flush(This) 1163 #define ID3D11DeviceContext2_GetType(This) (This)->lpVtbl->GetType(This) 1164 #define ID3D11DeviceContext2_GetContextFlags(This) (This)->lpVtbl->GetContextFlags(This) 1165 #define ID3D11DeviceContext2_FinishCommandList(This,RestoreDeferredContextState,ppCommandList) (This)->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList) 1166 /*** ID3D11DeviceContext1 methods ***/ 1167 #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) 1168 #define ID3D11DeviceContext2_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) (This)->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) 1169 #define ID3D11DeviceContext2_DiscardResource(This,pResource) (This)->lpVtbl->DiscardResource(This,pResource) 1170 #define ID3D11DeviceContext2_DiscardView(This,pResourceView) (This)->lpVtbl->DiscardView(This,pResourceView) 1171 #define ID3D11DeviceContext2_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1172 #define ID3D11DeviceContext2_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1173 #define ID3D11DeviceContext2_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1174 #define ID3D11DeviceContext2_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1175 #define ID3D11DeviceContext2_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1176 #define ID3D11DeviceContext2_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1177 #define ID3D11DeviceContext2_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1178 #define ID3D11DeviceContext2_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1179 #define ID3D11DeviceContext2_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1180 #define ID3D11DeviceContext2_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1181 #define ID3D11DeviceContext2_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1182 #define ID3D11DeviceContext2_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) 1183 #define ID3D11DeviceContext2_SwapDeviceContextState(This,pState,ppPreviousState) (This)->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState) 1184 #define ID3D11DeviceContext2_ClearView(This,pView,Color,pRect,NumRects) (This)->lpVtbl->ClearView(This,pView,Color,pRect,NumRects) 1185 #define ID3D11DeviceContext2_DiscardView1(This,pResourceView,pRects,NumRects) (This)->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects) 1186 /*** ID3D11DeviceContext2 methods ***/ 1187 #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) 1188 #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) 1189 #define ID3D11DeviceContext2_CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags) (This)->lpVtbl->CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags) 1190 #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) 1191 #define ID3D11DeviceContext2_ResizeTilePool(This,pool,size) (This)->lpVtbl->ResizeTilePool(This,pool,size) 1192 #define ID3D11DeviceContext2_TiledResourceBarrier(This,before_barrier,after_barrier) (This)->lpVtbl->TiledResourceBarrier(This,before_barrier,after_barrier) 1193 #define ID3D11DeviceContext2_IsAnnotationEnabled(This) (This)->lpVtbl->IsAnnotationEnabled(This) 1194 #define ID3D11DeviceContext2_SetMarkerInt(This,label,data) (This)->lpVtbl->SetMarkerInt(This,label,data) 1195 #define ID3D11DeviceContext2_BeginEventInt(This,label,data) (This)->lpVtbl->BeginEventInt(This,label,data) 1196 #define ID3D11DeviceContext2_EndEvent(This) (This)->lpVtbl->EndEvent(This) 1197 #else 1198 /*** IUnknown methods ***/ 1199 static FORCEINLINE HRESULT ID3D11DeviceContext2_QueryInterface(ID3D11DeviceContext2* This,REFIID riid,void **ppvObject) { 1200 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 1201 } 1202 static FORCEINLINE ULONG ID3D11DeviceContext2_AddRef(ID3D11DeviceContext2* This) { 1203 return This->lpVtbl->AddRef(This); 1204 } 1205 static FORCEINLINE ULONG ID3D11DeviceContext2_Release(ID3D11DeviceContext2* This) { 1206 return This->lpVtbl->Release(This); 1207 } 1208 /*** ID3D11DeviceChild methods ***/ 1209 static FORCEINLINE void ID3D11DeviceContext2_GetDevice(ID3D11DeviceContext2* This,ID3D11Device **ppDevice) { 1210 This->lpVtbl->GetDevice(This,ppDevice); 1211 } 1212 static FORCEINLINE HRESULT ID3D11DeviceContext2_GetPrivateData(ID3D11DeviceContext2* This,REFGUID guid,UINT *pDataSize,void *pData) { 1213 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 1214 } 1215 static FORCEINLINE HRESULT ID3D11DeviceContext2_SetPrivateData(ID3D11DeviceContext2* This,REFGUID guid,UINT DataSize,const void *pData) { 1216 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 1217 } 1218 static FORCEINLINE HRESULT ID3D11DeviceContext2_SetPrivateDataInterface(ID3D11DeviceContext2* This,REFGUID guid,const IUnknown *pData) { 1219 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 1220 } 1221 /*** ID3D11DeviceContext methods ***/ 1222 static FORCEINLINE void ID3D11DeviceContext2_VSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { 1223 This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1224 } 1225 static FORCEINLINE void ID3D11DeviceContext2_PSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { 1226 This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1227 } 1228 static FORCEINLINE void ID3D11DeviceContext2_PSSetShader(ID3D11DeviceContext2* This,ID3D11PixelShader *pPixelShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { 1229 This->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances); 1230 } 1231 static FORCEINLINE void ID3D11DeviceContext2_PSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { 1232 This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1233 } 1234 static FORCEINLINE void ID3D11DeviceContext2_VSSetShader(ID3D11DeviceContext2* This,ID3D11VertexShader *pVertexShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { 1235 This->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances); 1236 } 1237 static FORCEINLINE void ID3D11DeviceContext2_DrawIndexed(ID3D11DeviceContext2* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) { 1238 This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation); 1239 } 1240 static FORCEINLINE void ID3D11DeviceContext2_Draw(ID3D11DeviceContext2* This,UINT VertexCount,UINT StartVertexLocation) { 1241 This->lpVtbl->Draw(This,VertexCount,StartVertexLocation); 1242 } 1243 static FORCEINLINE HRESULT ID3D11DeviceContext2_Map(ID3D11DeviceContext2* This,ID3D11Resource *pResource,UINT Subresource,D3D11_MAP MapType,UINT MapFlags,D3D11_MAPPED_SUBRESOURCE *pMappedResource) { 1244 return This->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource); 1245 } 1246 static FORCEINLINE void ID3D11DeviceContext2_Unmap(ID3D11DeviceContext2* This,ID3D11Resource *pResource,UINT Subresource) { 1247 This->lpVtbl->Unmap(This,pResource,Subresource); 1248 } 1249 static FORCEINLINE void ID3D11DeviceContext2_PSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { 1250 This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1251 } 1252 static FORCEINLINE void ID3D11DeviceContext2_IASetInputLayout(ID3D11DeviceContext2* This,ID3D11InputLayout *pInputLayout) { 1253 This->lpVtbl->IASetInputLayout(This,pInputLayout); 1254 } 1255 static FORCEINLINE void ID3D11DeviceContext2_IASetVertexBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) { 1256 This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1257 } 1258 static FORCEINLINE void ID3D11DeviceContext2_IASetIndexBuffer(ID3D11DeviceContext2* This,ID3D11Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) { 1259 This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset); 1260 } 1261 static FORCEINLINE void ID3D11DeviceContext2_DrawIndexedInstanced(ID3D11DeviceContext2* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) { 1262 This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation); 1263 } 1264 static FORCEINLINE void ID3D11DeviceContext2_DrawInstanced(ID3D11DeviceContext2* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) { 1265 This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation); 1266 } 1267 static FORCEINLINE void ID3D11DeviceContext2_GSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { 1268 This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1269 } 1270 static FORCEINLINE void ID3D11DeviceContext2_GSSetShader(ID3D11DeviceContext2* This,ID3D11GeometryShader *pShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { 1271 This->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances); 1272 } 1273 static FORCEINLINE void ID3D11DeviceContext2_IASetPrimitiveTopology(ID3D11DeviceContext2* This,D3D11_PRIMITIVE_TOPOLOGY Topology) { 1274 This->lpVtbl->IASetPrimitiveTopology(This,Topology); 1275 } 1276 static FORCEINLINE void ID3D11DeviceContext2_VSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { 1277 This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1278 } 1279 static FORCEINLINE void ID3D11DeviceContext2_VSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { 1280 This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1281 } 1282 static FORCEINLINE void ID3D11DeviceContext2_Begin(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync) { 1283 This->lpVtbl->Begin(This,pAsync); 1284 } 1285 static FORCEINLINE void ID3D11DeviceContext2_End(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync) { 1286 This->lpVtbl->End(This,pAsync); 1287 } 1288 static FORCEINLINE HRESULT ID3D11DeviceContext2_GetData(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync,void *pData,UINT DataSize,UINT GetDataFlags) { 1289 return This->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags); 1290 } 1291 static FORCEINLINE void ID3D11DeviceContext2_SetPredication(ID3D11DeviceContext2* This,ID3D11Predicate *pPredicate,WINBOOL PredicateValue) { 1292 This->lpVtbl->SetPredication(This,pPredicate,PredicateValue); 1293 } 1294 static FORCEINLINE void ID3D11DeviceContext2_GSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { 1295 This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1296 } 1297 static FORCEINLINE void ID3D11DeviceContext2_GSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { 1298 This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1299 } 1300 static FORCEINLINE void ID3D11DeviceContext2_OMSetRenderTargets(ID3D11DeviceContext2* This,UINT NumViews,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView) { 1301 This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView); 1302 } 1303 static FORCEINLINE void ID3D11DeviceContext2_OMSetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext2* This,UINT NumRTVs,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) { 1304 This->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts); 1305 } 1306 static FORCEINLINE void ID3D11DeviceContext2_OMSetBlendState(ID3D11DeviceContext2* This,ID3D11BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) { 1307 This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask); 1308 } 1309 static FORCEINLINE void ID3D11DeviceContext2_OMSetDepthStencilState(ID3D11DeviceContext2* This,ID3D11DepthStencilState *pDepthStencilState,UINT StencilRef) { 1310 This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef); 1311 } 1312 static FORCEINLINE void ID3D11DeviceContext2_SOSetTargets(ID3D11DeviceContext2* This,UINT NumBuffers,ID3D11Buffer *const *ppSOTargets,const UINT *pOffsets) { 1313 This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets); 1314 } 1315 static FORCEINLINE void ID3D11DeviceContext2_DrawAuto(ID3D11DeviceContext2* This) { 1316 This->lpVtbl->DrawAuto(This); 1317 } 1318 static FORCEINLINE void ID3D11DeviceContext2_DrawIndexedInstancedIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { 1319 This->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); 1320 } 1321 static FORCEINLINE void ID3D11DeviceContext2_DrawInstancedIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { 1322 This->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); 1323 } 1324 static FORCEINLINE void ID3D11DeviceContext2_Dispatch(ID3D11DeviceContext2* This,UINT ThreadGroupCountX,UINT ThreadGroupCountY,UINT ThreadGroupCountZ) { 1325 This->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ); 1326 } 1327 static FORCEINLINE void ID3D11DeviceContext2_DispatchIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) { 1328 This->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs); 1329 } 1330 static FORCEINLINE void ID3D11DeviceContext2_RSSetState(ID3D11DeviceContext2* This,ID3D11RasterizerState *pRasterizerState) { 1331 This->lpVtbl->RSSetState(This,pRasterizerState); 1332 } 1333 static FORCEINLINE void ID3D11DeviceContext2_RSSetViewports(ID3D11DeviceContext2* This,UINT NumViewports,const D3D11_VIEWPORT *pViewports) { 1334 This->lpVtbl->RSSetViewports(This,NumViewports,pViewports); 1335 } 1336 static FORCEINLINE void ID3D11DeviceContext2_RSSetScissorRects(ID3D11DeviceContext2* This,UINT NumRects,const D3D11_RECT *pRects) { 1337 This->lpVtbl->RSSetScissorRects(This,NumRects,pRects); 1338 } 1339 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) { 1340 This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox); 1341 } 1342 static FORCEINLINE void ID3D11DeviceContext2_CopyResource(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,ID3D11Resource *pSrcResource) { 1343 This->lpVtbl->CopyResource(This,pDstResource,pSrcResource); 1344 } 1345 static FORCEINLINE void ID3D11DeviceContext2_UpdateSubresource(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) { 1346 This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch); 1347 } 1348 static FORCEINLINE void ID3D11DeviceContext2_CopyStructureCount(ID3D11DeviceContext2* This,ID3D11Buffer *pDstBuffer,UINT DstAlignedByteOffset,ID3D11UnorderedAccessView *pSrcView) { 1349 This->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView); 1350 } 1351 static FORCEINLINE void ID3D11DeviceContext2_ClearRenderTargetView(ID3D11DeviceContext2* This,ID3D11RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) { 1352 This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA); 1353 } 1354 static FORCEINLINE void ID3D11DeviceContext2_ClearUnorderedAccessViewUint(ID3D11DeviceContext2* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const UINT Values[4]) { 1355 This->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values); 1356 } 1357 static FORCEINLINE void ID3D11DeviceContext2_ClearUnorderedAccessViewFloat(ID3D11DeviceContext2* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const FLOAT Values[4]) { 1358 This->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values); 1359 } 1360 static FORCEINLINE void ID3D11DeviceContext2_ClearDepthStencilView(ID3D11DeviceContext2* This,ID3D11DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) { 1361 This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil); 1362 } 1363 static FORCEINLINE void ID3D11DeviceContext2_GenerateMips(ID3D11DeviceContext2* This,ID3D11ShaderResourceView *pShaderResourceView) { 1364 This->lpVtbl->GenerateMips(This,pShaderResourceView); 1365 } 1366 static FORCEINLINE void ID3D11DeviceContext2_SetResourceMinLOD(ID3D11DeviceContext2* This,ID3D11Resource *pResource,FLOAT MinLOD) { 1367 This->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD); 1368 } 1369 static FORCEINLINE FLOAT ID3D11DeviceContext2_GetResourceMinLOD(ID3D11DeviceContext2* This,ID3D11Resource *pResource) { 1370 return This->lpVtbl->GetResourceMinLOD(This,pResource); 1371 } 1372 static FORCEINLINE void ID3D11DeviceContext2_ResolveSubresource(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,UINT DstSubresource,ID3D11Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) { 1373 This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format); 1374 } 1375 static FORCEINLINE void ID3D11DeviceContext2_ExecuteCommandList(ID3D11DeviceContext2* This,ID3D11CommandList *pCommandList,WINBOOL RestoreContextState) { 1376 This->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState); 1377 } 1378 static FORCEINLINE void ID3D11DeviceContext2_HSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { 1379 This->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1380 } 1381 static FORCEINLINE void ID3D11DeviceContext2_HSSetShader(ID3D11DeviceContext2* This,ID3D11HullShader *pHullShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { 1382 This->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances); 1383 } 1384 static FORCEINLINE void ID3D11DeviceContext2_HSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { 1385 This->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1386 } 1387 static FORCEINLINE void ID3D11DeviceContext2_HSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { 1388 This->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1389 } 1390 static FORCEINLINE void ID3D11DeviceContext2_DSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { 1391 This->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1392 } 1393 static FORCEINLINE void ID3D11DeviceContext2_DSSetShader(ID3D11DeviceContext2* This,ID3D11DomainShader *pDomainShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { 1394 This->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances); 1395 } 1396 static FORCEINLINE void ID3D11DeviceContext2_DSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { 1397 This->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1398 } 1399 static FORCEINLINE void ID3D11DeviceContext2_DSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { 1400 This->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1401 } 1402 static FORCEINLINE void ID3D11DeviceContext2_CSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) { 1403 This->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1404 } 1405 static FORCEINLINE void ID3D11DeviceContext2_CSSetUnorderedAccessViews(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) { 1406 This->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts); 1407 } 1408 static FORCEINLINE void ID3D11DeviceContext2_CSSetShader(ID3D11DeviceContext2* This,ID3D11ComputeShader *pComputeShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) { 1409 This->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances); 1410 } 1411 static FORCEINLINE void ID3D11DeviceContext2_CSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) { 1412 This->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1413 } 1414 static FORCEINLINE void ID3D11DeviceContext2_CSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) { 1415 This->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1416 } 1417 static FORCEINLINE void ID3D11DeviceContext2_VSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { 1418 This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1419 } 1420 static FORCEINLINE void ID3D11DeviceContext2_PSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { 1421 This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1422 } 1423 static FORCEINLINE void ID3D11DeviceContext2_PSGetShader(ID3D11DeviceContext2* This,ID3D11PixelShader **ppPixelShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { 1424 This->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances); 1425 } 1426 static FORCEINLINE void ID3D11DeviceContext2_PSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { 1427 This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1428 } 1429 static FORCEINLINE void ID3D11DeviceContext2_VSGetShader(ID3D11DeviceContext2* This,ID3D11VertexShader **ppVertexShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { 1430 This->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances); 1431 } 1432 static FORCEINLINE void ID3D11DeviceContext2_PSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { 1433 This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1434 } 1435 static FORCEINLINE void ID3D11DeviceContext2_IAGetInputLayout(ID3D11DeviceContext2* This,ID3D11InputLayout **ppInputLayout) { 1436 This->lpVtbl->IAGetInputLayout(This,ppInputLayout); 1437 } 1438 static FORCEINLINE void ID3D11DeviceContext2_IAGetVertexBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) { 1439 This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets); 1440 } 1441 static FORCEINLINE void ID3D11DeviceContext2_IAGetIndexBuffer(ID3D11DeviceContext2* This,ID3D11Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) { 1442 This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset); 1443 } 1444 static FORCEINLINE void ID3D11DeviceContext2_GSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { 1445 This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1446 } 1447 static FORCEINLINE void ID3D11DeviceContext2_GSGetShader(ID3D11DeviceContext2* This,ID3D11GeometryShader **ppGeometryShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { 1448 This->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances); 1449 } 1450 static FORCEINLINE void ID3D11DeviceContext2_IAGetPrimitiveTopology(ID3D11DeviceContext2* This,D3D11_PRIMITIVE_TOPOLOGY *pTopology) { 1451 This->lpVtbl->IAGetPrimitiveTopology(This,pTopology); 1452 } 1453 static FORCEINLINE void ID3D11DeviceContext2_VSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { 1454 This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1455 } 1456 static FORCEINLINE void ID3D11DeviceContext2_VSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { 1457 This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1458 } 1459 static FORCEINLINE void ID3D11DeviceContext2_GetPredication(ID3D11DeviceContext2* This,ID3D11Predicate **ppPredicate,WINBOOL *pPredicateValue) { 1460 This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue); 1461 } 1462 static FORCEINLINE void ID3D11DeviceContext2_GSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { 1463 This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1464 } 1465 static FORCEINLINE void ID3D11DeviceContext2_GSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { 1466 This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1467 } 1468 static FORCEINLINE void ID3D11DeviceContext2_OMGetRenderTargets(ID3D11DeviceContext2* This,UINT NumViews,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView) { 1469 This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView); 1470 } 1471 static FORCEINLINE void ID3D11DeviceContext2_OMGetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext2* This,UINT NumRTVs,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) { 1472 This->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews); 1473 } 1474 static FORCEINLINE void ID3D11DeviceContext2_OMGetBlendState(ID3D11DeviceContext2* This,ID3D11BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) { 1475 This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask); 1476 } 1477 static FORCEINLINE void ID3D11DeviceContext2_OMGetDepthStencilState(ID3D11DeviceContext2* This,ID3D11DepthStencilState **ppDepthStencilState,UINT *pStencilRef) { 1478 This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef); 1479 } 1480 static FORCEINLINE void ID3D11DeviceContext2_SOGetTargets(ID3D11DeviceContext2* This,UINT NumBuffers,ID3D11Buffer **ppSOTargets) { 1481 This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets); 1482 } 1483 static FORCEINLINE void ID3D11DeviceContext2_RSGetState(ID3D11DeviceContext2* This,ID3D11RasterizerState **ppRasterizerState) { 1484 This->lpVtbl->RSGetState(This,ppRasterizerState); 1485 } 1486 static FORCEINLINE void ID3D11DeviceContext2_RSGetViewports(ID3D11DeviceContext2* This,UINT *pNumViewports,D3D11_VIEWPORT *pViewports) { 1487 This->lpVtbl->RSGetViewports(This,pNumViewports,pViewports); 1488 } 1489 static FORCEINLINE void ID3D11DeviceContext2_RSGetScissorRects(ID3D11DeviceContext2* This,UINT *pNumRects,D3D11_RECT *pRects) { 1490 This->lpVtbl->RSGetScissorRects(This,pNumRects,pRects); 1491 } 1492 static FORCEINLINE void ID3D11DeviceContext2_HSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { 1493 This->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1494 } 1495 static FORCEINLINE void ID3D11DeviceContext2_HSGetShader(ID3D11DeviceContext2* This,ID3D11HullShader **ppHullShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { 1496 This->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances); 1497 } 1498 static FORCEINLINE void ID3D11DeviceContext2_HSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { 1499 This->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1500 } 1501 static FORCEINLINE void ID3D11DeviceContext2_HSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { 1502 This->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1503 } 1504 static FORCEINLINE void ID3D11DeviceContext2_DSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { 1505 This->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1506 } 1507 static FORCEINLINE void ID3D11DeviceContext2_DSGetShader(ID3D11DeviceContext2* This,ID3D11DomainShader **ppDomainShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { 1508 This->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances); 1509 } 1510 static FORCEINLINE void ID3D11DeviceContext2_DSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { 1511 This->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1512 } 1513 static FORCEINLINE void ID3D11DeviceContext2_DSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { 1514 This->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1515 } 1516 static FORCEINLINE void ID3D11DeviceContext2_CSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) { 1517 This->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews); 1518 } 1519 static FORCEINLINE void ID3D11DeviceContext2_CSGetUnorderedAccessViews(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) { 1520 This->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews); 1521 } 1522 static FORCEINLINE void ID3D11DeviceContext2_CSGetShader(ID3D11DeviceContext2* This,ID3D11ComputeShader **ppComputeShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) { 1523 This->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances); 1524 } 1525 static FORCEINLINE void ID3D11DeviceContext2_CSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) { 1526 This->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers); 1527 } 1528 static FORCEINLINE void ID3D11DeviceContext2_CSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) { 1529 This->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers); 1530 } 1531 static FORCEINLINE void ID3D11DeviceContext2_ClearState(ID3D11DeviceContext2* This) { 1532 This->lpVtbl->ClearState(This); 1533 } 1534 static FORCEINLINE void ID3D11DeviceContext2_Flush(ID3D11DeviceContext2* This) { 1535 This->lpVtbl->Flush(This); 1536 } 1537 static FORCEINLINE D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext2_GetType(ID3D11DeviceContext2* This) { 1538 return This->lpVtbl->GetType(This); 1539 } 1540 static FORCEINLINE UINT ID3D11DeviceContext2_GetContextFlags(ID3D11DeviceContext2* This) { 1541 return This->lpVtbl->GetContextFlags(This); 1542 } 1543 static FORCEINLINE HRESULT ID3D11DeviceContext2_FinishCommandList(ID3D11DeviceContext2* This,WINBOOL RestoreDeferredContextState,ID3D11CommandList **ppCommandList) { 1544 return This->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList); 1545 } 1546 /*** ID3D11DeviceContext1 methods ***/ 1547 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) { 1548 This->lpVtbl->CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags); 1549 } 1550 static FORCEINLINE void ID3D11DeviceContext2_UpdateSubresource1(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch,UINT CopyFlags) { 1551 This->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags); 1552 } 1553 static FORCEINLINE void ID3D11DeviceContext2_DiscardResource(ID3D11DeviceContext2* This,ID3D11Resource *pResource) { 1554 This->lpVtbl->DiscardResource(This,pResource); 1555 } 1556 static FORCEINLINE void ID3D11DeviceContext2_DiscardView(ID3D11DeviceContext2* This,ID3D11View *pResourceView) { 1557 This->lpVtbl->DiscardView(This,pResourceView); 1558 } 1559 static FORCEINLINE void ID3D11DeviceContext2_VSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { 1560 This->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1561 } 1562 static FORCEINLINE void ID3D11DeviceContext2_HSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { 1563 This->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1564 } 1565 static FORCEINLINE void ID3D11DeviceContext2_DSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { 1566 This->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1567 } 1568 static FORCEINLINE void ID3D11DeviceContext2_GSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { 1569 This->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1570 } 1571 static FORCEINLINE void ID3D11DeviceContext2_PSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { 1572 This->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1573 } 1574 static FORCEINLINE void ID3D11DeviceContext2_CSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) { 1575 This->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1576 } 1577 static FORCEINLINE void ID3D11DeviceContext2_VSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { 1578 This->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1579 } 1580 static FORCEINLINE void ID3D11DeviceContext2_HSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { 1581 This->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1582 } 1583 static FORCEINLINE void ID3D11DeviceContext2_DSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { 1584 This->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1585 } 1586 static FORCEINLINE void ID3D11DeviceContext2_GSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { 1587 This->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1588 } 1589 static FORCEINLINE void ID3D11DeviceContext2_PSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { 1590 This->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1591 } 1592 static FORCEINLINE void ID3D11DeviceContext2_CSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) { 1593 This->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants); 1594 } 1595 static FORCEINLINE void ID3D11DeviceContext2_SwapDeviceContextState(ID3D11DeviceContext2* This,ID3DDeviceContextState *pState,ID3DDeviceContextState **ppPreviousState) { 1596 This->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState); 1597 } 1598 static FORCEINLINE void ID3D11DeviceContext2_ClearView(ID3D11DeviceContext2* This,ID3D11View *pView,const FLOAT Color[4],const D3D11_RECT *pRect,UINT NumRects) { 1599 This->lpVtbl->ClearView(This,pView,Color,pRect,NumRects); 1600 } 1601 static FORCEINLINE void ID3D11DeviceContext2_DiscardView1(ID3D11DeviceContext2* This,ID3D11View *pResourceView,const D3D11_RECT *pRects,UINT NumRects) { 1602 This->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects); 1603 } 1604 /*** ID3D11DeviceContext2 methods ***/ 1605 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) { 1606 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); 1607 } 1608 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) { 1609 return This->lpVtbl->CopyTileMappings(This,dst_resource,dst_start_coordinate,src_resource,src_start_coordinate,region_size,flags); 1610 } 1611 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) { 1612 This->lpVtbl->CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags); 1613 } 1614 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) { 1615 This->lpVtbl->UpdateTiles(This,dst_resource,dst_start_coordinate,dst_region_size,src_data,flags); 1616 } 1617 static FORCEINLINE HRESULT ID3D11DeviceContext2_ResizeTilePool(ID3D11DeviceContext2* This,ID3D11Buffer *pool,UINT64 size) { 1618 return This->lpVtbl->ResizeTilePool(This,pool,size); 1619 } 1620 static FORCEINLINE void ID3D11DeviceContext2_TiledResourceBarrier(ID3D11DeviceContext2* This,ID3D11DeviceChild *before_barrier,ID3D11DeviceChild *after_barrier) { 1621 This->lpVtbl->TiledResourceBarrier(This,before_barrier,after_barrier); 1622 } 1623 static FORCEINLINE WINBOOL ID3D11DeviceContext2_IsAnnotationEnabled(ID3D11DeviceContext2* This) { 1624 return This->lpVtbl->IsAnnotationEnabled(This); 1625 } 1626 static FORCEINLINE void ID3D11DeviceContext2_SetMarkerInt(ID3D11DeviceContext2* This,const WCHAR *label,int data) { 1627 This->lpVtbl->SetMarkerInt(This,label,data); 1628 } 1629 static FORCEINLINE void ID3D11DeviceContext2_BeginEventInt(ID3D11DeviceContext2* This,const WCHAR *label,int data) { 1630 This->lpVtbl->BeginEventInt(This,label,data); 1631 } 1632 static FORCEINLINE void ID3D11DeviceContext2_EndEvent(ID3D11DeviceContext2* This) { 1633 This->lpVtbl->EndEvent(This); 1634 } 1635 #endif 1636 #endif 1637 1638 #endif 1639 1640 1641 #endif /* __ID3D11DeviceContext2_INTERFACE_DEFINED__ */ 1642 1643 /***************************************************************************** 1644 * ID3D11Device2 interface 1645 */ 1646 #ifndef __ID3D11Device2_INTERFACE_DEFINED__ 1647 #define __ID3D11Device2_INTERFACE_DEFINED__ 1648 1649 DEFINE_GUID(IID_ID3D11Device2, 0x9d06dffa, 0xd1e5, 0x4d07, 0x83,0xa8, 0x1b,0xb1,0x23,0xf2,0xf8,0x41); 1650 #if defined(__cplusplus) && !defined(CINTERFACE) 1651 MIDL_INTERFACE("9d06dffa-d1e5-4d07-83a8-1bb123f2f841") 1652 ID3D11Device2 : public ID3D11Device1 1653 { 1654 virtual void STDMETHODCALLTYPE GetImmediateContext2( 1655 ID3D11DeviceContext2 **context) = 0; 1656 1657 virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext2( 1658 UINT flags, 1659 ID3D11DeviceContext2 **context) = 0; 1660 1661 virtual void STDMETHODCALLTYPE GetResourceTiling( 1662 ID3D11Resource *resource, 1663 UINT *tile_count, 1664 D3D11_PACKED_MIP_DESC *mip_desc, 1665 D3D11_TILE_SHAPE *tile_shape, 1666 UINT *subresource_tiling_count, 1667 UINT first_subresource_tiling, 1668 D3D11_SUBRESOURCE_TILING *subresource_tiling) = 0; 1669 1670 virtual HRESULT STDMETHODCALLTYPE CheckMultisampleQualityLevels1( 1671 DXGI_FORMAT format, 1672 UINT sample_count, 1673 UINT flags, 1674 UINT *quality_level_count) = 0; 1675 1676 }; 1677 #ifdef __CRT_UUID_DECL 1678 __CRT_UUID_DECL(ID3D11Device2, 0x9d06dffa, 0xd1e5, 0x4d07, 0x83,0xa8, 0x1b,0xb1,0x23,0xf2,0xf8,0x41) 1679 #endif 1680 #else 1681 typedef struct ID3D11Device2Vtbl { 1682 BEGIN_INTERFACE 1683 1684 /*** IUnknown methods ***/ 1685 HRESULT (STDMETHODCALLTYPE *QueryInterface)( 1686 ID3D11Device2 *This, 1687 REFIID riid, 1688 void **ppvObject); 1689 1690 ULONG (STDMETHODCALLTYPE *AddRef)( 1691 ID3D11Device2 *This); 1692 1693 ULONG (STDMETHODCALLTYPE *Release)( 1694 ID3D11Device2 *This); 1695 1696 /*** ID3D11Device methods ***/ 1697 HRESULT (STDMETHODCALLTYPE *CreateBuffer)( 1698 ID3D11Device2 *This, 1699 const D3D11_BUFFER_DESC *pDesc, 1700 const D3D11_SUBRESOURCE_DATA *pInitialData, 1701 ID3D11Buffer **ppBuffer); 1702 1703 HRESULT (STDMETHODCALLTYPE *CreateTexture1D)( 1704 ID3D11Device2 *This, 1705 const D3D11_TEXTURE1D_DESC *pDesc, 1706 const D3D11_SUBRESOURCE_DATA *pInitialData, 1707 ID3D11Texture1D **ppTexture1D); 1708 1709 HRESULT (STDMETHODCALLTYPE *CreateTexture2D)( 1710 ID3D11Device2 *This, 1711 const D3D11_TEXTURE2D_DESC *pDesc, 1712 const D3D11_SUBRESOURCE_DATA *pInitialData, 1713 ID3D11Texture2D **ppTexture2D); 1714 1715 HRESULT (STDMETHODCALLTYPE *CreateTexture3D)( 1716 ID3D11Device2 *This, 1717 const D3D11_TEXTURE3D_DESC *pDesc, 1718 const D3D11_SUBRESOURCE_DATA *pInitialData, 1719 ID3D11Texture3D **ppTexture3D); 1720 1721 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)( 1722 ID3D11Device2 *This, 1723 ID3D11Resource *pResource, 1724 const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc, 1725 ID3D11ShaderResourceView **ppSRView); 1726 1727 HRESULT (STDMETHODCALLTYPE *CreateUnorderedAccessView)( 1728 ID3D11Device2 *This, 1729 ID3D11Resource *pResource, 1730 const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc, 1731 ID3D11UnorderedAccessView **ppUAView); 1732 1733 HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)( 1734 ID3D11Device2 *This, 1735 ID3D11Resource *pResource, 1736 const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, 1737 ID3D11RenderTargetView **ppRTView); 1738 1739 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)( 1740 ID3D11Device2 *This, 1741 ID3D11Resource *pResource, 1742 const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, 1743 ID3D11DepthStencilView **ppDepthStencilView); 1744 1745 HRESULT (STDMETHODCALLTYPE *CreateInputLayout)( 1746 ID3D11Device2 *This, 1747 const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, 1748 UINT NumElements, 1749 const void *pShaderBytecodeWithInputSignature, 1750 SIZE_T BytecodeLength, 1751 ID3D11InputLayout **ppInputLayout); 1752 1753 HRESULT (STDMETHODCALLTYPE *CreateVertexShader)( 1754 ID3D11Device2 *This, 1755 const void *pShaderBytecode, 1756 SIZE_T BytecodeLength, 1757 ID3D11ClassLinkage *pClassLinkage, 1758 ID3D11VertexShader **ppVertexShader); 1759 1760 HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)( 1761 ID3D11Device2 *This, 1762 const void *pShaderBytecode, 1763 SIZE_T BytecodeLength, 1764 ID3D11ClassLinkage *pClassLinkage, 1765 ID3D11GeometryShader **ppGeometryShader); 1766 1767 HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)( 1768 ID3D11Device2 *This, 1769 const void *pShaderBytecode, 1770 SIZE_T BytecodeLength, 1771 const D3D11_SO_DECLARATION_ENTRY *pSODeclaration, 1772 UINT NumEntries, 1773 const UINT *pBufferStrides, 1774 UINT NumStrides, 1775 UINT RasterizedStream, 1776 ID3D11ClassLinkage *pClassLinkage, 1777 ID3D11GeometryShader **ppGeometryShader); 1778 1779 HRESULT (STDMETHODCALLTYPE *CreatePixelShader)( 1780 ID3D11Device2 *This, 1781 const void *pShaderBytecode, 1782 SIZE_T BytecodeLength, 1783 ID3D11ClassLinkage *pClassLinkage, 1784 ID3D11PixelShader **ppPixelShader); 1785 1786 HRESULT (STDMETHODCALLTYPE *CreateHullShader)( 1787 ID3D11Device2 *This, 1788 const void *pShaderBytecode, 1789 SIZE_T BytecodeLength, 1790 ID3D11ClassLinkage *pClassLinkage, 1791 ID3D11HullShader **ppHullShader); 1792 1793 HRESULT (STDMETHODCALLTYPE *CreateDomainShader)( 1794 ID3D11Device2 *This, 1795 const void *pShaderBytecode, 1796 SIZE_T BytecodeLength, 1797 ID3D11ClassLinkage *pClassLinkage, 1798 ID3D11DomainShader **ppDomainShader); 1799 1800 HRESULT (STDMETHODCALLTYPE *CreateComputeShader)( 1801 ID3D11Device2 *This, 1802 const void *pShaderBytecode, 1803 SIZE_T BytecodeLength, 1804 ID3D11ClassLinkage *pClassLinkage, 1805 ID3D11ComputeShader **ppComputeShader); 1806 1807 HRESULT (STDMETHODCALLTYPE *CreateClassLinkage)( 1808 ID3D11Device2 *This, 1809 ID3D11ClassLinkage **ppLinkage); 1810 1811 HRESULT (STDMETHODCALLTYPE *CreateBlendState)( 1812 ID3D11Device2 *This, 1813 const D3D11_BLEND_DESC *pBlendStateDesc, 1814 ID3D11BlendState **ppBlendState); 1815 1816 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)( 1817 ID3D11Device2 *This, 1818 const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc, 1819 ID3D11DepthStencilState **ppDepthStencilState); 1820 1821 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)( 1822 ID3D11Device2 *This, 1823 const D3D11_RASTERIZER_DESC *pRasterizerDesc, 1824 ID3D11RasterizerState **ppRasterizerState); 1825 1826 HRESULT (STDMETHODCALLTYPE *CreateSamplerState)( 1827 ID3D11Device2 *This, 1828 const D3D11_SAMPLER_DESC *pSamplerDesc, 1829 ID3D11SamplerState **ppSamplerState); 1830 1831 HRESULT (STDMETHODCALLTYPE *CreateQuery)( 1832 ID3D11Device2 *This, 1833 const D3D11_QUERY_DESC *pQueryDesc, 1834 ID3D11Query **ppQuery); 1835 1836 HRESULT (STDMETHODCALLTYPE *CreatePredicate)( 1837 ID3D11Device2 *This, 1838 const D3D11_QUERY_DESC *pPredicateDesc, 1839 ID3D11Predicate **ppPredicate); 1840 1841 HRESULT (STDMETHODCALLTYPE *CreateCounter)( 1842 ID3D11Device2 *This, 1843 const D3D11_COUNTER_DESC *pCounterDesc, 1844 ID3D11Counter **ppCounter); 1845 1846 HRESULT (STDMETHODCALLTYPE *CreateDeferredContext)( 1847 ID3D11Device2 *This, 1848 UINT ContextFlags, 1849 ID3D11DeviceContext **ppDeferredContext); 1850 1851 HRESULT (STDMETHODCALLTYPE *OpenSharedResource)( 1852 ID3D11Device2 *This, 1853 HANDLE hResource, 1854 REFIID ReturnedInterface, 1855 void **ppResource); 1856 1857 HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)( 1858 ID3D11Device2 *This, 1859 DXGI_FORMAT Format, 1860 UINT *pFormatSupport); 1861 1862 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)( 1863 ID3D11Device2 *This, 1864 DXGI_FORMAT Format, 1865 UINT SampleCount, 1866 UINT *pNumQualityLevels); 1867 1868 void (STDMETHODCALLTYPE *CheckCounterInfo)( 1869 ID3D11Device2 *This, 1870 D3D11_COUNTER_INFO *pCounterInfo); 1871 1872 HRESULT (STDMETHODCALLTYPE *CheckCounter)( 1873 ID3D11Device2 *This, 1874 const D3D11_COUNTER_DESC *pDesc, 1875 D3D11_COUNTER_TYPE *pType, 1876 UINT *pActiveCounters, 1877 LPSTR szName, 1878 UINT *pNameLength, 1879 LPSTR szUnits, 1880 UINT *pUnitsLength, 1881 LPSTR szDescription, 1882 UINT *pDescriptionLength); 1883 1884 HRESULT (STDMETHODCALLTYPE *CheckFeatureSupport)( 1885 ID3D11Device2 *This, 1886 D3D11_FEATURE Feature, 1887 void *pFeatureSupportData, 1888 UINT FeatureSupportDataSize); 1889 1890 HRESULT (STDMETHODCALLTYPE *GetPrivateData)( 1891 ID3D11Device2 *This, 1892 REFGUID guid, 1893 UINT *pDataSize, 1894 void *pData); 1895 1896 HRESULT (STDMETHODCALLTYPE *SetPrivateData)( 1897 ID3D11Device2 *This, 1898 REFGUID guid, 1899 UINT DataSize, 1900 const void *pData); 1901 1902 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)( 1903 ID3D11Device2 *This, 1904 REFGUID guid, 1905 const IUnknown *pData); 1906 1907 D3D_FEATURE_LEVEL (STDMETHODCALLTYPE *GetFeatureLevel)( 1908 ID3D11Device2 *This); 1909 1910 UINT (STDMETHODCALLTYPE *GetCreationFlags)( 1911 ID3D11Device2 *This); 1912 1913 HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)( 1914 ID3D11Device2 *This); 1915 1916 void (STDMETHODCALLTYPE *GetImmediateContext)( 1917 ID3D11Device2 *This, 1918 ID3D11DeviceContext **ppImmediateContext); 1919 1920 HRESULT (STDMETHODCALLTYPE *SetExceptionMode)( 1921 ID3D11Device2 *This, 1922 UINT RaiseFlags); 1923 1924 UINT (STDMETHODCALLTYPE *GetExceptionMode)( 1925 ID3D11Device2 *This); 1926 1927 /*** ID3D11Device1 methods ***/ 1928 void (STDMETHODCALLTYPE *GetImmediateContext1)( 1929 ID3D11Device2 *This, 1930 ID3D11DeviceContext1 **ppImmediateContext); 1931 1932 HRESULT (STDMETHODCALLTYPE *CreateDeferredContext1)( 1933 ID3D11Device2 *This, 1934 UINT ContextFlags, 1935 ID3D11DeviceContext1 **ppDeferredContext); 1936 1937 HRESULT (STDMETHODCALLTYPE *CreateBlendState1)( 1938 ID3D11Device2 *This, 1939 const D3D11_BLEND_DESC1 *pBlendStateDesc, 1940 ID3D11BlendState1 **ppBlendState); 1941 1942 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState1)( 1943 ID3D11Device2 *This, 1944 const D3D11_RASTERIZER_DESC1 *pRasterizerDesc, 1945 ID3D11RasterizerState1 **ppRasterizerState); 1946 1947 HRESULT (STDMETHODCALLTYPE *CreateDeviceContextState)( 1948 ID3D11Device2 *This, 1949 UINT Flags, 1950 const D3D_FEATURE_LEVEL *pFeatureLevels, 1951 UINT FeatureLevels, 1952 UINT SDKVersion, 1953 REFIID EmulatedInterface, 1954 D3D_FEATURE_LEVEL *pChosenFeatureLevel, 1955 ID3DDeviceContextState **ppContextState); 1956 1957 HRESULT (STDMETHODCALLTYPE *OpenSharedResource1)( 1958 ID3D11Device2 *This, 1959 HANDLE hResource, 1960 REFIID returnedInterface, 1961 void **ppResource); 1962 1963 HRESULT (STDMETHODCALLTYPE *OpenSharedResourceByName)( 1964 ID3D11Device2 *This, 1965 LPCWSTR lpName, 1966 DWORD dwDesiredAccess, 1967 REFIID returnedInterface, 1968 void **ppResource); 1969 1970 /*** ID3D11Device2 methods ***/ 1971 void (STDMETHODCALLTYPE *GetImmediateContext2)( 1972 ID3D11Device2 *This, 1973 ID3D11DeviceContext2 **context); 1974 1975 HRESULT (STDMETHODCALLTYPE *CreateDeferredContext2)( 1976 ID3D11Device2 *This, 1977 UINT flags, 1978 ID3D11DeviceContext2 **context); 1979 1980 void (STDMETHODCALLTYPE *GetResourceTiling)( 1981 ID3D11Device2 *This, 1982 ID3D11Resource *resource, 1983 UINT *tile_count, 1984 D3D11_PACKED_MIP_DESC *mip_desc, 1985 D3D11_TILE_SHAPE *tile_shape, 1986 UINT *subresource_tiling_count, 1987 UINT first_subresource_tiling, 1988 D3D11_SUBRESOURCE_TILING *subresource_tiling); 1989 1990 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels1)( 1991 ID3D11Device2 *This, 1992 DXGI_FORMAT format, 1993 UINT sample_count, 1994 UINT flags, 1995 UINT *quality_level_count); 1996 1997 END_INTERFACE 1998 } ID3D11Device2Vtbl; 1999 2000 interface ID3D11Device2 { 2001 CONST_VTBL ID3D11Device2Vtbl* lpVtbl; 2002 }; 2003 2004 #ifdef COBJMACROS 2005 #ifndef WIDL_C_INLINE_WRAPPERS 2006 /*** IUnknown methods ***/ 2007 #define ID3D11Device2_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) 2008 #define ID3D11Device2_AddRef(This) (This)->lpVtbl->AddRef(This) 2009 #define ID3D11Device2_Release(This) (This)->lpVtbl->Release(This) 2010 /*** ID3D11Device methods ***/ 2011 #define ID3D11Device2_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer) 2012 #define ID3D11Device2_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) 2013 #define ID3D11Device2_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) 2014 #define ID3D11Device2_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) 2015 #define ID3D11Device2_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView) 2016 #define ID3D11Device2_CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) (This)->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) 2017 #define ID3D11Device2_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView) 2018 #define ID3D11Device2_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) 2019 #define ID3D11Device2_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) 2020 #define ID3D11Device2_CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) 2021 #define ID3D11Device2_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) 2022 #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) 2023 #define ID3D11Device2_CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) 2024 #define ID3D11Device2_CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) (This)->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) 2025 #define ID3D11Device2_CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) (This)->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) 2026 #define ID3D11Device2_CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) (This)->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) 2027 #define ID3D11Device2_CreateClassLinkage(This,ppLinkage) (This)->lpVtbl->CreateClassLinkage(This,ppLinkage) 2028 #define ID3D11Device2_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState) 2029 #define ID3D11Device2_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) 2030 #define ID3D11Device2_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) 2031 #define ID3D11Device2_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState) 2032 #define ID3D11Device2_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery) 2033 #define ID3D11Device2_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate) 2034 #define ID3D11Device2_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter) 2035 #define ID3D11Device2_CreateDeferredContext(This,ContextFlags,ppDeferredContext) (This)->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext) 2036 #define ID3D11Device2_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource) 2037 #define ID3D11Device2_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport) 2038 #define ID3D11Device2_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) 2039 #define ID3D11Device2_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo) 2040 #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) 2041 #define ID3D11Device2_CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) (This)->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) 2042 #define ID3D11Device2_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData) 2043 #define ID3D11Device2_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData) 2044 #define ID3D11Device2_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData) 2045 #define ID3D11Device2_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This) 2046 #define ID3D11Device2_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This) 2047 #define ID3D11Device2_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This) 2048 #define ID3D11Device2_GetImmediateContext(This,ppImmediateContext) (This)->lpVtbl->GetImmediateContext(This,ppImmediateContext) 2049 #define ID3D11Device2_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags) 2050 #define ID3D11Device2_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This) 2051 /*** ID3D11Device1 methods ***/ 2052 #define ID3D11Device2_GetImmediateContext1(This,ppImmediateContext) (This)->lpVtbl->GetImmediateContext1(This,ppImmediateContext) 2053 #define ID3D11Device2_CreateDeferredContext1(This,ContextFlags,ppDeferredContext) (This)->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext) 2054 #define ID3D11Device2_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState) 2055 #define ID3D11Device2_CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) 2056 #define ID3D11Device2_CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) (This)->lpVtbl->CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) 2057 #define ID3D11Device2_OpenSharedResource1(This,hResource,returnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource) 2058 #define ID3D11Device2_OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) (This)->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) 2059 /*** ID3D11Device2 methods ***/ 2060 #define ID3D11Device2_GetImmediateContext2(This,context) (This)->lpVtbl->GetImmediateContext2(This,context) 2061 #define ID3D11Device2_CreateDeferredContext2(This,flags,context) (This)->lpVtbl->CreateDeferredContext2(This,flags,context) 2062 #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) 2063 #define ID3D11Device2_CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count) (This)->lpVtbl->CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count) 2064 #else 2065 /*** IUnknown methods ***/ 2066 static FORCEINLINE HRESULT ID3D11Device2_QueryInterface(ID3D11Device2* This,REFIID riid,void **ppvObject) { 2067 return This->lpVtbl->QueryInterface(This,riid,ppvObject); 2068 } 2069 static FORCEINLINE ULONG ID3D11Device2_AddRef(ID3D11Device2* This) { 2070 return This->lpVtbl->AddRef(This); 2071 } 2072 static FORCEINLINE ULONG ID3D11Device2_Release(ID3D11Device2* This) { 2073 return This->lpVtbl->Release(This); 2074 } 2075 /*** ID3D11Device methods ***/ 2076 static FORCEINLINE HRESULT ID3D11Device2_CreateBuffer(ID3D11Device2* This,const D3D11_BUFFER_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Buffer **ppBuffer) { 2077 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer); 2078 } 2079 static FORCEINLINE HRESULT ID3D11Device2_CreateTexture1D(ID3D11Device2* This,const D3D11_TEXTURE1D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture1D **ppTexture1D) { 2080 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D); 2081 } 2082 static FORCEINLINE HRESULT ID3D11Device2_CreateTexture2D(ID3D11Device2* This,const D3D11_TEXTURE2D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture2D **ppTexture2D) { 2083 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D); 2084 } 2085 static FORCEINLINE HRESULT ID3D11Device2_CreateTexture3D(ID3D11Device2* This,const D3D11_TEXTURE3D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture3D **ppTexture3D) { 2086 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D); 2087 } 2088 static FORCEINLINE HRESULT ID3D11Device2_CreateShaderResourceView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D11ShaderResourceView **ppSRView) { 2089 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView); 2090 } 2091 static FORCEINLINE HRESULT ID3D11Device2_CreateUnorderedAccessView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,ID3D11UnorderedAccessView **ppUAView) { 2092 return This->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView); 2093 } 2094 static FORCEINLINE HRESULT ID3D11Device2_CreateRenderTargetView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,ID3D11RenderTargetView **ppRTView) { 2095 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView); 2096 } 2097 static FORCEINLINE HRESULT ID3D11Device2_CreateDepthStencilView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D11DepthStencilView **ppDepthStencilView) { 2098 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView); 2099 } 2100 static FORCEINLINE HRESULT ID3D11Device2_CreateInputLayout(ID3D11Device2* This,const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D11InputLayout **ppInputLayout) { 2101 return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout); 2102 } 2103 static FORCEINLINE HRESULT ID3D11Device2_CreateVertexShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11VertexShader **ppVertexShader) { 2104 return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader); 2105 } 2106 static FORCEINLINE HRESULT ID3D11Device2_CreateGeometryShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11GeometryShader **ppGeometryShader) { 2107 return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader); 2108 } 2109 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) { 2110 return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,pBufferStrides,NumStrides,RasterizedStream,pClassLinkage,ppGeometryShader); 2111 } 2112 static FORCEINLINE HRESULT ID3D11Device2_CreatePixelShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11PixelShader **ppPixelShader) { 2113 return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader); 2114 } 2115 static FORCEINLINE HRESULT ID3D11Device2_CreateHullShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11HullShader **ppHullShader) { 2116 return This->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader); 2117 } 2118 static FORCEINLINE HRESULT ID3D11Device2_CreateDomainShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11DomainShader **ppDomainShader) { 2119 return This->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader); 2120 } 2121 static FORCEINLINE HRESULT ID3D11Device2_CreateComputeShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11ComputeShader **ppComputeShader) { 2122 return This->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader); 2123 } 2124 static FORCEINLINE HRESULT ID3D11Device2_CreateClassLinkage(ID3D11Device2* This,ID3D11ClassLinkage **ppLinkage) { 2125 return This->lpVtbl->CreateClassLinkage(This,ppLinkage); 2126 } 2127 static FORCEINLINE HRESULT ID3D11Device2_CreateBlendState(ID3D11Device2* This,const D3D11_BLEND_DESC *pBlendStateDesc,ID3D11BlendState **ppBlendState) { 2128 return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState); 2129 } 2130 static FORCEINLINE HRESULT ID3D11Device2_CreateDepthStencilState(ID3D11Device2* This,const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D11DepthStencilState **ppDepthStencilState) { 2131 return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState); 2132 } 2133 static FORCEINLINE HRESULT ID3D11Device2_CreateRasterizerState(ID3D11Device2* This,const D3D11_RASTERIZER_DESC *pRasterizerDesc,ID3D11RasterizerState **ppRasterizerState) { 2134 return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState); 2135 } 2136 static FORCEINLINE HRESULT ID3D11Device2_CreateSamplerState(ID3D11Device2* This,const D3D11_SAMPLER_DESC *pSamplerDesc,ID3D11SamplerState **ppSamplerState) { 2137 return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState); 2138 } 2139 static FORCEINLINE HRESULT ID3D11Device2_CreateQuery(ID3D11Device2* This,const D3D11_QUERY_DESC *pQueryDesc,ID3D11Query **ppQuery) { 2140 return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery); 2141 } 2142 static FORCEINLINE HRESULT ID3D11Device2_CreatePredicate(ID3D11Device2* This,const D3D11_QUERY_DESC *pPredicateDesc,ID3D11Predicate **ppPredicate) { 2143 return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate); 2144 } 2145 static FORCEINLINE HRESULT ID3D11Device2_CreateCounter(ID3D11Device2* This,const D3D11_COUNTER_DESC *pCounterDesc,ID3D11Counter **ppCounter) { 2146 return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter); 2147 } 2148 static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext(ID3D11Device2* This,UINT ContextFlags,ID3D11DeviceContext **ppDeferredContext) { 2149 return This->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext); 2150 } 2151 static FORCEINLINE HRESULT ID3D11Device2_OpenSharedResource(ID3D11Device2* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) { 2152 return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource); 2153 } 2154 static FORCEINLINE HRESULT ID3D11Device2_CheckFormatSupport(ID3D11Device2* This,DXGI_FORMAT Format,UINT *pFormatSupport) { 2155 return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport); 2156 } 2157 static FORCEINLINE HRESULT ID3D11Device2_CheckMultisampleQualityLevels(ID3D11Device2* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) { 2158 return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels); 2159 } 2160 static FORCEINLINE void ID3D11Device2_CheckCounterInfo(ID3D11Device2* This,D3D11_COUNTER_INFO *pCounterInfo) { 2161 This->lpVtbl->CheckCounterInfo(This,pCounterInfo); 2162 } 2163 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) { 2164 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength); 2165 } 2166 static FORCEINLINE HRESULT ID3D11Device2_CheckFeatureSupport(ID3D11Device2* This,D3D11_FEATURE Feature,void *pFeatureSupportData,UINT FeatureSupportDataSize) { 2167 return This->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize); 2168 } 2169 static FORCEINLINE HRESULT ID3D11Device2_GetPrivateData(ID3D11Device2* This,REFGUID guid,UINT *pDataSize,void *pData) { 2170 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData); 2171 } 2172 static FORCEINLINE HRESULT ID3D11Device2_SetPrivateData(ID3D11Device2* This,REFGUID guid,UINT DataSize,const void *pData) { 2173 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData); 2174 } 2175 static FORCEINLINE HRESULT ID3D11Device2_SetPrivateDataInterface(ID3D11Device2* This,REFGUID guid,const IUnknown *pData) { 2176 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData); 2177 } 2178 static FORCEINLINE D3D_FEATURE_LEVEL ID3D11Device2_GetFeatureLevel(ID3D11Device2* This) { 2179 return This->lpVtbl->GetFeatureLevel(This); 2180 } 2181 static FORCEINLINE UINT ID3D11Device2_GetCreationFlags(ID3D11Device2* This) { 2182 return This->lpVtbl->GetCreationFlags(This); 2183 } 2184 static FORCEINLINE HRESULT ID3D11Device2_GetDeviceRemovedReason(ID3D11Device2* This) { 2185 return This->lpVtbl->GetDeviceRemovedReason(This); 2186 } 2187 static FORCEINLINE void ID3D11Device2_GetImmediateContext(ID3D11Device2* This,ID3D11DeviceContext **ppImmediateContext) { 2188 This->lpVtbl->GetImmediateContext(This,ppImmediateContext); 2189 } 2190 static FORCEINLINE HRESULT ID3D11Device2_SetExceptionMode(ID3D11Device2* This,UINT RaiseFlags) { 2191 return This->lpVtbl->SetExceptionMode(This,RaiseFlags); 2192 } 2193 static FORCEINLINE UINT ID3D11Device2_GetExceptionMode(ID3D11Device2* This) { 2194 return This->lpVtbl->GetExceptionMode(This); 2195 } 2196 /*** ID3D11Device1 methods ***/ 2197 static FORCEINLINE void ID3D11Device2_GetImmediateContext1(ID3D11Device2* This,ID3D11DeviceContext1 **ppImmediateContext) { 2198 This->lpVtbl->GetImmediateContext1(This,ppImmediateContext); 2199 } 2200 static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext1(ID3D11Device2* This,UINT ContextFlags,ID3D11DeviceContext1 **ppDeferredContext) { 2201 return This->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext); 2202 } 2203 static FORCEINLINE HRESULT ID3D11Device2_CreateBlendState1(ID3D11Device2* This,const D3D11_BLEND_DESC1 *pBlendStateDesc,ID3D11BlendState1 **ppBlendState) { 2204 return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState); 2205 } 2206 static FORCEINLINE HRESULT ID3D11Device2_CreateRasterizerState1(ID3D11Device2* This,const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,ID3D11RasterizerState1 **ppRasterizerState) { 2207 return This->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState); 2208 } 2209 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) { 2210 return This->lpVtbl->CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState); 2211 } 2212 static FORCEINLINE HRESULT ID3D11Device2_OpenSharedResource1(ID3D11Device2* This,HANDLE hResource,REFIID returnedInterface,void **ppResource) { 2213 return This->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource); 2214 } 2215 static FORCEINLINE HRESULT ID3D11Device2_OpenSharedResourceByName(ID3D11Device2* This,LPCWSTR lpName,DWORD dwDesiredAccess,REFIID returnedInterface,void **ppResource) { 2216 return This->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource); 2217 } 2218 /*** ID3D11Device2 methods ***/ 2219 static FORCEINLINE void ID3D11Device2_GetImmediateContext2(ID3D11Device2* This,ID3D11DeviceContext2 **context) { 2220 This->lpVtbl->GetImmediateContext2(This,context); 2221 } 2222 static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext2(ID3D11Device2* This,UINT flags,ID3D11DeviceContext2 **context) { 2223 return This->lpVtbl->CreateDeferredContext2(This,flags,context); 2224 } 2225 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) { 2226 This->lpVtbl->GetResourceTiling(This,resource,tile_count,mip_desc,tile_shape,subresource_tiling_count,first_subresource_tiling,subresource_tiling); 2227 } 2228 static FORCEINLINE HRESULT ID3D11Device2_CheckMultisampleQualityLevels1(ID3D11Device2* This,DXGI_FORMAT format,UINT sample_count,UINT flags,UINT *quality_level_count) { 2229 return This->lpVtbl->CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count); 2230 } 2231 #endif 2232 #endif 2233 2234 #endif 2235 2236 2237 #endif /* __ID3D11Device2_INTERFACE_DEFINED__ */ 2238 2239 /* Begin additional prototypes for all interfaces */ 2240 2241 2242 /* End additional prototypes */ 2243 2244 #ifdef __cplusplus 2245 } 2246 #endif 2247 2248 #endif /* __d3d11_2_h__ */ 2249