source: Daodan/MSYS2/mingw32/i686-w64-mingw32/include/d3d11_2.h

Last change on this file was 1166, checked in by rossy, 3 years ago

Daodan: Replace MinGW build env with an up-to-date MSYS2 env

File size: 125.0 KB
Line 
1/*** Autogenerated by WIDL 6.4 from include/d3d11_2.idl - Do not edit ***/
2
3#ifdef _WIN32
4#ifndef __REQUIRED_RPCNDR_H_VERSION__
5#define __REQUIRED_RPCNDR_H_VERSION__ 475
6#endif
7#include <rpc.h>
8#include <rpcndr.h>
9#endif
10
11#ifndef COM_NO_WINDOWS_H
12#include <windows.h>
13#include <ole2.h>
14#endif
15
16#ifndef __d3d11_2_h__
17#define __d3d11_2_h__
18
19/* Forward declarations */
20
21#ifndef __ID3D11DeviceContext2_FWD_DEFINED__
22#define __ID3D11DeviceContext2_FWD_DEFINED__
23typedef interface ID3D11DeviceContext2 ID3D11DeviceContext2;
24#ifdef __cplusplus
25interface ID3D11DeviceContext2;
26#endif /* __cplusplus */
27#endif
28
29#ifndef __ID3D11Device2_FWD_DEFINED__
30#define __ID3D11Device2_FWD_DEFINED__
31typedef interface ID3D11Device2 ID3D11Device2;
32#ifdef __cplusplus
33interface ID3D11Device2;
34#endif /* __cplusplus */
35#endif
36
37/* Headers for imported files */
38
39#include <oaidl.h>
40#include <ocidl.h>
41#include <dxgi1_3.h>
42#include <d3dcommon.h>
43#include <d3d11_1.h>
44
45#ifdef __cplusplus
46extern "C" {
47#endif
48
49#define D3D11_PACKED_TILE (0xffffffff)
50
51typedef enum D3D11_TILE_MAPPING_FLAG {
52 D3D11_TILE_MAPPING_NO_OVERWRITE = 0x1
53} D3D11_TILE_MAPPING_FLAG;
54typedef enum D3D11_TILE_RANGE_FLAG {
55 D3D11_TILE_RANGE_NULL = 0x1,
56 D3D11_TILE_RANGE_SKIP = 0x2,
57 D3D11_TILE_RANGE_REUSE_SINGLE_TILE = 0x4
58} D3D11_TILE_RANGE_FLAG;
59typedef enum D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG {
60 D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE = 0x1
61} D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG;
62typedef enum D3D11_TILE_COPY_FLAG {
63 D3D11_TILE_COPY_NO_OVERWRITE = 0x1,
64 D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE = 0x2,
65 D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER = 0x4
66} D3D11_TILE_COPY_FLAG;
67typedef struct D3D11_TILED_RESOURCE_COORDINATE {
68 UINT X;
69 UINT Y;
70 UINT Z;
71 UINT Subresource;
72} D3D11_TILED_RESOURCE_COORDINATE;
73typedef struct D3D11_TILE_REGION_SIZE {
74 UINT NumTiles;
75 WINBOOL bUseBox;
76 UINT Width;
77 UINT16 Height;
78 UINT16 Depth;
79} D3D11_TILE_REGION_SIZE;
80typedef struct D3D11_SUBRESOURCE_TILING {
81 UINT WidthInTiles;
82 UINT16 HeightInTiles;
83 UINT16 DepthInTiles;
84 UINT StartTileIndexInOverallResource;
85} D3D11_SUBRESOURCE_TILING;
86typedef struct D3D11_TILE_SHAPE {
87 UINT WidthInTexels;
88 UINT HeightInTexels;
89 UINT DepthInTexels;
90} D3D11_TILE_SHAPE;
91typedef struct D3D11_PACKED_MIP_DESC {
92 UINT8 NumStandardMips;
93 UINT8 NumPackedMips;
94 UINT NumTilesForPackedMips;
95 UINT StartTileIndexInOverallResource;
96} D3D11_PACKED_MIP_DESC;
97/*****************************************************************************
98 * ID3D11DeviceContext2 interface
99 */
100#ifndef __ID3D11DeviceContext2_INTERFACE_DEFINED__
101#define __ID3D11DeviceContext2_INTERFACE_DEFINED__
102
103DEFINE_GUID(IID_ID3D11DeviceContext2, 0x420d5b32, 0xb90c, 0x4da4, 0xbe,0xf0, 0x35,0x9f,0x6a,0x24,0xa8,0x3a);
104#if defined(__cplusplus) && !defined(CINTERFACE)
105MIDL_INTERFACE("420d5b32-b90c-4da4-bef0-359f6a24a83a")
106ID3D11DeviceContext2 : public ID3D11DeviceContext1
107{
108 virtual HRESULT STDMETHODCALLTYPE UpdateTileMappings(
109 ID3D11Resource *resource,
110 UINT region_count,
111 const D3D11_TILED_RESOURCE_COORDINATE *region_start_coordinates,
112 const D3D11_TILE_REGION_SIZE *region_sizes,
113 ID3D11Buffer *pool,
114 UINT range_count,
115 const UINT *range_flags,
116 const UINT *pool_start_offsets,
117 const UINT *range_tile_counts,
118 UINT flags) = 0;
119
120 virtual HRESULT STDMETHODCALLTYPE CopyTileMappings(
121 ID3D11Resource *dst_resource,
122 const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate,
123 ID3D11Resource *src_resource,
124 const D3D11_TILED_RESOURCE_COORDINATE *src_start_coordinate,
125 const D3D11_TILE_REGION_SIZE *region_size,
126 UINT flags) = 0;
127
128 virtual void STDMETHODCALLTYPE CopyTiles(
129 ID3D11Resource *resource,
130 const D3D11_TILED_RESOURCE_COORDINATE *start_coordinate,
131 const D3D11_TILE_REGION_SIZE *size,
132 ID3D11Buffer *buffer,
133 UINT64 start_offset,
134 UINT flags) = 0;
135
136 virtual void STDMETHODCALLTYPE UpdateTiles(
137 ID3D11Resource *dst_resource,
138 const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate,
139 const D3D11_TILE_REGION_SIZE *dst_region_size,
140 const void *src_data,
141 UINT flags) = 0;
142
143 virtual HRESULT STDMETHODCALLTYPE ResizeTilePool(
144 ID3D11Buffer *pool,
145 UINT64 size) = 0;
146
147 virtual void STDMETHODCALLTYPE TiledResourceBarrier(
148 ID3D11DeviceChild *before_barrier,
149 ID3D11DeviceChild *after_barrier) = 0;
150
151 virtual WINBOOL STDMETHODCALLTYPE IsAnnotationEnabled(
152 ) = 0;
153
154 virtual void STDMETHODCALLTYPE SetMarkerInt(
155 const WCHAR *label,
156 int data) = 0;
157
158 virtual void STDMETHODCALLTYPE BeginEventInt(
159 const WCHAR *label,
160 int data) = 0;
161
162 virtual void STDMETHODCALLTYPE EndEvent(
163 ) = 0;
164
165};
166#ifdef __CRT_UUID_DECL
167__CRT_UUID_DECL(ID3D11DeviceContext2, 0x420d5b32, 0xb90c, 0x4da4, 0xbe,0xf0, 0x35,0x9f,0x6a,0x24,0xa8,0x3a)
168#endif
169#else
170typedef struct ID3D11DeviceContext2Vtbl {
171 BEGIN_INTERFACE
172
173 /*** IUnknown methods ***/
174 HRESULT (STDMETHODCALLTYPE *QueryInterface)(
175 ID3D11DeviceContext2 *This,
176 REFIID riid,
177 void **ppvObject);
178
179 ULONG (STDMETHODCALLTYPE *AddRef)(
180 ID3D11DeviceContext2 *This);
181
182 ULONG (STDMETHODCALLTYPE *Release)(
183 ID3D11DeviceContext2 *This);
184
185 /*** ID3D11DeviceChild methods ***/
186 void (STDMETHODCALLTYPE *GetDevice)(
187 ID3D11DeviceContext2 *This,
188 ID3D11Device **ppDevice);
189
190 HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
191 ID3D11DeviceContext2 *This,
192 REFGUID guid,
193 UINT *pDataSize,
194 void *pData);
195
196 HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
197 ID3D11DeviceContext2 *This,
198 REFGUID guid,
199 UINT DataSize,
200 const void *pData);
201
202 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
203 ID3D11DeviceContext2 *This,
204 REFGUID guid,
205 const IUnknown *pData);
206
207 /*** ID3D11DeviceContext methods ***/
208 void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
209 ID3D11DeviceContext2 *This,
210 UINT StartSlot,
211 UINT NumBuffers,
212 ID3D11Buffer *const *ppConstantBuffers);
213
214 void (STDMETHODCALLTYPE *PSSetShaderResources)(
215 ID3D11DeviceContext2 *This,
216 UINT StartSlot,
217 UINT NumViews,
218 ID3D11ShaderResourceView *const *ppShaderResourceViews);
219
220 void (STDMETHODCALLTYPE *PSSetShader)(
221 ID3D11DeviceContext2 *This,
222 ID3D11PixelShader *pPixelShader,
223 ID3D11ClassInstance *const *ppClassInstances,
224 UINT NumClassInstances);
225
226 void (STDMETHODCALLTYPE *PSSetSamplers)(
227 ID3D11DeviceContext2 *This,
228 UINT StartSlot,
229 UINT NumSamplers,
230 ID3D11SamplerState *const *ppSamplers);
231
232 void (STDMETHODCALLTYPE *VSSetShader)(
233 ID3D11DeviceContext2 *This,
234 ID3D11VertexShader *pVertexShader,
235 ID3D11ClassInstance *const *ppClassInstances,
236 UINT NumClassInstances);
237
238 void (STDMETHODCALLTYPE *DrawIndexed)(
239 ID3D11DeviceContext2 *This,
240 UINT IndexCount,
241 UINT StartIndexLocation,
242 INT BaseVertexLocation);
243
244 void (STDMETHODCALLTYPE *Draw)(
245 ID3D11DeviceContext2 *This,
246 UINT VertexCount,
247 UINT StartVertexLocation);
248
249 HRESULT (STDMETHODCALLTYPE *Map)(
250 ID3D11DeviceContext2 *This,
251 ID3D11Resource *pResource,
252 UINT Subresource,
253 D3D11_MAP MapType,
254 UINT MapFlags,
255 D3D11_MAPPED_SUBRESOURCE *pMappedResource);
256
257 void (STDMETHODCALLTYPE *Unmap)(
258 ID3D11DeviceContext2 *This,
259 ID3D11Resource *pResource,
260 UINT Subresource);
261
262 void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
263 ID3D11DeviceContext2 *This,
264 UINT StartSlot,
265 UINT NumBuffers,
266 ID3D11Buffer *const *ppConstantBuffers);
267
268 void (STDMETHODCALLTYPE *IASetInputLayout)(
269 ID3D11DeviceContext2 *This,
270 ID3D11InputLayout *pInputLayout);
271
272 void (STDMETHODCALLTYPE *IASetVertexBuffers)(
273 ID3D11DeviceContext2 *This,
274 UINT StartSlot,
275 UINT NumBuffers,
276 ID3D11Buffer *const *ppVertexBuffers,
277 const UINT *pStrides,
278 const UINT *pOffsets);
279
280 void (STDMETHODCALLTYPE *IASetIndexBuffer)(
281 ID3D11DeviceContext2 *This,
282 ID3D11Buffer *pIndexBuffer,
283 DXGI_FORMAT Format,
284 UINT Offset);
285
286 void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
287 ID3D11DeviceContext2 *This,
288 UINT IndexCountPerInstance,
289 UINT InstanceCount,
290 UINT StartIndexLocation,
291 INT BaseVertexLocation,
292 UINT StartInstanceLocation);
293
294 void (STDMETHODCALLTYPE *DrawInstanced)(
295 ID3D11DeviceContext2 *This,
296 UINT VertexCountPerInstance,
297 UINT InstanceCount,
298 UINT StartVertexLocation,
299 UINT StartInstanceLocation);
300
301 void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
302 ID3D11DeviceContext2 *This,
303 UINT StartSlot,
304 UINT NumBuffers,
305 ID3D11Buffer *const *ppConstantBuffers);
306
307 void (STDMETHODCALLTYPE *GSSetShader)(
308 ID3D11DeviceContext2 *This,
309 ID3D11GeometryShader *pShader,
310 ID3D11ClassInstance *const *ppClassInstances,
311 UINT NumClassInstances);
312
313 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
314 ID3D11DeviceContext2 *This,
315 D3D11_PRIMITIVE_TOPOLOGY Topology);
316
317 void (STDMETHODCALLTYPE *VSSetShaderResources)(
318 ID3D11DeviceContext2 *This,
319 UINT StartSlot,
320 UINT NumViews,
321 ID3D11ShaderResourceView *const *ppShaderResourceViews);
322
323 void (STDMETHODCALLTYPE *VSSetSamplers)(
324 ID3D11DeviceContext2 *This,
325 UINT StartSlot,
326 UINT NumSamplers,
327 ID3D11SamplerState *const *ppSamplers);
328
329 void (STDMETHODCALLTYPE *Begin)(
330 ID3D11DeviceContext2 *This,
331 ID3D11Asynchronous *pAsync);
332
333 void (STDMETHODCALLTYPE *End)(
334 ID3D11DeviceContext2 *This,
335 ID3D11Asynchronous *pAsync);
336
337 HRESULT (STDMETHODCALLTYPE *GetData)(
338 ID3D11DeviceContext2 *This,
339 ID3D11Asynchronous *pAsync,
340 void *pData,
341 UINT DataSize,
342 UINT GetDataFlags);
343
344 void (STDMETHODCALLTYPE *SetPredication)(
345 ID3D11DeviceContext2 *This,
346 ID3D11Predicate *pPredicate,
347 WINBOOL PredicateValue);
348
349 void (STDMETHODCALLTYPE *GSSetShaderResources)(
350 ID3D11DeviceContext2 *This,
351 UINT StartSlot,
352 UINT NumViews,
353 ID3D11ShaderResourceView *const *ppShaderResourceViews);
354
355 void (STDMETHODCALLTYPE *GSSetSamplers)(
356 ID3D11DeviceContext2 *This,
357 UINT StartSlot,
358 UINT NumSamplers,
359 ID3D11SamplerState *const *ppSamplers);
360
361 void (STDMETHODCALLTYPE *OMSetRenderTargets)(
362 ID3D11DeviceContext2 *This,
363 UINT NumViews,
364 ID3D11RenderTargetView *const *ppRenderTargetViews,
365 ID3D11DepthStencilView *pDepthStencilView);
366
367 void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)(
368 ID3D11DeviceContext2 *This,
369 UINT NumRTVs,
370 ID3D11RenderTargetView *const *ppRenderTargetViews,
371 ID3D11DepthStencilView *pDepthStencilView,
372 UINT UAVStartSlot,
373 UINT NumUAVs,
374 ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
375 const UINT *pUAVInitialCounts);
376
377 void (STDMETHODCALLTYPE *OMSetBlendState)(
378 ID3D11DeviceContext2 *This,
379 ID3D11BlendState *pBlendState,
380 const FLOAT BlendFactor[4],
381 UINT SampleMask);
382
383 void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
384 ID3D11DeviceContext2 *This,
385 ID3D11DepthStencilState *pDepthStencilState,
386 UINT StencilRef);
387
388 void (STDMETHODCALLTYPE *SOSetTargets)(
389 ID3D11DeviceContext2 *This,
390 UINT NumBuffers,
391 ID3D11Buffer *const *ppSOTargets,
392 const UINT *pOffsets);
393
394 void (STDMETHODCALLTYPE *DrawAuto)(
395 ID3D11DeviceContext2 *This);
396
397 void (STDMETHODCALLTYPE *DrawIndexedInstancedIndirect)(
398 ID3D11DeviceContext2 *This,
399 ID3D11Buffer *pBufferForArgs,
400 UINT AlignedByteOffsetForArgs);
401
402 void (STDMETHODCALLTYPE *DrawInstancedIndirect)(
403 ID3D11DeviceContext2 *This,
404 ID3D11Buffer *pBufferForArgs,
405 UINT AlignedByteOffsetForArgs);
406
407 void (STDMETHODCALLTYPE *Dispatch)(
408 ID3D11DeviceContext2 *This,
409 UINT ThreadGroupCountX,
410 UINT ThreadGroupCountY,
411 UINT ThreadGroupCountZ);
412
413 void (STDMETHODCALLTYPE *DispatchIndirect)(
414 ID3D11DeviceContext2 *This,
415 ID3D11Buffer *pBufferForArgs,
416 UINT AlignedByteOffsetForArgs);
417
418 void (STDMETHODCALLTYPE *RSSetState)(
419 ID3D11DeviceContext2 *This,
420 ID3D11RasterizerState *pRasterizerState);
421
422 void (STDMETHODCALLTYPE *RSSetViewports)(
423 ID3D11DeviceContext2 *This,
424 UINT NumViewports,
425 const D3D11_VIEWPORT *pViewports);
426
427 void (STDMETHODCALLTYPE *RSSetScissorRects)(
428 ID3D11DeviceContext2 *This,
429 UINT NumRects,
430 const D3D11_RECT *pRects);
431
432 void (STDMETHODCALLTYPE *CopySubresourceRegion)(
433 ID3D11DeviceContext2 *This,
434 ID3D11Resource *pDstResource,
435 UINT DstSubresource,
436 UINT DstX,
437 UINT DstY,
438 UINT DstZ,
439 ID3D11Resource *pSrcResource,
440 UINT SrcSubresource,
441 const D3D11_BOX *pSrcBox);
442
443 void (STDMETHODCALLTYPE *CopyResource)(
444 ID3D11DeviceContext2 *This,
445 ID3D11Resource *pDstResource,
446 ID3D11Resource *pSrcResource);
447
448 void (STDMETHODCALLTYPE *UpdateSubresource)(
449 ID3D11DeviceContext2 *This,
450 ID3D11Resource *pDstResource,
451 UINT DstSubresource,
452 const D3D11_BOX *pDstBox,
453 const void *pSrcData,
454 UINT SrcRowPitch,
455 UINT SrcDepthPitch);
456
457 void (STDMETHODCALLTYPE *CopyStructureCount)(
458 ID3D11DeviceContext2 *This,
459 ID3D11Buffer *pDstBuffer,
460 UINT DstAlignedByteOffset,
461 ID3D11UnorderedAccessView *pSrcView);
462
463 void (STDMETHODCALLTYPE *ClearRenderTargetView)(
464 ID3D11DeviceContext2 *This,
465 ID3D11RenderTargetView *pRenderTargetView,
466 const FLOAT ColorRGBA[4]);
467
468 void (STDMETHODCALLTYPE *ClearUnorderedAccessViewUint)(
469 ID3D11DeviceContext2 *This,
470 ID3D11UnorderedAccessView *pUnorderedAccessView,
471 const UINT Values[4]);
472
473 void (STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat)(
474 ID3D11DeviceContext2 *This,
475 ID3D11UnorderedAccessView *pUnorderedAccessView,
476 const FLOAT Values[4]);
477
478 void (STDMETHODCALLTYPE *ClearDepthStencilView)(
479 ID3D11DeviceContext2 *This,
480 ID3D11DepthStencilView *pDepthStencilView,
481 UINT ClearFlags,
482 FLOAT Depth,
483 UINT8 Stencil);
484
485 void (STDMETHODCALLTYPE *GenerateMips)(
486 ID3D11DeviceContext2 *This,
487 ID3D11ShaderResourceView *pShaderResourceView);
488
489 void (STDMETHODCALLTYPE *SetResourceMinLOD)(
490 ID3D11DeviceContext2 *This,
491 ID3D11Resource *pResource,
492 FLOAT MinLOD);
493
494 FLOAT (STDMETHODCALLTYPE *GetResourceMinLOD)(
495 ID3D11DeviceContext2 *This,
496 ID3D11Resource *pResource);
497
498 void (STDMETHODCALLTYPE *ResolveSubresource)(
499 ID3D11DeviceContext2 *This,
500 ID3D11Resource *pDstResource,
501 UINT DstSubresource,
502 ID3D11Resource *pSrcResource,
503 UINT SrcSubresource,
504 DXGI_FORMAT Format);
505
506 void (STDMETHODCALLTYPE *ExecuteCommandList)(
507 ID3D11DeviceContext2 *This,
508 ID3D11CommandList *pCommandList,
509 WINBOOL RestoreContextState);
510
511 void (STDMETHODCALLTYPE *HSSetShaderResources)(
512 ID3D11DeviceContext2 *This,
513 UINT StartSlot,
514 UINT NumViews,
515 ID3D11ShaderResourceView *const *ppShaderResourceViews);
516
517 void (STDMETHODCALLTYPE *HSSetShader)(
518 ID3D11DeviceContext2 *This,
519 ID3D11HullShader *pHullShader,
520 ID3D11ClassInstance *const *ppClassInstances,
521 UINT NumClassInstances);
522
523 void (STDMETHODCALLTYPE *HSSetSamplers)(
524 ID3D11DeviceContext2 *This,
525 UINT StartSlot,
526 UINT NumSamplers,
527 ID3D11SamplerState *const *ppSamplers);
528
529 void (STDMETHODCALLTYPE *HSSetConstantBuffers)(
530 ID3D11DeviceContext2 *This,
531 UINT StartSlot,
532 UINT NumBuffers,
533 ID3D11Buffer *const *ppConstantBuffers);
534
535 void (STDMETHODCALLTYPE *DSSetShaderResources)(
536 ID3D11DeviceContext2 *This,
537 UINT StartSlot,
538 UINT NumViews,
539 ID3D11ShaderResourceView *const *ppShaderResourceViews);
540
541 void (STDMETHODCALLTYPE *DSSetShader)(
542 ID3D11DeviceContext2 *This,
543 ID3D11DomainShader *pDomainShader,
544 ID3D11ClassInstance *const *ppClassInstances,
545 UINT NumClassInstances);
546
547 void (STDMETHODCALLTYPE *DSSetSamplers)(
548 ID3D11DeviceContext2 *This,
549 UINT StartSlot,
550 UINT NumSamplers,
551 ID3D11SamplerState *const *ppSamplers);
552
553 void (STDMETHODCALLTYPE *DSSetConstantBuffers)(
554 ID3D11DeviceContext2 *This,
555 UINT StartSlot,
556 UINT NumBuffers,
557 ID3D11Buffer *const *ppConstantBuffers);
558
559 void (STDMETHODCALLTYPE *CSSetShaderResources)(
560 ID3D11DeviceContext2 *This,
561 UINT StartSlot,
562 UINT NumViews,
563 ID3D11ShaderResourceView *const *ppShaderResourceViews);
564
565 void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)(
566 ID3D11DeviceContext2 *This,
567 UINT StartSlot,
568 UINT NumUAVs,
569 ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
570 const UINT *pUAVInitialCounts);
571
572 void (STDMETHODCALLTYPE *CSSetShader)(
573 ID3D11DeviceContext2 *This,
574 ID3D11ComputeShader *pComputeShader,
575 ID3D11ClassInstance *const *ppClassInstances,
576 UINT NumClassInstances);
577
578 void (STDMETHODCALLTYPE *CSSetSamplers)(
579 ID3D11DeviceContext2 *This,
580 UINT StartSlot,
581 UINT NumSamplers,
582 ID3D11SamplerState *const *ppSamplers);
583
584 void (STDMETHODCALLTYPE *CSSetConstantBuffers)(
585 ID3D11DeviceContext2 *This,
586 UINT StartSlot,
587 UINT NumBuffers,
588 ID3D11Buffer *const *ppConstantBuffers);
589
590 void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
591 ID3D11DeviceContext2 *This,
592 UINT StartSlot,
593 UINT NumBuffers,
594 ID3D11Buffer **ppConstantBuffers);
595
596 void (STDMETHODCALLTYPE *PSGetShaderResources)(
597 ID3D11DeviceContext2 *This,
598 UINT StartSlot,
599 UINT NumViews,
600 ID3D11ShaderResourceView **ppShaderResourceViews);
601
602 void (STDMETHODCALLTYPE *PSGetShader)(
603 ID3D11DeviceContext2 *This,
604 ID3D11PixelShader **ppPixelShader,
605 ID3D11ClassInstance **ppClassInstances,
606 UINT *pNumClassInstances);
607
608 void (STDMETHODCALLTYPE *PSGetSamplers)(
609 ID3D11DeviceContext2 *This,
610 UINT StartSlot,
611 UINT NumSamplers,
612 ID3D11SamplerState **ppSamplers);
613
614 void (STDMETHODCALLTYPE *VSGetShader)(
615 ID3D11DeviceContext2 *This,
616 ID3D11VertexShader **ppVertexShader,
617 ID3D11ClassInstance **ppClassInstances,
618 UINT *pNumClassInstances);
619
620 void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
621 ID3D11DeviceContext2 *This,
622 UINT StartSlot,
623 UINT NumBuffers,
624 ID3D11Buffer **ppConstantBuffers);
625
626 void (STDMETHODCALLTYPE *IAGetInputLayout)(
627 ID3D11DeviceContext2 *This,
628 ID3D11InputLayout **ppInputLayout);
629
630 void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
631 ID3D11DeviceContext2 *This,
632 UINT StartSlot,
633 UINT NumBuffers,
634 ID3D11Buffer **ppVertexBuffers,
635 UINT *pStrides,
636 UINT *pOffsets);
637
638 void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
639 ID3D11DeviceContext2 *This,
640 ID3D11Buffer **pIndexBuffer,
641 DXGI_FORMAT *Format,
642 UINT *Offset);
643
644 void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
645 ID3D11DeviceContext2 *This,
646 UINT StartSlot,
647 UINT NumBuffers,
648 ID3D11Buffer **ppConstantBuffers);
649
650 void (STDMETHODCALLTYPE *GSGetShader)(
651 ID3D11DeviceContext2 *This,
652 ID3D11GeometryShader **ppGeometryShader,
653 ID3D11ClassInstance **ppClassInstances,
654 UINT *pNumClassInstances);
655
656 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
657 ID3D11DeviceContext2 *This,
658 D3D11_PRIMITIVE_TOPOLOGY *pTopology);
659
660 void (STDMETHODCALLTYPE *VSGetShaderResources)(
661 ID3D11DeviceContext2 *This,
662 UINT StartSlot,
663 UINT NumViews,
664 ID3D11ShaderResourceView **ppShaderResourceViews);
665
666 void (STDMETHODCALLTYPE *VSGetSamplers)(
667 ID3D11DeviceContext2 *This,
668 UINT StartSlot,
669 UINT NumSamplers,
670 ID3D11SamplerState **ppSamplers);
671
672 void (STDMETHODCALLTYPE *GetPredication)(
673 ID3D11DeviceContext2 *This,
674 ID3D11Predicate **ppPredicate,
675 WINBOOL *pPredicateValue);
676
677 void (STDMETHODCALLTYPE *GSGetShaderResources)(
678 ID3D11DeviceContext2 *This,
679 UINT StartSlot,
680 UINT NumViews,
681 ID3D11ShaderResourceView **ppShaderResourceViews);
682
683 void (STDMETHODCALLTYPE *GSGetSamplers)(
684 ID3D11DeviceContext2 *This,
685 UINT StartSlot,
686 UINT NumSamplers,
687 ID3D11SamplerState **ppSamplers);
688
689 void (STDMETHODCALLTYPE *OMGetRenderTargets)(
690 ID3D11DeviceContext2 *This,
691 UINT NumViews,
692 ID3D11RenderTargetView **ppRenderTargetViews,
693 ID3D11DepthStencilView **ppDepthStencilView);
694
695 void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)(
696 ID3D11DeviceContext2 *This,
697 UINT NumRTVs,
698 ID3D11RenderTargetView **ppRenderTargetViews,
699 ID3D11DepthStencilView **ppDepthStencilView,
700 UINT UAVStartSlot,
701 UINT NumUAVs,
702 ID3D11UnorderedAccessView **ppUnorderedAccessViews);
703
704 void (STDMETHODCALLTYPE *OMGetBlendState)(
705 ID3D11DeviceContext2 *This,
706 ID3D11BlendState **ppBlendState,
707 FLOAT BlendFactor[4],
708 UINT *pSampleMask);
709
710 void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
711 ID3D11DeviceContext2 *This,
712 ID3D11DepthStencilState **ppDepthStencilState,
713 UINT *pStencilRef);
714
715 void (STDMETHODCALLTYPE *SOGetTargets)(
716 ID3D11DeviceContext2 *This,
717 UINT NumBuffers,
718 ID3D11Buffer **ppSOTargets);
719
720 void (STDMETHODCALLTYPE *RSGetState)(
721 ID3D11DeviceContext2 *This,
722 ID3D11RasterizerState **ppRasterizerState);
723
724 void (STDMETHODCALLTYPE *RSGetViewports)(
725 ID3D11DeviceContext2 *This,
726 UINT *pNumViewports,
727 D3D11_VIEWPORT *pViewports);
728
729 void (STDMETHODCALLTYPE *RSGetScissorRects)(
730 ID3D11DeviceContext2 *This,
731 UINT *pNumRects,
732 D3D11_RECT *pRects);
733
734 void (STDMETHODCALLTYPE *HSGetShaderResources)(
735 ID3D11DeviceContext2 *This,
736 UINT StartSlot,
737 UINT NumViews,
738 ID3D11ShaderResourceView **ppShaderResourceViews);
739
740 void (STDMETHODCALLTYPE *HSGetShader)(
741 ID3D11DeviceContext2 *This,
742 ID3D11HullShader **ppHullShader,
743 ID3D11ClassInstance **ppClassInstances,
744 UINT *pNumClassInstances);
745
746 void (STDMETHODCALLTYPE *HSGetSamplers)(
747 ID3D11DeviceContext2 *This,
748 UINT StartSlot,
749 UINT NumSamplers,
750 ID3D11SamplerState **ppSamplers);
751
752 void (STDMETHODCALLTYPE *HSGetConstantBuffers)(
753 ID3D11DeviceContext2 *This,
754 UINT StartSlot,
755 UINT NumBuffers,
756 ID3D11Buffer **ppConstantBuffers);
757
758 void (STDMETHODCALLTYPE *DSGetShaderResources)(
759 ID3D11DeviceContext2 *This,
760 UINT StartSlot,
761 UINT NumViews,
762 ID3D11ShaderResourceView **ppShaderResourceViews);
763
764 void (STDMETHODCALLTYPE *DSGetShader)(
765 ID3D11DeviceContext2 *This,
766 ID3D11DomainShader **ppDomainShader,
767 ID3D11ClassInstance **ppClassInstances,
768 UINT *pNumClassInstances);
769
770 void (STDMETHODCALLTYPE *DSGetSamplers)(
771 ID3D11DeviceContext2 *This,
772 UINT StartSlot,
773 UINT NumSamplers,
774 ID3D11SamplerState **ppSamplers);
775
776 void (STDMETHODCALLTYPE *DSGetConstantBuffers)(
777 ID3D11DeviceContext2 *This,
778 UINT StartSlot,
779 UINT NumBuffers,
780 ID3D11Buffer **ppConstantBuffers);
781
782 void (STDMETHODCALLTYPE *CSGetShaderResources)(
783 ID3D11DeviceContext2 *This,
784 UINT StartSlot,
785 UINT NumViews,
786 ID3D11ShaderResourceView **ppShaderResourceViews);
787
788 void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)(
789 ID3D11DeviceContext2 *This,
790 UINT StartSlot,
791 UINT NumUAVs,
792 ID3D11UnorderedAccessView **ppUnorderedAccessViews);
793
794 void (STDMETHODCALLTYPE *CSGetShader)(
795 ID3D11DeviceContext2 *This,
796 ID3D11ComputeShader **ppComputeShader,
797 ID3D11ClassInstance **ppClassInstances,
798 UINT *pNumClassInstances);
799
800 void (STDMETHODCALLTYPE *CSGetSamplers)(
801 ID3D11DeviceContext2 *This,
802 UINT StartSlot,
803 UINT NumSamplers,
804 ID3D11SamplerState **ppSamplers);
805
806 void (STDMETHODCALLTYPE *CSGetConstantBuffers)(
807 ID3D11DeviceContext2 *This,
808 UINT StartSlot,
809 UINT NumBuffers,
810 ID3D11Buffer **ppConstantBuffers);
811
812 void (STDMETHODCALLTYPE *ClearState)(
813 ID3D11DeviceContext2 *This);
814
815 void (STDMETHODCALLTYPE *Flush)(
816 ID3D11DeviceContext2 *This);
817
818 D3D11_DEVICE_CONTEXT_TYPE (STDMETHODCALLTYPE *GetType)(
819 ID3D11DeviceContext2 *This);
820
821 UINT (STDMETHODCALLTYPE *GetContextFlags)(
822 ID3D11DeviceContext2 *This);
823
824 HRESULT (STDMETHODCALLTYPE *FinishCommandList)(
825 ID3D11DeviceContext2 *This,
826 WINBOOL RestoreDeferredContextState,
827 ID3D11CommandList **ppCommandList);
828
829 /*** ID3D11DeviceContext1 methods ***/
830 void (STDMETHODCALLTYPE *CopySubresourceRegion1)(
831 ID3D11DeviceContext2 *This,
832 ID3D11Resource *pDstResource,
833 UINT DstSubresource,
834 UINT DstX,
835 UINT DstY,
836 UINT DstZ,
837 ID3D11Resource *pSrcResource,
838 UINT SrcSubresource,
839 const D3D11_BOX *pSrcBox,
840 UINT CopyFlags);
841
842 void (STDMETHODCALLTYPE *UpdateSubresource1)(
843 ID3D11DeviceContext2 *This,
844 ID3D11Resource *pDstResource,
845 UINT DstSubresource,
846 const D3D11_BOX *pDstBox,
847 const void *pSrcData,
848 UINT SrcRowPitch,
849 UINT SrcDepthPitch,
850 UINT CopyFlags);
851
852 void (STDMETHODCALLTYPE *DiscardResource)(
853 ID3D11DeviceContext2 *This,
854 ID3D11Resource *pResource);
855
856 void (STDMETHODCALLTYPE *DiscardView)(
857 ID3D11DeviceContext2 *This,
858 ID3D11View *pResourceView);
859
860 void (STDMETHODCALLTYPE *VSSetConstantBuffers1)(
861 ID3D11DeviceContext2 *This,
862 UINT StartSlot,
863 UINT NumBuffers,
864 ID3D11Buffer *const *ppConstantBuffers,
865 const UINT *pFirstConstant,
866 const UINT *pNumConstants);
867
868 void (STDMETHODCALLTYPE *HSSetConstantBuffers1)(
869 ID3D11DeviceContext2 *This,
870 UINT StartSlot,
871 UINT NumBuffers,
872 ID3D11Buffer *const *ppConstantBuffers,
873 const UINT *pFirstConstant,
874 const UINT *pNumConstants);
875
876 void (STDMETHODCALLTYPE *DSSetConstantBuffers1)(
877 ID3D11DeviceContext2 *This,
878 UINT StartSlot,
879 UINT NumBuffers,
880 ID3D11Buffer *const *ppConstantBuffers,
881 const UINT *pFirstConstant,
882 const UINT *pNumConstants);
883
884 void (STDMETHODCALLTYPE *GSSetConstantBuffers1)(
885 ID3D11DeviceContext2 *This,
886 UINT StartSlot,
887 UINT NumBuffers,
888 ID3D11Buffer *const *ppConstantBuffers,
889 const UINT *pFirstConstant,
890 const UINT *pNumConstants);
891
892 void (STDMETHODCALLTYPE *PSSetConstantBuffers1)(
893 ID3D11DeviceContext2 *This,
894 UINT StartSlot,
895 UINT NumBuffers,
896 ID3D11Buffer *const *ppConstantBuffers,
897 const UINT *pFirstConstant,
898 const UINT *pNumConstants);
899
900 void (STDMETHODCALLTYPE *CSSetConstantBuffers1)(
901 ID3D11DeviceContext2 *This,
902 UINT StartSlot,
903 UINT NumBuffers,
904 ID3D11Buffer *const *ppConstantBuffers,
905 const UINT *pFirstConstant,
906 const UINT *pNumConstants);
907
908 void (STDMETHODCALLTYPE *VSGetConstantBuffers1)(
909 ID3D11DeviceContext2 *This,
910 UINT StartSlot,
911 UINT NumBuffers,
912 ID3D11Buffer **ppConstantBuffers,
913 UINT *pFirstConstant,
914 UINT *pNumConstants);
915
916 void (STDMETHODCALLTYPE *HSGetConstantBuffers1)(
917 ID3D11DeviceContext2 *This,
918 UINT StartSlot,
919 UINT NumBuffers,
920 ID3D11Buffer **ppConstantBuffers,
921 UINT *pFirstConstant,
922 UINT *pNumConstants);
923
924 void (STDMETHODCALLTYPE *DSGetConstantBuffers1)(
925 ID3D11DeviceContext2 *This,
926 UINT StartSlot,
927 UINT NumBuffers,
928 ID3D11Buffer **ppConstantBuffers,
929 UINT *pFirstConstant,
930 UINT *pNumConstants);
931
932 void (STDMETHODCALLTYPE *GSGetConstantBuffers1)(
933 ID3D11DeviceContext2 *This,
934 UINT StartSlot,
935 UINT NumBuffers,
936 ID3D11Buffer **ppConstantBuffers,
937 UINT *pFirstConstant,
938 UINT *pNumConstants);
939
940 void (STDMETHODCALLTYPE *PSGetConstantBuffers1)(
941 ID3D11DeviceContext2 *This,
942 UINT StartSlot,
943 UINT NumBuffers,
944 ID3D11Buffer **ppConstantBuffers,
945 UINT *pFirstConstant,
946 UINT *pNumConstants);
947
948 void (STDMETHODCALLTYPE *CSGetConstantBuffers1)(
949 ID3D11DeviceContext2 *This,
950 UINT StartSlot,
951 UINT NumBuffers,
952 ID3D11Buffer **ppConstantBuffers,
953 UINT *pFirstConstant,
954 UINT *pNumConstants);
955
956 void (STDMETHODCALLTYPE *SwapDeviceContextState)(
957 ID3D11DeviceContext2 *This,
958 ID3DDeviceContextState *pState,
959 ID3DDeviceContextState **ppPreviousState);
960
961 void (STDMETHODCALLTYPE *ClearView)(
962 ID3D11DeviceContext2 *This,
963 ID3D11View *pView,
964 const FLOAT Color[4],
965 const D3D11_RECT *pRect,
966 UINT NumRects);
967
968 void (STDMETHODCALLTYPE *DiscardView1)(
969 ID3D11DeviceContext2 *This,
970 ID3D11View *pResourceView,
971 const D3D11_RECT *pRects,
972 UINT NumRects);
973
974 /*** ID3D11DeviceContext2 methods ***/
975 HRESULT (STDMETHODCALLTYPE *UpdateTileMappings)(
976 ID3D11DeviceContext2 *This,
977 ID3D11Resource *resource,
978 UINT region_count,
979 const D3D11_TILED_RESOURCE_COORDINATE *region_start_coordinates,
980 const D3D11_TILE_REGION_SIZE *region_sizes,
981 ID3D11Buffer *pool,
982 UINT range_count,
983 const UINT *range_flags,
984 const UINT *pool_start_offsets,
985 const UINT *range_tile_counts,
986 UINT flags);
987
988 HRESULT (STDMETHODCALLTYPE *CopyTileMappings)(
989 ID3D11DeviceContext2 *This,
990 ID3D11Resource *dst_resource,
991 const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate,
992 ID3D11Resource *src_resource,
993 const D3D11_TILED_RESOURCE_COORDINATE *src_start_coordinate,
994 const D3D11_TILE_REGION_SIZE *region_size,
995 UINT flags);
996
997 void (STDMETHODCALLTYPE *CopyTiles)(
998 ID3D11DeviceContext2 *This,
999 ID3D11Resource *resource,
1000 const D3D11_TILED_RESOURCE_COORDINATE *start_coordinate,
1001 const D3D11_TILE_REGION_SIZE *size,
1002 ID3D11Buffer *buffer,
1003 UINT64 start_offset,
1004 UINT flags);
1005
1006 void (STDMETHODCALLTYPE *UpdateTiles)(
1007 ID3D11DeviceContext2 *This,
1008 ID3D11Resource *dst_resource,
1009 const D3D11_TILED_RESOURCE_COORDINATE *dst_start_coordinate,
1010 const D3D11_TILE_REGION_SIZE *dst_region_size,
1011 const void *src_data,
1012 UINT flags);
1013
1014 HRESULT (STDMETHODCALLTYPE *ResizeTilePool)(
1015 ID3D11DeviceContext2 *This,
1016 ID3D11Buffer *pool,
1017 UINT64 size);
1018
1019 void (STDMETHODCALLTYPE *TiledResourceBarrier)(
1020 ID3D11DeviceContext2 *This,
1021 ID3D11DeviceChild *before_barrier,
1022 ID3D11DeviceChild *after_barrier);
1023
1024 WINBOOL (STDMETHODCALLTYPE *IsAnnotationEnabled)(
1025 ID3D11DeviceContext2 *This);
1026
1027 void (STDMETHODCALLTYPE *SetMarkerInt)(
1028 ID3D11DeviceContext2 *This,
1029 const WCHAR *label,
1030 int data);
1031
1032 void (STDMETHODCALLTYPE *BeginEventInt)(
1033 ID3D11DeviceContext2 *This,
1034 const WCHAR *label,
1035 int data);
1036
1037 void (STDMETHODCALLTYPE *EndEvent)(
1038 ID3D11DeviceContext2 *This);
1039
1040 END_INTERFACE
1041} ID3D11DeviceContext2Vtbl;
1042
1043interface ID3D11DeviceContext2 {
1044 CONST_VTBL ID3D11DeviceContext2Vtbl* lpVtbl;
1045};
1046
1047#ifdef COBJMACROS
1048#ifndef WIDL_C_INLINE_WRAPPERS
1049/*** IUnknown methods ***/
1050#define ID3D11DeviceContext2_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
1051#define ID3D11DeviceContext2_AddRef(This) (This)->lpVtbl->AddRef(This)
1052#define ID3D11DeviceContext2_Release(This) (This)->lpVtbl->Release(This)
1053/*** ID3D11DeviceChild methods ***/
1054#define ID3D11DeviceContext2_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
1055#define ID3D11DeviceContext2_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
1056#define ID3D11DeviceContext2_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
1057#define ID3D11DeviceContext2_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
1058/*** ID3D11DeviceContext methods ***/
1059#define ID3D11DeviceContext2_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1060#define ID3D11DeviceContext2_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1061#define ID3D11DeviceContext2_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances)
1062#define ID3D11DeviceContext2_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1063#define ID3D11DeviceContext2_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances)
1064#define ID3D11DeviceContext2_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)
1065#define ID3D11DeviceContext2_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation)
1066#define ID3D11DeviceContext2_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) (This)->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource)
1067#define ID3D11DeviceContext2_Unmap(This,pResource,Subresource) (This)->lpVtbl->Unmap(This,pResource,Subresource)
1068#define ID3D11DeviceContext2_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1069#define ID3D11DeviceContext2_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout)
1070#define ID3D11DeviceContext2_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
1071#define ID3D11DeviceContext2_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset)
1072#define ID3D11DeviceContext2_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)
1073#define ID3D11DeviceContext2_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)
1074#define ID3D11DeviceContext2_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1075#define ID3D11DeviceContext2_GSSetShader(This,pShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances)
1076#define ID3D11DeviceContext2_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology)
1077#define ID3D11DeviceContext2_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1078#define ID3D11DeviceContext2_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1079#define ID3D11DeviceContext2_Begin(This,pAsync) (This)->lpVtbl->Begin(This,pAsync)
1080#define ID3D11DeviceContext2_End(This,pAsync) (This)->lpVtbl->End(This,pAsync)
1081#define ID3D11DeviceContext2_GetData(This,pAsync,pData,DataSize,GetDataFlags) (This)->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags)
1082#define ID3D11DeviceContext2_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue)
1083#define ID3D11DeviceContext2_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1084#define ID3D11DeviceContext2_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1085#define ID3D11DeviceContext2_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)
1086#define ID3D11DeviceContext2_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)
1087#define ID3D11DeviceContext2_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)
1088#define ID3D11DeviceContext2_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef)
1089#define ID3D11DeviceContext2_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)
1090#define ID3D11DeviceContext2_DrawAuto(This) (This)->lpVtbl->DrawAuto(This)
1091#define ID3D11DeviceContext2_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)
1092#define ID3D11DeviceContext2_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)
1093#define ID3D11DeviceContext2_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) (This)->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ)
1094#define ID3D11DeviceContext2_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)
1095#define ID3D11DeviceContext2_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState)
1096#define ID3D11DeviceContext2_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports)
1097#define ID3D11DeviceContext2_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects)
1098#define ID3D11DeviceContext2_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)
1099#define ID3D11DeviceContext2_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource)
1100#define ID3D11DeviceContext2_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)
1101#define ID3D11DeviceContext2_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) (This)->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView)
1102#define ID3D11DeviceContext2_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)
1103#define ID3D11DeviceContext2_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values)
1104#define ID3D11DeviceContext2_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values)
1105#define ID3D11DeviceContext2_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)
1106#define ID3D11DeviceContext2_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView)
1107#define ID3D11DeviceContext2_SetResourceMinLOD(This,pResource,MinLOD) (This)->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD)
1108#define ID3D11DeviceContext2_GetResourceMinLOD(This,pResource) (This)->lpVtbl->GetResourceMinLOD(This,pResource)
1109#define ID3D11DeviceContext2_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)
1110#define ID3D11DeviceContext2_ExecuteCommandList(This,pCommandList,RestoreContextState) (This)->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState)
1111#define ID3D11DeviceContext2_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1112#define ID3D11DeviceContext2_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances)
1113#define ID3D11DeviceContext2_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1114#define ID3D11DeviceContext2_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1115#define ID3D11DeviceContext2_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1116#define ID3D11DeviceContext2_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances)
1117#define ID3D11DeviceContext2_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1118#define ID3D11DeviceContext2_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1119#define ID3D11DeviceContext2_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1120#define ID3D11DeviceContext2_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)
1121#define ID3D11DeviceContext2_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances)
1122#define ID3D11DeviceContext2_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1123#define ID3D11DeviceContext2_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1124#define ID3D11DeviceContext2_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1125#define ID3D11DeviceContext2_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1126#define ID3D11DeviceContext2_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances)
1127#define ID3D11DeviceContext2_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1128#define ID3D11DeviceContext2_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances)
1129#define ID3D11DeviceContext2_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1130#define ID3D11DeviceContext2_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout)
1131#define ID3D11DeviceContext2_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
1132#define ID3D11DeviceContext2_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)
1133#define ID3D11DeviceContext2_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1134#define ID3D11DeviceContext2_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances)
1135#define ID3D11DeviceContext2_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology)
1136#define ID3D11DeviceContext2_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1137#define ID3D11DeviceContext2_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1138#define ID3D11DeviceContext2_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue)
1139#define ID3D11DeviceContext2_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1140#define ID3D11DeviceContext2_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1141#define ID3D11DeviceContext2_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)
1142#define ID3D11DeviceContext2_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews)
1143#define ID3D11DeviceContext2_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)
1144#define ID3D11DeviceContext2_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)
1145#define ID3D11DeviceContext2_SOGetTargets(This,NumBuffers,ppSOTargets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets)
1146#define ID3D11DeviceContext2_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState)
1147#define ID3D11DeviceContext2_RSGetViewports(This,pNumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,pNumViewports,pViewports)
1148#define ID3D11DeviceContext2_RSGetScissorRects(This,pNumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,pNumRects,pRects)
1149#define ID3D11DeviceContext2_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1150#define ID3D11DeviceContext2_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances)
1151#define ID3D11DeviceContext2_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1152#define ID3D11DeviceContext2_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1153#define ID3D11DeviceContext2_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1154#define ID3D11DeviceContext2_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances)
1155#define ID3D11DeviceContext2_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1156#define ID3D11DeviceContext2_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1157#define ID3D11DeviceContext2_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
1158#define ID3D11DeviceContext2_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews)
1159#define ID3D11DeviceContext2_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances)
1160#define ID3D11DeviceContext2_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
1161#define ID3D11DeviceContext2_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
1162#define ID3D11DeviceContext2_ClearState(This) (This)->lpVtbl->ClearState(This)
1163#define ID3D11DeviceContext2_Flush(This) (This)->lpVtbl->Flush(This)
1164#define ID3D11DeviceContext2_GetType(This) (This)->lpVtbl->GetType(This)
1165#define ID3D11DeviceContext2_GetContextFlags(This) (This)->lpVtbl->GetContextFlags(This)
1166#define ID3D11DeviceContext2_FinishCommandList(This,RestoreDeferredContextState,ppCommandList) (This)->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList)
1167/*** ID3D11DeviceContext1 methods ***/
1168#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)
1169#define ID3D11DeviceContext2_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) (This)->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags)
1170#define ID3D11DeviceContext2_DiscardResource(This,pResource) (This)->lpVtbl->DiscardResource(This,pResource)
1171#define ID3D11DeviceContext2_DiscardView(This,pResourceView) (This)->lpVtbl->DiscardView(This,pResourceView)
1172#define ID3D11DeviceContext2_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1173#define ID3D11DeviceContext2_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1174#define ID3D11DeviceContext2_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1175#define ID3D11DeviceContext2_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1176#define ID3D11DeviceContext2_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1177#define ID3D11DeviceContext2_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1178#define ID3D11DeviceContext2_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1179#define ID3D11DeviceContext2_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1180#define ID3D11DeviceContext2_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1181#define ID3D11DeviceContext2_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1182#define ID3D11DeviceContext2_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1183#define ID3D11DeviceContext2_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
1184#define ID3D11DeviceContext2_SwapDeviceContextState(This,pState,ppPreviousState) (This)->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState)
1185#define ID3D11DeviceContext2_ClearView(This,pView,Color,pRect,NumRects) (This)->lpVtbl->ClearView(This,pView,Color,pRect,NumRects)
1186#define ID3D11DeviceContext2_DiscardView1(This,pResourceView,pRects,NumRects) (This)->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects)
1187/*** ID3D11DeviceContext2 methods ***/
1188#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)
1189#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)
1190#define ID3D11DeviceContext2_CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags) (This)->lpVtbl->CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags)
1191#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)
1192#define ID3D11DeviceContext2_ResizeTilePool(This,pool,size) (This)->lpVtbl->ResizeTilePool(This,pool,size)
1193#define ID3D11DeviceContext2_TiledResourceBarrier(This,before_barrier,after_barrier) (This)->lpVtbl->TiledResourceBarrier(This,before_barrier,after_barrier)
1194#define ID3D11DeviceContext2_IsAnnotationEnabled(This) (This)->lpVtbl->IsAnnotationEnabled(This)
1195#define ID3D11DeviceContext2_SetMarkerInt(This,label,data) (This)->lpVtbl->SetMarkerInt(This,label,data)
1196#define ID3D11DeviceContext2_BeginEventInt(This,label,data) (This)->lpVtbl->BeginEventInt(This,label,data)
1197#define ID3D11DeviceContext2_EndEvent(This) (This)->lpVtbl->EndEvent(This)
1198#else
1199/*** IUnknown methods ***/
1200static FORCEINLINE HRESULT ID3D11DeviceContext2_QueryInterface(ID3D11DeviceContext2* This,REFIID riid,void **ppvObject) {
1201 return This->lpVtbl->QueryInterface(This,riid,ppvObject);
1202}
1203static FORCEINLINE ULONG ID3D11DeviceContext2_AddRef(ID3D11DeviceContext2* This) {
1204 return This->lpVtbl->AddRef(This);
1205}
1206static FORCEINLINE ULONG ID3D11DeviceContext2_Release(ID3D11DeviceContext2* This) {
1207 return This->lpVtbl->Release(This);
1208}
1209/*** ID3D11DeviceChild methods ***/
1210static FORCEINLINE void ID3D11DeviceContext2_GetDevice(ID3D11DeviceContext2* This,ID3D11Device **ppDevice) {
1211 This->lpVtbl->GetDevice(This,ppDevice);
1212}
1213static FORCEINLINE HRESULT ID3D11DeviceContext2_GetPrivateData(ID3D11DeviceContext2* This,REFGUID guid,UINT *pDataSize,void *pData) {
1214 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
1215}
1216static FORCEINLINE HRESULT ID3D11DeviceContext2_SetPrivateData(ID3D11DeviceContext2* This,REFGUID guid,UINT DataSize,const void *pData) {
1217 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
1218}
1219static FORCEINLINE HRESULT ID3D11DeviceContext2_SetPrivateDataInterface(ID3D11DeviceContext2* This,REFGUID guid,const IUnknown *pData) {
1220 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
1221}
1222/*** ID3D11DeviceContext methods ***/
1223static FORCEINLINE void ID3D11DeviceContext2_VSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
1224 This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1225}
1226static FORCEINLINE void ID3D11DeviceContext2_PSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
1227 This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1228}
1229static FORCEINLINE void ID3D11DeviceContext2_PSSetShader(ID3D11DeviceContext2* This,ID3D11PixelShader *pPixelShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
1230 This->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances);
1231}
1232static FORCEINLINE void ID3D11DeviceContext2_PSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
1233 This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1234}
1235static FORCEINLINE void ID3D11DeviceContext2_VSSetShader(ID3D11DeviceContext2* This,ID3D11VertexShader *pVertexShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
1236 This->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances);
1237}
1238static FORCEINLINE void ID3D11DeviceContext2_DrawIndexed(ID3D11DeviceContext2* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
1239 This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
1240}
1241static FORCEINLINE void ID3D11DeviceContext2_Draw(ID3D11DeviceContext2* This,UINT VertexCount,UINT StartVertexLocation) {
1242 This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
1243}
1244static FORCEINLINE HRESULT ID3D11DeviceContext2_Map(ID3D11DeviceContext2* This,ID3D11Resource *pResource,UINT Subresource,D3D11_MAP MapType,UINT MapFlags,D3D11_MAPPED_SUBRESOURCE *pMappedResource) {
1245 return This->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource);
1246}
1247static FORCEINLINE void ID3D11DeviceContext2_Unmap(ID3D11DeviceContext2* This,ID3D11Resource *pResource,UINT Subresource) {
1248 This->lpVtbl->Unmap(This,pResource,Subresource);
1249}
1250static FORCEINLINE void ID3D11DeviceContext2_PSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
1251 This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1252}
1253static FORCEINLINE void ID3D11DeviceContext2_IASetInputLayout(ID3D11DeviceContext2* This,ID3D11InputLayout *pInputLayout) {
1254 This->lpVtbl->IASetInputLayout(This,pInputLayout);
1255}
1256static FORCEINLINE void ID3D11DeviceContext2_IASetVertexBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
1257 This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
1258}
1259static FORCEINLINE void ID3D11DeviceContext2_IASetIndexBuffer(ID3D11DeviceContext2* This,ID3D11Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
1260 This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
1261}
1262static FORCEINLINE void ID3D11DeviceContext2_DrawIndexedInstanced(ID3D11DeviceContext2* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
1263 This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
1264}
1265static FORCEINLINE void ID3D11DeviceContext2_DrawInstanced(ID3D11DeviceContext2* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
1266 This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
1267}
1268static FORCEINLINE void ID3D11DeviceContext2_GSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
1269 This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1270}
1271static FORCEINLINE void ID3D11DeviceContext2_GSSetShader(ID3D11DeviceContext2* This,ID3D11GeometryShader *pShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
1272 This->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances);
1273}
1274static FORCEINLINE void ID3D11DeviceContext2_IASetPrimitiveTopology(ID3D11DeviceContext2* This,D3D11_PRIMITIVE_TOPOLOGY Topology) {
1275 This->lpVtbl->IASetPrimitiveTopology(This,Topology);
1276}
1277static FORCEINLINE void ID3D11DeviceContext2_VSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
1278 This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1279}
1280static FORCEINLINE void ID3D11DeviceContext2_VSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
1281 This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1282}
1283static FORCEINLINE void ID3D11DeviceContext2_Begin(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync) {
1284 This->lpVtbl->Begin(This,pAsync);
1285}
1286static FORCEINLINE void ID3D11DeviceContext2_End(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync) {
1287 This->lpVtbl->End(This,pAsync);
1288}
1289static FORCEINLINE HRESULT ID3D11DeviceContext2_GetData(ID3D11DeviceContext2* This,ID3D11Asynchronous *pAsync,void *pData,UINT DataSize,UINT GetDataFlags) {
1290 return This->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags);
1291}
1292static FORCEINLINE void ID3D11DeviceContext2_SetPredication(ID3D11DeviceContext2* This,ID3D11Predicate *pPredicate,WINBOOL PredicateValue) {
1293 This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
1294}
1295static FORCEINLINE void ID3D11DeviceContext2_GSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
1296 This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1297}
1298static FORCEINLINE void ID3D11DeviceContext2_GSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
1299 This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1300}
1301static FORCEINLINE void ID3D11DeviceContext2_OMSetRenderTargets(ID3D11DeviceContext2* This,UINT NumViews,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView) {
1302 This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
1303}
1304static FORCEINLINE void ID3D11DeviceContext2_OMSetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext2* This,UINT NumRTVs,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) {
1305 This->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts);
1306}
1307static FORCEINLINE void ID3D11DeviceContext2_OMSetBlendState(ID3D11DeviceContext2* This,ID3D11BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
1308 This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
1309}
1310static FORCEINLINE void ID3D11DeviceContext2_OMSetDepthStencilState(ID3D11DeviceContext2* This,ID3D11DepthStencilState *pDepthStencilState,UINT StencilRef) {
1311 This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
1312}
1313static FORCEINLINE void ID3D11DeviceContext2_SOSetTargets(ID3D11DeviceContext2* This,UINT NumBuffers,ID3D11Buffer *const *ppSOTargets,const UINT *pOffsets) {
1314 This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
1315}
1316static FORCEINLINE void ID3D11DeviceContext2_DrawAuto(ID3D11DeviceContext2* This) {
1317 This->lpVtbl->DrawAuto(This);
1318}
1319static FORCEINLINE void ID3D11DeviceContext2_DrawIndexedInstancedIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
1320 This->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
1321}
1322static FORCEINLINE void ID3D11DeviceContext2_DrawInstancedIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
1323 This->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
1324}
1325static FORCEINLINE void ID3D11DeviceContext2_Dispatch(ID3D11DeviceContext2* This,UINT ThreadGroupCountX,UINT ThreadGroupCountY,UINT ThreadGroupCountZ) {
1326 This->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ);
1327}
1328static FORCEINLINE void ID3D11DeviceContext2_DispatchIndirect(ID3D11DeviceContext2* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
1329 This->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
1330}
1331static FORCEINLINE void ID3D11DeviceContext2_RSSetState(ID3D11DeviceContext2* This,ID3D11RasterizerState *pRasterizerState) {
1332 This->lpVtbl->RSSetState(This,pRasterizerState);
1333}
1334static FORCEINLINE void ID3D11DeviceContext2_RSSetViewports(ID3D11DeviceContext2* This,UINT NumViewports,const D3D11_VIEWPORT *pViewports) {
1335 This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
1336}
1337static FORCEINLINE void ID3D11DeviceContext2_RSSetScissorRects(ID3D11DeviceContext2* This,UINT NumRects,const D3D11_RECT *pRects) {
1338 This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
1339}
1340static FORCEINLINE void ID3D11DeviceContext2_CopySubresourceRegion(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D11Resource *pSrcResource,UINT SrcSubresource,const D3D11_BOX *pSrcBox) {
1341 This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
1342}
1343static FORCEINLINE void ID3D11DeviceContext2_CopyResource(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,ID3D11Resource *pSrcResource) {
1344 This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
1345}
1346static FORCEINLINE void ID3D11DeviceContext2_UpdateSubresource(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
1347 This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
1348}
1349static FORCEINLINE void ID3D11DeviceContext2_CopyStructureCount(ID3D11DeviceContext2* This,ID3D11Buffer *pDstBuffer,UINT DstAlignedByteOffset,ID3D11UnorderedAccessView *pSrcView) {
1350 This->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView);
1351}
1352static FORCEINLINE void ID3D11DeviceContext2_ClearRenderTargetView(ID3D11DeviceContext2* This,ID3D11RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
1353 This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
1354}
1355static FORCEINLINE void ID3D11DeviceContext2_ClearUnorderedAccessViewUint(ID3D11DeviceContext2* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const UINT Values[4]) {
1356 This->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values);
1357}
1358static FORCEINLINE void ID3D11DeviceContext2_ClearUnorderedAccessViewFloat(ID3D11DeviceContext2* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const FLOAT Values[4]) {
1359 This->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values);
1360}
1361static FORCEINLINE void ID3D11DeviceContext2_ClearDepthStencilView(ID3D11DeviceContext2* This,ID3D11DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
1362 This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
1363}
1364static FORCEINLINE void ID3D11DeviceContext2_GenerateMips(ID3D11DeviceContext2* This,ID3D11ShaderResourceView *pShaderResourceView) {
1365 This->lpVtbl->GenerateMips(This,pShaderResourceView);
1366}
1367static FORCEINLINE void ID3D11DeviceContext2_SetResourceMinLOD(ID3D11DeviceContext2* This,ID3D11Resource *pResource,FLOAT MinLOD) {
1368 This->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD);
1369}
1370static FORCEINLINE FLOAT ID3D11DeviceContext2_GetResourceMinLOD(ID3D11DeviceContext2* This,ID3D11Resource *pResource) {
1371 return This->lpVtbl->GetResourceMinLOD(This,pResource);
1372}
1373static FORCEINLINE void ID3D11DeviceContext2_ResolveSubresource(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,UINT DstSubresource,ID3D11Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
1374 This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
1375}
1376static FORCEINLINE void ID3D11DeviceContext2_ExecuteCommandList(ID3D11DeviceContext2* This,ID3D11CommandList *pCommandList,WINBOOL RestoreContextState) {
1377 This->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState);
1378}
1379static FORCEINLINE void ID3D11DeviceContext2_HSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
1380 This->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1381}
1382static FORCEINLINE void ID3D11DeviceContext2_HSSetShader(ID3D11DeviceContext2* This,ID3D11HullShader *pHullShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
1383 This->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances);
1384}
1385static FORCEINLINE void ID3D11DeviceContext2_HSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
1386 This->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1387}
1388static FORCEINLINE void ID3D11DeviceContext2_HSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
1389 This->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1390}
1391static FORCEINLINE void ID3D11DeviceContext2_DSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
1392 This->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1393}
1394static FORCEINLINE void ID3D11DeviceContext2_DSSetShader(ID3D11DeviceContext2* This,ID3D11DomainShader *pDomainShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
1395 This->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances);
1396}
1397static FORCEINLINE void ID3D11DeviceContext2_DSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
1398 This->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1399}
1400static FORCEINLINE void ID3D11DeviceContext2_DSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
1401 This->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1402}
1403static FORCEINLINE void ID3D11DeviceContext2_CSSetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
1404 This->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1405}
1406static FORCEINLINE void ID3D11DeviceContext2_CSSetUnorderedAccessViews(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) {
1407 This->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts);
1408}
1409static FORCEINLINE void ID3D11DeviceContext2_CSSetShader(ID3D11DeviceContext2* This,ID3D11ComputeShader *pComputeShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
1410 This->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances);
1411}
1412static FORCEINLINE void ID3D11DeviceContext2_CSSetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
1413 This->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1414}
1415static FORCEINLINE void ID3D11DeviceContext2_CSSetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
1416 This->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1417}
1418static FORCEINLINE void ID3D11DeviceContext2_VSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
1419 This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1420}
1421static FORCEINLINE void ID3D11DeviceContext2_PSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
1422 This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1423}
1424static FORCEINLINE void ID3D11DeviceContext2_PSGetShader(ID3D11DeviceContext2* This,ID3D11PixelShader **ppPixelShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
1425 This->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances);
1426}
1427static FORCEINLINE void ID3D11DeviceContext2_PSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
1428 This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1429}
1430static FORCEINLINE void ID3D11DeviceContext2_VSGetShader(ID3D11DeviceContext2* This,ID3D11VertexShader **ppVertexShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
1431 This->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances);
1432}
1433static FORCEINLINE void ID3D11DeviceContext2_PSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
1434 This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1435}
1436static FORCEINLINE void ID3D11DeviceContext2_IAGetInputLayout(ID3D11DeviceContext2* This,ID3D11InputLayout **ppInputLayout) {
1437 This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
1438}
1439static FORCEINLINE void ID3D11DeviceContext2_IAGetVertexBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
1440 This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
1441}
1442static FORCEINLINE void ID3D11DeviceContext2_IAGetIndexBuffer(ID3D11DeviceContext2* This,ID3D11Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
1443 This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
1444}
1445static FORCEINLINE void ID3D11DeviceContext2_GSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
1446 This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1447}
1448static FORCEINLINE void ID3D11DeviceContext2_GSGetShader(ID3D11DeviceContext2* This,ID3D11GeometryShader **ppGeometryShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
1449 This->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances);
1450}
1451static FORCEINLINE void ID3D11DeviceContext2_IAGetPrimitiveTopology(ID3D11DeviceContext2* This,D3D11_PRIMITIVE_TOPOLOGY *pTopology) {
1452 This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
1453}
1454static FORCEINLINE void ID3D11DeviceContext2_VSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
1455 This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1456}
1457static FORCEINLINE void ID3D11DeviceContext2_VSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
1458 This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1459}
1460static FORCEINLINE void ID3D11DeviceContext2_GetPredication(ID3D11DeviceContext2* This,ID3D11Predicate **ppPredicate,WINBOOL *pPredicateValue) {
1461 This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
1462}
1463static FORCEINLINE void ID3D11DeviceContext2_GSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
1464 This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1465}
1466static FORCEINLINE void ID3D11DeviceContext2_GSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
1467 This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1468}
1469static FORCEINLINE void ID3D11DeviceContext2_OMGetRenderTargets(ID3D11DeviceContext2* This,UINT NumViews,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView) {
1470 This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
1471}
1472static FORCEINLINE void ID3D11DeviceContext2_OMGetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext2* This,UINT NumRTVs,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) {
1473 This->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews);
1474}
1475static FORCEINLINE void ID3D11DeviceContext2_OMGetBlendState(ID3D11DeviceContext2* This,ID3D11BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
1476 This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
1477}
1478static FORCEINLINE void ID3D11DeviceContext2_OMGetDepthStencilState(ID3D11DeviceContext2* This,ID3D11DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
1479 This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
1480}
1481static FORCEINLINE void ID3D11DeviceContext2_SOGetTargets(ID3D11DeviceContext2* This,UINT NumBuffers,ID3D11Buffer **ppSOTargets) {
1482 This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets);
1483}
1484static FORCEINLINE void ID3D11DeviceContext2_RSGetState(ID3D11DeviceContext2* This,ID3D11RasterizerState **ppRasterizerState) {
1485 This->lpVtbl->RSGetState(This,ppRasterizerState);
1486}
1487static FORCEINLINE void ID3D11DeviceContext2_RSGetViewports(ID3D11DeviceContext2* This,UINT *pNumViewports,D3D11_VIEWPORT *pViewports) {
1488 This->lpVtbl->RSGetViewports(This,pNumViewports,pViewports);
1489}
1490static FORCEINLINE void ID3D11DeviceContext2_RSGetScissorRects(ID3D11DeviceContext2* This,UINT *pNumRects,D3D11_RECT *pRects) {
1491 This->lpVtbl->RSGetScissorRects(This,pNumRects,pRects);
1492}
1493static FORCEINLINE void ID3D11DeviceContext2_HSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
1494 This->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1495}
1496static FORCEINLINE void ID3D11DeviceContext2_HSGetShader(ID3D11DeviceContext2* This,ID3D11HullShader **ppHullShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
1497 This->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances);
1498}
1499static FORCEINLINE void ID3D11DeviceContext2_HSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
1500 This->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1501}
1502static FORCEINLINE void ID3D11DeviceContext2_HSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
1503 This->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1504}
1505static FORCEINLINE void ID3D11DeviceContext2_DSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
1506 This->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1507}
1508static FORCEINLINE void ID3D11DeviceContext2_DSGetShader(ID3D11DeviceContext2* This,ID3D11DomainShader **ppDomainShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
1509 This->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances);
1510}
1511static FORCEINLINE void ID3D11DeviceContext2_DSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
1512 This->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1513}
1514static FORCEINLINE void ID3D11DeviceContext2_DSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
1515 This->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1516}
1517static FORCEINLINE void ID3D11DeviceContext2_CSGetShaderResources(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
1518 This->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
1519}
1520static FORCEINLINE void ID3D11DeviceContext2_CSGetUnorderedAccessViews(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) {
1521 This->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews);
1522}
1523static FORCEINLINE void ID3D11DeviceContext2_CSGetShader(ID3D11DeviceContext2* This,ID3D11ComputeShader **ppComputeShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
1524 This->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances);
1525}
1526static FORCEINLINE void ID3D11DeviceContext2_CSGetSamplers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
1527 This->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
1528}
1529static FORCEINLINE void ID3D11DeviceContext2_CSGetConstantBuffers(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
1530 This->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
1531}
1532static FORCEINLINE void ID3D11DeviceContext2_ClearState(ID3D11DeviceContext2* This) {
1533 This->lpVtbl->ClearState(This);
1534}
1535static FORCEINLINE void ID3D11DeviceContext2_Flush(ID3D11DeviceContext2* This) {
1536 This->lpVtbl->Flush(This);
1537}
1538static FORCEINLINE D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext2_GetType(ID3D11DeviceContext2* This) {
1539 return This->lpVtbl->GetType(This);
1540}
1541static FORCEINLINE UINT ID3D11DeviceContext2_GetContextFlags(ID3D11DeviceContext2* This) {
1542 return This->lpVtbl->GetContextFlags(This);
1543}
1544static FORCEINLINE HRESULT ID3D11DeviceContext2_FinishCommandList(ID3D11DeviceContext2* This,WINBOOL RestoreDeferredContextState,ID3D11CommandList **ppCommandList) {
1545 return This->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList);
1546}
1547/*** ID3D11DeviceContext1 methods ***/
1548static 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) {
1549 This->lpVtbl->CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags);
1550}
1551static FORCEINLINE void ID3D11DeviceContext2_UpdateSubresource1(ID3D11DeviceContext2* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch,UINT CopyFlags) {
1552 This->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags);
1553}
1554static FORCEINLINE void ID3D11DeviceContext2_DiscardResource(ID3D11DeviceContext2* This,ID3D11Resource *pResource) {
1555 This->lpVtbl->DiscardResource(This,pResource);
1556}
1557static FORCEINLINE void ID3D11DeviceContext2_DiscardView(ID3D11DeviceContext2* This,ID3D11View *pResourceView) {
1558 This->lpVtbl->DiscardView(This,pResourceView);
1559}
1560static FORCEINLINE void ID3D11DeviceContext2_VSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
1561 This->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1562}
1563static FORCEINLINE void ID3D11DeviceContext2_HSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
1564 This->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1565}
1566static FORCEINLINE void ID3D11DeviceContext2_DSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
1567 This->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1568}
1569static FORCEINLINE void ID3D11DeviceContext2_GSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
1570 This->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1571}
1572static FORCEINLINE void ID3D11DeviceContext2_PSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
1573 This->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1574}
1575static FORCEINLINE void ID3D11DeviceContext2_CSSetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
1576 This->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1577}
1578static FORCEINLINE void ID3D11DeviceContext2_VSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
1579 This->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1580}
1581static FORCEINLINE void ID3D11DeviceContext2_HSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
1582 This->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1583}
1584static FORCEINLINE void ID3D11DeviceContext2_DSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
1585 This->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1586}
1587static FORCEINLINE void ID3D11DeviceContext2_GSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
1588 This->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1589}
1590static FORCEINLINE void ID3D11DeviceContext2_PSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
1591 This->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1592}
1593static FORCEINLINE void ID3D11DeviceContext2_CSGetConstantBuffers1(ID3D11DeviceContext2* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
1594 This->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
1595}
1596static FORCEINLINE void ID3D11DeviceContext2_SwapDeviceContextState(ID3D11DeviceContext2* This,ID3DDeviceContextState *pState,ID3DDeviceContextState **ppPreviousState) {
1597 This->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState);
1598}
1599static FORCEINLINE void ID3D11DeviceContext2_ClearView(ID3D11DeviceContext2* This,ID3D11View *pView,const FLOAT Color[4],const D3D11_RECT *pRect,UINT NumRects) {
1600 This->lpVtbl->ClearView(This,pView,Color,pRect,NumRects);
1601}
1602static FORCEINLINE void ID3D11DeviceContext2_DiscardView1(ID3D11DeviceContext2* This,ID3D11View *pResourceView,const D3D11_RECT *pRects,UINT NumRects) {
1603 This->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects);
1604}
1605/*** ID3D11DeviceContext2 methods ***/
1606static 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) {
1607 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);
1608}
1609static 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) {
1610 return This->lpVtbl->CopyTileMappings(This,dst_resource,dst_start_coordinate,src_resource,src_start_coordinate,region_size,flags);
1611}
1612static 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) {
1613 This->lpVtbl->CopyTiles(This,resource,start_coordinate,size,buffer,start_offset,flags);
1614}
1615static 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) {
1616 This->lpVtbl->UpdateTiles(This,dst_resource,dst_start_coordinate,dst_region_size,src_data,flags);
1617}
1618static FORCEINLINE HRESULT ID3D11DeviceContext2_ResizeTilePool(ID3D11DeviceContext2* This,ID3D11Buffer *pool,UINT64 size) {
1619 return This->lpVtbl->ResizeTilePool(This,pool,size);
1620}
1621static FORCEINLINE void ID3D11DeviceContext2_TiledResourceBarrier(ID3D11DeviceContext2* This,ID3D11DeviceChild *before_barrier,ID3D11DeviceChild *after_barrier) {
1622 This->lpVtbl->TiledResourceBarrier(This,before_barrier,after_barrier);
1623}
1624static FORCEINLINE WINBOOL ID3D11DeviceContext2_IsAnnotationEnabled(ID3D11DeviceContext2* This) {
1625 return This->lpVtbl->IsAnnotationEnabled(This);
1626}
1627static FORCEINLINE void ID3D11DeviceContext2_SetMarkerInt(ID3D11DeviceContext2* This,const WCHAR *label,int data) {
1628 This->lpVtbl->SetMarkerInt(This,label,data);
1629}
1630static FORCEINLINE void ID3D11DeviceContext2_BeginEventInt(ID3D11DeviceContext2* This,const WCHAR *label,int data) {
1631 This->lpVtbl->BeginEventInt(This,label,data);
1632}
1633static FORCEINLINE void ID3D11DeviceContext2_EndEvent(ID3D11DeviceContext2* This) {
1634 This->lpVtbl->EndEvent(This);
1635}
1636#endif
1637#endif
1638
1639#endif
1640
1641
1642#endif /* __ID3D11DeviceContext2_INTERFACE_DEFINED__ */
1643
1644/*****************************************************************************
1645 * ID3D11Device2 interface
1646 */
1647#ifndef __ID3D11Device2_INTERFACE_DEFINED__
1648#define __ID3D11Device2_INTERFACE_DEFINED__
1649
1650DEFINE_GUID(IID_ID3D11Device2, 0x9d06dffa, 0xd1e5, 0x4d07, 0x83,0xa8, 0x1b,0xb1,0x23,0xf2,0xf8,0x41);
1651#if defined(__cplusplus) && !defined(CINTERFACE)
1652MIDL_INTERFACE("9d06dffa-d1e5-4d07-83a8-1bb123f2f841")
1653ID3D11Device2 : public ID3D11Device1
1654{
1655 virtual void STDMETHODCALLTYPE GetImmediateContext2(
1656 ID3D11DeviceContext2 **context) = 0;
1657
1658 virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext2(
1659 UINT flags,
1660 ID3D11DeviceContext2 **context) = 0;
1661
1662 virtual void STDMETHODCALLTYPE GetResourceTiling(
1663 ID3D11Resource *resource,
1664 UINT *tile_count,
1665 D3D11_PACKED_MIP_DESC *mip_desc,
1666 D3D11_TILE_SHAPE *tile_shape,
1667 UINT *subresource_tiling_count,
1668 UINT first_subresource_tiling,
1669 D3D11_SUBRESOURCE_TILING *subresource_tiling) = 0;
1670
1671 virtual HRESULT STDMETHODCALLTYPE CheckMultisampleQualityLevels1(
1672 DXGI_FORMAT format,
1673 UINT sample_count,
1674 UINT flags,
1675 UINT *quality_level_count) = 0;
1676
1677};
1678#ifdef __CRT_UUID_DECL
1679__CRT_UUID_DECL(ID3D11Device2, 0x9d06dffa, 0xd1e5, 0x4d07, 0x83,0xa8, 0x1b,0xb1,0x23,0xf2,0xf8,0x41)
1680#endif
1681#else
1682typedef struct ID3D11Device2Vtbl {
1683 BEGIN_INTERFACE
1684
1685 /*** IUnknown methods ***/
1686 HRESULT (STDMETHODCALLTYPE *QueryInterface)(
1687 ID3D11Device2 *This,
1688 REFIID riid,
1689 void **ppvObject);
1690
1691 ULONG (STDMETHODCALLTYPE *AddRef)(
1692 ID3D11Device2 *This);
1693
1694 ULONG (STDMETHODCALLTYPE *Release)(
1695 ID3D11Device2 *This);
1696
1697 /*** ID3D11Device methods ***/
1698 HRESULT (STDMETHODCALLTYPE *CreateBuffer)(
1699 ID3D11Device2 *This,
1700 const D3D11_BUFFER_DESC *pDesc,
1701 const D3D11_SUBRESOURCE_DATA *pInitialData,
1702 ID3D11Buffer **ppBuffer);
1703
1704 HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(
1705 ID3D11Device2 *This,
1706 const D3D11_TEXTURE1D_DESC *pDesc,
1707 const D3D11_SUBRESOURCE_DATA *pInitialData,
1708 ID3D11Texture1D **ppTexture1D);
1709
1710 HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(
1711 ID3D11Device2 *This,
1712 const D3D11_TEXTURE2D_DESC *pDesc,
1713 const D3D11_SUBRESOURCE_DATA *pInitialData,
1714 ID3D11Texture2D **ppTexture2D);
1715
1716 HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(
1717 ID3D11Device2 *This,
1718 const D3D11_TEXTURE3D_DESC *pDesc,
1719 const D3D11_SUBRESOURCE_DATA *pInitialData,
1720 ID3D11Texture3D **ppTexture3D);
1721
1722 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(
1723 ID3D11Device2 *This,
1724 ID3D11Resource *pResource,
1725 const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,
1726 ID3D11ShaderResourceView **ppSRView);
1727
1728 HRESULT (STDMETHODCALLTYPE *CreateUnorderedAccessView)(
1729 ID3D11Device2 *This,
1730 ID3D11Resource *pResource,
1731 const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,
1732 ID3D11UnorderedAccessView **ppUAView);
1733
1734 HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(
1735 ID3D11Device2 *This,
1736 ID3D11Resource *pResource,
1737 const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,
1738 ID3D11RenderTargetView **ppRTView);
1739
1740 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(
1741 ID3D11Device2 *This,
1742 ID3D11Resource *pResource,
1743 const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,
1744 ID3D11DepthStencilView **ppDepthStencilView);
1745
1746 HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(
1747 ID3D11Device2 *This,
1748 const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
1749 UINT NumElements,
1750 const void *pShaderBytecodeWithInputSignature,
1751 SIZE_T BytecodeLength,
1752 ID3D11InputLayout **ppInputLayout);
1753
1754 HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(
1755 ID3D11Device2 *This,
1756 const void *pShaderBytecode,
1757 SIZE_T BytecodeLength,
1758 ID3D11ClassLinkage *pClassLinkage,
1759 ID3D11VertexShader **ppVertexShader);
1760
1761 HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(
1762 ID3D11Device2 *This,
1763 const void *pShaderBytecode,
1764 SIZE_T BytecodeLength,
1765 ID3D11ClassLinkage *pClassLinkage,
1766 ID3D11GeometryShader **ppGeometryShader);
1767
1768 HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(
1769 ID3D11Device2 *This,
1770 const void *pShaderBytecode,
1771 SIZE_T BytecodeLength,
1772 const D3D11_SO_DECLARATION_ENTRY *pSODeclaration,
1773 UINT NumEntries,
1774 const UINT *pBufferStrides,
1775 UINT NumStrides,
1776 UINT RasterizedStream,
1777 ID3D11ClassLinkage *pClassLinkage,
1778 ID3D11GeometryShader **ppGeometryShader);
1779
1780 HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(
1781 ID3D11Device2 *This,
1782 const void *pShaderBytecode,
1783 SIZE_T BytecodeLength,
1784 ID3D11ClassLinkage *pClassLinkage,
1785 ID3D11PixelShader **ppPixelShader);
1786
1787 HRESULT (STDMETHODCALLTYPE *CreateHullShader)(
1788 ID3D11Device2 *This,
1789 const void *pShaderBytecode,
1790 SIZE_T BytecodeLength,
1791 ID3D11ClassLinkage *pClassLinkage,
1792 ID3D11HullShader **ppHullShader);
1793
1794 HRESULT (STDMETHODCALLTYPE *CreateDomainShader)(
1795 ID3D11Device2 *This,
1796 const void *pShaderBytecode,
1797 SIZE_T BytecodeLength,
1798 ID3D11ClassLinkage *pClassLinkage,
1799 ID3D11DomainShader **ppDomainShader);
1800
1801 HRESULT (STDMETHODCALLTYPE *CreateComputeShader)(
1802 ID3D11Device2 *This,
1803 const void *pShaderBytecode,
1804 SIZE_T BytecodeLength,
1805 ID3D11ClassLinkage *pClassLinkage,
1806 ID3D11ComputeShader **ppComputeShader);
1807
1808 HRESULT (STDMETHODCALLTYPE *CreateClassLinkage)(
1809 ID3D11Device2 *This,
1810 ID3D11ClassLinkage **ppLinkage);
1811
1812 HRESULT (STDMETHODCALLTYPE *CreateBlendState)(
1813 ID3D11Device2 *This,
1814 const D3D11_BLEND_DESC *pBlendStateDesc,
1815 ID3D11BlendState **ppBlendState);
1816
1817 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(
1818 ID3D11Device2 *This,
1819 const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,
1820 ID3D11DepthStencilState **ppDepthStencilState);
1821
1822 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(
1823 ID3D11Device2 *This,
1824 const D3D11_RASTERIZER_DESC *pRasterizerDesc,
1825 ID3D11RasterizerState **ppRasterizerState);
1826
1827 HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(
1828 ID3D11Device2 *This,
1829 const D3D11_SAMPLER_DESC *pSamplerDesc,
1830 ID3D11SamplerState **ppSamplerState);
1831
1832 HRESULT (STDMETHODCALLTYPE *CreateQuery)(
1833 ID3D11Device2 *This,
1834 const D3D11_QUERY_DESC *pQueryDesc,
1835 ID3D11Query **ppQuery);
1836
1837 HRESULT (STDMETHODCALLTYPE *CreatePredicate)(
1838 ID3D11Device2 *This,
1839 const D3D11_QUERY_DESC *pPredicateDesc,
1840 ID3D11Predicate **ppPredicate);
1841
1842 HRESULT (STDMETHODCALLTYPE *CreateCounter)(
1843 ID3D11Device2 *This,
1844 const D3D11_COUNTER_DESC *pCounterDesc,
1845 ID3D11Counter **ppCounter);
1846
1847 HRESULT (STDMETHODCALLTYPE *CreateDeferredContext)(
1848 ID3D11Device2 *This,
1849 UINT ContextFlags,
1850 ID3D11DeviceContext **ppDeferredContext);
1851
1852 HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(
1853 ID3D11Device2 *This,
1854 HANDLE hResource,
1855 REFIID ReturnedInterface,
1856 void **ppResource);
1857
1858 HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(
1859 ID3D11Device2 *This,
1860 DXGI_FORMAT Format,
1861 UINT *pFormatSupport);
1862
1863 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(
1864 ID3D11Device2 *This,
1865 DXGI_FORMAT Format,
1866 UINT SampleCount,
1867 UINT *pNumQualityLevels);
1868
1869 void (STDMETHODCALLTYPE *CheckCounterInfo)(
1870 ID3D11Device2 *This,
1871 D3D11_COUNTER_INFO *pCounterInfo);
1872
1873 HRESULT (STDMETHODCALLTYPE *CheckCounter)(
1874 ID3D11Device2 *This,
1875 const D3D11_COUNTER_DESC *pDesc,
1876 D3D11_COUNTER_TYPE *pType,
1877 UINT *pActiveCounters,
1878 LPSTR szName,
1879 UINT *pNameLength,
1880 LPSTR szUnits,
1881 UINT *pUnitsLength,
1882 LPSTR szDescription,
1883 UINT *pDescriptionLength);
1884
1885 HRESULT (STDMETHODCALLTYPE *CheckFeatureSupport)(
1886 ID3D11Device2 *This,
1887 D3D11_FEATURE Feature,
1888 void *pFeatureSupportData,
1889 UINT FeatureSupportDataSize);
1890
1891 HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
1892 ID3D11Device2 *This,
1893 REFGUID guid,
1894 UINT *pDataSize,
1895 void *pData);
1896
1897 HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
1898 ID3D11Device2 *This,
1899 REFGUID guid,
1900 UINT DataSize,
1901 const void *pData);
1902
1903 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
1904 ID3D11Device2 *This,
1905 REFGUID guid,
1906 const IUnknown *pData);
1907
1908 D3D_FEATURE_LEVEL (STDMETHODCALLTYPE *GetFeatureLevel)(
1909 ID3D11Device2 *This);
1910
1911 UINT (STDMETHODCALLTYPE *GetCreationFlags)(
1912 ID3D11Device2 *This);
1913
1914 HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)(
1915 ID3D11Device2 *This);
1916
1917 void (STDMETHODCALLTYPE *GetImmediateContext)(
1918 ID3D11Device2 *This,
1919 ID3D11DeviceContext **ppImmediateContext);
1920
1921 HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(
1922 ID3D11Device2 *This,
1923 UINT RaiseFlags);
1924
1925 UINT (STDMETHODCALLTYPE *GetExceptionMode)(
1926 ID3D11Device2 *This);
1927
1928 /*** ID3D11Device1 methods ***/
1929 void (STDMETHODCALLTYPE *GetImmediateContext1)(
1930 ID3D11Device2 *This,
1931 ID3D11DeviceContext1 **ppImmediateContext);
1932
1933 HRESULT (STDMETHODCALLTYPE *CreateDeferredContext1)(
1934 ID3D11Device2 *This,
1935 UINT ContextFlags,
1936 ID3D11DeviceContext1 **ppDeferredContext);
1937
1938 HRESULT (STDMETHODCALLTYPE *CreateBlendState1)(
1939 ID3D11Device2 *This,
1940 const D3D11_BLEND_DESC1 *pBlendStateDesc,
1941 ID3D11BlendState1 **ppBlendState);
1942
1943 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState1)(
1944 ID3D11Device2 *This,
1945 const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,
1946 ID3D11RasterizerState1 **ppRasterizerState);
1947
1948 HRESULT (STDMETHODCALLTYPE *CreateDeviceContextState)(
1949 ID3D11Device2 *This,
1950 UINT Flags,
1951 const D3D_FEATURE_LEVEL *pFeatureLevels,
1952 UINT FeatureLevels,
1953 UINT SDKVersion,
1954 REFIID EmulatedInterface,
1955 D3D_FEATURE_LEVEL *pChosenFeatureLevel,
1956 ID3DDeviceContextState **ppContextState);
1957
1958 HRESULT (STDMETHODCALLTYPE *OpenSharedResource1)(
1959 ID3D11Device2 *This,
1960 HANDLE hResource,
1961 REFIID returnedInterface,
1962 void **ppResource);
1963
1964 HRESULT (STDMETHODCALLTYPE *OpenSharedResourceByName)(
1965 ID3D11Device2 *This,
1966 LPCWSTR lpName,
1967 DWORD dwDesiredAccess,
1968 REFIID returnedInterface,
1969 void **ppResource);
1970
1971 /*** ID3D11Device2 methods ***/
1972 void (STDMETHODCALLTYPE *GetImmediateContext2)(
1973 ID3D11Device2 *This,
1974 ID3D11DeviceContext2 **context);
1975
1976 HRESULT (STDMETHODCALLTYPE *CreateDeferredContext2)(
1977 ID3D11Device2 *This,
1978 UINT flags,
1979 ID3D11DeviceContext2 **context);
1980
1981 void (STDMETHODCALLTYPE *GetResourceTiling)(
1982 ID3D11Device2 *This,
1983 ID3D11Resource *resource,
1984 UINT *tile_count,
1985 D3D11_PACKED_MIP_DESC *mip_desc,
1986 D3D11_TILE_SHAPE *tile_shape,
1987 UINT *subresource_tiling_count,
1988 UINT first_subresource_tiling,
1989 D3D11_SUBRESOURCE_TILING *subresource_tiling);
1990
1991 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels1)(
1992 ID3D11Device2 *This,
1993 DXGI_FORMAT format,
1994 UINT sample_count,
1995 UINT flags,
1996 UINT *quality_level_count);
1997
1998 END_INTERFACE
1999} ID3D11Device2Vtbl;
2000
2001interface ID3D11Device2 {
2002 CONST_VTBL ID3D11Device2Vtbl* lpVtbl;
2003};
2004
2005#ifdef COBJMACROS
2006#ifndef WIDL_C_INLINE_WRAPPERS
2007/*** IUnknown methods ***/
2008#define ID3D11Device2_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
2009#define ID3D11Device2_AddRef(This) (This)->lpVtbl->AddRef(This)
2010#define ID3D11Device2_Release(This) (This)->lpVtbl->Release(This)
2011/*** ID3D11Device methods ***/
2012#define ID3D11Device2_CreateBuffer(This,pDesc,pInitialData,ppBuffer) (This)->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer)
2013#define ID3D11Device2_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) (This)->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)
2014#define ID3D11Device2_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) (This)->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)
2015#define ID3D11Device2_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) (This)->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)
2016#define ID3D11Device2_CreateShaderResourceView(This,pResource,pDesc,ppSRView) (This)->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView)
2017#define ID3D11Device2_CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) (This)->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView)
2018#define ID3D11Device2_CreateRenderTargetView(This,pResource,pDesc,ppRTView) (This)->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView)
2019#define ID3D11Device2_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) (This)->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)
2020#define ID3D11Device2_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) (This)->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)
2021#define ID3D11Device2_CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) (This)->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader)
2022#define ID3D11Device2_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) (This)->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader)
2023#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)
2024#define ID3D11Device2_CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) (This)->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader)
2025#define ID3D11Device2_CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) (This)->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader)
2026#define ID3D11Device2_CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) (This)->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader)
2027#define ID3D11Device2_CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) (This)->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader)
2028#define ID3D11Device2_CreateClassLinkage(This,ppLinkage) (This)->lpVtbl->CreateClassLinkage(This,ppLinkage)
2029#define ID3D11Device2_CreateBlendState(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState)
2030#define ID3D11Device2_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) (This)->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)
2031#define ID3D11Device2_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)
2032#define ID3D11Device2_CreateSamplerState(This,pSamplerDesc,ppSamplerState) (This)->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState)
2033#define ID3D11Device2_CreateQuery(This,pQueryDesc,ppQuery) (This)->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery)
2034#define ID3D11Device2_CreatePredicate(This,pPredicateDesc,ppPredicate) (This)->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate)
2035#define ID3D11Device2_CreateCounter(This,pCounterDesc,ppCounter) (This)->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter)
2036#define ID3D11Device2_CreateDeferredContext(This,ContextFlags,ppDeferredContext) (This)->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext)
2037#define ID3D11Device2_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource)
2038#define ID3D11Device2_CheckFormatSupport(This,Format,pFormatSupport) (This)->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport)
2039#define ID3D11Device2_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) (This)->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)
2040#define ID3D11Device2_CheckCounterInfo(This,pCounterInfo) (This)->lpVtbl->CheckCounterInfo(This,pCounterInfo)
2041#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)
2042#define ID3D11Device2_CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) (This)->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize)
2043#define ID3D11Device2_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
2044#define ID3D11Device2_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
2045#define ID3D11Device2_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
2046#define ID3D11Device2_GetFeatureLevel(This) (This)->lpVtbl->GetFeatureLevel(This)
2047#define ID3D11Device2_GetCreationFlags(This) (This)->lpVtbl->GetCreationFlags(This)
2048#define ID3D11Device2_GetDeviceRemovedReason(This) (This)->lpVtbl->GetDeviceRemovedReason(This)
2049#define ID3D11Device2_GetImmediateContext(This,ppImmediateContext) (This)->lpVtbl->GetImmediateContext(This,ppImmediateContext)
2050#define ID3D11Device2_SetExceptionMode(This,RaiseFlags) (This)->lpVtbl->SetExceptionMode(This,RaiseFlags)
2051#define ID3D11Device2_GetExceptionMode(This) (This)->lpVtbl->GetExceptionMode(This)
2052/*** ID3D11Device1 methods ***/
2053#define ID3D11Device2_GetImmediateContext1(This,ppImmediateContext) (This)->lpVtbl->GetImmediateContext1(This,ppImmediateContext)
2054#define ID3D11Device2_CreateDeferredContext1(This,ContextFlags,ppDeferredContext) (This)->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext)
2055#define ID3D11Device2_CreateBlendState1(This,pBlendStateDesc,ppBlendState) (This)->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState)
2056#define ID3D11Device2_CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) (This)->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState)
2057#define ID3D11Device2_CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) (This)->lpVtbl->CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState)
2058#define ID3D11Device2_OpenSharedResource1(This,hResource,returnedInterface,ppResource) (This)->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource)
2059#define ID3D11Device2_OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) (This)->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource)
2060/*** ID3D11Device2 methods ***/
2061#define ID3D11Device2_GetImmediateContext2(This,context) (This)->lpVtbl->GetImmediateContext2(This,context)
2062#define ID3D11Device2_CreateDeferredContext2(This,flags,context) (This)->lpVtbl->CreateDeferredContext2(This,flags,context)
2063#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)
2064#define ID3D11Device2_CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count) (This)->lpVtbl->CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count)
2065#else
2066/*** IUnknown methods ***/
2067static FORCEINLINE HRESULT ID3D11Device2_QueryInterface(ID3D11Device2* This,REFIID riid,void **ppvObject) {
2068 return This->lpVtbl->QueryInterface(This,riid,ppvObject);
2069}
2070static FORCEINLINE ULONG ID3D11Device2_AddRef(ID3D11Device2* This) {
2071 return This->lpVtbl->AddRef(This);
2072}
2073static FORCEINLINE ULONG ID3D11Device2_Release(ID3D11Device2* This) {
2074 return This->lpVtbl->Release(This);
2075}
2076/*** ID3D11Device methods ***/
2077static FORCEINLINE HRESULT ID3D11Device2_CreateBuffer(ID3D11Device2* This,const D3D11_BUFFER_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Buffer **ppBuffer) {
2078 return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
2079}
2080static FORCEINLINE HRESULT ID3D11Device2_CreateTexture1D(ID3D11Device2* This,const D3D11_TEXTURE1D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture1D **ppTexture1D) {
2081 return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
2082}
2083static FORCEINLINE HRESULT ID3D11Device2_CreateTexture2D(ID3D11Device2* This,const D3D11_TEXTURE2D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture2D **ppTexture2D) {
2084 return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
2085}
2086static FORCEINLINE HRESULT ID3D11Device2_CreateTexture3D(ID3D11Device2* This,const D3D11_TEXTURE3D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture3D **ppTexture3D) {
2087 return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
2088}
2089static FORCEINLINE HRESULT ID3D11Device2_CreateShaderResourceView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D11ShaderResourceView **ppSRView) {
2090 return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
2091}
2092static FORCEINLINE HRESULT ID3D11Device2_CreateUnorderedAccessView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,ID3D11UnorderedAccessView **ppUAView) {
2093 return This->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView);
2094}
2095static FORCEINLINE HRESULT ID3D11Device2_CreateRenderTargetView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,ID3D11RenderTargetView **ppRTView) {
2096 return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
2097}
2098static FORCEINLINE HRESULT ID3D11Device2_CreateDepthStencilView(ID3D11Device2* This,ID3D11Resource *pResource,const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D11DepthStencilView **ppDepthStencilView) {
2099 return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
2100}
2101static FORCEINLINE HRESULT ID3D11Device2_CreateInputLayout(ID3D11Device2* This,const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D11InputLayout **ppInputLayout) {
2102 return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout);
2103}
2104static FORCEINLINE HRESULT ID3D11Device2_CreateVertexShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11VertexShader **ppVertexShader) {
2105 return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader);
2106}
2107static FORCEINLINE HRESULT ID3D11Device2_CreateGeometryShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11GeometryShader **ppGeometryShader) {
2108 return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader);
2109}
2110static 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) {
2111 return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,pBufferStrides,NumStrides,RasterizedStream,pClassLinkage,ppGeometryShader);
2112}
2113static FORCEINLINE HRESULT ID3D11Device2_CreatePixelShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11PixelShader **ppPixelShader) {
2114 return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader);
2115}
2116static FORCEINLINE HRESULT ID3D11Device2_CreateHullShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11HullShader **ppHullShader) {
2117 return This->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader);
2118}
2119static FORCEINLINE HRESULT ID3D11Device2_CreateDomainShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11DomainShader **ppDomainShader) {
2120 return This->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader);
2121}
2122static FORCEINLINE HRESULT ID3D11Device2_CreateComputeShader(ID3D11Device2* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11ComputeShader **ppComputeShader) {
2123 return This->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader);
2124}
2125static FORCEINLINE HRESULT ID3D11Device2_CreateClassLinkage(ID3D11Device2* This,ID3D11ClassLinkage **ppLinkage) {
2126 return This->lpVtbl->CreateClassLinkage(This,ppLinkage);
2127}
2128static FORCEINLINE HRESULT ID3D11Device2_CreateBlendState(ID3D11Device2* This,const D3D11_BLEND_DESC *pBlendStateDesc,ID3D11BlendState **ppBlendState) {
2129 return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState);
2130}
2131static FORCEINLINE HRESULT ID3D11Device2_CreateDepthStencilState(ID3D11Device2* This,const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D11DepthStencilState **ppDepthStencilState) {
2132 return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState);
2133}
2134static FORCEINLINE HRESULT ID3D11Device2_CreateRasterizerState(ID3D11Device2* This,const D3D11_RASTERIZER_DESC *pRasterizerDesc,ID3D11RasterizerState **ppRasterizerState) {
2135 return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState);
2136}
2137static FORCEINLINE HRESULT ID3D11Device2_CreateSamplerState(ID3D11Device2* This,const D3D11_SAMPLER_DESC *pSamplerDesc,ID3D11SamplerState **ppSamplerState) {
2138 return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState);
2139}
2140static FORCEINLINE HRESULT ID3D11Device2_CreateQuery(ID3D11Device2* This,const D3D11_QUERY_DESC *pQueryDesc,ID3D11Query **ppQuery) {
2141 return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery);
2142}
2143static FORCEINLINE HRESULT ID3D11Device2_CreatePredicate(ID3D11Device2* This,const D3D11_QUERY_DESC *pPredicateDesc,ID3D11Predicate **ppPredicate) {
2144 return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate);
2145}
2146static FORCEINLINE HRESULT ID3D11Device2_CreateCounter(ID3D11Device2* This,const D3D11_COUNTER_DESC *pCounterDesc,ID3D11Counter **ppCounter) {
2147 return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter);
2148}
2149static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext(ID3D11Device2* This,UINT ContextFlags,ID3D11DeviceContext **ppDeferredContext) {
2150 return This->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext);
2151}
2152static FORCEINLINE HRESULT ID3D11Device2_OpenSharedResource(ID3D11Device2* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) {
2153 return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource);
2154}
2155static FORCEINLINE HRESULT ID3D11Device2_CheckFormatSupport(ID3D11Device2* This,DXGI_FORMAT Format,UINT *pFormatSupport) {
2156 return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport);
2157}
2158static FORCEINLINE HRESULT ID3D11Device2_CheckMultisampleQualityLevels(ID3D11Device2* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) {
2159 return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels);
2160}
2161static FORCEINLINE void ID3D11Device2_CheckCounterInfo(ID3D11Device2* This,D3D11_COUNTER_INFO *pCounterInfo) {
2162 This->lpVtbl->CheckCounterInfo(This,pCounterInfo);
2163}
2164static 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) {
2165 return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength);
2166}
2167static FORCEINLINE HRESULT ID3D11Device2_CheckFeatureSupport(ID3D11Device2* This,D3D11_FEATURE Feature,void *pFeatureSupportData,UINT FeatureSupportDataSize) {
2168 return This->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize);
2169}
2170static FORCEINLINE HRESULT ID3D11Device2_GetPrivateData(ID3D11Device2* This,REFGUID guid,UINT *pDataSize,void *pData) {
2171 return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
2172}
2173static FORCEINLINE HRESULT ID3D11Device2_SetPrivateData(ID3D11Device2* This,REFGUID guid,UINT DataSize,const void *pData) {
2174 return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
2175}
2176static FORCEINLINE HRESULT ID3D11Device2_SetPrivateDataInterface(ID3D11Device2* This,REFGUID guid,const IUnknown *pData) {
2177 return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
2178}
2179static FORCEINLINE D3D_FEATURE_LEVEL ID3D11Device2_GetFeatureLevel(ID3D11Device2* This) {
2180 return This->lpVtbl->GetFeatureLevel(This);
2181}
2182static FORCEINLINE UINT ID3D11Device2_GetCreationFlags(ID3D11Device2* This) {
2183 return This->lpVtbl->GetCreationFlags(This);
2184}
2185static FORCEINLINE HRESULT ID3D11Device2_GetDeviceRemovedReason(ID3D11Device2* This) {
2186 return This->lpVtbl->GetDeviceRemovedReason(This);
2187}
2188static FORCEINLINE void ID3D11Device2_GetImmediateContext(ID3D11Device2* This,ID3D11DeviceContext **ppImmediateContext) {
2189 This->lpVtbl->GetImmediateContext(This,ppImmediateContext);
2190}
2191static FORCEINLINE HRESULT ID3D11Device2_SetExceptionMode(ID3D11Device2* This,UINT RaiseFlags) {
2192 return This->lpVtbl->SetExceptionMode(This,RaiseFlags);
2193}
2194static FORCEINLINE UINT ID3D11Device2_GetExceptionMode(ID3D11Device2* This) {
2195 return This->lpVtbl->GetExceptionMode(This);
2196}
2197/*** ID3D11Device1 methods ***/
2198static FORCEINLINE void ID3D11Device2_GetImmediateContext1(ID3D11Device2* This,ID3D11DeviceContext1 **ppImmediateContext) {
2199 This->lpVtbl->GetImmediateContext1(This,ppImmediateContext);
2200}
2201static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext1(ID3D11Device2* This,UINT ContextFlags,ID3D11DeviceContext1 **ppDeferredContext) {
2202 return This->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext);
2203}
2204static FORCEINLINE HRESULT ID3D11Device2_CreateBlendState1(ID3D11Device2* This,const D3D11_BLEND_DESC1 *pBlendStateDesc,ID3D11BlendState1 **ppBlendState) {
2205 return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState);
2206}
2207static FORCEINLINE HRESULT ID3D11Device2_CreateRasterizerState1(ID3D11Device2* This,const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,ID3D11RasterizerState1 **ppRasterizerState) {
2208 return This->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState);
2209}
2210static 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) {
2211 return This->lpVtbl->CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState);
2212}
2213static FORCEINLINE HRESULT ID3D11Device2_OpenSharedResource1(ID3D11Device2* This,HANDLE hResource,REFIID returnedInterface,void **ppResource) {
2214 return This->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource);
2215}
2216static FORCEINLINE HRESULT ID3D11Device2_OpenSharedResourceByName(ID3D11Device2* This,LPCWSTR lpName,DWORD dwDesiredAccess,REFIID returnedInterface,void **ppResource) {
2217 return This->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource);
2218}
2219/*** ID3D11Device2 methods ***/
2220static FORCEINLINE void ID3D11Device2_GetImmediateContext2(ID3D11Device2* This,ID3D11DeviceContext2 **context) {
2221 This->lpVtbl->GetImmediateContext2(This,context);
2222}
2223static FORCEINLINE HRESULT ID3D11Device2_CreateDeferredContext2(ID3D11Device2* This,UINT flags,ID3D11DeviceContext2 **context) {
2224 return This->lpVtbl->CreateDeferredContext2(This,flags,context);
2225}
2226static 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) {
2227 This->lpVtbl->GetResourceTiling(This,resource,tile_count,mip_desc,tile_shape,subresource_tiling_count,first_subresource_tiling,subresource_tiling);
2228}
2229static FORCEINLINE HRESULT ID3D11Device2_CheckMultisampleQualityLevels1(ID3D11Device2* This,DXGI_FORMAT format,UINT sample_count,UINT flags,UINT *quality_level_count) {
2230 return This->lpVtbl->CheckMultisampleQualityLevels1(This,format,sample_count,flags,quality_level_count);
2231}
2232#endif
2233#endif
2234
2235#endif
2236
2237
2238#endif /* __ID3D11Device2_INTERFACE_DEFINED__ */
2239
2240/* Begin additional prototypes for all interfaces */
2241
2242
2243/* End additional prototypes */
2244
2245#ifdef __cplusplus
2246}
2247#endif
2248
2249#endif /* __d3d11_2_h__ */
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