blob: 3781bbb5783d6e1df7328603c2db45f9597b273c [file] [log] [blame]
/*** Autogenerated by WIDL 6.4 from include/d3d11_1.idl - Do not edit ***/
#ifdef _WIN32
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif
#include <rpc.h>
#include <rpcndr.h>
#endif
#ifndef COM_NO_WINDOWS_H
#include <windows.h>
#include <ole2.h>
#endif
#ifndef __d3d11_1_h__
#define __d3d11_1_h__
/* Forward declarations */
#ifndef __ID3D11BlendState1_FWD_DEFINED__
#define __ID3D11BlendState1_FWD_DEFINED__
typedef interface ID3D11BlendState1 ID3D11BlendState1;
#ifdef __cplusplus
interface ID3D11BlendState1;
#endif /* __cplusplus */
#endif
#ifndef __ID3DDeviceContextState_FWD_DEFINED__
#define __ID3DDeviceContextState_FWD_DEFINED__
typedef interface ID3DDeviceContextState ID3DDeviceContextState;
#ifdef __cplusplus
interface ID3DDeviceContextState;
#endif /* __cplusplus */
#endif
#ifndef __ID3D11DeviceContext1_FWD_DEFINED__
#define __ID3D11DeviceContext1_FWD_DEFINED__
typedef interface ID3D11DeviceContext1 ID3D11DeviceContext1;
#ifdef __cplusplus
interface ID3D11DeviceContext1;
#endif /* __cplusplus */
#endif
#ifndef __ID3D11VideoContext1_FWD_DEFINED__
#define __ID3D11VideoContext1_FWD_DEFINED__
typedef interface ID3D11VideoContext1 ID3D11VideoContext1;
#ifdef __cplusplus
interface ID3D11VideoContext1;
#endif /* __cplusplus */
#endif
#ifndef __ID3D11VideoDevice1_FWD_DEFINED__
#define __ID3D11VideoDevice1_FWD_DEFINED__
typedef interface ID3D11VideoDevice1 ID3D11VideoDevice1;
#ifdef __cplusplus
interface ID3D11VideoDevice1;
#endif /* __cplusplus */
#endif
#ifndef __ID3D11VideoProcessorEnumerator1_FWD_DEFINED__
#define __ID3D11VideoProcessorEnumerator1_FWD_DEFINED__
typedef interface ID3D11VideoProcessorEnumerator1 ID3D11VideoProcessorEnumerator1;
#ifdef __cplusplus
interface ID3D11VideoProcessorEnumerator1;
#endif /* __cplusplus */
#endif
#ifndef __ID3DUserDefinedAnnotation_FWD_DEFINED__
#define __ID3DUserDefinedAnnotation_FWD_DEFINED__
typedef interface ID3DUserDefinedAnnotation ID3DUserDefinedAnnotation;
#ifdef __cplusplus
interface ID3DUserDefinedAnnotation;
#endif /* __cplusplus */
#endif
#ifndef __ID3D11RasterizerState1_FWD_DEFINED__
#define __ID3D11RasterizerState1_FWD_DEFINED__
typedef interface ID3D11RasterizerState1 ID3D11RasterizerState1;
#ifdef __cplusplus
interface ID3D11RasterizerState1;
#endif /* __cplusplus */
#endif
#ifndef __ID3D11Device1_FWD_DEFINED__
#define __ID3D11Device1_FWD_DEFINED__
typedef interface ID3D11Device1 ID3D11Device1;
#ifdef __cplusplus
interface ID3D11Device1;
#endif /* __cplusplus */
#endif
/* Headers for imported files */
#include <oaidl.h>
#include <ocidl.h>
#include <dxgi1_2.h>
#include <d3dcommon.h>
#include <d3d11.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum D3D11_LOGIC_OP {
D3D11_LOGIC_OP_CLEAR = 0,
D3D11_LOGIC_OP_SET = 1,
D3D11_LOGIC_OP_COPY = 2,
D3D11_LOGIC_OP_COPY_INVERTED = 3,
D3D11_LOGIC_OP_NOOP = 4,
D3D11_LOGIC_OP_INVERT = 5,
D3D11_LOGIC_OP_AND = 6,
D3D11_LOGIC_OP_NAND = 7,
D3D11_LOGIC_OP_OR = 8,
D3D11_LOGIC_OP_NOR = 9,
D3D11_LOGIC_OP_XOR = 10,
D3D11_LOGIC_OP_EQUIV = 11,
D3D11_LOGIC_OP_AND_REVERSE = 12,
D3D11_LOGIC_OP_AND_INVERTED = 13,
D3D11_LOGIC_OP_OR_REVERSE = 14,
D3D11_LOGIC_OP_OR_INVERTED = 15
} D3D11_LOGIC_OP;
typedef enum D3D11_COPY_FLAGS {
D3D11_COPY_NO_OVERWRITE = 0x1,
D3D11_COPY_DISCARD = 0x2
} D3D11_COPY_FLAGS;
typedef enum D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG {
D3D11_1_CREATE_DEVICE_CONTEXT_STATE_SINGLETHREADED = 0x1
} D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG;
typedef enum D3D11_VIDEO_DECODER_CAPS {
D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE = 0x1,
D3D11_VIDEO_DECODER_CAPS_NON_REAL_TIME = 0x2,
D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_DYNAMIC = 0x4,
D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_REQUIRED = 0x8,
D3D11_VIDEO_DECODER_CAPS_UNSUPPORTED = 0x10
} D3D11_VIDEO_DECODER_CAPS;
typedef enum D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINTS {
D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_ROTATION = 0x1,
D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_RESIZE = 0x2,
D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_COLOR_SPACE_CONVERSION = 0x4,
D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_TRIPLE_BUFFER_OUTPUT = 0x8
} D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINTS;
typedef enum D3D11_CRYPTO_SESSION_STATUS {
D3D11_CRYPTO_SESSION_STATUS_OK = 0x0,
D3D11_CRYPTO_SESSION_STATUS_KEY_LOST = 0x1,
D3D11_CRYPTO_SESSION_STATUS_KEY_AND_CONTENT_LOST = 0x2
} D3D11_CRYPTO_SESSION_STATUS;
typedef struct D3D11_RENDER_TARGET_BLEND_DESC1 {
WINBOOL BlendEnable;
WINBOOL LogicOpEnable;
D3D11_BLEND SrcBlend;
D3D11_BLEND DestBlend;
D3D11_BLEND_OP BlendOp;
D3D11_BLEND SrcBlendAlpha;
D3D11_BLEND DestBlendAlpha;
D3D11_BLEND_OP BlendOpAlpha;
D3D11_LOGIC_OP LogicOp;
UINT8 RenderTargetWriteMask;
} D3D11_RENDER_TARGET_BLEND_DESC1;
typedef struct D3D11_BLEND_DESC1 {
WINBOOL AlphaToCoverageEnable;
WINBOOL IndependentBlendEnable;
D3D11_RENDER_TARGET_BLEND_DESC1 RenderTarget[8];
} D3D11_BLEND_DESC1;
typedef struct D3D11_RASTERIZER_DESC1 {
D3D11_FILL_MODE FillMode;
D3D11_CULL_MODE CullMode;
WINBOOL FrontCounterClockwise;
INT DepthBias;
FLOAT DepthBiasClamp;
FLOAT SlopeScaledDepthBias;
WINBOOL DepthClipEnable;
WINBOOL ScissorEnable;
WINBOOL MultisampleEnable;
WINBOOL AntialiasedLineEnable;
UINT ForcedSampleCount;
} D3D11_RASTERIZER_DESC1;
typedef struct D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK {
UINT ClearSize;
UINT EncryptedSize;
} D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK;
typedef struct D3D11_VIDEO_DECODER_BUFFER_DESC1 {
D3D11_VIDEO_DECODER_BUFFER_TYPE BufferType;
UINT DataOffset;
UINT DataSize;
void *pIV;
UINT IVSize;
D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK *pSubSampleMappingBlock;
UINT SubSampleMappingCount;
} D3D11_VIDEO_DECODER_BUFFER_DESC1;
typedef struct D3D11_VIDEO_DECODER_BEGIN_FRAME_CRYPTO_SESSION {
ID3D11CryptoSession *pCryptoSession;
UINT BlobSize;
void *pBlob;
GUID *pKeyInfoId;
UINT PrivateDataSize;
void *pPrivateData;
} D3D11_VIDEO_DECODER_BEGIN_FRAME_CRYPTO_SESSION;
typedef struct D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT {
WINBOOL Enable;
UINT Width;
UINT Height;
DXGI_FORMAT Format;
} D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT;
typedef struct D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA {
UINT PrivateDataSize;
UINT HWProtectionDataSize;
BYTE pbInput[4];
} D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA;
typedef struct D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA {
UINT PrivateDataSize;
UINT MaxHWProtectionDataSize;
UINT HWProtectionDataSize;
UINT64 TransportTime;
UINT64 ExecutionTime;
BYTE pbOutput[4];
} D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA;
typedef struct D3D11_KEY_EXCHANGE_HW_PROTECTION_DATA {
UINT HWProtectionFunctionID;
D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA *pInputData;
D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA *pOutputData;
HRESULT Status;
} D3D11_KEY_EXCHANGE_HW_PROTECTION_DATA;
typedef struct D3D11_VIDEO_SAMPLE_DESC {
UINT Width;
UINT Height;
DXGI_FORMAT Format;
DXGI_COLOR_SPACE_TYPE ColorSpace;
} D3D11_VIDEO_SAMPLE_DESC;
/*****************************************************************************
* ID3D11BlendState1 interface
*/
#ifndef __ID3D11BlendState1_INTERFACE_DEFINED__
#define __ID3D11BlendState1_INTERFACE_DEFINED__
DEFINE_GUID(IID_ID3D11BlendState1, 0xcc86fabe, 0xda55, 0x401d, 0x85,0xe7, 0xe3,0xc9,0xde,0x28,0x77,0xe9);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("cc86fabe-da55-401d-85e7-e3c9de2877e9")
ID3D11BlendState1 : public ID3D11BlendState
{
virtual void STDMETHODCALLTYPE GetDesc1(
D3D11_BLEND_DESC1 *pDesc) = 0;
};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D11BlendState1, 0xcc86fabe, 0xda55, 0x401d, 0x85,0xe7, 0xe3,0xc9,0xde,0x28,0x77,0xe9)
#endif
#else
typedef struct ID3D11BlendState1Vtbl {
BEGIN_INTERFACE
/*** IUnknown methods ***/
HRESULT (STDMETHODCALLTYPE *QueryInterface)(
ID3D11BlendState1 *This,
REFIID riid,
void **ppvObject);
ULONG (STDMETHODCALLTYPE *AddRef)(
ID3D11BlendState1 *This);
ULONG (STDMETHODCALLTYPE *Release)(
ID3D11BlendState1 *This);
/*** ID3D11DeviceChild methods ***/
void (STDMETHODCALLTYPE *GetDevice)(
ID3D11BlendState1 *This,
ID3D11Device **ppDevice);
HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
ID3D11BlendState1 *This,
REFGUID guid,
UINT *pDataSize,
void *pData);
HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
ID3D11BlendState1 *This,
REFGUID guid,
UINT DataSize,
const void *pData);
HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
ID3D11BlendState1 *This,
REFGUID guid,
const IUnknown *pData);
/*** ID3D11BlendState methods ***/
void (STDMETHODCALLTYPE *GetDesc)(
ID3D11BlendState1 *This,
D3D11_BLEND_DESC *pDesc);
/*** ID3D11BlendState1 methods ***/
void (STDMETHODCALLTYPE *GetDesc1)(
ID3D11BlendState1 *This,
D3D11_BLEND_DESC1 *pDesc);
END_INTERFACE
} ID3D11BlendState1Vtbl;
interface ID3D11BlendState1 {
CONST_VTBL ID3D11BlendState1Vtbl* lpVtbl;
};
#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#define ID3D11BlendState1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
#define ID3D11BlendState1_AddRef(This) (This)->lpVtbl->AddRef(This)
#define ID3D11BlendState1_Release(This) (This)->lpVtbl->Release(This)
/*** ID3D11DeviceChild methods ***/
#define ID3D11BlendState1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
#define ID3D11BlendState1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
#define ID3D11BlendState1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
#define ID3D11BlendState1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
/*** ID3D11BlendState methods ***/
#define ID3D11BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
/*** ID3D11BlendState1 methods ***/
#define ID3D11BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D11BlendState1_QueryInterface(ID3D11BlendState1* This,REFIID riid,void **ppvObject) {
return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D11BlendState1_AddRef(ID3D11BlendState1* This) {
return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D11BlendState1_Release(ID3D11BlendState1* This) {
return This->lpVtbl->Release(This);
}
/*** ID3D11DeviceChild methods ***/
static FORCEINLINE void ID3D11BlendState1_GetDevice(ID3D11BlendState1* This,ID3D11Device **ppDevice) {
This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3D11BlendState1_GetPrivateData(ID3D11BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D11BlendState1_SetPrivateData(ID3D11BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) {
return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D11BlendState1_SetPrivateDataInterface(ID3D11BlendState1* This,REFGUID guid,const IUnknown *pData) {
return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
/*** ID3D11BlendState methods ***/
static FORCEINLINE void ID3D11BlendState1_GetDesc(ID3D11BlendState1* This,D3D11_BLEND_DESC *pDesc) {
This->lpVtbl->GetDesc(This,pDesc);
}
/*** ID3D11BlendState1 methods ***/
static FORCEINLINE void ID3D11BlendState1_GetDesc1(ID3D11BlendState1* This,D3D11_BLEND_DESC1 *pDesc) {
This->lpVtbl->GetDesc1(This,pDesc);
}
#endif
#endif
#endif
#endif /* __ID3D11BlendState1_INTERFACE_DEFINED__ */
/*****************************************************************************
* ID3DDeviceContextState interface
*/
#ifndef __ID3DDeviceContextState_INTERFACE_DEFINED__
#define __ID3DDeviceContextState_INTERFACE_DEFINED__
DEFINE_GUID(IID_ID3DDeviceContextState, 0x5c1e0d8a, 0x7c23, 0x48f9, 0x8c,0x59, 0xa9,0x29,0x58,0xce,0xff,0x11);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("5c1e0d8a-7c23-48f9-8c59-a92958ceff11")
ID3DDeviceContextState : public ID3D11DeviceChild
{
};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3DDeviceContextState, 0x5c1e0d8a, 0x7c23, 0x48f9, 0x8c,0x59, 0xa9,0x29,0x58,0xce,0xff,0x11)
#endif
#else
typedef struct ID3DDeviceContextStateVtbl {
BEGIN_INTERFACE
/*** IUnknown methods ***/
HRESULT (STDMETHODCALLTYPE *QueryInterface)(
ID3DDeviceContextState *This,
REFIID riid,
void **ppvObject);
ULONG (STDMETHODCALLTYPE *AddRef)(
ID3DDeviceContextState *This);
ULONG (STDMETHODCALLTYPE *Release)(
ID3DDeviceContextState *This);
/*** ID3D11DeviceChild methods ***/
void (STDMETHODCALLTYPE *GetDevice)(
ID3DDeviceContextState *This,
ID3D11Device **ppDevice);
HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
ID3DDeviceContextState *This,
REFGUID guid,
UINT *pDataSize,
void *pData);
HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
ID3DDeviceContextState *This,
REFGUID guid,
UINT DataSize,
const void *pData);
HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
ID3DDeviceContextState *This,
REFGUID guid,
const IUnknown *pData);
END_INTERFACE
} ID3DDeviceContextStateVtbl;
interface ID3DDeviceContextState {
CONST_VTBL ID3DDeviceContextStateVtbl* lpVtbl;
};
#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#define ID3DDeviceContextState_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
#define ID3DDeviceContextState_AddRef(This) (This)->lpVtbl->AddRef(This)
#define ID3DDeviceContextState_Release(This) (This)->lpVtbl->Release(This)
/*** ID3D11DeviceChild methods ***/
#define ID3DDeviceContextState_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
#define ID3DDeviceContextState_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
#define ID3DDeviceContextState_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
#define ID3DDeviceContextState_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3DDeviceContextState_QueryInterface(ID3DDeviceContextState* This,REFIID riid,void **ppvObject) {
return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3DDeviceContextState_AddRef(ID3DDeviceContextState* This) {
return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3DDeviceContextState_Release(ID3DDeviceContextState* This) {
return This->lpVtbl->Release(This);
}
/*** ID3D11DeviceChild methods ***/
static FORCEINLINE void ID3DDeviceContextState_GetDevice(ID3DDeviceContextState* This,ID3D11Device **ppDevice) {
This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3DDeviceContextState_GetPrivateData(ID3DDeviceContextState* This,REFGUID guid,UINT *pDataSize,void *pData) {
return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3DDeviceContextState_SetPrivateData(ID3DDeviceContextState* This,REFGUID guid,UINT DataSize,const void *pData) {
return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3DDeviceContextState_SetPrivateDataInterface(ID3DDeviceContextState* This,REFGUID guid,const IUnknown *pData) {
return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
#endif
#endif
#endif
#endif /* __ID3DDeviceContextState_INTERFACE_DEFINED__ */
/*****************************************************************************
* ID3D11DeviceContext1 interface
*/
#ifndef __ID3D11DeviceContext1_INTERFACE_DEFINED__
#define __ID3D11DeviceContext1_INTERFACE_DEFINED__
DEFINE_GUID(IID_ID3D11DeviceContext1, 0xbb2c6faa, 0xb5fb, 0x4082, 0x8e,0x6b, 0x38,0x8b,0x8c,0xfa,0x90,0xe1);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("bb2c6faa-b5fb-4082-8e6b-388b8cfa90e1")
ID3D11DeviceContext1 : public ID3D11DeviceContext
{
virtual void STDMETHODCALLTYPE CopySubresourceRegion1(
ID3D11Resource *pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource *pSrcResource,
UINT SrcSubresource,
const D3D11_BOX *pSrcBox,
UINT CopyFlags) = 0;
virtual void STDMETHODCALLTYPE UpdateSubresource1(
ID3D11Resource *pDstResource,
UINT DstSubresource,
const D3D11_BOX *pDstBox,
const void *pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags) = 0;
virtual void STDMETHODCALLTYPE DiscardResource(
ID3D11Resource *pResource) = 0;
virtual void STDMETHODCALLTYPE DiscardView(
ID3D11View *pResourceView) = 0;
virtual void STDMETHODCALLTYPE VSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE HSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE DSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE GSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE PSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE CSSetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE VSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE HSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE DSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE GSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE PSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE CSGetConstantBuffers1(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants) = 0;
virtual void STDMETHODCALLTYPE SwapDeviceContextState(
ID3DDeviceContextState *pState,
ID3DDeviceContextState **ppPreviousState) = 0;
virtual void STDMETHODCALLTYPE ClearView(
ID3D11View *pView,
const FLOAT Color[4],
const D3D11_RECT *pRect,
UINT NumRects) = 0;
virtual void STDMETHODCALLTYPE DiscardView1(
ID3D11View *pResourceView,
const D3D11_RECT *pRects,
UINT NumRects) = 0;
};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D11DeviceContext1, 0xbb2c6faa, 0xb5fb, 0x4082, 0x8e,0x6b, 0x38,0x8b,0x8c,0xfa,0x90,0xe1)
#endif
#else
typedef struct ID3D11DeviceContext1Vtbl {
BEGIN_INTERFACE
/*** IUnknown methods ***/
HRESULT (STDMETHODCALLTYPE *QueryInterface)(
ID3D11DeviceContext1 *This,
REFIID riid,
void **ppvObject);
ULONG (STDMETHODCALLTYPE *AddRef)(
ID3D11DeviceContext1 *This);
ULONG (STDMETHODCALLTYPE *Release)(
ID3D11DeviceContext1 *This);
/*** ID3D11DeviceChild methods ***/
void (STDMETHODCALLTYPE *GetDevice)(
ID3D11DeviceContext1 *This,
ID3D11Device **ppDevice);
HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
ID3D11DeviceContext1 *This,
REFGUID guid,
UINT *pDataSize,
void *pData);
HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
ID3D11DeviceContext1 *This,
REFGUID guid,
UINT DataSize,
const void *pData);
HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
ID3D11DeviceContext1 *This,
REFGUID guid,
const IUnknown *pData);
/*** ID3D11DeviceContext methods ***/
void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers);
void (STDMETHODCALLTYPE *PSSetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView *const *ppShaderResourceViews);
void (STDMETHODCALLTYPE *PSSetShader)(
ID3D11DeviceContext1 *This,
ID3D11PixelShader *pPixelShader,
ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances);
void (STDMETHODCALLTYPE *PSSetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState *const *ppSamplers);
void (STDMETHODCALLTYPE *VSSetShader)(
ID3D11DeviceContext1 *This,
ID3D11VertexShader *pVertexShader,
ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances);
void (STDMETHODCALLTYPE *DrawIndexed)(
ID3D11DeviceContext1 *This,
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation);
void (STDMETHODCALLTYPE *Draw)(
ID3D11DeviceContext1 *This,
UINT VertexCount,
UINT StartVertexLocation);
HRESULT (STDMETHODCALLTYPE *Map)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pResource,
UINT Subresource,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE *pMappedResource);
void (STDMETHODCALLTYPE *Unmap)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pResource,
UINT Subresource);
void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers);
void (STDMETHODCALLTYPE *IASetInputLayout)(
ID3D11DeviceContext1 *This,
ID3D11InputLayout *pInputLayout);
void (STDMETHODCALLTYPE *IASetVertexBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppVertexBuffers,
const UINT *pStrides,
const UINT *pOffsets);
void (STDMETHODCALLTYPE *IASetIndexBuffer)(
ID3D11DeviceContext1 *This,
ID3D11Buffer *pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset);
void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
ID3D11DeviceContext1 *This,
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation);
void (STDMETHODCALLTYPE *DrawInstanced)(
ID3D11DeviceContext1 *This,
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation);
void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers);
void (STDMETHODCALLTYPE *GSSetShader)(
ID3D11DeviceContext1 *This,
ID3D11GeometryShader *pShader,
ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances);
void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
ID3D11DeviceContext1 *This,
D3D11_PRIMITIVE_TOPOLOGY Topology);
void (STDMETHODCALLTYPE *VSSetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView *const *ppShaderResourceViews);
void (STDMETHODCALLTYPE *VSSetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState *const *ppSamplers);
void (STDMETHODCALLTYPE *Begin)(
ID3D11DeviceContext1 *This,
ID3D11Asynchronous *pAsync);
void (STDMETHODCALLTYPE *End)(
ID3D11DeviceContext1 *This,
ID3D11Asynchronous *pAsync);
HRESULT (STDMETHODCALLTYPE *GetData)(
ID3D11DeviceContext1 *This,
ID3D11Asynchronous *pAsync,
void *pData,
UINT DataSize,
UINT GetDataFlags);
void (STDMETHODCALLTYPE *SetPredication)(
ID3D11DeviceContext1 *This,
ID3D11Predicate *pPredicate,
WINBOOL PredicateValue);
void (STDMETHODCALLTYPE *GSSetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView *const *ppShaderResourceViews);
void (STDMETHODCALLTYPE *GSSetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState *const *ppSamplers);
void (STDMETHODCALLTYPE *OMSetRenderTargets)(
ID3D11DeviceContext1 *This,
UINT NumViews,
ID3D11RenderTargetView *const *ppRenderTargetViews,
ID3D11DepthStencilView *pDepthStencilView);
void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)(
ID3D11DeviceContext1 *This,
UINT NumRTVs,
ID3D11RenderTargetView *const *ppRenderTargetViews,
ID3D11DepthStencilView *pDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
const UINT *pUAVInitialCounts);
void (STDMETHODCALLTYPE *OMSetBlendState)(
ID3D11DeviceContext1 *This,
ID3D11BlendState *pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask);
void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
ID3D11DeviceContext1 *This,
ID3D11DepthStencilState *pDepthStencilState,
UINT StencilRef);
void (STDMETHODCALLTYPE *SOSetTargets)(
ID3D11DeviceContext1 *This,
UINT NumBuffers,
ID3D11Buffer *const *ppSOTargets,
const UINT *pOffsets);
void (STDMETHODCALLTYPE *DrawAuto)(
ID3D11DeviceContext1 *This);
void (STDMETHODCALLTYPE *DrawIndexedInstancedIndirect)(
ID3D11DeviceContext1 *This,
ID3D11Buffer *pBufferForArgs,
UINT AlignedByteOffsetForArgs);
void (STDMETHODCALLTYPE *DrawInstancedIndirect)(
ID3D11DeviceContext1 *This,
ID3D11Buffer *pBufferForArgs,
UINT AlignedByteOffsetForArgs);
void (STDMETHODCALLTYPE *Dispatch)(
ID3D11DeviceContext1 *This,
UINT ThreadGroupCountX,
UINT ThreadGroupCountY,
UINT ThreadGroupCountZ);
void (STDMETHODCALLTYPE *DispatchIndirect)(
ID3D11DeviceContext1 *This,
ID3D11Buffer *pBufferForArgs,
UINT AlignedByteOffsetForArgs);
void (STDMETHODCALLTYPE *RSSetState)(
ID3D11DeviceContext1 *This,
ID3D11RasterizerState *pRasterizerState);
void (STDMETHODCALLTYPE *RSSetViewports)(
ID3D11DeviceContext1 *This,
UINT NumViewports,
const D3D11_VIEWPORT *pViewports);
void (STDMETHODCALLTYPE *RSSetScissorRects)(
ID3D11DeviceContext1 *This,
UINT NumRects,
const D3D11_RECT *pRects);
void (STDMETHODCALLTYPE *CopySubresourceRegion)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource *pSrcResource,
UINT SrcSubresource,
const D3D11_BOX *pSrcBox);
void (STDMETHODCALLTYPE *CopyResource)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pDstResource,
ID3D11Resource *pSrcResource);
void (STDMETHODCALLTYPE *UpdateSubresource)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pDstResource,
UINT DstSubresource,
const D3D11_BOX *pDstBox,
const void *pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch);
void (STDMETHODCALLTYPE *CopyStructureCount)(
ID3D11DeviceContext1 *This,
ID3D11Buffer *pDstBuffer,
UINT DstAlignedByteOffset,
ID3D11UnorderedAccessView *pSrcView);
void (STDMETHODCALLTYPE *ClearRenderTargetView)(
ID3D11DeviceContext1 *This,
ID3D11RenderTargetView *pRenderTargetView,
const FLOAT ColorRGBA[4]);
void (STDMETHODCALLTYPE *ClearUnorderedAccessViewUint)(
ID3D11DeviceContext1 *This,
ID3D11UnorderedAccessView *pUnorderedAccessView,
const UINT Values[4]);
void (STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat)(
ID3D11DeviceContext1 *This,
ID3D11UnorderedAccessView *pUnorderedAccessView,
const FLOAT Values[4]);
void (STDMETHODCALLTYPE *ClearDepthStencilView)(
ID3D11DeviceContext1 *This,
ID3D11DepthStencilView *pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil);
void (STDMETHODCALLTYPE *GenerateMips)(
ID3D11DeviceContext1 *This,
ID3D11ShaderResourceView *pShaderResourceView);
void (STDMETHODCALLTYPE *SetResourceMinLOD)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pResource,
FLOAT MinLOD);
FLOAT (STDMETHODCALLTYPE *GetResourceMinLOD)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pResource);
void (STDMETHODCALLTYPE *ResolveSubresource)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pDstResource,
UINT DstSubresource,
ID3D11Resource *pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format);
void (STDMETHODCALLTYPE *ExecuteCommandList)(
ID3D11DeviceContext1 *This,
ID3D11CommandList *pCommandList,
WINBOOL RestoreContextState);
void (STDMETHODCALLTYPE *HSSetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView *const *ppShaderResourceViews);
void (STDMETHODCALLTYPE *HSSetShader)(
ID3D11DeviceContext1 *This,
ID3D11HullShader *pHullShader,
ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances);
void (STDMETHODCALLTYPE *HSSetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState *const *ppSamplers);
void (STDMETHODCALLTYPE *HSSetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers);
void (STDMETHODCALLTYPE *DSSetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView *const *ppShaderResourceViews);
void (STDMETHODCALLTYPE *DSSetShader)(
ID3D11DeviceContext1 *This,
ID3D11DomainShader *pDomainShader,
ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances);
void (STDMETHODCALLTYPE *DSSetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState *const *ppSamplers);
void (STDMETHODCALLTYPE *DSSetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers);
void (STDMETHODCALLTYPE *CSSetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView *const *ppShaderResourceViews);
void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
const UINT *pUAVInitialCounts);
void (STDMETHODCALLTYPE *CSSetShader)(
ID3D11DeviceContext1 *This,
ID3D11ComputeShader *pComputeShader,
ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances);
void (STDMETHODCALLTYPE *CSSetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState *const *ppSamplers);
void (STDMETHODCALLTYPE *CSSetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers);
void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers);
void (STDMETHODCALLTYPE *PSGetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView **ppShaderResourceViews);
void (STDMETHODCALLTYPE *PSGetShader)(
ID3D11DeviceContext1 *This,
ID3D11PixelShader **ppPixelShader,
ID3D11ClassInstance **ppClassInstances,
UINT *pNumClassInstances);
void (STDMETHODCALLTYPE *PSGetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState **ppSamplers);
void (STDMETHODCALLTYPE *VSGetShader)(
ID3D11DeviceContext1 *This,
ID3D11VertexShader **ppVertexShader,
ID3D11ClassInstance **ppClassInstances,
UINT *pNumClassInstances);
void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers);
void (STDMETHODCALLTYPE *IAGetInputLayout)(
ID3D11DeviceContext1 *This,
ID3D11InputLayout **ppInputLayout);
void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppVertexBuffers,
UINT *pStrides,
UINT *pOffsets);
void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
ID3D11DeviceContext1 *This,
ID3D11Buffer **pIndexBuffer,
DXGI_FORMAT *Format,
UINT *Offset);
void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers);
void (STDMETHODCALLTYPE *GSGetShader)(
ID3D11DeviceContext1 *This,
ID3D11GeometryShader **ppGeometryShader,
ID3D11ClassInstance **ppClassInstances,
UINT *pNumClassInstances);
void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
ID3D11DeviceContext1 *This,
D3D11_PRIMITIVE_TOPOLOGY *pTopology);
void (STDMETHODCALLTYPE *VSGetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView **ppShaderResourceViews);
void (STDMETHODCALLTYPE *VSGetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState **ppSamplers);
void (STDMETHODCALLTYPE *GetPredication)(
ID3D11DeviceContext1 *This,
ID3D11Predicate **ppPredicate,
WINBOOL *pPredicateValue);
void (STDMETHODCALLTYPE *GSGetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView **ppShaderResourceViews);
void (STDMETHODCALLTYPE *GSGetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState **ppSamplers);
void (STDMETHODCALLTYPE *OMGetRenderTargets)(
ID3D11DeviceContext1 *This,
UINT NumViews,
ID3D11RenderTargetView **ppRenderTargetViews,
ID3D11DepthStencilView **ppDepthStencilView);
void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)(
ID3D11DeviceContext1 *This,
UINT NumRTVs,
ID3D11RenderTargetView **ppRenderTargetViews,
ID3D11DepthStencilView **ppDepthStencilView,
UINT UAVStartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView **ppUnorderedAccessViews);
void (STDMETHODCALLTYPE *OMGetBlendState)(
ID3D11DeviceContext1 *This,
ID3D11BlendState **ppBlendState,
FLOAT BlendFactor[4],
UINT *pSampleMask);
void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
ID3D11DeviceContext1 *This,
ID3D11DepthStencilState **ppDepthStencilState,
UINT *pStencilRef);
void (STDMETHODCALLTYPE *SOGetTargets)(
ID3D11DeviceContext1 *This,
UINT NumBuffers,
ID3D11Buffer **ppSOTargets);
void (STDMETHODCALLTYPE *RSGetState)(
ID3D11DeviceContext1 *This,
ID3D11RasterizerState **ppRasterizerState);
void (STDMETHODCALLTYPE *RSGetViewports)(
ID3D11DeviceContext1 *This,
UINT *pNumViewports,
D3D11_VIEWPORT *pViewports);
void (STDMETHODCALLTYPE *RSGetScissorRects)(
ID3D11DeviceContext1 *This,
UINT *pNumRects,
D3D11_RECT *pRects);
void (STDMETHODCALLTYPE *HSGetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView **ppShaderResourceViews);
void (STDMETHODCALLTYPE *HSGetShader)(
ID3D11DeviceContext1 *This,
ID3D11HullShader **ppHullShader,
ID3D11ClassInstance **ppClassInstances,
UINT *pNumClassInstances);
void (STDMETHODCALLTYPE *HSGetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState **ppSamplers);
void (STDMETHODCALLTYPE *HSGetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers);
void (STDMETHODCALLTYPE *DSGetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView **ppShaderResourceViews);
void (STDMETHODCALLTYPE *DSGetShader)(
ID3D11DeviceContext1 *This,
ID3D11DomainShader **ppDomainShader,
ID3D11ClassInstance **ppClassInstances,
UINT *pNumClassInstances);
void (STDMETHODCALLTYPE *DSGetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState **ppSamplers);
void (STDMETHODCALLTYPE *DSGetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers);
void (STDMETHODCALLTYPE *CSGetShaderResources)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView **ppShaderResourceViews);
void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumUAVs,
ID3D11UnorderedAccessView **ppUnorderedAccessViews);
void (STDMETHODCALLTYPE *CSGetShader)(
ID3D11DeviceContext1 *This,
ID3D11ComputeShader **ppComputeShader,
ID3D11ClassInstance **ppClassInstances,
UINT *pNumClassInstances);
void (STDMETHODCALLTYPE *CSGetSamplers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumSamplers,
ID3D11SamplerState **ppSamplers);
void (STDMETHODCALLTYPE *CSGetConstantBuffers)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers);
void (STDMETHODCALLTYPE *ClearState)(
ID3D11DeviceContext1 *This);
void (STDMETHODCALLTYPE *Flush)(
ID3D11DeviceContext1 *This);
D3D11_DEVICE_CONTEXT_TYPE (STDMETHODCALLTYPE *GetType)(
ID3D11DeviceContext1 *This);
UINT (STDMETHODCALLTYPE *GetContextFlags)(
ID3D11DeviceContext1 *This);
HRESULT (STDMETHODCALLTYPE *FinishCommandList)(
ID3D11DeviceContext1 *This,
WINBOOL RestoreDeferredContextState,
ID3D11CommandList **ppCommandList);
/*** ID3D11DeviceContext1 methods ***/
void (STDMETHODCALLTYPE *CopySubresourceRegion1)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Resource *pSrcResource,
UINT SrcSubresource,
const D3D11_BOX *pSrcBox,
UINT CopyFlags);
void (STDMETHODCALLTYPE *UpdateSubresource1)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pDstResource,
UINT DstSubresource,
const D3D11_BOX *pDstBox,
const void *pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch,
UINT CopyFlags);
void (STDMETHODCALLTYPE *DiscardResource)(
ID3D11DeviceContext1 *This,
ID3D11Resource *pResource);
void (STDMETHODCALLTYPE *DiscardView)(
ID3D11DeviceContext1 *This,
ID3D11View *pResourceView);
void (STDMETHODCALLTYPE *VSSetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants);
void (STDMETHODCALLTYPE *HSSetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants);
void (STDMETHODCALLTYPE *DSSetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants);
void (STDMETHODCALLTYPE *GSSetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants);
void (STDMETHODCALLTYPE *PSSetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants);
void (STDMETHODCALLTYPE *CSSetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer *const *ppConstantBuffers,
const UINT *pFirstConstant,
const UINT *pNumConstants);
void (STDMETHODCALLTYPE *VSGetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants);
void (STDMETHODCALLTYPE *HSGetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants);
void (STDMETHODCALLTYPE *DSGetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants);
void (STDMETHODCALLTYPE *GSGetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants);
void (STDMETHODCALLTYPE *PSGetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants);
void (STDMETHODCALLTYPE *CSGetConstantBuffers1)(
ID3D11DeviceContext1 *This,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppConstantBuffers,
UINT *pFirstConstant,
UINT *pNumConstants);
void (STDMETHODCALLTYPE *SwapDeviceContextState)(
ID3D11DeviceContext1 *This,
ID3DDeviceContextState *pState,
ID3DDeviceContextState **ppPreviousState);
void (STDMETHODCALLTYPE *ClearView)(
ID3D11DeviceContext1 *This,
ID3D11View *pView,
const FLOAT Color[4],
const D3D11_RECT *pRect,
UINT NumRects);
void (STDMETHODCALLTYPE *DiscardView1)(
ID3D11DeviceContext1 *This,
ID3D11View *pResourceView,
const D3D11_RECT *pRects,
UINT NumRects);
END_INTERFACE
} ID3D11DeviceContext1Vtbl;
interface ID3D11DeviceContext1 {
CONST_VTBL ID3D11DeviceContext1Vtbl* lpVtbl;
};
#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#define ID3D11DeviceContext1_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
#define ID3D11DeviceContext1_AddRef(This) (This)->lpVtbl->AddRef(This)
#define ID3D11DeviceContext1_Release(This) (This)->lpVtbl->Release(This)
/*** ID3D11DeviceChild methods ***/
#define ID3D11DeviceContext1_GetDevice(This,ppDevice) (This)->lpVtbl->GetDevice(This,ppDevice)
#define ID3D11DeviceContext1_GetPrivateData(This,guid,pDataSize,pData) (This)->lpVtbl->GetPrivateData(This,guid,pDataSize,pData)
#define ID3D11DeviceContext1_SetPrivateData(This,guid,DataSize,pData) (This)->lpVtbl->SetPrivateData(This,guid,DataSize,pData)
#define ID3D11DeviceContext1_SetPrivateDataInterface(This,guid,pData) (This)->lpVtbl->SetPrivateDataInterface(This,guid,pData)
/*** ID3D11DeviceContext methods ***/
#define ID3D11DeviceContext1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances)
#define ID3D11DeviceContext1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances)
#define ID3D11DeviceContext1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) (This)->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)
#define ID3D11DeviceContext1_Draw(This,VertexCount,StartVertexLocation) (This)->lpVtbl->Draw(This,VertexCount,StartVertexLocation)
#define ID3D11DeviceContext1_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) (This)->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource)
#define ID3D11DeviceContext1_Unmap(This,pResource,Subresource) (This)->lpVtbl->Unmap(This,pResource,Subresource)
#define ID3D11DeviceContext1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_IASetInputLayout(This,pInputLayout) (This)->lpVtbl->IASetInputLayout(This,pInputLayout)
#define ID3D11DeviceContext1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
#define ID3D11DeviceContext1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset)
#define ID3D11DeviceContext1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)
#define ID3D11DeviceContext1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) (This)->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)
#define ID3D11DeviceContext1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_GSSetShader(This,pShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances)
#define ID3D11DeviceContext1_IASetPrimitiveTopology(This,Topology) (This)->lpVtbl->IASetPrimitiveTopology(This,Topology)
#define ID3D11DeviceContext1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_Begin(This,pAsync) (This)->lpVtbl->Begin(This,pAsync)
#define ID3D11DeviceContext1_End(This,pAsync) (This)->lpVtbl->End(This,pAsync)
#define ID3D11DeviceContext1_GetData(This,pAsync,pData,DataSize,GetDataFlags) (This)->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags)
#define ID3D11DeviceContext1_SetPredication(This,pPredicate,PredicateValue) (This)->lpVtbl->SetPredication(This,pPredicate,PredicateValue)
#define ID3D11DeviceContext1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) (This)->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)
#define ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)
#define ID3D11DeviceContext1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) (This)->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)
#define ID3D11DeviceContext1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) (This)->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef)
#define ID3D11DeviceContext1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) (This)->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)
#define ID3D11DeviceContext1_DrawAuto(This) (This)->lpVtbl->DrawAuto(This)
#define ID3D11DeviceContext1_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)
#define ID3D11DeviceContext1_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)
#define ID3D11DeviceContext1_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) (This)->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ)
#define ID3D11DeviceContext1_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) (This)->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)
#define ID3D11DeviceContext1_RSSetState(This,pRasterizerState) (This)->lpVtbl->RSSetState(This,pRasterizerState)
#define ID3D11DeviceContext1_RSSetViewports(This,NumViewports,pViewports) (This)->lpVtbl->RSSetViewports(This,NumViewports,pViewports)
#define ID3D11DeviceContext1_RSSetScissorRects(This,NumRects,pRects) (This)->lpVtbl->RSSetScissorRects(This,NumRects,pRects)
#define ID3D11DeviceContext1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) (This)->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)
#define ID3D11DeviceContext1_CopyResource(This,pDstResource,pSrcResource) (This)->lpVtbl->CopyResource(This,pDstResource,pSrcResource)
#define ID3D11DeviceContext1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) (This)->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)
#define ID3D11DeviceContext1_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) (This)->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView)
#define ID3D11DeviceContext1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) (This)->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)
#define ID3D11DeviceContext1_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values)
#define ID3D11DeviceContext1_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) (This)->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values)
#define ID3D11DeviceContext1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) (This)->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)
#define ID3D11DeviceContext1_GenerateMips(This,pShaderResourceView) (This)->lpVtbl->GenerateMips(This,pShaderResourceView)
#define ID3D11DeviceContext1_SetResourceMinLOD(This,pResource,MinLOD) (This)->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD)
#define ID3D11DeviceContext1_GetResourceMinLOD(This,pResource) (This)->lpVtbl->GetResourceMinLOD(This,pResource)
#define ID3D11DeviceContext1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) (This)->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)
#define ID3D11DeviceContext1_ExecuteCommandList(This,pCommandList,RestoreContextState) (This)->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState)
#define ID3D11DeviceContext1_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances)
#define ID3D11DeviceContext1_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances)
#define ID3D11DeviceContext1_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) (This)->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)
#define ID3D11DeviceContext1_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) (This)->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances)
#define ID3D11DeviceContext1_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances)
#define ID3D11DeviceContext1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances)
#define ID3D11DeviceContext1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_IAGetInputLayout(This,ppInputLayout) (This)->lpVtbl->IAGetInputLayout(This,ppInputLayout)
#define ID3D11DeviceContext1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) (This)->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)
#define ID3D11DeviceContext1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) (This)->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)
#define ID3D11DeviceContext1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances)
#define ID3D11DeviceContext1_IAGetPrimitiveTopology(This,pTopology) (This)->lpVtbl->IAGetPrimitiveTopology(This,pTopology)
#define ID3D11DeviceContext1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_GetPredication(This,ppPredicate,pPredicateValue) (This)->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue)
#define ID3D11DeviceContext1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) (This)->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)
#define ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews)
#define ID3D11DeviceContext1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) (This)->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)
#define ID3D11DeviceContext1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) (This)->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)
#define ID3D11DeviceContext1_SOGetTargets(This,NumBuffers,ppSOTargets) (This)->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets)
#define ID3D11DeviceContext1_RSGetState(This,ppRasterizerState) (This)->lpVtbl->RSGetState(This,ppRasterizerState)
#define ID3D11DeviceContext1_RSGetViewports(This,pNumViewports,pViewports) (This)->lpVtbl->RSGetViewports(This,pNumViewports,pViewports)
#define ID3D11DeviceContext1_RSGetScissorRects(This,pNumRects,pRects) (This)->lpVtbl->RSGetScissorRects(This,pNumRects,pRects)
#define ID3D11DeviceContext1_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances)
#define ID3D11DeviceContext1_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances)
#define ID3D11DeviceContext1_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) (This)->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)
#define ID3D11DeviceContext1_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) (This)->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews)
#define ID3D11DeviceContext1_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) (This)->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances)
#define ID3D11DeviceContext1_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) (This)->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)
#define ID3D11DeviceContext1_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) (This)->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)
#define ID3D11DeviceContext1_ClearState(This) (This)->lpVtbl->ClearState(This)
#define ID3D11DeviceContext1_Flush(This) (This)->lpVtbl->Flush(This)
#define ID3D11DeviceContext1_GetType(This) (This)->lpVtbl->GetType(This)
#define ID3D11DeviceContext1_GetContextFlags(This) (This)->lpVtbl->GetContextFlags(This)
#define ID3D11DeviceContext1_FinishCommandList(This,RestoreDeferredContextState,ppCommandList) (This)->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList)
/*** ID3D11DeviceContext1 methods ***/
#define ID3D11DeviceContext1_CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags) (This)->lpVtbl->CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags)
#define ID3D11DeviceContext1_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) (This)->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags)
#define ID3D11DeviceContext1_DiscardResource(This,pResource) (This)->lpVtbl->DiscardResource(This,pResource)
#define ID3D11DeviceContext1_DiscardView(This,pResourceView) (This)->lpVtbl->DiscardView(This,pResourceView)
#define ID3D11DeviceContext1_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) (This)->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)
#define ID3D11DeviceContext1_SwapDeviceContextState(This,pState,ppPreviousState) (This)->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState)
#define ID3D11DeviceContext1_ClearView(This,pView,Color,pRect,NumRects) (This)->lpVtbl->ClearView(This,pView,Color,pRect,NumRects)
#define ID3D11DeviceContext1_DiscardView1(This,pResourceView,pRects,NumRects) (This)->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D11DeviceContext1_QueryInterface(ID3D11DeviceContext1* This,REFIID riid,void **ppvObject) {
return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D11DeviceContext1_AddRef(ID3D11DeviceContext1* This) {
return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D11DeviceContext1_Release(ID3D11DeviceContext1* This) {
return This->lpVtbl->Release(This);
}
/*** ID3D11DeviceChild methods ***/
static FORCEINLINE void ID3D11DeviceContext1_GetDevice(ID3D11DeviceContext1* This,ID3D11Device **ppDevice) {
This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_GetPrivateData(ID3D11DeviceContext1* This,REFGUID guid,UINT *pDataSize,void *pData) {
return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_SetPrivateData(ID3D11DeviceContext1* This,REFGUID guid,UINT DataSize,const void *pData) {
return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_SetPrivateDataInterface(ID3D11DeviceContext1* This,REFGUID guid,const IUnknown *pData) {
return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
/*** ID3D11DeviceContext methods ***/
static FORCEINLINE void ID3D11DeviceContext1_VSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetShader(ID3D11DeviceContext1* This,ID3D11PixelShader *pPixelShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
This->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_VSSetShader(ID3D11DeviceContext1* This,ID3D11VertexShader *pVertexShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
This->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawIndexed(ID3D11DeviceContext1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
}
static FORCEINLINE void ID3D11DeviceContext1_Draw(ID3D11DeviceContext1* This,UINT VertexCount,UINT StartVertexLocation) {
This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_Map(ID3D11DeviceContext1* This,ID3D11Resource *pResource,UINT Subresource,D3D11_MAP MapType,UINT MapFlags,D3D11_MAPPED_SUBRESOURCE *pMappedResource) {
return This->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource);
}
static FORCEINLINE void ID3D11DeviceContext1_Unmap(ID3D11DeviceContext1* This,ID3D11Resource *pResource,UINT Subresource) {
This->lpVtbl->Unmap(This,pResource,Subresource);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_IASetInputLayout(ID3D11DeviceContext1* This,ID3D11InputLayout *pInputLayout) {
This->lpVtbl->IASetInputLayout(This,pInputLayout);
}
static FORCEINLINE void ID3D11DeviceContext1_IASetVertexBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
}
static FORCEINLINE void ID3D11DeviceContext1_IASetIndexBuffer(ID3D11DeviceContext1* This,ID3D11Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawIndexedInstanced(ID3D11DeviceContext1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawInstanced(ID3D11DeviceContext1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetShader(ID3D11DeviceContext1* This,ID3D11GeometryShader *pShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
This->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_IASetPrimitiveTopology(ID3D11DeviceContext1* This,D3D11_PRIMITIVE_TOPOLOGY Topology) {
This->lpVtbl->IASetPrimitiveTopology(This,Topology);
}
static FORCEINLINE void ID3D11DeviceContext1_VSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_VSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_Begin(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync) {
This->lpVtbl->Begin(This,pAsync);
}
static FORCEINLINE void ID3D11DeviceContext1_End(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync) {
This->lpVtbl->End(This,pAsync);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_GetData(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync,void *pData,UINT DataSize,UINT GetDataFlags) {
return This->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags);
}
static FORCEINLINE void ID3D11DeviceContext1_SetPredication(ID3D11DeviceContext1* This,ID3D11Predicate *pPredicate,WINBOOL PredicateValue) {
This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_OMSetRenderTargets(ID3D11DeviceContext1* This,UINT NumViews,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView) {
This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
}
static FORCEINLINE void ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext1* This,UINT NumRTVs,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) {
This->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts);
}
static FORCEINLINE void ID3D11DeviceContext1_OMSetBlendState(ID3D11DeviceContext1* This,ID3D11BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
}
static FORCEINLINE void ID3D11DeviceContext1_OMSetDepthStencilState(ID3D11DeviceContext1* This,ID3D11DepthStencilState *pDepthStencilState,UINT StencilRef) {
This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
}
static FORCEINLINE void ID3D11DeviceContext1_SOSetTargets(ID3D11DeviceContext1* This,UINT NumBuffers,ID3D11Buffer *const *ppSOTargets,const UINT *pOffsets) {
This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawAuto(ID3D11DeviceContext1* This) {
This->lpVtbl->DrawAuto(This);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawIndexedInstancedIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
This->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawInstancedIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
This->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
}
static FORCEINLINE void ID3D11DeviceContext1_Dispatch(ID3D11DeviceContext1* This,UINT ThreadGroupCountX,UINT ThreadGroupCountY,UINT ThreadGroupCountZ) {
This->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ);
}
static FORCEINLINE void ID3D11DeviceContext1_DispatchIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
This->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
}
static FORCEINLINE void ID3D11DeviceContext1_RSSetState(ID3D11DeviceContext1* This,ID3D11RasterizerState *pRasterizerState) {
This->lpVtbl->RSSetState(This,pRasterizerState);
}
static FORCEINLINE void ID3D11DeviceContext1_RSSetViewports(ID3D11DeviceContext1* This,UINT NumViewports,const D3D11_VIEWPORT *pViewports) {
This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
}
static FORCEINLINE void ID3D11DeviceContext1_RSSetScissorRects(ID3D11DeviceContext1* This,UINT NumRects,const D3D11_RECT *pRects) {
This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
}
static FORCEINLINE void ID3D11DeviceContext1_CopySubresourceRegion(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D11Resource *pSrcResource,UINT SrcSubresource,const D3D11_BOX *pSrcBox) {
This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
}
static FORCEINLINE void ID3D11DeviceContext1_CopyResource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,ID3D11Resource *pSrcResource) {
This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
}
static FORCEINLINE void ID3D11DeviceContext1_UpdateSubresource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
}
static FORCEINLINE void ID3D11DeviceContext1_CopyStructureCount(ID3D11DeviceContext1* This,ID3D11Buffer *pDstBuffer,UINT DstAlignedByteOffset,ID3D11UnorderedAccessView *pSrcView) {
This->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearRenderTargetView(ID3D11DeviceContext1* This,ID3D11RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearUnorderedAccessViewUint(ID3D11DeviceContext1* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const UINT Values[4]) {
This->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearUnorderedAccessViewFloat(ID3D11DeviceContext1* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const FLOAT Values[4]) {
This->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearDepthStencilView(ID3D11DeviceContext1* This,ID3D11DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
}
static FORCEINLINE void ID3D11DeviceContext1_GenerateMips(ID3D11DeviceContext1* This,ID3D11ShaderResourceView *pShaderResourceView) {
This->lpVtbl->GenerateMips(This,pShaderResourceView);
}
static FORCEINLINE void ID3D11DeviceContext1_SetResourceMinLOD(ID3D11DeviceContext1* This,ID3D11Resource *pResource,FLOAT MinLOD) {
This->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD);
}
static FORCEINLINE FLOAT ID3D11DeviceContext1_GetResourceMinLOD(ID3D11DeviceContext1* This,ID3D11Resource *pResource) {
return This->lpVtbl->GetResourceMinLOD(This,pResource);
}
static FORCEINLINE void ID3D11DeviceContext1_ResolveSubresource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,ID3D11Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
}
static FORCEINLINE void ID3D11DeviceContext1_ExecuteCommandList(ID3D11DeviceContext1* This,ID3D11CommandList *pCommandList,WINBOOL RestoreContextState) {
This->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
This->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetShader(ID3D11DeviceContext1* This,ID3D11HullShader *pHullShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
This->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
This->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
This->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
This->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetShader(ID3D11DeviceContext1* This,ID3D11DomainShader *pDomainShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
This->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
This->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
This->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
This->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetUnorderedAccessViews(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) {
This->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetShader(ID3D11DeviceContext1* This,ID3D11ComputeShader *pComputeShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
This->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
This->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
This->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetShader(ID3D11DeviceContext1* This,ID3D11PixelShader **ppPixelShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
This->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetShader(ID3D11DeviceContext1* This,ID3D11VertexShader **ppVertexShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
This->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_IAGetInputLayout(ID3D11DeviceContext1* This,ID3D11InputLayout **ppInputLayout) {
This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
}
static FORCEINLINE void ID3D11DeviceContext1_IAGetVertexBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
}
static FORCEINLINE void ID3D11DeviceContext1_IAGetIndexBuffer(ID3D11DeviceContext1* This,ID3D11Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetShader(ID3D11DeviceContext1* This,ID3D11GeometryShader **ppGeometryShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
This->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_IAGetPrimitiveTopology(ID3D11DeviceContext1* This,D3D11_PRIMITIVE_TOPOLOGY *pTopology) {
This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_GetPredication(ID3D11DeviceContext1* This,ID3D11Predicate **ppPredicate,WINBOOL *pPredicateValue) {
This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_OMGetRenderTargets(ID3D11DeviceContext1* This,UINT NumViews,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView) {
This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
}
static FORCEINLINE void ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext1* This,UINT NumRTVs,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) {
This->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews);
}
static FORCEINLINE void ID3D11DeviceContext1_OMGetBlendState(ID3D11DeviceContext1* This,ID3D11BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
}
static FORCEINLINE void ID3D11DeviceContext1_OMGetDepthStencilState(ID3D11DeviceContext1* This,ID3D11DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
}
static FORCEINLINE void ID3D11DeviceContext1_SOGetTargets(ID3D11DeviceContext1* This,UINT NumBuffers,ID3D11Buffer **ppSOTargets) {
This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets);
}
static FORCEINLINE void ID3D11DeviceContext1_RSGetState(ID3D11DeviceContext1* This,ID3D11RasterizerState **ppRasterizerState) {
This->lpVtbl->RSGetState(This,ppRasterizerState);
}
static FORCEINLINE void ID3D11DeviceContext1_RSGetViewports(ID3D11DeviceContext1* This,UINT *pNumViewports,D3D11_VIEWPORT *pViewports) {
This->lpVtbl->RSGetViewports(This,pNumViewports,pViewports);
}
static FORCEINLINE void ID3D11DeviceContext1_RSGetScissorRects(ID3D11DeviceContext1* This,UINT *pNumRects,D3D11_RECT *pRects) {
This->lpVtbl->RSGetScissorRects(This,pNumRects,pRects);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
This->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetShader(ID3D11DeviceContext1* This,ID3D11HullShader **ppHullShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
This->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
This->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
This->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
This->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetShader(ID3D11DeviceContext1* This,ID3D11DomainShader **ppDomainShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
This->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
This->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
This->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
This->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetUnorderedAccessViews(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) {
This->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetShader(ID3D11DeviceContext1* This,ID3D11ComputeShader **ppComputeShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
This->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
This->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
This->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearState(ID3D11DeviceContext1* This) {
This->lpVtbl->ClearState(This);
}
static FORCEINLINE void ID3D11DeviceContext1_Flush(ID3D11DeviceContext1* This) {
This->lpVtbl->Flush(This);
}
static FORCEINLINE D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext1_GetType(ID3D11DeviceContext1* This) {
return This->lpVtbl->GetType(This);
}
static FORCEINLINE UINT ID3D11DeviceContext1_GetContextFlags(ID3D11DeviceContext1* This) {
return This->lpVtbl->GetContextFlags(This);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_FinishCommandList(ID3D11DeviceContext1* This,WINBOOL RestoreDeferredContextState,ID3D11CommandList **ppCommandList) {
return This->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList);
}
/*** ID3D11DeviceContext1 methods ***/
static FORCEINLINE void ID3D11DeviceContext1_CopySubresourceRegion1(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D11Resource *pSrcResource,UINT SrcSubresource,const D3D11_BOX *pSrcBox,UINT CopyFlags) {
This->lpVtbl->CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags);
}
static FORCEINLINE void ID3D11DeviceContext1_UpdateSubresource1(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch,UINT CopyFlags) {
This->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags);
}
static FORCEINLINE void ID3D11DeviceContext1_DiscardResource(ID3D11DeviceContext1* This,ID3D11Resource *pResource) {
This->lpVtbl->DiscardResource(This,pResource);
}
static FORCEINLINE void ID3D11DeviceContext1_DiscardView(ID3D11DeviceContext1* This,ID3D11View *pResourceView) {
This->lpVtbl->DiscardView(This,pResourceView);
}
static FORCEINLINE void ID3D11DeviceContext1_VSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
This->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
This->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
This->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
This->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
This->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
This->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
This->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
This->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
This->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
This->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
This->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
This->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_SwapDeviceContextState(ID3D11DeviceContext1* This,ID3DDeviceContextState *pState,ID3DDeviceContextState **ppPreviousState) {
This->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearView(ID3D11DeviceContext1* This,ID3D11View *pView,const FLOAT Color[4],const D3D11_RECT *pRect,UINT NumRects) {
This->lpVtbl->ClearView(This,pView,Color,pRect,NumRects);
}
static FORCEINLINE void ID3D11DeviceContext1_DiscardView1(ID3D11DeviceContext1* This,ID3D11View *pResourceView,const D3D11_RECT *pRects,UINT NumRects) {
This->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects);
}
#endif
#endif
#endif
#endif /* __ID3D11DeviceContext1_INTERFACE_DEFINED__ */
/*****************************************************************************
* ID3D11VideoContext1 interface
*/
#ifndef __ID3D11VideoContext1_INTERFACE_DEFINED__
#define __ID3D11VideoContext1_INTERFACE_DEFINED__
DEFINE_GUID(IID_ID3D11VideoContext1, 0xa7f026da, 0xa5f8, 0x4487, 0xa5,0x64, 0x15,0xe3,0x43,0x57,0x65,0x1e);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("a7f026da-a5f8-4487-a564-15e34357651e")
ID3D11VideoContext1 : public ID3D11VideoContext
{
virtual HRESULT STDMETHODCALLTYPE SubmitDecoderBuffers1(
ID3D11VideoDecoder *decoder,
UINT buffer_count,
const D3D11_VIDEO_DECODER_BUFFER_DESC1 *buffer_desc) = 0;
virtual HRESULT STDMETHODCALLTYPE GetDataForNewHardwareKey(
ID3D11CryptoSession *session,
UINT input_size,
const void *input_data,
UINT64 *output_data) = 0;
virtual HRESULT STDMETHODCALLTYPE CheckCryptoSessionStatus(
ID3D11CryptoSession *session,
D3D11_CRYPTO_SESSION_STATUS *status) = 0;
virtual HRESULT STDMETHODCALLTYPE DecoderEnableDownsampling(
ID3D11VideoDecoder *decoder,
DXGI_COLOR_SPACE_TYPE colour_space,
const D3D11_VIDEO_SAMPLE_DESC *output_desc,
UINT reference_frame_count) = 0;
virtual HRESULT STDMETHODCALLTYPE DecoderUpdateDownsampling(
ID3D11VideoDecoder *decoder,
const D3D11_VIDEO_SAMPLE_DESC *output_desc) = 0;
virtual void STDMETHODCALLTYPE VideoProcessorSetOutputColorSpace1(
ID3D11VideoProcessor *processor,
DXGI_COLOR_SPACE_TYPE colour_space) = 0;
virtual void STDMETHODCALLTYPE VideoProcessorSetOutputShaderUsage(
ID3D11VideoProcessor *processor,
WINBOOL shader_usage) = 0;
virtual void STDMETHODCALLTYPE VideoProcessorGetOutputColorSpace1(
ID3D11VideoProcessor *processor,
DXGI_COLOR_SPACE_TYPE *colour_space) = 0;
virtual void STDMETHODCALLTYPE VideoProcessorGetOutputShaderUsage(
ID3D11VideoProcessor *processor,
WINBOOL *shader_usage) = 0;
virtual void STDMETHODCALLTYPE VideoProcessorSetStreamColorSpace1(
ID3D11VideoProcessor *processor,
UINT stream_index,
DXGI_COLOR_SPACE_TYPE colour_space) = 0;
virtual void STDMETHODCALLTYPE VideoProcessorSetStreamMirror(
ID3D11VideoProcessor *processor,
UINT stream_index,
WINBOOL enable,
WINBOOL flip_horizontal,
WINBOOL flip_vertical) = 0;
virtual void STDMETHODCALLTYPE VideoProcessorGetStreamColorSpace1(
ID3D11VideoProcessor *processor,
UINT stream_index,
DXGI_COLOR_SPACE_TYPE *colour_space) = 0;
virtual void STDMETHODCALLTYPE VideoProcessorGetStreamMirror(
ID3D11VideoProcessor *processor,
UINT stream_index,
WINBOOL *enable,
WINBOOL *flip_horizontal,
WINBOOL *flip_vertical) = 0;
virtual HRESULT STDMETHODCALLTYPE VideoProcessorGetBehaviorHints(
ID3D11VideoProcessor *processor,
UINT output_width,
UINT output_height,
DXGI_FORMAT output_format,
UINT stream_count,
const D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT *streams,
UINT *behaviour_hints) = 0;
};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D11VideoContext1, 0xa7f026da, 0xa5f8, 0x4487, 0xa5,0x64, 0x15,0xe3,0x43,0x57,0x65,0x1e)
#endif
#else
typedef struct ID3D11VideoContext1Vtbl {
BEGIN_INTERFACE
/*** IUnknown methods ***/
HRESULT (STDMETHODCALLTYPE *QueryInterface)(
ID3D11VideoContext1 *This,
REFIID riid,
void **ppvObject);
ULONG (STDMETHODCALLTYPE *AddRef)(
ID3D11VideoContext1 *This);
ULONG (STDMETHODCALLTYPE *Release)(
ID3D11VideoContext1 *This);
/*** ID3D11DeviceChild methods ***/
void (STDMETHODCALLTYPE *GetDevice)(
ID3D11VideoContext1 *This,
ID3D11Device **ppDevice);
HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
ID3D11VideoContext1 *This,
REFGUID guid,
UINT *pDataSize,
void *pData);
HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
ID3D11VideoContext1 *This,
REFGUID guid,
UINT DataSize,
const void *pData);
HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
ID3D11VideoContext1 *This,
REFGUID guid,
const IUnknown *pData);
/*** ID3D11VideoContext methods ***/
HRESULT (STDMETHODCALLTYPE *GetDecoderBuffer)(
ID3D11VideoContext1 *This,
ID3D11VideoDecoder *decoder,
D3D11_VIDEO_DECODER_BUFFER_TYPE type,
UINT *buffer_size,
void **buffer);
HRESULT (STDMETHODCALLTYPE *ReleaseDecoderBuffer)(
ID3D11VideoContext1 *This,
ID3D11VideoDecoder *decoder,
D3D11_VIDEO_DECODER_BUFFER_TYPE type);
HRESULT (STDMETHODCALLTYPE *DecoderBeginFrame)(
ID3D11VideoContext1 *This,
ID3D11VideoDecoder *decoder,
ID3D11VideoDecoderOutputView *view,
UINT key_size,
const void *key);
HRESULT (STDMETHODCALLTYPE *DecoderEndFrame)(
ID3D11VideoContext1 *This,
ID3D11VideoDecoder *decoder);
HRESULT (STDMETHODCALLTYPE *SubmitDecoderBuffers)(
ID3D11VideoContext1 *This,
ID3D11VideoDecoder *decoder,
UINT buffers_count,
const D3D11_VIDEO_DECODER_BUFFER_DESC *buffer_desc);
HRESULT (STDMETHODCALLTYPE *DecoderExtension)(
ID3D11VideoContext1 *This,
ID3D11VideoDecoder *decoder,
const D3D11_VIDEO_DECODER_EXTENSION *extension);
void (STDMETHODCALLTYPE *VideoProcessorSetOutputTargetRect)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
WINBOOL enable,
const RECT *rect);
void (STDMETHODCALLTYPE *VideoProcessorSetOutputBackgroundColor)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
WINBOOL y_cb_cr,
const D3D11_VIDEO_COLOR *color);
void (STDMETHODCALLTYPE *VideoProcessorSetOutputColorSpace)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
const D3D11_VIDEO_PROCESSOR_COLOR_SPACE *color_space);
void (STDMETHODCALLTYPE *VideoProcessorSetOutputAlphaFillMode)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE alpha_fill_mode,
UINT stream_idx);
void (STDMETHODCALLTYPE *VideoProcessorSetOutputConstriction)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
WINBOOL enable,
SIZE size);
void (STDMETHODCALLTYPE *VideoProcessorSetOutputStereoMode)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
WINBOOL enable);
HRESULT (STDMETHODCALLTYPE *VideoProcessorSetOutputExtension)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
const GUID *guid,
UINT data_size,
void *data);
void (STDMETHODCALLTYPE *VideoProcessorGetOutputTargetRect)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
WINBOOL *enabled,
RECT *rect);
void (STDMETHODCALLTYPE *VideoProcessorGetOutputBackgroundColor)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
WINBOOL *y_cb_cr,
D3D11_VIDEO_COLOR *color);
void (STDMETHODCALLTYPE *VideoProcessorGetOutputColorSpace)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
D3D11_VIDEO_PROCESSOR_COLOR_SPACE *color_space);
void (STDMETHODCALLTYPE *VideoProcessorGetOutputAlphaFillMode)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE *alpha_fill_mode,
UINT *stream_idx);
void (STDMETHODCALLTYPE *VideoProcessorGetOutputConstriction)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
WINBOOL *enabled,
SIZE *size);
void (STDMETHODCALLTYPE *VideoProcessorGetOutputStereoMode)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
WINBOOL *enabled);
HRESULT (STDMETHODCALLTYPE *VideoProcessorGetOutputExtension)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
const GUID *guid,
UINT data_size,
void *data);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamFrameFormat)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
D3D11_VIDEO_FRAME_FORMAT format);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamColorSpace)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
const D3D11_VIDEO_PROCESSOR_COLOR_SPACE *color_space);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamOutputRate)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
D3D11_VIDEO_PROCESSOR_OUTPUT_RATE rate,
WINBOOL repeat,
const DXGI_RATIONAL *custom_rate);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamSourceRect)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
WINBOOL enable,
const RECT *rect);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamDestRect)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
WINBOOL enable,
const RECT *rect);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamAlpha)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
WINBOOL enable,
float alpha);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamPalette)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
UINT entry_count,
const UINT *entries);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamPixelAspectRatio)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
WINBOOL enable,
const DXGI_RATIONAL *src_aspect_ratio,
const DXGI_RATIONAL *dst_aspect_ratio);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamLumaKey)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
WINBOOL enable,
float lower,
float upper);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamStereoFormat)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
WINBOOL enable,
D3D11_VIDEO_PROCESSOR_STEREO_FORMAT format,
WINBOOL left_view_frame0,
WINBOOL base_view_frame0,
D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE flip_mode,
int mono_offset);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamAutoProcessingMode)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
WINBOOL enable);
void (STDMETHODCALLTYPE *VideoProcessorSetStreamFilter)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
D3D11_VIDEO_PROCESSOR_FILTER filter,
WINBOOL enable,
int level);
HRESULT (STDMETHODCALLTYPE *VideoProcessorSetStreamExtension)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
const GUID *guid,
UINT data_size,
void *data);
void (STDMETHODCALLTYPE *VideoProcessorGetStreamFrameFormat)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
D3D11_VIDEO_FRAME_FORMAT *format);
void (STDMETHODCALLTYPE *VideoProcessorGetStreamColorSpace)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
D3D11_VIDEO_PROCESSOR_COLOR_SPACE *color_space);
void (STDMETHODCALLTYPE *VideoProcessorGetStreamOutputRate)(
ID3D11VideoContext1 *This,
ID3D11VideoProcessor *processor,
UINT stream_idx,
D3D11_VIDEO_PRO