/*------------------------------------------------------------------------------------- * * Copyright (c) Microsoft Corporation * *-------------------------------------------------------------------------------------*/ /* this ALWAYS GENERATED file contains the definitions for the interfaces */ /* File created by MIDL compiler version 8.00.0613 */ /* @@MIDL_FILE_HEADING( ) */ /* verify that the version is high enough to compile this file*/ #ifndef __REQUIRED_RPCNDR_H_VERSION__ #define __REQUIRED_RPCNDR_H_VERSION__ 500 #endif /* verify that the version is high enough to compile this file*/ #ifndef __REQUIRED_RPCSAL_H_VERSION__ #define __REQUIRED_RPCSAL_H_VERSION__ 100 #endif #include "rpc.h" #include "rpcndr.h" #ifndef __RPCNDR_H_VERSION__ #error this stub requires an updated version of #endif /* __RPCNDR_H_VERSION__ */ #ifndef COM_NO_WINDOWS_H #include "windows.h" #include "ole2.h" #endif /*COM_NO_WINDOWS_H*/ #ifndef __d3d11_2_h__ #define __d3d11_2_h__ #if defined(_MSC_VER) && (_MSC_VER >= 1020) #pragma once #endif /* Forward Declarations */ #ifndef __ID3D11DeviceContext2_FWD_DEFINED__ #define __ID3D11DeviceContext2_FWD_DEFINED__ typedef interface ID3D11DeviceContext2 ID3D11DeviceContext2; #endif /* __ID3D11DeviceContext2_FWD_DEFINED__ */ #ifndef __ID3D11Device2_FWD_DEFINED__ #define __ID3D11Device2_FWD_DEFINED__ typedef interface ID3D11Device2 ID3D11Device2; #endif /* __ID3D11Device2_FWD_DEFINED__ */ /* header files for imported files */ #include "oaidl.h" #include "ocidl.h" #include "dxgi1_3.h" #include "d3dcommon.h" #include "d3d11_1.h" #ifdef __cplusplus extern "C"{ #endif /* interface __MIDL_itf_d3d11_2_0000_0000 */ /* [local] */ #ifdef __cplusplus } #endif #include "d3d11_1.h" // #ifdef __cplusplus extern "C"{ #endif typedef struct D3D11_TILED_RESOURCE_COORDINATE { UINT X; UINT Y; UINT Z; UINT Subresource; } D3D11_TILED_RESOURCE_COORDINATE; typedef struct D3D11_TILE_REGION_SIZE { UINT NumTiles; BOOL bUseBox; UINT Width; UINT16 Height; UINT16 Depth; } D3D11_TILE_REGION_SIZE; typedef enum D3D11_TILE_MAPPING_FLAG { D3D11_TILE_MAPPING_NO_OVERWRITE = 0x1 } D3D11_TILE_MAPPING_FLAG; typedef enum D3D11_TILE_RANGE_FLAG { D3D11_TILE_RANGE_NULL = 0x1, D3D11_TILE_RANGE_SKIP = 0x2, D3D11_TILE_RANGE_REUSE_SINGLE_TILE = 0x4 } D3D11_TILE_RANGE_FLAG; typedef struct D3D11_SUBRESOURCE_TILING { UINT WidthInTiles; UINT16 HeightInTiles; UINT16 DepthInTiles; UINT StartTileIndexInOverallResource; } D3D11_SUBRESOURCE_TILING; #define D3D11_PACKED_TILE ( 0xffffffff ) typedef struct D3D11_TILE_SHAPE { UINT WidthInTexels; UINT HeightInTexels; UINT DepthInTexels; } D3D11_TILE_SHAPE; typedef struct D3D11_PACKED_MIP_DESC { UINT8 NumStandardMips; UINT8 NumPackedMips; UINT NumTilesForPackedMips; UINT StartTileIndexInOverallResource; } D3D11_PACKED_MIP_DESC; typedef enum D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG { D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE = 0x1 } D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG; typedef enum D3D11_TILE_COPY_FLAG { D3D11_TILE_COPY_NO_OVERWRITE = 0x1, D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE = 0x2, D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER = 0x4 } D3D11_TILE_COPY_FLAG; extern RPC_IF_HANDLE __MIDL_itf_d3d11_2_0000_0000_v0_0_c_ifspec; extern RPC_IF_HANDLE __MIDL_itf_d3d11_2_0000_0000_v0_0_s_ifspec; #ifndef __ID3D11DeviceContext2_INTERFACE_DEFINED__ #define __ID3D11DeviceContext2_INTERFACE_DEFINED__ /* interface ID3D11DeviceContext2 */ /* [unique][local][object][uuid] */ EXTERN_C const IID IID_ID3D11DeviceContext2; #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("420d5b32-b90c-4da4-bef0-359f6a24a83a") ID3D11DeviceContext2 : public ID3D11DeviceContext1 { public: virtual HRESULT STDMETHODCALLTYPE UpdateTileMappings( /* [annotation] */ _In_ ID3D11Resource *pTiledResource, /* [annotation] */ _In_ UINT NumTiledResourceRegions, /* [annotation] */ _In_reads_opt_(NumTiledResourceRegions) const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates, /* [annotation] */ _In_reads_opt_(NumTiledResourceRegions) const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes, /* [annotation] */ _In_opt_ ID3D11Buffer *pTilePool, /* [annotation] */ _In_ UINT NumRanges, /* [annotation] */ _In_reads_opt_(NumRanges) const UINT *pRangeFlags, /* [annotation] */ _In_reads_opt_(NumRanges) const UINT *pTilePoolStartOffsets, /* [annotation] */ _In_reads_opt_(NumRanges) const UINT *pRangeTileCounts, /* [annotation] */ _In_ UINT Flags) = 0; virtual HRESULT STDMETHODCALLTYPE CopyTileMappings( /* [annotation] */ _In_ ID3D11Resource *pDestTiledResource, /* [annotation] */ _In_ const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate, /* [annotation] */ _In_ ID3D11Resource *pSourceTiledResource, /* [annotation] */ _In_ const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate, /* [annotation] */ _In_ const D3D11_TILE_REGION_SIZE *pTileRegionSize, /* [annotation] */ _In_ UINT Flags) = 0; virtual void STDMETHODCALLTYPE CopyTiles( /* [annotation] */ _In_ ID3D11Resource *pTiledResource, /* [annotation] */ _In_ const D3D11_TILED_RESOURCE_COORDINATE *pTileRegionStartCoordinate, /* [annotation] */ _In_ const D3D11_TILE_REGION_SIZE *pTileRegionSize, /* [annotation] */ _In_ ID3D11Buffer *pBuffer, /* [annotation] */ _In_ UINT64 BufferStartOffsetInBytes, /* [annotation] */ _In_ UINT Flags) = 0; virtual void STDMETHODCALLTYPE UpdateTiles( /* [annotation] */ _In_ ID3D11Resource *pDestTiledResource, /* [annotation] */ _In_ const D3D11_TILED_RESOURCE_COORDINATE *pDestTileRegionStartCoordinate, /* [annotation] */ _In_ const D3D11_TILE_REGION_SIZE *pDestTileRegionSize, /* [annotation] */ _In_ const void *pSourceTileData, /* [annotation] */ _In_ UINT Flags) = 0; virtual HRESULT STDMETHODCALLTYPE ResizeTilePool( /* [annotation] */ _In_ ID3D11Buffer *pTilePool, /* [annotation] */ _In_ UINT64 NewSizeInBytes) = 0; virtual void STDMETHODCALLTYPE TiledResourceBarrier( /* [annotation] */ _In_opt_ ID3D11DeviceChild *pTiledResourceOrViewAccessBeforeBarrier, /* [annotation] */ _In_opt_ ID3D11DeviceChild *pTiledResourceOrViewAccessAfterBarrier) = 0; virtual BOOL STDMETHODCALLTYPE IsAnnotationEnabled( void) = 0; virtual void STDMETHODCALLTYPE SetMarkerInt( /* [annotation] */ _In_ LPCWSTR pLabel, INT Data) = 0; virtual void STDMETHODCALLTYPE BeginEventInt( /* [annotation] */ _In_ LPCWSTR pLabel, INT Data) = 0; virtual void STDMETHODCALLTYPE EndEvent( void) = 0; }; #else /* C style interface */ typedef struct ID3D11DeviceContext2Vtbl { BEGIN_INTERFACE HRESULT ( STDMETHODCALLTYPE *QueryInterface )( ID3D11DeviceContext2 * This, /* [in] */ REFIID riid, /* [annotation][iid_is][out] */ _COM_Outptr_ void **ppvObject); ULONG ( STDMETHODCALLTYPE *AddRef )( ID3D11DeviceContext2 * This); ULONG ( STDMETHODCALLTYPE *Release )( ID3D11DeviceContext2 * This); void ( STDMETHODCALLTYPE *GetDevice )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_ ID3D11Device **ppDevice); HRESULT ( STDMETHODCALLTYPE *GetPrivateData )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ REFGUID guid, /* [annotation] */ _Inout_ UINT *pDataSize, /* [annotation] */ _Out_writes_bytes_opt_( *pDataSize ) void *pData); HRESULT ( STDMETHODCALLTYPE *SetPrivateData )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ REFGUID guid, /* [annotation] */ _In_ UINT DataSize, /* [annotation] */ _In_reads_bytes_opt_( DataSize ) const void *pData); HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ REFGUID guid, /* [annotation] */ _In_opt_ const IUnknown *pData); void ( STDMETHODCALLTYPE *VSSetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers); void ( STDMETHODCALLTYPE *PSSetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _In_reads_opt_(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews); void ( STDMETHODCALLTYPE *PSSetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11PixelShader *pPixelShader, /* [annotation] */ _In_reads_opt_(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void ( STDMETHODCALLTYPE *PSSetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _In_reads_opt_(NumSamplers) ID3D11SamplerState *const *ppSamplers); void ( STDMETHODCALLTYPE *VSSetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11VertexShader *pVertexShader, /* [annotation] */ _In_reads_opt_(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void ( STDMETHODCALLTYPE *DrawIndexed )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ UINT IndexCount, /* [annotation] */ _In_ UINT StartIndexLocation, /* [annotation] */ _In_ INT BaseVertexLocation); void ( STDMETHODCALLTYPE *Draw )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ UINT VertexCount, /* [annotation] */ _In_ UINT StartVertexLocation); HRESULT ( STDMETHODCALLTYPE *Map )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource, /* [annotation] */ _In_ UINT Subresource, /* [annotation] */ _In_ D3D11_MAP MapType, /* [annotation] */ _In_ UINT MapFlags, /* [annotation] */ _Out_opt_ D3D11_MAPPED_SUBRESOURCE *pMappedResource); void ( STDMETHODCALLTYPE *Unmap )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource, /* [annotation] */ _In_ UINT Subresource); void ( STDMETHODCALLTYPE *PSSetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers); void ( STDMETHODCALLTYPE *IASetInputLayout )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11InputLayout *pInputLayout); void ( STDMETHODCALLTYPE *IASetVertexBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppVertexBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pStrides, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pOffsets); void ( STDMETHODCALLTYPE *IASetIndexBuffer )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11Buffer *pIndexBuffer, /* [annotation] */ _In_ DXGI_FORMAT Format, /* [annotation] */ _In_ UINT Offset); void ( STDMETHODCALLTYPE *DrawIndexedInstanced )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ UINT IndexCountPerInstance, /* [annotation] */ _In_ UINT InstanceCount, /* [annotation] */ _In_ UINT StartIndexLocation, /* [annotation] */ _In_ INT BaseVertexLocation, /* [annotation] */ _In_ UINT StartInstanceLocation); void ( STDMETHODCALLTYPE *DrawInstanced )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ UINT VertexCountPerInstance, /* [annotation] */ _In_ UINT InstanceCount, /* [annotation] */ _In_ UINT StartVertexLocation, /* [annotation] */ _In_ UINT StartInstanceLocation); void ( STDMETHODCALLTYPE *GSSetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers); void ( STDMETHODCALLTYPE *GSSetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11GeometryShader *pShader, /* [annotation] */ _In_reads_opt_(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void ( STDMETHODCALLTYPE *IASetPrimitiveTopology )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ D3D11_PRIMITIVE_TOPOLOGY Topology); void ( STDMETHODCALLTYPE *VSSetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _In_reads_opt_(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews); void ( STDMETHODCALLTYPE *VSSetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _In_reads_opt_(NumSamplers) ID3D11SamplerState *const *ppSamplers); void ( STDMETHODCALLTYPE *Begin )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Asynchronous *pAsync); void ( STDMETHODCALLTYPE *End )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Asynchronous *pAsync); HRESULT ( STDMETHODCALLTYPE *GetData )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Asynchronous *pAsync, /* [annotation] */ _Out_writes_bytes_opt_( DataSize ) void *pData, /* [annotation] */ _In_ UINT DataSize, /* [annotation] */ _In_ UINT GetDataFlags); void ( STDMETHODCALLTYPE *SetPredication )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11Predicate *pPredicate, /* [annotation] */ _In_ BOOL PredicateValue); void ( STDMETHODCALLTYPE *GSSetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _In_reads_opt_(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews); void ( STDMETHODCALLTYPE *GSSetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _In_reads_opt_(NumSamplers) ID3D11SamplerState *const *ppSamplers); void ( STDMETHODCALLTYPE *OMSetRenderTargets )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews, /* [annotation] */ _In_reads_opt_(NumViews) ID3D11RenderTargetView *const *ppRenderTargetViews, /* [annotation] */ _In_opt_ ID3D11DepthStencilView *pDepthStencilView); void ( STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ UINT NumRTVs, /* [annotation] */ _In_reads_opt_(NumRTVs) ID3D11RenderTargetView *const *ppRenderTargetViews, /* [annotation] */ _In_opt_ ID3D11DepthStencilView *pDepthStencilView, /* [annotation] */ _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 ) UINT UAVStartSlot, /* [annotation] */ _In_ UINT NumUAVs, /* [annotation] */ _In_reads_opt_(NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, /* [annotation] */ _In_reads_opt_(NumUAVs) const UINT *pUAVInitialCounts); void ( STDMETHODCALLTYPE *OMSetBlendState )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11BlendState *pBlendState, /* [annotation] */ _In_opt_ const FLOAT BlendFactor[ 4 ], /* [annotation] */ _In_ UINT SampleMask); void ( STDMETHODCALLTYPE *OMSetDepthStencilState )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11DepthStencilState *pDepthStencilState, /* [annotation] */ _In_ UINT StencilRef); void ( STDMETHODCALLTYPE *SOSetTargets )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppSOTargets, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pOffsets); void ( STDMETHODCALLTYPE *DrawAuto )( ID3D11DeviceContext2 * This); void ( STDMETHODCALLTYPE *DrawIndexedInstancedIndirect )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Buffer *pBufferForArgs, /* [annotation] */ _In_ UINT AlignedByteOffsetForArgs); void ( STDMETHODCALLTYPE *DrawInstancedIndirect )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Buffer *pBufferForArgs, /* [annotation] */ _In_ UINT AlignedByteOffsetForArgs); void ( STDMETHODCALLTYPE *Dispatch )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ UINT ThreadGroupCountX, /* [annotation] */ _In_ UINT ThreadGroupCountY, /* [annotation] */ _In_ UINT ThreadGroupCountZ); void ( STDMETHODCALLTYPE *DispatchIndirect )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Buffer *pBufferForArgs, /* [annotation] */ _In_ UINT AlignedByteOffsetForArgs); void ( STDMETHODCALLTYPE *RSSetState )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11RasterizerState *pRasterizerState); void ( STDMETHODCALLTYPE *RSSetViewports )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumViewports, /* [annotation] */ _In_reads_opt_(NumViewports) const D3D11_VIEWPORT *pViewports); void ( STDMETHODCALLTYPE *RSSetScissorRects )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumRects, /* [annotation] */ _In_reads_opt_(NumRects) const D3D11_RECT *pRects); void ( STDMETHODCALLTYPE *CopySubresourceRegion )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pDstResource, /* [annotation] */ _In_ UINT DstSubresource, /* [annotation] */ _In_ UINT DstX, /* [annotation] */ _In_ UINT DstY, /* [annotation] */ _In_ UINT DstZ, /* [annotation] */ _In_ ID3D11Resource *pSrcResource, /* [annotation] */ _In_ UINT SrcSubresource, /* [annotation] */ _In_opt_ const D3D11_BOX *pSrcBox); void ( STDMETHODCALLTYPE *CopyResource )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pDstResource, /* [annotation] */ _In_ ID3D11Resource *pSrcResource); void ( STDMETHODCALLTYPE *UpdateSubresource )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pDstResource, /* [annotation] */ _In_ UINT DstSubresource, /* [annotation] */ _In_opt_ const D3D11_BOX *pDstBox, /* [annotation] */ _In_ const void *pSrcData, /* [annotation] */ _In_ UINT SrcRowPitch, /* [annotation] */ _In_ UINT SrcDepthPitch); void ( STDMETHODCALLTYPE *CopyStructureCount )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Buffer *pDstBuffer, /* [annotation] */ _In_ UINT DstAlignedByteOffset, /* [annotation] */ _In_ ID3D11UnorderedAccessView *pSrcView); void ( STDMETHODCALLTYPE *ClearRenderTargetView )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11RenderTargetView *pRenderTargetView, /* [annotation] */ _In_ const FLOAT ColorRGBA[ 4 ]); void ( STDMETHODCALLTYPE *ClearUnorderedAccessViewUint )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11UnorderedAccessView *pUnorderedAccessView, /* [annotation] */ _In_ const UINT Values[ 4 ]); void ( STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11UnorderedAccessView *pUnorderedAccessView, /* [annotation] */ _In_ const FLOAT Values[ 4 ]); void ( STDMETHODCALLTYPE *ClearDepthStencilView )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11DepthStencilView *pDepthStencilView, /* [annotation] */ _In_ UINT ClearFlags, /* [annotation] */ _In_ FLOAT Depth, /* [annotation] */ _In_ UINT8 Stencil); void ( STDMETHODCALLTYPE *GenerateMips )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11ShaderResourceView *pShaderResourceView); void ( STDMETHODCALLTYPE *SetResourceMinLOD )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource, FLOAT MinLOD); FLOAT ( STDMETHODCALLTYPE *GetResourceMinLOD )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource); void ( STDMETHODCALLTYPE *ResolveSubresource )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pDstResource, /* [annotation] */ _In_ UINT DstSubresource, /* [annotation] */ _In_ ID3D11Resource *pSrcResource, /* [annotation] */ _In_ UINT SrcSubresource, /* [annotation] */ _In_ DXGI_FORMAT Format); void ( STDMETHODCALLTYPE *ExecuteCommandList )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11CommandList *pCommandList, BOOL RestoreContextState); void ( STDMETHODCALLTYPE *HSSetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _In_reads_opt_(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews); void ( STDMETHODCALLTYPE *HSSetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11HullShader *pHullShader, /* [annotation] */ _In_reads_opt_(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void ( STDMETHODCALLTYPE *HSSetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _In_reads_opt_(NumSamplers) ID3D11SamplerState *const *ppSamplers); void ( STDMETHODCALLTYPE *HSSetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers); void ( STDMETHODCALLTYPE *DSSetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _In_reads_opt_(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews); void ( STDMETHODCALLTYPE *DSSetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11DomainShader *pDomainShader, /* [annotation] */ _In_reads_opt_(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void ( STDMETHODCALLTYPE *DSSetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _In_reads_opt_(NumSamplers) ID3D11SamplerState *const *ppSamplers); void ( STDMETHODCALLTYPE *DSSetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers); void ( STDMETHODCALLTYPE *CSSetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _In_reads_opt_(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews); void ( STDMETHODCALLTYPE *CSSetUnorderedAccessViews )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - StartSlot ) UINT NumUAVs, /* [annotation] */ _In_reads_opt_(NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, /* [annotation] */ _In_reads_opt_(NumUAVs) const UINT *pUAVInitialCounts); void ( STDMETHODCALLTYPE *CSSetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11ComputeShader *pComputeShader, /* [annotation] */ _In_reads_opt_(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void ( STDMETHODCALLTYPE *CSSetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _In_reads_opt_(NumSamplers) ID3D11SamplerState *const *ppSamplers); void ( STDMETHODCALLTYPE *CSSetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers); void ( STDMETHODCALLTYPE *VSGetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers); void ( STDMETHODCALLTYPE *PSGetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _Out_writes_opt_(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews); void ( STDMETHODCALLTYPE *PSGetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_result_maybenull_ ID3D11PixelShader **ppPixelShader, /* [annotation] */ _Out_writes_opt_(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances, /* [annotation] */ _Inout_opt_ UINT *pNumClassInstances); void ( STDMETHODCALLTYPE *PSGetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _Out_writes_opt_(NumSamplers) ID3D11SamplerState **ppSamplers); void ( STDMETHODCALLTYPE *VSGetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_result_maybenull_ ID3D11VertexShader **ppVertexShader, /* [annotation] */ _Out_writes_opt_(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances, /* [annotation] */ _Inout_opt_ UINT *pNumClassInstances); void ( STDMETHODCALLTYPE *PSGetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers); void ( STDMETHODCALLTYPE *IAGetInputLayout )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_result_maybenull_ ID3D11InputLayout **ppInputLayout); void ( STDMETHODCALLTYPE *IAGetVertexBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppVertexBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pStrides, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pOffsets); void ( STDMETHODCALLTYPE *IAGetIndexBuffer )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_opt_result_maybenull_ ID3D11Buffer **pIndexBuffer, /* [annotation] */ _Out_opt_ DXGI_FORMAT *Format, /* [annotation] */ _Out_opt_ UINT *Offset); void ( STDMETHODCALLTYPE *GSGetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers); void ( STDMETHODCALLTYPE *GSGetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_result_maybenull_ ID3D11GeometryShader **ppGeometryShader, /* [annotation] */ _Out_writes_opt_(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances, /* [annotation] */ _Inout_opt_ UINT *pNumClassInstances); void ( STDMETHODCALLTYPE *IAGetPrimitiveTopology )( ID3D11DeviceContext2 * This, /* [annotation] */ _Out_ D3D11_PRIMITIVE_TOPOLOGY *pTopology); void ( STDMETHODCALLTYPE *VSGetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _Out_writes_opt_(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews); void ( STDMETHODCALLTYPE *VSGetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _Out_writes_opt_(NumSamplers) ID3D11SamplerState **ppSamplers); void ( STDMETHODCALLTYPE *GetPredication )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_opt_result_maybenull_ ID3D11Predicate **ppPredicate, /* [annotation] */ _Out_opt_ BOOL *pPredicateValue); void ( STDMETHODCALLTYPE *GSGetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _Out_writes_opt_(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews); void ( STDMETHODCALLTYPE *GSGetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _Out_writes_opt_(NumSamplers) ID3D11SamplerState **ppSamplers); void ( STDMETHODCALLTYPE *OMGetRenderTargets )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews, /* [annotation] */ _Out_writes_opt_(NumViews) ID3D11RenderTargetView **ppRenderTargetViews, /* [annotation] */ _Outptr_opt_result_maybenull_ ID3D11DepthStencilView **ppDepthStencilView); void ( STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumRTVs, /* [annotation] */ _Out_writes_opt_(NumRTVs) ID3D11RenderTargetView **ppRenderTargetViews, /* [annotation] */ _Outptr_opt_result_maybenull_ ID3D11DepthStencilView **ppDepthStencilView, /* [annotation] */ _In_range_( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1 ) UINT UAVStartSlot, /* [annotation] */ _In_range_( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - UAVStartSlot ) UINT NumUAVs, /* [annotation] */ _Out_writes_opt_(NumUAVs) ID3D11UnorderedAccessView **ppUnorderedAccessViews); void ( STDMETHODCALLTYPE *OMGetBlendState )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_opt_result_maybenull_ ID3D11BlendState **ppBlendState, /* [annotation] */ _Out_opt_ FLOAT BlendFactor[ 4 ], /* [annotation] */ _Out_opt_ UINT *pSampleMask); void ( STDMETHODCALLTYPE *OMGetDepthStencilState )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_opt_result_maybenull_ ID3D11DepthStencilState **ppDepthStencilState, /* [annotation] */ _Out_opt_ UINT *pStencilRef); void ( STDMETHODCALLTYPE *SOGetTargets )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppSOTargets); void ( STDMETHODCALLTYPE *RSGetState )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_result_maybenull_ ID3D11RasterizerState **ppRasterizerState); void ( STDMETHODCALLTYPE *RSGetViewports )( ID3D11DeviceContext2 * This, /* [annotation] */ _Inout_ /*_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/ UINT *pNumViewports, /* [annotation] */ _Out_writes_opt_(*pNumViewports) D3D11_VIEWPORT *pViewports); void ( STDMETHODCALLTYPE *RSGetScissorRects )( ID3D11DeviceContext2 * This, /* [annotation] */ _Inout_ /*_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/ UINT *pNumRects, /* [annotation] */ _Out_writes_opt_(*pNumRects) D3D11_RECT *pRects); void ( STDMETHODCALLTYPE *HSGetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _Out_writes_opt_(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews); void ( STDMETHODCALLTYPE *HSGetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_result_maybenull_ ID3D11HullShader **ppHullShader, /* [annotation] */ _Out_writes_opt_(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances, /* [annotation] */ _Inout_opt_ UINT *pNumClassInstances); void ( STDMETHODCALLTYPE *HSGetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _Out_writes_opt_(NumSamplers) ID3D11SamplerState **ppSamplers); void ( STDMETHODCALLTYPE *HSGetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers); void ( STDMETHODCALLTYPE *DSGetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _Out_writes_opt_(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews); void ( STDMETHODCALLTYPE *DSGetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_result_maybenull_ ID3D11DomainShader **ppDomainShader, /* [annotation] */ _Out_writes_opt_(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances, /* [annotation] */ _Inout_opt_ UINT *pNumClassInstances); void ( STDMETHODCALLTYPE *DSGetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _Out_writes_opt_(NumSamplers) ID3D11SamplerState **ppSamplers); void ( STDMETHODCALLTYPE *DSGetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers); void ( STDMETHODCALLTYPE *CSGetShaderResources )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews, /* [annotation] */ _Out_writes_opt_(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews); void ( STDMETHODCALLTYPE *CSGetUnorderedAccessViews )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - StartSlot ) UINT NumUAVs, /* [annotation] */ _Out_writes_opt_(NumUAVs) ID3D11UnorderedAccessView **ppUnorderedAccessViews); void ( STDMETHODCALLTYPE *CSGetShader )( ID3D11DeviceContext2 * This, /* [annotation] */ _Outptr_result_maybenull_ ID3D11ComputeShader **ppComputeShader, /* [annotation] */ _Out_writes_opt_(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances, /* [annotation] */ _Inout_opt_ UINT *pNumClassInstances); void ( STDMETHODCALLTYPE *CSGetSamplers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers, /* [annotation] */ _Out_writes_opt_(NumSamplers) ID3D11SamplerState **ppSamplers); void ( STDMETHODCALLTYPE *CSGetConstantBuffers )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers); void ( STDMETHODCALLTYPE *ClearState )( ID3D11DeviceContext2 * This); void ( STDMETHODCALLTYPE *Flush )( ID3D11DeviceContext2 * This); D3D11_DEVICE_CONTEXT_TYPE ( STDMETHODCALLTYPE *GetType )( ID3D11DeviceContext2 * This); UINT ( STDMETHODCALLTYPE *GetContextFlags )( ID3D11DeviceContext2 * This); HRESULT ( STDMETHODCALLTYPE *FinishCommandList )( ID3D11DeviceContext2 * This, BOOL RestoreDeferredContextState, /* [annotation] */ _COM_Outptr_opt_ ID3D11CommandList **ppCommandList); void ( STDMETHODCALLTYPE *CopySubresourceRegion1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pDstResource, /* [annotation] */ _In_ UINT DstSubresource, /* [annotation] */ _In_ UINT DstX, /* [annotation] */ _In_ UINT DstY, /* [annotation] */ _In_ UINT DstZ, /* [annotation] */ _In_ ID3D11Resource *pSrcResource, /* [annotation] */ _In_ UINT SrcSubresource, /* [annotation] */ _In_opt_ const D3D11_BOX *pSrcBox, /* [annotation] */ _In_ UINT CopyFlags); void ( STDMETHODCALLTYPE *UpdateSubresource1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pDstResource, /* [annotation] */ _In_ UINT DstSubresource, /* [annotation] */ _In_opt_ const D3D11_BOX *pDstBox, /* [annotation] */ _In_ const void *pSrcData, /* [annotation] */ _In_ UINT SrcRowPitch, /* [annotation] */ _In_ UINT SrcDepthPitch, /* [annotation] */ _In_ UINT CopyFlags); void ( STDMETHODCALLTYPE *DiscardResource )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource); void ( STDMETHODCALLTYPE *DiscardView )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11View *pResourceView); void ( STDMETHODCALLTYPE *VSSetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pFirstConstant, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pNumConstants); void ( STDMETHODCALLTYPE *HSSetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pFirstConstant, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pNumConstants); void ( STDMETHODCALLTYPE *DSSetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pFirstConstant, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pNumConstants); void ( STDMETHODCALLTYPE *GSSetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pFirstConstant, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pNumConstants); void ( STDMETHODCALLTYPE *PSSetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pFirstConstant, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pNumConstants); void ( STDMETHODCALLTYPE *CSSetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) ID3D11Buffer *const *ppConstantBuffers, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pFirstConstant, /* [annotation] */ _In_reads_opt_(NumBuffers) const UINT *pNumConstants); void ( STDMETHODCALLTYPE *VSGetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pFirstConstant, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pNumConstants); void ( STDMETHODCALLTYPE *HSGetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pFirstConstant, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pNumConstants); void ( STDMETHODCALLTYPE *DSGetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pFirstConstant, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pNumConstants); void ( STDMETHODCALLTYPE *GSGetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pFirstConstant, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pNumConstants); void ( STDMETHODCALLTYPE *PSGetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pFirstConstant, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pNumConstants); void ( STDMETHODCALLTYPE *CSGetConstantBuffers1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot, /* [annotation] */ _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) ID3D11Buffer **ppConstantBuffers, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pFirstConstant, /* [annotation] */ _Out_writes_opt_(NumBuffers) UINT *pNumConstants); void ( STDMETHODCALLTYPE *SwapDeviceContextState )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3DDeviceContextState *pState, /* [annotation] */ _Outptr_opt_ ID3DDeviceContextState **ppPreviousState); void ( STDMETHODCALLTYPE *ClearView )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11View *pView, /* [annotation] */ _In_ const FLOAT Color[ 4 ], /* [annotation] */ _In_reads_opt_(NumRects) const D3D11_RECT *pRect, UINT NumRects); void ( STDMETHODCALLTYPE *DiscardView1 )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11View *pResourceView, /* [annotation] */ _In_reads_opt_(NumRects) const D3D11_RECT *pRects, UINT NumRects); HRESULT ( STDMETHODCALLTYPE *UpdateTileMappings )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pTiledResource, /* [annotation] */ _In_ UINT NumTiledResourceRegions, /* [annotation] */ _In_reads_opt_(NumTiledResourceRegions) const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates, /* [annotation] */ _In_reads_opt_(NumTiledResourceRegions) const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes, /* [annotation] */ _In_opt_ ID3D11Buffer *pTilePool, /* [annotation] */ _In_ UINT NumRanges, /* [annotation] */ _In_reads_opt_(NumRanges) const UINT *pRangeFlags, /* [annotation] */ _In_reads_opt_(NumRanges) const UINT *pTilePoolStartOffsets, /* [annotation] */ _In_reads_opt_(NumRanges) const UINT *pRangeTileCounts, /* [annotation] */ _In_ UINT Flags); HRESULT ( STDMETHODCALLTYPE *CopyTileMappings )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pDestTiledResource, /* [annotation] */ _In_ const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate, /* [annotation] */ _In_ ID3D11Resource *pSourceTiledResource, /* [annotation] */ _In_ const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate, /* [annotation] */ _In_ const D3D11_TILE_REGION_SIZE *pTileRegionSize, /* [annotation] */ _In_ UINT Flags); void ( STDMETHODCALLTYPE *CopyTiles )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pTiledResource, /* [annotation] */ _In_ const D3D11_TILED_RESOURCE_COORDINATE *pTileRegionStartCoordinate, /* [annotation] */ _In_ const D3D11_TILE_REGION_SIZE *pTileRegionSize, /* [annotation] */ _In_ ID3D11Buffer *pBuffer, /* [annotation] */ _In_ UINT64 BufferStartOffsetInBytes, /* [annotation] */ _In_ UINT Flags); void ( STDMETHODCALLTYPE *UpdateTiles )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Resource *pDestTiledResource, /* [annotation] */ _In_ const D3D11_TILED_RESOURCE_COORDINATE *pDestTileRegionStartCoordinate, /* [annotation] */ _In_ const D3D11_TILE_REGION_SIZE *pDestTileRegionSize, /* [annotation] */ _In_ const void *pSourceTileData, /* [annotation] */ _In_ UINT Flags); HRESULT ( STDMETHODCALLTYPE *ResizeTilePool )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ ID3D11Buffer *pTilePool, /* [annotation] */ _In_ UINT64 NewSizeInBytes); void ( STDMETHODCALLTYPE *TiledResourceBarrier )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_opt_ ID3D11DeviceChild *pTiledResourceOrViewAccessBeforeBarrier, /* [annotation] */ _In_opt_ ID3D11DeviceChild *pTiledResourceOrViewAccessAfterBarrier); BOOL ( STDMETHODCALLTYPE *IsAnnotationEnabled )( ID3D11DeviceContext2 * This); void ( STDMETHODCALLTYPE *SetMarkerInt )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ LPCWSTR pLabel, INT Data); void ( STDMETHODCALLTYPE *BeginEventInt )( ID3D11DeviceContext2 * This, /* [annotation] */ _In_ LPCWSTR pLabel, INT Data); void ( STDMETHODCALLTYPE *EndEvent )( ID3D11DeviceContext2 * This); END_INTERFACE } ID3D11DeviceContext2Vtbl; interface ID3D11DeviceContext2 { CONST_VTBL struct ID3D11DeviceContext2Vtbl *lpVtbl; }; #ifdef COBJMACROS #define ID3D11DeviceContext2_QueryInterface(This,riid,ppvObject) \ ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) #define ID3D11DeviceContext2_AddRef(This) \ ( (This)->lpVtbl -> AddRef(This) ) #define ID3D11DeviceContext2_Release(This) \ ( (This)->lpVtbl -> Release(This) ) #define ID3D11DeviceContext2_GetDevice(This,ppDevice) \ ( (This)->lpVtbl -> GetDevice(This,ppDevice) ) #define ID3D11DeviceContext2_GetPrivateData(This,guid,pDataSize,pData) \ ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) ) #define ID3D11DeviceContext2_SetPrivateData(This,guid,DataSize,pData) \ ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) ) #define ID3D11DeviceContext2_SetPrivateDataInterface(This,guid,pData) \ ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) ) #define ID3D11DeviceContext2_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) \ ( (This)->lpVtbl -> PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) ) #define ID3D11DeviceContext2_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) \ ( (This)->lpVtbl -> VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) ) #define ID3D11DeviceContext2_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) \ ( (This)->lpVtbl -> DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) ) #define ID3D11DeviceContext2_Draw(This,VertexCount,StartVertexLocation) \ ( (This)->lpVtbl -> Draw(This,VertexCount,StartVertexLocation) ) #define ID3D11DeviceContext2_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) \ ( (This)->lpVtbl -> Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) ) #define ID3D11DeviceContext2_Unmap(This,pResource,Subresource) \ ( (This)->lpVtbl -> Unmap(This,pResource,Subresource) ) #define ID3D11DeviceContext2_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_IASetInputLayout(This,pInputLayout) \ ( (This)->lpVtbl -> IASetInputLayout(This,pInputLayout) ) #define ID3D11DeviceContext2_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) \ ( (This)->lpVtbl -> IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) ) #define ID3D11DeviceContext2_IASetIndexBuffer(This,pIndexBuffer,Format,Offset) \ ( (This)->lpVtbl -> IASetIndexBuffer(This,pIndexBuffer,Format,Offset) ) #define ID3D11DeviceContext2_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) \ ( (This)->lpVtbl -> DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) ) #define ID3D11DeviceContext2_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) \ ( (This)->lpVtbl -> DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) ) #define ID3D11DeviceContext2_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_GSSetShader(This,pShader,ppClassInstances,NumClassInstances) \ ( (This)->lpVtbl -> GSSetShader(This,pShader,ppClassInstances,NumClassInstances) ) #define ID3D11DeviceContext2_IASetPrimitiveTopology(This,Topology) \ ( (This)->lpVtbl -> IASetPrimitiveTopology(This,Topology) ) #define ID3D11DeviceContext2_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_Begin(This,pAsync) \ ( (This)->lpVtbl -> Begin(This,pAsync) ) #define ID3D11DeviceContext2_End(This,pAsync) \ ( (This)->lpVtbl -> End(This,pAsync) ) #define ID3D11DeviceContext2_GetData(This,pAsync,pData,DataSize,GetDataFlags) \ ( (This)->lpVtbl -> GetData(This,pAsync,pData,DataSize,GetDataFlags) ) #define ID3D11DeviceContext2_SetPredication(This,pPredicate,PredicateValue) \ ( (This)->lpVtbl -> SetPredication(This,pPredicate,PredicateValue) ) #define ID3D11DeviceContext2_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) \ ( (This)->lpVtbl -> OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) ) #define ID3D11DeviceContext2_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) \ ( (This)->lpVtbl -> OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) ) #define ID3D11DeviceContext2_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) \ ( (This)->lpVtbl -> OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) ) #define ID3D11DeviceContext2_OMSetDepthStencilState(This,pDepthStencilState,StencilRef) \ ( (This)->lpVtbl -> OMSetDepthStencilState(This,pDepthStencilState,StencilRef) ) #define ID3D11DeviceContext2_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) \ ( (This)->lpVtbl -> SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) ) #define ID3D11DeviceContext2_DrawAuto(This) \ ( (This)->lpVtbl -> DrawAuto(This) ) #define ID3D11DeviceContext2_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) \ ( (This)->lpVtbl -> DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) ) #define ID3D11DeviceContext2_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) \ ( (This)->lpVtbl -> DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) ) #define ID3D11DeviceContext2_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) \ ( (This)->lpVtbl -> Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) ) #define ID3D11DeviceContext2_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) \ ( (This)->lpVtbl -> DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) ) #define ID3D11DeviceContext2_RSSetState(This,pRasterizerState) \ ( (This)->lpVtbl -> RSSetState(This,pRasterizerState) ) #define ID3D11DeviceContext2_RSSetViewports(This,NumViewports,pViewports) \ ( (This)->lpVtbl -> RSSetViewports(This,NumViewports,pViewports) ) #define ID3D11DeviceContext2_RSSetScissorRects(This,NumRects,pRects) \ ( (This)->lpVtbl -> RSSetScissorRects(This,NumRects,pRects) ) #define ID3D11DeviceContext2_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) \ ( (This)->lpVtbl -> CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) ) #define ID3D11DeviceContext2_CopyResource(This,pDstResource,pSrcResource) \ ( (This)->lpVtbl -> CopyResource(This,pDstResource,pSrcResource) ) #define ID3D11DeviceContext2_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) \ ( (This)->lpVtbl -> UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) ) #define ID3D11DeviceContext2_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) \ ( (This)->lpVtbl -> CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) ) #define ID3D11DeviceContext2_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) \ ( (This)->lpVtbl -> ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) ) #define ID3D11DeviceContext2_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) \ ( (This)->lpVtbl -> ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) ) #define ID3D11DeviceContext2_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) \ ( (This)->lpVtbl -> ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) ) #define ID3D11DeviceContext2_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) \ ( (This)->lpVtbl -> ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) ) #define ID3D11DeviceContext2_GenerateMips(This,pShaderResourceView) \ ( (This)->lpVtbl -> GenerateMips(This,pShaderResourceView) ) #define ID3D11DeviceContext2_SetResourceMinLOD(This,pResource,MinLOD) \ ( (This)->lpVtbl -> SetResourceMinLOD(This,pResource,MinLOD) ) #define ID3D11DeviceContext2_GetResourceMinLOD(This,pResource) \ ( (This)->lpVtbl -> GetResourceMinLOD(This,pResource) ) #define ID3D11DeviceContext2_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) \ ( (This)->lpVtbl -> ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) ) #define ID3D11DeviceContext2_ExecuteCommandList(This,pCommandList,RestoreContextState) \ ( (This)->lpVtbl -> ExecuteCommandList(This,pCommandList,RestoreContextState) ) #define ID3D11DeviceContext2_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) \ ( (This)->lpVtbl -> HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) ) #define ID3D11DeviceContext2_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) \ ( (This)->lpVtbl -> DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) ) #define ID3D11DeviceContext2_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) \ ( (This)->lpVtbl -> CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) ) #define ID3D11DeviceContext2_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) \ ( (This)->lpVtbl -> CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) ) #define ID3D11DeviceContext2_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) \ ( (This)->lpVtbl -> PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) ) #define ID3D11DeviceContext2_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) \ ( (This)->lpVtbl -> VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) ) #define ID3D11DeviceContext2_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_IAGetInputLayout(This,ppInputLayout) \ ( (This)->lpVtbl -> IAGetInputLayout(This,ppInputLayout) ) #define ID3D11DeviceContext2_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) \ ( (This)->lpVtbl -> IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) ) #define ID3D11DeviceContext2_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) \ ( (This)->lpVtbl -> IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) ) #define ID3D11DeviceContext2_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) \ ( (This)->lpVtbl -> GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) ) #define ID3D11DeviceContext2_IAGetPrimitiveTopology(This,pTopology) \ ( (This)->lpVtbl -> IAGetPrimitiveTopology(This,pTopology) ) #define ID3D11DeviceContext2_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_GetPredication(This,ppPredicate,pPredicateValue) \ ( (This)->lpVtbl -> GetPredication(This,ppPredicate,pPredicateValue) ) #define ID3D11DeviceContext2_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) \ ( (This)->lpVtbl -> OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) ) #define ID3D11DeviceContext2_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) \ ( (This)->lpVtbl -> OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) ) #define ID3D11DeviceContext2_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) \ ( (This)->lpVtbl -> OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) ) #define ID3D11DeviceContext2_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) \ ( (This)->lpVtbl -> OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) ) #define ID3D11DeviceContext2_SOGetTargets(This,NumBuffers,ppSOTargets) \ ( (This)->lpVtbl -> SOGetTargets(This,NumBuffers,ppSOTargets) ) #define ID3D11DeviceContext2_RSGetState(This,ppRasterizerState) \ ( (This)->lpVtbl -> RSGetState(This,ppRasterizerState) ) #define ID3D11DeviceContext2_RSGetViewports(This,pNumViewports,pViewports) \ ( (This)->lpVtbl -> RSGetViewports(This,pNumViewports,pViewports) ) #define ID3D11DeviceContext2_RSGetScissorRects(This,pNumRects,pRects) \ ( (This)->lpVtbl -> RSGetScissorRects(This,pNumRects,pRects) ) #define ID3D11DeviceContext2_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) \ ( (This)->lpVtbl -> HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) ) #define ID3D11DeviceContext2_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) \ ( (This)->lpVtbl -> DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) ) #define ID3D11DeviceContext2_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) \ ( (This)->lpVtbl -> CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) #define ID3D11DeviceContext2_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) \ ( (This)->lpVtbl -> CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) ) #define ID3D11DeviceContext2_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) \ ( (This)->lpVtbl -> CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) ) #define ID3D11DeviceContext2_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) \ ( (This)->lpVtbl -> CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) #define ID3D11DeviceContext2_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) \ ( (This)->lpVtbl -> CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) #define ID3D11DeviceContext2_ClearState(This) \ ( (This)->lpVtbl -> ClearState(This) ) #define ID3D11DeviceContext2_Flush(This) \ ( (This)->lpVtbl -> Flush(This) ) #define ID3D11DeviceContext2_GetType(This) \ ( (This)->lpVtbl -> GetType(This) ) #define ID3D11DeviceContext2_GetContextFlags(This) \ ( (This)->lpVtbl -> GetContextFlags(This) ) #define ID3D11DeviceContext2_FinishCommandList(This,RestoreDeferredContextState,ppCommandList) \ ( (This)->lpVtbl -> FinishCommandList(This,RestoreDeferredContextState,ppCommandList) ) #define ID3D11DeviceContext2_CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags) \ ( (This)->lpVtbl -> CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags) ) #define ID3D11DeviceContext2_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) \ ( (This)->lpVtbl -> UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) ) #define ID3D11DeviceContext2_DiscardResource(This,pResource) \ ( (This)->lpVtbl -> DiscardResource(This,pResource) ) #define ID3D11DeviceContext2_DiscardView(This,pResourceView) \ ( (This)->lpVtbl -> DiscardView(This,pResourceView) ) #define ID3D11DeviceContext2_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) \ ( (This)->lpVtbl -> CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) #define ID3D11DeviceContext2_SwapDeviceContextState(This,pState,ppPreviousState) \ ( (This)->lpVtbl -> SwapDeviceContextState(This,pState,ppPreviousState) ) #define ID3D11DeviceContext2_ClearView(This,pView,Color,pRect,NumRects) \ ( (This)->lpVtbl -> ClearView(This,pView,Color,pRect,NumRects) ) #define ID3D11DeviceContext2_DiscardView1(This,pResourceView,pRects,NumRects) \ ( (This)->lpVtbl -> DiscardView1(This,pResourceView,pRects,NumRects) ) #define ID3D11DeviceContext2_UpdateTileMappings(This,pTiledResource,NumTiledResourceRegions,pTiledResourceRegionStartCoordinates,pTiledResourceRegionSizes,pTilePool,NumRanges,pRangeFlags,pTilePoolStartOffsets,pRangeTileCounts,Flags) \ ( (This)->lpVtbl -> UpdateTileMappings(This,pTiledResource,NumTiledResourceRegions,pTiledResourceRegionStartCoordinates,pTiledResourceRegionSizes,pTilePool,NumRanges,pRangeFlags,pTilePoolStartOffsets,pRangeTileCounts,Flags) ) #define ID3D11DeviceContext2_CopyTileMappings(This,pDestTiledResource,pDestRegionStartCoordinate,pSourceTiledResource,pSourceRegionStartCoordinate,pTileRegionSize,Flags) \ ( (This)->lpVtbl -> CopyTileMappings(This,pDestTiledResource,pDestRegionStartCoordinate,pSourceTiledResource,pSourceRegionStartCoordinate,pTileRegionSize,Flags) ) #define ID3D11DeviceContext2_CopyTiles(This,pTiledResource,pTileRegionStartCoordinate,pTileRegionSize,pBuffer,BufferStartOffsetInBytes,Flags) \ ( (This)->lpVtbl -> CopyTiles(This,pTiledResource,pTileRegionStartCoordinate,pTileRegionSize,pBuffer,BufferStartOffsetInBytes,Flags) ) #define ID3D11DeviceContext2_UpdateTiles(This,pDestTiledResource,pDestTileRegionStartCoordinate,pDestTileRegionSize,pSourceTileData,Flags) \ ( (This)->lpVtbl -> UpdateTiles(This,pDestTiledResource,pDestTileRegionStartCoordinate,pDestTileRegionSize,pSourceTileData,Flags) ) #define ID3D11DeviceContext2_ResizeTilePool(This,pTilePool,NewSizeInBytes) \ ( (This)->lpVtbl -> ResizeTilePool(This,pTilePool,NewSizeInBytes) ) #define ID3D11DeviceContext2_TiledResourceBarrier(This,pTiledResourceOrViewAccessBeforeBarrier,pTiledResourceOrViewAccessAfterBarrier) \ ( (This)->lpVtbl -> TiledResourceBarrier(This,pTiledResourceOrViewAccessBeforeBarrier,pTiledResourceOrViewAccessAfterBarrier) ) #define ID3D11DeviceContext2_IsAnnotationEnabled(This) \ ( (This)->lpVtbl -> IsAnnotationEnabled(This) ) #define ID3D11DeviceContext2_SetMarkerInt(This,pLabel,Data) \ ( (This)->lpVtbl -> SetMarkerInt(This,pLabel,Data) ) #define ID3D11DeviceContext2_BeginEventInt(This,pLabel,Data) \ ( (This)->lpVtbl -> BeginEventInt(This,pLabel,Data) ) #define ID3D11DeviceContext2_EndEvent(This) \ ( (This)->lpVtbl -> EndEvent(This) ) #endif /* COBJMACROS */ #endif /* C style interface */ #endif /* __ID3D11DeviceContext2_INTERFACE_DEFINED__ */ #ifndef __ID3D11Device2_INTERFACE_DEFINED__ #define __ID3D11Device2_INTERFACE_DEFINED__ /* interface ID3D11Device2 */ /* [unique][local][object][uuid] */ EXTERN_C const IID IID_ID3D11Device2; #if defined(__cplusplus) && !defined(CINTERFACE) MIDL_INTERFACE("9d06dffa-d1e5-4d07-83a8-1bb123f2f841") ID3D11Device2 : public ID3D11Device1 { public: virtual void STDMETHODCALLTYPE GetImmediateContext2( /* [annotation] */ _Outptr_ ID3D11DeviceContext2 **ppImmediateContext) = 0; virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext2( UINT ContextFlags, /* [annotation] */ _COM_Outptr_opt_ ID3D11DeviceContext2 **ppDeferredContext) = 0; virtual void STDMETHODCALLTYPE GetResourceTiling( /* [annotation] */ _In_ ID3D11Resource *pTiledResource, /* [annotation] */ _Out_opt_ UINT *pNumTilesForEntireResource, /* [annotation] */ _Out_opt_ D3D11_PACKED_MIP_DESC *pPackedMipDesc, /* [annotation] */ _Out_opt_ D3D11_TILE_SHAPE *pStandardTileShapeForNonPackedMips, /* [annotation] */ _Inout_opt_ UINT *pNumSubresourceTilings, /* [annotation] */ _In_ UINT FirstSubresourceTilingToGet, /* [annotation] */ _Out_writes_(*pNumSubresourceTilings) D3D11_SUBRESOURCE_TILING *pSubresourceTilingsForNonPackedMips) = 0; virtual HRESULT STDMETHODCALLTYPE CheckMultisampleQualityLevels1( /* [annotation] */ _In_ DXGI_FORMAT Format, /* [annotation] */ _In_ UINT SampleCount, /* [annotation] */ _In_ UINT Flags, /* [annotation] */ _Out_ UINT *pNumQualityLevels) = 0; }; #else /* C style interface */ typedef struct ID3D11Device2Vtbl { BEGIN_INTERFACE HRESULT ( STDMETHODCALLTYPE *QueryInterface )( ID3D11Device2 * This, /* [in] */ REFIID riid, /* [annotation][iid_is][out] */ _COM_Outptr_ void **ppvObject); ULONG ( STDMETHODCALLTYPE *AddRef )( ID3D11Device2 * This); ULONG ( STDMETHODCALLTYPE *Release )( ID3D11Device2 * This); HRESULT ( STDMETHODCALLTYPE *CreateBuffer )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_BUFFER_DESC *pDesc, /* [annotation] */ _In_opt_ const D3D11_SUBRESOURCE_DATA *pInitialData, /* [annotation] */ _COM_Outptr_opt_ ID3D11Buffer **ppBuffer); HRESULT ( STDMETHODCALLTYPE *CreateTexture1D )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_TEXTURE1D_DESC *pDesc, /* [annotation] */ _In_reads_opt_(_Inexpressible_(pDesc->MipLevels * pDesc->ArraySize)) const D3D11_SUBRESOURCE_DATA *pInitialData, /* [annotation] */ _COM_Outptr_opt_ ID3D11Texture1D **ppTexture1D); HRESULT ( STDMETHODCALLTYPE *CreateTexture2D )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_TEXTURE2D_DESC *pDesc, /* [annotation] */ _In_reads_opt_(_Inexpressible_(pDesc->MipLevels * pDesc->ArraySize)) const D3D11_SUBRESOURCE_DATA *pInitialData, /* [annotation] */ _COM_Outptr_opt_ ID3D11Texture2D **ppTexture2D); HRESULT ( STDMETHODCALLTYPE *CreateTexture3D )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_TEXTURE3D_DESC *pDesc, /* [annotation] */ _In_reads_opt_(_Inexpressible_(pDesc->MipLevels)) const D3D11_SUBRESOURCE_DATA *pInitialData, /* [annotation] */ _COM_Outptr_opt_ ID3D11Texture3D **ppTexture3D); HRESULT ( STDMETHODCALLTYPE *CreateShaderResourceView )( ID3D11Device2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource, /* [annotation] */ _In_opt_ const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11ShaderResourceView **ppSRView); HRESULT ( STDMETHODCALLTYPE *CreateUnorderedAccessView )( ID3D11Device2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource, /* [annotation] */ _In_opt_ const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11UnorderedAccessView **ppUAView); HRESULT ( STDMETHODCALLTYPE *CreateRenderTargetView )( ID3D11Device2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource, /* [annotation] */ _In_opt_ const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11RenderTargetView **ppRTView); HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilView )( ID3D11Device2 * This, /* [annotation] */ _In_ ID3D11Resource *pResource, /* [annotation] */ _In_opt_ const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11DepthStencilView **ppDepthStencilView); HRESULT ( STDMETHODCALLTYPE *CreateInputLayout )( ID3D11Device2 * This, /* [annotation] */ _In_reads_(NumElements) const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, /* [annotation] */ _In_range_( 0, D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ) UINT NumElements, /* [annotation] */ _In_reads_(BytecodeLength) const void *pShaderBytecodeWithInputSignature, /* [annotation] */ _In_ SIZE_T BytecodeLength, /* [annotation] */ _COM_Outptr_opt_ ID3D11InputLayout **ppInputLayout); HRESULT ( STDMETHODCALLTYPE *CreateVertexShader )( ID3D11Device2 * This, /* [annotation] */ _In_reads_(BytecodeLength) const void *pShaderBytecode, /* [annotation] */ _In_ SIZE_T BytecodeLength, /* [annotation] */ _In_opt_ ID3D11ClassLinkage *pClassLinkage, /* [annotation] */ _COM_Outptr_opt_ ID3D11VertexShader **ppVertexShader); HRESULT ( STDMETHODCALLTYPE *CreateGeometryShader )( ID3D11Device2 * This, /* [annotation] */ _In_reads_(BytecodeLength) const void *pShaderBytecode, /* [annotation] */ _In_ SIZE_T BytecodeLength, /* [annotation] */ _In_opt_ ID3D11ClassLinkage *pClassLinkage, /* [annotation] */ _COM_Outptr_opt_ ID3D11GeometryShader **ppGeometryShader); HRESULT ( STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput )( ID3D11Device2 * This, /* [annotation] */ _In_reads_(BytecodeLength) const void *pShaderBytecode, /* [annotation] */ _In_ SIZE_T BytecodeLength, /* [annotation] */ _In_reads_opt_(NumEntries) const D3D11_SO_DECLARATION_ENTRY *pSODeclaration, /* [annotation] */ _In_range_( 0, D3D11_SO_STREAM_COUNT * D3D11_SO_OUTPUT_COMPONENT_COUNT ) UINT NumEntries, /* [annotation] */ _In_reads_opt_(NumStrides) const UINT *pBufferStrides, /* [annotation] */ _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT ) UINT NumStrides, /* [annotation] */ _In_ UINT RasterizedStream, /* [annotation] */ _In_opt_ ID3D11ClassLinkage *pClassLinkage, /* [annotation] */ _COM_Outptr_opt_ ID3D11GeometryShader **ppGeometryShader); HRESULT ( STDMETHODCALLTYPE *CreatePixelShader )( ID3D11Device2 * This, /* [annotation] */ _In_reads_(BytecodeLength) const void *pShaderBytecode, /* [annotation] */ _In_ SIZE_T BytecodeLength, /* [annotation] */ _In_opt_ ID3D11ClassLinkage *pClassLinkage, /* [annotation] */ _COM_Outptr_opt_ ID3D11PixelShader **ppPixelShader); HRESULT ( STDMETHODCALLTYPE *CreateHullShader )( ID3D11Device2 * This, /* [annotation] */ _In_reads_(BytecodeLength) const void *pShaderBytecode, /* [annotation] */ _In_ SIZE_T BytecodeLength, /* [annotation] */ _In_opt_ ID3D11ClassLinkage *pClassLinkage, /* [annotation] */ _COM_Outptr_opt_ ID3D11HullShader **ppHullShader); HRESULT ( STDMETHODCALLTYPE *CreateDomainShader )( ID3D11Device2 * This, /* [annotation] */ _In_reads_(BytecodeLength) const void *pShaderBytecode, /* [annotation] */ _In_ SIZE_T BytecodeLength, /* [annotation] */ _In_opt_ ID3D11ClassLinkage *pClassLinkage, /* [annotation] */ _COM_Outptr_opt_ ID3D11DomainShader **ppDomainShader); HRESULT ( STDMETHODCALLTYPE *CreateComputeShader )( ID3D11Device2 * This, /* [annotation] */ _In_reads_(BytecodeLength) const void *pShaderBytecode, /* [annotation] */ _In_ SIZE_T BytecodeLength, /* [annotation] */ _In_opt_ ID3D11ClassLinkage *pClassLinkage, /* [annotation] */ _COM_Outptr_opt_ ID3D11ComputeShader **ppComputeShader); HRESULT ( STDMETHODCALLTYPE *CreateClassLinkage )( ID3D11Device2 * This, /* [annotation] */ _COM_Outptr_ ID3D11ClassLinkage **ppLinkage); HRESULT ( STDMETHODCALLTYPE *CreateBlendState )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_BLEND_DESC *pBlendStateDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11BlendState **ppBlendState); HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilState )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11DepthStencilState **ppDepthStencilState); HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_RASTERIZER_DESC *pRasterizerDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11RasterizerState **ppRasterizerState); HRESULT ( STDMETHODCALLTYPE *CreateSamplerState )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_SAMPLER_DESC *pSamplerDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11SamplerState **ppSamplerState); HRESULT ( STDMETHODCALLTYPE *CreateQuery )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_QUERY_DESC *pQueryDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11Query **ppQuery); HRESULT ( STDMETHODCALLTYPE *CreatePredicate )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_QUERY_DESC *pPredicateDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11Predicate **ppPredicate); HRESULT ( STDMETHODCALLTYPE *CreateCounter )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_COUNTER_DESC *pCounterDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11Counter **ppCounter); HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext )( ID3D11Device2 * This, UINT ContextFlags, /* [annotation] */ _COM_Outptr_opt_ ID3D11DeviceContext **ppDeferredContext); HRESULT ( STDMETHODCALLTYPE *OpenSharedResource )( ID3D11Device2 * This, /* [annotation] */ _In_ HANDLE hResource, /* [annotation] */ _In_ REFIID ReturnedInterface, /* [annotation] */ _COM_Outptr_opt_ void **ppResource); HRESULT ( STDMETHODCALLTYPE *CheckFormatSupport )( ID3D11Device2 * This, /* [annotation] */ _In_ DXGI_FORMAT Format, /* [annotation] */ _Out_ UINT *pFormatSupport); HRESULT ( STDMETHODCALLTYPE *CheckMultisampleQualityLevels )( ID3D11Device2 * This, /* [annotation] */ _In_ DXGI_FORMAT Format, /* [annotation] */ _In_ UINT SampleCount, /* [annotation] */ _Out_ UINT *pNumQualityLevels); void ( STDMETHODCALLTYPE *CheckCounterInfo )( ID3D11Device2 * This, /* [annotation] */ _Out_ D3D11_COUNTER_INFO *pCounterInfo); HRESULT ( STDMETHODCALLTYPE *CheckCounter )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_COUNTER_DESC *pDesc, /* [annotation] */ _Out_ D3D11_COUNTER_TYPE *pType, /* [annotation] */ _Out_ UINT *pActiveCounters, /* [annotation] */ _Out_writes_opt_(*pNameLength) LPSTR szName, /* [annotation] */ _Inout_opt_ UINT *pNameLength, /* [annotation] */ _Out_writes_opt_(*pUnitsLength) LPSTR szUnits, /* [annotation] */ _Inout_opt_ UINT *pUnitsLength, /* [annotation] */ _Out_writes_opt_(*pDescriptionLength) LPSTR szDescription, /* [annotation] */ _Inout_opt_ UINT *pDescriptionLength); HRESULT ( STDMETHODCALLTYPE *CheckFeatureSupport )( ID3D11Device2 * This, D3D11_FEATURE Feature, /* [annotation] */ _Out_writes_bytes_(FeatureSupportDataSize) void *pFeatureSupportData, UINT FeatureSupportDataSize); HRESULT ( STDMETHODCALLTYPE *GetPrivateData )( ID3D11Device2 * This, /* [annotation] */ _In_ REFGUID guid, /* [annotation] */ _Inout_ UINT *pDataSize, /* [annotation] */ _Out_writes_bytes_opt_(*pDataSize) void *pData); HRESULT ( STDMETHODCALLTYPE *SetPrivateData )( ID3D11Device2 * This, /* [annotation] */ _In_ REFGUID guid, /* [annotation] */ _In_ UINT DataSize, /* [annotation] */ _In_reads_bytes_opt_(DataSize) const void *pData); HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )( ID3D11Device2 * This, /* [annotation] */ _In_ REFGUID guid, /* [annotation] */ _In_opt_ const IUnknown *pData); D3D_FEATURE_LEVEL ( STDMETHODCALLTYPE *GetFeatureLevel )( ID3D11Device2 * This); UINT ( STDMETHODCALLTYPE *GetCreationFlags )( ID3D11Device2 * This); HRESULT ( STDMETHODCALLTYPE *GetDeviceRemovedReason )( ID3D11Device2 * This); void ( STDMETHODCALLTYPE *GetImmediateContext )( ID3D11Device2 * This, /* [annotation] */ _Outptr_ ID3D11DeviceContext **ppImmediateContext); HRESULT ( STDMETHODCALLTYPE *SetExceptionMode )( ID3D11Device2 * This, UINT RaiseFlags); UINT ( STDMETHODCALLTYPE *GetExceptionMode )( ID3D11Device2 * This); void ( STDMETHODCALLTYPE *GetImmediateContext1 )( ID3D11Device2 * This, /* [annotation] */ _Outptr_ ID3D11DeviceContext1 **ppImmediateContext); HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext1 )( ID3D11Device2 * This, UINT ContextFlags, /* [annotation] */ _COM_Outptr_opt_ ID3D11DeviceContext1 **ppDeferredContext); HRESULT ( STDMETHODCALLTYPE *CreateBlendState1 )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_BLEND_DESC1 *pBlendStateDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11BlendState1 **ppBlendState); HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState1 )( ID3D11Device2 * This, /* [annotation] */ _In_ const D3D11_RASTERIZER_DESC1 *pRasterizerDesc, /* [annotation] */ _COM_Outptr_opt_ ID3D11RasterizerState1 **ppRasterizerState); HRESULT ( STDMETHODCALLTYPE *CreateDeviceContextState )( ID3D11Device2 * This, UINT Flags, /* [annotation] */ _In_reads_( FeatureLevels ) const D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, REFIID EmulatedInterface, /* [annotation] */ _Out_opt_ D3D_FEATURE_LEVEL *pChosenFeatureLevel, /* [annotation] */ _Out_opt_ ID3DDeviceContextState **ppContextState); HRESULT ( STDMETHODCALLTYPE *OpenSharedResource1 )( ID3D11Device2 * This, /* [annotation] */ _In_ HANDLE hResource, /* [annotation] */ _In_ REFIID returnedInterface, /* [annotation] */ _COM_Outptr_ void **ppResource); HRESULT ( STDMETHODCALLTYPE *OpenSharedResourceByName )( ID3D11Device2 * This, /* [annotation] */ _In_ LPCWSTR lpName, /* [annotation] */ _In_ DWORD dwDesiredAccess, /* [annotation] */ _In_ REFIID returnedInterface, /* [annotation] */ _COM_Outptr_ void **ppResource); void ( STDMETHODCALLTYPE *GetImmediateContext2 )( ID3D11Device2 * This, /* [annotation] */ _Outptr_ ID3D11DeviceContext2 **ppImmediateContext); HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext2 )( ID3D11Device2 * This, UINT ContextFlags, /* [annotation] */ _COM_Outptr_opt_ ID3D11DeviceContext2 **ppDeferredContext); void ( STDMETHODCALLTYPE *GetResourceTiling )( ID3D11Device2 * This, /* [annotation] */ _In_ ID3D11Resource *pTiledResource, /* [annotation] */ _Out_opt_ UINT *pNumTilesForEntireResource, /* [annotation] */ _Out_opt_ D3D11_PACKED_MIP_DESC *pPackedMipDesc, /* [annotation] */ _Out_opt_ D3D11_TILE_SHAPE *pStandardTileShapeForNonPackedMips, /* [annotation] */ _Inout_opt_ UINT *pNumSubresourceTilings, /* [annotation] */ _In_ UINT FirstSubresourceTilingToGet, /* [annotation] */ _Out_writes_(*pNumSubresourceTilings) D3D11_SUBRESOURCE_TILING *pSubresourceTilingsForNonPackedMips); HRESULT ( STDMETHODCALLTYPE *CheckMultisampleQualityLevels1 )( ID3D11Device2 * This, /* [annotation] */ _In_ DXGI_FORMAT Format, /* [annotation] */ _In_ UINT SampleCount, /* [annotation] */ _In_ UINT Flags, /* [annotation] */ _Out_ UINT *pNumQualityLevels); END_INTERFACE } ID3D11Device2Vtbl; interface ID3D11Device2 { CONST_VTBL struct ID3D11Device2Vtbl *lpVtbl; }; #ifdef COBJMACROS #define ID3D11Device2_QueryInterface(This,riid,ppvObject) \ ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) #define ID3D11Device2_AddRef(This) \ ( (This)->lpVtbl -> AddRef(This) ) #define ID3D11Device2_Release(This) \ ( (This)->lpVtbl -> Release(This) ) #define ID3D11Device2_CreateBuffer(This,pDesc,pInitialData,ppBuffer) \ ( (This)->lpVtbl -> CreateBuffer(This,pDesc,pInitialData,ppBuffer) ) #define ID3D11Device2_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) \ ( (This)->lpVtbl -> CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) ) #define ID3D11Device2_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) \ ( (This)->lpVtbl -> CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) ) #define ID3D11Device2_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) \ ( (This)->lpVtbl -> CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) ) #define ID3D11Device2_CreateShaderResourceView(This,pResource,pDesc,ppSRView) \ ( (This)->lpVtbl -> CreateShaderResourceView(This,pResource,pDesc,ppSRView) ) #define ID3D11Device2_CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) \ ( (This)->lpVtbl -> CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) ) #define ID3D11Device2_CreateRenderTargetView(This,pResource,pDesc,ppRTView) \ ( (This)->lpVtbl -> CreateRenderTargetView(This,pResource,pDesc,ppRTView) ) #define ID3D11Device2_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) \ ( (This)->lpVtbl -> CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) ) #define ID3D11Device2_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) \ ( (This)->lpVtbl -> CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) ) #define ID3D11Device2_CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) \ ( (This)->lpVtbl -> CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) ) #define ID3D11Device2_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) \ ( (This)->lpVtbl -> CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) ) #define ID3D11Device2_CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,pBufferStrides,NumStrides,RasterizedStream,pClassLinkage,ppGeometryShader) \ ( (This)->lpVtbl -> CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,pBufferStrides,NumStrides,RasterizedStream,pClassLinkage,ppGeometryShader) ) #define ID3D11Device2_CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) \ ( (This)->lpVtbl -> CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) ) #define ID3D11Device2_CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) \ ( (This)->lpVtbl -> CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) ) #define ID3D11Device2_CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) \ ( (This)->lpVtbl -> CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) ) #define ID3D11Device2_CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) \ ( (This)->lpVtbl -> CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) ) #define ID3D11Device2_CreateClassLinkage(This,ppLinkage) \ ( (This)->lpVtbl -> CreateClassLinkage(This,ppLinkage) ) #define ID3D11Device2_CreateBlendState(This,pBlendStateDesc,ppBlendState) \ ( (This)->lpVtbl -> CreateBlendState(This,pBlendStateDesc,ppBlendState) ) #define ID3D11Device2_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) \ ( (This)->lpVtbl -> CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) ) #define ID3D11Device2_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) \ ( (This)->lpVtbl -> CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) ) #define ID3D11Device2_CreateSamplerState(This,pSamplerDesc,ppSamplerState) \ ( (This)->lpVtbl -> CreateSamplerState(This,pSamplerDesc,ppSamplerState) ) #define ID3D11Device2_CreateQuery(This,pQueryDesc,ppQuery) \ ( (This)->lpVtbl -> CreateQuery(This,pQueryDesc,ppQuery) ) #define ID3D11Device2_CreatePredicate(This,pPredicateDesc,ppPredicate) \ ( (This)->lpVtbl -> CreatePredicate(This,pPredicateDesc,ppPredicate) ) #define ID3D11Device2_CreateCounter(This,pCounterDesc,ppCounter) \ ( (This)->lpVtbl -> CreateCounter(This,pCounterDesc,ppCounter) ) #define ID3D11Device2_CreateDeferredContext(This,ContextFlags,ppDeferredContext) \ ( (This)->lpVtbl -> CreateDeferredContext(This,ContextFlags,ppDeferredContext) ) #define ID3D11Device2_OpenSharedResource(This,hResource,ReturnedInterface,ppResource) \ ( (This)->lpVtbl -> OpenSharedResource(This,hResource,ReturnedInterface,ppResource) ) #define ID3D11Device2_CheckFormatSupport(This,Format,pFormatSupport) \ ( (This)->lpVtbl -> CheckFormatSupport(This,Format,pFormatSupport) ) #define ID3D11Device2_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) \ ( (This)->lpVtbl -> CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) ) #define ID3D11Device2_CheckCounterInfo(This,pCounterInfo) \ ( (This)->lpVtbl -> CheckCounterInfo(This,pCounterInfo) ) #define ID3D11Device2_CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) \ ( (This)->lpVtbl -> CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength) ) #define ID3D11Device2_CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) \ ( (This)->lpVtbl -> CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) ) #define ID3D11Device2_GetPrivateData(This,guid,pDataSize,pData) \ ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) ) #define ID3D11Device2_SetPrivateData(This,guid,DataSize,pData) \ ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) ) #define ID3D11Device2_SetPrivateDataInterface(This,guid,pData) \ ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) ) #define ID3D11Device2_GetFeatureLevel(This) \ ( (This)->lpVtbl -> GetFeatureLevel(This) ) #define ID3D11Device2_GetCreationFlags(This) \ ( (This)->lpVtbl -> GetCreationFlags(This) ) #define ID3D11Device2_GetDeviceRemovedReason(This) \ ( (This)->lpVtbl -> GetDeviceRemovedReason(This) ) #define ID3D11Device2_GetImmediateContext(This,ppImmediateContext) \ ( (This)->lpVtbl -> GetImmediateContext(This,ppImmediateContext) ) #define ID3D11Device2_SetExceptionMode(This,RaiseFlags) \ ( (This)->lpVtbl -> SetExceptionMode(This,RaiseFlags) ) #define ID3D11Device2_GetExceptionMode(This) \ ( (This)->lpVtbl -> GetExceptionMode(This) ) #define ID3D11Device2_GetImmediateContext1(This,ppImmediateContext) \ ( (This)->lpVtbl -> GetImmediateContext1(This,ppImmediateContext) ) #define ID3D11Device2_CreateDeferredContext1(This,ContextFlags,ppDeferredContext) \ ( (This)->lpVtbl -> CreateDeferredContext1(This,ContextFlags,ppDeferredContext) ) #define ID3D11Device2_CreateBlendState1(This,pBlendStateDesc,ppBlendState) \ ( (This)->lpVtbl -> CreateBlendState1(This,pBlendStateDesc,ppBlendState) ) #define ID3D11Device2_CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) \ ( (This)->lpVtbl -> CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) ) #define ID3D11Device2_CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) \ ( (This)->lpVtbl -> CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) ) #define ID3D11Device2_OpenSharedResource1(This,hResource,returnedInterface,ppResource) \ ( (This)->lpVtbl -> OpenSharedResource1(This,hResource,returnedInterface,ppResource) ) #define ID3D11Device2_OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) \ ( (This)->lpVtbl -> OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) ) #define ID3D11Device2_GetImmediateContext2(This,ppImmediateContext) \ ( (This)->lpVtbl -> GetImmediateContext2(This,ppImmediateContext) ) #define ID3D11Device2_CreateDeferredContext2(This,ContextFlags,ppDeferredContext) \ ( (This)->lpVtbl -> CreateDeferredContext2(This,ContextFlags,ppDeferredContext) ) #define ID3D11Device2_GetResourceTiling(This,pTiledResource,pNumTilesForEntireResource,pPackedMipDesc,pStandardTileShapeForNonPackedMips,pNumSubresourceTilings,FirstSubresourceTilingToGet,pSubresourceTilingsForNonPackedMips) \ ( (This)->lpVtbl -> GetResourceTiling(This,pTiledResource,pNumTilesForEntireResource,pPackedMipDesc,pStandardTileShapeForNonPackedMips,pNumSubresourceTilings,FirstSubresourceTilingToGet,pSubresourceTilingsForNonPackedMips) ) #define ID3D11Device2_CheckMultisampleQualityLevels1(This,Format,SampleCount,Flags,pNumQualityLevels) \ ( (This)->lpVtbl -> CheckMultisampleQualityLevels1(This,Format,SampleCount,Flags,pNumQualityLevels) ) #endif /* COBJMACROS */ #endif /* C style interface */ #endif /* __ID3D11Device2_INTERFACE_DEFINED__ */ /* interface __MIDL_itf_d3d11_2_0000_0002 */ /* [local] */ DEFINE_GUID(IID_ID3D11DeviceContext2,0x420d5b32,0xb90c,0x4da4,0xbe,0xf0,0x35,0x9f,0x6a,0x24,0xa8,0x3a); DEFINE_GUID(IID_ID3D11Device2,0x9d06dffa,0xd1e5,0x4d07,0x83,0xa8,0x1b,0xb1,0x23,0xf2,0xf8,0x41); extern RPC_IF_HANDLE __MIDL_itf_d3d11_2_0000_0002_v0_0_c_ifspec; extern RPC_IF_HANDLE __MIDL_itf_d3d11_2_0000_0002_v0_0_s_ifspec; /* Additional Prototypes for ALL interfaces */ /* end of Additional Prototypes */ #ifdef __cplusplus } #endif #endif