/* * Copyright 2010 Rico Schüller * Copyright 2013 Austin English * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ import "oaidl.idl"; import "ocidl.idl"; import "dxgi.idl"; import "d3dcommon.idl"; typedef D3D_PRIMITIVE D3D11_PRIMITIVE; typedef D3D_PRIMITIVE_TOPOLOGY D3D11_PRIMITIVE_TOPOLOGY; typedef D3D_SRV_DIMENSION D3D11_SRV_DIMENSION; typedef RECT D3D11_RECT; const unsigned int D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT = 8; typedef enum D3D11_BLEND { D3D11_BLEND_ZERO = 1, D3D11_BLEND_ONE = 2, D3D11_BLEND_SRC_COLOR = 3, D3D11_BLEND_INV_SRC_COLOR = 4, D3D11_BLEND_SRC_ALPHA = 5, D3D11_BLEND_INV_SRC_ALPHA = 6, D3D11_BLEND_DEST_ALPHA = 7, D3D11_BLEND_INV_DEST_ALPHA = 8, D3D11_BLEND_DEST_COLOR = 9, D3D11_BLEND_INV_DEST_COLOR = 10, D3D11_BLEND_SRC_ALPHA_SAT = 11, D3D11_BLEND_BLEND_FACTOR = 14, D3D11_BLEND_INV_BLEND_FACTOR = 15, D3D11_BLEND_SRC1_COLOR = 16, D3D11_BLEND_INV_SRC1_COLOR = 17, D3D11_BLEND_SRC1_ALPHA = 18, D3D11_BLEND_INV_SRC1_ALPHA = 19, } D3D11_BLEND; typedef enum D3D11_BLEND_OP { D3D11_BLEND_OP_ADD = 1, D3D11_BLEND_OP_SUBTRACT, D3D11_BLEND_OP_REV_SUBTRACT, D3D11_BLEND_OP_MIN, D3D11_BLEND_OP_MAX } D3D11_BLEND_OP; typedef struct D3D11_BOX { UINT left; UINT top; UINT front; UINT right; UINT bottom; UINT back; } D3D11_BOX; typedef struct D3D11_BUFFER_RTV { union { UINT FirstElement; UINT ElementOffset; }; union { UINT NumElements; UINT ElementWidth; }; } D3D11_BUFFER_RTV; typedef struct D3D11_BUFFER_SRV { union { UINT FirstElement; UINT ElementOffset; }; union { UINT NumElements; UINT ElementWidth; }; } D3D11_BUFFER_SRV; typedef struct D3D11_BUFFER_UAV { UINT FirstElement; UINT NumElements; UINT Flags; } D3D11_BUFFER_UAV; typedef struct D3D11_BUFFEREX_SRV { UINT FirstElement; UINT NumElements; UINT Flags; } D3D11_BUFFEREX_SRV; typedef struct D3D11_CLASS_INSTANCE_DESC { UINT InstanceId; UINT InstanceIndex; UINT TypeId; UINT ConstantBuffer; UINT BaseConstantBufferOffset; UINT BaseTexture; UINT BaseSampler; BOOL Created; } D3D11_CLASS_INSTANCE_DESC; typedef enum D3D11_COMPARISON_FUNC { D3D11_COMPARISON_NEVER = 1, D3D11_COMPARISON_LESS, D3D11_COMPARISON_EQUAL, D3D11_COMPARISON_LESS_EQUAL, D3D11_COMPARISON_GREATER, D3D11_COMPARISON_NOT_EQUAL, D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_ALWAYS } D3D11_COMPARISON_FUNC; typedef enum D3D11_COUNTER { D3D11_COUNTER_DEVICE_DEPENDENT_0 = 0x40000000, } D3D11_COUNTER; typedef struct D3D11_COUNTER_DESC { D3D11_COUNTER Counter; UINT MiscFlags; } D3D11_COUNTER_DESC; typedef struct D3D11_COUNTER_INFO { D3D11_COUNTER LastDeviceDependentCounter; UINT NumSimultaneousCounters; UINT8 NumDetectableParallelUnits; } D3D11_COUNTER_INFO; typedef enum D3D11_COUNTER_TYPE { D3D11_COUNTER_TYPE_FLOAT32, D3D11_COUNTER_TYPE_UINT16, D3D11_COUNTER_TYPE_UINT32, D3D11_COUNTER_TYPE_UINT64, } D3D11_COUNTER_TYPE; typedef enum D3D11_CULL_MODE { D3D11_CULL_NONE = 1, D3D11_CULL_FRONT, D3D11_CULL_BACK } D3D11_CULL_MODE; typedef enum D3D11_DEPTH_WRITE_MASK { D3D11_DEPTH_WRITE_MASK_ZERO, D3D11_DEPTH_WRITE_MASK_ALL, } D3D11_DEPTH_WRITE_MASK; typedef enum D3D11_DEVICE_CONTEXT_TYPE { D3D11_DEVICE_CONTEXT_IMMEDIATE, D3D11_DEVICE_CONTEXT_DEFERRED, } D3D11_DEVICE_CONTEXT_TYPE; typedef enum D3D11_DSV_DIMENSION { D3D11_DSV_DIMENSION_UNKNOWN, D3D11_DSV_DIMENSION_TEXTURE1D, D3D11_DSV_DIMENSION_TEXTURE1DARRAY, D3D11_DSV_DIMENSION_TEXTURE2D, D3D11_DSV_DIMENSION_TEXTURE2DARRAY, D3D11_DSV_DIMENSION_TEXTURE2DMS, D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY, } D3D11_DSV_DIMENSION; typedef enum D3D11_FEATURE { D3D11_FEATURE_THREADING, D3D11_FEATURE_DOUBLES, D3D11_FEATURE_FORMAT_SUPPORT, D3D11_FEATURE_FORMAT_SUPPORT2, D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, } D3D11_FEATURE; typedef enum D3D11_FILL_MODE { D3D11_FILL_WIREFRAME = 2, D3D11_FILL_SOLID } D3D11_FILL_MODE; typedef enum D3D11_FILTER { D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04, D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10, D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14, D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15, D3D11_FILTER_ANISOTROPIC = 0x55, D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80, D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81, D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84, D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85, D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90, D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91, D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94, D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95, D3D11_FILTER_COMPARISON_ANISOTROPIC = 0xd5 } D3D11_FILTER; typedef enum D3D11_DSV_FLAG { D3D11_DSV_READ_ONLY_DEPTH = 0x1, D3D11_DSV_READ_ONLY_STENCIL = 0x2, } D3D11_DSV_FLAG; typedef enum D3D11_INPUT_CLASSIFICATION { D3D11_INPUT_PER_VERTEX_DATA, D3D11_INPUT_PER_INSTANCE_DATA, } D3D11_INPUT_CLASSIFICATION; typedef struct D3D11_INPUT_ELEMENT_DESC { LPCSTR SemanticName; UINT SemanticIndex; DXGI_FORMAT Format; UINT InputSlot; UINT AlignedByteOffset; D3D11_INPUT_CLASSIFICATION InputSlotClass; UINT InstanceDataStepRate; } D3D11_INPUT_ELEMENT_DESC; typedef enum D3D11_MAP { D3D11_MAP_READ = 1, D3D11_MAP_WRITE, D3D11_MAP_READ_WRITE, D3D11_MAP_WRITE_DISCARD, D3D11_MAP_WRITE_NO_OVERWRITE } D3D11_MAP; typedef struct D3D11_MAPPED_SUBRESOURCE { void *pData; UINT RowPitch; UINT DepthPitch; } D3D11_MAPPED_SUBRESOURCE; typedef enum D3D11_QUERY { D3D11_QUERY_EVENT, D3D11_QUERY_OCCLUSION, D3D11_QUERY_TIMESTAMP, D3D11_QUERY_TIMESTAMP_DISJOINT, D3D11_QUERY_PIPELINE_STATISTICS, D3D11_QUERY_OCCLUSION_PREDICATE, D3D11_QUERY_SO_STATISTICS, D3D11_QUERY_SO_OVERFLOW_PREDICATE, D3D11_QUERY_SO_STATISTICS_STREAM0, D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM0, D3D11_QUERY_SO_STATISTICS_STREAM1, D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM1, D3D11_QUERY_SO_STATISTICS_STREAM2, D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM2, D3D11_QUERY_SO_STATISTICS_STREAM3, D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM3, } D3D11_QUERY; typedef struct D3D11_QUERY_DESC { D3D11_QUERY Query; UINT MiscFlags; } D3D11_QUERY_DESC; typedef struct D3D11_RASTERIZER_DESC { D3D11_FILL_MODE FillMode; D3D11_CULL_MODE CullMode; BOOL FrontCounterClockwise; INT DepthBias; FLOAT DepthBiasClamp; FLOAT SlopeScaledDepthBias; BOOL DepthClipEnable; BOOL ScissorEnable; BOOL MultisampleEnable; BOOL AntialiasedLineEnable; } D3D11_RASTERIZER_DESC; typedef enum D3D11_RESOURCE_DIMENSION { D3D11_RESOURCE_DIMENSION_UNKNOWN, D3D11_RESOURCE_DIMENSION_BUFFER, D3D11_RESOURCE_DIMENSION_TEXTURE1D, D3D11_RESOURCE_DIMENSION_TEXTURE2D, D3D11_RESOURCE_DIMENSION_TEXTURE3D, } D3D11_RESOURCE_DIMENSION; typedef enum D3D11_RTV_DIMENSION { D3D11_RTV_DIMENSION_UNKNOWN, D3D11_RTV_DIMENSION_BUFFER, D3D11_RTV_DIMENSION_TEXTURE1D, D3D11_RTV_DIMENSION_TEXTURE1DARRAY, D3D11_RTV_DIMENSION_TEXTURE2D, D3D11_RTV_DIMENSION_TEXTURE2DARRAY, D3D11_RTV_DIMENSION_TEXTURE2DMS, D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY, D3D11_RTV_DIMENSION_TEXTURE3D, } D3D11_RTV_DIMENSION; typedef struct D3D11_SO_DECLARATION_ENTRY { UINT Stream; LPCSTR SemanticName; UINT SemanticIndex; BYTE StartComponent; BYTE ComponentCount; BYTE OutputSlot; } D3D11_SO_DECLARATION_ENTRY; typedef enum D3D11_STENCIL_OP { D3D11_STENCIL_OP_KEEP = 1, D3D11_STENCIL_OP_ZERO, D3D11_STENCIL_OP_REPLACE, D3D11_STENCIL_OP_INCR_SAT, D3D11_STENCIL_OP_DECR_SAT, D3D11_STENCIL_OP_INVERT, D3D11_STENCIL_OP_INCR, D3D11_STENCIL_OP_DECR } D3D11_STENCIL_OP; typedef struct D3D11_SUBRESOURCE_DATA { const void *pSysMem; UINT SysMemPitch; UINT SysMemSlicePitch; } D3D11_SUBRESOURCE_DATA; typedef struct D3D11_TEX1D_ARRAY_DSV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX1D_ARRAY_DSV; typedef struct D3D11_TEX1D_ARRAY_RTV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX1D_ARRAY_RTV; typedef struct D3D11_TEX1D_ARRAY_SRV { UINT MostDetailedMip; UINT MipLevels; UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX1D_ARRAY_SRV; typedef struct D3D11_TEX1D_ARRAY_UAV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX1D_ARRAY_UAV; typedef struct D3D11_TEX1D_DSV { UINT MipSlice; } D3D11_TEX1D_DSV; typedef struct D3D11_TEX1D_RTV { UINT MipSlice; } D3D11_TEX1D_RTV; typedef struct D3D11_TEX1D_SRV { UINT MostDetailedMip; UINT MipLevels; } D3D11_TEX1D_SRV; typedef struct D3D11_TEX1D_UAV { UINT MipSlice; } D3D11_TEX1D_UAV; typedef struct D3D11_TEX2D_ARRAY_DSV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX2D_ARRAY_DSV; typedef struct D3D11_TEX2D_ARRAY_RTV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX2D_ARRAY_RTV; typedef struct D3D11_TEX2D_ARRAY_SRV { UINT MostDetailedMip; UINT MipLevels; UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX2D_ARRAY_SRV; typedef struct D3D11_TEX2D_ARRAY_UAV { UINT MipSlice; UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX2D_ARRAY_UAV; typedef struct D3D11_TEX2D_DSV { UINT MipSlice; } D3D11_TEX2D_DSV; typedef struct D3D11_TEX2D_RTV { UINT MipSlice; } D3D11_TEX2D_RTV; typedef struct D3D11_TEX2D_SRV { UINT MostDetailedMip; UINT MipLevels; } D3D11_TEX2D_SRV; typedef struct D3D11_TEX2D_UAV { UINT MipSlice; } D3D11_TEX2D_UAV; typedef struct D3D11_TEX2DMS_ARRAY_DSV { UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX2DMS_ARRAY_DSV; typedef struct D3D11_TEX2DMS_ARRAY_RTV { UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX2DMS_ARRAY_RTV; typedef struct D3D11_TEX2DMS_ARRAY_SRV { UINT FirstArraySlice; UINT ArraySize; } D3D11_TEX2DMS_ARRAY_SRV; typedef struct D3D11_TEX2DMS_DSV { UINT UnusedField_NothingToDefine; } D3D11_TEX2DMS_DSV; typedef struct D3D11_TEX2DMS_RTV { UINT UnusedField_NothingToDefine; } D3D11_TEX2DMS_RTV; typedef struct D3D11_TEX2DMS_SRV { UINT UnusedField_NothingToDefine; } D3D11_TEX2DMS_SRV; typedef struct D3D11_TEX3D_RTV { UINT MipSlice; UINT FirstWSlice; UINT WSize; } D3D11_TEX3D_RTV; typedef struct D3D11_TEX3D_SRV { UINT MostDetailedMip; UINT MipLevels; } D3D11_TEX3D_SRV; typedef struct D3D11_TEX3D_UAV { UINT MipSlice; UINT FirstWSlice; UINT WSize; } D3D11_TEX3D_UAV; typedef struct D3D11_TEXCUBE_ARRAY_SRV { UINT MostDetailedMip; UINT MipLevels; UINT First2DArrayFace; UINT NumCubes; } D3D11_TEXCUBE_ARRAY_SRV; typedef struct D3D11_TEXCUBE_SRV { UINT MostDetailedMip; UINT MipLevels; } D3D11_TEXCUBE_SRV; typedef enum D3D11_TEXTURE_ADDRESS_MODE { D3D11_TEXTURE_ADDRESS_WRAP = 1, D3D11_TEXTURE_ADDRESS_MIRROR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_MIRROR_ONCE } D3D11_TEXTURE_ADDRESS_MODE; typedef enum D3D11_UAV_DIMENSION { D3D11_UAV_DIMENSION_UNKNOWN, D3D11_UAV_DIMENSION_BUFFER, D3D11_UAV_DIMENSION_TEXTURE1D, D3D11_UAV_DIMENSION_TEXTURE1DARRAY, D3D11_UAV_DIMENSION_TEXTURE2D, D3D11_UAV_DIMENSION_TEXTURE2DARRAY, D3D11_UAV_DIMENSION_TEXTURE3D = 8, } D3D11_UAV_DIMENSION; typedef struct D3D11_UNORDERED_ACCESS_VIEW_DESC { DXGI_FORMAT Format; D3D11_UAV_DIMENSION ViewDimension; union { D3D11_BUFFER_UAV Buffer; D3D11_TEX1D_UAV Texture1D; D3D11_TEX1D_ARRAY_UAV Texture1DArray; D3D11_TEX2D_UAV Texture2D; D3D11_TEX2D_ARRAY_UAV Texture2DArray; D3D11_TEX3D_UAV Texture3D; }; } D3D11_UNORDERED_ACCESS_VIEW_DESC; typedef enum D3D11_USAGE { D3D11_USAGE_DEFAULT, D3D11_USAGE_IMMUTABLE, D3D11_USAGE_DYNAMIC, D3D11_USAGE_STAGING, } D3D11_USAGE; typedef struct D3D11_VIEWPORT { FLOAT TopLeftX; FLOAT TopLeftY; FLOAT Width; FLOAT Height; FLOAT MinDepth; FLOAT MaxDepth; } D3D11_VIEWPORT; typedef struct D3D11_RENDER_TARGET_BLEND_DESC { BOOL BlendEnable; D3D11_BLEND SrcBlend; D3D11_BLEND DestBlend; D3D11_BLEND_OP BlendOp; D3D11_BLEND SrcBlendAlpha; D3D11_BLEND DestBlendAlpha; D3D11_BLEND_OP BlendOpAlpha; UINT8 RenderTargetWriteMask; } D3D11_RENDER_TARGET_BLEND_DESC; typedef struct D3D11_BLEND_DESC { BOOL AlphaToCoverageEnable; BOOL IndependentBlendEnable; D3D11_RENDER_TARGET_BLEND_DESC RenderTarget[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT]; } D3D11_BLEND_DESC; typedef struct D3D11_BUFFER_DESC { UINT ByteWidth; D3D11_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; UINT StructureByteStride; } D3D11_BUFFER_DESC; typedef struct D3D11_DEPTH_STENCIL_VIEW_DESC { DXGI_FORMAT Format; D3D11_DSV_DIMENSION ViewDimension; UINT Flags; union { D3D11_TEX1D_DSV Texture1D; D3D11_TEX1D_ARRAY_DSV Texture1DArray; D3D11_TEX2D_DSV Texture2D; D3D11_TEX2D_ARRAY_DSV Texture2DArray; D3D11_TEX2DMS_DSV Texture2DMS; D3D11_TEX2DMS_ARRAY_DSV Texture2DMSArray; }; } D3D11_DEPTH_STENCIL_VIEW_DESC; typedef struct D3D11_DEPTH_STENCILOP_DESC { D3D11_STENCIL_OP StencilFailOp; D3D11_STENCIL_OP StencilDepthFailOp; D3D11_STENCIL_OP StencilPassOp; D3D11_COMPARISON_FUNC StencilFunc; } D3D11_DEPTH_STENCILOP_DESC; typedef struct D3D11_DEPTH_STENCIL_DESC { BOOL DepthEnable; D3D11_DEPTH_WRITE_MASK DepthWriteMask; D3D11_COMPARISON_FUNC DepthFunc; BOOL StencilEnable; UINT8 StencilReadMask; UINT8 StencilWriteMask; D3D11_DEPTH_STENCILOP_DESC FrontFace; D3D11_DEPTH_STENCILOP_DESC BackFace; } D3D11_DEPTH_STENCIL_DESC; typedef struct D3D11_RENDER_TARGET_VIEW_DESC { DXGI_FORMAT Format; D3D11_RTV_DIMENSION ViewDimension; union { D3D11_BUFFER_RTV Buffer; D3D11_TEX1D_RTV Texture1D; D3D11_TEX1D_ARRAY_RTV Texture1DArray; D3D11_TEX2D_RTV Texture2D; D3D11_TEX2D_ARRAY_RTV Texture2DArray; D3D11_TEX2DMS_RTV Texture2DMS; D3D11_TEX2DMS_ARRAY_RTV Texture2DMSArray; D3D11_TEX3D_RTV Texture3D; }; } D3D11_RENDER_TARGET_VIEW_DESC; typedef struct D3D11_SAMPLER_DESC { D3D11_FILTER Filter; D3D11_TEXTURE_ADDRESS_MODE AddressU; D3D11_TEXTURE_ADDRESS_MODE AddressV; D3D11_TEXTURE_ADDRESS_MODE AddressW; FLOAT MipLODBias; UINT MaxAnisotropy; D3D11_COMPARISON_FUNC ComparisonFunc; FLOAT BorderColor[4]; FLOAT MinLOD; FLOAT MaxLOD; } D3D11_SAMPLER_DESC; typedef struct D3D11_SHADER_RESOURCE_VIEW_DESC { DXGI_FORMAT Format; D3D11_SRV_DIMENSION ViewDimension; union { D3D11_BUFFER_SRV Buffer; D3D11_TEX1D_SRV Texture1D; D3D11_TEX1D_ARRAY_SRV Texture1DArray; D3D11_TEX2D_SRV Texture2D; D3D11_TEX2D_ARRAY_SRV Texture2DArray; D3D11_TEX2DMS_SRV Texture2DMS; D3D11_TEX2DMS_ARRAY_SRV Texture2DMSArray; D3D11_TEX3D_SRV Texture3D; D3D11_TEXCUBE_SRV TextureCube; D3D11_TEXCUBE_ARRAY_SRV TextureCubeArray; D3D11_BUFFEREX_SRV BufferEx; }; } D3D11_SHADER_RESOURCE_VIEW_DESC; typedef struct D3D11_TEXTURE1D_DESC { UINT Width; UINT MipLevels; UINT ArraySize; DXGI_FORMAT Format; D3D11_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; } D3D11_TEXTURE1D_DESC; typedef struct D3D11_TEXTURE2D_DESC { UINT Width; UINT Height; UINT MipLevels; UINT ArraySize; DXGI_FORMAT Format; DXGI_SAMPLE_DESC SampleDesc; D3D11_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; } D3D11_TEXTURE2D_DESC; typedef struct D3D11_TEXTURE3D_DESC { UINT Width; UINT Height; UINT Depth; UINT MipLevels; DXGI_FORMAT Format; D3D11_USAGE Usage; UINT BindFlags; UINT CPUAccessFlags; UINT MiscFlags; } D3D11_TEXTURE3D_DESC; /* A couple forward declarations are needed */ interface ID3D11Device; interface ID3D11ClassLinkage; [ object, local, uuid(1841e5c8-16b0-489b-bcc8-44cfb0d5deae) ] interface ID3D11DeviceChild : IUnknown { void GetDevice( [out] ID3D11Device **ppDevice); HRESULT GetPrivateData( [in] REFGUID guid, [in, out] UINT *pDataSize, [out] void *pData); HRESULT SetPrivateData( [in] REFGUID guid, [in] UINT DataSize, [in] const void *pData); HRESULT SetPrivateDataInterface( [in] REFGUID guid, [in] const IUnknown *pData); } [ object, local, uuid(4b35d0cd-1e15-4258-9c98-1b1333f6dd3b) ] interface ID3D11Asynchronous : ID3D11DeviceChild { UINT GetDataSize(); } [ object, local, uuid(d6c00747-87b7-425e-b84d-44d108560afd) ] interface ID3D11Query : ID3D11Asynchronous { void GetDesc( [out] D3D11_QUERY_DESC *pDesc); } [ object, local, uuid(dc8e63f3-d12b-4952-b47b-5e45026a862d) ] interface ID3D11Resource : ID3D11DeviceChild { void GetType( [out] D3D11_RESOURCE_DIMENSION *pResourceDimension); void SetEvictionPriority( [in] UINT EvictionPriority); UINT GetEvictionPriority(); } [ object, local, uuid(839d1216-bb2e-412b-b7f4-a9dbebe08ed1) ] interface ID3D11View : ID3D11DeviceChild { void GetResource( [out] ID3D11Resource **ppResource); } [ object, local, uuid(75b68faa-347d-4159-8f45-a0640f01cd9a) ] interface ID3D11BlendState : ID3D11DeviceChild { void GetDesc( [out] D3D11_BLEND_DESC *pDesc); } [ object, local, uuid(48570b85-d1ee-4fcd-a250-eb350722b037) ] interface ID3D11Buffer : ID3D11Resource { void GetDesc( [out] D3D11_BUFFER_DESC *pDesc); } [ object, local, uuid(a6cd7faa-b0b7-4a2f-9436-8662a65797cb) ] interface ID3D11ClassInstance : ID3D11DeviceChild { void GetClassLinkage( [out] ID3D11ClassLinkage **ppLinkage); void GetDesc( [out] D3D11_CLASS_INSTANCE_DESC *pDesc); void GetInstanceName( [out] LPSTR pInstanceName, [in, out] SIZE_T *pBufferLength); void GetTypeName( [out] LPSTR pTypeName, [in, out] SIZE_T *pBufferLength); } [ object, local, uuid(ddf57cba-9543-46e4-a12b-f207a0fe7fed) ] interface ID3D11ClassLinkage : ID3D11DeviceChild { HRESULT GetClassInstance( [in] LPCSTR pClassInstanceName, [in] UINT InstanceIndex, [out] ID3D11ClassInstance **ppInstance); HRESULT CreateClassInstance( [in] LPCSTR pClassTypeName, [in] UINT ConstantBufferOffset, [in] UINT ConstantVectorOffset, [in] UINT TextureOffset, [in] UINT SamplerOffset, [out] ID3D11ClassInstance **ppInstance); } [ object, local, uuid(a24bc4d1-769e-43f7-8013-98ff566c18e2) ] interface ID3D11CommandList : ID3D11DeviceChild { UINT GetContextFlags(); } [ object, local, uuid(4f5b196e-c2bd-495e-bd01-1fded38e4969) ] interface ID3D11ComputeShader : ID3D11DeviceChild { } [ object, local, uuid(6e8c49fb-a371-4770-b440-29086022b741) ] interface ID3D11Counter : ID3D11Asynchronous { void GetDesc( [out] D3D11_COUNTER_DESC *pDesc); } [ object, local, uuid(03823efb-8d8f-4e1c-9aa2-f64bb2cbfdf1) ] interface ID3D11DepthStencilState : ID3D11DeviceChild { void GetDesc( [out] D3D11_DEPTH_STENCIL_DESC *pDesc); } [ object, local, uuid(9fdac92a-1876-48c3-afad-25b94f84a9b6) ] interface ID3D11DepthStencilView : ID3D11View { void GetDesc( [out] D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc); } [ object, local, uuid(f582c508-0f36-490c-9977-31eece268cfa) ] interface ID3D11DomainShader : ID3D11DeviceChild { } [ object, local, uuid(38325b96-effb-4022-ba02-2e795b70275c) ] interface ID3D11GeometryShader : ID3D11DeviceChild { } [ object, local, uuid(8e5c6061-628a-4c8e-8264-bbe45cb3d5dd) ] interface ID3D11HullShader : ID3D11DeviceChild { } [ object, local, uuid(e4819ddc-4cf0-4025-bd26-5de82a3e07b7) ] interface ID3D11InputLayout : ID3D11DeviceChild { } [ object, local, uuid(ea82e40d-51dc-4f33-93d4-db7c9125ae8c) ] interface ID3D11PixelShader : ID3D11DeviceChild { } [ object, local, uuid(9eb576dd-9f77-4d86-81aa-8bab5fe490e2) ] interface ID3D11Predicate : ID3D11Query { } [ object, local, uuid(9bb4ab81-ab1a-4d8f-b506-fc04200b6ee7) ] interface ID3D11RasterizerState : ID3D11DeviceChild { void GetDesc( [out] D3D11_RASTERIZER_DESC *pDesc); } [ object, local, uuid(dfdba067-0b8d-4865-875b-d7b4516cc164) ] interface ID3D11RenderTargetView : ID3D11View { void GetDesc( [out] D3D11_RENDER_TARGET_VIEW_DESC *pDesc); } [ object, local, uuid(da6fea51-564c-4487-9810-f0d0f9b4e3a5) ] interface ID3D11SamplerState : ID3D11DeviceChild { void GetDesc( [out] D3D11_SAMPLER_DESC *pDesc); } [ object, local, uuid(b0e06fe0-8192-4e1a-b1ca-36d7414710b2) ] interface ID3D11ShaderResourceView : ID3D11View { void GetDesc( [out] D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc); } [ object, local, uuid(f8fb5c27-c6b3-4f75-a4c8-439af2ef564c), ] interface ID3D11Texture1D : ID3D11Resource { void GetDesc( [out] D3D11_TEXTURE1D_DESC *pDesc); } [ object, local, uuid(6f15aaf2-d208-4e89-9ab4-489535d34f9c) ] interface ID3D11Texture2D : ID3D11Resource { void GetDesc( [out] D3D11_TEXTURE2D_DESC *pDesc); } [ object, local, uuid(037e866e-f56d-4357-a8af-9dabbe6e250e) ] interface ID3D11Texture3D : ID3D11Resource { void GetDesc( [out] D3D11_TEXTURE3D_DESC *pDesc); } [ object, local, uuid(28acf509-7f5c-48f6-8611-f316010a6380) ] interface ID3D11UnorderedAccessView : ID3D11View { void GetDesc( [out] D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc); } [ object, local, uuid(3b301d64-d678-4289-8897-22f8928b72f3) ] interface ID3D11VertexShader : ID3D11DeviceChild { } [ object, local, uuid(c0bfa96c-e089-44fb-8eaf-26f8796190da) ] interface ID3D11DeviceContext : ID3D11DeviceChild { void VSSetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D11Buffer *const *ppConstantBuffers); void PSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in] ID3D11ShaderResourceView *const *ppShaderResourceViews); void PSSetShader( [in] ID3D11PixelShader *pPixelShader, [in] ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void PSSetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D11SamplerState *const *ppSamplers); void VSSetShader( [in] ID3D11VertexShader *pVertexShader, [in] ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void DrawIndexed( [in] UINT IndexCount, [in] UINT StartIndexLocation, [in] INT BaseVertexLocation); void Draw( [in] UINT VertexCount, [in] UINT StartVertexLocation); HRESULT Map( [in] ID3D11Resource *pResource, [in] UINT Subresource, [in] D3D11_MAP MapType, [in] UINT MapFlags, [out] D3D11_MAPPED_SUBRESOURCE *pMappedResource); void Unmap( [in] ID3D11Resource *pResource, [in] UINT Subresource); void PSSetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D11Buffer *const *ppConstantBuffers); void IASetInputLayout( [in] ID3D11InputLayout *pInputLayout); void IASetVertexBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D11Buffer *const *ppVertexBuffers, [in] const UINT *pStrides, [in] const UINT *pOffsets); void IASetIndexBuffer( [in] ID3D11Buffer *pIndexBuffer, [in] DXGI_FORMAT Format, [in] UINT Offset); void DrawIndexedInstanced( [in] UINT IndexCountPerInstance, [in] UINT InstanceCount, [in] UINT StartIndexLocation, [in] INT BaseVertexLocation, [in] UINT StartInstanceLocation); void DrawInstanced( [in] UINT VertexCountPerInstance, [in] UINT InstanceCount, [in] UINT StartVertexLocation, [in] UINT StartInstanceLocation); void GSSetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D11Buffer *const *ppConstantBuffers); void GSSetShader( [in] ID3D11GeometryShader *pShader, [in] ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void IASetPrimitiveTopology( [in] D3D11_PRIMITIVE_TOPOLOGY Topology); void VSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in] ID3D11ShaderResourceView *const *ppShaderResourceViews); void VSSetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D11SamplerState *const *ppSamplers); void Begin( [in] ID3D11Asynchronous *pAsync); void End( [in] ID3D11Asynchronous *pAsync); HRESULT GetData( [in] ID3D11Asynchronous *pAsync, [in] void *pData, [in] UINT DataSize, [in] UINT GetDataFlags); void SetPredication( [in] ID3D11Predicate *pPredicate, [in] BOOL PredicateValue); void GSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in] ID3D11ShaderResourceView *const *ppShaderResourceViews); void GSSetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D11SamplerState *const *ppSamplers); void OMSetRenderTargets( [in] UINT NumViews, [in] ID3D11RenderTargetView *const *ppRenderTargetViews, [in] ID3D11DepthStencilView *pDepthStencilView); void OMSetRenderTargetsAndUnorderedAccessViews( [in] UINT NumRTVs, [in] ID3D11RenderTargetView *const *ppRenderTargetViews, [in] ID3D11DepthStencilView *pDepthStencilView, [in] UINT UAVStartSlot, [in] UINT NumUAVs, [in] ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, [in] const UINT *pUAVInitialCounts); void OMSetBlendState( [in] ID3D11BlendState *pBlendState, [in] const FLOAT BlendFactor[4], [in] UINT SampleMask); void OMSetDepthStencilState( [in] ID3D11DepthStencilState *pDepthStencilState, [in] UINT StencilRef); void SOSetTargets( [in] UINT NumBuffers, [in] ID3D11Buffer *const *ppSOTargets, [in] const UINT *pOffsets); void DrawAuto(); void DrawIndexedInstancedIndirect( [in] ID3D11Buffer *pBufferForArgs, [in] UINT AlignedByteOffsetForArgs); void DrawInstancedIndirect( [in] ID3D11Buffer *pBufferForArgs, [in] UINT AlignedByteOffsetForArgs); void Dispatch( [in] UINT ThreadGroupCountX, [in] UINT ThreadGroupCountY, [in] UINT ThreadGroupCountZ); void DispatchIndirect( [in] ID3D11Buffer *pBufferForArgs, [in] UINT AlignedByteOffsetForArgs); void RSSetState( [in] ID3D11RasterizerState *pRasterizerState); void RSSetViewports( [in] UINT NumViewports, [in] const D3D11_VIEWPORT *pViewports); void RSSetScissorRects( [in] UINT NumRects, [in] const D3D11_RECT *pRects); void CopySubresourceRegion( [in] ID3D11Resource *pDstResource, [in] UINT DstSubresource, [in] UINT DstX, [in] UINT DstY, [in] UINT DstZ, [in] ID3D11Resource *pSrcResource, [in] UINT SrcSubresource, [in] const D3D11_BOX *pSrcBox); void CopyResource( [in] ID3D11Resource *pDstResource, [in] ID3D11Resource *pSrcResource); void UpdateSubresource( [in] ID3D11Resource *pDstResource, [in] UINT DstSubresource, [in] const D3D11_BOX *pDstBox, [in] const void *pSrcData, [in] UINT SrcRowPitch, [in] UINT SrcDepthPitch); void CopyStructureCount( [in] ID3D11Buffer *pDstBuffer, [in] UINT DstAlignedByteOffset, [in] ID3D11UnorderedAccessView *pSrcView); void ClearRenderTargetView( [in] ID3D11RenderTargetView *pRenderTargetView, [in] const FLOAT ColorRGBA[4]); void ClearUnorderedAccessViewUint( [in] ID3D11UnorderedAccessView *pUnorderedAccessView, [in] const UINT Values[4]); void ClearUnorderedAccessViewFloat( [in] ID3D11UnorderedAccessView *pUnorderedAccessView, [in] const FLOAT Values[4]); void ClearDepthStencilView( [in] ID3D11DepthStencilView *pDepthStencilView, [in] UINT ClearFlags, [in] FLOAT Depth, [in] UINT8 Stencil); void GenerateMips( [in] ID3D11ShaderResourceView *pShaderResourceView); void SetResourceMinLOD( [in] ID3D11Resource *pResource, FLOAT MinLOD); FLOAT GetResourceMinLOD( [in] ID3D11Resource *pResource); void ResolveSubresource( [in] ID3D11Resource *pDstResource, [in] UINT DstSubresource, [in] ID3D11Resource *pSrcResource, [in] UINT SrcSubresource, [in] DXGI_FORMAT Format); void ExecuteCommandList( [in] ID3D11CommandList *pCommandList, BOOL RestoreContextState); void HSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in] ID3D11ShaderResourceView *const *ppShaderResourceViews); void HSSetShader( [in] ID3D11HullShader *pHullShader, [in] ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void HSSetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D11SamplerState *const *ppSamplers); void HSSetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D11Buffer *const *ppConstantBuffers); void DSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in] ID3D11ShaderResourceView *const *ppShaderResourceViews); void DSSetShader( [in] ID3D11DomainShader *pDomainShader, [in] ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void DSSetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D11SamplerState *const *ppSamplers); void DSSetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D11Buffer *const *ppConstantBuffers); void CSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in] ID3D11ShaderResourceView *const *ppShaderResourceViews); void CSSetUnorderedAccessViews( [in] UINT StartSlot, [in] UINT NumUAVs, [in] ID3D11UnorderedAccessView *const *ppUnorderedAccessViews, [in] const UINT *pUAVInitialCounts); void CSSetShader( [in] ID3D11ComputeShader *pComputeShader, [in] ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances); void CSSetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D11SamplerState *const *ppSamplers); void CSSetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D11Buffer *const *ppConstantBuffers); void VSGetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers); void PSGetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews); void PSGetShader( [out] ID3D11PixelShader **ppPixelShader, [out] ID3D11ClassInstance **ppClassInstances, [in, out] UINT *pNumClassInstances); void PSGetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers); void VSGetShader( [out] ID3D11VertexShader **ppVertexShader, [out] ID3D11ClassInstance **ppClassInstances, [in, out] UINT *pNumClassInstances); void PSGetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers); void IAGetInputLayout( [out] ID3D11InputLayout **ppInputLayout); void IAGetVertexBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D11Buffer **ppVertexBuffers, [out] UINT *pStrides, [out] UINT *pOffsets); void IAGetIndexBuffer( [out] ID3D11Buffer **pIndexBuffer, [out] DXGI_FORMAT* Format, [out] UINT* Offset); void GSGetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers); void GSGetShader( [out] ID3D11GeometryShader **ppGeometryShader, [out] ID3D11ClassInstance **ppClassInstances, [in, out] UINT *pNumClassInstances); void IAGetPrimitiveTopology( [out] D3D11_PRIMITIVE_TOPOLOGY *pTopology); void VSGetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews); void VSGetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers); void GetPredication( [out] ID3D11Predicate **ppPredicate, [out] BOOL *pPredicateValue); void GSGetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews); void GSGetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers); void OMGetRenderTargets( [in] UINT NumViews, [out] ID3D11RenderTargetView **ppRenderTargetViews, [out] ID3D11DepthStencilView **ppDepthStencilView); void OMGetRenderTargetsAndUnorderedAccessViews( [in] UINT NumRTVs, [out] ID3D11RenderTargetView **ppRenderTargetViews, [out] ID3D11DepthStencilView **ppDepthStencilView, [in] UINT UAVStartSlot, [out] UINT NumUAVs, [out] ID3D11UnorderedAccessView **ppUnorderedAccessViews); void OMGetBlendState( [out] ID3D11BlendState **ppBlendState, [out] FLOAT BlendFactor[4], [out] UINT *pSampleMask); void OMGetDepthStencilState( [out] ID3D11DepthStencilState **ppDepthStencilState, [out] UINT *pStencilRef); void SOGetTargets( [in] UINT NumBuffers, [out] ID3D11Buffer **ppSOTargets); void RSGetState( [out] ID3D11RasterizerState **ppRasterizerState); void RSGetViewports( [in, out] UINT *pNumViewports, [out] D3D11_VIEWPORT *pViewports); void RSGetScissorRects( [in, out] UINT *pNumRects, [out] D3D11_RECT *pRects); void HSGetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews); void HSGetShader( [out] ID3D11HullShader **ppHullShader, [out] ID3D11ClassInstance **ppClassInstances, [in, out] UINT *pNumClassInstances); void HSGetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers); void HSGetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers); void DSGetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews); void DSGetShader( [out] ID3D11DomainShader **ppDomainShader, [out] ID3D11ClassInstance **ppClassInstances, [in, out] UINT *pNumClassInstances); void DSGetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers); void DSGetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers); void CSGetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [out] ID3D11ShaderResourceView **ppShaderResourceViews); void CSGetUnorderedAccessViews( [in] UINT StartSlot, [in] UINT NumUAVs, [out] ID3D11UnorderedAccessView **ppUnorderedAccessViews); void CSGetShader( [out] ID3D11ComputeShader **ppComputeShader, [out] ID3D11ClassInstance **ppClassInstances, [in, out] UINT *pNumClassInstances); void CSGetSamplers( [in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D11SamplerState **ppSamplers); void CSGetConstantBuffers( [in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D11Buffer **ppConstantBuffers); void ClearState(); void Flush(); D3D11_DEVICE_CONTEXT_TYPE GetType(); UINT GetContextFlags(); HRESULT FinishCommandList( BOOL RestoreDeferredContextState, [out] ID3D11CommandList **ppCommandList); } [ object, local, uuid(db6f6ddb-ac77-4e88-8253-819df9bbf140) ] interface ID3D11Device : IUnknown { HRESULT CreateBuffer( [in] const D3D11_BUFFER_DESC *pDesc, [in] const D3D11_SUBRESOURCE_DATA *pInitialData, [out] ID3D11Buffer **ppBuffer); HRESULT CreateTexture1D( [in] const D3D11_TEXTURE1D_DESC *pDesc, [in] const D3D11_SUBRESOURCE_DATA *pInitialData, [out] ID3D11Texture1D **ppTexture1D); HRESULT CreateTexture2D( [in] const D3D11_TEXTURE2D_DESC *pDesc, [in] const D3D11_SUBRESOURCE_DATA *pInitialData, [out] ID3D11Texture2D **ppTexture2D); HRESULT CreateTexture3D( [in] const D3D11_TEXTURE3D_DESC *pDesc, [in] const D3D11_SUBRESOURCE_DATA *pInitialData, [out] ID3D11Texture3D **ppTexture3D); HRESULT CreateShaderResourceView( [in] ID3D11Resource *pResource, [in] const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc, [out] ID3D11ShaderResourceView **ppSRView); HRESULT CreateUnorderedAccessView( [in] ID3D11Resource *pResource, [in] const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc, [out] ID3D11UnorderedAccessView **ppUAView); HRESULT CreateRenderTargetView( [in] ID3D11Resource *pResource, [in] const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, [out] ID3D11RenderTargetView **ppRTView); HRESULT CreateDepthStencilView( [in] ID3D11Resource *pResource, [in] const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, [out] ID3D11DepthStencilView **ppDepthStencilView); HRESULT CreateInputLayout( [in] const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, [in] UINT NumElements, [in] const void *pShaderBytecodeWithInputSignature, [in] SIZE_T BytecodeLength, [out] ID3D11InputLayout **ppInputLayout); HRESULT CreateVertexShader( [in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11VertexShader **ppVertexShader); HRESULT CreateGeometryShader( [in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11GeometryShader **ppGeometryShader); HRESULT CreateGeometryShaderWithStreamOutput( [in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in] const D3D11_SO_DECLARATION_ENTRY *pSODeclaration, [in] UINT NumEntries, [in] const UINT *pBufferStrides, [in] UINT NumStrides, [in] UINT RasterizedStream, [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11GeometryShader **ppGeometryShader); HRESULT CreatePixelShader( [in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11PixelShader **ppPixelShader); HRESULT CreateHullShader( [in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11HullShader **ppHullShader); HRESULT CreateDomainShader( [in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11DomainShader **ppDomainShader); HRESULT CreateComputeShader( [in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in] ID3D11ClassLinkage *pClassLinkage, [out] ID3D11ComputeShader **ppComputeShader); HRESULT CreateClassLinkage( [out] ID3D11ClassLinkage **ppLinkage); HRESULT CreateBlendState( [in] const D3D11_BLEND_DESC *pBlendStateDesc, [out] ID3D11BlendState **ppBlendState); HRESULT CreateDepthStencilState( [in] const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc, [out] ID3D11DepthStencilState **ppDepthStencilState); HRESULT CreateRasterizerState( [in] const D3D11_RASTERIZER_DESC *pRasterizerDesc, [out] ID3D11RasterizerState **ppRasterizerState); HRESULT CreateSamplerState( [in] const D3D11_SAMPLER_DESC *pSamplerDesc, [out] ID3D11SamplerState **ppSamplerState); HRESULT CreateQuery( [in] const D3D11_QUERY_DESC *pQueryDesc, [out] ID3D11Query **ppQuery); HRESULT CreatePredicate( [in] const D3D11_QUERY_DESC *pPredicateDesc, [out] ID3D11Predicate **ppPredicate); HRESULT CreateCounter( [in] const D3D11_COUNTER_DESC *pCounterDesc, [out] ID3D11Counter **ppCounter); HRESULT CreateDeferredContext( UINT ContextFlags, [out] ID3D11DeviceContext **ppDeferredContext); HRESULT OpenSharedResource( [in] HANDLE hResource, [in] REFIID ReturnedInterface, [out] void **ppResource); HRESULT CheckFormatSupport( [in] DXGI_FORMAT Format, [out] UINT *pFormatSupport); HRESULT CheckMultisampleQualityLevels( [in] DXGI_FORMAT Format, [in] UINT SampleCount, [out] UINT *pNumQualityLevels); void CheckCounterInfo( [out] D3D11_COUNTER_INFO *pCounterInfo); HRESULT CheckCounter( [in] const D3D11_COUNTER_DESC *pDesc, [out] D3D11_COUNTER_TYPE *pType, [out] UINT *pActiveCounters, [out] LPSTR szName, [in, out] UINT *pNameLength, [out] LPSTR szUnits, [in, out] UINT *pUnitsLength, [out] LPSTR szDescription, [in, out] UINT *pDescriptionLength); HRESULT CheckFeatureSupport( D3D11_FEATURE Feature, [out] void *pFeatureSupportData, UINT FeatureSupportDataSize); HRESULT GetPrivateData( [in] REFGUID guid, [in, out] UINT *pDataSize, [out] void *pData); HRESULT SetPrivateData( [in] REFGUID guid, [in] UINT DataSize, [in] const void *pData); HRESULT SetPrivateDataInterface( [in] REFGUID guid, [in] const IUnknown *pData); D3D_FEATURE_LEVEL GetFeatureLevel(); UINT GetCreationFlags(); HRESULT GetDeviceRemovedReason(); void GetImmediateContext( [out] ID3D11DeviceContext **ppImmediateContext); HRESULT SetExceptionMode(UINT RaiseFlags); UINT GetExceptionMode(); } cpp_quote("#include ") cpp_quote("#ifndef D3D11_IGNORE_SDK_LAYERS") cpp_quote("/* FIXME: # include */") cpp_quote("#endif") cpp_quote("#include ") cpp_quote("#include ") cpp_quote("#include ") cpp_quote("#include ")