1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
// The MIT License (MIT)
//
// Copyright (c) 2015 Johan Johansson
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

//! Interfaces provided by D3D11
//!
//! # References
//! [D3D11 Interfaces, MSDN]
//! (https://msdn.microsoft.com/en-us/library/windows/desktop/ff476154(v=vs.85).aspx)

#![allow(non_snake_case)]

use winapi::minwindef::*;
use winapi::basetsd::*;
use winapi::{ REFGUID, HRESULT, GUID, REFIID, HANDLE, LPSTR, LPCWSTR, c_void };
use dxgi::{ DXGI_FORMAT, QueryIID, IUnknown, IUnknownVtbl, COMInterface };

use constants::*;
use core::enumerations::*;
use core::structures::*;
use common_version::enumerations::D3D_FEATURE_LEVEL;
use resource::enumerations::D3D11_MAP;
use resource::structures::{ D3D11_BUFFER_DESC, D3D11_SHADER_RESOURCE_VIEW_DESC,
	D3D11_SUBRESOURCE_DATA, D3D11_UNORDERED_ACCESS_VIEW_DESC,
	D3D11_RENDER_TARGET_VIEW_DESC, D3D11_DEPTH_STENCIL_VIEW_DESC,
	D3D11_TEXTURE1D_DESC, D3D11_TEXTURE2D_DESC,
	D3D11_PACKED_MIP_DESC, D3D11_TILE_SHAPE,
	D3D11_TILED_RESOURCE_COORDINATE, D3D11_TILE_REGION_SIZE,
	D3D11_MAPPED_SUBRESOURCE, D3D11_TEXTURE3D_DESC,
	D3D11_SUBRESOURCE_TILING };
use resource::interfaces::{ ID3D11View, ID3D11Buffer,
	ID3D11UnorderedAccessView, ID3D11ShaderResourceView,
	ID3D11DepthStencilView, ID3D11RenderTargetView,
	ID3D11Texture1D, ID3D11Texture2D,
	ID3D11Texture3D, ID3D11Resource };
use shader::interfaces::{ ID3D11ClassInstance, ID3D11PixelShader,
	ID3D11VertexShader, ID3D11GeometryShader,
	ID3D11HullShader, ID3D11DomainShader,
	ID3D11ComputeShader, ID3D11ClassLinkage };

com_interface!{ ID3D11DeviceChild(ID3D11DeviceChildVtbl): IUnknown(IUnknownVtbl) {
	fn GetDevice(&mut self, device: *mut *mut ID3D11Device) -> (),
	fn GetPrivateData(&mut self, guid: REFGUID, data_size: *mut UINT, data: *mut c_void) -> HRESULT,
	fn SetPrivateData(&mut self, guid: REFGUID, data_size: UINT, data: *const c_void) -> HRESULT,
	fn SetPrivateDataInterface(&mut self, guid: REFGUID, data: *const IUnknown) -> HRESULT
}}
com_interface!{ ID3D11Asynchronous(ID3D11AsynchronousVtbl): ID3D11DeviceChild(ID3D11DeviceChildVtbl) {
	fn GetDataSize(&mut self) -> UINT
}}
com_interface!{ ID3D11Counter(ID3D11CounterVtbl): ID3D11Asynchronous(ID3D11AsynchronousVtbl) {
	fn GetDesc(&mut self, desc: *mut D3D11_COUNTER_DESC) -> ()
}}
com_interface!{ ID3D11Query(ID3D11QueryVtbl): ID3D11Asynchronous(ID3D11AsynchronousVtbl) {
	fn GetDesc(&mut self, desc: *mut D3D11_QUERY_DESC) -> ()
}}
com_interface!{ ID3D11Predicate(ID3D11PredicateVtbl): ID3D11Query(ID3D11QueryVtbl) { } }
com_interface!{ ID3D11BlendState(ID3D11BlendStateVtbl): ID3D11DeviceChild(ID3D11DeviceChildVtbl) {
	fn GetDesc(&mut self, desc: *mut D3D11_BLEND_DESC) -> ()
}}
com_interface!{ ID3D11BlendState1(ID3D11BlendState1Vtbl): ID3D11BlendState(ID3D11BlendStateVtbl) {
	fn GetDesc1(&mut self, desc: *mut D3D11_BLEND_DESC1) -> ()
}}
com_interface!{ ID3D11CommandList(ID3D11CommandListVtbl): ID3D11DeviceChild(ID3D11DeviceChildVtbl) {
	fn GetContextFlags(&mut self) -> UINT
}}
com_interface!{ ID3D11DepthStencilState(ID3D11DepthStencilStateVtbl): ID3D11DeviceChild(ID3D11DeviceChildVtbl) {
	fn GetDesc(&mut self, desc: *mut D3D11_DEPTH_STENCIL_DESC) -> ()
}}
com_interface!{ ID3D11DeviceContext(ID3D11DeviceContextVtbl): ID3D11DeviceChild(ID3D11DeviceChildVtbl) {
	fn VSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) -> (),
	fn PSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) -> (),
	fn PSSetShader(&mut self, pPixelShader: *mut ID3D11PixelShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) -> (),
	fn PSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) -> (),
	fn VSSetShader(&mut self, pVertexShader: *mut ID3D11VertexShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) -> (),
	fn DrawIndexed(&mut self, IndexCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT) -> (),
	fn Draw(&mut self, VertexCount: UINT, StartVertexLocation: UINT) -> (),
	fn Map(&mut self, pResource: *mut ID3D11Resource, Subresource: UINT, MapType: D3D11_MAP, MapFlags: UINT, pMappedResource: *mut D3D11_MAPPED_SUBRESOURCE) -> HRESULT,
	fn Unmap(&mut self, pResource: *mut ID3D11Resource, Subresource: UINT) -> (),
	fn PSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) -> (),
	fn IASetInputLayout(&mut self, pInputLayout: *mut ID3D11InputLayout) -> (),
	fn IASetVertexBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *const *mut ID3D11Buffer, pStrides: *const UINT, pOffsets: *const UINT) -> (),
	fn IASetIndexBuffer(&mut self, pIndexBuffer: *mut ID3D11Buffer, Format: DXGI_FORMAT, Offset: UINT) -> (),
	fn DrawIndexedInstanced(&mut self, IndexCountPerInstance: UINT, InstanceCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, StartInstanceLocation: UINT) -> (),
	fn DrawInstanced(&mut self, VertexCountPerInstance: UINT, InstanceCount: UINT, StartVertexLocation: UINT, StartInstanceLocation: UINT) -> (),
	fn GSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) -> (),
	fn GSSetShader(&mut self, pShader: *mut ID3D11GeometryShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) -> (),
	fn IASetPrimitiveTopology(&mut self, Topology: D3D11_PRIMITIVE_TOPOLOGY) -> (),
	fn VSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) -> (),
	fn VSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) -> (),
	fn Begin(&mut self, pAsync: *mut ID3D11Asynchronous) -> (),
	fn End(&mut self, pAsync: *mut ID3D11Asynchronous) -> (),
	fn GetData(&mut self, pAsync: *mut ID3D11Asynchronous, pData: *mut c_void, DataSize: UINT, GetDataFlags: UINT) -> HRESULT,
	fn SetPredication(&mut self, pPredicate: *mut ID3D11Predicate, PredicateValue: BOOL) -> (),
	fn GSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) -> (),
	fn GSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) -> (),
	fn OMSetRenderTargets(&mut self, NumViews: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView) -> (),
	fn OMSetRenderTargetsAndUnorderedAccessViews(&mut self, NumRTVs: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT) -> (),
	fn OMSetBlendState(&mut self, pBlendState: *mut ID3D11BlendState, BlendFactor: [FLOAT; 4], SampleMask: UINT) -> (),
	fn OMSetDepthStencilState(&mut self, pDepthStencilState: *mut ID3D11DepthStencilState, StencilRef: UINT) -> (),
	fn SOSetTargets(&mut self, NumBuffers: UINT, ppSOTargets: *const *mut ID3D11Buffer, pOffsets: *const UINT) -> (),
	fn DrawAuto(&mut self) -> (),
	fn DrawIndexedInstancedIndirect(&mut self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT) -> (),
	fn DrawInstancedIndirect(&mut self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT) -> (),
	fn Dispatch(&mut self, ThreadGroupCountX: UINT, ThreadGroupCountY: UINT, ThreadGroupCountZ: UINT) -> (),
	fn DispatchIndirect(&mut self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT) -> (),
	fn RSSetState(&mut self, pRasterizerState: *mut ID3D11RasterizerState) -> (),
	fn RSSetViewports(&mut self, NumViewports: UINT, pViewports: *const D3D11_VIEWPORT) -> (),
	fn RSSetScissorRects(&mut self, NumRects: UINT, pRects: *const D3D11_RECT) -> (),
	fn CopySubresourceRegion(&mut self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, DstX: UINT, DstY: UINT, DstZ: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, pSrcBox: *const D3D11_BOX) -> (),
	fn CopyResource(&mut self, pDstResource: *mut ID3D11Resource, pSrcResource: *mut ID3D11Resource) -> (),
	fn UpdateSubresource(&mut self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT) -> (),
	fn CopyStructureCount(&mut self, pDstBuffer: *mut ID3D11Buffer, DstAlignedByteOffset: UINT, pSrcView: *mut ID3D11UnorderedAccessView) -> (),
	fn ClearRenderTargetView(&mut self, pRenderTargetView: *mut ID3D11RenderTargetView, ColorRGBA: [FLOAT; 4]) -> (),
	fn ClearUnorderedAccessViewUint(&mut self, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: [UINT; 4]) -> (),
	fn ClearUnorderedAccessViewFloat(&mut self, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: [FLOAT; 4]) -> (),
	fn ClearDepthStencilView(&mut self, pDepthStencilView: *mut ID3D11DepthStencilView, ClearFlags: UINT, Depth: FLOAT, Stencil: UINT8) -> (),
	fn GenerateMips(&mut self, pShaderResourceView: *mut ID3D11ShaderResourceView) -> (),
	fn SetResourceMinLOD(&mut self, pResource: *mut ID3D11Resource, MinLOD: FLOAT) -> (),
	fn GetResourceMinLOD(&mut self, pResource: *mut ID3D11Resource) -> FLOAT,
	fn ResolveSubresource(&mut self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, Format: DXGI_FORMAT) -> (),
	fn ExecuteCommandList(&mut self, pCommandList: *mut ID3D11CommandList, RestoreContextState: BOOL) -> (),
	fn HSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) -> (),
	fn HSSetShader(&mut self, pHullShader: *mut ID3D11HullShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) -> (),
	fn HSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) -> (),
	fn HSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) -> (),
	fn DSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) -> (),
	fn DSSetShader(&mut self, pDomainShader: *mut ID3D11DomainShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) -> (),
	fn DSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) -> (),
	fn DSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) -> (),
	fn CSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) -> (),
	fn CSSetUnorderedAccessViews(&mut self, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT) -> (),
	fn CSSetShader(&mut self, pComputeShader: *mut ID3D11ComputeShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) -> (),
	fn CSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) -> (),
	fn CSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) -> (),
	fn VSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) -> (),
	fn PSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) -> (),
	fn PSGetShader(&mut self, ppPixelShader: *mut *mut ID3D11PixelShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) -> (),
	fn PSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) -> (),
	fn VSGetShader(&mut self, ppVertexShader: *mut *mut ID3D11VertexShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) -> (),
	fn PSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) -> (),
	fn IAGetInputLayout(&mut self, ppInputLayout: *mut *mut ID3D11InputLayout) -> (),
	fn IAGetVertexBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *mut *mut ID3D11Buffer, pStrides: *mut UINT, pOffsets: *mut UINT) -> (),
	fn IAGetIndexBuffer(&mut self, pIndexBuffer: *mut *mut ID3D11Buffer, Format: *mut DXGI_FORMAT, Offset: *mut UINT) -> (),
	fn GSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) -> (),
	fn GSGetShader(&mut self, ppGeometryShader: *mut *mut ID3D11GeometryShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) -> (),
	fn IAGetPrimitiveTopology(&mut self, pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY) -> (),
	fn VSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) -> (),
	fn VSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) -> (),
	fn GetPredication(&mut self, ppPredicate: *mut *mut ID3D11Predicate, pPredicateValue: *mut BOOL) -> (),
	fn GSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) -> (),
	fn GSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) -> (),
	fn OMGetRenderTargets(&mut self, NumViews: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView) -> (),
	fn OMGetRenderTargetsAndUnorderedAccessViews(&mut self, NumRTVs: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView) -> (),
	fn OMGetBlendState(&mut self, ppBlendState: *mut *mut ID3D11BlendState, BlendFactor: [FLOAT; 4], pSampleMask: *mut UINT) -> (),
	fn OMGetDepthStencilState(&mut self, ppDepthStencilState: *mut *mut ID3D11DepthStencilState, pStencilRef: *mut UINT) -> (),
	fn SOGetTargets(&mut self, NumBuffers: UINT, ppSOTargets: *mut *mut ID3D11Buffer) -> (),
	fn RSGetState(&mut self, ppRasterizerState: *mut *mut ID3D11RasterizerState) -> (),
	fn RSGetViewports(&mut self, pNumViewports: *mut UINT, pViewports: *mut D3D11_VIEWPORT) -> (),
	fn RSGetScissorRects(&mut self, pNumRects: *mut UINT, pRects: *mut D3D11_RECT) -> (),
	fn HSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) -> (),
	fn HSGetShader(&mut self, ppHullShader: *mut *mut ID3D11HullShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) -> (),
	fn HSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) -> (),
	fn HSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) -> (),
	fn DSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) -> (),
	fn DSGetShader(&mut self, ppDomainShader: *mut *mut ID3D11DomainShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) -> (),
	fn DSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) -> (),
	fn DSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) -> (),
	fn CSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) -> (),
	fn CSGetUnorderedAccessViews(&mut self, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView) -> (),
	fn CSGetShader(&mut self, ppComputeShader: *mut *mut ID3D11ComputeShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) -> (),
	fn CSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) -> (),
	fn CSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) -> (),
	fn ClearState(&mut self) -> (),
	fn Flush(&mut self) -> (),
	fn GetType(&mut self) -> D3D11_DEVICE_CONTEXT_TYPE,
	fn GetContextFlags(&mut self) -> UINT,
	fn FinishCommandList(&mut self, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList) -> HRESULT
}}
com_interface!{ ID3D11DeviceContext1(ID3D11DeviceContext1Vtbl): ID3D11DeviceContext(ID3D11DeviceContextVtbl) {
	fn CopySubresourceRegion1(&mut self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, DstX: UINT, DstY: UINT, DstZ: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, pSrcBox: *const D3D11_BOX, CopyFlags: UINT) -> (),
	fn UpdateSubresource1(&mut self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT, CopyFlags: UINT) -> (),
	fn DiscardResource(&mut self, pResource: *mut ID3D11Resource) -> (),
	fn DiscardView(&mut self, pResourceView: *mut ID3D11View) -> (),
	fn VSSetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, pFirstConstant: *const UINT, pNumConstants: *const UINT) -> (),
	fn HSSetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, pFirstConstant: *const UINT, pNumConstants: *const UINT) -> (),
	fn DSSetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, pFirstConstant: *const UINT, pNumConstants: *const UINT) -> (),
	fn GSSetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, pFirstConstant: *const UINT, pNumConstants: *const UINT) -> (),
	fn PSSetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, pFirstConstant: *const UINT, pNumConstants: *const UINT) -> (),
	fn CSSetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, pFirstConstant: *const UINT, pNumConstants: *const UINT) -> (),
	fn VSGetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, pFirstConstant: *mut UINT, pNumConstants: *mut UINT) -> (),
	fn HSGetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, pFirstConstant: *mut UINT, pNumConstants: *mut UINT) -> (),
	fn DSGetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, pFirstConstant: *mut UINT, pNumConstants: *mut UINT) -> (),
	fn GSGetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, pFirstConstant: *mut UINT, pNumConstants: *mut UINT) -> (),
	fn PSGetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, pFirstConstant: *mut UINT, pNumConstants: *mut UINT) -> (),
	fn CSGetConstantBuffers1(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, pFirstConstant: *mut UINT, pNumConstants: *mut UINT) -> (),
	fn SwapDeviceContextState(&mut self, pState: *mut ID3DDeviceContextState, ppPreviousState: *mut *mut ID3DDeviceContextState) -> (),
	fn ClearView(&mut self, pView: *mut ID3D11View, Color: [FLOAT; 4], pRect: *const D3D11_RECT, NumRects: UINT) -> (),
	fn DiscardView1(&mut self, pResourceView: *mut ID3D11View, pRects: *const D3D11_RECT, NumRects: UINT) -> ()
}}
com_interface!{ ID3D11DeviceContext2(ID3D11DeviceContext2Vtbl): ID3D11DeviceContext1(ID3D11DeviceContext1Vtbl) {
	fn UpdateTileMappings(&mut self, pTiledResource: *mut ID3D11Resource, NumTiledResourceRegions: UINT, pTiledResourceRegionStartCoordinates: *const D3D11_TILED_RESOURCE_COORDINATE, pTiledResourceRegionSizes: *const D3D11_TILE_REGION_SIZE, pTilePool: *mut ID3D11Buffer, NumRanges: UINT, pRangeFlags: *const UINT, pTilePoolStartOffsets: *const UINT, pRangeTileCounts: *const UINT, Flags: UINT) -> HRESULT,
	fn CopyTileMappings(&mut self, pDestTiledResource: *mut ID3D11Resource, pDestRegionStartCoordinate: *const D3D11_TILED_RESOURCE_COORDINATE, pSourceTiledResource: *mut ID3D11Resource, pSourceRegionStartCoordinate: *const D3D11_TILED_RESOURCE_COORDINATE, pTileRegionSize: *const D3D11_TILE_REGION_SIZE, Flags: UINT) -> HRESULT,
	fn CopyTiles(&mut self, pTiledResource: *mut ID3D11Resource, pTileRegionStartCoordinate: *const D3D11_TILED_RESOURCE_COORDINATE, pTileRegionSize: *const D3D11_TILE_REGION_SIZE, pBuffer: *mut ID3D11Buffer, BufferStartOffsetInBytes: UINT64, Flags: UINT) -> (),
	fn UpdateTiles(&mut self, pDestTiledResource: *mut ID3D11Resource, pDestTileRegionStartCoordinate: *const D3D11_TILED_RESOURCE_COORDINATE, pDestTileRegionSize: *const D3D11_TILE_REGION_SIZE, pSourceTileData: *const c_void, Flags: UINT) -> (),
	fn ResizeTilePool(&mut self, pTilePool: *mut ID3D11Buffer, NewSizeInBytes: UINT64) -> HRESULT,
	fn TiledResourceBarrier(&mut self, pTiledResourceOrViewAccessBeforeBarrier: *mut ID3D11DeviceChild, pTiledResourceOrViewAccessAfterBarrier: *mut ID3D11DeviceChild) -> (),
	fn IsAnnotationEnabled(&mut self) -> BOOL,
	fn SetMarkerInt(&mut self, pLabel: LPCWSTR, Data: INT) -> (),
	fn BeginEventInt(&mut self, pLabel: LPCWSTR, Data: INT) -> (),
	fn EndEvent(&mut self) -> ()
}}
com_interface!{ ID3D11Device(ID3D11DeviceVtbl): IUnknown(IUnknownVtbl) {
	fn CreateBuffer(&mut self, desc: *const D3D11_BUFFER_DESC, initial_data: *const D3D11_SUBRESOURCE_DATA, buffer: *mut *mut ID3D11Buffer) -> HRESULT,
	fn CreateTexture1D(&mut self, desc: *const D3D11_TEXTURE1D_DESC, initial_data: *const D3D11_SUBRESOURCE_DATA, texture1_d: *mut *mut ID3D11Texture1D) -> HRESULT,
	fn CreateTexture2D(&mut self, desc: *const D3D11_TEXTURE2D_DESC, initial_data: *const D3D11_SUBRESOURCE_DATA, texture2_d: *mut *mut ID3D11Texture2D) -> HRESULT,
	fn CreateTexture3D(&mut self, desc: *const D3D11_TEXTURE3D_DESC, initial_data: *const D3D11_SUBRESOURCE_DATA, texture3_d: *mut *mut ID3D11Texture3D) -> HRESULT,
	fn CreateShaderResourceView(&mut self, resource: *mut ID3D11Resource, desc: *const D3D11_SHADER_RESOURCE_VIEW_DESC, s_r_view: *mut *mut ID3D11ShaderResourceView) -> HRESULT,
	fn CreateUnorderedAccessView(&mut self, resource: *mut ID3D11Resource, desc: *const D3D11_UNORDERED_ACCESS_VIEW_DESC, u_a_view: *mut *mut ID3D11UnorderedAccessView) -> HRESULT,
	fn CreateRenderTargetView(&mut self, resource: *mut ID3D11Resource, desc: *const D3D11_RENDER_TARGET_VIEW_DESC, r_t_view: *mut *mut ID3D11RenderTargetView) -> HRESULT,
	fn CreateDepthStencilView(&mut self, resource: *mut ID3D11Resource, desc: *const D3D11_DEPTH_STENCIL_VIEW_DESC, depth_stencil_view: *mut *mut ID3D11DepthStencilView) -> HRESULT,
	fn CreateInputLayout(&mut self, input_element_descs: *const D3D11_INPUT_ELEMENT_DESC, num_elements: UINT, shader_bytecode_with_input_signature: *const c_void, bytecode_length: SIZE_T, input_layout: *mut *mut ID3D11InputLayout) -> HRESULT,
	fn CreateVertexShader(&mut self, shader_bytecode: *const c_void, bytecode_length: SIZE_T, class_linkage: *mut ID3D11ClassLinkage, vertex_shader: *mut *mut ID3D11VertexShader) -> HRESULT,
	fn CreateGeometryShader(&mut self, shader_bytecode: *const c_void, bytecode_length: SIZE_T, class_linkage: *mut ID3D11ClassLinkage, geometry_shader: *mut *mut ID3D11GeometryShader) -> HRESULT,
	fn CreateGeometryShaderWithStreamOutput(&mut self, shader_bytecode: *const c_void, bytecode_length: SIZE_T, s_o_declaration: *const D3D11_SO_DECLARATION_ENTRY, num_entries: UINT, buffer_strides: *const UINT, num_strides: UINT, rasterized_stream: UINT, class_linkage: *mut ID3D11ClassLinkage, geometry_shader: *mut *mut ID3D11GeometryShader) -> HRESULT,
	fn CreatePixelShader(&mut self, shader_bytecode: *const c_void, bytecode_length: SIZE_T, class_linkage: *mut ID3D11ClassLinkage, pixel_shader: *mut *mut ID3D11PixelShader) -> HRESULT,
	fn CreateHullShader(&mut self, shader_bytecode: *const c_void, bytecode_length: SIZE_T, class_linkage: *mut ID3D11ClassLinkage, hull_shader: *mut *mut ID3D11HullShader) -> HRESULT,
	fn CreateDomainShader(&mut self, shader_bytecode: *const c_void, bytecode_length: SIZE_T, class_linkage: *mut ID3D11ClassLinkage, domain_shader: *mut *mut ID3D11DomainShader) -> HRESULT,
	fn CreateComputeShader(&mut self, shader_bytecode: *const c_void, bytecode_length: SIZE_T, class_linkage: *mut ID3D11ClassLinkage, compute_shader: *mut *mut ID3D11ComputeShader) -> HRESULT,
	fn CreateClassLinkage(&mut self, linkage: *mut *mut ID3D11ClassLinkage) -> HRESULT,
	fn CreateBlendState(&mut self, blend_state_desc: *const D3D11_BLEND_DESC, blend_state: *mut *mut ID3D11BlendState) -> HRESULT,
	fn CreateDepthStencilState(&mut self, depth_stencil_desc: *const D3D11_DEPTH_STENCIL_DESC, depth_stencil_state: *mut *mut ID3D11DepthStencilState) -> HRESULT,
	fn CreateRasterizerState(&mut self, rasterizer_desc: *const D3D11_RASTERIZER_DESC, rasterizer_state: *mut *mut ID3D11RasterizerState) -> HRESULT,
	fn CreateSamplerState(&mut self, sampler_desc: *const D3D11_SAMPLER_DESC, sampler_state: *mut *mut ID3D11SamplerState) -> HRESULT,
	fn CreateQuery(&mut self, query_desc: *const D3D11_QUERY_DESC, query: *mut *mut ID3D11Query) -> HRESULT,
	fn CreatePredicate(&mut self, predicate_desc: *const D3D11_QUERY_DESC, predicate: *mut *mut ID3D11Predicate) -> HRESULT,
	fn CreateCounter(&mut self, counter_desc: *const D3D11_COUNTER_DESC, counter: *mut *mut ID3D11Counter) -> HRESULT,
	fn CreateDeferredContext(&mut self, context_flags: UINT, deferred_context: *mut *mut ID3D11DeviceContext) -> HRESULT,
	fn OpenSharedResource(&mut self, h_resource: HANDLE, returned_interface: REFIID, resource: *mut *mut c_void) -> HRESULT,
	fn CheckFormatSupport(&mut self, format: DXGI_FORMAT, format_support: *mut UINT) -> HRESULT,
	fn CheckMultisampleQualityLevels(&mut self, format: DXGI_FORMAT, samle_count: UINT, num_quality_levels: *mut UINT) -> HRESULT,
	fn CheckCounterInfo(&mut self, counter_info: *mut D3D11_COUNTER_INFO) -> (),
	fn CheckCounter(&mut self, desc: *const D3D11_COUNTER_DESC, type_: *mut D3D11_COUNTER_TYPE, active_counters: *mut UINT, sz_name: LPSTR, name_length: *mut UINT, sz_units: LPSTR, units_length: *mut UINT, sz_descrition: LPSTR, description_length: *mut UINT) -> HRESULT,
	fn CheckFeatureSupport(&mut self, feature: D3D11_FEATURE, feature_support_data: *mut c_void, feature_suort_data_size: UINT) -> HRESULT,
	fn GetPrivateData(&mut self, guid: REFGUID, data_size: *mut UINT, data: *mut c_void) -> HRESULT,
	fn SetPrivateData(&mut self, guid: REFGUID, data_size: UINT, data: *const c_void) -> HRESULT,
	fn SetPrivateDataInterface(&mut self, guid: REFGUID, data: *const IUnknown) -> HRESULT,
	fn GetFeatureLevel(&mut self) -> D3D_FEATURE_LEVEL,
	fn GetCreationFlags(&mut self) -> UINT,
	fn GetDeviceRemovedReason(&mut self) -> HRESULT,
	fn GetImmediateContext(&mut self, immediate_context: *mut *mut ID3D11DeviceContext) -> (),
	fn SetExceptionMode(&mut self, raise_flags: UINT) -> HRESULT,
	fn GetExceptionMode(&mut self) -> UINT
}}
com_interface!{ ID3D11Device1(ID3D11Device1Vtbl): ID3D11Device(ID3D11DeviceVtbl) {
	fn GetImmediateContext1(&mut self, ppImmediateContext: *mut *mut ID3D11DeviceContext1) -> (),
	fn CreateDeferredContext1(&mut self, ContextFlags: UINT, ppDeferredContext: *mut *mut ID3D11DeviceContext1) -> HRESULT,
	fn CreateBlendState1(&mut self, pBlendStateDesc: *const D3D11_BLEND_DESC1, ppBlendState: *mut *mut ID3D11BlendState1) -> HRESULT,
	fn CreateRasterizerState1(&mut self, pRasterizerDesc: *const D3D11_RASTERIZER_DESC1, ppRasterizerState: *mut *mut ID3D11RasterizerState1) -> HRESULT,
	fn CreateDeviceContextState(&mut self, Flags: UINT, pFeatureLevels: *const D3D_FEATURE_LEVEL, FeatureLevels: UINT, SDKVersion: UINT, EmulatedInterface: REFIID, pChosenFeatureLevel: *mut D3D_FEATURE_LEVEL, ppContextState: *mut *mut ID3DDeviceContextState) -> HRESULT,
	fn OpenSharedResource1(&mut self, hResource: HANDLE, returnedInterface: REFIID, ppResource: *mut *mut c_void) -> HRESULT,
	fn OpenSharedResourceByName(&mut self, lpName: LPCWSTR, dwDesiredAccess: DWORD, returnedInterface: REFIID, ppResource: *mut *mut c_void) -> HRESULT
}}
com_interface!{ ID3D11Device2(ID3D11Device2Vtbl): ID3D11Device1(ID3D11Device1Vtbl) {
	fn GetImmediateContext2(&mut self, ppImmediateContext: *mut *mut ID3D11DeviceContext2) -> (),
	fn CreateDeferredContext2(&mut self, ContextFlags: UINT, ppDeferredContext: *mut *mut ID3D11DeviceContext2) -> HRESULT,
	fn GetResourceTiling(&mut self, pTiledResource: *mut ID3D11Resource, pNumTilesForEntireResource: *mut UINT, pPackedMipDesc: *mut D3D11_PACKED_MIP_DESC, pStandardTileShapeForNonPackedMips: *mut D3D11_TILE_SHAPE, pNumSubresourceTilings: *mut UINT, FirstSubresourceTilingToGet: UINT, pSubresourceTilingsForNonPackedMips: *mut D3D11_SUBRESOURCE_TILING) -> (),
	fn CheckMultisampleQualityLevels1(&mut self, Format: DXGI_FORMAT,SampleCount: UINT, Flags: UINT, pNumQualityLevels: *mut UINT) -> HRESULT
}}
com_interface!{ ID3DDeviceContextState(ID3DDeviceContextStateVtbl): IUnknown(IUnknownVtbl) { } }
com_interface!{ ID3D11InputLayout(ID3D11InputLayoutVtbl): IUnknown(IUnknownVtbl) { } }
com_interface!{ ID3D11RasterizerState(ID3D11RasterizerStateVtbl): IUnknown(IUnknownVtbl) {
	fn GetDesc(&mut self, desc: *mut D3D11_RASTERIZER_DESC) -> ()
}}
com_interface!{ ID3D11RasterizerState1(ID3D11RasterizerState1Vtbl): ID3D11RasterizerState(ID3D11RasterizerStateVtbl) {
	fn GetDesc1(&mut self, desc: *mut D3D11_RASTERIZER_DESC1) -> ()
}}
com_interface!{ ID3D11SamplerState(ID3D11SamplerStateVtbl): IUnknown(IUnknownVtbl) {
	fn GetDesc(&mut self, desc: *mut D3D11_SAMPLER_DESC) -> ()
}}

impl QueryIID for ID3D11Asynchronous { fn iid() -> GUID { IID_ID3D11Asynchronous } }
impl QueryIID for ID3D11BlendState { fn iid() -> GUID { IID_ID3D11BlendState } }
impl QueryIID for ID3D11BlendState1 { fn iid() -> GUID { IID_ID3D11BlendState1 } }
impl QueryIID for ID3D11Counter { fn iid() -> GUID { IID_ID3D11Counter } }
impl QueryIID for ID3D11CommandList { fn iid() -> GUID { IID_ID3D11CommandList } }
impl QueryIID for ID3D11DepthStencilState { fn iid() -> GUID { IID_ID3D11DepthStencilState } }
impl QueryIID for ID3D11Device { fn iid() -> GUID { IID_ID3D11Device } }
impl QueryIID for ID3D11Device1 { fn iid() -> GUID { IID_ID3D11Device1 } }
impl QueryIID for ID3D11Device2 { fn iid() -> GUID { IID_ID3D11Device2 } }
impl QueryIID for ID3D11DeviceChild { fn iid() -> GUID { IID_ID3D11DeviceChild } }
impl QueryIID for ID3D11DeviceContext { fn iid() -> GUID { IID_ID3D11DeviceContext } }
impl QueryIID for ID3D11DeviceContext1 { fn iid() -> GUID { IID_ID3D11DeviceContext1 } }
impl QueryIID for ID3D11DeviceContext2 { fn iid() -> GUID { IID_ID3D11DeviceContext2 } }
impl QueryIID for ID3DDeviceContextState { fn iid() -> GUID { IID_ID3DDeviceContextState } }
impl QueryIID for ID3D11InputLayout { fn iid() -> GUID { IID_ID3D11InputLayout } }
impl QueryIID for ID3D11Predicate { fn iid() -> GUID { IID_ID3D11Predicate } }
impl QueryIID for ID3D11Query { fn iid() -> GUID { IID_ID3D11Query } }
impl QueryIID for ID3D11RasterizerState { fn iid() -> GUID { IID_ID3D11RasterizerState } }
impl QueryIID for ID3D11RasterizerState1 { fn iid() -> GUID { IID_ID3D11RasterizerState1 } }
impl QueryIID for ID3D11SamplerState { fn iid() -> GUID { IID_ID3D11SamplerState } }