d3d11.idl revision 930b5f872e89407f445d4000d4e4aaecaa6a0998
} D3D11_BLEND;
} D3D11_BOX;
cpp_quote(" ((D3D11_FILTER_TYPE)(((d3d11Filter) >> D3D11_MIN_FILTER_SHIFT) & D3D11_FILTER_TYPE_MASK))")
cpp_quote(" ((D3D11_FILTER_TYPE)(((d3d11Filter) >> D3D11_MAG_FILTER_SHIFT) & D3D11_FILTER_TYPE_MASK))")
cpp_quote(" ((D3D11_FILTER_TYPE)(((d3d11Filter) >> D3D11_MIP_FILTER_SHIFT) & D3D11_FILTER_TYPE_MASK))")
cpp_quote("#define D3D11_DECODE_IS_COMPARISON_FILTER(d3d11Filter) ((d3d11Filter) & D3D11_COMPARISON_FILTERING_BIT)")
} D3D11_FILTER;
} D3D11_MAP;
void *pData;
} D3D11_QUERY;
cpp_quote(" explicit CD3D11_RASTERIZER_DESC(const D3D11_RASTERIZER_DESC &o) : D3D11_RASTERIZER_DESC(o) {}")
cpp_quote(" BOOL frontCounterClockwise, INT depthBias, FLOAT depthBiasClamp, FLOAT slopeScaledDepthBias,")
cpp_quote(" BOOL depthClipEnable, BOOL scissorEnable, BOOL multisampleEnable, BOOL antialiasedLineEnable) {")
const void *pSysMem;
} D3D11_USAGE;
(D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE|D3D11_COLOR_WRITE_ENABLE_ALPHA)
cpp_quote(" for(D3D11_RENDER_TARGET_BLEND_DESC *target; target < RenderTarget+D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; target++) {")
cpp_quote(" explicit CD3D11_SAMPLER_DESC(D3D11_FILTER filter, D3D11_TEXTURE_ADDRESS_MODE addressU,")
cpp_quote(" explicit CD3D11_TEXTURE2D_DESC(const D3D11_TEXTURE2D_DESC &o) : D3D11_TEXTURE2D_DESC(o) {}")
cpp_quote(" explicit CD3D11_TEXTURE2D_DESC(DXGI_FORMAT format, UINT width, UINT height, UINT arraySize = 1,")
cpp_quote(" D3D11_USAGE usage = D3D11_USAGE_DEFAULT, UINT cpuaccessFlags = 0, UINT sampleCount = 1," )
interface ID3D11Device;
interface ID3D11ClassLinkage;
void GetDevice(
void GetDesc(
void GetType(
void SetEvictionPriority(
void GetResource(
void GetDesc(
void GetDesc(
void GetClassLinkage(
void GetDesc(
void GetInstanceName(
void GetTypeName(
void GetDesc(
void GetDesc(
void GetDesc(
void GetDesc(
void GetDesc(
void GetDesc(
void GetDesc(
void GetDesc(
void GetDesc(
void GetDesc(
void GetDesc(
void VSSetConstantBuffers(
void PSSetShaderResources(
void PSSetShader(
void PSSetSamplers(
void VSSetShader(
void DrawIndexed(
void Draw(
void Unmap(
void PSSetConstantBuffers(
void IASetInputLayout(
void IASetVertexBuffers(
void IASetIndexBuffer(
void DrawIndexedInstanced(
void DrawInstanced(
void GSSetConstantBuffers(
void GSSetShader(
void IASetPrimitiveTopology(
void VSSetShaderResources(
void VSSetSamplers(
void Begin(
void End(
void SetPredication(
void GSSetShaderResources(
void GSSetSamplers(
void OMSetRenderTargets(
void OMSetBlendState(
void OMSetDepthStencilState(
void SOSetTargets(
void DrawAuto();
void DrawInstancedIndirect(
void Dispatch(
void DispatchIndirect(
void RSSetState(
void RSSetViewports(
void RSSetScissorRects(
void CopySubresourceRegion(
void CopyResource(
void UpdateSubresource(
void CopyStructureCount(
void ClearRenderTargetView(
void ClearDepthStencilView(
void GenerateMips(
void SetResourceMinLOD(
void ResolveSubresource(
void ExecuteCommandList(
void HSSetShaderResources(
void HSSetShader(
void HSSetSamplers(
void HSSetConstantBuffers(
void DSSetShaderResources(
void DSSetShader(
void DSSetSamplers(
void DSSetConstantBuffers(
void CSSetShaderResources(
void CSSetShader(
void CSSetSamplers(
void CSSetConstantBuffers(
void VSGetConstantBuffers(
void PSGetShaderResources(
void PSGetShader(
void PSGetSamplers(
void VSGetShader(
void PSGetConstantBuffers(
void IAGetInputLayout(
void IAGetVertexBuffers(
void IAGetIndexBuffer(
void GSGetConstantBuffers(
void GSGetShader(
void IAGetPrimitiveTopology(
void VSGetShaderResources(
void VSGetSamplers(
void GetPredication(
void GSGetShaderResources(
void GSGetSamplers(
void OMGetRenderTargets(
void OMGetBlendState(
void OMGetDepthStencilState(
void SOGetTargets(
void RSGetState(
void RSGetViewports(
void RSGetScissorRects(
void HSGetShaderResources(
void HSGetShader(
void HSGetSamplers(
void HSGetConstantBuffers(
void DSGetShaderResources(
void DSGetShader(
void DSGetSamplers(
void DSGetConstantBuffers(
void CSGetShaderResources(
void CSGetShader(
void CSGetSamplers(
void CSGetConstantBuffers(
void ClearState();
void Flush();
void CheckCounterInfo(
void GetImmediateContext(
cpp_quote("typedef HRESULT (WINAPI* PFN_D3D11_CREATE_DEVICE)(IDXGIAdapter*,D3D_DRIVER_TYPE,HMODULE,UINT,")
cpp_quote(" const D3D_FEATURE_LEVEL*,UINT,UINT,ID3D11Device**,D3D_FEATURE_LEVEL*,ID3D11DeviceContext**);")
cpp_quote("HRESULT WINAPI D3D11CreateDevice(IDXGIAdapter*,D3D_DRIVER_TYPE,HMODULE,UINT,const D3D_FEATURE_LEVEL*," )
cpp_quote("typedef HRESULT (WINAPI *PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)(IDXGIAdapter*,D3D_DRIVER_TYPE,HMODULE,UINT,")
cpp_quote(" const D3D_FEATURE_LEVEL*,UINT,UINT,const DXGI_SWAP_CHAIN_DESC*,IDXGISwapChain**,ID3D11Device**,")