/*-------------------------------------------------------------------------------------
 *
 * Copyright (c) Microsoft Corporation
 *
 *-------------------------------------------------------------------------------------*/


/* this ALWAYS GENERATED file contains the definitions for the interfaces */


 /* File created by MIDL compiler version 8.00.0595 */
/* @@MIDL_FILE_HEADING(  ) */

#pragma warning( disable: 4049 )  /* more than 64k source lines */


/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 500
#endif

/* verify that the <rpcsal.h> 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 <rpcndr.h>
#endif // __RPCNDR_H_VERSION__

#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/

#ifndef __d3d11_1_h__
#define __d3d11_1_h__

#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif

/* Forward Declarations */ 

#ifndef __ID3D11BlendState1_FWD_DEFINED__
#define __ID3D11BlendState1_FWD_DEFINED__
typedef interface ID3D11BlendState1 ID3D11BlendState1;

#endif 	/* __ID3D11BlendState1_FWD_DEFINED__ */


#ifndef __ID3D11RasterizerState1_FWD_DEFINED__
#define __ID3D11RasterizerState1_FWD_DEFINED__
typedef interface ID3D11RasterizerState1 ID3D11RasterizerState1;

#endif 	/* __ID3D11RasterizerState1_FWD_DEFINED__ */


#ifndef __ID3DDeviceContextState_FWD_DEFINED__
#define __ID3DDeviceContextState_FWD_DEFINED__
typedef interface ID3DDeviceContextState ID3DDeviceContextState;

#endif 	/* __ID3DDeviceContextState_FWD_DEFINED__ */


#ifndef __ID3D11DeviceContext1_FWD_DEFINED__
#define __ID3D11DeviceContext1_FWD_DEFINED__
typedef interface ID3D11DeviceContext1 ID3D11DeviceContext1;

#endif 	/* __ID3D11DeviceContext1_FWD_DEFINED__ */


#ifndef __ID3D11Device1_FWD_DEFINED__
#define __ID3D11Device1_FWD_DEFINED__
typedef interface ID3D11Device1 ID3D11Device1;

#endif 	/* __ID3D11Device1_FWD_DEFINED__ */


#ifndef __ID3DUserDefinedAnnotation_FWD_DEFINED__
#define __ID3DUserDefinedAnnotation_FWD_DEFINED__
typedef interface ID3DUserDefinedAnnotation ID3DUserDefinedAnnotation;

#endif 	/* __ID3DUserDefinedAnnotation_FWD_DEFINED__ */


/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#include "dxgi1_2.h"
#include "d3dcommon.h"

#ifdef __cplusplus
extern "C"{
#endif 


/* interface __MIDL_itf_d3d11_1_0000_0000 */
/* [local] */ 

#ifdef __cplusplus
}
#endif
#include "d3d11.h" //
#ifdef __cplusplus
extern "C"{
#endif
typedef 
enum D3D11_COPY_FLAGS
    {
        D3D11_COPY_NO_OVERWRITE	= 0x1,
        D3D11_COPY_DISCARD	= 0x2
    } 	D3D11_COPY_FLAGS;

typedef 
enum D3D11_LOGIC_OP
    {
        D3D11_LOGIC_OP_CLEAR	= 0,
        D3D11_LOGIC_OP_SET	= ( D3D11_LOGIC_OP_CLEAR + 1 ) ,
        D3D11_LOGIC_OP_COPY	= ( D3D11_LOGIC_OP_SET + 1 ) ,
        D3D11_LOGIC_OP_COPY_INVERTED	= ( D3D11_LOGIC_OP_COPY + 1 ) ,
        D3D11_LOGIC_OP_NOOP	= ( D3D11_LOGIC_OP_COPY_INVERTED + 1 ) ,
        D3D11_LOGIC_OP_INVERT	= ( D3D11_LOGIC_OP_NOOP + 1 ) ,
        D3D11_LOGIC_OP_AND	= ( D3D11_LOGIC_OP_INVERT + 1 ) ,
        D3D11_LOGIC_OP_NAND	= ( D3D11_LOGIC_OP_AND + 1 ) ,
        D3D11_LOGIC_OP_OR	= ( D3D11_LOGIC_OP_NAND + 1 ) ,
        D3D11_LOGIC_OP_NOR	= ( D3D11_LOGIC_OP_OR + 1 ) ,
        D3D11_LOGIC_OP_XOR	= ( D3D11_LOGIC_OP_NOR + 1 ) ,
        D3D11_LOGIC_OP_EQUIV	= ( D3D11_LOGIC_OP_XOR + 1 ) ,
        D3D11_LOGIC_OP_AND_REVERSE	= ( D3D11_LOGIC_OP_EQUIV + 1 ) ,
        D3D11_LOGIC_OP_AND_INVERTED	= ( D3D11_LOGIC_OP_AND_REVERSE + 1 ) ,
        D3D11_LOGIC_OP_OR_REVERSE	= ( D3D11_LOGIC_OP_AND_INVERTED + 1 ) ,
        D3D11_LOGIC_OP_OR_INVERTED	= ( D3D11_LOGIC_OP_OR_REVERSE + 1 ) 
    } 	D3D11_LOGIC_OP;

typedef struct D3D11_RENDER_TARGET_BLEND_DESC1
    {
    BOOL BlendEnable;
    BOOL LogicOpEnable;
    D3D11_BLEND SrcBlend;
    D3D11_BLEND DestBlend;
    D3D11_BLEND_OP BlendOp;
    D3D11_BLEND SrcBlendAlpha;
    D3D11_BLEND DestBlendAlpha;
    D3D11_BLEND_OP BlendOpAlpha;
    D3D11_LOGIC_OP LogicOp;
    UINT8 RenderTargetWriteMask;
    } 	D3D11_RENDER_TARGET_BLEND_DESC1;

typedef struct D3D11_BLEND_DESC1
    {
    BOOL AlphaToCoverageEnable;
    BOOL IndependentBlendEnable;
    D3D11_RENDER_TARGET_BLEND_DESC1 RenderTarget[ 8 ];
    } 	D3D11_BLEND_DESC1;

/* Note, the array size for RenderTarget[] above is D3D11_SIMULTANEOUS_RENDERTARGET_COUNT. 
   IDL processing/generation of this header replaces the define; this comment is merely explaining what happened. */
#if !defined( D3D11_NO_HELPERS ) && defined( __cplusplus )
}
struct CD3D11_BLEND_DESC1 : public D3D11_BLEND_DESC1
{
    CD3D11_BLEND_DESC1()
    {}
    explicit CD3D11_BLEND_DESC1( const D3D11_BLEND_DESC1& o ) :
        D3D11_BLEND_DESC1( o )
    {}
    explicit CD3D11_BLEND_DESC1( CD3D11_DEFAULT )
    {
        AlphaToCoverageEnable = FALSE;
        IndependentBlendEnable = FALSE;
        const D3D11_RENDER_TARGET_BLEND_DESC1 defaultRenderTargetBlendDesc =
        {
            FALSE,FALSE,
            D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
            D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
            D3D11_LOGIC_OP_NOOP,
            D3D11_COLOR_WRITE_ENABLE_ALL,
        };
        for (UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
            RenderTarget[ i ] = defaultRenderTargetBlendDesc;
    }
    ~CD3D11_BLEND_DESC1() {}
    operator const D3D11_BLEND_DESC1&() const { return *this; }
};
extern "C"{
#endif


extern RPC_IF_HANDLE __MIDL_itf_d3d11_1_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_1_0000_0000_v0_0_s_ifspec;

#ifndef __ID3D11BlendState1_INTERFACE_DEFINED__
#define __ID3D11BlendState1_INTERFACE_DEFINED__

/* interface ID3D11BlendState1 */
/* [unique][local][object][uuid] */ 


EXTERN_C const IID IID_ID3D11BlendState1;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("cc86fabe-da55-401d-85e7-e3c9de2877e9")
    ID3D11BlendState1 : public ID3D11BlendState
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc1( 
            /* [annotation] */ 
            _Out_  D3D11_BLEND_DESC1 *pDesc) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct ID3D11BlendState1Vtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            ID3D11BlendState1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            ID3D11BlendState1 * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            ID3D11BlendState1 * This);
        
        void ( STDMETHODCALLTYPE *GetDevice )( 
            ID3D11BlendState1 * This,
            /* [annotation] */ 
            _Out_  ID3D11Device **ppDevice);
        
        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )( 
            ID3D11BlendState1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _Inout_  UINT *pDataSize,
            /* [annotation] */ 
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )( 
            ID3D11BlendState1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_  UINT DataSize,
            /* [annotation] */ 
            _In_reads_bytes_opt_( DataSize )  const void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )( 
            ID3D11BlendState1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_opt_  const IUnknown *pData);
        
        void ( STDMETHODCALLTYPE *GetDesc )( 
            ID3D11BlendState1 * This,
            /* [annotation] */ 
            _Out_  D3D11_BLEND_DESC *pDesc);
        
        void ( STDMETHODCALLTYPE *GetDesc1 )( 
            ID3D11BlendState1 * This,
            /* [annotation] */ 
            _Out_  D3D11_BLEND_DESC1 *pDesc);
        
        END_INTERFACE
    } ID3D11BlendState1Vtbl;

    interface ID3D11BlendState1
    {
        CONST_VTBL struct ID3D11BlendState1Vtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define ID3D11BlendState1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define ID3D11BlendState1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define ID3D11BlendState1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define ID3D11BlendState1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) ) 

#define ID3D11BlendState1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) ) 

#define ID3D11BlendState1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) ) 

#define ID3D11BlendState1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) ) 


#define ID3D11BlendState1_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) ) 


#define ID3D11BlendState1_GetDesc1(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* __ID3D11BlendState1_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_d3d11_1_0000_0001 */
/* [local] */ 

typedef struct D3D11_RASTERIZER_DESC1
    {
    D3D11_FILL_MODE FillMode;
    D3D11_CULL_MODE CullMode;
    BOOL FrontCounterClockwise;
    INT DepthBias;
    FLOAT DepthBiasClamp;
    FLOAT SlopeScaledDepthBias;
    BOOL DepthClipEnable;
    BOOL ScissorEnable;
    BOOL MultisampleEnable;
    BOOL AntialiasedLineEnable;
    UINT ForcedSampleCount;
    } 	D3D11_RASTERIZER_DESC1;

#if !defined( D3D11_NO_HELPERS ) && defined( __cplusplus )
}
struct CD3D11_RASTERIZER_DESC1 : public D3D11_RASTERIZER_DESC1
{
    CD3D11_RASTERIZER_DESC1()
    {}
    explicit CD3D11_RASTERIZER_DESC1( const D3D11_RASTERIZER_DESC1& o ) :
        D3D11_RASTERIZER_DESC1( o )
    {}
    explicit CD3D11_RASTERIZER_DESC1( CD3D11_DEFAULT )
    {
        FillMode = D3D11_FILL_SOLID;
        CullMode = D3D11_CULL_BACK;
        FrontCounterClockwise = FALSE;
        DepthBias = D3D11_DEFAULT_DEPTH_BIAS;
        DepthBiasClamp = D3D11_DEFAULT_DEPTH_BIAS_CLAMP;
        SlopeScaledDepthBias = D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
        DepthClipEnable = TRUE;
        ScissorEnable = FALSE;
        MultisampleEnable = FALSE;
        AntialiasedLineEnable = FALSE;
        ForcedSampleCount = 0;
    }
    explicit CD3D11_RASTERIZER_DESC1(
        D3D11_FILL_MODE fillMode,
        D3D11_CULL_MODE cullMode,
        BOOL frontCounterClockwise,
        INT depthBias,
        FLOAT depthBiasClamp,
        FLOAT slopeScaledDepthBias,
        BOOL depthClipEnable,
        BOOL scissorEnable,
        BOOL multisampleEnable,
        BOOL antialiasedLineEnable, 
        UINT forcedSampleCount )
    {
        FillMode = fillMode;
        CullMode = cullMode;
        FrontCounterClockwise = frontCounterClockwise;
        DepthBias = depthBias;
        DepthBiasClamp = depthBiasClamp;
        SlopeScaledDepthBias = slopeScaledDepthBias;
        DepthClipEnable = depthClipEnable;
        ScissorEnable = scissorEnable;
        MultisampleEnable = multisampleEnable;
        AntialiasedLineEnable = antialiasedLineEnable;
        ForcedSampleCount = forcedSampleCount;
    }
    ~CD3D11_RASTERIZER_DESC1() {}
    operator const D3D11_RASTERIZER_DESC1&() const { return *this; }
};
extern "C"{
#endif


extern RPC_IF_HANDLE __MIDL_itf_d3d11_1_0000_0001_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_1_0000_0001_v0_0_s_ifspec;

#ifndef __ID3D11RasterizerState1_INTERFACE_DEFINED__
#define __ID3D11RasterizerState1_INTERFACE_DEFINED__

/* interface ID3D11RasterizerState1 */
/* [unique][local][object][uuid] */ 


EXTERN_C const IID IID_ID3D11RasterizerState1;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("1217d7a6-5039-418c-b042-9cbe256afd6e")
    ID3D11RasterizerState1 : public ID3D11RasterizerState
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc1( 
            /* [annotation] */ 
            _Out_  D3D11_RASTERIZER_DESC1 *pDesc) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct ID3D11RasterizerState1Vtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            ID3D11RasterizerState1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            ID3D11RasterizerState1 * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            ID3D11RasterizerState1 * This);
        
        void ( STDMETHODCALLTYPE *GetDevice )( 
            ID3D11RasterizerState1 * This,
            /* [annotation] */ 
            _Out_  ID3D11Device **ppDevice);
        
        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )( 
            ID3D11RasterizerState1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _Inout_  UINT *pDataSize,
            /* [annotation] */ 
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )( 
            ID3D11RasterizerState1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_  UINT DataSize,
            /* [annotation] */ 
            _In_reads_bytes_opt_( DataSize )  const void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )( 
            ID3D11RasterizerState1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_opt_  const IUnknown *pData);
        
        void ( STDMETHODCALLTYPE *GetDesc )( 
            ID3D11RasterizerState1 * This,
            /* [annotation] */ 
            _Out_  D3D11_RASTERIZER_DESC *pDesc);
        
        void ( STDMETHODCALLTYPE *GetDesc1 )( 
            ID3D11RasterizerState1 * This,
            /* [annotation] */ 
            _Out_  D3D11_RASTERIZER_DESC1 *pDesc);
        
        END_INTERFACE
    } ID3D11RasterizerState1Vtbl;

    interface ID3D11RasterizerState1
    {
        CONST_VTBL struct ID3D11RasterizerState1Vtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define ID3D11RasterizerState1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define ID3D11RasterizerState1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define ID3D11RasterizerState1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define ID3D11RasterizerState1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) ) 

#define ID3D11RasterizerState1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) ) 

#define ID3D11RasterizerState1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) ) 

#define ID3D11RasterizerState1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) ) 


#define ID3D11RasterizerState1_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) ) 


#define ID3D11RasterizerState1_GetDesc1(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* __ID3D11RasterizerState1_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_d3d11_1_0000_0002 */
/* [local] */ 

typedef 
enum D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG
    {
        D3D11_1_CREATE_DEVICE_CONTEXT_STATE_SINGLETHREADED	= 0x1
    } 	D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG;



extern RPC_IF_HANDLE __MIDL_itf_d3d11_1_0000_0002_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_1_0000_0002_v0_0_s_ifspec;

#ifndef __ID3DDeviceContextState_INTERFACE_DEFINED__
#define __ID3DDeviceContextState_INTERFACE_DEFINED__

/* interface ID3DDeviceContextState */
/* [unique][local][object][uuid] */ 


EXTERN_C const IID IID_ID3DDeviceContextState;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("5c1e0d8a-7c23-48f9-8c59-a92958ceff11")
    ID3DDeviceContextState : public ID3D11DeviceChild
    {
    public:
    };
    
    
#else 	/* C style interface */

    typedef struct ID3DDeviceContextStateVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            ID3DDeviceContextState * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            ID3DDeviceContextState * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            ID3DDeviceContextState * This);
        
        void ( STDMETHODCALLTYPE *GetDevice )( 
            ID3DDeviceContextState * This,
            /* [annotation] */ 
            _Out_  ID3D11Device **ppDevice);
        
        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )( 
            ID3DDeviceContextState * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _Inout_  UINT *pDataSize,
            /* [annotation] */ 
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )( 
            ID3DDeviceContextState * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_  UINT DataSize,
            /* [annotation] */ 
            _In_reads_bytes_opt_( DataSize )  const void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )( 
            ID3DDeviceContextState * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_opt_  const IUnknown *pData);
        
        END_INTERFACE
    } ID3DDeviceContextStateVtbl;

    interface ID3DDeviceContextState
    {
        CONST_VTBL struct ID3DDeviceContextStateVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define ID3DDeviceContextState_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define ID3DDeviceContextState_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define ID3DDeviceContextState_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define ID3DDeviceContextState_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) ) 

#define ID3DDeviceContextState_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) ) 

#define ID3DDeviceContextState_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) ) 

#define ID3DDeviceContextState_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) ) 


#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* __ID3DDeviceContextState_INTERFACE_DEFINED__ */


#ifndef __ID3D11DeviceContext1_INTERFACE_DEFINED__
#define __ID3D11DeviceContext1_INTERFACE_DEFINED__

/* interface ID3D11DeviceContext1 */
/* [unique][local][object][uuid] */ 


EXTERN_C const IID IID_ID3D11DeviceContext1;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("bb2c6faa-b5fb-4082-8e6b-388b8cfa90e1")
    ID3D11DeviceContext1 : public ID3D11DeviceContext
    {
    public:
        virtual void STDMETHODCALLTYPE CopySubresourceRegion1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE UpdateSubresource1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE DiscardResource( 
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource) = 0;
        
        virtual void STDMETHODCALLTYPE DiscardView( 
            /* [annotation] */ 
            _In_  ID3D11View *pResourceView) = 0;
        
        virtual void STDMETHODCALLTYPE VSSetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE HSSetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE DSSetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE GSSetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE PSSetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE CSSetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE VSGetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE HSGetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE DSGetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE GSGetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE PSGetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE CSGetConstantBuffers1( 
            /* [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) = 0;
        
        virtual void STDMETHODCALLTYPE SwapDeviceContextState( 
            /* [annotation] */ 
            _In_  ID3DDeviceContextState *pState,
            /* [annotation] */ 
            _Out_opt_  ID3DDeviceContextState **ppPreviousState) = 0;
        
        virtual void STDMETHODCALLTYPE ClearView( 
            /* [annotation] */ 
            _In_  ID3D11View *pView,
            /* [annotation] */ 
            _In_  const FLOAT Color[ 4 ],
            /* [annotation] */ 
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRect,
            UINT NumRects) = 0;
        
        virtual void STDMETHODCALLTYPE DiscardView1( 
            /* [annotation] */ 
            _In_  ID3D11View *pResourceView,
            /* [annotation] */ 
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRects,
            UINT NumRects) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct ID3D11DeviceContext1Vtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            ID3D11DeviceContext1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            ID3D11DeviceContext1 * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            ID3D11DeviceContext1 * This);
        
        void ( STDMETHODCALLTYPE *GetDevice )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11Device **ppDevice);
        
        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _Inout_  UINT *pDataSize,
            /* [annotation] */ 
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_  UINT DataSize,
            /* [annotation] */ 
            _In_reads_bytes_opt_( DataSize )  const void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_opt_  const IUnknown *pData);
        
        void ( STDMETHODCALLTYPE *VSSetConstantBuffers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11PixelShader *pPixelShader,
            /* [annotation] */ 
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);
        
        void ( STDMETHODCALLTYPE *PSSetSamplers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11VertexShader *pVertexShader,
            /* [annotation] */ 
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);
        
        void ( STDMETHODCALLTYPE *DrawIndexed )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  UINT IndexCount,
            /* [annotation] */ 
            _In_  UINT StartIndexLocation,
            /* [annotation] */ 
            _In_  INT BaseVertexLocation);
        
        void ( STDMETHODCALLTYPE *Draw )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  UINT VertexCount,
            /* [annotation] */ 
            _In_  UINT StartVertexLocation);
        
        HRESULT ( STDMETHODCALLTYPE *Map )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource,
            /* [annotation] */ 
            _In_  UINT Subresource,
            /* [annotation] */ 
            _In_  D3D11_MAP MapType,
            /* [annotation] */ 
            _In_  UINT MapFlags,
            /* [annotation] */ 
            _Out_  D3D11_MAPPED_SUBRESOURCE *pMappedResource);
        
        void ( STDMETHODCALLTYPE *Unmap )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource,
            /* [annotation] */ 
            _In_  UINT Subresource);
        
        void ( STDMETHODCALLTYPE *PSSetConstantBuffers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11InputLayout *pInputLayout);
        
        void ( STDMETHODCALLTYPE *IASetVertexBuffers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11Buffer *pIndexBuffer,
            /* [annotation] */ 
            _In_  DXGI_FORMAT Format,
            /* [annotation] */ 
            _In_  UINT Offset);
        
        void ( STDMETHODCALLTYPE *DrawIndexedInstanced )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  UINT IndexCountPerInstance,
            /* [annotation] */ 
            _In_  UINT InstanceCount,
            /* [annotation] */ 
            _In_  UINT StartIndexLocation,
            /* [annotation] */ 
            _In_  INT BaseVertexLocation,
            /* [annotation] */ 
            _In_  UINT StartInstanceLocation);
        
        void ( STDMETHODCALLTYPE *DrawInstanced )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  UINT VertexCountPerInstance,
            /* [annotation] */ 
            _In_  UINT InstanceCount,
            /* [annotation] */ 
            _In_  UINT StartVertexLocation,
            /* [annotation] */ 
            _In_  UINT StartInstanceLocation);
        
        void ( STDMETHODCALLTYPE *GSSetConstantBuffers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11GeometryShader *pShader,
            /* [annotation] */ 
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);
        
        void ( STDMETHODCALLTYPE *IASetPrimitiveTopology )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  D3D11_PRIMITIVE_TOPOLOGY Topology);
        
        void ( STDMETHODCALLTYPE *VSSetShaderResources )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Asynchronous *pAsync);
        
        void ( STDMETHODCALLTYPE *End )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Asynchronous *pAsync);
        
        HRESULT ( STDMETHODCALLTYPE *GetData )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Asynchronous *pAsync,
            /* [annotation] */ 
            _Out_writes_bytes_opt_( DataSize )  void *pData,
            /* [annotation] */ 
            _In_  UINT DataSize,
            /* [annotation] */ 
            _In_  UINT GetDataFlags);
        
        void ( STDMETHODCALLTYPE *SetPredication )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11Predicate *pPredicate,
            /* [annotation] */ 
            _In_  BOOL PredicateValue);
        
        void ( STDMETHODCALLTYPE *GSSetShaderResources )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11BlendState *pBlendState,
            /* [annotation] */ 
            _In_opt_  const FLOAT BlendFactor[ 4 ],
            /* [annotation] */ 
            _In_  UINT SampleMask);
        
        void ( STDMETHODCALLTYPE *OMSetDepthStencilState )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11DepthStencilState *pDepthStencilState,
            /* [annotation] */ 
            _In_  UINT StencilRef);
        
        void ( STDMETHODCALLTYPE *SOSetTargets )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This);
        
        void ( STDMETHODCALLTYPE *DrawIndexedInstancedIndirect )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */ 
            _In_  UINT AlignedByteOffsetForArgs);
        
        void ( STDMETHODCALLTYPE *DrawInstancedIndirect )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */ 
            _In_  UINT AlignedByteOffsetForArgs);
        
        void ( STDMETHODCALLTYPE *Dispatch )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  UINT ThreadGroupCountX,
            /* [annotation] */ 
            _In_  UINT ThreadGroupCountY,
            /* [annotation] */ 
            _In_  UINT ThreadGroupCountZ);
        
        void ( STDMETHODCALLTYPE *DispatchIndirect )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */ 
            _In_  UINT AlignedByteOffsetForArgs);
        
        void ( STDMETHODCALLTYPE *RSSetState )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11RasterizerState *pRasterizerState);
        
        void ( STDMETHODCALLTYPE *RSSetViewports )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */ 
            _In_  ID3D11Resource *pSrcResource);
        
        void ( STDMETHODCALLTYPE *UpdateSubresource )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Buffer *pDstBuffer,
            /* [annotation] */ 
            _In_  UINT DstAlignedByteOffset,
            /* [annotation] */ 
            _In_  ID3D11UnorderedAccessView *pSrcView);
        
        void ( STDMETHODCALLTYPE *ClearRenderTargetView )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11RenderTargetView *pRenderTargetView,
            /* [annotation] */ 
            _In_  const FLOAT ColorRGBA[ 4 ]);
        
        void ( STDMETHODCALLTYPE *ClearUnorderedAccessViewUint )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11UnorderedAccessView *pUnorderedAccessView,
            /* [annotation] */ 
            _In_  const UINT Values[ 4 ]);
        
        void ( STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11UnorderedAccessView *pUnorderedAccessView,
            /* [annotation] */ 
            _In_  const FLOAT Values[ 4 ]);
        
        void ( STDMETHODCALLTYPE *ClearDepthStencilView )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11DepthStencilView *pDepthStencilView,
            /* [annotation] */ 
            _In_  UINT ClearFlags,
            /* [annotation] */ 
            _In_  FLOAT Depth,
            /* [annotation] */ 
            _In_  UINT8 Stencil);
        
        void ( STDMETHODCALLTYPE *GenerateMips )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11ShaderResourceView *pShaderResourceView);
        
        void ( STDMETHODCALLTYPE *SetResourceMinLOD )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource,
            FLOAT MinLOD);
        
        FLOAT ( STDMETHODCALLTYPE *GetResourceMinLOD )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource);
        
        void ( STDMETHODCALLTYPE *ResolveSubresource )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11CommandList *pCommandList,
            BOOL RestoreContextState);
        
        void ( STDMETHODCALLTYPE *HSSetShaderResources )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11HullShader *pHullShader,
            /* [annotation] */ 
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);
        
        void ( STDMETHODCALLTYPE *HSSetSamplers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11DomainShader *pDomainShader,
            /* [annotation] */ 
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);
        
        void ( STDMETHODCALLTYPE *DSSetSamplers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_opt_  ID3D11ComputeShader *pComputeShader,
            /* [annotation] */ 
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);
        
        void ( STDMETHODCALLTYPE *CSSetSamplers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11PixelShader **ppPixelShader,
            /* [annotation] */ 
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */ 
            _Inout_opt_  UINT *pNumClassInstances);
        
        void ( STDMETHODCALLTYPE *PSGetSamplers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11VertexShader **ppVertexShader,
            /* [annotation] */ 
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */ 
            _Inout_opt_  UINT *pNumClassInstances);
        
        void ( STDMETHODCALLTYPE *PSGetConstantBuffers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11InputLayout **ppInputLayout);
        
        void ( STDMETHODCALLTYPE *IAGetVertexBuffers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_opt_  ID3D11Buffer **pIndexBuffer,
            /* [annotation] */ 
            _Out_opt_  DXGI_FORMAT *Format,
            /* [annotation] */ 
            _Out_opt_  UINT *Offset);
        
        void ( STDMETHODCALLTYPE *GSGetConstantBuffers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11GeometryShader **ppGeometryShader,
            /* [annotation] */ 
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */ 
            _Inout_opt_  UINT *pNumClassInstances);
        
        void ( STDMETHODCALLTYPE *IAGetPrimitiveTopology )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  D3D11_PRIMITIVE_TOPOLOGY *pTopology);
        
        void ( STDMETHODCALLTYPE *VSGetShaderResources )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_opt_  ID3D11Predicate **ppPredicate,
            /* [annotation] */ 
            _Out_opt_  BOOL *pPredicateValue);
        
        void ( STDMETHODCALLTYPE *GSGetShaderResources )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT )  UINT NumViews,
            /* [annotation] */ 
            _Out_writes_opt_(NumViews)  ID3D11RenderTargetView **ppRenderTargetViews,
            /* [annotation] */ 
            _Out_opt_  ID3D11DepthStencilView **ppDepthStencilView);
        
        void ( STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT )  UINT NumRTVs,
            /* [annotation] */ 
            _Out_writes_opt_(NumRTVs)  ID3D11RenderTargetView **ppRenderTargetViews,
            /* [annotation] */ 
            _Out_opt_  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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_opt_  ID3D11BlendState **ppBlendState,
            /* [annotation] */ 
            _Out_opt_  FLOAT BlendFactor[ 4 ],
            /* [annotation] */ 
            _Out_opt_  UINT *pSampleMask);
        
        void ( STDMETHODCALLTYPE *OMGetDepthStencilState )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_opt_  ID3D11DepthStencilState **ppDepthStencilState,
            /* [annotation] */ 
            _Out_opt_  UINT *pStencilRef);
        
        void ( STDMETHODCALLTYPE *SOGetTargets )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT )  UINT NumBuffers,
            /* [annotation] */ 
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppSOTargets);
        
        void ( STDMETHODCALLTYPE *RSGetState )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11RasterizerState **ppRasterizerState);
        
        void ( STDMETHODCALLTYPE *RSGetViewports )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11HullShader **ppHullShader,
            /* [annotation] */ 
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */ 
            _Inout_opt_  UINT *pNumClassInstances);
        
        void ( STDMETHODCALLTYPE *HSGetSamplers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11DomainShader **ppDomainShader,
            /* [annotation] */ 
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */ 
            _Inout_opt_  UINT *pNumClassInstances);
        
        void ( STDMETHODCALLTYPE *DSGetSamplers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_range_( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */ 
            _In_range_( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot )  UINT NumUAVs,
            /* [annotation] */ 
            _Out_writes_opt_(NumUAVs)  ID3D11UnorderedAccessView **ppUnorderedAccessViews);
        
        void ( STDMETHODCALLTYPE *CSGetShader )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _Out_  ID3D11ComputeShader **ppComputeShader,
            /* [annotation] */ 
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */ 
            _Inout_opt_  UINT *pNumClassInstances);
        
        void ( STDMETHODCALLTYPE *CSGetSamplers )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This);
        
        void ( STDMETHODCALLTYPE *Flush )( 
            ID3D11DeviceContext1 * This);
        
        D3D11_DEVICE_CONTEXT_TYPE ( STDMETHODCALLTYPE *GetType )( 
            ID3D11DeviceContext1 * This);
        
        UINT ( STDMETHODCALLTYPE *GetContextFlags )( 
            ID3D11DeviceContext1 * This);
        
        HRESULT ( STDMETHODCALLTYPE *FinishCommandList )( 
            ID3D11DeviceContext1 * This,
            BOOL RestoreDeferredContextState,
            /* [annotation] */ 
            _Out_opt_  ID3D11CommandList **ppCommandList);
        
        void ( STDMETHODCALLTYPE *CopySubresourceRegion1 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource);
        
        void ( STDMETHODCALLTYPE *DiscardView )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11View *pResourceView);
        
        void ( STDMETHODCALLTYPE *VSSetConstantBuffers1 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3DDeviceContextState *pState,
            /* [annotation] */ 
            _Out_opt_  ID3DDeviceContextState **ppPreviousState);
        
        void ( STDMETHODCALLTYPE *ClearView )( 
            ID3D11DeviceContext1 * 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 )( 
            ID3D11DeviceContext1 * This,
            /* [annotation] */ 
            _In_  ID3D11View *pResourceView,
            /* [annotation] */ 
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRects,
            UINT NumRects);
        
        END_INTERFACE
    } ID3D11DeviceContext1Vtbl;

    interface ID3D11DeviceContext1
    {
        CONST_VTBL struct ID3D11DeviceContext1Vtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define ID3D11DeviceContext1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define ID3D11DeviceContext1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define ID3D11DeviceContext1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define ID3D11DeviceContext1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) ) 

#define ID3D11DeviceContext1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) ) 

#define ID3D11DeviceContext1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) ) 

#define ID3D11DeviceContext1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) ) 


#define ID3D11DeviceContext1_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) ) 

#define ID3D11DeviceContext1_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) ) 

#define ID3D11DeviceContext1_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)	\
    ( (This)->lpVtbl -> DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) ) 

#define ID3D11DeviceContext1_Draw(This,VertexCount,StartVertexLocation)	\
    ( (This)->lpVtbl -> Draw(This,VertexCount,StartVertexLocation) ) 

#define ID3D11DeviceContext1_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource)	\
    ( (This)->lpVtbl -> Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) ) 

#define ID3D11DeviceContext1_Unmap(This,pResource,Subresource)	\
    ( (This)->lpVtbl -> Unmap(This,pResource,Subresource) ) 

#define ID3D11DeviceContext1_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_IASetInputLayout(This,pInputLayout)	\
    ( (This)->lpVtbl -> IASetInputLayout(This,pInputLayout) ) 

#define ID3D11DeviceContext1_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)	\
    ( (This)->lpVtbl -> IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) ) 

#define ID3D11DeviceContext1_IASetIndexBuffer(This,pIndexBuffer,Format,Offset)	\
    ( (This)->lpVtbl -> IASetIndexBuffer(This,pIndexBuffer,Format,Offset) ) 

#define ID3D11DeviceContext1_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)	\
    ( (This)->lpVtbl -> DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) ) 

#define ID3D11DeviceContext1_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)	\
    ( (This)->lpVtbl -> DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) ) 

#define ID3D11DeviceContext1_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_GSSetShader(This,pShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> GSSetShader(This,pShader,ppClassInstances,NumClassInstances) ) 

#define ID3D11DeviceContext1_IASetPrimitiveTopology(This,Topology)	\
    ( (This)->lpVtbl -> IASetPrimitiveTopology(This,Topology) ) 

#define ID3D11DeviceContext1_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_Begin(This,pAsync)	\
    ( (This)->lpVtbl -> Begin(This,pAsync) ) 

#define ID3D11DeviceContext1_End(This,pAsync)	\
    ( (This)->lpVtbl -> End(This,pAsync) ) 

#define ID3D11DeviceContext1_GetData(This,pAsync,pData,DataSize,GetDataFlags)	\
    ( (This)->lpVtbl -> GetData(This,pAsync,pData,DataSize,GetDataFlags) ) 

#define ID3D11DeviceContext1_SetPredication(This,pPredicate,PredicateValue)	\
    ( (This)->lpVtbl -> SetPredication(This,pPredicate,PredicateValue) ) 

#define ID3D11DeviceContext1_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)	\
    ( (This)->lpVtbl -> OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) ) 

#define ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)	\
    ( (This)->lpVtbl -> OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) ) 

#define ID3D11DeviceContext1_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)	\
    ( (This)->lpVtbl -> OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) ) 

#define ID3D11DeviceContext1_OMSetDepthStencilState(This,pDepthStencilState,StencilRef)	\
    ( (This)->lpVtbl -> OMSetDepthStencilState(This,pDepthStencilState,StencilRef) ) 

#define ID3D11DeviceContext1_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)	\
    ( (This)->lpVtbl -> SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) ) 

#define ID3D11DeviceContext1_DrawAuto(This)	\
    ( (This)->lpVtbl -> DrawAuto(This) ) 

#define ID3D11DeviceContext1_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) ) 

#define ID3D11DeviceContext1_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) ) 

#define ID3D11DeviceContext1_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ)	\
    ( (This)->lpVtbl -> Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) ) 

#define ID3D11DeviceContext1_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) ) 

#define ID3D11DeviceContext1_RSSetState(This,pRasterizerState)	\
    ( (This)->lpVtbl -> RSSetState(This,pRasterizerState) ) 

#define ID3D11DeviceContext1_RSSetViewports(This,NumViewports,pViewports)	\
    ( (This)->lpVtbl -> RSSetViewports(This,NumViewports,pViewports) ) 

#define ID3D11DeviceContext1_RSSetScissorRects(This,NumRects,pRects)	\
    ( (This)->lpVtbl -> RSSetScissorRects(This,NumRects,pRects) ) 

#define ID3D11DeviceContext1_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)	\
    ( (This)->lpVtbl -> CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) ) 

#define ID3D11DeviceContext1_CopyResource(This,pDstResource,pSrcResource)	\
    ( (This)->lpVtbl -> CopyResource(This,pDstResource,pSrcResource) ) 

#define ID3D11DeviceContext1_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)	\
    ( (This)->lpVtbl -> UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) ) 

#define ID3D11DeviceContext1_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView)	\
    ( (This)->lpVtbl -> CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) ) 

#define ID3D11DeviceContext1_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)	\
    ( (This)->lpVtbl -> ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) ) 

#define ID3D11DeviceContext1_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values)	\
    ( (This)->lpVtbl -> ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) ) 

#define ID3D11DeviceContext1_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values)	\
    ( (This)->lpVtbl -> ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) ) 

#define ID3D11DeviceContext1_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)	\
    ( (This)->lpVtbl -> ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) ) 

#define ID3D11DeviceContext1_GenerateMips(This,pShaderResourceView)	\
    ( (This)->lpVtbl -> GenerateMips(This,pShaderResourceView) ) 

#define ID3D11DeviceContext1_SetResourceMinLOD(This,pResource,MinLOD)	\
    ( (This)->lpVtbl -> SetResourceMinLOD(This,pResource,MinLOD) ) 

#define ID3D11DeviceContext1_GetResourceMinLOD(This,pResource)	\
    ( (This)->lpVtbl -> GetResourceMinLOD(This,pResource) ) 

#define ID3D11DeviceContext1_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)	\
    ( (This)->lpVtbl -> ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) ) 

#define ID3D11DeviceContext1_ExecuteCommandList(This,pCommandList,RestoreContextState)	\
    ( (This)->lpVtbl -> ExecuteCommandList(This,pCommandList,RestoreContextState) ) 

#define ID3D11DeviceContext1_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) ) 

#define ID3D11DeviceContext1_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) ) 

#define ID3D11DeviceContext1_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)	\
    ( (This)->lpVtbl -> CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) ) 

#define ID3D11DeviceContext1_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) ) 

#define ID3D11DeviceContext1_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) ) 

#define ID3D11DeviceContext1_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) ) 

#define ID3D11DeviceContext1_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_IAGetInputLayout(This,ppInputLayout)	\
    ( (This)->lpVtbl -> IAGetInputLayout(This,ppInputLayout) ) 

#define ID3D11DeviceContext1_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)	\
    ( (This)->lpVtbl -> IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) ) 

#define ID3D11DeviceContext1_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)	\
    ( (This)->lpVtbl -> IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) ) 

#define ID3D11DeviceContext1_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) ) 

#define ID3D11DeviceContext1_IAGetPrimitiveTopology(This,pTopology)	\
    ( (This)->lpVtbl -> IAGetPrimitiveTopology(This,pTopology) ) 

#define ID3D11DeviceContext1_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_GetPredication(This,ppPredicate,pPredicateValue)	\
    ( (This)->lpVtbl -> GetPredication(This,ppPredicate,pPredicateValue) ) 

#define ID3D11DeviceContext1_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)	\
    ( (This)->lpVtbl -> OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) ) 

#define ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews)	\
    ( (This)->lpVtbl -> OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) ) 

#define ID3D11DeviceContext1_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)	\
    ( (This)->lpVtbl -> OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) ) 

#define ID3D11DeviceContext1_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)	\
    ( (This)->lpVtbl -> OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) ) 

#define ID3D11DeviceContext1_SOGetTargets(This,NumBuffers,ppSOTargets)	\
    ( (This)->lpVtbl -> SOGetTargets(This,NumBuffers,ppSOTargets) ) 

#define ID3D11DeviceContext1_RSGetState(This,ppRasterizerState)	\
    ( (This)->lpVtbl -> RSGetState(This,ppRasterizerState) ) 

#define ID3D11DeviceContext1_RSGetViewports(This,pNumViewports,pViewports)	\
    ( (This)->lpVtbl -> RSGetViewports(This,pNumViewports,pViewports) ) 

#define ID3D11DeviceContext1_RSGetScissorRects(This,pNumRects,pRects)	\
    ( (This)->lpVtbl -> RSGetScissorRects(This,pNumRects,pRects) ) 

#define ID3D11DeviceContext1_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) ) 

#define ID3D11DeviceContext1_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) ) 

#define ID3D11DeviceContext1_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) ) 

#define ID3D11DeviceContext1_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews)	\
    ( (This)->lpVtbl -> CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) ) 

#define ID3D11DeviceContext1_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) ) 

#define ID3D11DeviceContext1_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) ) 

#define ID3D11DeviceContext1_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) ) 

#define ID3D11DeviceContext1_ClearState(This)	\
    ( (This)->lpVtbl -> ClearState(This) ) 

#define ID3D11DeviceContext1_Flush(This)	\
    ( (This)->lpVtbl -> Flush(This) ) 

#define ID3D11DeviceContext1_GetType(This)	\
    ( (This)->lpVtbl -> GetType(This) ) 

#define ID3D11DeviceContext1_GetContextFlags(This)	\
    ( (This)->lpVtbl -> GetContextFlags(This) ) 

#define ID3D11DeviceContext1_FinishCommandList(This,RestoreDeferredContextState,ppCommandList)	\
    ( (This)->lpVtbl -> FinishCommandList(This,RestoreDeferredContextState,ppCommandList) ) 


#define ID3D11DeviceContext1_CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags)	\
    ( (This)->lpVtbl -> CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags) ) 

#define ID3D11DeviceContext1_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags)	\
    ( (This)->lpVtbl -> UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) ) 

#define ID3D11DeviceContext1_DiscardResource(This,pResource)	\
    ( (This)->lpVtbl -> DiscardResource(This,pResource) ) 

#define ID3D11DeviceContext1_DiscardView(This,pResourceView)	\
    ( (This)->lpVtbl -> DiscardView(This,pResourceView) ) 

#define ID3D11DeviceContext1_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) ) 

#define ID3D11DeviceContext1_SwapDeviceContextState(This,pState,ppPreviousState)	\
    ( (This)->lpVtbl -> SwapDeviceContextState(This,pState,ppPreviousState) ) 

#define ID3D11DeviceContext1_ClearView(This,pView,Color,pRect,NumRects)	\
    ( (This)->lpVtbl -> ClearView(This,pView,Color,pRect,NumRects) ) 

#define ID3D11DeviceContext1_DiscardView1(This,pResourceView,pRects,NumRects)	\
    ( (This)->lpVtbl -> DiscardView1(This,pResourceView,pRects,NumRects) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */



void STDMETHODCALLTYPE ID3D11DeviceContext1_GSGetConstantBuffers1_Proxy( 
    ID3D11DeviceContext1 * 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 __RPC_STUB ID3D11DeviceContext1_GSGetConstantBuffers1_Stub(
    IRpcStubBuffer *This,
    IRpcChannelBuffer *_pRpcChannelBuffer,
    PRPC_MESSAGE _pRpcMessage,
    DWORD *_pdwStubPhase);


void STDMETHODCALLTYPE ID3D11DeviceContext1_PSGetConstantBuffers1_Proxy( 
    ID3D11DeviceContext1 * 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 __RPC_STUB ID3D11DeviceContext1_PSGetConstantBuffers1_Stub(
    IRpcStubBuffer *This,
    IRpcChannelBuffer *_pRpcChannelBuffer,
    PRPC_MESSAGE _pRpcMessage,
    DWORD *_pdwStubPhase);


void STDMETHODCALLTYPE ID3D11DeviceContext1_CSGetConstantBuffers1_Proxy( 
    ID3D11DeviceContext1 * 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 __RPC_STUB ID3D11DeviceContext1_CSGetConstantBuffers1_Stub(
    IRpcStubBuffer *This,
    IRpcChannelBuffer *_pRpcChannelBuffer,
    PRPC_MESSAGE _pRpcMessage,
    DWORD *_pdwStubPhase);


void STDMETHODCALLTYPE ID3D11DeviceContext1_SwapDeviceContextState_Proxy( 
    ID3D11DeviceContext1 * This,
    /* [annotation] */ 
    _In_  ID3DDeviceContextState *pState,
    /* [annotation] */ 
    _Out_opt_  ID3DDeviceContextState **ppPreviousState);


void __RPC_STUB ID3D11DeviceContext1_SwapDeviceContextState_Stub(
    IRpcStubBuffer *This,
    IRpcChannelBuffer *_pRpcChannelBuffer,
    PRPC_MESSAGE _pRpcMessage,
    DWORD *_pdwStubPhase);


void STDMETHODCALLTYPE ID3D11DeviceContext1_ClearView_Proxy( 
    ID3D11DeviceContext1 * This,
    /* [annotation] */ 
    _In_  ID3D11View *pView,
    /* [annotation] */ 
    _In_  const FLOAT Color[ 4 ],
    /* [annotation] */ 
    _In_reads_opt_(NumRects)  const D3D11_RECT *pRect,
    UINT NumRects);


void __RPC_STUB ID3D11DeviceContext1_ClearView_Stub(
    IRpcStubBuffer *This,
    IRpcChannelBuffer *_pRpcChannelBuffer,
    PRPC_MESSAGE _pRpcMessage,
    DWORD *_pdwStubPhase);


void STDMETHODCALLTYPE ID3D11DeviceContext1_DiscardView1_Proxy( 
    ID3D11DeviceContext1 * This,
    /* [annotation] */ 
    _In_  ID3D11View *pResourceView,
    /* [annotation] */ 
    _In_reads_opt_(NumRects)  const D3D11_RECT *pRects,
    UINT NumRects);


void __RPC_STUB ID3D11DeviceContext1_DiscardView1_Stub(
    IRpcStubBuffer *This,
    IRpcChannelBuffer *_pRpcChannelBuffer,
    PRPC_MESSAGE _pRpcMessage,
    DWORD *_pdwStubPhase);



#endif 	/* __ID3D11DeviceContext1_INTERFACE_DEFINED__ */


#ifndef __ID3D11Device1_INTERFACE_DEFINED__
#define __ID3D11Device1_INTERFACE_DEFINED__

/* interface ID3D11Device1 */
/* [unique][local][object][uuid] */ 


EXTERN_C const IID IID_ID3D11Device1;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("a04bfb29-08ef-43d6-a49c-a9bdbdcbe686")
    ID3D11Device1 : public ID3D11Device
    {
    public:
        virtual void STDMETHODCALLTYPE GetImmediateContext1( 
            /* [annotation] */ 
            _Out_  ID3D11DeviceContext1 **ppImmediateContext) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext1( 
            UINT ContextFlags,
            /* [annotation] */ 
            _Out_opt_  ID3D11DeviceContext1 **ppDeferredContext) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE CreateBlendState1( 
            /* [annotation] */ 
            _In_  const D3D11_BLEND_DESC1 *pBlendStateDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11BlendState1 **ppBlendState) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE CreateRasterizerState1( 
            /* [annotation] */ 
            _In_  const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11RasterizerState1 **ppRasterizerState) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE CreateDeviceContextState( 
            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) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE OpenSharedResource1( 
            /* [annotation] */ 
            _In_  HANDLE hResource,
            /* [annotation] */ 
            _In_  REFIID returnedInterface,
            /* [annotation] */ 
            _Out_  void **ppResource) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE OpenSharedResourceByName( 
            /* [annotation] */ 
            _In_  LPCWSTR lpName,
            /* [annotation] */ 
            _In_  DWORD dwDesiredAccess,
            /* [annotation] */ 
            _In_  REFIID returnedInterface,
            /* [annotation] */ 
            _Out_  void **ppResource) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct ID3D11Device1Vtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            ID3D11Device1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            ID3D11Device1 * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            ID3D11Device1 * This);
        
        HRESULT ( STDMETHODCALLTYPE *CreateBuffer )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_BUFFER_DESC *pDesc,
            /* [annotation] */ 
            _In_opt_  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */ 
            _Out_opt_  ID3D11Buffer **ppBuffer);
        
        HRESULT ( STDMETHODCALLTYPE *CreateTexture1D )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_TEXTURE1D_DESC *pDesc,
            /* [annotation] */ 
            _In_reads_opt_(_Inexpressible_(pDesc->MipLevels * pDesc->ArraySize))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */ 
            _Out_opt_  ID3D11Texture1D **ppTexture1D);
        
        HRESULT ( STDMETHODCALLTYPE *CreateTexture2D )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_TEXTURE2D_DESC *pDesc,
            /* [annotation] */ 
            _In_reads_opt_(_Inexpressible_(pDesc->MipLevels * pDesc->ArraySize))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */ 
            _Out_opt_  ID3D11Texture2D **ppTexture2D);
        
        HRESULT ( STDMETHODCALLTYPE *CreateTexture3D )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_TEXTURE3D_DESC *pDesc,
            /* [annotation] */ 
            _In_reads_opt_(_Inexpressible_(pDesc->MipLevels))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */ 
            _Out_opt_  ID3D11Texture3D **ppTexture3D);
        
        HRESULT ( STDMETHODCALLTYPE *CreateShaderResourceView )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource,
            /* [annotation] */ 
            _In_opt_  const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11ShaderResourceView **ppSRView);
        
        HRESULT ( STDMETHODCALLTYPE *CreateUnorderedAccessView )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource,
            /* [annotation] */ 
            _In_opt_  const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11UnorderedAccessView **ppUAView);
        
        HRESULT ( STDMETHODCALLTYPE *CreateRenderTargetView )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource,
            /* [annotation] */ 
            _In_opt_  const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11RenderTargetView **ppRTView);
        
        HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilView )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  ID3D11Resource *pResource,
            /* [annotation] */ 
            _In_opt_  const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11DepthStencilView **ppDepthStencilView);
        
        HRESULT ( STDMETHODCALLTYPE *CreateInputLayout )( 
            ID3D11Device1 * 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_  const void *pShaderBytecodeWithInputSignature,
            /* [annotation] */ 
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */ 
            _Out_opt_  ID3D11InputLayout **ppInputLayout);
        
        HRESULT ( STDMETHODCALLTYPE *CreateVertexShader )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const void *pShaderBytecode,
            /* [annotation] */ 
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */ 
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */ 
            _Out_opt_  ID3D11VertexShader **ppVertexShader);
        
        HRESULT ( STDMETHODCALLTYPE *CreateGeometryShader )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const void *pShaderBytecode,
            /* [annotation] */ 
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */ 
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */ 
            _Out_opt_  ID3D11GeometryShader **ppGeometryShader);
        
        HRESULT ( STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  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] */ 
            _Out_opt_  ID3D11GeometryShader **ppGeometryShader);
        
        HRESULT ( STDMETHODCALLTYPE *CreatePixelShader )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const void *pShaderBytecode,
            /* [annotation] */ 
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */ 
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */ 
            _Out_opt_  ID3D11PixelShader **ppPixelShader);
        
        HRESULT ( STDMETHODCALLTYPE *CreateHullShader )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const void *pShaderBytecode,
            /* [annotation] */ 
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */ 
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */ 
            _Out_opt_  ID3D11HullShader **ppHullShader);
        
        HRESULT ( STDMETHODCALLTYPE *CreateDomainShader )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const void *pShaderBytecode,
            /* [annotation] */ 
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */ 
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */ 
            _Out_opt_  ID3D11DomainShader **ppDomainShader);
        
        HRESULT ( STDMETHODCALLTYPE *CreateComputeShader )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const void *pShaderBytecode,
            /* [annotation] */ 
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */ 
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */ 
            _Out_opt_  ID3D11ComputeShader **ppComputeShader);
        
        HRESULT ( STDMETHODCALLTYPE *CreateClassLinkage )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _Out_  ID3D11ClassLinkage **ppLinkage);
        
        HRESULT ( STDMETHODCALLTYPE *CreateBlendState )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_BLEND_DESC *pBlendStateDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11BlendState **ppBlendState);
        
        HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilState )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11DepthStencilState **ppDepthStencilState);
        
        HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_RASTERIZER_DESC *pRasterizerDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11RasterizerState **ppRasterizerState);
        
        HRESULT ( STDMETHODCALLTYPE *CreateSamplerState )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_SAMPLER_DESC *pSamplerDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11SamplerState **ppSamplerState);
        
        HRESULT ( STDMETHODCALLTYPE *CreateQuery )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_QUERY_DESC *pQueryDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11Query **ppQuery);
        
        HRESULT ( STDMETHODCALLTYPE *CreatePredicate )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_QUERY_DESC *pPredicateDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11Predicate **ppPredicate);
        
        HRESULT ( STDMETHODCALLTYPE *CreateCounter )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_COUNTER_DESC *pCounterDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11Counter **ppCounter);
        
        HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext )( 
            ID3D11Device1 * This,
            UINT ContextFlags,
            /* [annotation] */ 
            _Out_opt_  ID3D11DeviceContext **ppDeferredContext);
        
        HRESULT ( STDMETHODCALLTYPE *OpenSharedResource )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  HANDLE hResource,
            /* [annotation] */ 
            _In_  REFIID ReturnedInterface,
            /* [annotation] */ 
            _Out_opt_  void **ppResource);
        
        HRESULT ( STDMETHODCALLTYPE *CheckFormatSupport )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  DXGI_FORMAT Format,
            /* [annotation] */ 
            _Out_  UINT *pFormatSupport);
        
        HRESULT ( STDMETHODCALLTYPE *CheckMultisampleQualityLevels )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  DXGI_FORMAT Format,
            /* [annotation] */ 
            _In_  UINT SampleCount,
            /* [annotation] */ 
            _Out_  UINT *pNumQualityLevels);
        
        void ( STDMETHODCALLTYPE *CheckCounterInfo )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _Out_  D3D11_COUNTER_INFO *pCounterInfo);
        
        HRESULT ( STDMETHODCALLTYPE *CheckCounter )( 
            ID3D11Device1 * 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 )( 
            ID3D11Device1 * This,
            D3D11_FEATURE Feature,
            /* [annotation] */ 
            _Out_writes_bytes_(FeatureSupportDataSize)  void *pFeatureSupportData,
            UINT FeatureSupportDataSize);
        
        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _Inout_  UINT *pDataSize,
            /* [annotation] */ 
            _Out_writes_bytes_opt_(*pDataSize)  void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_  UINT DataSize,
            /* [annotation] */ 
            _In_reads_bytes_opt_(DataSize)  const void *pData);
        
        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  REFGUID guid,
            /* [annotation] */ 
            _In_opt_  const IUnknown *pData);
        
        D3D_FEATURE_LEVEL ( STDMETHODCALLTYPE *GetFeatureLevel )( 
            ID3D11Device1 * This);
        
        UINT ( STDMETHODCALLTYPE *GetCreationFlags )( 
            ID3D11Device1 * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetDeviceRemovedReason )( 
            ID3D11Device1 * This);
        
        void ( STDMETHODCALLTYPE *GetImmediateContext )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _Out_  ID3D11DeviceContext **ppImmediateContext);
        
        HRESULT ( STDMETHODCALLTYPE *SetExceptionMode )( 
            ID3D11Device1 * This,
            UINT RaiseFlags);
        
        UINT ( STDMETHODCALLTYPE *GetExceptionMode )( 
            ID3D11Device1 * This);
        
        void ( STDMETHODCALLTYPE *GetImmediateContext1 )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _Out_  ID3D11DeviceContext1 **ppImmediateContext);
        
        HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext1 )( 
            ID3D11Device1 * This,
            UINT ContextFlags,
            /* [annotation] */ 
            _Out_opt_  ID3D11DeviceContext1 **ppDeferredContext);
        
        HRESULT ( STDMETHODCALLTYPE *CreateBlendState1 )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_BLEND_DESC1 *pBlendStateDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11BlendState1 **ppBlendState);
        
        HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState1 )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,
            /* [annotation] */ 
            _Out_opt_  ID3D11RasterizerState1 **ppRasterizerState);
        
        HRESULT ( STDMETHODCALLTYPE *CreateDeviceContextState )( 
            ID3D11Device1 * 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 )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  HANDLE hResource,
            /* [annotation] */ 
            _In_  REFIID returnedInterface,
            /* [annotation] */ 
            _Out_  void **ppResource);
        
        HRESULT ( STDMETHODCALLTYPE *OpenSharedResourceByName )( 
            ID3D11Device1 * This,
            /* [annotation] */ 
            _In_  LPCWSTR lpName,
            /* [annotation] */ 
            _In_  DWORD dwDesiredAccess,
            /* [annotation] */ 
            _In_  REFIID returnedInterface,
            /* [annotation] */ 
            _Out_  void **ppResource);
        
        END_INTERFACE
    } ID3D11Device1Vtbl;

    interface ID3D11Device1
    {
        CONST_VTBL struct ID3D11Device1Vtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define ID3D11Device1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define ID3D11Device1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define ID3D11Device1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define ID3D11Device1_CreateBuffer(This,pDesc,pInitialData,ppBuffer)	\
    ( (This)->lpVtbl -> CreateBuffer(This,pDesc,pInitialData,ppBuffer) ) 

#define ID3D11Device1_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)	\
    ( (This)->lpVtbl -> CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) ) 

#define ID3D11Device1_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)	\
    ( (This)->lpVtbl -> CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) ) 

#define ID3D11Device1_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)	\
    ( (This)->lpVtbl -> CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) ) 

#define ID3D11Device1_CreateShaderResourceView(This,pResource,pDesc,ppSRView)	\
    ( (This)->lpVtbl -> CreateShaderResourceView(This,pResource,pDesc,ppSRView) ) 

#define ID3D11Device1_CreateUnorderedAccessView(This,pResource,pDesc,ppUAView)	\
    ( (This)->lpVtbl -> CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) ) 

#define ID3D11Device1_CreateRenderTargetView(This,pResource,pDesc,ppRTView)	\
    ( (This)->lpVtbl -> CreateRenderTargetView(This,pResource,pDesc,ppRTView) ) 

#define ID3D11Device1_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)	\
    ( (This)->lpVtbl -> CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) ) 

#define ID3D11Device1_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)	\
    ( (This)->lpVtbl -> CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) ) 

#define ID3D11Device1_CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader)	\
    ( (This)->lpVtbl -> CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) ) 

#define ID3D11Device1_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader)	\
    ( (This)->lpVtbl -> CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) ) 

#define ID3D11Device1_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 ID3D11Device1_CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader)	\
    ( (This)->lpVtbl -> CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) ) 

#define ID3D11Device1_CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader)	\
    ( (This)->lpVtbl -> CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) ) 

#define ID3D11Device1_CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader)	\
    ( (This)->lpVtbl -> CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) ) 

#define ID3D11Device1_CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader)	\
    ( (This)->lpVtbl -> CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) ) 

#define ID3D11Device1_CreateClassLinkage(This,ppLinkage)	\
    ( (This)->lpVtbl -> CreateClassLinkage(This,ppLinkage) ) 

#define ID3D11Device1_CreateBlendState(This,pBlendStateDesc,ppBlendState)	\
    ( (This)->lpVtbl -> CreateBlendState(This,pBlendStateDesc,ppBlendState) ) 

#define ID3D11Device1_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)	\
    ( (This)->lpVtbl -> CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) ) 

#define ID3D11Device1_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)	\
    ( (This)->lpVtbl -> CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) ) 

#define ID3D11Device1_CreateSamplerState(This,pSamplerDesc,ppSamplerState)	\
    ( (This)->lpVtbl -> CreateSamplerState(This,pSamplerDesc,ppSamplerState) ) 

#define ID3D11Device1_CreateQuery(This,pQueryDesc,ppQuery)	\
    ( (This)->lpVtbl -> CreateQuery(This,pQueryDesc,ppQuery) ) 

#define ID3D11Device1_CreatePredicate(This,pPredicateDesc,ppPredicate)	\
    ( (This)->lpVtbl -> CreatePredicate(This,pPredicateDesc,ppPredicate) ) 

#define ID3D11Device1_CreateCounter(This,pCounterDesc,ppCounter)	\
    ( (This)->lpVtbl -> CreateCounter(This,pCounterDesc,ppCounter) ) 

#define ID3D11Device1_CreateDeferredContext(This,ContextFlags,ppDeferredContext)	\
    ( (This)->lpVtbl -> CreateDeferredContext(This,ContextFlags,ppDeferredContext) ) 

#define ID3D11Device1_OpenSharedResource(This,hResource,ReturnedInterface,ppResource)	\
    ( (This)->lpVtbl -> OpenSharedResource(This,hResource,ReturnedInterface,ppResource) ) 

#define ID3D11Device1_CheckFormatSupport(This,Format,pFormatSupport)	\
    ( (This)->lpVtbl -> CheckFormatSupport(This,Format,pFormatSupport) ) 

#define ID3D11Device1_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)	\
    ( (This)->lpVtbl -> CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) ) 

#define ID3D11Device1_CheckCounterInfo(This,pCounterInfo)	\
    ( (This)->lpVtbl -> CheckCounterInfo(This,pCounterInfo) ) 

#define ID3D11Device1_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 ID3D11Device1_CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize)	\
    ( (This)->lpVtbl -> CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) ) 

#define ID3D11Device1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) ) 

#define ID3D11Device1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) ) 

#define ID3D11Device1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) ) 

#define ID3D11Device1_GetFeatureLevel(This)	\
    ( (This)->lpVtbl -> GetFeatureLevel(This) ) 

#define ID3D11Device1_GetCreationFlags(This)	\
    ( (This)->lpVtbl -> GetCreationFlags(This) ) 

#define ID3D11Device1_GetDeviceRemovedReason(This)	\
    ( (This)->lpVtbl -> GetDeviceRemovedReason(This) ) 

#define ID3D11Device1_GetImmediateContext(This,ppImmediateContext)	\
    ( (This)->lpVtbl -> GetImmediateContext(This,ppImmediateContext) ) 

#define ID3D11Device1_SetExceptionMode(This,RaiseFlags)	\
    ( (This)->lpVtbl -> SetExceptionMode(This,RaiseFlags) ) 

#define ID3D11Device1_GetExceptionMode(This)	\
    ( (This)->lpVtbl -> GetExceptionMode(This) ) 


#define ID3D11Device1_GetImmediateContext1(This,ppImmediateContext)	\
    ( (This)->lpVtbl -> GetImmediateContext1(This,ppImmediateContext) ) 

#define ID3D11Device1_CreateDeferredContext1(This,ContextFlags,ppDeferredContext)	\
    ( (This)->lpVtbl -> CreateDeferredContext1(This,ContextFlags,ppDeferredContext) ) 

#define ID3D11Device1_CreateBlendState1(This,pBlendStateDesc,ppBlendState)	\
    ( (This)->lpVtbl -> CreateBlendState1(This,pBlendStateDesc,ppBlendState) ) 

#define ID3D11Device1_CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState)	\
    ( (This)->lpVtbl -> CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) ) 

#define ID3D11Device1_CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState)	\
    ( (This)->lpVtbl -> CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) ) 

#define ID3D11Device1_OpenSharedResource1(This,hResource,returnedInterface,ppResource)	\
    ( (This)->lpVtbl -> OpenSharedResource1(This,hResource,returnedInterface,ppResource) ) 

#define ID3D11Device1_OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource)	\
    ( (This)->lpVtbl -> OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* __ID3D11Device1_INTERFACE_DEFINED__ */


#ifndef __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__
#define __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__

/* interface ID3DUserDefinedAnnotation */
/* [unique][local][object][uuid] */ 


EXTERN_C const IID IID_ID3DUserDefinedAnnotation;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("b2daad8b-03d4-4dbf-95eb-32ab4b63d0ab")
    ID3DUserDefinedAnnotation : public IUnknown
    {
    public:
        virtual INT STDMETHODCALLTYPE BeginEvent( 
            /* [annotation] */ 
            _In_  LPCWSTR Name) = 0;
        
        virtual INT STDMETHODCALLTYPE EndEvent( void) = 0;
        
        virtual void STDMETHODCALLTYPE SetMarker( 
            /* [annotation] */ 
            _In_  LPCWSTR Name) = 0;
        
        virtual BOOL STDMETHODCALLTYPE GetStatus( void) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct ID3DUserDefinedAnnotationVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            ID3DUserDefinedAnnotation * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            ID3DUserDefinedAnnotation * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            ID3DUserDefinedAnnotation * This);
        
        INT ( STDMETHODCALLTYPE *BeginEvent )( 
            ID3DUserDefinedAnnotation * This,
            /* [annotation] */ 
            _In_  LPCWSTR Name);
        
        INT ( STDMETHODCALLTYPE *EndEvent )( 
            ID3DUserDefinedAnnotation * This);
        
        void ( STDMETHODCALLTYPE *SetMarker )( 
            ID3DUserDefinedAnnotation * This,
            /* [annotation] */ 
            _In_  LPCWSTR Name);
        
        BOOL ( STDMETHODCALLTYPE *GetStatus )( 
            ID3DUserDefinedAnnotation * This);
        
        END_INTERFACE
    } ID3DUserDefinedAnnotationVtbl;

    interface ID3DUserDefinedAnnotation
    {
        CONST_VTBL struct ID3DUserDefinedAnnotationVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define ID3DUserDefinedAnnotation_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define ID3DUserDefinedAnnotation_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define ID3DUserDefinedAnnotation_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define ID3DUserDefinedAnnotation_BeginEvent(This,Name)	\
    ( (This)->lpVtbl -> BeginEvent(This,Name) ) 

#define ID3DUserDefinedAnnotation_EndEvent(This)	\
    ( (This)->lpVtbl -> EndEvent(This) ) 

#define ID3DUserDefinedAnnotation_SetMarker(This,Name)	\
    ( (This)->lpVtbl -> SetMarker(This,Name) ) 

#define ID3DUserDefinedAnnotation_GetStatus(This)	\
    ( (This)->lpVtbl -> GetStatus(This) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_d3d11_1_0000_0006 */
/* [local] */ 

DEFINE_GUID(IID_ID3D11BlendState1,0xcc86fabe,0xda55,0x401d,0x85,0xe7,0xe3,0xc9,0xde,0x28,0x77,0xe9);
DEFINE_GUID(IID_ID3D11RasterizerState1,0x1217d7a6,0x5039,0x418c,0xb0,0x42,0x9c,0xbe,0x25,0x6a,0xfd,0x6e);
DEFINE_GUID(IID_ID3DDeviceContextState,0x5c1e0d8a,0x7c23,0x48f9,0x8c,0x59,0xa9,0x29,0x58,0xce,0xff,0x11);
DEFINE_GUID(IID_ID3D11DeviceContext1,0xbb2c6faa,0xb5fb,0x4082,0x8e,0x6b,0x38,0x8b,0x8c,0xfa,0x90,0xe1);
DEFINE_GUID(IID_ID3D11Device1,0xa04bfb29,0x08ef,0x43d6,0xa4,0x9c,0xa9,0xbd,0xbd,0xcb,0xe6,0x86);
DEFINE_GUID(IID_ID3DUserDefinedAnnotation,0xb2daad8b,0x03d4,0x4dbf,0x95,0xeb,0x32,0xab,0x4b,0x63,0xd0,0xab);


extern RPC_IF_HANDLE __MIDL_itf_d3d11_1_0000_0006_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_1_0000_0006_v0_0_s_ifspec;

/* Additional Prototypes for ALL interfaces */

/* end of Additional Prototypes */

#ifdef __cplusplus
}
#endif

#endif


