/*** Autogenerated by WIDL 1.6 from direct-x/include/d3d11_1.idl - Do not edit ***/

#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif

#include <rpc.h>
#include <rpcndr.h>

#ifndef COM_NO_WINDOWS_H
#include <windows.h>
#include <ole2.h>
#endif

#ifndef __d3d11_1_h__
#define __d3d11_1_h__

/* Forward declarations */

#ifndef __ID3D11BlendState1_FWD_DEFINED__
#define __ID3D11BlendState1_FWD_DEFINED__
typedef interface ID3D11BlendState1 ID3D11BlendState1;
#endif

#ifndef __ID3DDeviceContextState_FWD_DEFINED__
#define __ID3DDeviceContextState_FWD_DEFINED__
typedef interface ID3DDeviceContextState ID3DDeviceContextState;
#endif

#ifndef __ID3D11DeviceContext1_FWD_DEFINED__
#define __ID3D11DeviceContext1_FWD_DEFINED__
typedef interface ID3D11DeviceContext1 ID3D11DeviceContext1;
#endif

#ifndef __ID3DUserDefinedAnnotation_FWD_DEFINED__
#define __ID3DUserDefinedAnnotation_FWD_DEFINED__
typedef interface ID3DUserDefinedAnnotation ID3DUserDefinedAnnotation;
#endif

#ifndef __ID3D11RasterizerState1_FWD_DEFINED__
#define __ID3D11RasterizerState1_FWD_DEFINED__
typedef interface ID3D11RasterizerState1 ID3D11RasterizerState1;
#endif

#ifndef __ID3D11Device1_FWD_DEFINED__
#define __ID3D11Device1_FWD_DEFINED__
typedef interface ID3D11Device1 ID3D11Device1;
#endif

/* Headers for imported files */

#include <oaidl.h>
#include <ocidl.h>
#include <dxgi1_2.h>
#include <d3dcommon.h>
#include <d3d11.h>

#ifdef __cplusplus
extern "C" {
#endif

typedef enum D3D11_LOGIC_OP {
    D3D11_LOGIC_OP_CLEAR = 0,
    D3D11_LOGIC_OP_SET = 1,
    D3D11_LOGIC_OP_COPY = 2,
    D3D11_LOGIC_OP_COPY_INVERTED = 3,
    D3D11_LOGIC_OP_NOOP = 4,
    D3D11_LOGIC_OP_INVERT = 5,
    D3D11_LOGIC_OP_AND = 6,
    D3D11_LOGIC_OP_NAND = 7,
    D3D11_LOGIC_OP_OR = 8,
    D3D11_LOGIC_OP_NOR = 9,
    D3D11_LOGIC_OP_XOR = 10,
    D3D11_LOGIC_OP_EQUIV = 11,
    D3D11_LOGIC_OP_AND_REVERSE = 12,
    D3D11_LOGIC_OP_AND_INVERTED = 13,
    D3D11_LOGIC_OP_OR_REVERSE = 14,
    D3D11_LOGIC_OP_OR_INVERTED = 15
} D3D11_LOGIC_OP;
typedef struct _D3D11_RENDER_TARGET_BLEND_DESC1 {
    WINBOOL BlendEnable;
    WINBOOL 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 {
    WINBOOL AlphaToCoverageEnable;
    WINBOOL IndependentBlendEnable;
    D3D11_RENDER_TARGET_BLEND_DESC1 RenderTarget[8];
} D3D11_BLEND_DESC1;
typedef struct _D3D11_RASTERIZER_DESC1 {
    D3D11_FILL_MODE FillMode;
    D3D11_CULL_MODE CullMode;
    WINBOOL FrontCounterClockwise;
    INT DepthBias;
    FLOAT DepthBiasClamp;
    FLOAT SlopeScaledDepthBias;
    WINBOOL DepthClipEnable;
    WINBOOL ScissorEnable;
    WINBOOL MultisampleEnable;
    WINBOOL AntialiasedLineEnable;
    UINT ForcedSampleCount;
} D3D11_RASTERIZER_DESC1;
/*****************************************************************************
 * ID3D11BlendState1 interface
 */
#ifndef __ID3D11BlendState1_INTERFACE_DEFINED__
#define __ID3D11BlendState1_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3D11BlendState1, 0xcc86fabe, 0xda55, 0x401d, 0x85,0xe7, 0xe3,0xc9,0xde,0x28,0x77,0xe9);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("cc86fabe-da55-401d-85e7-e3c9de2877e9")
ID3D11BlendState1 : public ID3D11BlendState
{
    virtual void STDMETHODCALLTYPE GetDesc1(
        D3D11_BLEND_DESC1 *pDesc) = 0;

};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D11BlendState1, 0xcc86fabe, 0xda55, 0x401d, 0x85,0xe7, 0xe3,0xc9,0xde,0x28,0x77,0xe9)
#endif
#else
typedef struct ID3D11BlendState1Vtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3D11BlendState1* This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3D11BlendState1* This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3D11BlendState1* This);

    /*** ID3D11DeviceChild methods ***/
    void (STDMETHODCALLTYPE *GetDevice)(
        ID3D11BlendState1* This,
        ID3D11Device **ppDevice);

    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
        ID3D11BlendState1* This,
        REFGUID guid,
        UINT *pDataSize,
        void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
        ID3D11BlendState1* This,
        REFGUID guid,
        UINT DataSize,
        const void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
        ID3D11BlendState1* This,
        REFGUID guid,
        const IUnknown *pData);

    /*** ID3D11BlendState methods ***/
    void (STDMETHODCALLTYPE *GetDesc)(
        ID3D11BlendState1* This,
        D3D11_BLEND_DESC *pDesc);

    /*** ID3D11BlendState1 methods ***/
    void (STDMETHODCALLTYPE *GetDesc1)(
        ID3D11BlendState1* This,
        D3D11_BLEND_DESC1 *pDesc);

    END_INTERFACE
} ID3D11BlendState1Vtbl;
interface ID3D11BlendState1 {
    CONST_VTBL ID3D11BlendState1Vtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#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)
/*** ID3D11DeviceChild methods ***/
#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)
/*** ID3D11BlendState methods ***/
#define ID3D11BlendState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
/*** ID3D11BlendState1 methods ***/
#define ID3D11BlendState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D11BlendState1_QueryInterface(ID3D11BlendState1* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D11BlendState1_AddRef(ID3D11BlendState1* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D11BlendState1_Release(ID3D11BlendState1* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3D11DeviceChild methods ***/
static FORCEINLINE void ID3D11BlendState1_GetDevice(ID3D11BlendState1* This,ID3D11Device **ppDevice) {
    This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3D11BlendState1_GetPrivateData(ID3D11BlendState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D11BlendState1_SetPrivateData(ID3D11BlendState1* This,REFGUID guid,UINT DataSize,const void *pData) {
    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D11BlendState1_SetPrivateDataInterface(ID3D11BlendState1* This,REFGUID guid,const IUnknown *pData) {
    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
/*** ID3D11BlendState methods ***/
static FORCEINLINE void ID3D11BlendState1_GetDesc(ID3D11BlendState1* This,D3D11_BLEND_DESC *pDesc) {
    This->lpVtbl->GetDesc(This,pDesc);
}
/*** ID3D11BlendState1 methods ***/
static FORCEINLINE void ID3D11BlendState1_GetDesc1(ID3D11BlendState1* This,D3D11_BLEND_DESC1 *pDesc) {
    This->lpVtbl->GetDesc1(This,pDesc);
}
#endif
#endif

#endif

void STDMETHODCALLTYPE ID3D11BlendState1_GetDesc1_Proxy(
    ID3D11BlendState1* This,
    D3D11_BLEND_DESC1 *pDesc);
void __RPC_STUB ID3D11BlendState1_GetDesc1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);

#endif  /* __ID3D11BlendState1_INTERFACE_DEFINED__ */

/*****************************************************************************
 * ID3DDeviceContextState interface
 */
#ifndef __ID3DDeviceContextState_INTERFACE_DEFINED__
#define __ID3DDeviceContextState_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3DDeviceContextState, 0x5c1e0d8a, 0x7c23, 0x48f9, 0x8c,0x59, 0xa9,0x29,0x58,0xce,0xff,0x11);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("5c1e0d8a-7c23-48f9-8c59-a92958ceff11")
ID3DDeviceContextState : public ID3D11DeviceChild
{
};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3DDeviceContextState, 0x5c1e0d8a, 0x7c23, 0x48f9, 0x8c,0x59, 0xa9,0x29,0x58,0xce,0xff,0x11)
#endif
#else
typedef struct ID3DDeviceContextStateVtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3DDeviceContextState* This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3DDeviceContextState* This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3DDeviceContextState* This);

    /*** ID3D11DeviceChild methods ***/
    void (STDMETHODCALLTYPE *GetDevice)(
        ID3DDeviceContextState* This,
        ID3D11Device **ppDevice);

    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
        ID3DDeviceContextState* This,
        REFGUID guid,
        UINT *pDataSize,
        void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
        ID3DDeviceContextState* This,
        REFGUID guid,
        UINT DataSize,
        const void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
        ID3DDeviceContextState* This,
        REFGUID guid,
        const IUnknown *pData);

    END_INTERFACE
} ID3DDeviceContextStateVtbl;
interface ID3DDeviceContextState {
    CONST_VTBL ID3DDeviceContextStateVtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#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)
/*** ID3D11DeviceChild methods ***/
#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)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3DDeviceContextState_QueryInterface(ID3DDeviceContextState* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3DDeviceContextState_AddRef(ID3DDeviceContextState* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3DDeviceContextState_Release(ID3DDeviceContextState* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3D11DeviceChild methods ***/
static FORCEINLINE void ID3DDeviceContextState_GetDevice(ID3DDeviceContextState* This,ID3D11Device **ppDevice) {
    This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3DDeviceContextState_GetPrivateData(ID3DDeviceContextState* This,REFGUID guid,UINT *pDataSize,void *pData) {
    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3DDeviceContextState_SetPrivateData(ID3DDeviceContextState* This,REFGUID guid,UINT DataSize,const void *pData) {
    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3DDeviceContextState_SetPrivateDataInterface(ID3DDeviceContextState* This,REFGUID guid,const IUnknown *pData) {
    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
#endif
#endif

#endif


#endif  /* __ID3DDeviceContextState_INTERFACE_DEFINED__ */

/*****************************************************************************
 * ID3D11DeviceContext1 interface
 */
#ifndef __ID3D11DeviceContext1_INTERFACE_DEFINED__
#define __ID3D11DeviceContext1_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3D11DeviceContext1, 0xbb2c6faa, 0xb5fb, 0x4082, 0x8e,0x6b, 0x38,0x8b,0x8c,0xfa,0x90,0xe1);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("bb2c6faa-b5fb-4082-8e6b-388b8cfa90e1")
ID3D11DeviceContext1 : public ID3D11DeviceContext
{
    virtual void STDMETHODCALLTYPE CopySubresourceRegion1(
        ID3D11Resource *pDstResource,
        UINT DstSubresource,
        UINT DstX,
        UINT DstY,
        UINT DstZ,
        ID3D11Resource *pSrcResource,
        UINT SrcSubresource,
        const D3D11_BOX *pSrcBox,
        UINT CopyFlags) = 0;

    virtual void STDMETHODCALLTYPE UpdateSubresource1(
        ID3D11Resource *pDstResource,
        UINT DstSubresource,
        const D3D11_BOX *pDstBox,
        const void *pSrcData,
        UINT SrcRowPitch,
        UINT SrcDepthPitch,
        UINT CopyFlags) = 0;

    virtual void STDMETHODCALLTYPE DiscardResource(
        ID3D11Resource *pResource) = 0;

    virtual void STDMETHODCALLTYPE DiscardView(
        ID3D11View *pResourceView) = 0;

    virtual void STDMETHODCALLTYPE VSSetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE HSSetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE DSSetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE GSSetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE PSSetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE CSSetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE VSGetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE HSGetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE DSGetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE GSGetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE PSGetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE CSGetConstantBuffers1(
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants) = 0;

    virtual void STDMETHODCALLTYPE SwapDeviceContextState(
        ID3DDeviceContextState *pState,
        ID3DDeviceContextState **ppPreviousState) = 0;

    virtual void STDMETHODCALLTYPE ClearView(
        ID3D11View *pView,
        const FLOAT Color[4],
        const D3D11_RECT *pRect,
        UINT NumRects) = 0;

    virtual void STDMETHODCALLTYPE DiscardView1(
        ID3D11View *pResourceView,
        const D3D11_RECT *pRects,
        UINT NumRects) = 0;

};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D11DeviceContext1, 0xbb2c6faa, 0xb5fb, 0x4082, 0x8e,0x6b, 0x38,0x8b,0x8c,0xfa,0x90,0xe1)
#endif
#else
typedef struct ID3D11DeviceContext1Vtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3D11DeviceContext1* This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3D11DeviceContext1* This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3D11DeviceContext1* This);

    /*** ID3D11DeviceChild methods ***/
    void (STDMETHODCALLTYPE *GetDevice)(
        ID3D11DeviceContext1* This,
        ID3D11Device **ppDevice);

    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
        ID3D11DeviceContext1* This,
        REFGUID guid,
        UINT *pDataSize,
        void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
        ID3D11DeviceContext1* This,
        REFGUID guid,
        UINT DataSize,
        const void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
        ID3D11DeviceContext1* This,
        REFGUID guid,
        const IUnknown *pData);

    /*** ID3D11DeviceContext methods ***/
    void (STDMETHODCALLTYPE *VSSetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *PSSetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *PSSetShader)(
        ID3D11DeviceContext1* This,
        ID3D11PixelShader *pPixelShader,
        ID3D11ClassInstance *const *ppClassInstances,
        UINT NumClassInstances);

    void (STDMETHODCALLTYPE *PSSetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *VSSetShader)(
        ID3D11DeviceContext1* This,
        ID3D11VertexShader *pVertexShader,
        ID3D11ClassInstance *const *ppClassInstances,
        UINT NumClassInstances);

    void (STDMETHODCALLTYPE *DrawIndexed)(
        ID3D11DeviceContext1* This,
        UINT IndexCount,
        UINT StartIndexLocation,
        INT BaseVertexLocation);

    void (STDMETHODCALLTYPE *Draw)(
        ID3D11DeviceContext1* This,
        UINT VertexCount,
        UINT StartVertexLocation);

    HRESULT (STDMETHODCALLTYPE *Map)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pResource,
        UINT Subresource,
        D3D11_MAP MapType,
        UINT MapFlags,
        D3D11_MAPPED_SUBRESOURCE *pMappedResource);

    void (STDMETHODCALLTYPE *Unmap)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pResource,
        UINT Subresource);

    void (STDMETHODCALLTYPE *PSSetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *IASetInputLayout)(
        ID3D11DeviceContext1* This,
        ID3D11InputLayout *pInputLayout);

    void (STDMETHODCALLTYPE *IASetVertexBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppVertexBuffers,
        const UINT *pStrides,
        const UINT *pOffsets);

    void (STDMETHODCALLTYPE *IASetIndexBuffer)(
        ID3D11DeviceContext1* This,
        ID3D11Buffer *pIndexBuffer,
        DXGI_FORMAT Format,
        UINT Offset);

    void (STDMETHODCALLTYPE *DrawIndexedInstanced)(
        ID3D11DeviceContext1* This,
        UINT IndexCountPerInstance,
        UINT InstanceCount,
        UINT StartIndexLocation,
        INT BaseVertexLocation,
        UINT StartInstanceLocation);

    void (STDMETHODCALLTYPE *DrawInstanced)(
        ID3D11DeviceContext1* This,
        UINT VertexCountPerInstance,
        UINT InstanceCount,
        UINT StartVertexLocation,
        UINT StartInstanceLocation);

    void (STDMETHODCALLTYPE *GSSetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *GSSetShader)(
        ID3D11DeviceContext1* This,
        ID3D11GeometryShader *pShader,
        ID3D11ClassInstance *const *ppClassInstances,
        UINT NumClassInstances);

    void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(
        ID3D11DeviceContext1* This,
        D3D11_PRIMITIVE_TOPOLOGY Topology);

    void (STDMETHODCALLTYPE *VSSetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *VSSetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *Begin)(
        ID3D11DeviceContext1* This,
        ID3D11Asynchronous *pAsync);

    void (STDMETHODCALLTYPE *End)(
        ID3D11DeviceContext1* This,
        ID3D11Asynchronous *pAsync);

    HRESULT (STDMETHODCALLTYPE *GetData)(
        ID3D11DeviceContext1* This,
        ID3D11Asynchronous *pAsync,
        void *pData,
        UINT DataSize,
        UINT GetDataFlags);

    void (STDMETHODCALLTYPE *SetPredication)(
        ID3D11DeviceContext1* This,
        ID3D11Predicate *pPredicate,
        WINBOOL PredicateValue);

    void (STDMETHODCALLTYPE *GSSetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *GSSetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *OMSetRenderTargets)(
        ID3D11DeviceContext1* This,
        UINT NumViews,
        ID3D11RenderTargetView *const *ppRenderTargetViews,
        ID3D11DepthStencilView *pDepthStencilView);

    void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)(
        ID3D11DeviceContext1* This,
        UINT NumRTVs,
        ID3D11RenderTargetView *const *ppRenderTargetViews,
        ID3D11DepthStencilView *pDepthStencilView,
        UINT UAVStartSlot,
        UINT NumUAVs,
        ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
        const UINT *pUAVInitialCounts);

    void (STDMETHODCALLTYPE *OMSetBlendState)(
        ID3D11DeviceContext1* This,
        ID3D11BlendState *pBlendState,
        const FLOAT BlendFactor[4],
        UINT SampleMask);

    void (STDMETHODCALLTYPE *OMSetDepthStencilState)(
        ID3D11DeviceContext1* This,
        ID3D11DepthStencilState *pDepthStencilState,
        UINT StencilRef);

    void (STDMETHODCALLTYPE *SOSetTargets)(
        ID3D11DeviceContext1* This,
        UINT NumBuffers,
        ID3D11Buffer *const *ppSOTargets,
        const UINT *pOffsets);

    void (STDMETHODCALLTYPE *DrawAuto)(
        ID3D11DeviceContext1* This);

    void (STDMETHODCALLTYPE *DrawIndexedInstancedIndirect)(
        ID3D11DeviceContext1* This,
        ID3D11Buffer *pBufferForArgs,
        UINT AlignedByteOffsetForArgs);

    void (STDMETHODCALLTYPE *DrawInstancedIndirect)(
        ID3D11DeviceContext1* This,
        ID3D11Buffer *pBufferForArgs,
        UINT AlignedByteOffsetForArgs);

    void (STDMETHODCALLTYPE *Dispatch)(
        ID3D11DeviceContext1* This,
        UINT ThreadGroupCountX,
        UINT ThreadGroupCountY,
        UINT ThreadGroupCountZ);

    void (STDMETHODCALLTYPE *DispatchIndirect)(
        ID3D11DeviceContext1* This,
        ID3D11Buffer *pBufferForArgs,
        UINT AlignedByteOffsetForArgs);

    void (STDMETHODCALLTYPE *RSSetState)(
        ID3D11DeviceContext1* This,
        ID3D11RasterizerState *pRasterizerState);

    void (STDMETHODCALLTYPE *RSSetViewports)(
        ID3D11DeviceContext1* This,
        UINT NumViewports,
        const D3D11_VIEWPORT *pViewports);

    void (STDMETHODCALLTYPE *RSSetScissorRects)(
        ID3D11DeviceContext1* This,
        UINT NumRects,
        const D3D11_RECT *pRects);

    void (STDMETHODCALLTYPE *CopySubresourceRegion)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pDstResource,
        UINT DstSubresource,
        UINT DstX,
        UINT DstY,
        UINT DstZ,
        ID3D11Resource *pSrcResource,
        UINT SrcSubresource,
        const D3D11_BOX *pSrcBox);

    void (STDMETHODCALLTYPE *CopyResource)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pDstResource,
        ID3D11Resource *pSrcResource);

    void (STDMETHODCALLTYPE *UpdateSubresource)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pDstResource,
        UINT DstSubresource,
        const D3D11_BOX *pDstBox,
        const void *pSrcData,
        UINT SrcRowPitch,
        UINT SrcDepthPitch);

    void (STDMETHODCALLTYPE *CopyStructureCount)(
        ID3D11DeviceContext1* This,
        ID3D11Buffer *pDstBuffer,
        UINT DstAlignedByteOffset,
        ID3D11UnorderedAccessView *pSrcView);

    void (STDMETHODCALLTYPE *ClearRenderTargetView)(
        ID3D11DeviceContext1* This,
        ID3D11RenderTargetView *pRenderTargetView,
        const FLOAT ColorRGBA[4]);

    void (STDMETHODCALLTYPE *ClearUnorderedAccessViewUint)(
        ID3D11DeviceContext1* This,
        ID3D11UnorderedAccessView *pUnorderedAccessView,
        const UINT Values[4]);

    void (STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat)(
        ID3D11DeviceContext1* This,
        ID3D11UnorderedAccessView *pUnorderedAccessView,
        const FLOAT Values[4]);

    void (STDMETHODCALLTYPE *ClearDepthStencilView)(
        ID3D11DeviceContext1* This,
        ID3D11DepthStencilView *pDepthStencilView,
        UINT ClearFlags,
        FLOAT Depth,
        UINT8 Stencil);

    void (STDMETHODCALLTYPE *GenerateMips)(
        ID3D11DeviceContext1* This,
        ID3D11ShaderResourceView *pShaderResourceView);

    void (STDMETHODCALLTYPE *SetResourceMinLOD)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pResource,
        FLOAT MinLOD);

    FLOAT (STDMETHODCALLTYPE *GetResourceMinLOD)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pResource);

    void (STDMETHODCALLTYPE *ResolveSubresource)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pDstResource,
        UINT DstSubresource,
        ID3D11Resource *pSrcResource,
        UINT SrcSubresource,
        DXGI_FORMAT Format);

    void (STDMETHODCALLTYPE *ExecuteCommandList)(
        ID3D11DeviceContext1* This,
        ID3D11CommandList *pCommandList,
        WINBOOL RestoreContextState);

    void (STDMETHODCALLTYPE *HSSetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *HSSetShader)(
        ID3D11DeviceContext1* This,
        ID3D11HullShader *pHullShader,
        ID3D11ClassInstance *const *ppClassInstances,
        UINT NumClassInstances);

    void (STDMETHODCALLTYPE *HSSetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *HSSetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *DSSetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *DSSetShader)(
        ID3D11DeviceContext1* This,
        ID3D11DomainShader *pDomainShader,
        ID3D11ClassInstance *const *ppClassInstances,
        UINT NumClassInstances);

    void (STDMETHODCALLTYPE *DSSetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *DSSetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *CSSetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView *const *ppShaderResourceViews);

    void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumUAVs,
        ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
        const UINT *pUAVInitialCounts);

    void (STDMETHODCALLTYPE *CSSetShader)(
        ID3D11DeviceContext1* This,
        ID3D11ComputeShader *pComputeShader,
        ID3D11ClassInstance *const *ppClassInstances,
        UINT NumClassInstances);

    void (STDMETHODCALLTYPE *CSSetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState *const *ppSamplers);

    void (STDMETHODCALLTYPE *CSSetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers);

    void (STDMETHODCALLTYPE *VSGetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers);

    void (STDMETHODCALLTYPE *PSGetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *PSGetShader)(
        ID3D11DeviceContext1* This,
        ID3D11PixelShader **ppPixelShader,
        ID3D11ClassInstance **ppClassInstances,
        UINT *pNumClassInstances);

    void (STDMETHODCALLTYPE *PSGetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *VSGetShader)(
        ID3D11DeviceContext1* This,
        ID3D11VertexShader **ppVertexShader,
        ID3D11ClassInstance **ppClassInstances,
        UINT *pNumClassInstances);

    void (STDMETHODCALLTYPE *PSGetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers);

    void (STDMETHODCALLTYPE *IAGetInputLayout)(
        ID3D11DeviceContext1* This,
        ID3D11InputLayout **ppInputLayout);

    void (STDMETHODCALLTYPE *IAGetVertexBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppVertexBuffers,
        UINT *pStrides,
        UINT *pOffsets);

    void (STDMETHODCALLTYPE *IAGetIndexBuffer)(
        ID3D11DeviceContext1* This,
        ID3D11Buffer **pIndexBuffer,
        DXGI_FORMAT *Format,
        UINT *Offset);

    void (STDMETHODCALLTYPE *GSGetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers);

    void (STDMETHODCALLTYPE *GSGetShader)(
        ID3D11DeviceContext1* This,
        ID3D11GeometryShader **ppGeometryShader,
        ID3D11ClassInstance **ppClassInstances,
        UINT *pNumClassInstances);

    void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(
        ID3D11DeviceContext1* This,
        D3D11_PRIMITIVE_TOPOLOGY *pTopology);

    void (STDMETHODCALLTYPE *VSGetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *VSGetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *GetPredication)(
        ID3D11DeviceContext1* This,
        ID3D11Predicate **ppPredicate,
        WINBOOL *pPredicateValue);

    void (STDMETHODCALLTYPE *GSGetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *GSGetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *OMGetRenderTargets)(
        ID3D11DeviceContext1* This,
        UINT NumViews,
        ID3D11RenderTargetView **ppRenderTargetViews,
        ID3D11DepthStencilView **ppDepthStencilView);

    void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)(
        ID3D11DeviceContext1* This,
        UINT NumRTVs,
        ID3D11RenderTargetView **ppRenderTargetViews,
        ID3D11DepthStencilView **ppDepthStencilView,
        UINT UAVStartSlot,
        UINT NumUAVs,
        ID3D11UnorderedAccessView **ppUnorderedAccessViews);

    void (STDMETHODCALLTYPE *OMGetBlendState)(
        ID3D11DeviceContext1* This,
        ID3D11BlendState **ppBlendState,
        FLOAT BlendFactor[4],
        UINT *pSampleMask);

    void (STDMETHODCALLTYPE *OMGetDepthStencilState)(
        ID3D11DeviceContext1* This,
        ID3D11DepthStencilState **ppDepthStencilState,
        UINT *pStencilRef);

    void (STDMETHODCALLTYPE *SOGetTargets)(
        ID3D11DeviceContext1* This,
        UINT NumBuffers,
        ID3D11Buffer **ppSOTargets);

    void (STDMETHODCALLTYPE *RSGetState)(
        ID3D11DeviceContext1* This,
        ID3D11RasterizerState **ppRasterizerState);

    void (STDMETHODCALLTYPE *RSGetViewports)(
        ID3D11DeviceContext1* This,
        UINT *pNumViewports,
        D3D11_VIEWPORT *pViewports);

    void (STDMETHODCALLTYPE *RSGetScissorRects)(
        ID3D11DeviceContext1* This,
        UINT *pNumRects,
        D3D11_RECT *pRects);

    void (STDMETHODCALLTYPE *HSGetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *HSGetShader)(
        ID3D11DeviceContext1* This,
        ID3D11HullShader **ppHullShader,
        ID3D11ClassInstance **ppClassInstances,
        UINT *pNumClassInstances);

    void (STDMETHODCALLTYPE *HSGetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *HSGetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers);

    void (STDMETHODCALLTYPE *DSGetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *DSGetShader)(
        ID3D11DeviceContext1* This,
        ID3D11DomainShader **ppDomainShader,
        ID3D11ClassInstance **ppClassInstances,
        UINT *pNumClassInstances);

    void (STDMETHODCALLTYPE *DSGetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *DSGetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers);

    void (STDMETHODCALLTYPE *CSGetShaderResources)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumViews,
        ID3D11ShaderResourceView **ppShaderResourceViews);

    void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumUAVs,
        ID3D11UnorderedAccessView **ppUnorderedAccessViews);

    void (STDMETHODCALLTYPE *CSGetShader)(
        ID3D11DeviceContext1* This,
        ID3D11ComputeShader **ppComputeShader,
        ID3D11ClassInstance **ppClassInstances,
        UINT *pNumClassInstances);

    void (STDMETHODCALLTYPE *CSGetSamplers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumSamplers,
        ID3D11SamplerState **ppSamplers);

    void (STDMETHODCALLTYPE *CSGetConstantBuffers)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT 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,
        WINBOOL RestoreDeferredContextState,
        ID3D11CommandList **ppCommandList);

    /*** ID3D11DeviceContext1 methods ***/
    void (STDMETHODCALLTYPE *CopySubresourceRegion1)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pDstResource,
        UINT DstSubresource,
        UINT DstX,
        UINT DstY,
        UINT DstZ,
        ID3D11Resource *pSrcResource,
        UINT SrcSubresource,
        const D3D11_BOX *pSrcBox,
        UINT CopyFlags);

    void (STDMETHODCALLTYPE *UpdateSubresource1)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pDstResource,
        UINT DstSubresource,
        const D3D11_BOX *pDstBox,
        const void *pSrcData,
        UINT SrcRowPitch,
        UINT SrcDepthPitch,
        UINT CopyFlags);

    void (STDMETHODCALLTYPE *DiscardResource)(
        ID3D11DeviceContext1* This,
        ID3D11Resource *pResource);

    void (STDMETHODCALLTYPE *DiscardView)(
        ID3D11DeviceContext1* This,
        ID3D11View *pResourceView);

    void (STDMETHODCALLTYPE *VSSetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants);

    void (STDMETHODCALLTYPE *HSSetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants);

    void (STDMETHODCALLTYPE *DSSetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants);

    void (STDMETHODCALLTYPE *GSSetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants);

    void (STDMETHODCALLTYPE *PSSetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants);

    void (STDMETHODCALLTYPE *CSSetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer *const *ppConstantBuffers,
        const UINT *pFirstConstant,
        const UINT *pNumConstants);

    void (STDMETHODCALLTYPE *VSGetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants);

    void (STDMETHODCALLTYPE *HSGetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants);

    void (STDMETHODCALLTYPE *DSGetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants);

    void (STDMETHODCALLTYPE *GSGetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants);

    void (STDMETHODCALLTYPE *PSGetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants);

    void (STDMETHODCALLTYPE *CSGetConstantBuffers1)(
        ID3D11DeviceContext1* This,
        UINT StartSlot,
        UINT NumBuffers,
        ID3D11Buffer **ppConstantBuffers,
        UINT *pFirstConstant,
        UINT *pNumConstants);

    void (STDMETHODCALLTYPE *SwapDeviceContextState)(
        ID3D11DeviceContext1* This,
        ID3DDeviceContextState *pState,
        ID3DDeviceContextState **ppPreviousState);

    void (STDMETHODCALLTYPE *ClearView)(
        ID3D11DeviceContext1* This,
        ID3D11View *pView,
        const FLOAT Color[4],
        const D3D11_RECT *pRect,
        UINT NumRects);

    void (STDMETHODCALLTYPE *DiscardView1)(
        ID3D11DeviceContext1* This,
        ID3D11View *pResourceView,
        const D3D11_RECT *pRects,
        UINT NumRects);

    END_INTERFACE
} ID3D11DeviceContext1Vtbl;
interface ID3D11DeviceContext1 {
    CONST_VTBL ID3D11DeviceContext1Vtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#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)
/*** ID3D11DeviceChild methods ***/
#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)
/*** ID3D11DeviceContext methods ***/
#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)
/*** ID3D11DeviceContext1 methods ***/
#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)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D11DeviceContext1_QueryInterface(ID3D11DeviceContext1* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D11DeviceContext1_AddRef(ID3D11DeviceContext1* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D11DeviceContext1_Release(ID3D11DeviceContext1* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3D11DeviceChild methods ***/
static FORCEINLINE void ID3D11DeviceContext1_GetDevice(ID3D11DeviceContext1* This,ID3D11Device **ppDevice) {
    This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_GetPrivateData(ID3D11DeviceContext1* This,REFGUID guid,UINT *pDataSize,void *pData) {
    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_SetPrivateData(ID3D11DeviceContext1* This,REFGUID guid,UINT DataSize,const void *pData) {
    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_SetPrivateDataInterface(ID3D11DeviceContext1* This,REFGUID guid,const IUnknown *pData) {
    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
/*** ID3D11DeviceContext methods ***/
static FORCEINLINE void ID3D11DeviceContext1_VSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
    This->lpVtbl->VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetShader(ID3D11DeviceContext1* This,ID3D11PixelShader *pPixelShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
    This->lpVtbl->PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
    This->lpVtbl->PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_VSSetShader(ID3D11DeviceContext1* This,ID3D11VertexShader *pVertexShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
    This->lpVtbl->VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawIndexed(ID3D11DeviceContext1* This,UINT IndexCount,UINT StartIndexLocation,INT BaseVertexLocation) {
    This->lpVtbl->DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation);
}
static FORCEINLINE void ID3D11DeviceContext1_Draw(ID3D11DeviceContext1* This,UINT VertexCount,UINT StartVertexLocation) {
    This->lpVtbl->Draw(This,VertexCount,StartVertexLocation);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_Map(ID3D11DeviceContext1* This,ID3D11Resource *pResource,UINT Subresource,D3D11_MAP MapType,UINT MapFlags,D3D11_MAPPED_SUBRESOURCE *pMappedResource) {
    return This->lpVtbl->Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource);
}
static FORCEINLINE void ID3D11DeviceContext1_Unmap(ID3D11DeviceContext1* This,ID3D11Resource *pResource,UINT Subresource) {
    This->lpVtbl->Unmap(This,pResource,Subresource);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
    This->lpVtbl->PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_IASetInputLayout(ID3D11DeviceContext1* This,ID3D11InputLayout *pInputLayout) {
    This->lpVtbl->IASetInputLayout(This,pInputLayout);
}
static FORCEINLINE void ID3D11DeviceContext1_IASetVertexBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppVertexBuffers,const UINT *pStrides,const UINT *pOffsets) {
    This->lpVtbl->IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
}
static FORCEINLINE void ID3D11DeviceContext1_IASetIndexBuffer(ID3D11DeviceContext1* This,ID3D11Buffer *pIndexBuffer,DXGI_FORMAT Format,UINT Offset) {
    This->lpVtbl->IASetIndexBuffer(This,pIndexBuffer,Format,Offset);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawIndexedInstanced(ID3D11DeviceContext1* This,UINT IndexCountPerInstance,UINT InstanceCount,UINT StartIndexLocation,INT BaseVertexLocation,UINT StartInstanceLocation) {
    This->lpVtbl->DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawInstanced(ID3D11DeviceContext1* This,UINT VertexCountPerInstance,UINT InstanceCount,UINT StartVertexLocation,UINT StartInstanceLocation) {
    This->lpVtbl->DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
    This->lpVtbl->GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetShader(ID3D11DeviceContext1* This,ID3D11GeometryShader *pShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
    This->lpVtbl->GSSetShader(This,pShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_IASetPrimitiveTopology(ID3D11DeviceContext1* This,D3D11_PRIMITIVE_TOPOLOGY Topology) {
    This->lpVtbl->IASetPrimitiveTopology(This,Topology);
}
static FORCEINLINE void ID3D11DeviceContext1_VSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_VSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
    This->lpVtbl->VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_Begin(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync) {
    This->lpVtbl->Begin(This,pAsync);
}
static FORCEINLINE void ID3D11DeviceContext1_End(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync) {
    This->lpVtbl->End(This,pAsync);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_GetData(ID3D11DeviceContext1* This,ID3D11Asynchronous *pAsync,void *pData,UINT DataSize,UINT GetDataFlags) {
    return This->lpVtbl->GetData(This,pAsync,pData,DataSize,GetDataFlags);
}
static FORCEINLINE void ID3D11DeviceContext1_SetPredication(ID3D11DeviceContext1* This,ID3D11Predicate *pPredicate,WINBOOL PredicateValue) {
    This->lpVtbl->SetPredication(This,pPredicate,PredicateValue);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
    This->lpVtbl->GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_OMSetRenderTargets(ID3D11DeviceContext1* This,UINT NumViews,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView) {
    This->lpVtbl->OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView);
}
static FORCEINLINE void ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext1* This,UINT NumRTVs,ID3D11RenderTargetView *const *ppRenderTargetViews,ID3D11DepthStencilView *pDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) {
    This->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts);
}
static FORCEINLINE void ID3D11DeviceContext1_OMSetBlendState(ID3D11DeviceContext1* This,ID3D11BlendState *pBlendState,const FLOAT BlendFactor[4],UINT SampleMask) {
    This->lpVtbl->OMSetBlendState(This,pBlendState,BlendFactor,SampleMask);
}
static FORCEINLINE void ID3D11DeviceContext1_OMSetDepthStencilState(ID3D11DeviceContext1* This,ID3D11DepthStencilState *pDepthStencilState,UINT StencilRef) {
    This->lpVtbl->OMSetDepthStencilState(This,pDepthStencilState,StencilRef);
}
static FORCEINLINE void ID3D11DeviceContext1_SOSetTargets(ID3D11DeviceContext1* This,UINT NumBuffers,ID3D11Buffer *const *ppSOTargets,const UINT *pOffsets) {
    This->lpVtbl->SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawAuto(ID3D11DeviceContext1* This) {
    This->lpVtbl->DrawAuto(This);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawIndexedInstancedIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
    This->lpVtbl->DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
}
static FORCEINLINE void ID3D11DeviceContext1_DrawInstancedIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
    This->lpVtbl->DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
}
static FORCEINLINE void ID3D11DeviceContext1_Dispatch(ID3D11DeviceContext1* This,UINT ThreadGroupCountX,UINT ThreadGroupCountY,UINT ThreadGroupCountZ) {
    This->lpVtbl->Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ);
}
static FORCEINLINE void ID3D11DeviceContext1_DispatchIndirect(ID3D11DeviceContext1* This,ID3D11Buffer *pBufferForArgs,UINT AlignedByteOffsetForArgs) {
    This->lpVtbl->DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs);
}
static FORCEINLINE void ID3D11DeviceContext1_RSSetState(ID3D11DeviceContext1* This,ID3D11RasterizerState *pRasterizerState) {
    This->lpVtbl->RSSetState(This,pRasterizerState);
}
static FORCEINLINE void ID3D11DeviceContext1_RSSetViewports(ID3D11DeviceContext1* This,UINT NumViewports,const D3D11_VIEWPORT *pViewports) {
    This->lpVtbl->RSSetViewports(This,NumViewports,pViewports);
}
static FORCEINLINE void ID3D11DeviceContext1_RSSetScissorRects(ID3D11DeviceContext1* This,UINT NumRects,const D3D11_RECT *pRects) {
    This->lpVtbl->RSSetScissorRects(This,NumRects,pRects);
}
static FORCEINLINE void ID3D11DeviceContext1_CopySubresourceRegion(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D11Resource *pSrcResource,UINT SrcSubresource,const D3D11_BOX *pSrcBox) {
    This->lpVtbl->CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox);
}
static FORCEINLINE void ID3D11DeviceContext1_CopyResource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,ID3D11Resource *pSrcResource) {
    This->lpVtbl->CopyResource(This,pDstResource,pSrcResource);
}
static FORCEINLINE void ID3D11DeviceContext1_UpdateSubresource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch) {
    This->lpVtbl->UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch);
}
static FORCEINLINE void ID3D11DeviceContext1_CopyStructureCount(ID3D11DeviceContext1* This,ID3D11Buffer *pDstBuffer,UINT DstAlignedByteOffset,ID3D11UnorderedAccessView *pSrcView) {
    This->lpVtbl->CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearRenderTargetView(ID3D11DeviceContext1* This,ID3D11RenderTargetView *pRenderTargetView,const FLOAT ColorRGBA[4]) {
    This->lpVtbl->ClearRenderTargetView(This,pRenderTargetView,ColorRGBA);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearUnorderedAccessViewUint(ID3D11DeviceContext1* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const UINT Values[4]) {
    This->lpVtbl->ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearUnorderedAccessViewFloat(ID3D11DeviceContext1* This,ID3D11UnorderedAccessView *pUnorderedAccessView,const FLOAT Values[4]) {
    This->lpVtbl->ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearDepthStencilView(ID3D11DeviceContext1* This,ID3D11DepthStencilView *pDepthStencilView,UINT ClearFlags,FLOAT Depth,UINT8 Stencil) {
    This->lpVtbl->ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil);
}
static FORCEINLINE void ID3D11DeviceContext1_GenerateMips(ID3D11DeviceContext1* This,ID3D11ShaderResourceView *pShaderResourceView) {
    This->lpVtbl->GenerateMips(This,pShaderResourceView);
}
static FORCEINLINE void ID3D11DeviceContext1_SetResourceMinLOD(ID3D11DeviceContext1* This,ID3D11Resource *pResource,FLOAT MinLOD) {
    This->lpVtbl->SetResourceMinLOD(This,pResource,MinLOD);
}
static FORCEINLINE FLOAT ID3D11DeviceContext1_GetResourceMinLOD(ID3D11DeviceContext1* This,ID3D11Resource *pResource) {
    return This->lpVtbl->GetResourceMinLOD(This,pResource);
}
static FORCEINLINE void ID3D11DeviceContext1_ResolveSubresource(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,ID3D11Resource *pSrcResource,UINT SrcSubresource,DXGI_FORMAT Format) {
    This->lpVtbl->ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format);
}
static FORCEINLINE void ID3D11DeviceContext1_ExecuteCommandList(ID3D11DeviceContext1* This,ID3D11CommandList *pCommandList,WINBOOL RestoreContextState) {
    This->lpVtbl->ExecuteCommandList(This,pCommandList,RestoreContextState);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetShader(ID3D11DeviceContext1* This,ID3D11HullShader *pHullShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
    This->lpVtbl->HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
    This->lpVtbl->HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
    This->lpVtbl->HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetShader(ID3D11DeviceContext1* This,ID3D11DomainShader *pDomainShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
    This->lpVtbl->DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
    This->lpVtbl->DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
    This->lpVtbl->DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView *const *ppShaderResourceViews) {
    This->lpVtbl->CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetUnorderedAccessViews(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,const UINT *pUAVInitialCounts) {
    This->lpVtbl->CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetShader(ID3D11DeviceContext1* This,ID3D11ComputeShader *pComputeShader,ID3D11ClassInstance *const *ppClassInstances,UINT NumClassInstances) {
    This->lpVtbl->CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState *const *ppSamplers) {
    This->lpVtbl->CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers) {
    This->lpVtbl->CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
    This->lpVtbl->VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetShader(ID3D11DeviceContext1* This,ID3D11PixelShader **ppPixelShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
    This->lpVtbl->PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
    This->lpVtbl->PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetShader(ID3D11DeviceContext1* This,ID3D11VertexShader **ppVertexShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
    This->lpVtbl->VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
    This->lpVtbl->PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_IAGetInputLayout(ID3D11DeviceContext1* This,ID3D11InputLayout **ppInputLayout) {
    This->lpVtbl->IAGetInputLayout(This,ppInputLayout);
}
static FORCEINLINE void ID3D11DeviceContext1_IAGetVertexBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppVertexBuffers,UINT *pStrides,UINT *pOffsets) {
    This->lpVtbl->IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets);
}
static FORCEINLINE void ID3D11DeviceContext1_IAGetIndexBuffer(ID3D11DeviceContext1* This,ID3D11Buffer **pIndexBuffer,DXGI_FORMAT *Format,UINT *Offset) {
    This->lpVtbl->IAGetIndexBuffer(This,pIndexBuffer,Format,Offset);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
    This->lpVtbl->GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetShader(ID3D11DeviceContext1* This,ID3D11GeometryShader **ppGeometryShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
    This->lpVtbl->GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_IAGetPrimitiveTopology(ID3D11DeviceContext1* This,D3D11_PRIMITIVE_TOPOLOGY *pTopology) {
    This->lpVtbl->IAGetPrimitiveTopology(This,pTopology);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
    This->lpVtbl->VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_GetPredication(ID3D11DeviceContext1* This,ID3D11Predicate **ppPredicate,WINBOOL *pPredicateValue) {
    This->lpVtbl->GetPredication(This,ppPredicate,pPredicateValue);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
    This->lpVtbl->GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_OMGetRenderTargets(ID3D11DeviceContext1* This,UINT NumViews,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView) {
    This->lpVtbl->OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView);
}
static FORCEINLINE void ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(ID3D11DeviceContext1* This,UINT NumRTVs,ID3D11RenderTargetView **ppRenderTargetViews,ID3D11DepthStencilView **ppDepthStencilView,UINT UAVStartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) {
    This->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews);
}
static FORCEINLINE void ID3D11DeviceContext1_OMGetBlendState(ID3D11DeviceContext1* This,ID3D11BlendState **ppBlendState,FLOAT BlendFactor[4],UINT *pSampleMask) {
    This->lpVtbl->OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask);
}
static FORCEINLINE void ID3D11DeviceContext1_OMGetDepthStencilState(ID3D11DeviceContext1* This,ID3D11DepthStencilState **ppDepthStencilState,UINT *pStencilRef) {
    This->lpVtbl->OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef);
}
static FORCEINLINE void ID3D11DeviceContext1_SOGetTargets(ID3D11DeviceContext1* This,UINT NumBuffers,ID3D11Buffer **ppSOTargets) {
    This->lpVtbl->SOGetTargets(This,NumBuffers,ppSOTargets);
}
static FORCEINLINE void ID3D11DeviceContext1_RSGetState(ID3D11DeviceContext1* This,ID3D11RasterizerState **ppRasterizerState) {
    This->lpVtbl->RSGetState(This,ppRasterizerState);
}
static FORCEINLINE void ID3D11DeviceContext1_RSGetViewports(ID3D11DeviceContext1* This,UINT *pNumViewports,D3D11_VIEWPORT *pViewports) {
    This->lpVtbl->RSGetViewports(This,pNumViewports,pViewports);
}
static FORCEINLINE void ID3D11DeviceContext1_RSGetScissorRects(ID3D11DeviceContext1* This,UINT *pNumRects,D3D11_RECT *pRects) {
    This->lpVtbl->RSGetScissorRects(This,pNumRects,pRects);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetShader(ID3D11DeviceContext1* This,ID3D11HullShader **ppHullShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
    This->lpVtbl->HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
    This->lpVtbl->HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
    This->lpVtbl->HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetShader(ID3D11DeviceContext1* This,ID3D11DomainShader **ppDomainShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
    This->lpVtbl->DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
    This->lpVtbl->DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
    This->lpVtbl->DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetShaderResources(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumViews,ID3D11ShaderResourceView **ppShaderResourceViews) {
    This->lpVtbl->CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetUnorderedAccessViews(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumUAVs,ID3D11UnorderedAccessView **ppUnorderedAccessViews) {
    This->lpVtbl->CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetShader(ID3D11DeviceContext1* This,ID3D11ComputeShader **ppComputeShader,ID3D11ClassInstance **ppClassInstances,UINT *pNumClassInstances) {
    This->lpVtbl->CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetSamplers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumSamplers,ID3D11SamplerState **ppSamplers) {
    This->lpVtbl->CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetConstantBuffers(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers) {
    This->lpVtbl->CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearState(ID3D11DeviceContext1* This) {
    This->lpVtbl->ClearState(This);
}
static FORCEINLINE void ID3D11DeviceContext1_Flush(ID3D11DeviceContext1* This) {
    This->lpVtbl->Flush(This);
}
static FORCEINLINE D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext1_GetType(ID3D11DeviceContext1* This) {
    return This->lpVtbl->GetType(This);
}
static FORCEINLINE UINT ID3D11DeviceContext1_GetContextFlags(ID3D11DeviceContext1* This) {
    return This->lpVtbl->GetContextFlags(This);
}
static FORCEINLINE HRESULT ID3D11DeviceContext1_FinishCommandList(ID3D11DeviceContext1* This,WINBOOL RestoreDeferredContextState,ID3D11CommandList **ppCommandList) {
    return This->lpVtbl->FinishCommandList(This,RestoreDeferredContextState,ppCommandList);
}
/*** ID3D11DeviceContext1 methods ***/
static FORCEINLINE void ID3D11DeviceContext1_CopySubresourceRegion1(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,UINT DstX,UINT DstY,UINT DstZ,ID3D11Resource *pSrcResource,UINT SrcSubresource,const D3D11_BOX *pSrcBox,UINT CopyFlags) {
    This->lpVtbl->CopySubresourceRegion1(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox,CopyFlags);
}
static FORCEINLINE void ID3D11DeviceContext1_UpdateSubresource1(ID3D11DeviceContext1* This,ID3D11Resource *pDstResource,UINT DstSubresource,const D3D11_BOX *pDstBox,const void *pSrcData,UINT SrcRowPitch,UINT SrcDepthPitch,UINT CopyFlags) {
    This->lpVtbl->UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags);
}
static FORCEINLINE void ID3D11DeviceContext1_DiscardResource(ID3D11DeviceContext1* This,ID3D11Resource *pResource) {
    This->lpVtbl->DiscardResource(This,pResource);
}
static FORCEINLINE void ID3D11DeviceContext1_DiscardView(ID3D11DeviceContext1* This,ID3D11View *pResourceView) {
    This->lpVtbl->DiscardView(This,pResourceView);
}
static FORCEINLINE void ID3D11DeviceContext1_VSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
    This->lpVtbl->VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_HSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
    This->lpVtbl->HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_DSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
    This->lpVtbl->DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_GSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
    This->lpVtbl->GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_PSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
    This->lpVtbl->PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_CSSetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer *const *ppConstantBuffers,const UINT *pFirstConstant,const UINT *pNumConstants) {
    This->lpVtbl->CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_VSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
    This->lpVtbl->VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_HSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
    This->lpVtbl->HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_DSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
    This->lpVtbl->DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_GSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
    This->lpVtbl->GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_PSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
    This->lpVtbl->PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_CSGetConstantBuffers1(ID3D11DeviceContext1* This,UINT StartSlot,UINT NumBuffers,ID3D11Buffer **ppConstantBuffers,UINT *pFirstConstant,UINT *pNumConstants) {
    This->lpVtbl->CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants);
}
static FORCEINLINE void ID3D11DeviceContext1_SwapDeviceContextState(ID3D11DeviceContext1* This,ID3DDeviceContextState *pState,ID3DDeviceContextState **ppPreviousState) {
    This->lpVtbl->SwapDeviceContextState(This,pState,ppPreviousState);
}
static FORCEINLINE void ID3D11DeviceContext1_ClearView(ID3D11DeviceContext1* This,ID3D11View *pView,const FLOAT Color[4],const D3D11_RECT *pRect,UINT NumRects) {
    This->lpVtbl->ClearView(This,pView,Color,pRect,NumRects);
}
static FORCEINLINE void ID3D11DeviceContext1_DiscardView1(ID3D11DeviceContext1* This,ID3D11View *pResourceView,const D3D11_RECT *pRects,UINT NumRects) {
    This->lpVtbl->DiscardView1(This,pResourceView,pRects,NumRects);
}
#endif
#endif

#endif

void STDMETHODCALLTYPE ID3D11DeviceContext1_CopySubresourceRegion1_Proxy(
    ID3D11DeviceContext1* This,
    ID3D11Resource *pDstResource,
    UINT DstSubresource,
    UINT DstX,
    UINT DstY,
    UINT DstZ,
    ID3D11Resource *pSrcResource,
    UINT SrcSubresource,
    const D3D11_BOX *pSrcBox,
    UINT CopyFlags);
void __RPC_STUB ID3D11DeviceContext1_CopySubresourceRegion1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_UpdateSubresource1_Proxy(
    ID3D11DeviceContext1* This,
    ID3D11Resource *pDstResource,
    UINT DstSubresource,
    const D3D11_BOX *pDstBox,
    const void *pSrcData,
    UINT SrcRowPitch,
    UINT SrcDepthPitch,
    UINT CopyFlags);
void __RPC_STUB ID3D11DeviceContext1_UpdateSubresource1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_DiscardResource_Proxy(
    ID3D11DeviceContext1* This,
    ID3D11Resource *pResource);
void __RPC_STUB ID3D11DeviceContext1_DiscardResource_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_DiscardView_Proxy(
    ID3D11DeviceContext1* This,
    ID3D11View *pResourceView);
void __RPC_STUB ID3D11DeviceContext1_DiscardView_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_VSSetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer *const *ppConstantBuffers,
    const UINT *pFirstConstant,
    const UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_VSSetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_HSSetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer *const *ppConstantBuffers,
    const UINT *pFirstConstant,
    const UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_HSSetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_DSSetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer *const *ppConstantBuffers,
    const UINT *pFirstConstant,
    const UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_DSSetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_GSSetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer *const *ppConstantBuffers,
    const UINT *pFirstConstant,
    const UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_GSSetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_PSSetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer *const *ppConstantBuffers,
    const UINT *pFirstConstant,
    const UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_PSSetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_CSSetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer *const *ppConstantBuffers,
    const UINT *pFirstConstant,
    const UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_CSSetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_VSGetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer **ppConstantBuffers,
    UINT *pFirstConstant,
    UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_VSGetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_HSGetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer **ppConstantBuffers,
    UINT *pFirstConstant,
    UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_HSGetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_DSGetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer **ppConstantBuffers,
    UINT *pFirstConstant,
    UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_DSGetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_GSGetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer **ppConstantBuffers,
    UINT *pFirstConstant,
    UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_GSGetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_PSGetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer **ppConstantBuffers,
    UINT *pFirstConstant,
    UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_PSGetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_CSGetConstantBuffers1_Proxy(
    ID3D11DeviceContext1* This,
    UINT StartSlot,
    UINT NumBuffers,
    ID3D11Buffer **ppConstantBuffers,
    UINT *pFirstConstant,
    UINT *pNumConstants);
void __RPC_STUB ID3D11DeviceContext1_CSGetConstantBuffers1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_SwapDeviceContextState_Proxy(
    ID3D11DeviceContext1* This,
    ID3DDeviceContextState *pState,
    ID3DDeviceContextState **ppPreviousState);
void __RPC_STUB ID3D11DeviceContext1_SwapDeviceContextState_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3D11DeviceContext1_ClearView_Proxy(
    ID3D11DeviceContext1* This,
    ID3D11View *pView,
    const FLOAT Color[4],
    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,
    ID3D11View *pResourceView,
    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__ */

/*****************************************************************************
 * ID3DUserDefinedAnnotation interface
 */
#ifndef __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__
#define __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3DUserDefinedAnnotation, 0xb2daad8b, 0x03d4, 0x4dbf, 0x95,0xeb, 0x32,0xab,0x4b,0x63,0xd0,0xab);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("b2daad8b-03d4-4dbf-95eb-32ab4b63d0ab")
ID3DUserDefinedAnnotation : public IUnknown
{
    virtual INT STDMETHODCALLTYPE BeginEvent(
        LPCWSTR Name) = 0;

    virtual INT STDMETHODCALLTYPE EndEvent(
        ) = 0;

    virtual void STDMETHODCALLTYPE SetMarker(
        LPCWSTR Name) = 0;

    virtual WINBOOL STDMETHODCALLTYPE GetStatus(
        ) = 0;

};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3DUserDefinedAnnotation, 0xb2daad8b, 0x03d4, 0x4dbf, 0x95,0xeb, 0x32,0xab,0x4b,0x63,0xd0,0xab)
#endif
#else
typedef struct ID3DUserDefinedAnnotationVtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3DUserDefinedAnnotation* This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3DUserDefinedAnnotation* This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3DUserDefinedAnnotation* This);

    /*** ID3DUserDefinedAnnotation methods ***/
    INT (STDMETHODCALLTYPE *BeginEvent)(
        ID3DUserDefinedAnnotation* This,
        LPCWSTR Name);

    INT (STDMETHODCALLTYPE *EndEvent)(
        ID3DUserDefinedAnnotation* This);

    void (STDMETHODCALLTYPE *SetMarker)(
        ID3DUserDefinedAnnotation* This,
        LPCWSTR Name);

    WINBOOL (STDMETHODCALLTYPE *GetStatus)(
        ID3DUserDefinedAnnotation* This);

    END_INTERFACE
} ID3DUserDefinedAnnotationVtbl;
interface ID3DUserDefinedAnnotation {
    CONST_VTBL ID3DUserDefinedAnnotationVtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#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)
/*** ID3DUserDefinedAnnotation methods ***/
#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)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3DUserDefinedAnnotation_QueryInterface(ID3DUserDefinedAnnotation* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3DUserDefinedAnnotation_AddRef(ID3DUserDefinedAnnotation* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3DUserDefinedAnnotation_Release(ID3DUserDefinedAnnotation* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3DUserDefinedAnnotation methods ***/
static FORCEINLINE INT ID3DUserDefinedAnnotation_BeginEvent(ID3DUserDefinedAnnotation* This,LPCWSTR Name) {
    return This->lpVtbl->BeginEvent(This,Name);
}
static FORCEINLINE INT ID3DUserDefinedAnnotation_EndEvent(ID3DUserDefinedAnnotation* This) {
    return This->lpVtbl->EndEvent(This);
}
static FORCEINLINE void ID3DUserDefinedAnnotation_SetMarker(ID3DUserDefinedAnnotation* This,LPCWSTR Name) {
    This->lpVtbl->SetMarker(This,Name);
}
static FORCEINLINE WINBOOL ID3DUserDefinedAnnotation_GetStatus(ID3DUserDefinedAnnotation* This) {
    return This->lpVtbl->GetStatus(This);
}
#endif
#endif

#endif

INT STDMETHODCALLTYPE ID3DUserDefinedAnnotation_BeginEvent_Proxy(
    ID3DUserDefinedAnnotation* This,
    LPCWSTR Name);
void __RPC_STUB ID3DUserDefinedAnnotation_BeginEvent_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
INT STDMETHODCALLTYPE ID3DUserDefinedAnnotation_EndEvent_Proxy(
    ID3DUserDefinedAnnotation* This);
void __RPC_STUB ID3DUserDefinedAnnotation_EndEvent_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
void STDMETHODCALLTYPE ID3DUserDefinedAnnotation_SetMarker_Proxy(
    ID3DUserDefinedAnnotation* This,
    LPCWSTR Name);
void __RPC_STUB ID3DUserDefinedAnnotation_SetMarker_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
WINBOOL STDMETHODCALLTYPE ID3DUserDefinedAnnotation_GetStatus_Proxy(
    ID3DUserDefinedAnnotation* This);
void __RPC_STUB ID3DUserDefinedAnnotation_GetStatus_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);

#endif  /* __ID3DUserDefinedAnnotation_INTERFACE_DEFINED__ */

/*****************************************************************************
 * ID3D11RasterizerState1 interface
 */
#ifndef __ID3D11RasterizerState1_INTERFACE_DEFINED__
#define __ID3D11RasterizerState1_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3D11RasterizerState1, 0x1217d7a6, 0x5039, 0x418c, 0xb0,0x42, 0x9c,0xbe,0x25,0x6a,0xfd,0x6e);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("1217d7a6-5039-418c-b042-9cbe256afd6e")
ID3D11RasterizerState1 : public ID3D11RasterizerState
{
    virtual void STDMETHODCALLTYPE GetDesc1(
        D3D11_RASTERIZER_DESC1 *pDesc) = 0;

};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D11RasterizerState1, 0x1217d7a6, 0x5039, 0x418c, 0xb0,0x42, 0x9c,0xbe,0x25,0x6a,0xfd,0x6e)
#endif
#else
typedef struct ID3D11RasterizerState1Vtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3D11RasterizerState1* This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3D11RasterizerState1* This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3D11RasterizerState1* This);

    /*** ID3D11DeviceChild methods ***/
    void (STDMETHODCALLTYPE *GetDevice)(
        ID3D11RasterizerState1* This,
        ID3D11Device **ppDevice);

    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
        ID3D11RasterizerState1* This,
        REFGUID guid,
        UINT *pDataSize,
        void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
        ID3D11RasterizerState1* This,
        REFGUID guid,
        UINT DataSize,
        const void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
        ID3D11RasterizerState1* This,
        REFGUID guid,
        const IUnknown *pData);

    /*** ID3D11RasterizerState methods ***/
    void (STDMETHODCALLTYPE *GetDesc)(
        ID3D11RasterizerState1* This,
        D3D11_RASTERIZER_DESC *pDesc);

    /*** ID3D11RasterizerState1 methods ***/
    void (STDMETHODCALLTYPE *GetDesc1)(
        ID3D11RasterizerState1* This,
        D3D11_RASTERIZER_DESC1 *pDesc);

    END_INTERFACE
} ID3D11RasterizerState1Vtbl;
interface ID3D11RasterizerState1 {
    CONST_VTBL ID3D11RasterizerState1Vtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#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)
/*** ID3D11DeviceChild methods ***/
#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)
/*** ID3D11RasterizerState methods ***/
#define ID3D11RasterizerState1_GetDesc(This,pDesc) (This)->lpVtbl->GetDesc(This,pDesc)
/*** ID3D11RasterizerState1 methods ***/
#define ID3D11RasterizerState1_GetDesc1(This,pDesc) (This)->lpVtbl->GetDesc1(This,pDesc)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D11RasterizerState1_QueryInterface(ID3D11RasterizerState1* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D11RasterizerState1_AddRef(ID3D11RasterizerState1* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D11RasterizerState1_Release(ID3D11RasterizerState1* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3D11DeviceChild methods ***/
static FORCEINLINE void ID3D11RasterizerState1_GetDevice(ID3D11RasterizerState1* This,ID3D11Device **ppDevice) {
    This->lpVtbl->GetDevice(This,ppDevice);
}
static FORCEINLINE HRESULT ID3D11RasterizerState1_GetPrivateData(ID3D11RasterizerState1* This,REFGUID guid,UINT *pDataSize,void *pData) {
    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D11RasterizerState1_SetPrivateData(ID3D11RasterizerState1* This,REFGUID guid,UINT DataSize,const void *pData) {
    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D11RasterizerState1_SetPrivateDataInterface(ID3D11RasterizerState1* This,REFGUID guid,const IUnknown *pData) {
    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
/*** ID3D11RasterizerState methods ***/
static FORCEINLINE void ID3D11RasterizerState1_GetDesc(ID3D11RasterizerState1* This,D3D11_RASTERIZER_DESC *pDesc) {
    This->lpVtbl->GetDesc(This,pDesc);
}
/*** ID3D11RasterizerState1 methods ***/
static FORCEINLINE void ID3D11RasterizerState1_GetDesc1(ID3D11RasterizerState1* This,D3D11_RASTERIZER_DESC1 *pDesc) {
    This->lpVtbl->GetDesc1(This,pDesc);
}
#endif
#endif

#endif

void STDMETHODCALLTYPE ID3D11RasterizerState1_GetDesc1_Proxy(
    ID3D11RasterizerState1* This,
    D3D11_RASTERIZER_DESC1 *pDesc);
void __RPC_STUB ID3D11RasterizerState1_GetDesc1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);

#endif  /* __ID3D11RasterizerState1_INTERFACE_DEFINED__ */

/*****************************************************************************
 * ID3D11Device1 interface
 */
#ifndef __ID3D11Device1_INTERFACE_DEFINED__
#define __ID3D11Device1_INTERFACE_DEFINED__

DEFINE_GUID(IID_ID3D11Device1, 0xa04bfb29, 0x08ef, 0x43d6, 0xa4,0x9c, 0xa9,0xbd,0xbd,0xcb,0xe6,0x86);
#if defined(__cplusplus) && !defined(CINTERFACE)
MIDL_INTERFACE("a04bfb29-08ef-43d6-a49c-a9bdbdcbe686")
ID3D11Device1 : public ID3D11Device
{
    virtual void STDMETHODCALLTYPE GetImmediateContext1(
        ID3D11DeviceContext1 **ppImmediateContext) = 0;

    virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext1(
        UINT ContextFlags,
        ID3D11DeviceContext1 **ppDeferredContext) = 0;

    virtual HRESULT STDMETHODCALLTYPE CreateBlendState1(
        const D3D11_BLEND_DESC1 *pBlendStateDesc,
        ID3D11BlendState1 **ppBlendState) = 0;

    virtual HRESULT STDMETHODCALLTYPE CreateRasterizerState1(
        const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,
        ID3D11RasterizerState1 **ppRasterizerState) = 0;

    virtual HRESULT STDMETHODCALLTYPE CreateDeviceContextState(
        UINT Flags,
        const D3D_FEATURE_LEVEL *pFeatureLevels,
        UINT FeatureLevels,
        UINT SDKVersion,
        REFIID EmulatedInterface,
        D3D_FEATURE_LEVEL *pChosenFeatureLevel,
        ID3DDeviceContextState **ppContextState) = 0;

    virtual HRESULT STDMETHODCALLTYPE OpenSharedResource1(
        HANDLE hResource,
        REFIID returnedInterface,
        void **ppResource) = 0;

    virtual HRESULT STDMETHODCALLTYPE OpenSharedResourceByName(
        LPCWSTR lpName,
        DWORD dwDesiredAccess,
        REFIID returnedInterface,
        void **ppResource) = 0;

};
#ifdef __CRT_UUID_DECL
__CRT_UUID_DECL(ID3D11Device1, 0xa04bfb29, 0x08ef, 0x43d6, 0xa4,0x9c, 0xa9,0xbd,0xbd,0xcb,0xe6,0x86)
#endif
#else
typedef struct ID3D11Device1Vtbl {
    BEGIN_INTERFACE

    /*** IUnknown methods ***/
    HRESULT (STDMETHODCALLTYPE *QueryInterface)(
        ID3D11Device1* This,
        REFIID riid,
        void **ppvObject);

    ULONG (STDMETHODCALLTYPE *AddRef)(
        ID3D11Device1* This);

    ULONG (STDMETHODCALLTYPE *Release)(
        ID3D11Device1* This);

    /*** ID3D11Device methods ***/
    HRESULT (STDMETHODCALLTYPE *CreateBuffer)(
        ID3D11Device1* This,
        const D3D11_BUFFER_DESC *pDesc,
        const D3D11_SUBRESOURCE_DATA *pInitialData,
        ID3D11Buffer **ppBuffer);

    HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(
        ID3D11Device1* This,
        const D3D11_TEXTURE1D_DESC *pDesc,
        const D3D11_SUBRESOURCE_DATA *pInitialData,
        ID3D11Texture1D **ppTexture1D);

    HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(
        ID3D11Device1* This,
        const D3D11_TEXTURE2D_DESC *pDesc,
        const D3D11_SUBRESOURCE_DATA *pInitialData,
        ID3D11Texture2D **ppTexture2D);

    HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(
        ID3D11Device1* This,
        const D3D11_TEXTURE3D_DESC *pDesc,
        const D3D11_SUBRESOURCE_DATA *pInitialData,
        ID3D11Texture3D **ppTexture3D);

    HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(
        ID3D11Device1* This,
        ID3D11Resource *pResource,
        const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,
        ID3D11ShaderResourceView **ppSRView);

    HRESULT (STDMETHODCALLTYPE *CreateUnorderedAccessView)(
        ID3D11Device1* This,
        ID3D11Resource *pResource,
        const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,
        ID3D11UnorderedAccessView **ppUAView);

    HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(
        ID3D11Device1* This,
        ID3D11Resource *pResource,
        const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,
        ID3D11RenderTargetView **ppRTView);

    HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(
        ID3D11Device1* This,
        ID3D11Resource *pResource,
        const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,
        ID3D11DepthStencilView **ppDepthStencilView);

    HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(
        ID3D11Device1* This,
        const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
        UINT NumElements,
        const void *pShaderBytecodeWithInputSignature,
        SIZE_T BytecodeLength,
        ID3D11InputLayout **ppInputLayout);

    HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(
        ID3D11Device1* This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D11ClassLinkage *pClassLinkage,
        ID3D11VertexShader **ppVertexShader);

    HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(
        ID3D11Device1* This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D11ClassLinkage *pClassLinkage,
        ID3D11GeometryShader **ppGeometryShader);

    HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(
        ID3D11Device1* This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        const D3D11_SO_DECLARATION_ENTRY *pSODeclaration,
        UINT NumEntries,
        const UINT *pBufferStrides,
        UINT NumStrides,
        UINT RasterizedStream,
        ID3D11ClassLinkage *pClassLinkage,
        ID3D11GeometryShader **ppGeometryShader);

    HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(
        ID3D11Device1* This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D11ClassLinkage *pClassLinkage,
        ID3D11PixelShader **ppPixelShader);

    HRESULT (STDMETHODCALLTYPE *CreateHullShader)(
        ID3D11Device1* This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D11ClassLinkage *pClassLinkage,
        ID3D11HullShader **ppHullShader);

    HRESULT (STDMETHODCALLTYPE *CreateDomainShader)(
        ID3D11Device1* This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D11ClassLinkage *pClassLinkage,
        ID3D11DomainShader **ppDomainShader);

    HRESULT (STDMETHODCALLTYPE *CreateComputeShader)(
        ID3D11Device1* This,
        const void *pShaderBytecode,
        SIZE_T BytecodeLength,
        ID3D11ClassLinkage *pClassLinkage,
        ID3D11ComputeShader **ppComputeShader);

    HRESULT (STDMETHODCALLTYPE *CreateClassLinkage)(
        ID3D11Device1* This,
        ID3D11ClassLinkage **ppLinkage);

    HRESULT (STDMETHODCALLTYPE *CreateBlendState)(
        ID3D11Device1* This,
        const D3D11_BLEND_DESC *pBlendStateDesc,
        ID3D11BlendState **ppBlendState);

    HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(
        ID3D11Device1* This,
        const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,
        ID3D11DepthStencilState **ppDepthStencilState);

    HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(
        ID3D11Device1* This,
        const D3D11_RASTERIZER_DESC *pRasterizerDesc,
        ID3D11RasterizerState **ppRasterizerState);

    HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(
        ID3D11Device1* This,
        const D3D11_SAMPLER_DESC *pSamplerDesc,
        ID3D11SamplerState **ppSamplerState);

    HRESULT (STDMETHODCALLTYPE *CreateQuery)(
        ID3D11Device1* This,
        const D3D11_QUERY_DESC *pQueryDesc,
        ID3D11Query **ppQuery);

    HRESULT (STDMETHODCALLTYPE *CreatePredicate)(
        ID3D11Device1* This,
        const D3D11_QUERY_DESC *pPredicateDesc,
        ID3D11Predicate **ppPredicate);

    HRESULT (STDMETHODCALLTYPE *CreateCounter)(
        ID3D11Device1* This,
        const D3D11_COUNTER_DESC *pCounterDesc,
        ID3D11Counter **ppCounter);

    HRESULT (STDMETHODCALLTYPE *CreateDeferredContext)(
        ID3D11Device1* This,
        UINT ContextFlags,
        ID3D11DeviceContext **ppDeferredContext);

    HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(
        ID3D11Device1* This,
        HANDLE hResource,
        REFIID ReturnedInterface,
        void **ppResource);

    HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(
        ID3D11Device1* This,
        DXGI_FORMAT Format,
        UINT *pFormatSupport);

    HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(
        ID3D11Device1* This,
        DXGI_FORMAT Format,
        UINT SampleCount,
        UINT *pNumQualityLevels);

    void (STDMETHODCALLTYPE *CheckCounterInfo)(
        ID3D11Device1* This,
        D3D11_COUNTER_INFO *pCounterInfo);

    HRESULT (STDMETHODCALLTYPE *CheckCounter)(
        ID3D11Device1* This,
        const D3D11_COUNTER_DESC *pDesc,
        D3D11_COUNTER_TYPE *pType,
        UINT *pActiveCounters,
        LPSTR szName,
        UINT *pNameLength,
        LPSTR szUnits,
        UINT *pUnitsLength,
        LPSTR szDescription,
        UINT *pDescriptionLength);

    HRESULT (STDMETHODCALLTYPE *CheckFeatureSupport)(
        ID3D11Device1* This,
        D3D11_FEATURE Feature,
        void *pFeatureSupportData,
        UINT FeatureSupportDataSize);

    HRESULT (STDMETHODCALLTYPE *GetPrivateData)(
        ID3D11Device1* This,
        REFGUID guid,
        UINT *pDataSize,
        void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateData)(
        ID3D11Device1* This,
        REFGUID guid,
        UINT DataSize,
        const void *pData);

    HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(
        ID3D11Device1* This,
        REFGUID guid,
        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,
        ID3D11DeviceContext **ppImmediateContext);

    HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(
        ID3D11Device1* This,
        UINT RaiseFlags);

    UINT (STDMETHODCALLTYPE *GetExceptionMode)(
        ID3D11Device1* This);

    /*** ID3D11Device1 methods ***/
    void (STDMETHODCALLTYPE *GetImmediateContext1)(
        ID3D11Device1* This,
        ID3D11DeviceContext1 **ppImmediateContext);

    HRESULT (STDMETHODCALLTYPE *CreateDeferredContext1)(
        ID3D11Device1* This,
        UINT ContextFlags,
        ID3D11DeviceContext1 **ppDeferredContext);

    HRESULT (STDMETHODCALLTYPE *CreateBlendState1)(
        ID3D11Device1* This,
        const D3D11_BLEND_DESC1 *pBlendStateDesc,
        ID3D11BlendState1 **ppBlendState);

    HRESULT (STDMETHODCALLTYPE *CreateRasterizerState1)(
        ID3D11Device1* This,
        const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,
        ID3D11RasterizerState1 **ppRasterizerState);

    HRESULT (STDMETHODCALLTYPE *CreateDeviceContextState)(
        ID3D11Device1* This,
        UINT Flags,
        const D3D_FEATURE_LEVEL *pFeatureLevels,
        UINT FeatureLevels,
        UINT SDKVersion,
        REFIID EmulatedInterface,
        D3D_FEATURE_LEVEL *pChosenFeatureLevel,
        ID3DDeviceContextState **ppContextState);

    HRESULT (STDMETHODCALLTYPE *OpenSharedResource1)(
        ID3D11Device1* This,
        HANDLE hResource,
        REFIID returnedInterface,
        void **ppResource);

    HRESULT (STDMETHODCALLTYPE *OpenSharedResourceByName)(
        ID3D11Device1* This,
        LPCWSTR lpName,
        DWORD dwDesiredAccess,
        REFIID returnedInterface,
        void **ppResource);

    END_INTERFACE
} ID3D11Device1Vtbl;
interface ID3D11Device1 {
    CONST_VTBL ID3D11Device1Vtbl* lpVtbl;
};

#ifdef COBJMACROS
#ifndef WIDL_C_INLINE_WRAPPERS
/*** IUnknown methods ***/
#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)
/*** ID3D11Device methods ***/
#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)
/*** ID3D11Device1 methods ***/
#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)
#else
/*** IUnknown methods ***/
static FORCEINLINE HRESULT ID3D11Device1_QueryInterface(ID3D11Device1* This,REFIID riid,void **ppvObject) {
    return This->lpVtbl->QueryInterface(This,riid,ppvObject);
}
static FORCEINLINE ULONG ID3D11Device1_AddRef(ID3D11Device1* This) {
    return This->lpVtbl->AddRef(This);
}
static FORCEINLINE ULONG ID3D11Device1_Release(ID3D11Device1* This) {
    return This->lpVtbl->Release(This);
}
/*** ID3D11Device methods ***/
static FORCEINLINE HRESULT ID3D11Device1_CreateBuffer(ID3D11Device1* This,const D3D11_BUFFER_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Buffer **ppBuffer) {
    return This->lpVtbl->CreateBuffer(This,pDesc,pInitialData,ppBuffer);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateTexture1D(ID3D11Device1* This,const D3D11_TEXTURE1D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture1D **ppTexture1D) {
    return This->lpVtbl->CreateTexture1D(This,pDesc,pInitialData,ppTexture1D);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateTexture2D(ID3D11Device1* This,const D3D11_TEXTURE2D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture2D **ppTexture2D) {
    return This->lpVtbl->CreateTexture2D(This,pDesc,pInitialData,ppTexture2D);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateTexture3D(ID3D11Device1* This,const D3D11_TEXTURE3D_DESC *pDesc,const D3D11_SUBRESOURCE_DATA *pInitialData,ID3D11Texture3D **ppTexture3D) {
    return This->lpVtbl->CreateTexture3D(This,pDesc,pInitialData,ppTexture3D);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateShaderResourceView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,ID3D11ShaderResourceView **ppSRView) {
    return This->lpVtbl->CreateShaderResourceView(This,pResource,pDesc,ppSRView);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateUnorderedAccessView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,ID3D11UnorderedAccessView **ppUAView) {
    return This->lpVtbl->CreateUnorderedAccessView(This,pResource,pDesc,ppUAView);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateRenderTargetView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,ID3D11RenderTargetView **ppRTView) {
    return This->lpVtbl->CreateRenderTargetView(This,pResource,pDesc,ppRTView);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateDepthStencilView(ID3D11Device1* This,ID3D11Resource *pResource,const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,ID3D11DepthStencilView **ppDepthStencilView) {
    return This->lpVtbl->CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateInputLayout(ID3D11Device1* This,const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,UINT NumElements,const void *pShaderBytecodeWithInputSignature,SIZE_T BytecodeLength,ID3D11InputLayout **ppInputLayout) {
    return This->lpVtbl->CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateVertexShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11VertexShader **ppVertexShader) {
    return This->lpVtbl->CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateGeometryShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11GeometryShader **ppGeometryShader) {
    return This->lpVtbl->CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateGeometryShaderWithStreamOutput(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,const D3D11_SO_DECLARATION_ENTRY *pSODeclaration,UINT NumEntries,const UINT *pBufferStrides,UINT NumStrides,UINT RasterizedStream,ID3D11ClassLinkage *pClassLinkage,ID3D11GeometryShader **ppGeometryShader) {
    return This->lpVtbl->CreateGeometryShaderWithStreamOutput(This,pShaderBytecode,BytecodeLength,pSODeclaration,NumEntries,pBufferStrides,NumStrides,RasterizedStream,pClassLinkage,ppGeometryShader);
}
static FORCEINLINE HRESULT ID3D11Device1_CreatePixelShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11PixelShader **ppPixelShader) {
    return This->lpVtbl->CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateHullShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11HullShader **ppHullShader) {
    return This->lpVtbl->CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateDomainShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11DomainShader **ppDomainShader) {
    return This->lpVtbl->CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateComputeShader(ID3D11Device1* This,const void *pShaderBytecode,SIZE_T BytecodeLength,ID3D11ClassLinkage *pClassLinkage,ID3D11ComputeShader **ppComputeShader) {
    return This->lpVtbl->CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateClassLinkage(ID3D11Device1* This,ID3D11ClassLinkage **ppLinkage) {
    return This->lpVtbl->CreateClassLinkage(This,ppLinkage);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateBlendState(ID3D11Device1* This,const D3D11_BLEND_DESC *pBlendStateDesc,ID3D11BlendState **ppBlendState) {
    return This->lpVtbl->CreateBlendState(This,pBlendStateDesc,ppBlendState);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateDepthStencilState(ID3D11Device1* This,const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,ID3D11DepthStencilState **ppDepthStencilState) {
    return This->lpVtbl->CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateRasterizerState(ID3D11Device1* This,const D3D11_RASTERIZER_DESC *pRasterizerDesc,ID3D11RasterizerState **ppRasterizerState) {
    return This->lpVtbl->CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateSamplerState(ID3D11Device1* This,const D3D11_SAMPLER_DESC *pSamplerDesc,ID3D11SamplerState **ppSamplerState) {
    return This->lpVtbl->CreateSamplerState(This,pSamplerDesc,ppSamplerState);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateQuery(ID3D11Device1* This,const D3D11_QUERY_DESC *pQueryDesc,ID3D11Query **ppQuery) {
    return This->lpVtbl->CreateQuery(This,pQueryDesc,ppQuery);
}
static FORCEINLINE HRESULT ID3D11Device1_CreatePredicate(ID3D11Device1* This,const D3D11_QUERY_DESC *pPredicateDesc,ID3D11Predicate **ppPredicate) {
    return This->lpVtbl->CreatePredicate(This,pPredicateDesc,ppPredicate);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateCounter(ID3D11Device1* This,const D3D11_COUNTER_DESC *pCounterDesc,ID3D11Counter **ppCounter) {
    return This->lpVtbl->CreateCounter(This,pCounterDesc,ppCounter);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateDeferredContext(ID3D11Device1* This,UINT ContextFlags,ID3D11DeviceContext **ppDeferredContext) {
    return This->lpVtbl->CreateDeferredContext(This,ContextFlags,ppDeferredContext);
}
static FORCEINLINE HRESULT ID3D11Device1_OpenSharedResource(ID3D11Device1* This,HANDLE hResource,REFIID ReturnedInterface,void **ppResource) {
    return This->lpVtbl->OpenSharedResource(This,hResource,ReturnedInterface,ppResource);
}
static FORCEINLINE HRESULT ID3D11Device1_CheckFormatSupport(ID3D11Device1* This,DXGI_FORMAT Format,UINT *pFormatSupport) {
    return This->lpVtbl->CheckFormatSupport(This,Format,pFormatSupport);
}
static FORCEINLINE HRESULT ID3D11Device1_CheckMultisampleQualityLevels(ID3D11Device1* This,DXGI_FORMAT Format,UINT SampleCount,UINT *pNumQualityLevels) {
    return This->lpVtbl->CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels);
}
static FORCEINLINE void ID3D11Device1_CheckCounterInfo(ID3D11Device1* This,D3D11_COUNTER_INFO *pCounterInfo) {
    This->lpVtbl->CheckCounterInfo(This,pCounterInfo);
}
static FORCEINLINE HRESULT ID3D11Device1_CheckCounter(ID3D11Device1* This,const D3D11_COUNTER_DESC *pDesc,D3D11_COUNTER_TYPE *pType,UINT *pActiveCounters,LPSTR szName,UINT *pNameLength,LPSTR szUnits,UINT *pUnitsLength,LPSTR szDescription,UINT *pDescriptionLength) {
    return This->lpVtbl->CheckCounter(This,pDesc,pType,pActiveCounters,szName,pNameLength,szUnits,pUnitsLength,szDescription,pDescriptionLength);
}
static FORCEINLINE HRESULT ID3D11Device1_CheckFeatureSupport(ID3D11Device1* This,D3D11_FEATURE Feature,void *pFeatureSupportData,UINT FeatureSupportDataSize) {
    return This->lpVtbl->CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize);
}
static FORCEINLINE HRESULT ID3D11Device1_GetPrivateData(ID3D11Device1* This,REFGUID guid,UINT *pDataSize,void *pData) {
    return This->lpVtbl->GetPrivateData(This,guid,pDataSize,pData);
}
static FORCEINLINE HRESULT ID3D11Device1_SetPrivateData(ID3D11Device1* This,REFGUID guid,UINT DataSize,const void *pData) {
    return This->lpVtbl->SetPrivateData(This,guid,DataSize,pData);
}
static FORCEINLINE HRESULT ID3D11Device1_SetPrivateDataInterface(ID3D11Device1* This,REFGUID guid,const IUnknown *pData) {
    return This->lpVtbl->SetPrivateDataInterface(This,guid,pData);
}
static FORCEINLINE D3D_FEATURE_LEVEL ID3D11Device1_GetFeatureLevel(ID3D11Device1* This) {
    return This->lpVtbl->GetFeatureLevel(This);
}
static FORCEINLINE UINT ID3D11Device1_GetCreationFlags(ID3D11Device1* This) {
    return This->lpVtbl->GetCreationFlags(This);
}
static FORCEINLINE HRESULT ID3D11Device1_GetDeviceRemovedReason(ID3D11Device1* This) {
    return This->lpVtbl->GetDeviceRemovedReason(This);
}
static FORCEINLINE void ID3D11Device1_GetImmediateContext(ID3D11Device1* This,ID3D11DeviceContext **ppImmediateContext) {
    This->lpVtbl->GetImmediateContext(This,ppImmediateContext);
}
static FORCEINLINE HRESULT ID3D11Device1_SetExceptionMode(ID3D11Device1* This,UINT RaiseFlags) {
    return This->lpVtbl->SetExceptionMode(This,RaiseFlags);
}
static FORCEINLINE UINT ID3D11Device1_GetExceptionMode(ID3D11Device1* This) {
    return This->lpVtbl->GetExceptionMode(This);
}
/*** ID3D11Device1 methods ***/
static FORCEINLINE void ID3D11Device1_GetImmediateContext1(ID3D11Device1* This,ID3D11DeviceContext1 **ppImmediateContext) {
    This->lpVtbl->GetImmediateContext1(This,ppImmediateContext);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateDeferredContext1(ID3D11Device1* This,UINT ContextFlags,ID3D11DeviceContext1 **ppDeferredContext) {
    return This->lpVtbl->CreateDeferredContext1(This,ContextFlags,ppDeferredContext);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateBlendState1(ID3D11Device1* This,const D3D11_BLEND_DESC1 *pBlendStateDesc,ID3D11BlendState1 **ppBlendState) {
    return This->lpVtbl->CreateBlendState1(This,pBlendStateDesc,ppBlendState);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateRasterizerState1(ID3D11Device1* This,const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,ID3D11RasterizerState1 **ppRasterizerState) {
    return This->lpVtbl->CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState);
}
static FORCEINLINE HRESULT ID3D11Device1_CreateDeviceContextState(ID3D11Device1* This,UINT Flags,const D3D_FEATURE_LEVEL *pFeatureLevels,UINT FeatureLevels,UINT SDKVersion,REFIID EmulatedInterface,D3D_FEATURE_LEVEL *pChosenFeatureLevel,ID3DDeviceContextState **ppContextState) {
    return This->lpVtbl->CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState);
}
static FORCEINLINE HRESULT ID3D11Device1_OpenSharedResource1(ID3D11Device1* This,HANDLE hResource,REFIID returnedInterface,void **ppResource) {
    return This->lpVtbl->OpenSharedResource1(This,hResource,returnedInterface,ppResource);
}
static FORCEINLINE HRESULT ID3D11Device1_OpenSharedResourceByName(ID3D11Device1* This,LPCWSTR lpName,DWORD dwDesiredAccess,REFIID returnedInterface,void **ppResource) {
    return This->lpVtbl->OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource);
}
#endif
#endif

#endif

void STDMETHODCALLTYPE ID3D11Device1_GetImmediateContext1_Proxy(
    ID3D11Device1* This,
    ID3D11DeviceContext1 **ppImmediateContext);
void __RPC_STUB ID3D11Device1_GetImmediateContext1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
HRESULT STDMETHODCALLTYPE ID3D11Device1_CreateDeferredContext1_Proxy(
    ID3D11Device1* This,
    UINT ContextFlags,
    ID3D11DeviceContext1 **ppDeferredContext);
void __RPC_STUB ID3D11Device1_CreateDeferredContext1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
HRESULT STDMETHODCALLTYPE ID3D11Device1_CreateBlendState1_Proxy(
    ID3D11Device1* This,
    const D3D11_BLEND_DESC1 *pBlendStateDesc,
    ID3D11BlendState1 **ppBlendState);
void __RPC_STUB ID3D11Device1_CreateBlendState1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
HRESULT STDMETHODCALLTYPE ID3D11Device1_CreateRasterizerState1_Proxy(
    ID3D11Device1* This,
    const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,
    ID3D11RasterizerState1 **ppRasterizerState);
void __RPC_STUB ID3D11Device1_CreateRasterizerState1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
HRESULT STDMETHODCALLTYPE ID3D11Device1_CreateDeviceContextState_Proxy(
    ID3D11Device1* This,
    UINT Flags,
    const D3D_FEATURE_LEVEL *pFeatureLevels,
    UINT FeatureLevels,
    UINT SDKVersion,
    REFIID EmulatedInterface,
    D3D_FEATURE_LEVEL *pChosenFeatureLevel,
    ID3DDeviceContextState **ppContextState);
void __RPC_STUB ID3D11Device1_CreateDeviceContextState_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
HRESULT STDMETHODCALLTYPE ID3D11Device1_OpenSharedResource1_Proxy(
    ID3D11Device1* This,
    HANDLE hResource,
    REFIID returnedInterface,
    void **ppResource);
void __RPC_STUB ID3D11Device1_OpenSharedResource1_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);
HRESULT STDMETHODCALLTYPE ID3D11Device1_OpenSharedResourceByName_Proxy(
    ID3D11Device1* This,
    LPCWSTR lpName,
    DWORD dwDesiredAccess,
    REFIID returnedInterface,
    void **ppResource);
void __RPC_STUB ID3D11Device1_OpenSharedResourceByName_Stub(
    IRpcStubBuffer* This,
    IRpcChannelBuffer* pRpcChannelBuffer,
    PRPC_MESSAGE pRpcMessage,
    DWORD* pdwStubPhase);

#endif  /* __ID3D11Device1_INTERFACE_DEFINED__ */

/* Begin additional prototypes for all interfaces */


/* End additional prototypes */

#ifdef __cplusplus
}
#endif

#endif /* __d3d11_1_h__ */
