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D3D11.h
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D3D11.h
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/*-------------------------------------------------------------------------------------
*
* Copyright (c) Microsoft Corporation
*
*-------------------------------------------------------------------------------------*/
/* this ALWAYS GENERATED file contains the definitions for the interfaces */
/* File created by MIDL compiler version 7.00.0555 */
/* @@MIDL_FILE_HEADING( ) */
#pragma warning( disable: 4049 ) /* more than 64k source lines */
/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif
/* verify that the <rpcsal.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCSAL_H_VERSION__
#define __REQUIRED_RPCSAL_H_VERSION__ 100
#endif
#include "rpc.h"
#include "rpcndr.h"
#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif // __RPCNDR_H_VERSION__
#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/
#ifndef __d3d11_h__
#define __d3d11_h__
#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
/* Forward Declarations */
#ifndef __ID3D11DeviceChild_FWD_DEFINED__
#define __ID3D11DeviceChild_FWD_DEFINED__
typedef interface ID3D11DeviceChild ID3D11DeviceChild;
#endif /* __ID3D11DeviceChild_FWD_DEFINED__ */
#ifndef __ID3D11DepthStencilState_FWD_DEFINED__
#define __ID3D11DepthStencilState_FWD_DEFINED__
typedef interface ID3D11DepthStencilState ID3D11DepthStencilState;
#endif /* __ID3D11DepthStencilState_FWD_DEFINED__ */
#ifndef __ID3D11BlendState_FWD_DEFINED__
#define __ID3D11BlendState_FWD_DEFINED__
typedef interface ID3D11BlendState ID3D11BlendState;
#endif /* __ID3D11BlendState_FWD_DEFINED__ */
#ifndef __ID3D11RasterizerState_FWD_DEFINED__
#define __ID3D11RasterizerState_FWD_DEFINED__
typedef interface ID3D11RasterizerState ID3D11RasterizerState;
#endif /* __ID3D11RasterizerState_FWD_DEFINED__ */
#ifndef __ID3D11Resource_FWD_DEFINED__
#define __ID3D11Resource_FWD_DEFINED__
typedef interface ID3D11Resource ID3D11Resource;
#endif /* __ID3D11Resource_FWD_DEFINED__ */
#ifndef __ID3D11Buffer_FWD_DEFINED__
#define __ID3D11Buffer_FWD_DEFINED__
typedef interface ID3D11Buffer ID3D11Buffer;
#endif /* __ID3D11Buffer_FWD_DEFINED__ */
#ifndef __ID3D11Texture1D_FWD_DEFINED__
#define __ID3D11Texture1D_FWD_DEFINED__
typedef interface ID3D11Texture1D ID3D11Texture1D;
#endif /* __ID3D11Texture1D_FWD_DEFINED__ */
#ifndef __ID3D11Texture2D_FWD_DEFINED__
#define __ID3D11Texture2D_FWD_DEFINED__
typedef interface ID3D11Texture2D ID3D11Texture2D;
#endif /* __ID3D11Texture2D_FWD_DEFINED__ */
#ifndef __ID3D11Texture3D_FWD_DEFINED__
#define __ID3D11Texture3D_FWD_DEFINED__
typedef interface ID3D11Texture3D ID3D11Texture3D;
#endif /* __ID3D11Texture3D_FWD_DEFINED__ */
#ifndef __ID3D11View_FWD_DEFINED__
#define __ID3D11View_FWD_DEFINED__
typedef interface ID3D11View ID3D11View;
#endif /* __ID3D11View_FWD_DEFINED__ */
#ifndef __ID3D11ShaderResourceView_FWD_DEFINED__
#define __ID3D11ShaderResourceView_FWD_DEFINED__
typedef interface ID3D11ShaderResourceView ID3D11ShaderResourceView;
#endif /* __ID3D11ShaderResourceView_FWD_DEFINED__ */
#ifndef __ID3D11RenderTargetView_FWD_DEFINED__
#define __ID3D11RenderTargetView_FWD_DEFINED__
typedef interface ID3D11RenderTargetView ID3D11RenderTargetView;
#endif /* __ID3D11RenderTargetView_FWD_DEFINED__ */
#ifndef __ID3D11DepthStencilView_FWD_DEFINED__
#define __ID3D11DepthStencilView_FWD_DEFINED__
typedef interface ID3D11DepthStencilView ID3D11DepthStencilView;
#endif /* __ID3D11DepthStencilView_FWD_DEFINED__ */
#ifndef __ID3D11UnorderedAccessView_FWD_DEFINED__
#define __ID3D11UnorderedAccessView_FWD_DEFINED__
typedef interface ID3D11UnorderedAccessView ID3D11UnorderedAccessView;
#endif /* __ID3D11UnorderedAccessView_FWD_DEFINED__ */
#ifndef __ID3D11VertexShader_FWD_DEFINED__
#define __ID3D11VertexShader_FWD_DEFINED__
typedef interface ID3D11VertexShader ID3D11VertexShader;
#endif /* __ID3D11VertexShader_FWD_DEFINED__ */
#ifndef __ID3D11HullShader_FWD_DEFINED__
#define __ID3D11HullShader_FWD_DEFINED__
typedef interface ID3D11HullShader ID3D11HullShader;
#endif /* __ID3D11HullShader_FWD_DEFINED__ */
#ifndef __ID3D11DomainShader_FWD_DEFINED__
#define __ID3D11DomainShader_FWD_DEFINED__
typedef interface ID3D11DomainShader ID3D11DomainShader;
#endif /* __ID3D11DomainShader_FWD_DEFINED__ */
#ifndef __ID3D11GeometryShader_FWD_DEFINED__
#define __ID3D11GeometryShader_FWD_DEFINED__
typedef interface ID3D11GeometryShader ID3D11GeometryShader;
#endif /* __ID3D11GeometryShader_FWD_DEFINED__ */
#ifndef __ID3D11PixelShader_FWD_DEFINED__
#define __ID3D11PixelShader_FWD_DEFINED__
typedef interface ID3D11PixelShader ID3D11PixelShader;
#endif /* __ID3D11PixelShader_FWD_DEFINED__ */
#ifndef __ID3D11ComputeShader_FWD_DEFINED__
#define __ID3D11ComputeShader_FWD_DEFINED__
typedef interface ID3D11ComputeShader ID3D11ComputeShader;
#endif /* __ID3D11ComputeShader_FWD_DEFINED__ */
#ifndef __ID3D11InputLayout_FWD_DEFINED__
#define __ID3D11InputLayout_FWD_DEFINED__
typedef interface ID3D11InputLayout ID3D11InputLayout;
#endif /* __ID3D11InputLayout_FWD_DEFINED__ */
#ifndef __ID3D11SamplerState_FWD_DEFINED__
#define __ID3D11SamplerState_FWD_DEFINED__
typedef interface ID3D11SamplerState ID3D11SamplerState;
#endif /* __ID3D11SamplerState_FWD_DEFINED__ */
#ifndef __ID3D11Asynchronous_FWD_DEFINED__
#define __ID3D11Asynchronous_FWD_DEFINED__
typedef interface ID3D11Asynchronous ID3D11Asynchronous;
#endif /* __ID3D11Asynchronous_FWD_DEFINED__ */
#ifndef __ID3D11Query_FWD_DEFINED__
#define __ID3D11Query_FWD_DEFINED__
typedef interface ID3D11Query ID3D11Query;
#endif /* __ID3D11Query_FWD_DEFINED__ */
#ifndef __ID3D11Predicate_FWD_DEFINED__
#define __ID3D11Predicate_FWD_DEFINED__
typedef interface ID3D11Predicate ID3D11Predicate;
#endif /* __ID3D11Predicate_FWD_DEFINED__ */
#ifndef __ID3D11Counter_FWD_DEFINED__
#define __ID3D11Counter_FWD_DEFINED__
typedef interface ID3D11Counter ID3D11Counter;
#endif /* __ID3D11Counter_FWD_DEFINED__ */
#ifndef __ID3D11ClassInstance_FWD_DEFINED__
#define __ID3D11ClassInstance_FWD_DEFINED__
typedef interface ID3D11ClassInstance ID3D11ClassInstance;
#endif /* __ID3D11ClassInstance_FWD_DEFINED__ */
#ifndef __ID3D11ClassLinkage_FWD_DEFINED__
#define __ID3D11ClassLinkage_FWD_DEFINED__
typedef interface ID3D11ClassLinkage ID3D11ClassLinkage;
#endif /* __ID3D11ClassLinkage_FWD_DEFINED__ */
#ifndef __ID3D11CommandList_FWD_DEFINED__
#define __ID3D11CommandList_FWD_DEFINED__
typedef interface ID3D11CommandList ID3D11CommandList;
#endif /* __ID3D11CommandList_FWD_DEFINED__ */
#ifndef __ID3D11DeviceContext_FWD_DEFINED__
#define __ID3D11DeviceContext_FWD_DEFINED__
typedef interface ID3D11DeviceContext ID3D11DeviceContext;
#endif /* __ID3D11DeviceContext_FWD_DEFINED__ */
#ifndef __ID3D11Device_FWD_DEFINED__
#define __ID3D11Device_FWD_DEFINED__
typedef interface ID3D11Device ID3D11Device;
#endif /* __ID3D11Device_FWD_DEFINED__ */
/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#include "dxgi.h"
#include "d3dcommon.h"
#ifdef __cplusplus
extern "C"{
#endif
/* interface __MIDL_itf_d3d11_0000_0000 */
/* [local] */
#ifndef _D3D11_CONSTANTS
#define _D3D11_CONSTANTS
#define D3D11_16BIT_INDEX_STRIP_CUT_VALUE ( 0xffff )
#define D3D11_32BIT_INDEX_STRIP_CUT_VALUE ( 0xffffffff )
#define D3D11_8BIT_INDEX_STRIP_CUT_VALUE ( 0xff )
#define D3D11_ARRAY_AXIS_ADDRESS_RANGE_BIT_COUNT ( 9 )
#define D3D11_CLIP_OR_CULL_DISTANCE_COUNT ( 8 )
#define D3D11_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT ( 2 )
#define D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT ( 14 )
#define D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS ( 4 )
#define D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT ( 15 )
#define D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS ( 4 )
#define D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT ( 15 )
#define D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST ( 1 )
#define D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS ( 1 )
#define D3D11_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT ( 64 )
#define D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS ( 4 )
#define D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT ( 1 )
#define D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST ( 1 )
#define D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS ( 1 )
#define D3D11_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS ( 1 )
#define D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT ( 128 )
#define D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST ( 1 )
#define D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS ( 1 )
#define D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT ( 128 )
#define D3D11_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS ( 1 )
#define D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT ( 16 )
#define D3D11_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST ( 1 )
#define D3D11_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS ( 1 )
#define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT ( 16 )
#define D3D11_COMMONSHADER_SUBROUTINE_NESTING_LIMIT ( 32 )
#define D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENTS ( 4 )
#define D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_COMMONSHADER_TEMP_REGISTER_COUNT ( 4096 )
#define D3D11_COMMONSHADER_TEMP_REGISTER_READS_PER_INST ( 3 )
#define D3D11_COMMONSHADER_TEMP_REGISTER_READ_PORTS ( 3 )
#define D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX ( 10 )
#define D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN ( -10 )
#define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE ( -8 )
#define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE ( 7 )
#define D3D11_CS_4_X_BUCKET00_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 256 )
#define D3D11_CS_4_X_BUCKET00_MAX_NUM_THREADS_PER_GROUP ( 64 )
#define D3D11_CS_4_X_BUCKET01_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 240 )
#define D3D11_CS_4_X_BUCKET01_MAX_NUM_THREADS_PER_GROUP ( 68 )
#define D3D11_CS_4_X_BUCKET02_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 224 )
#define D3D11_CS_4_X_BUCKET02_MAX_NUM_THREADS_PER_GROUP ( 72 )
#define D3D11_CS_4_X_BUCKET03_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 208 )
#define D3D11_CS_4_X_BUCKET03_MAX_NUM_THREADS_PER_GROUP ( 76 )
#define D3D11_CS_4_X_BUCKET04_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 192 )
#define D3D11_CS_4_X_BUCKET04_MAX_NUM_THREADS_PER_GROUP ( 84 )
#define D3D11_CS_4_X_BUCKET05_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 176 )
#define D3D11_CS_4_X_BUCKET05_MAX_NUM_THREADS_PER_GROUP ( 92 )
#define D3D11_CS_4_X_BUCKET06_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 160 )
#define D3D11_CS_4_X_BUCKET06_MAX_NUM_THREADS_PER_GROUP ( 100 )
#define D3D11_CS_4_X_BUCKET07_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 144 )
#define D3D11_CS_4_X_BUCKET07_MAX_NUM_THREADS_PER_GROUP ( 112 )
#define D3D11_CS_4_X_BUCKET08_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 128 )
#define D3D11_CS_4_X_BUCKET08_MAX_NUM_THREADS_PER_GROUP ( 128 )
#define D3D11_CS_4_X_BUCKET09_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 112 )
#define D3D11_CS_4_X_BUCKET09_MAX_NUM_THREADS_PER_GROUP ( 144 )
#define D3D11_CS_4_X_BUCKET10_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 96 )
#define D3D11_CS_4_X_BUCKET10_MAX_NUM_THREADS_PER_GROUP ( 168 )
#define D3D11_CS_4_X_BUCKET11_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 80 )
#define D3D11_CS_4_X_BUCKET11_MAX_NUM_THREADS_PER_GROUP ( 204 )
#define D3D11_CS_4_X_BUCKET12_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 64 )
#define D3D11_CS_4_X_BUCKET12_MAX_NUM_THREADS_PER_GROUP ( 256 )
#define D3D11_CS_4_X_BUCKET13_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 48 )
#define D3D11_CS_4_X_BUCKET13_MAX_NUM_THREADS_PER_GROUP ( 340 )
#define D3D11_CS_4_X_BUCKET14_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 32 )
#define D3D11_CS_4_X_BUCKET14_MAX_NUM_THREADS_PER_GROUP ( 512 )
#define D3D11_CS_4_X_BUCKET15_MAX_BYTES_TGSM_WRITABLE_PER_THREAD ( 16 )
#define D3D11_CS_4_X_BUCKET15_MAX_NUM_THREADS_PER_GROUP ( 768 )
#define D3D11_CS_4_X_DISPATCH_MAX_THREAD_GROUPS_IN_Z_DIMENSION ( 1 )
#define D3D11_CS_4_X_RAW_UAV_BYTE_ALIGNMENT ( 256 )
#define D3D11_CS_4_X_THREAD_GROUP_MAX_THREADS_PER_GROUP ( 768 )
#define D3D11_CS_4_X_THREAD_GROUP_MAX_X ( 768 )
#define D3D11_CS_4_X_THREAD_GROUP_MAX_Y ( 768 )
#define D3D11_CS_4_X_UAV_REGISTER_COUNT ( 1 )
#define D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION ( 65535 )
#define D3D11_CS_TGSM_REGISTER_COUNT ( 8192 )
#define D3D11_CS_TGSM_REGISTER_READS_PER_INST ( 1 )
#define D3D11_CS_TGSM_RESOURCE_REGISTER_COMPONENTS ( 1 )
#define D3D11_CS_TGSM_RESOURCE_REGISTER_READ_PORTS ( 1 )
#define D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP ( 1024 )
#define D3D11_CS_THREAD_GROUP_MAX_X ( 1024 )
#define D3D11_CS_THREAD_GROUP_MAX_Y ( 1024 )
#define D3D11_CS_THREAD_GROUP_MAX_Z ( 64 )
#define D3D11_CS_THREAD_GROUP_MIN_X ( 1 )
#define D3D11_CS_THREAD_GROUP_MIN_Y ( 1 )
#define D3D11_CS_THREAD_GROUP_MIN_Z ( 1 )
#define D3D11_CS_THREAD_LOCAL_TEMP_REGISTER_POOL ( 16384 )
#define D3D11_DEFAULT_BLEND_FACTOR_ALPHA ( 1.0f )
#define D3D11_DEFAULT_BLEND_FACTOR_BLUE ( 1.0f )
#define D3D11_DEFAULT_BLEND_FACTOR_GREEN ( 1.0f )
#define D3D11_DEFAULT_BLEND_FACTOR_RED ( 1.0f )
#define D3D11_DEFAULT_BORDER_COLOR_COMPONENT ( 0.0f )
#define D3D11_DEFAULT_DEPTH_BIAS ( 0 )
#define D3D11_DEFAULT_DEPTH_BIAS_CLAMP ( 0.0f )
#define D3D11_DEFAULT_MAX_ANISOTROPY ( 16 )
#define D3D11_DEFAULT_MIP_LOD_BIAS ( 0.0f )
#define D3D11_DEFAULT_RENDER_TARGET_ARRAY_INDEX ( 0 )
#define D3D11_DEFAULT_SAMPLE_MASK ( 0xffffffff )
#define D3D11_DEFAULT_SCISSOR_ENDX ( 0 )
#define D3D11_DEFAULT_SCISSOR_ENDY ( 0 )
#define D3D11_DEFAULT_SCISSOR_STARTX ( 0 )
#define D3D11_DEFAULT_SCISSOR_STARTY ( 0 )
#define D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS ( 0.0f )
#define D3D11_DEFAULT_STENCIL_READ_MASK ( 0xff )
#define D3D11_DEFAULT_STENCIL_REFERENCE ( 0 )
#define D3D11_DEFAULT_STENCIL_WRITE_MASK ( 0xff )
#define D3D11_DEFAULT_VIEWPORT_AND_SCISSORRECT_INDEX ( 0 )
#define D3D11_DEFAULT_VIEWPORT_HEIGHT ( 0 )
#define D3D11_DEFAULT_VIEWPORT_MAX_DEPTH ( 0.0f )
#define D3D11_DEFAULT_VIEWPORT_MIN_DEPTH ( 0.0f )
#define D3D11_DEFAULT_VIEWPORT_TOPLEFTX ( 0 )
#define D3D11_DEFAULT_VIEWPORT_TOPLEFTY ( 0 )
#define D3D11_DEFAULT_VIEWPORT_WIDTH ( 0 )
#define D3D11_DS_INPUT_CONTROL_POINTS_MAX_TOTAL_SCALARS ( 3968 )
#define D3D11_DS_INPUT_CONTROL_POINT_REGISTER_COMPONENTS ( 4 )
#define D3D11_DS_INPUT_CONTROL_POINT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_DS_INPUT_CONTROL_POINT_REGISTER_COUNT ( 32 )
#define D3D11_DS_INPUT_CONTROL_POINT_REGISTER_READS_PER_INST ( 2 )
#define D3D11_DS_INPUT_CONTROL_POINT_REGISTER_READ_PORTS ( 1 )
#define D3D11_DS_INPUT_DOMAIN_POINT_REGISTER_COMPONENTS ( 3 )
#define D3D11_DS_INPUT_DOMAIN_POINT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_DS_INPUT_DOMAIN_POINT_REGISTER_COUNT ( 1 )
#define D3D11_DS_INPUT_DOMAIN_POINT_REGISTER_READS_PER_INST ( 2 )
#define D3D11_DS_INPUT_DOMAIN_POINT_REGISTER_READ_PORTS ( 1 )
#define D3D11_DS_INPUT_PATCH_CONSTANT_REGISTER_COMPONENTS ( 4 )
#define D3D11_DS_INPUT_PATCH_CONSTANT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_DS_INPUT_PATCH_CONSTANT_REGISTER_COUNT ( 32 )
#define D3D11_DS_INPUT_PATCH_CONSTANT_REGISTER_READS_PER_INST ( 2 )
#define D3D11_DS_INPUT_PATCH_CONSTANT_REGISTER_READ_PORTS ( 1 )
#define D3D11_DS_OUTPUT_REGISTER_COMPONENTS ( 4 )
#define D3D11_DS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_DS_OUTPUT_REGISTER_COUNT ( 32 )
#define D3D11_FLOAT16_FUSED_TOLERANCE_IN_ULP ( 0.6 )
#define D3D11_FLOAT32_MAX ( 3.402823466e+38f )
#define D3D11_FLOAT32_TO_INTEGER_TOLERANCE_IN_ULP ( 0.6f )
#define D3D11_FLOAT_TO_SRGB_EXPONENT_DENOMINATOR ( 2.4f )
#define D3D11_FLOAT_TO_SRGB_EXPONENT_NUMERATOR ( 1.0f )
#define D3D11_FLOAT_TO_SRGB_OFFSET ( 0.055f )
#define D3D11_FLOAT_TO_SRGB_SCALE_1 ( 12.92f )
#define D3D11_FLOAT_TO_SRGB_SCALE_2 ( 1.055f )
#define D3D11_FLOAT_TO_SRGB_THRESHOLD ( 0.0031308f )
#define D3D11_FTOI_INSTRUCTION_MAX_INPUT ( 2147483647.999f )
#define D3D11_FTOI_INSTRUCTION_MIN_INPUT ( -2147483648.999f )
#define D3D11_FTOU_INSTRUCTION_MAX_INPUT ( 4294967295.999f )
#define D3D11_FTOU_INSTRUCTION_MIN_INPUT ( 0.0f )
#define D3D11_GS_INPUT_INSTANCE_ID_READS_PER_INST ( 2 )
#define D3D11_GS_INPUT_INSTANCE_ID_READ_PORTS ( 1 )
#define D3D11_GS_INPUT_INSTANCE_ID_REGISTER_COMPONENTS ( 1 )
#define D3D11_GS_INPUT_INSTANCE_ID_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_GS_INPUT_INSTANCE_ID_REGISTER_COUNT ( 1 )
#define D3D11_GS_INPUT_PRIM_CONST_REGISTER_COMPONENTS ( 1 )
#define D3D11_GS_INPUT_PRIM_CONST_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_GS_INPUT_PRIM_CONST_REGISTER_COUNT ( 1 )
#define D3D11_GS_INPUT_PRIM_CONST_REGISTER_READS_PER_INST ( 2 )
#define D3D11_GS_INPUT_PRIM_CONST_REGISTER_READ_PORTS ( 1 )
#define D3D11_GS_INPUT_REGISTER_COMPONENTS ( 4 )
#define D3D11_GS_INPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_GS_INPUT_REGISTER_COUNT ( 32 )
#define D3D11_GS_INPUT_REGISTER_READS_PER_INST ( 2 )
#define D3D11_GS_INPUT_REGISTER_READ_PORTS ( 1 )
#define D3D11_GS_INPUT_REGISTER_VERTICES ( 32 )
#define D3D11_GS_MAX_INSTANCE_COUNT ( 32 )
#define D3D11_GS_MAX_OUTPUT_VERTEX_COUNT_ACROSS_INSTANCES ( 1024 )
#define D3D11_GS_OUTPUT_ELEMENTS ( 32 )
#define D3D11_GS_OUTPUT_REGISTER_COMPONENTS ( 4 )
#define D3D11_GS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_GS_OUTPUT_REGISTER_COUNT ( 32 )
#define D3D11_HS_CONTROL_POINT_PHASE_INPUT_REGISTER_COUNT ( 32 )
#define D3D11_HS_CONTROL_POINT_PHASE_OUTPUT_REGISTER_COUNT ( 32 )
#define D3D11_HS_CONTROL_POINT_REGISTER_COMPONENTS ( 4 )
#define D3D11_HS_CONTROL_POINT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_HS_CONTROL_POINT_REGISTER_READS_PER_INST ( 2 )
#define D3D11_HS_CONTROL_POINT_REGISTER_READ_PORTS ( 1 )
#define D3D11_HS_FORK_PHASE_INSTANCE_COUNT_UPPER_BOUND ( 0xffffffff )
#define D3D11_HS_INPUT_FORK_INSTANCE_ID_REGISTER_COMPONENTS ( 1 )
#define D3D11_HS_INPUT_FORK_INSTANCE_ID_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_HS_INPUT_FORK_INSTANCE_ID_REGISTER_COUNT ( 1 )
#define D3D11_HS_INPUT_FORK_INSTANCE_ID_REGISTER_READS_PER_INST ( 2 )
#define D3D11_HS_INPUT_FORK_INSTANCE_ID_REGISTER_READ_PORTS ( 1 )
#define D3D11_HS_INPUT_JOIN_INSTANCE_ID_REGISTER_COMPONENTS ( 1 )
#define D3D11_HS_INPUT_JOIN_INSTANCE_ID_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_HS_INPUT_JOIN_INSTANCE_ID_REGISTER_COUNT ( 1 )
#define D3D11_HS_INPUT_JOIN_INSTANCE_ID_REGISTER_READS_PER_INST ( 2 )
#define D3D11_HS_INPUT_JOIN_INSTANCE_ID_REGISTER_READ_PORTS ( 1 )
#define D3D11_HS_INPUT_PRIMITIVE_ID_REGISTER_COMPONENTS ( 1 )
#define D3D11_HS_INPUT_PRIMITIVE_ID_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_HS_INPUT_PRIMITIVE_ID_REGISTER_COUNT ( 1 )
#define D3D11_HS_INPUT_PRIMITIVE_ID_REGISTER_READS_PER_INST ( 2 )
#define D3D11_HS_INPUT_PRIMITIVE_ID_REGISTER_READ_PORTS ( 1 )
#define D3D11_HS_JOIN_PHASE_INSTANCE_COUNT_UPPER_BOUND ( 0xffffffff )
#define D3D11_HS_MAXTESSFACTOR_LOWER_BOUND ( 1.0f )
#define D3D11_HS_MAXTESSFACTOR_UPPER_BOUND ( 64.0f )
#define D3D11_HS_OUTPUT_CONTROL_POINTS_MAX_TOTAL_SCALARS ( 3968 )
#define D3D11_HS_OUTPUT_CONTROL_POINT_ID_REGISTER_COMPONENTS ( 1 )
#define D3D11_HS_OUTPUT_CONTROL_POINT_ID_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_HS_OUTPUT_CONTROL_POINT_ID_REGISTER_COUNT ( 1 )
#define D3D11_HS_OUTPUT_CONTROL_POINT_ID_REGISTER_READS_PER_INST ( 2 )
#define D3D11_HS_OUTPUT_CONTROL_POINT_ID_REGISTER_READ_PORTS ( 1 )
#define D3D11_HS_OUTPUT_PATCH_CONSTANT_REGISTER_COMPONENTS ( 4 )
#define D3D11_HS_OUTPUT_PATCH_CONSTANT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_HS_OUTPUT_PATCH_CONSTANT_REGISTER_COUNT ( 32 )
#define D3D11_HS_OUTPUT_PATCH_CONSTANT_REGISTER_READS_PER_INST ( 2 )
#define D3D11_HS_OUTPUT_PATCH_CONSTANT_REGISTER_READ_PORTS ( 1 )
#define D3D11_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES ( 0 )
#define D3D11_IA_DEFAULT_PRIMITIVE_TOPOLOGY ( 0 )
#define D3D11_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES ( 0 )
#define D3D11_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT ( 1 )
#define D3D11_IA_INSTANCE_ID_BIT_COUNT ( 32 )
#define D3D11_IA_INTEGER_ARITHMETIC_BIT_COUNT ( 32 )
#define D3D11_IA_PATCH_MAX_CONTROL_POINT_COUNT ( 32 )
#define D3D11_IA_PRIMITIVE_ID_BIT_COUNT ( 32 )
#define D3D11_IA_VERTEX_ID_BIT_COUNT ( 32 )
#define D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT ( 32 )
#define D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS ( 128 )
#define D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ( 32 )
#define D3D11_INTEGER_DIVIDE_BY_ZERO_QUOTIENT ( 0xffffffff )
#define D3D11_INTEGER_DIVIDE_BY_ZERO_REMAINDER ( 0xffffffff )
#define D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL ( 0xffffffff )
#define D3D11_KEEP_UNORDERED_ACCESS_VIEWS ( 0xffffffff )
#define D3D11_LINEAR_GAMMA ( 1.0f )
#define D3D11_MAJOR_VERSION ( 11 )
#define D3D11_MAX_BORDER_COLOR_COMPONENT ( 1.0f )
#define D3D11_MAX_DEPTH ( 1.0f )
#define D3D11_MAX_MAXANISOTROPY ( 16 )
#define D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT ( 32 )
#define D3D11_MAX_POSITION_VALUE ( 3.402823466e+34f )
#define D3D11_MAX_TEXTURE_DIMENSION_2_TO_EXP ( 17 )
#define D3D11_MINOR_VERSION ( 0 )
#define D3D11_MIN_BORDER_COLOR_COMPONENT ( 0.0f )
#define D3D11_MIN_DEPTH ( 0.0f )
#define D3D11_MIN_MAXANISOTROPY ( 0 )
#define D3D11_MIP_LOD_BIAS_MAX ( 15.99f )
#define D3D11_MIP_LOD_BIAS_MIN ( -16.0f )
#define D3D11_MIP_LOD_FRACTIONAL_BIT_COUNT ( 8 )
#define D3D11_MIP_LOD_RANGE_BIT_COUNT ( 8 )
#define D3D11_MULTISAMPLE_ANTIALIAS_LINE_WIDTH ( 1.4f )
#define D3D11_NONSAMPLE_FETCH_OUT_OF_RANGE_ACCESS_RESULT ( 0 )
#define D3D11_PIXEL_ADDRESS_RANGE_BIT_COUNT ( 15 )
#define D3D11_PRE_SCISSOR_PIXEL_ADDRESS_RANGE_BIT_COUNT ( 16 )
#define D3D11_PS_CS_UAV_REGISTER_COMPONENTS ( 1 )
#define D3D11_PS_CS_UAV_REGISTER_COUNT ( 8 )
#define D3D11_PS_CS_UAV_REGISTER_READS_PER_INST ( 1 )
#define D3D11_PS_CS_UAV_REGISTER_READ_PORTS ( 1 )
#define D3D11_PS_FRONTFACING_DEFAULT_VALUE ( 0xffffffff )
#define D3D11_PS_FRONTFACING_FALSE_VALUE ( 0 )
#define D3D11_PS_FRONTFACING_TRUE_VALUE ( 0xffffffff )
#define D3D11_PS_INPUT_REGISTER_COMPONENTS ( 4 )
#define D3D11_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_PS_INPUT_REGISTER_COUNT ( 32 )
#define D3D11_PS_INPUT_REGISTER_READS_PER_INST ( 2 )
#define D3D11_PS_INPUT_REGISTER_READ_PORTS ( 1 )
#define D3D11_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT ( 0.0f )
#define D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS ( 1 )
#define D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_PS_OUTPUT_DEPTH_REGISTER_COUNT ( 1 )
#define D3D11_PS_OUTPUT_MASK_REGISTER_COMPONENTS ( 1 )
#define D3D11_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_PS_OUTPUT_MASK_REGISTER_COUNT ( 1 )
#define D3D11_PS_OUTPUT_REGISTER_COMPONENTS ( 4 )
#define D3D11_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_PS_OUTPUT_REGISTER_COUNT ( 8 )
#define D3D11_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT ( 0.5f )
#define D3D11_RAW_UAV_SRV_BYTE_ALIGNMENT ( 16 )
#define D3D11_REQ_BLEND_OBJECT_COUNT_PER_DEVICE ( 4096 )
#define D3D11_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP ( 27 )
#define D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT ( 4096 )
#define D3D11_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_DEVICE ( 4096 )
#define D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP ( 32 )
#define D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP ( 32 )
#define D3D11_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION ( 16384 )
#define D3D11_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT ( 1024 )
#define D3D11_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT ( 4096 )
#define D3D11_REQ_MAXANISOTROPY ( 16 )
#define D3D11_REQ_MIP_LEVELS ( 15 )
#define D3D11_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES ( 2048 )
#define D3D11_REQ_RASTERIZER_OBJECT_COUNT_PER_DEVICE ( 4096 )
#define D3D11_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH ( 16384 )
#define D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM ( 128 )
#define D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_B_TERM ( 0.25f )
#define D3D11_REQ_RESOURCE_VIEW_COUNT_PER_DEVICE_2_TO_EXP ( 20 )
#define D3D11_REQ_SAMPLER_OBJECT_COUNT_PER_DEVICE ( 4096 )
#define D3D11_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION ( 2048 )
#define D3D11_REQ_TEXTURE1D_U_DIMENSION ( 16384 )
#define D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION ( 2048 )
#define D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION ( 16384 )
#define D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION ( 2048 )
#define D3D11_REQ_TEXTURECUBE_DIMENSION ( 16384 )
#define D3D11_RESINFO_INSTRUCTION_MISSING_COMPONENT_RETVAL ( 0 )
#define D3D11_SHADER_MAJOR_VERSION ( 5 )
#define D3D11_SHADER_MAX_INSTANCES ( 65535 )
#define D3D11_SHADER_MAX_INTERFACES ( 253 )
#define D3D11_SHADER_MAX_INTERFACE_CALL_SITES ( 4096 )
#define D3D11_SHADER_MAX_TYPES ( 65535 )
#define D3D11_SHADER_MINOR_VERSION ( 0 )
#define D3D11_SHIFT_INSTRUCTION_PAD_VALUE ( 0 )
#define D3D11_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT ( 5 )
#define D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT ( 8 )
#define D3D11_SO_BUFFER_MAX_STRIDE_IN_BYTES ( 2048 )
#define D3D11_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES ( 512 )
#define D3D11_SO_BUFFER_SLOT_COUNT ( 4 )
#define D3D11_SO_DDI_REGISTER_INDEX_DENOTING_GAP ( 0xffffffff )
#define D3D11_SO_NO_RASTERIZED_STREAM ( 0xffffffff )
#define D3D11_SO_OUTPUT_COMPONENT_COUNT ( 128 )
#define D3D11_SO_STREAM_COUNT ( 4 )
#define D3D11_SPEC_DATE_DAY ( 04 )
#define D3D11_SPEC_DATE_MONTH ( 06 )
#define D3D11_SPEC_DATE_YEAR ( 2009 )
#define D3D11_SPEC_VERSION ( 1.0 )
#define D3D11_SRGB_GAMMA ( 2.2f )
#define D3D11_SRGB_TO_FLOAT_DENOMINATOR_1 ( 12.92f )
#define D3D11_SRGB_TO_FLOAT_DENOMINATOR_2 ( 1.055f )
#define D3D11_SRGB_TO_FLOAT_EXPONENT ( 2.4f )
#define D3D11_SRGB_TO_FLOAT_OFFSET ( 0.055f )
#define D3D11_SRGB_TO_FLOAT_THRESHOLD ( 0.04045f )
#define D3D11_SRGB_TO_FLOAT_TOLERANCE_IN_ULP ( 0.5f )
#define D3D11_STANDARD_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_STANDARD_COMPONENT_BIT_COUNT_DOUBLED ( 64 )
#define D3D11_STANDARD_MAXIMUM_ELEMENT_ALIGNMENT_BYTE_MULTIPLE ( 4 )
#define D3D11_STANDARD_PIXEL_COMPONENT_COUNT ( 128 )
#define D3D11_STANDARD_PIXEL_ELEMENT_COUNT ( 32 )
#define D3D11_STANDARD_VECTOR_SIZE ( 4 )
#define D3D11_STANDARD_VERTEX_ELEMENT_COUNT ( 32 )
#define D3D11_STANDARD_VERTEX_TOTAL_COMPONENT_COUNT ( 64 )
#define D3D11_SUBPIXEL_FRACTIONAL_BIT_COUNT ( 8 )
#define D3D11_SUBTEXEL_FRACTIONAL_BIT_COUNT ( 8 )
#define D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR ( 64 )
#define D3D11_TESSELLATOR_MAX_ISOLINE_DENSITY_TESSELLATION_FACTOR ( 64 )
#define D3D11_TESSELLATOR_MAX_ODD_TESSELLATION_FACTOR ( 63 )
#define D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR ( 64 )
#define D3D11_TESSELLATOR_MIN_EVEN_TESSELLATION_FACTOR ( 2 )
#define D3D11_TESSELLATOR_MIN_ISOLINE_DENSITY_TESSELLATION_FACTOR ( 1 )
#define D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR ( 1 )
#define D3D11_TEXEL_ADDRESS_RANGE_BIT_COUNT ( 16 )
#define D3D11_UNBOUND_MEMORY_ACCESS_RESULT ( 0 )
#define D3D11_VIEWPORT_AND_SCISSORRECT_MAX_INDEX ( 15 )
#define D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ( 16 )
#define D3D11_VIEWPORT_BOUNDS_MAX ( 32767 )
#define D3D11_VIEWPORT_BOUNDS_MIN ( -32768 )
#define D3D11_VS_INPUT_REGISTER_COMPONENTS ( 4 )
#define D3D11_VS_INPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_VS_INPUT_REGISTER_COUNT ( 32 )
#define D3D11_VS_INPUT_REGISTER_READS_PER_INST ( 2 )
#define D3D11_VS_INPUT_REGISTER_READ_PORTS ( 1 )
#define D3D11_VS_OUTPUT_REGISTER_COMPONENTS ( 4 )
#define D3D11_VS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT ( 32 )
#define D3D11_VS_OUTPUT_REGISTER_COUNT ( 32 )
#define D3D11_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT ( 10 )
#define D3D11_WHQL_DRAWINDEXED_INDEX_COUNT_2_TO_EXP ( 25 )
#define D3D11_WHQL_DRAW_VERTEX_COUNT_2_TO_EXP ( 25 )
#endif
#define _FACD3D11 ( 0x87c )
#define _FACD3D11DEBUG ( ( _FACD3D11 + 1 ) )
#define MAKE_D3D11_HRESULT( code ) MAKE_HRESULT( 1, _FACD3D11, code )
#define MAKE_D3D11_STATUS( code ) MAKE_HRESULT( 0, _FACD3D11, code )
#define D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS MAKE_D3D11_HRESULT(1)
#define D3D11_ERROR_FILE_NOT_FOUND MAKE_D3D11_HRESULT(2)
#define D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS MAKE_D3D11_HRESULT(3)
#define D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD MAKE_D3D11_HRESULT(4)
#if __SAL_H_FULL_VER < 140050727
#undef __in_range
#undef __in_xcount_opt
#define __in_range(x, y)
#define __in_xcount_opt(x)
#endif
#if !defined( D3D11_NO_HELPERS ) && defined( __cplusplus )
}
struct CD3D11_DEFAULT {};
extern const DECLSPEC_SELECTANY CD3D11_DEFAULT D3D11_DEFAULT;
extern "C"{
#endif
typedef
enum D3D11_INPUT_CLASSIFICATION
{ D3D11_INPUT_PER_VERTEX_DATA = 0,
D3D11_INPUT_PER_INSTANCE_DATA = 1
} D3D11_INPUT_CLASSIFICATION;
#define D3D11_APPEND_ALIGNED_ELEMENT ( 0xffffffff )
typedef struct D3D11_INPUT_ELEMENT_DESC
{
LPCSTR SemanticName;
UINT SemanticIndex;
DXGI_FORMAT Format;
UINT InputSlot;
UINT AlignedByteOffset;
D3D11_INPUT_CLASSIFICATION InputSlotClass;
UINT InstanceDataStepRate;
} D3D11_INPUT_ELEMENT_DESC;
typedef
enum D3D11_FILL_MODE
{ D3D11_FILL_WIREFRAME = 2,
D3D11_FILL_SOLID = 3
} D3D11_FILL_MODE;
typedef D3D_PRIMITIVE_TOPOLOGY D3D11_PRIMITIVE_TOPOLOGY;
typedef D3D_PRIMITIVE D3D11_PRIMITIVE;
typedef
enum D3D11_CULL_MODE
{ D3D11_CULL_NONE = 1,
D3D11_CULL_FRONT = 2,
D3D11_CULL_BACK = 3
} D3D11_CULL_MODE;
typedef struct D3D11_SO_DECLARATION_ENTRY
{
UINT Stream;
LPCSTR SemanticName;
UINT SemanticIndex;
BYTE StartComponent;
BYTE ComponentCount;
BYTE OutputSlot;
} D3D11_SO_DECLARATION_ENTRY;
typedef struct D3D11_VIEWPORT
{
FLOAT TopLeftX;
FLOAT TopLeftY;
FLOAT Width;
FLOAT Height;
FLOAT MinDepth;
FLOAT MaxDepth;
} D3D11_VIEWPORT;
#if !defined( D3D11_NO_HELPERS ) && defined( __cplusplus )
}
inline bool operator==( const D3D11_VIEWPORT& l, const D3D11_VIEWPORT& r )
{
return l.TopLeftX == r.TopLeftX && l.TopLeftY == r.TopLeftY && l.Width == r.Width &&
l.Height == r.Height && l.MinDepth == r.MinDepth && l.MaxDepth == r.MaxDepth;
}
inline bool operator!=( const D3D11_VIEWPORT& l, const D3D11_VIEWPORT& r )
{ return !( l == r ); }
extern "C"{
#endif
typedef