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

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

 /* File created by MIDL compiler version 8.00.0613 */
/* @@MIDL_FILE_HEADING(  ) */

/* 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_3_h__
#define __d3d11_3_h__

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

/* Forward Declarations */

#ifndef __ID3D11Texture2D1_FWD_DEFINED__
#define __ID3D11Texture2D1_FWD_DEFINED__
typedef interface ID3D11Texture2D1 ID3D11Texture2D1;

#endif 	/* __ID3D11Texture2D1_FWD_DEFINED__ */

#ifndef __ID3D11Texture3D1_FWD_DEFINED__
#define __ID3D11Texture3D1_FWD_DEFINED__
typedef interface ID3D11Texture3D1 ID3D11Texture3D1;

#endif 	/* __ID3D11Texture3D1_FWD_DEFINED__ */

#ifndef __ID3D11RasterizerState2_FWD_DEFINED__
#define __ID3D11RasterizerState2_FWD_DEFINED__
typedef interface ID3D11RasterizerState2 ID3D11RasterizerState2;

#endif 	/* __ID3D11RasterizerState2_FWD_DEFINED__ */

#ifndef __ID3D11ShaderResourceView1_FWD_DEFINED__
#define __ID3D11ShaderResourceView1_FWD_DEFINED__
typedef interface ID3D11ShaderResourceView1 ID3D11ShaderResourceView1;

#endif 	/* __ID3D11ShaderResourceView1_FWD_DEFINED__ */

#ifndef __ID3D11RenderTargetView1_FWD_DEFINED__
#define __ID3D11RenderTargetView1_FWD_DEFINED__
typedef interface ID3D11RenderTargetView1 ID3D11RenderTargetView1;

#endif 	/* __ID3D11RenderTargetView1_FWD_DEFINED__ */

#ifndef __ID3D11UnorderedAccessView1_FWD_DEFINED__
#define __ID3D11UnorderedAccessView1_FWD_DEFINED__
typedef interface ID3D11UnorderedAccessView1 ID3D11UnorderedAccessView1;

#endif 	/* __ID3D11UnorderedAccessView1_FWD_DEFINED__ */

#ifndef __ID3D11Query1_FWD_DEFINED__
#define __ID3D11Query1_FWD_DEFINED__
typedef interface ID3D11Query1 ID3D11Query1;

#endif 	/* __ID3D11Query1_FWD_DEFINED__ */

#ifndef __ID3D11DeviceContext3_FWD_DEFINED__
#define __ID3D11DeviceContext3_FWD_DEFINED__
typedef interface ID3D11DeviceContext3 ID3D11DeviceContext3;

#endif 	/* __ID3D11DeviceContext3_FWD_DEFINED__ */

#ifndef __ID3D11Fence_FWD_DEFINED__
#define __ID3D11Fence_FWD_DEFINED__
typedef interface ID3D11Fence ID3D11Fence;

#endif 	/* __ID3D11Fence_FWD_DEFINED__ */

#ifndef __ID3D11DeviceContext4_FWD_DEFINED__
#define __ID3D11DeviceContext4_FWD_DEFINED__
typedef interface ID3D11DeviceContext4 ID3D11DeviceContext4;

#endif 	/* __ID3D11DeviceContext4_FWD_DEFINED__ */

#ifndef __ID3D11Device3_FWD_DEFINED__
#define __ID3D11Device3_FWD_DEFINED__
typedef interface ID3D11Device3 ID3D11Device3;

#endif 	/* __ID3D11Device3_FWD_DEFINED__ */

/* header files for imported files */
#include "oaidl.h"
#include "ocidl.h"
#include "dxgi1_3.h"
#include "d3dcommon.h"
#include "d3d11_2.h"

#ifdef __cplusplus
extern "C"{
#endif

/* interface __MIDL_itf_d3d11_3_0000_0000 */
/* [local] */

#ifdef __cplusplus
}
#endif
#include "d3d11_2.h" //
#ifdef __cplusplus
extern "C"{
#endif
typedef
enum D3D11_CONTEXT_TYPE
    {
        D3D11_CONTEXT_TYPE_ALL	= 0,
        D3D11_CONTEXT_TYPE_3D	= 1,
        D3D11_CONTEXT_TYPE_COMPUTE	= 2,
        D3D11_CONTEXT_TYPE_COPY	= 3,
        D3D11_CONTEXT_TYPE_VIDEO	= 4
    } 	D3D11_CONTEXT_TYPE;

typedef
enum D3D11_TEXTURE_LAYOUT
    {
        D3D11_TEXTURE_LAYOUT_UNDEFINED	= 0,
        D3D11_TEXTURE_LAYOUT_ROW_MAJOR	= 1,
        D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE	= 2
    } 	D3D11_TEXTURE_LAYOUT;

typedef struct D3D11_TEXTURE2D_DESC1
    {
    UINT Width;
    UINT Height;
    UINT MipLevels;
    UINT ArraySize;
    DXGI_FORMAT Format;
    DXGI_SAMPLE_DESC SampleDesc;
    D3D11_USAGE Usage;
    UINT BindFlags;
    UINT CPUAccessFlags;
    UINT MiscFlags;
    D3D11_TEXTURE_LAYOUT TextureLayout;
    } 	D3D11_TEXTURE2D_DESC1;

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0000_v0_0_s_ifspec;

#ifndef __ID3D11Texture2D1_INTERFACE_DEFINED__
#define __ID3D11Texture2D1_INTERFACE_DEFINED__

/* interface ID3D11Texture2D1 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11Texture2D1;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("51218251-1E33-4617-9CCB-4D3A4367E7BB")
    ID3D11Texture2D1 : public ID3D11Texture2D
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc1(
            /* [annotation] */
            _Out_  D3D11_TEXTURE2D_DESC1 *pDesc) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11Texture2D1Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11Texture2D1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11Texture2D1 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11Texture2D1 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11Texture2D1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11Texture2D1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11Texture2D1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11Texture2D1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        void ( STDMETHODCALLTYPE *GetType )(
            ID3D11Texture2D1 * This,
            /* [annotation] */
            _Out_  D3D11_RESOURCE_DIMENSION *pResourceDimension);

        void ( STDMETHODCALLTYPE *SetEvictionPriority )(
            ID3D11Texture2D1 * This,
            /* [annotation] */
            _In_  UINT EvictionPriority);

        UINT ( STDMETHODCALLTYPE *GetEvictionPriority )(
            ID3D11Texture2D1 * This);

        void ( STDMETHODCALLTYPE *GetDesc )(
            ID3D11Texture2D1 * This,
            /* [annotation] */
            _Out_  D3D11_TEXTURE2D_DESC *pDesc);

        void ( STDMETHODCALLTYPE *GetDesc1 )(
            ID3D11Texture2D1 * This,
            /* [annotation] */
            _Out_  D3D11_TEXTURE2D_DESC1 *pDesc);

        END_INTERFACE
    } ID3D11Texture2D1Vtbl;

    interface ID3D11Texture2D1
    {
        CONST_VTBL struct ID3D11Texture2D1Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11Texture2D1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11Texture2D1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11Texture2D1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11Texture2D1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11Texture2D1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11Texture2D1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11Texture2D1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11Texture2D1_GetType(This,pResourceDimension)	\
    ( (This)->lpVtbl -> GetType(This,pResourceDimension) )

#define ID3D11Texture2D1_SetEvictionPriority(This,EvictionPriority)	\
    ( (This)->lpVtbl -> SetEvictionPriority(This,EvictionPriority) )

#define ID3D11Texture2D1_GetEvictionPriority(This)	\
    ( (This)->lpVtbl -> GetEvictionPriority(This) )

#define ID3D11Texture2D1_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) )

#define ID3D11Texture2D1_GetDesc1(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11Texture2D1_INTERFACE_DEFINED__ */

/* interface __MIDL_itf_d3d11_3_0000_0001 */
/* [local] */

typedef struct D3D11_TEXTURE3D_DESC1
    {
    UINT Width;
    UINT Height;
    UINT Depth;
    UINT MipLevels;
    DXGI_FORMAT Format;
    D3D11_USAGE Usage;
    UINT BindFlags;
    UINT CPUAccessFlags;
    UINT MiscFlags;
    D3D11_TEXTURE_LAYOUT TextureLayout;
    } 	D3D11_TEXTURE3D_DESC1;

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0001_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0001_v0_0_s_ifspec;

#ifndef __ID3D11Texture3D1_INTERFACE_DEFINED__
#define __ID3D11Texture3D1_INTERFACE_DEFINED__

/* interface ID3D11Texture3D1 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11Texture3D1;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("0C711683-2853-4846-9BB0-F3E60639E46A")
    ID3D11Texture3D1 : public ID3D11Texture3D
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc1(
            /* [annotation] */
            _Out_  D3D11_TEXTURE3D_DESC1 *pDesc) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11Texture3D1Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11Texture3D1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11Texture3D1 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11Texture3D1 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11Texture3D1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11Texture3D1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11Texture3D1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11Texture3D1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        void ( STDMETHODCALLTYPE *GetType )(
            ID3D11Texture3D1 * This,
            /* [annotation] */
            _Out_  D3D11_RESOURCE_DIMENSION *pResourceDimension);

        void ( STDMETHODCALLTYPE *SetEvictionPriority )(
            ID3D11Texture3D1 * This,
            /* [annotation] */
            _In_  UINT EvictionPriority);

        UINT ( STDMETHODCALLTYPE *GetEvictionPriority )(
            ID3D11Texture3D1 * This);

        void ( STDMETHODCALLTYPE *GetDesc )(
            ID3D11Texture3D1 * This,
            /* [annotation] */
            _Out_  D3D11_TEXTURE3D_DESC *pDesc);

        void ( STDMETHODCALLTYPE *GetDesc1 )(
            ID3D11Texture3D1 * This,
            /* [annotation] */
            _Out_  D3D11_TEXTURE3D_DESC1 *pDesc);

        END_INTERFACE
    } ID3D11Texture3D1Vtbl;

    interface ID3D11Texture3D1
    {
        CONST_VTBL struct ID3D11Texture3D1Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11Texture3D1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11Texture3D1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11Texture3D1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11Texture3D1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11Texture3D1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11Texture3D1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11Texture3D1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11Texture3D1_GetType(This,pResourceDimension)	\
    ( (This)->lpVtbl -> GetType(This,pResourceDimension) )

#define ID3D11Texture3D1_SetEvictionPriority(This,EvictionPriority)	\
    ( (This)->lpVtbl -> SetEvictionPriority(This,EvictionPriority) )

#define ID3D11Texture3D1_GetEvictionPriority(This)	\
    ( (This)->lpVtbl -> GetEvictionPriority(This) )

#define ID3D11Texture3D1_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) )

#define ID3D11Texture3D1_GetDesc1(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11Texture3D1_INTERFACE_DEFINED__ */

/* interface __MIDL_itf_d3d11_3_0000_0002 */
/* [local] */

typedef
enum D3D11_CONSERVATIVE_RASTERIZATION_MODE
    {
        D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF	= 0,
        D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON	= 1
    } 	D3D11_CONSERVATIVE_RASTERIZATION_MODE;

typedef struct D3D11_RASTERIZER_DESC2
    {
    D3D11_FILL_MODE FillMode;
    D3D11_CULL_MODE CullMode;
    BOOL FrontCounterClockwise;
    INT DepthBias;
    FLOAT DepthBiasClamp;
    FLOAT SlopeScaledDepthBias;
    BOOL DepthClipEnable;
    BOOL ScissorEnable;
    BOOL MultisampleEnable;
    BOOL AntialiasedLineEnable;
    UINT ForcedSampleCount;
    D3D11_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster;
    } 	D3D11_RASTERIZER_DESC2;

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0002_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0002_v0_0_s_ifspec;

#ifndef __ID3D11RasterizerState2_INTERFACE_DEFINED__
#define __ID3D11RasterizerState2_INTERFACE_DEFINED__

/* interface ID3D11RasterizerState2 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11RasterizerState2;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("6fbd02fb-209f-46c4-b059-2ed15586a6ac")
    ID3D11RasterizerState2 : public ID3D11RasterizerState1
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc2(
            /* [annotation] */
            _Out_  D3D11_RASTERIZER_DESC2 *pDesc) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11RasterizerState2Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11RasterizerState2 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11RasterizerState2 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11RasterizerState2 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11RasterizerState2 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11RasterizerState2 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11RasterizerState2 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11RasterizerState2 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        void ( STDMETHODCALLTYPE *GetDesc )(
            ID3D11RasterizerState2 * This,
            /* [annotation] */
            _Out_  D3D11_RASTERIZER_DESC *pDesc);

        void ( STDMETHODCALLTYPE *GetDesc1 )(
            ID3D11RasterizerState2 * This,
            /* [annotation] */
            _Out_  D3D11_RASTERIZER_DESC1 *pDesc);

        void ( STDMETHODCALLTYPE *GetDesc2 )(
            ID3D11RasterizerState2 * This,
            /* [annotation] */
            _Out_  D3D11_RASTERIZER_DESC2 *pDesc);

        END_INTERFACE
    } ID3D11RasterizerState2Vtbl;

    interface ID3D11RasterizerState2
    {
        CONST_VTBL struct ID3D11RasterizerState2Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11RasterizerState2_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11RasterizerState2_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11RasterizerState2_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11RasterizerState2_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11RasterizerState2_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11RasterizerState2_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11RasterizerState2_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11RasterizerState2_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) )

#define ID3D11RasterizerState2_GetDesc1(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc) )

#define ID3D11RasterizerState2_GetDesc2(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc2(This,pDesc) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11RasterizerState2_INTERFACE_DEFINED__ */

/* interface __MIDL_itf_d3d11_3_0000_0003 */
/* [local] */

typedef struct D3D11_TEX2D_SRV1
    {
    UINT MostDetailedMip;
    UINT MipLevels;
    UINT PlaneSlice;
    } 	D3D11_TEX2D_SRV1;

typedef struct D3D11_TEX2D_ARRAY_SRV1
    {
    UINT MostDetailedMip;
    UINT MipLevels;
    UINT FirstArraySlice;
    UINT ArraySize;
    UINT PlaneSlice;
    } 	D3D11_TEX2D_ARRAY_SRV1;

typedef struct D3D11_SHADER_RESOURCE_VIEW_DESC1
    {
    DXGI_FORMAT Format;
    D3D11_SRV_DIMENSION ViewDimension;
    union
        {
        D3D11_BUFFER_SRV Buffer;
        D3D11_TEX1D_SRV Texture1D;
        D3D11_TEX1D_ARRAY_SRV Texture1DArray;
        D3D11_TEX2D_SRV1 Texture2D;
        D3D11_TEX2D_ARRAY_SRV1 Texture2DArray;
        D3D11_TEX2DMS_SRV Texture2DMS;
        D3D11_TEX2DMS_ARRAY_SRV Texture2DMSArray;
        D3D11_TEX3D_SRV Texture3D;
        D3D11_TEXCUBE_SRV TextureCube;
        D3D11_TEXCUBE_ARRAY_SRV TextureCubeArray;
        D3D11_BUFFEREX_SRV BufferEx;
        } 	;
    } 	D3D11_SHADER_RESOURCE_VIEW_DESC1;

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0003_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0003_v0_0_s_ifspec;

#ifndef __ID3D11ShaderResourceView1_INTERFACE_DEFINED__
#define __ID3D11ShaderResourceView1_INTERFACE_DEFINED__

/* interface ID3D11ShaderResourceView1 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11ShaderResourceView1;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("91308b87-9040-411d-8c67-c39253ce3802")
    ID3D11ShaderResourceView1 : public ID3D11ShaderResourceView
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc1(
            /* [annotation] */
            _Out_  D3D11_SHADER_RESOURCE_VIEW_DESC1 *pDesc1) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11ShaderResourceView1Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11ShaderResourceView1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11ShaderResourceView1 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11ShaderResourceView1 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11ShaderResourceView1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11ShaderResourceView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11ShaderResourceView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11ShaderResourceView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        void ( STDMETHODCALLTYPE *GetResource )(
            ID3D11ShaderResourceView1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Resource **ppResource);

        void ( STDMETHODCALLTYPE *GetDesc )(
            ID3D11ShaderResourceView1 * This,
            /* [annotation] */
            _Out_  D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc);

        void ( STDMETHODCALLTYPE *GetDesc1 )(
            ID3D11ShaderResourceView1 * This,
            /* [annotation] */
            _Out_  D3D11_SHADER_RESOURCE_VIEW_DESC1 *pDesc1);

        END_INTERFACE
    } ID3D11ShaderResourceView1Vtbl;

    interface ID3D11ShaderResourceView1
    {
        CONST_VTBL struct ID3D11ShaderResourceView1Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11ShaderResourceView1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11ShaderResourceView1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11ShaderResourceView1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11ShaderResourceView1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11ShaderResourceView1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11ShaderResourceView1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11ShaderResourceView1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11ShaderResourceView1_GetResource(This,ppResource)	\
    ( (This)->lpVtbl -> GetResource(This,ppResource) )

#define ID3D11ShaderResourceView1_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) )

#define ID3D11ShaderResourceView1_GetDesc1(This,pDesc1)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc1) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11ShaderResourceView1_INTERFACE_DEFINED__ */

/* interface __MIDL_itf_d3d11_3_0000_0004 */
/* [local] */

typedef struct D3D11_TEX2D_RTV1
    {
    UINT MipSlice;
    UINT PlaneSlice;
    } 	D3D11_TEX2D_RTV1;

typedef struct D3D11_TEX2D_ARRAY_RTV1
    {
    UINT MipSlice;
    UINT FirstArraySlice;
    UINT ArraySize;
    UINT PlaneSlice;
    } 	D3D11_TEX2D_ARRAY_RTV1;

typedef struct D3D11_RENDER_TARGET_VIEW_DESC1
    {
    DXGI_FORMAT Format;
    D3D11_RTV_DIMENSION ViewDimension;
    union
        {
        D3D11_BUFFER_RTV Buffer;
        D3D11_TEX1D_RTV Texture1D;
        D3D11_TEX1D_ARRAY_RTV Texture1DArray;
        D3D11_TEX2D_RTV1 Texture2D;
        D3D11_TEX2D_ARRAY_RTV1 Texture2DArray;
        D3D11_TEX2DMS_RTV Texture2DMS;
        D3D11_TEX2DMS_ARRAY_RTV Texture2DMSArray;
        D3D11_TEX3D_RTV Texture3D;
        } 	;
    } 	D3D11_RENDER_TARGET_VIEW_DESC1;

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0004_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0004_v0_0_s_ifspec;

#ifndef __ID3D11RenderTargetView1_INTERFACE_DEFINED__
#define __ID3D11RenderTargetView1_INTERFACE_DEFINED__

/* interface ID3D11RenderTargetView1 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11RenderTargetView1;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("ffbe2e23-f011-418a-ac56-5ceed7c5b94b")
    ID3D11RenderTargetView1 : public ID3D11RenderTargetView
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc1(
            /* [annotation] */
            _Out_  D3D11_RENDER_TARGET_VIEW_DESC1 *pDesc1) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11RenderTargetView1Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11RenderTargetView1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11RenderTargetView1 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11RenderTargetView1 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11RenderTargetView1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11RenderTargetView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11RenderTargetView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11RenderTargetView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        void ( STDMETHODCALLTYPE *GetResource )(
            ID3D11RenderTargetView1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Resource **ppResource);

        void ( STDMETHODCALLTYPE *GetDesc )(
            ID3D11RenderTargetView1 * This,
            /* [annotation] */
            _Out_  D3D11_RENDER_TARGET_VIEW_DESC *pDesc);

        void ( STDMETHODCALLTYPE *GetDesc1 )(
            ID3D11RenderTargetView1 * This,
            /* [annotation] */
            _Out_  D3D11_RENDER_TARGET_VIEW_DESC1 *pDesc1);

        END_INTERFACE
    } ID3D11RenderTargetView1Vtbl;

    interface ID3D11RenderTargetView1
    {
        CONST_VTBL struct ID3D11RenderTargetView1Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11RenderTargetView1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11RenderTargetView1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11RenderTargetView1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11RenderTargetView1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11RenderTargetView1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11RenderTargetView1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11RenderTargetView1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11RenderTargetView1_GetResource(This,ppResource)	\
    ( (This)->lpVtbl -> GetResource(This,ppResource) )

#define ID3D11RenderTargetView1_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) )

#define ID3D11RenderTargetView1_GetDesc1(This,pDesc1)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc1) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11RenderTargetView1_INTERFACE_DEFINED__ */

/* interface __MIDL_itf_d3d11_3_0000_0005 */
/* [local] */

typedef struct D3D11_TEX2D_UAV1
    {
    UINT MipSlice;
    UINT PlaneSlice;
    } 	D3D11_TEX2D_UAV1;

typedef struct D3D11_TEX2D_ARRAY_UAV1
    {
    UINT MipSlice;
    UINT FirstArraySlice;
    UINT ArraySize;
    UINT PlaneSlice;
    } 	D3D11_TEX2D_ARRAY_UAV1;

typedef struct D3D11_UNORDERED_ACCESS_VIEW_DESC1
    {
    DXGI_FORMAT Format;
    D3D11_UAV_DIMENSION ViewDimension;
    union
        {
        D3D11_BUFFER_UAV Buffer;
        D3D11_TEX1D_UAV Texture1D;
        D3D11_TEX1D_ARRAY_UAV Texture1DArray;
        D3D11_TEX2D_UAV1 Texture2D;
        D3D11_TEX2D_ARRAY_UAV1 Texture2DArray;
        D3D11_TEX3D_UAV Texture3D;
        } 	;
    } 	D3D11_UNORDERED_ACCESS_VIEW_DESC1;

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0005_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0005_v0_0_s_ifspec;

#ifndef __ID3D11UnorderedAccessView1_INTERFACE_DEFINED__
#define __ID3D11UnorderedAccessView1_INTERFACE_DEFINED__

/* interface ID3D11UnorderedAccessView1 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11UnorderedAccessView1;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("7b3b6153-a886-4544-ab37-6537c8500403")
    ID3D11UnorderedAccessView1 : public ID3D11UnorderedAccessView
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc1(
            /* [annotation] */
            _Out_  D3D11_UNORDERED_ACCESS_VIEW_DESC1 *pDesc1) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11UnorderedAccessView1Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11UnorderedAccessView1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11UnorderedAccessView1 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11UnorderedAccessView1 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11UnorderedAccessView1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11UnorderedAccessView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11UnorderedAccessView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11UnorderedAccessView1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        void ( STDMETHODCALLTYPE *GetResource )(
            ID3D11UnorderedAccessView1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Resource **ppResource);

        void ( STDMETHODCALLTYPE *GetDesc )(
            ID3D11UnorderedAccessView1 * This,
            /* [annotation] */
            _Out_  D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc);

        void ( STDMETHODCALLTYPE *GetDesc1 )(
            ID3D11UnorderedAccessView1 * This,
            /* [annotation] */
            _Out_  D3D11_UNORDERED_ACCESS_VIEW_DESC1 *pDesc1);

        END_INTERFACE
    } ID3D11UnorderedAccessView1Vtbl;

    interface ID3D11UnorderedAccessView1
    {
        CONST_VTBL struct ID3D11UnorderedAccessView1Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11UnorderedAccessView1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11UnorderedAccessView1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11UnorderedAccessView1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11UnorderedAccessView1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11UnorderedAccessView1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11UnorderedAccessView1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11UnorderedAccessView1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11UnorderedAccessView1_GetResource(This,ppResource)	\
    ( (This)->lpVtbl -> GetResource(This,ppResource) )

#define ID3D11UnorderedAccessView1_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) )

#define ID3D11UnorderedAccessView1_GetDesc1(This,pDesc1)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc1) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11UnorderedAccessView1_INTERFACE_DEFINED__ */

/* interface __MIDL_itf_d3d11_3_0000_0006 */
/* [local] */

typedef struct D3D11_QUERY_DESC1
    {
    D3D11_QUERY Query;
    UINT MiscFlags;
    D3D11_CONTEXT_TYPE ContextType;
    } 	D3D11_QUERY_DESC1;

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0006_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0006_v0_0_s_ifspec;

#ifndef __ID3D11Query1_INTERFACE_DEFINED__
#define __ID3D11Query1_INTERFACE_DEFINED__

/* interface ID3D11Query1 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11Query1;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("631b4766-36dc-461d-8db6-c47e13e60916")
    ID3D11Query1 : public ID3D11Query
    {
    public:
        virtual void STDMETHODCALLTYPE GetDesc1(
            /* [annotation] */
            _Out_  D3D11_QUERY_DESC1 *pDesc1) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11Query1Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11Query1 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11Query1 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11Query1 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11Query1 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11Query1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11Query1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11Query1 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        UINT ( STDMETHODCALLTYPE *GetDataSize )(
            ID3D11Query1 * This);

        void ( STDMETHODCALLTYPE *GetDesc )(
            ID3D11Query1 * This,
            /* [annotation] */
            _Out_  D3D11_QUERY_DESC *pDesc);

        void ( STDMETHODCALLTYPE *GetDesc1 )(
            ID3D11Query1 * This,
            /* [annotation] */
            _Out_  D3D11_QUERY_DESC1 *pDesc1);

        END_INTERFACE
    } ID3D11Query1Vtbl;

    interface ID3D11Query1
    {
        CONST_VTBL struct ID3D11Query1Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11Query1_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11Query1_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11Query1_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11Query1_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11Query1_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11Query1_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11Query1_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11Query1_GetDataSize(This)	\
    ( (This)->lpVtbl -> GetDataSize(This) )

#define ID3D11Query1_GetDesc(This,pDesc)	\
    ( (This)->lpVtbl -> GetDesc(This,pDesc) )

#define ID3D11Query1_GetDesc1(This,pDesc1)	\
    ( (This)->lpVtbl -> GetDesc1(This,pDesc1) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11Query1_INTERFACE_DEFINED__ */

/* interface __MIDL_itf_d3d11_3_0000_0007 */
/* [local] */

typedef
enum D3D11_FENCE_FLAG
    {
        D3D11_FENCE_FLAG_NONE	= 0x1,
        D3D11_FENCE_FLAG_SHARED	= 0x2,
        D3D11_FENCE_FLAG_SHARED_CROSS_ADAPTER	= 0x4
    } 	D3D11_FENCE_FLAG;

DEFINE_ENUM_FLAG_OPERATORS(D3D11_FENCE_FLAG);

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0007_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0007_v0_0_s_ifspec;

#ifndef __ID3D11DeviceContext3_INTERFACE_DEFINED__
#define __ID3D11DeviceContext3_INTERFACE_DEFINED__

/* interface ID3D11DeviceContext3 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11DeviceContext3;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("b4e3c01d-e79e-4637-91b2-510e9f4c9b8f")
    ID3D11DeviceContext3 : public ID3D11DeviceContext2
    {
    public:
        virtual void STDMETHODCALLTYPE Flush1(
            D3D11_CONTEXT_TYPE ContextType,
            /* [annotation] */
            _In_opt_  HANDLE hEvent) = 0;

        virtual void STDMETHODCALLTYPE SetHardwareProtectionState(
            /* [annotation] */
            _In_  BOOL HwProtectionEnable) = 0;

        virtual void STDMETHODCALLTYPE GetHardwareProtectionState(
            /* [annotation] */
            _Out_  BOOL *pHwProtectionEnable) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11DeviceContext3Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11DeviceContext3 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11DeviceContext3 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11DeviceContext3 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        void ( STDMETHODCALLTYPE *VSSetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *PSSetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *PSSetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11PixelShader *pPixelShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *PSSetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *VSSetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11VertexShader *pVertexShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *DrawIndexed )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  UINT IndexCount,
            /* [annotation] */
            _In_  UINT StartIndexLocation,
            /* [annotation] */
            _In_  INT BaseVertexLocation);

        void ( STDMETHODCALLTYPE *Draw )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  UINT VertexCount,
            /* [annotation] */
            _In_  UINT StartVertexLocation);

        HRESULT ( STDMETHODCALLTYPE *Map )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_  UINT Subresource,
            /* [annotation] */
            _In_  D3D11_MAP MapType,
            /* [annotation] */
            _In_  UINT MapFlags,
            /* [annotation] */
            _Out_opt_  D3D11_MAPPED_SUBRESOURCE *pMappedResource);

        void ( STDMETHODCALLTYPE *Unmap )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_  UINT Subresource);

        void ( STDMETHODCALLTYPE *PSSetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *IASetInputLayout )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11InputLayout *pInputLayout);

        void ( STDMETHODCALLTYPE *IASetVertexBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppVertexBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pStrides,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pOffsets);

        void ( STDMETHODCALLTYPE *IASetIndexBuffer )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11Buffer *pIndexBuffer,
            /* [annotation] */
            _In_  DXGI_FORMAT Format,
            /* [annotation] */
            _In_  UINT Offset);

        void ( STDMETHODCALLTYPE *DrawIndexedInstanced )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  UINT IndexCountPerInstance,
            /* [annotation] */
            _In_  UINT InstanceCount,
            /* [annotation] */
            _In_  UINT StartIndexLocation,
            /* [annotation] */
            _In_  INT BaseVertexLocation,
            /* [annotation] */
            _In_  UINT StartInstanceLocation);

        void ( STDMETHODCALLTYPE *DrawInstanced )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  UINT VertexCountPerInstance,
            /* [annotation] */
            _In_  UINT InstanceCount,
            /* [annotation] */
            _In_  UINT StartVertexLocation,
            /* [annotation] */
            _In_  UINT StartInstanceLocation);

        void ( STDMETHODCALLTYPE *GSSetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *GSSetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11GeometryShader *pShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *IASetPrimitiveTopology )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  D3D11_PRIMITIVE_TOPOLOGY Topology);

        void ( STDMETHODCALLTYPE *VSSetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *VSSetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *Begin )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Asynchronous *pAsync);

        void ( STDMETHODCALLTYPE *End )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Asynchronous *pAsync);

        HRESULT ( STDMETHODCALLTYPE *GetData )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Asynchronous *pAsync,
            /* [annotation] */
            _Out_writes_bytes_opt_( DataSize )  void *pData,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_  UINT GetDataFlags);

        void ( STDMETHODCALLTYPE *SetPredication )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11Predicate *pPredicate,
            /* [annotation] */
            _In_  BOOL PredicateValue);

        void ( STDMETHODCALLTYPE *GSSetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *GSSetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *OMSetRenderTargets )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11RenderTargetView *const *ppRenderTargetViews,
            /* [annotation] */
            _In_opt_  ID3D11DepthStencilView *pDepthStencilView);

        void ( STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  UINT NumRTVs,
            /* [annotation] */
            _In_reads_opt_(NumRTVs)  ID3D11RenderTargetView *const *ppRenderTargetViews,
            /* [annotation] */
            _In_opt_  ID3D11DepthStencilView *pDepthStencilView,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 )  UINT UAVStartSlot,
            /* [annotation] */
            _In_  UINT NumUAVs,
            /* [annotation] */
            _In_reads_opt_(NumUAVs)  ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
            /* [annotation] */
            _In_reads_opt_(NumUAVs)  const UINT *pUAVInitialCounts);

        void ( STDMETHODCALLTYPE *OMSetBlendState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11BlendState *pBlendState,
            /* [annotation] */
            _In_opt_  const FLOAT BlendFactor[ 4 ],
            /* [annotation] */
            _In_  UINT SampleMask);

        void ( STDMETHODCALLTYPE *OMSetDepthStencilState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11DepthStencilState *pDepthStencilState,
            /* [annotation] */
            _In_  UINT StencilRef);

        void ( STDMETHODCALLTYPE *SOSetTargets )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT)  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppSOTargets,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pOffsets);

        void ( STDMETHODCALLTYPE *DrawAuto )(
            ID3D11DeviceContext3 * This);

        void ( STDMETHODCALLTYPE *DrawIndexedInstancedIndirect )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */
            _In_  UINT AlignedByteOffsetForArgs);

        void ( STDMETHODCALLTYPE *DrawInstancedIndirect )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */
            _In_  UINT AlignedByteOffsetForArgs);

        void ( STDMETHODCALLTYPE *Dispatch )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  UINT ThreadGroupCountX,
            /* [annotation] */
            _In_  UINT ThreadGroupCountY,
            /* [annotation] */
            _In_  UINT ThreadGroupCountZ);

        void ( STDMETHODCALLTYPE *DispatchIndirect )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */
            _In_  UINT AlignedByteOffsetForArgs);

        void ( STDMETHODCALLTYPE *RSSetState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11RasterizerState *pRasterizerState);

        void ( STDMETHODCALLTYPE *RSSetViewports )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE)  UINT NumViewports,
            /* [annotation] */
            _In_reads_opt_(NumViewports)  const D3D11_VIEWPORT *pViewports);

        void ( STDMETHODCALLTYPE *RSSetScissorRects )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE)  UINT NumRects,
            /* [annotation] */
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRects);

        void ( STDMETHODCALLTYPE *CopySubresourceRegion )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_  UINT DstX,
            /* [annotation] */
            _In_  UINT DstY,
            /* [annotation] */
            _In_  UINT DstZ,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource,
            /* [annotation] */
            _In_  UINT SrcSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pSrcBox);

        void ( STDMETHODCALLTYPE *CopyResource )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource);

        void ( STDMETHODCALLTYPE *UpdateSubresource )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pDstBox,
            /* [annotation] */
            _In_  const void *pSrcData,
            /* [annotation] */
            _In_  UINT SrcRowPitch,
            /* [annotation] */
            _In_  UINT SrcDepthPitch);

        void ( STDMETHODCALLTYPE *CopyStructureCount )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pDstBuffer,
            /* [annotation] */
            _In_  UINT DstAlignedByteOffset,
            /* [annotation] */
            _In_  ID3D11UnorderedAccessView *pSrcView);

        void ( STDMETHODCALLTYPE *ClearRenderTargetView )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11RenderTargetView *pRenderTargetView,
            /* [annotation] */
            _In_  const FLOAT ColorRGBA[ 4 ]);

        void ( STDMETHODCALLTYPE *ClearUnorderedAccessViewUint )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11UnorderedAccessView *pUnorderedAccessView,
            /* [annotation] */
            _In_  const UINT Values[ 4 ]);

        void ( STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11UnorderedAccessView *pUnorderedAccessView,
            /* [annotation] */
            _In_  const FLOAT Values[ 4 ]);

        void ( STDMETHODCALLTYPE *ClearDepthStencilView )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11DepthStencilView *pDepthStencilView,
            /* [annotation] */
            _In_  UINT ClearFlags,
            /* [annotation] */
            _In_  FLOAT Depth,
            /* [annotation] */
            _In_  UINT8 Stencil);

        void ( STDMETHODCALLTYPE *GenerateMips )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11ShaderResourceView *pShaderResourceView);

        void ( STDMETHODCALLTYPE *SetResourceMinLOD )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            FLOAT MinLOD);

        FLOAT ( STDMETHODCALLTYPE *GetResourceMinLOD )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource);

        void ( STDMETHODCALLTYPE *ResolveSubresource )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource,
            /* [annotation] */
            _In_  UINT SrcSubresource,
            /* [annotation] */
            _In_  DXGI_FORMAT Format);

        void ( STDMETHODCALLTYPE *ExecuteCommandList )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11CommandList *pCommandList,
            BOOL RestoreContextState);

        void ( STDMETHODCALLTYPE *HSSetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *HSSetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11HullShader *pHullShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *HSSetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *HSSetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *DSSetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *DSSetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11DomainShader *pDomainShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *DSSetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *DSSetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *CSSetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *CSSetUnorderedAccessViews )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - StartSlot )  UINT NumUAVs,
            /* [annotation] */
            _In_reads_opt_(NumUAVs)  ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
            /* [annotation] */
            _In_reads_opt_(NumUAVs)  const UINT *pUAVInitialCounts);

        void ( STDMETHODCALLTYPE *CSSetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11ComputeShader *pComputeShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *CSSetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *CSSetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *VSGetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *PSGetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *PSGetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11PixelShader **ppPixelShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *PSGetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *VSGetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11VertexShader **ppVertexShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *PSGetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *IAGetInputLayout )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11InputLayout **ppInputLayout);

        void ( STDMETHODCALLTYPE *IAGetVertexBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppVertexBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pStrides,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pOffsets);

        void ( STDMETHODCALLTYPE *IAGetIndexBuffer )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11Buffer **pIndexBuffer,
            /* [annotation] */
            _Out_opt_  DXGI_FORMAT *Format,
            /* [annotation] */
            _Out_opt_  UINT *Offset);

        void ( STDMETHODCALLTYPE *GSGetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *GSGetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11GeometryShader **ppGeometryShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *IAGetPrimitiveTopology )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Out_  D3D11_PRIMITIVE_TOPOLOGY *pTopology);

        void ( STDMETHODCALLTYPE *VSGetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *VSGetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *GetPredication )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11Predicate **ppPredicate,
            /* [annotation] */
            _Out_opt_  BOOL *pPredicateValue);

        void ( STDMETHODCALLTYPE *GSGetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *GSGetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *OMGetRenderTargets )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11RenderTargetView **ppRenderTargetViews,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11DepthStencilView **ppDepthStencilView);

        void ( STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT )  UINT NumRTVs,
            /* [annotation] */
            _Out_writes_opt_(NumRTVs)  ID3D11RenderTargetView **ppRenderTargetViews,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11DepthStencilView **ppDepthStencilView,
            /* [annotation] */
            _In_range_( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1 )  UINT UAVStartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - UAVStartSlot )  UINT NumUAVs,
            /* [annotation] */
            _Out_writes_opt_(NumUAVs)  ID3D11UnorderedAccessView **ppUnorderedAccessViews);

        void ( STDMETHODCALLTYPE *OMGetBlendState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11BlendState **ppBlendState,
            /* [annotation] */
            _Out_opt_  FLOAT BlendFactor[ 4 ],
            /* [annotation] */
            _Out_opt_  UINT *pSampleMask);

        void ( STDMETHODCALLTYPE *OMGetDepthStencilState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11DepthStencilState **ppDepthStencilState,
            /* [annotation] */
            _Out_opt_  UINT *pStencilRef);

        void ( STDMETHODCALLTYPE *SOGetTargets )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppSOTargets);

        void ( STDMETHODCALLTYPE *RSGetState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11RasterizerState **ppRasterizerState);

        void ( STDMETHODCALLTYPE *RSGetViewports )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Inout_ /*_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/   UINT *pNumViewports,
            /* [annotation] */
            _Out_writes_opt_(*pNumViewports)  D3D11_VIEWPORT *pViewports);

        void ( STDMETHODCALLTYPE *RSGetScissorRects )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Inout_ /*_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/   UINT *pNumRects,
            /* [annotation] */
            _Out_writes_opt_(*pNumRects)  D3D11_RECT *pRects);

        void ( STDMETHODCALLTYPE *HSGetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *HSGetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11HullShader **ppHullShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *HSGetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *HSGetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *DSGetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *DSGetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11DomainShader **ppDomainShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *DSGetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *DSGetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *CSGetShaderResources )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *CSGetUnorderedAccessViews )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - StartSlot )  UINT NumUAVs,
            /* [annotation] */
            _Out_writes_opt_(NumUAVs)  ID3D11UnorderedAccessView **ppUnorderedAccessViews);

        void ( STDMETHODCALLTYPE *CSGetShader )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11ComputeShader **ppComputeShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *CSGetSamplers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *CSGetConstantBuffers )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *ClearState )(
            ID3D11DeviceContext3 * This);

        void ( STDMETHODCALLTYPE *Flush )(
            ID3D11DeviceContext3 * This);

        D3D11_DEVICE_CONTEXT_TYPE ( STDMETHODCALLTYPE *GetType )(
            ID3D11DeviceContext3 * This);

        UINT ( STDMETHODCALLTYPE *GetContextFlags )(
            ID3D11DeviceContext3 * This);

        HRESULT ( STDMETHODCALLTYPE *FinishCommandList )(
            ID3D11DeviceContext3 * This,
            BOOL RestoreDeferredContextState,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11CommandList **ppCommandList);

        void ( STDMETHODCALLTYPE *CopySubresourceRegion1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_  UINT DstX,
            /* [annotation] */
            _In_  UINT DstY,
            /* [annotation] */
            _In_  UINT DstZ,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource,
            /* [annotation] */
            _In_  UINT SrcSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pSrcBox,
            /* [annotation] */
            _In_  UINT CopyFlags);

        void ( STDMETHODCALLTYPE *UpdateSubresource1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pDstBox,
            /* [annotation] */
            _In_  const void *pSrcData,
            /* [annotation] */
            _In_  UINT SrcRowPitch,
            /* [annotation] */
            _In_  UINT SrcDepthPitch,
            /* [annotation] */
            _In_  UINT CopyFlags);

        void ( STDMETHODCALLTYPE *DiscardResource )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource);

        void ( STDMETHODCALLTYPE *DiscardView )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11View *pResourceView);

        void ( STDMETHODCALLTYPE *VSSetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *HSSetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *DSSetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *GSSetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *PSSetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *CSSetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *VSGetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *HSGetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *DSGetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *GSGetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *PSGetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *CSGetConstantBuffers1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *SwapDeviceContextState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3DDeviceContextState *pState,
            /* [annotation] */
            _Outptr_opt_  ID3DDeviceContextState **ppPreviousState);

        void ( STDMETHODCALLTYPE *ClearView )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11View *pView,
            /* [annotation] */
            _In_  const FLOAT Color[ 4 ],
            /* [annotation] */
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRect,
            UINT NumRects);

        void ( STDMETHODCALLTYPE *DiscardView1 )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11View *pResourceView,
            /* [annotation] */
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRects,
            UINT NumRects);

        HRESULT ( STDMETHODCALLTYPE *UpdateTileMappings )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pTiledResource,
            /* [annotation] */
            _In_  UINT NumTiledResourceRegions,
            /* [annotation] */
            _In_reads_opt_(NumTiledResourceRegions)  const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates,
            /* [annotation] */
            _In_reads_opt_(NumTiledResourceRegions)  const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes,
            /* [annotation] */
            _In_opt_  ID3D11Buffer *pTilePool,
            /* [annotation] */
            _In_  UINT NumRanges,
            /* [annotation] */
            _In_reads_opt_(NumRanges)  const UINT *pRangeFlags,
            /* [annotation] */
            _In_reads_opt_(NumRanges)  const UINT *pTilePoolStartOffsets,
            /* [annotation] */
            _In_reads_opt_(NumRanges)  const UINT *pRangeTileCounts,
            /* [annotation] */
            _In_  UINT Flags);

        HRESULT ( STDMETHODCALLTYPE *CopyTileMappings )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDestTiledResource,
            /* [annotation] */
            _In_  const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate,
            /* [annotation] */
            _In_  ID3D11Resource *pSourceTiledResource,
            /* [annotation] */
            _In_  const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate,
            /* [annotation] */
            _In_  const D3D11_TILE_REGION_SIZE *pTileRegionSize,
            /* [annotation] */
            _In_  UINT Flags);

        void ( STDMETHODCALLTYPE *CopyTiles )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pTiledResource,
            /* [annotation] */
            _In_  const D3D11_TILED_RESOURCE_COORDINATE *pTileRegionStartCoordinate,
            /* [annotation] */
            _In_  const D3D11_TILE_REGION_SIZE *pTileRegionSize,
            /* [annotation] */
            _In_  ID3D11Buffer *pBuffer,
            /* [annotation] */
            _In_  UINT64 BufferStartOffsetInBytes,
            /* [annotation] */
            _In_  UINT Flags);

        void ( STDMETHODCALLTYPE *UpdateTiles )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDestTiledResource,
            /* [annotation] */
            _In_  const D3D11_TILED_RESOURCE_COORDINATE *pDestTileRegionStartCoordinate,
            /* [annotation] */
            _In_  const D3D11_TILE_REGION_SIZE *pDestTileRegionSize,
            /* [annotation] */
            _In_  const void *pSourceTileData,
            /* [annotation] */
            _In_  UINT Flags);

        HRESULT ( STDMETHODCALLTYPE *ResizeTilePool )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pTilePool,
            /* [annotation] */
            _In_  UINT64 NewSizeInBytes);

        void ( STDMETHODCALLTYPE *TiledResourceBarrier )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_opt_  ID3D11DeviceChild *pTiledResourceOrViewAccessBeforeBarrier,
            /* [annotation] */
            _In_opt_  ID3D11DeviceChild *pTiledResourceOrViewAccessAfterBarrier);

        BOOL ( STDMETHODCALLTYPE *IsAnnotationEnabled )(
            ID3D11DeviceContext3 * This);

        void ( STDMETHODCALLTYPE *SetMarkerInt )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  LPCWSTR pLabel,
            INT Data);

        void ( STDMETHODCALLTYPE *BeginEventInt )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  LPCWSTR pLabel,
            INT Data);

        void ( STDMETHODCALLTYPE *EndEvent )(
            ID3D11DeviceContext3 * This);

        void ( STDMETHODCALLTYPE *Flush1 )(
            ID3D11DeviceContext3 * This,
            D3D11_CONTEXT_TYPE ContextType,
            /* [annotation] */
            _In_opt_  HANDLE hEvent);

        void ( STDMETHODCALLTYPE *SetHardwareProtectionState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _In_  BOOL HwProtectionEnable);

        void ( STDMETHODCALLTYPE *GetHardwareProtectionState )(
            ID3D11DeviceContext3 * This,
            /* [annotation] */
            _Out_  BOOL *pHwProtectionEnable);

        END_INTERFACE
    } ID3D11DeviceContext3Vtbl;

    interface ID3D11DeviceContext3
    {
        CONST_VTBL struct ID3D11DeviceContext3Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11DeviceContext3_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11DeviceContext3_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11DeviceContext3_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11DeviceContext3_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11DeviceContext3_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11DeviceContext3_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11DeviceContext3_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11DeviceContext3_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext3_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext3_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)	\
    ( (This)->lpVtbl -> DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) )

#define ID3D11DeviceContext3_Draw(This,VertexCount,StartVertexLocation)	\
    ( (This)->lpVtbl -> Draw(This,VertexCount,StartVertexLocation) )

#define ID3D11DeviceContext3_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource)	\
    ( (This)->lpVtbl -> Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) )

#define ID3D11DeviceContext3_Unmap(This,pResource,Subresource)	\
    ( (This)->lpVtbl -> Unmap(This,pResource,Subresource) )

#define ID3D11DeviceContext3_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_IASetInputLayout(This,pInputLayout)	\
    ( (This)->lpVtbl -> IASetInputLayout(This,pInputLayout) )

#define ID3D11DeviceContext3_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)	\
    ( (This)->lpVtbl -> IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) )

#define ID3D11DeviceContext3_IASetIndexBuffer(This,pIndexBuffer,Format,Offset)	\
    ( (This)->lpVtbl -> IASetIndexBuffer(This,pIndexBuffer,Format,Offset) )

#define ID3D11DeviceContext3_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)	\
    ( (This)->lpVtbl -> DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) )

#define ID3D11DeviceContext3_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)	\
    ( (This)->lpVtbl -> DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) )

#define ID3D11DeviceContext3_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_GSSetShader(This,pShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> GSSetShader(This,pShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext3_IASetPrimitiveTopology(This,Topology)	\
    ( (This)->lpVtbl -> IASetPrimitiveTopology(This,Topology) )

#define ID3D11DeviceContext3_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_Begin(This,pAsync)	\
    ( (This)->lpVtbl -> Begin(This,pAsync) )

#define ID3D11DeviceContext3_End(This,pAsync)	\
    ( (This)->lpVtbl -> End(This,pAsync) )

#define ID3D11DeviceContext3_GetData(This,pAsync,pData,DataSize,GetDataFlags)	\
    ( (This)->lpVtbl -> GetData(This,pAsync,pData,DataSize,GetDataFlags) )

#define ID3D11DeviceContext3_SetPredication(This,pPredicate,PredicateValue)	\
    ( (This)->lpVtbl -> SetPredication(This,pPredicate,PredicateValue) )

#define ID3D11DeviceContext3_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)	\
    ( (This)->lpVtbl -> OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) )

#define ID3D11DeviceContext3_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)	\
    ( (This)->lpVtbl -> OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) )

#define ID3D11DeviceContext3_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)	\
    ( (This)->lpVtbl -> OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) )

#define ID3D11DeviceContext3_OMSetDepthStencilState(This,pDepthStencilState,StencilRef)	\
    ( (This)->lpVtbl -> OMSetDepthStencilState(This,pDepthStencilState,StencilRef) )

#define ID3D11DeviceContext3_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)	\
    ( (This)->lpVtbl -> SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) )

#define ID3D11DeviceContext3_DrawAuto(This)	\
    ( (This)->lpVtbl -> DrawAuto(This) )

#define ID3D11DeviceContext3_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) )

#define ID3D11DeviceContext3_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) )

#define ID3D11DeviceContext3_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ)	\
    ( (This)->lpVtbl -> Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) )

#define ID3D11DeviceContext3_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) )

#define ID3D11DeviceContext3_RSSetState(This,pRasterizerState)	\
    ( (This)->lpVtbl -> RSSetState(This,pRasterizerState) )

#define ID3D11DeviceContext3_RSSetViewports(This,NumViewports,pViewports)	\
    ( (This)->lpVtbl -> RSSetViewports(This,NumViewports,pViewports) )

#define ID3D11DeviceContext3_RSSetScissorRects(This,NumRects,pRects)	\
    ( (This)->lpVtbl -> RSSetScissorRects(This,NumRects,pRects) )

#define ID3D11DeviceContext3_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)	\
    ( (This)->lpVtbl -> CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) )

#define ID3D11DeviceContext3_CopyResource(This,pDstResource,pSrcResource)	\
    ( (This)->lpVtbl -> CopyResource(This,pDstResource,pSrcResource) )

#define ID3D11DeviceContext3_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)	\
    ( (This)->lpVtbl -> UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) )

#define ID3D11DeviceContext3_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView)	\
    ( (This)->lpVtbl -> CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) )

#define ID3D11DeviceContext3_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)	\
    ( (This)->lpVtbl -> ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) )

#define ID3D11DeviceContext3_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values)	\
    ( (This)->lpVtbl -> ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) )

#define ID3D11DeviceContext3_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values)	\
    ( (This)->lpVtbl -> ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) )

#define ID3D11DeviceContext3_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)	\
    ( (This)->lpVtbl -> ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) )

#define ID3D11DeviceContext3_GenerateMips(This,pShaderResourceView)	\
    ( (This)->lpVtbl -> GenerateMips(This,pShaderResourceView) )

#define ID3D11DeviceContext3_SetResourceMinLOD(This,pResource,MinLOD)	\
    ( (This)->lpVtbl -> SetResourceMinLOD(This,pResource,MinLOD) )

#define ID3D11DeviceContext3_GetResourceMinLOD(This,pResource)	\
    ( (This)->lpVtbl -> GetResourceMinLOD(This,pResource) )

#define ID3D11DeviceContext3_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)	\
    ( (This)->lpVtbl -> ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) )

#define ID3D11DeviceContext3_ExecuteCommandList(This,pCommandList,RestoreContextState)	\
    ( (This)->lpVtbl -> ExecuteCommandList(This,pCommandList,RestoreContextState) )

#define ID3D11DeviceContext3_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext3_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext3_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)	\
    ( (This)->lpVtbl -> CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) )

#define ID3D11DeviceContext3_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext3_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext3_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext3_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_IAGetInputLayout(This,ppInputLayout)	\
    ( (This)->lpVtbl -> IAGetInputLayout(This,ppInputLayout) )

#define ID3D11DeviceContext3_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)	\
    ( (This)->lpVtbl -> IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) )

#define ID3D11DeviceContext3_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)	\
    ( (This)->lpVtbl -> IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) )

#define ID3D11DeviceContext3_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext3_IAGetPrimitiveTopology(This,pTopology)	\
    ( (This)->lpVtbl -> IAGetPrimitiveTopology(This,pTopology) )

#define ID3D11DeviceContext3_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_GetPredication(This,ppPredicate,pPredicateValue)	\
    ( (This)->lpVtbl -> GetPredication(This,ppPredicate,pPredicateValue) )

#define ID3D11DeviceContext3_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)	\
    ( (This)->lpVtbl -> OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) )

#define ID3D11DeviceContext3_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews)	\
    ( (This)->lpVtbl -> OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) )

#define ID3D11DeviceContext3_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)	\
    ( (This)->lpVtbl -> OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) )

#define ID3D11DeviceContext3_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)	\
    ( (This)->lpVtbl -> OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) )

#define ID3D11DeviceContext3_SOGetTargets(This,NumBuffers,ppSOTargets)	\
    ( (This)->lpVtbl -> SOGetTargets(This,NumBuffers,ppSOTargets) )

#define ID3D11DeviceContext3_RSGetState(This,ppRasterizerState)	\
    ( (This)->lpVtbl -> RSGetState(This,ppRasterizerState) )

#define ID3D11DeviceContext3_RSGetViewports(This,pNumViewports,pViewports)	\
    ( (This)->lpVtbl -> RSGetViewports(This,pNumViewports,pViewports) )

#define ID3D11DeviceContext3_RSGetScissorRects(This,pNumRects,pRects)	\
    ( (This)->lpVtbl -> RSGetScissorRects(This,pNumRects,pRects) )

#define ID3D11DeviceContext3_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext3_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext3_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext3_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews)	\
    ( (This)->lpVtbl -> CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) )

#define ID3D11DeviceContext3_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext3_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext3_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext3_ClearState(This)	\
    ( (This)->lpVtbl -> ClearState(This) )

#define ID3D11DeviceContext3_Flush(This)	\
    ( (This)->lpVtbl -> Flush(This) )

#define ID3D11DeviceContext3_GetType(This)	\
    ( (This)->lpVtbl -> GetType(This) )

#define ID3D11DeviceContext3_GetContextFlags(This)	\
    ( (This)->lpVtbl -> GetContextFlags(This) )

#define ID3D11DeviceContext3_FinishCommandList(This,RestoreDeferredContextState,ppCommandList)	\
    ( (This)->lpVtbl -> FinishCommandList(This,RestoreDeferredContextState,ppCommandList) )

#define ID3D11DeviceContext3_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 ID3D11DeviceContext3_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags)	\
    ( (This)->lpVtbl -> UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) )

#define ID3D11DeviceContext3_DiscardResource(This,pResource)	\
    ( (This)->lpVtbl -> DiscardResource(This,pResource) )

#define ID3D11DeviceContext3_DiscardView(This,pResourceView)	\
    ( (This)->lpVtbl -> DiscardView(This,pResourceView) )

#define ID3D11DeviceContext3_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext3_SwapDeviceContextState(This,pState,ppPreviousState)	\
    ( (This)->lpVtbl -> SwapDeviceContextState(This,pState,ppPreviousState) )

#define ID3D11DeviceContext3_ClearView(This,pView,Color,pRect,NumRects)	\
    ( (This)->lpVtbl -> ClearView(This,pView,Color,pRect,NumRects) )

#define ID3D11DeviceContext3_DiscardView1(This,pResourceView,pRects,NumRects)	\
    ( (This)->lpVtbl -> DiscardView1(This,pResourceView,pRects,NumRects) )

#define ID3D11DeviceContext3_UpdateTileMappings(This,pTiledResource,NumTiledResourceRegions,pTiledResourceRegionStartCoordinates,pTiledResourceRegionSizes,pTilePool,NumRanges,pRangeFlags,pTilePoolStartOffsets,pRangeTileCounts,Flags)	\
    ( (This)->lpVtbl -> UpdateTileMappings(This,pTiledResource,NumTiledResourceRegions,pTiledResourceRegionStartCoordinates,pTiledResourceRegionSizes,pTilePool,NumRanges,pRangeFlags,pTilePoolStartOffsets,pRangeTileCounts,Flags) )

#define ID3D11DeviceContext3_CopyTileMappings(This,pDestTiledResource,pDestRegionStartCoordinate,pSourceTiledResource,pSourceRegionStartCoordinate,pTileRegionSize,Flags)	\
    ( (This)->lpVtbl -> CopyTileMappings(This,pDestTiledResource,pDestRegionStartCoordinate,pSourceTiledResource,pSourceRegionStartCoordinate,pTileRegionSize,Flags) )

#define ID3D11DeviceContext3_CopyTiles(This,pTiledResource,pTileRegionStartCoordinate,pTileRegionSize,pBuffer,BufferStartOffsetInBytes,Flags)	\
    ( (This)->lpVtbl -> CopyTiles(This,pTiledResource,pTileRegionStartCoordinate,pTileRegionSize,pBuffer,BufferStartOffsetInBytes,Flags) )

#define ID3D11DeviceContext3_UpdateTiles(This,pDestTiledResource,pDestTileRegionStartCoordinate,pDestTileRegionSize,pSourceTileData,Flags)	\
    ( (This)->lpVtbl -> UpdateTiles(This,pDestTiledResource,pDestTileRegionStartCoordinate,pDestTileRegionSize,pSourceTileData,Flags) )

#define ID3D11DeviceContext3_ResizeTilePool(This,pTilePool,NewSizeInBytes)	\
    ( (This)->lpVtbl -> ResizeTilePool(This,pTilePool,NewSizeInBytes) )

#define ID3D11DeviceContext3_TiledResourceBarrier(This,pTiledResourceOrViewAccessBeforeBarrier,pTiledResourceOrViewAccessAfterBarrier)	\
    ( (This)->lpVtbl -> TiledResourceBarrier(This,pTiledResourceOrViewAccessBeforeBarrier,pTiledResourceOrViewAccessAfterBarrier) )

#define ID3D11DeviceContext3_IsAnnotationEnabled(This)	\
    ( (This)->lpVtbl -> IsAnnotationEnabled(This) )

#define ID3D11DeviceContext3_SetMarkerInt(This,pLabel,Data)	\
    ( (This)->lpVtbl -> SetMarkerInt(This,pLabel,Data) )

#define ID3D11DeviceContext3_BeginEventInt(This,pLabel,Data)	\
    ( (This)->lpVtbl -> BeginEventInt(This,pLabel,Data) )

#define ID3D11DeviceContext3_EndEvent(This)	\
    ( (This)->lpVtbl -> EndEvent(This) )

#define ID3D11DeviceContext3_Flush1(This,ContextType,hEvent)	\
    ( (This)->lpVtbl -> Flush1(This,ContextType,hEvent) )

#define ID3D11DeviceContext3_SetHardwareProtectionState(This,HwProtectionEnable)	\
    ( (This)->lpVtbl -> SetHardwareProtectionState(This,HwProtectionEnable) )

#define ID3D11DeviceContext3_GetHardwareProtectionState(This,pHwProtectionEnable)	\
    ( (This)->lpVtbl -> GetHardwareProtectionState(This,pHwProtectionEnable) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11DeviceContext3_INTERFACE_DEFINED__ */

#ifndef __ID3D11Fence_INTERFACE_DEFINED__
#define __ID3D11Fence_INTERFACE_DEFINED__

/* interface ID3D11Fence */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11Fence;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("affde9d1-1df7-4bb7-8a34-0f46251dab80")
    ID3D11Fence : public ID3D11DeviceChild
    {
    public:
        virtual HRESULT STDMETHODCALLTYPE CreateSharedHandle(
            /* [annotation] */
            _In_opt_  const SECURITY_ATTRIBUTES *pAttributes,
            /* [annotation] */
            _In_  DWORD dwAccess,
            /* [annotation] */
            _In_opt_  LPCWSTR lpName,
            /* [annotation] */
            _Out_  HANDLE *pHandle) = 0;

        virtual UINT64 STDMETHODCALLTYPE GetCompletedValue( void) = 0;

        virtual HRESULT STDMETHODCALLTYPE SetEventOnCompletion(
            /* [annotation] */
            _In_  UINT64 Value,
            /* [annotation] */
            _In_  HANDLE hEvent) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11FenceVtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11Fence * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11Fence * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11Fence * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11Fence * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11Fence * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11Fence * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11Fence * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        HRESULT ( STDMETHODCALLTYPE *CreateSharedHandle )(
            ID3D11Fence * This,
            /* [annotation] */
            _In_opt_  const SECURITY_ATTRIBUTES *pAttributes,
            /* [annotation] */
            _In_  DWORD dwAccess,
            /* [annotation] */
            _In_opt_  LPCWSTR lpName,
            /* [annotation] */
            _Out_  HANDLE *pHandle);

        UINT64 ( STDMETHODCALLTYPE *GetCompletedValue )(
            ID3D11Fence * This);

        HRESULT ( STDMETHODCALLTYPE *SetEventOnCompletion )(
            ID3D11Fence * This,
            /* [annotation] */
            _In_  UINT64 Value,
            /* [annotation] */
            _In_  HANDLE hEvent);

        END_INTERFACE
    } ID3D11FenceVtbl;

    interface ID3D11Fence
    {
        CONST_VTBL struct ID3D11FenceVtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11Fence_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11Fence_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11Fence_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11Fence_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11Fence_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11Fence_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11Fence_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11Fence_CreateSharedHandle(This,pAttributes,dwAccess,lpName,pHandle)	\
    ( (This)->lpVtbl -> CreateSharedHandle(This,pAttributes,dwAccess,lpName,pHandle) )

#define ID3D11Fence_GetCompletedValue(This)	\
    ( (This)->lpVtbl -> GetCompletedValue(This) )

#define ID3D11Fence_SetEventOnCompletion(This,Value,hEvent)	\
    ( (This)->lpVtbl -> SetEventOnCompletion(This,Value,hEvent) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11Fence_INTERFACE_DEFINED__ */

#ifndef __ID3D11DeviceContext4_INTERFACE_DEFINED__
#define __ID3D11DeviceContext4_INTERFACE_DEFINED__

/* interface ID3D11DeviceContext4 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11DeviceContext4;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("917600da-f58c-4c33-98d8-3e15b390fa24")
    ID3D11DeviceContext4 : public ID3D11DeviceContext3
    {
    public:
        virtual HRESULT STDMETHODCALLTYPE Signal(
            /* [annotation] */
            _In_  ID3D11Fence *pFence,
            /* [annotation] */
            _In_  UINT64 Value) = 0;

        virtual HRESULT STDMETHODCALLTYPE Wait(
            /* [annotation] */
            _In_  ID3D11Fence *pFence,
            /* [annotation] */
            _In_  UINT64 Value) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11DeviceContext4Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11DeviceContext4 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11DeviceContext4 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11DeviceContext4 * This);

        void ( STDMETHODCALLTYPE *GetDevice )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_  ID3D11Device **ppDevice);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_( *pDataSize )  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_( DataSize )  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        void ( STDMETHODCALLTYPE *VSSetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *PSSetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *PSSetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11PixelShader *pPixelShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *PSSetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *VSSetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11VertexShader *pVertexShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *DrawIndexed )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  UINT IndexCount,
            /* [annotation] */
            _In_  UINT StartIndexLocation,
            /* [annotation] */
            _In_  INT BaseVertexLocation);

        void ( STDMETHODCALLTYPE *Draw )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  UINT VertexCount,
            /* [annotation] */
            _In_  UINT StartVertexLocation);

        HRESULT ( STDMETHODCALLTYPE *Map )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_  UINT Subresource,
            /* [annotation] */
            _In_  D3D11_MAP MapType,
            /* [annotation] */
            _In_  UINT MapFlags,
            /* [annotation] */
            _Out_opt_  D3D11_MAPPED_SUBRESOURCE *pMappedResource);

        void ( STDMETHODCALLTYPE *Unmap )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_  UINT Subresource);

        void ( STDMETHODCALLTYPE *PSSetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *IASetInputLayout )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11InputLayout *pInputLayout);

        void ( STDMETHODCALLTYPE *IASetVertexBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppVertexBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pStrides,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pOffsets);

        void ( STDMETHODCALLTYPE *IASetIndexBuffer )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11Buffer *pIndexBuffer,
            /* [annotation] */
            _In_  DXGI_FORMAT Format,
            /* [annotation] */
            _In_  UINT Offset);

        void ( STDMETHODCALLTYPE *DrawIndexedInstanced )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  UINT IndexCountPerInstance,
            /* [annotation] */
            _In_  UINT InstanceCount,
            /* [annotation] */
            _In_  UINT StartIndexLocation,
            /* [annotation] */
            _In_  INT BaseVertexLocation,
            /* [annotation] */
            _In_  UINT StartInstanceLocation);

        void ( STDMETHODCALLTYPE *DrawInstanced )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  UINT VertexCountPerInstance,
            /* [annotation] */
            _In_  UINT InstanceCount,
            /* [annotation] */
            _In_  UINT StartVertexLocation,
            /* [annotation] */
            _In_  UINT StartInstanceLocation);

        void ( STDMETHODCALLTYPE *GSSetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *GSSetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11GeometryShader *pShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *IASetPrimitiveTopology )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  D3D11_PRIMITIVE_TOPOLOGY Topology);

        void ( STDMETHODCALLTYPE *VSSetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *VSSetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *Begin )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Asynchronous *pAsync);

        void ( STDMETHODCALLTYPE *End )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Asynchronous *pAsync);

        HRESULT ( STDMETHODCALLTYPE *GetData )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Asynchronous *pAsync,
            /* [annotation] */
            _Out_writes_bytes_opt_( DataSize )  void *pData,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_  UINT GetDataFlags);

        void ( STDMETHODCALLTYPE *SetPredication )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11Predicate *pPredicate,
            /* [annotation] */
            _In_  BOOL PredicateValue);

        void ( STDMETHODCALLTYPE *GSSetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *GSSetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *OMSetRenderTargets )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11RenderTargetView *const *ppRenderTargetViews,
            /* [annotation] */
            _In_opt_  ID3D11DepthStencilView *pDepthStencilView);

        void ( STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  UINT NumRTVs,
            /* [annotation] */
            _In_reads_opt_(NumRTVs)  ID3D11RenderTargetView *const *ppRenderTargetViews,
            /* [annotation] */
            _In_opt_  ID3D11DepthStencilView *pDepthStencilView,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 )  UINT UAVStartSlot,
            /* [annotation] */
            _In_  UINT NumUAVs,
            /* [annotation] */
            _In_reads_opt_(NumUAVs)  ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
            /* [annotation] */
            _In_reads_opt_(NumUAVs)  const UINT *pUAVInitialCounts);

        void ( STDMETHODCALLTYPE *OMSetBlendState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11BlendState *pBlendState,
            /* [annotation] */
            _In_opt_  const FLOAT BlendFactor[ 4 ],
            /* [annotation] */
            _In_  UINT SampleMask);

        void ( STDMETHODCALLTYPE *OMSetDepthStencilState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11DepthStencilState *pDepthStencilState,
            /* [annotation] */
            _In_  UINT StencilRef);

        void ( STDMETHODCALLTYPE *SOSetTargets )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT)  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppSOTargets,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pOffsets);

        void ( STDMETHODCALLTYPE *DrawAuto )(
            ID3D11DeviceContext4 * This);

        void ( STDMETHODCALLTYPE *DrawIndexedInstancedIndirect )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */
            _In_  UINT AlignedByteOffsetForArgs);

        void ( STDMETHODCALLTYPE *DrawInstancedIndirect )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */
            _In_  UINT AlignedByteOffsetForArgs);

        void ( STDMETHODCALLTYPE *Dispatch )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  UINT ThreadGroupCountX,
            /* [annotation] */
            _In_  UINT ThreadGroupCountY,
            /* [annotation] */
            _In_  UINT ThreadGroupCountZ);

        void ( STDMETHODCALLTYPE *DispatchIndirect )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pBufferForArgs,
            /* [annotation] */
            _In_  UINT AlignedByteOffsetForArgs);

        void ( STDMETHODCALLTYPE *RSSetState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11RasterizerState *pRasterizerState);

        void ( STDMETHODCALLTYPE *RSSetViewports )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE)  UINT NumViewports,
            /* [annotation] */
            _In_reads_opt_(NumViewports)  const D3D11_VIEWPORT *pViewports);

        void ( STDMETHODCALLTYPE *RSSetScissorRects )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE)  UINT NumRects,
            /* [annotation] */
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRects);

        void ( STDMETHODCALLTYPE *CopySubresourceRegion )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_  UINT DstX,
            /* [annotation] */
            _In_  UINT DstY,
            /* [annotation] */
            _In_  UINT DstZ,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource,
            /* [annotation] */
            _In_  UINT SrcSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pSrcBox);

        void ( STDMETHODCALLTYPE *CopyResource )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource);

        void ( STDMETHODCALLTYPE *UpdateSubresource )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pDstBox,
            /* [annotation] */
            _In_  const void *pSrcData,
            /* [annotation] */
            _In_  UINT SrcRowPitch,
            /* [annotation] */
            _In_  UINT SrcDepthPitch);

        void ( STDMETHODCALLTYPE *CopyStructureCount )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pDstBuffer,
            /* [annotation] */
            _In_  UINT DstAlignedByteOffset,
            /* [annotation] */
            _In_  ID3D11UnorderedAccessView *pSrcView);

        void ( STDMETHODCALLTYPE *ClearRenderTargetView )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11RenderTargetView *pRenderTargetView,
            /* [annotation] */
            _In_  const FLOAT ColorRGBA[ 4 ]);

        void ( STDMETHODCALLTYPE *ClearUnorderedAccessViewUint )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11UnorderedAccessView *pUnorderedAccessView,
            /* [annotation] */
            _In_  const UINT Values[ 4 ]);

        void ( STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11UnorderedAccessView *pUnorderedAccessView,
            /* [annotation] */
            _In_  const FLOAT Values[ 4 ]);

        void ( STDMETHODCALLTYPE *ClearDepthStencilView )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11DepthStencilView *pDepthStencilView,
            /* [annotation] */
            _In_  UINT ClearFlags,
            /* [annotation] */
            _In_  FLOAT Depth,
            /* [annotation] */
            _In_  UINT8 Stencil);

        void ( STDMETHODCALLTYPE *GenerateMips )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11ShaderResourceView *pShaderResourceView);

        void ( STDMETHODCALLTYPE *SetResourceMinLOD )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            FLOAT MinLOD);

        FLOAT ( STDMETHODCALLTYPE *GetResourceMinLOD )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource);

        void ( STDMETHODCALLTYPE *ResolveSubresource )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource,
            /* [annotation] */
            _In_  UINT SrcSubresource,
            /* [annotation] */
            _In_  DXGI_FORMAT Format);

        void ( STDMETHODCALLTYPE *ExecuteCommandList )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11CommandList *pCommandList,
            BOOL RestoreContextState);

        void ( STDMETHODCALLTYPE *HSSetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *HSSetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11HullShader *pHullShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *HSSetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *HSSetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *DSSetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *DSSetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11DomainShader *pDomainShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *DSSetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *DSSetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *CSSetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _In_reads_opt_(NumViews)  ID3D11ShaderResourceView *const *ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *CSSetUnorderedAccessViews )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - StartSlot )  UINT NumUAVs,
            /* [annotation] */
            _In_reads_opt_(NumUAVs)  ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
            /* [annotation] */
            _In_reads_opt_(NumUAVs)  const UINT *pUAVInitialCounts);

        void ( STDMETHODCALLTYPE *CSSetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11ComputeShader *pComputeShader,
            /* [annotation] */
            _In_reads_opt_(NumClassInstances)  ID3D11ClassInstance *const *ppClassInstances,
            UINT NumClassInstances);

        void ( STDMETHODCALLTYPE *CSSetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _In_reads_opt_(NumSamplers)  ID3D11SamplerState *const *ppSamplers);

        void ( STDMETHODCALLTYPE *CSSetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers);

        void ( STDMETHODCALLTYPE *VSGetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *PSGetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *PSGetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11PixelShader **ppPixelShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *PSGetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *VSGetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11VertexShader **ppVertexShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *PSGetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *IAGetInputLayout )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11InputLayout **ppInputLayout);

        void ( STDMETHODCALLTYPE *IAGetVertexBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppVertexBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pStrides,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pOffsets);

        void ( STDMETHODCALLTYPE *IAGetIndexBuffer )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11Buffer **pIndexBuffer,
            /* [annotation] */
            _Out_opt_  DXGI_FORMAT *Format,
            /* [annotation] */
            _Out_opt_  UINT *Offset);

        void ( STDMETHODCALLTYPE *GSGetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *GSGetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11GeometryShader **ppGeometryShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *IAGetPrimitiveTopology )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Out_  D3D11_PRIMITIVE_TOPOLOGY *pTopology);

        void ( STDMETHODCALLTYPE *VSGetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *VSGetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *GetPredication )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11Predicate **ppPredicate,
            /* [annotation] */
            _Out_opt_  BOOL *pPredicateValue);

        void ( STDMETHODCALLTYPE *GSGetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *GSGetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *OMGetRenderTargets )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11RenderTargetView **ppRenderTargetViews,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11DepthStencilView **ppDepthStencilView);

        void ( STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT )  UINT NumRTVs,
            /* [annotation] */
            _Out_writes_opt_(NumRTVs)  ID3D11RenderTargetView **ppRenderTargetViews,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11DepthStencilView **ppDepthStencilView,
            /* [annotation] */
            _In_range_( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1 )  UINT UAVStartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - UAVStartSlot )  UINT NumUAVs,
            /* [annotation] */
            _Out_writes_opt_(NumUAVs)  ID3D11UnorderedAccessView **ppUnorderedAccessViews);

        void ( STDMETHODCALLTYPE *OMGetBlendState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11BlendState **ppBlendState,
            /* [annotation] */
            _Out_opt_  FLOAT BlendFactor[ 4 ],
            /* [annotation] */
            _Out_opt_  UINT *pSampleMask);

        void ( STDMETHODCALLTYPE *OMGetDepthStencilState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_opt_result_maybenull_  ID3D11DepthStencilState **ppDepthStencilState,
            /* [annotation] */
            _Out_opt_  UINT *pStencilRef);

        void ( STDMETHODCALLTYPE *SOGetTargets )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppSOTargets);

        void ( STDMETHODCALLTYPE *RSGetState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11RasterizerState **ppRasterizerState);

        void ( STDMETHODCALLTYPE *RSGetViewports )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Inout_ /*_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/   UINT *pNumViewports,
            /* [annotation] */
            _Out_writes_opt_(*pNumViewports)  D3D11_VIEWPORT *pViewports);

        void ( STDMETHODCALLTYPE *RSGetScissorRects )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Inout_ /*_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/   UINT *pNumRects,
            /* [annotation] */
            _Out_writes_opt_(*pNumRects)  D3D11_RECT *pRects);

        void ( STDMETHODCALLTYPE *HSGetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *HSGetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11HullShader **ppHullShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *HSGetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *HSGetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *DSGetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *DSGetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11DomainShader **ppDomainShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *DSGetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *DSGetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *CSGetShaderResources )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot )  UINT NumViews,
            /* [annotation] */
            _Out_writes_opt_(NumViews)  ID3D11ShaderResourceView **ppShaderResourceViews);

        void ( STDMETHODCALLTYPE *CSGetUnorderedAccessViews )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_1_UAV_SLOT_COUNT - StartSlot )  UINT NumUAVs,
            /* [annotation] */
            _Out_writes_opt_(NumUAVs)  ID3D11UnorderedAccessView **ppUnorderedAccessViews);

        void ( STDMETHODCALLTYPE *CSGetShader )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Outptr_result_maybenull_  ID3D11ComputeShader **ppComputeShader,
            /* [annotation] */
            _Out_writes_opt_(*pNumClassInstances)  ID3D11ClassInstance **ppClassInstances,
            /* [annotation] */
            _Inout_opt_  UINT *pNumClassInstances);

        void ( STDMETHODCALLTYPE *CSGetSamplers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot )  UINT NumSamplers,
            /* [annotation] */
            _Out_writes_opt_(NumSamplers)  ID3D11SamplerState **ppSamplers);

        void ( STDMETHODCALLTYPE *CSGetConstantBuffers )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers);

        void ( STDMETHODCALLTYPE *ClearState )(
            ID3D11DeviceContext4 * This);

        void ( STDMETHODCALLTYPE *Flush )(
            ID3D11DeviceContext4 * This);

        D3D11_DEVICE_CONTEXT_TYPE ( STDMETHODCALLTYPE *GetType )(
            ID3D11DeviceContext4 * This);

        UINT ( STDMETHODCALLTYPE *GetContextFlags )(
            ID3D11DeviceContext4 * This);

        HRESULT ( STDMETHODCALLTYPE *FinishCommandList )(
            ID3D11DeviceContext4 * This,
            BOOL RestoreDeferredContextState,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11CommandList **ppCommandList);

        void ( STDMETHODCALLTYPE *CopySubresourceRegion1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_  UINT DstX,
            /* [annotation] */
            _In_  UINT DstY,
            /* [annotation] */
            _In_  UINT DstZ,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource,
            /* [annotation] */
            _In_  UINT SrcSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pSrcBox,
            /* [annotation] */
            _In_  UINT CopyFlags);

        void ( STDMETHODCALLTYPE *UpdateSubresource1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pDstBox,
            /* [annotation] */
            _In_  const void *pSrcData,
            /* [annotation] */
            _In_  UINT SrcRowPitch,
            /* [annotation] */
            _In_  UINT SrcDepthPitch,
            /* [annotation] */
            _In_  UINT CopyFlags);

        void ( STDMETHODCALLTYPE *DiscardResource )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource);

        void ( STDMETHODCALLTYPE *DiscardView )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11View *pResourceView);

        void ( STDMETHODCALLTYPE *VSSetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *HSSetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *DSSetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *GSSetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *PSSetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *CSSetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  ID3D11Buffer *const *ppConstantBuffers,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pFirstConstant,
            /* [annotation] */
            _In_reads_opt_(NumBuffers)  const UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *VSGetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *HSGetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *DSGetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *GSGetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *PSGetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *CSGetConstantBuffers1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 )  UINT StartSlot,
            /* [annotation] */
            _In_range_( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot )  UINT NumBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  ID3D11Buffer **ppConstantBuffers,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pFirstConstant,
            /* [annotation] */
            _Out_writes_opt_(NumBuffers)  UINT *pNumConstants);

        void ( STDMETHODCALLTYPE *SwapDeviceContextState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3DDeviceContextState *pState,
            /* [annotation] */
            _Outptr_opt_  ID3DDeviceContextState **ppPreviousState);

        void ( STDMETHODCALLTYPE *ClearView )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11View *pView,
            /* [annotation] */
            _In_  const FLOAT Color[ 4 ],
            /* [annotation] */
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRect,
            UINT NumRects);

        void ( STDMETHODCALLTYPE *DiscardView1 )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11View *pResourceView,
            /* [annotation] */
            _In_reads_opt_(NumRects)  const D3D11_RECT *pRects,
            UINT NumRects);

        HRESULT ( STDMETHODCALLTYPE *UpdateTileMappings )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pTiledResource,
            /* [annotation] */
            _In_  UINT NumTiledResourceRegions,
            /* [annotation] */
            _In_reads_opt_(NumTiledResourceRegions)  const D3D11_TILED_RESOURCE_COORDINATE *pTiledResourceRegionStartCoordinates,
            /* [annotation] */
            _In_reads_opt_(NumTiledResourceRegions)  const D3D11_TILE_REGION_SIZE *pTiledResourceRegionSizes,
            /* [annotation] */
            _In_opt_  ID3D11Buffer *pTilePool,
            /* [annotation] */
            _In_  UINT NumRanges,
            /* [annotation] */
            _In_reads_opt_(NumRanges)  const UINT *pRangeFlags,
            /* [annotation] */
            _In_reads_opt_(NumRanges)  const UINT *pTilePoolStartOffsets,
            /* [annotation] */
            _In_reads_opt_(NumRanges)  const UINT *pRangeTileCounts,
            /* [annotation] */
            _In_  UINT Flags);

        HRESULT ( STDMETHODCALLTYPE *CopyTileMappings )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDestTiledResource,
            /* [annotation] */
            _In_  const D3D11_TILED_RESOURCE_COORDINATE *pDestRegionStartCoordinate,
            /* [annotation] */
            _In_  ID3D11Resource *pSourceTiledResource,
            /* [annotation] */
            _In_  const D3D11_TILED_RESOURCE_COORDINATE *pSourceRegionStartCoordinate,
            /* [annotation] */
            _In_  const D3D11_TILE_REGION_SIZE *pTileRegionSize,
            /* [annotation] */
            _In_  UINT Flags);

        void ( STDMETHODCALLTYPE *CopyTiles )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pTiledResource,
            /* [annotation] */
            _In_  const D3D11_TILED_RESOURCE_COORDINATE *pTileRegionStartCoordinate,
            /* [annotation] */
            _In_  const D3D11_TILE_REGION_SIZE *pTileRegionSize,
            /* [annotation] */
            _In_  ID3D11Buffer *pBuffer,
            /* [annotation] */
            _In_  UINT64 BufferStartOffsetInBytes,
            /* [annotation] */
            _In_  UINT Flags);

        void ( STDMETHODCALLTYPE *UpdateTiles )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDestTiledResource,
            /* [annotation] */
            _In_  const D3D11_TILED_RESOURCE_COORDINATE *pDestTileRegionStartCoordinate,
            /* [annotation] */
            _In_  const D3D11_TILE_REGION_SIZE *pDestTileRegionSize,
            /* [annotation] */
            _In_  const void *pSourceTileData,
            /* [annotation] */
            _In_  UINT Flags);

        HRESULT ( STDMETHODCALLTYPE *ResizeTilePool )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Buffer *pTilePool,
            /* [annotation] */
            _In_  UINT64 NewSizeInBytes);

        void ( STDMETHODCALLTYPE *TiledResourceBarrier )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_opt_  ID3D11DeviceChild *pTiledResourceOrViewAccessBeforeBarrier,
            /* [annotation] */
            _In_opt_  ID3D11DeviceChild *pTiledResourceOrViewAccessAfterBarrier);

        BOOL ( STDMETHODCALLTYPE *IsAnnotationEnabled )(
            ID3D11DeviceContext4 * This);

        void ( STDMETHODCALLTYPE *SetMarkerInt )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  LPCWSTR pLabel,
            INT Data);

        void ( STDMETHODCALLTYPE *BeginEventInt )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  LPCWSTR pLabel,
            INT Data);

        void ( STDMETHODCALLTYPE *EndEvent )(
            ID3D11DeviceContext4 * This);

        void ( STDMETHODCALLTYPE *Flush1 )(
            ID3D11DeviceContext4 * This,
            D3D11_CONTEXT_TYPE ContextType,
            /* [annotation] */
            _In_opt_  HANDLE hEvent);

        void ( STDMETHODCALLTYPE *SetHardwareProtectionState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  BOOL HwProtectionEnable);

        void ( STDMETHODCALLTYPE *GetHardwareProtectionState )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _Out_  BOOL *pHwProtectionEnable);

        HRESULT ( STDMETHODCALLTYPE *Signal )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Fence *pFence,
            /* [annotation] */
            _In_  UINT64 Value);

        HRESULT ( STDMETHODCALLTYPE *Wait )(
            ID3D11DeviceContext4 * This,
            /* [annotation] */
            _In_  ID3D11Fence *pFence,
            /* [annotation] */
            _In_  UINT64 Value);

        END_INTERFACE
    } ID3D11DeviceContext4Vtbl;

    interface ID3D11DeviceContext4
    {
        CONST_VTBL struct ID3D11DeviceContext4Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11DeviceContext4_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11DeviceContext4_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11DeviceContext4_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11DeviceContext4_GetDevice(This,ppDevice)	\
    ( (This)->lpVtbl -> GetDevice(This,ppDevice) )

#define ID3D11DeviceContext4_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11DeviceContext4_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11DeviceContext4_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11DeviceContext4_VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> VSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> PSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> PSSetShader(This,pPixelShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext4_PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> PSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> VSSetShader(This,pVertexShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext4_DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation)	\
    ( (This)->lpVtbl -> DrawIndexed(This,IndexCount,StartIndexLocation,BaseVertexLocation) )

#define ID3D11DeviceContext4_Draw(This,VertexCount,StartVertexLocation)	\
    ( (This)->lpVtbl -> Draw(This,VertexCount,StartVertexLocation) )

#define ID3D11DeviceContext4_Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource)	\
    ( (This)->lpVtbl -> Map(This,pResource,Subresource,MapType,MapFlags,pMappedResource) )

#define ID3D11DeviceContext4_Unmap(This,pResource,Subresource)	\
    ( (This)->lpVtbl -> Unmap(This,pResource,Subresource) )

#define ID3D11DeviceContext4_PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> PSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_IASetInputLayout(This,pInputLayout)	\
    ( (This)->lpVtbl -> IASetInputLayout(This,pInputLayout) )

#define ID3D11DeviceContext4_IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)	\
    ( (This)->lpVtbl -> IASetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) )

#define ID3D11DeviceContext4_IASetIndexBuffer(This,pIndexBuffer,Format,Offset)	\
    ( (This)->lpVtbl -> IASetIndexBuffer(This,pIndexBuffer,Format,Offset) )

#define ID3D11DeviceContext4_DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation)	\
    ( (This)->lpVtbl -> DrawIndexedInstanced(This,IndexCountPerInstance,InstanceCount,StartIndexLocation,BaseVertexLocation,StartInstanceLocation) )

#define ID3D11DeviceContext4_DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation)	\
    ( (This)->lpVtbl -> DrawInstanced(This,VertexCountPerInstance,InstanceCount,StartVertexLocation,StartInstanceLocation) )

#define ID3D11DeviceContext4_GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> GSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_GSSetShader(This,pShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> GSSetShader(This,pShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext4_IASetPrimitiveTopology(This,Topology)	\
    ( (This)->lpVtbl -> IASetPrimitiveTopology(This,Topology) )

#define ID3D11DeviceContext4_VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> VSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> VSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_Begin(This,pAsync)	\
    ( (This)->lpVtbl -> Begin(This,pAsync) )

#define ID3D11DeviceContext4_End(This,pAsync)	\
    ( (This)->lpVtbl -> End(This,pAsync) )

#define ID3D11DeviceContext4_GetData(This,pAsync,pData,DataSize,GetDataFlags)	\
    ( (This)->lpVtbl -> GetData(This,pAsync,pData,DataSize,GetDataFlags) )

#define ID3D11DeviceContext4_SetPredication(This,pPredicate,PredicateValue)	\
    ( (This)->lpVtbl -> SetPredication(This,pPredicate,PredicateValue) )

#define ID3D11DeviceContext4_GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> GSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> GSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView)	\
    ( (This)->lpVtbl -> OMSetRenderTargets(This,NumViews,ppRenderTargetViews,pDepthStencilView) )

#define ID3D11DeviceContext4_OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)	\
    ( (This)->lpVtbl -> OMSetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,pDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) )

#define ID3D11DeviceContext4_OMSetBlendState(This,pBlendState,BlendFactor,SampleMask)	\
    ( (This)->lpVtbl -> OMSetBlendState(This,pBlendState,BlendFactor,SampleMask) )

#define ID3D11DeviceContext4_OMSetDepthStencilState(This,pDepthStencilState,StencilRef)	\
    ( (This)->lpVtbl -> OMSetDepthStencilState(This,pDepthStencilState,StencilRef) )

#define ID3D11DeviceContext4_SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets)	\
    ( (This)->lpVtbl -> SOSetTargets(This,NumBuffers,ppSOTargets,pOffsets) )

#define ID3D11DeviceContext4_DrawAuto(This)	\
    ( (This)->lpVtbl -> DrawAuto(This) )

#define ID3D11DeviceContext4_DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DrawIndexedInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) )

#define ID3D11DeviceContext4_DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DrawInstancedIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) )

#define ID3D11DeviceContext4_Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ)	\
    ( (This)->lpVtbl -> Dispatch(This,ThreadGroupCountX,ThreadGroupCountY,ThreadGroupCountZ) )

#define ID3D11DeviceContext4_DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs)	\
    ( (This)->lpVtbl -> DispatchIndirect(This,pBufferForArgs,AlignedByteOffsetForArgs) )

#define ID3D11DeviceContext4_RSSetState(This,pRasterizerState)	\
    ( (This)->lpVtbl -> RSSetState(This,pRasterizerState) )

#define ID3D11DeviceContext4_RSSetViewports(This,NumViewports,pViewports)	\
    ( (This)->lpVtbl -> RSSetViewports(This,NumViewports,pViewports) )

#define ID3D11DeviceContext4_RSSetScissorRects(This,NumRects,pRects)	\
    ( (This)->lpVtbl -> RSSetScissorRects(This,NumRects,pRects) )

#define ID3D11DeviceContext4_CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox)	\
    ( (This)->lpVtbl -> CopySubresourceRegion(This,pDstResource,DstSubresource,DstX,DstY,DstZ,pSrcResource,SrcSubresource,pSrcBox) )

#define ID3D11DeviceContext4_CopyResource(This,pDstResource,pSrcResource)	\
    ( (This)->lpVtbl -> CopyResource(This,pDstResource,pSrcResource) )

#define ID3D11DeviceContext4_UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)	\
    ( (This)->lpVtbl -> UpdateSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) )

#define ID3D11DeviceContext4_CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView)	\
    ( (This)->lpVtbl -> CopyStructureCount(This,pDstBuffer,DstAlignedByteOffset,pSrcView) )

#define ID3D11DeviceContext4_ClearRenderTargetView(This,pRenderTargetView,ColorRGBA)	\
    ( (This)->lpVtbl -> ClearRenderTargetView(This,pRenderTargetView,ColorRGBA) )

#define ID3D11DeviceContext4_ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values)	\
    ( (This)->lpVtbl -> ClearUnorderedAccessViewUint(This,pUnorderedAccessView,Values) )

#define ID3D11DeviceContext4_ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values)	\
    ( (This)->lpVtbl -> ClearUnorderedAccessViewFloat(This,pUnorderedAccessView,Values) )

#define ID3D11DeviceContext4_ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil)	\
    ( (This)->lpVtbl -> ClearDepthStencilView(This,pDepthStencilView,ClearFlags,Depth,Stencil) )

#define ID3D11DeviceContext4_GenerateMips(This,pShaderResourceView)	\
    ( (This)->lpVtbl -> GenerateMips(This,pShaderResourceView) )

#define ID3D11DeviceContext4_SetResourceMinLOD(This,pResource,MinLOD)	\
    ( (This)->lpVtbl -> SetResourceMinLOD(This,pResource,MinLOD) )

#define ID3D11DeviceContext4_GetResourceMinLOD(This,pResource)	\
    ( (This)->lpVtbl -> GetResourceMinLOD(This,pResource) )

#define ID3D11DeviceContext4_ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format)	\
    ( (This)->lpVtbl -> ResolveSubresource(This,pDstResource,DstSubresource,pSrcResource,SrcSubresource,Format) )

#define ID3D11DeviceContext4_ExecuteCommandList(This,pCommandList,RestoreContextState)	\
    ( (This)->lpVtbl -> ExecuteCommandList(This,pCommandList,RestoreContextState) )

#define ID3D11DeviceContext4_HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> HSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> HSSetShader(This,pHullShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext4_HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> HSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> HSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> DSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> DSSetShader(This,pDomainShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext4_DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> DSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> DSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> CSSetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts)	\
    ( (This)->lpVtbl -> CSSetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews,pUAVInitialCounts) )

#define ID3D11DeviceContext4_CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances)	\
    ( (This)->lpVtbl -> CSSetShader(This,pComputeShader,ppClassInstances,NumClassInstances) )

#define ID3D11DeviceContext4_CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> CSSetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> CSSetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> VSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> PSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> PSGetShader(This,ppPixelShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext4_PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> PSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> VSGetShader(This,ppVertexShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext4_PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> PSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_IAGetInputLayout(This,ppInputLayout)	\
    ( (This)->lpVtbl -> IAGetInputLayout(This,ppInputLayout) )

#define ID3D11DeviceContext4_IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets)	\
    ( (This)->lpVtbl -> IAGetVertexBuffers(This,StartSlot,NumBuffers,ppVertexBuffers,pStrides,pOffsets) )

#define ID3D11DeviceContext4_IAGetIndexBuffer(This,pIndexBuffer,Format,Offset)	\
    ( (This)->lpVtbl -> IAGetIndexBuffer(This,pIndexBuffer,Format,Offset) )

#define ID3D11DeviceContext4_GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> GSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> GSGetShader(This,ppGeometryShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext4_IAGetPrimitiveTopology(This,pTopology)	\
    ( (This)->lpVtbl -> IAGetPrimitiveTopology(This,pTopology) )

#define ID3D11DeviceContext4_VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> VSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> VSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_GetPredication(This,ppPredicate,pPredicateValue)	\
    ( (This)->lpVtbl -> GetPredication(This,ppPredicate,pPredicateValue) )

#define ID3D11DeviceContext4_GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> GSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> GSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView)	\
    ( (This)->lpVtbl -> OMGetRenderTargets(This,NumViews,ppRenderTargetViews,ppDepthStencilView) )

#define ID3D11DeviceContext4_OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews)	\
    ( (This)->lpVtbl -> OMGetRenderTargetsAndUnorderedAccessViews(This,NumRTVs,ppRenderTargetViews,ppDepthStencilView,UAVStartSlot,NumUAVs,ppUnorderedAccessViews) )

#define ID3D11DeviceContext4_OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask)	\
    ( (This)->lpVtbl -> OMGetBlendState(This,ppBlendState,BlendFactor,pSampleMask) )

#define ID3D11DeviceContext4_OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef)	\
    ( (This)->lpVtbl -> OMGetDepthStencilState(This,ppDepthStencilState,pStencilRef) )

#define ID3D11DeviceContext4_SOGetTargets(This,NumBuffers,ppSOTargets)	\
    ( (This)->lpVtbl -> SOGetTargets(This,NumBuffers,ppSOTargets) )

#define ID3D11DeviceContext4_RSGetState(This,ppRasterizerState)	\
    ( (This)->lpVtbl -> RSGetState(This,ppRasterizerState) )

#define ID3D11DeviceContext4_RSGetViewports(This,pNumViewports,pViewports)	\
    ( (This)->lpVtbl -> RSGetViewports(This,pNumViewports,pViewports) )

#define ID3D11DeviceContext4_RSGetScissorRects(This,pNumRects,pRects)	\
    ( (This)->lpVtbl -> RSGetScissorRects(This,pNumRects,pRects) )

#define ID3D11DeviceContext4_HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> HSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> HSGetShader(This,ppHullShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext4_HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> HSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> HSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> DSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> DSGetShader(This,ppDomainShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext4_DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> DSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> DSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews)	\
    ( (This)->lpVtbl -> CSGetShaderResources(This,StartSlot,NumViews,ppShaderResourceViews) )

#define ID3D11DeviceContext4_CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews)	\
    ( (This)->lpVtbl -> CSGetUnorderedAccessViews(This,StartSlot,NumUAVs,ppUnorderedAccessViews) )

#define ID3D11DeviceContext4_CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances)	\
    ( (This)->lpVtbl -> CSGetShader(This,ppComputeShader,ppClassInstances,pNumClassInstances) )

#define ID3D11DeviceContext4_CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers)	\
    ( (This)->lpVtbl -> CSGetSamplers(This,StartSlot,NumSamplers,ppSamplers) )

#define ID3D11DeviceContext4_CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers)	\
    ( (This)->lpVtbl -> CSGetConstantBuffers(This,StartSlot,NumBuffers,ppConstantBuffers) )

#define ID3D11DeviceContext4_ClearState(This)	\
    ( (This)->lpVtbl -> ClearState(This) )

#define ID3D11DeviceContext4_Flush(This)	\
    ( (This)->lpVtbl -> Flush(This) )

#define ID3D11DeviceContext4_GetType(This)	\
    ( (This)->lpVtbl -> GetType(This) )

#define ID3D11DeviceContext4_GetContextFlags(This)	\
    ( (This)->lpVtbl -> GetContextFlags(This) )

#define ID3D11DeviceContext4_FinishCommandList(This,RestoreDeferredContextState,ppCommandList)	\
    ( (This)->lpVtbl -> FinishCommandList(This,RestoreDeferredContextState,ppCommandList) )

#define ID3D11DeviceContext4_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 ID3D11DeviceContext4_UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags)	\
    ( (This)->lpVtbl -> UpdateSubresource1(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch,CopyFlags) )

#define ID3D11DeviceContext4_DiscardResource(This,pResource)	\
    ( (This)->lpVtbl -> DiscardResource(This,pResource) )

#define ID3D11DeviceContext4_DiscardView(This,pResourceView)	\
    ( (This)->lpVtbl -> DiscardView(This,pResourceView) )

#define ID3D11DeviceContext4_VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> VSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> HSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> DSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> GSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> PSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> CSSetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> VSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> HSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> DSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> GSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> PSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants)	\
    ( (This)->lpVtbl -> CSGetConstantBuffers1(This,StartSlot,NumBuffers,ppConstantBuffers,pFirstConstant,pNumConstants) )

#define ID3D11DeviceContext4_SwapDeviceContextState(This,pState,ppPreviousState)	\
    ( (This)->lpVtbl -> SwapDeviceContextState(This,pState,ppPreviousState) )

#define ID3D11DeviceContext4_ClearView(This,pView,Color,pRect,NumRects)	\
    ( (This)->lpVtbl -> ClearView(This,pView,Color,pRect,NumRects) )

#define ID3D11DeviceContext4_DiscardView1(This,pResourceView,pRects,NumRects)	\
    ( (This)->lpVtbl -> DiscardView1(This,pResourceView,pRects,NumRects) )

#define ID3D11DeviceContext4_UpdateTileMappings(This,pTiledResource,NumTiledResourceRegions,pTiledResourceRegionStartCoordinates,pTiledResourceRegionSizes,pTilePool,NumRanges,pRangeFlags,pTilePoolStartOffsets,pRangeTileCounts,Flags)	\
    ( (This)->lpVtbl -> UpdateTileMappings(This,pTiledResource,NumTiledResourceRegions,pTiledResourceRegionStartCoordinates,pTiledResourceRegionSizes,pTilePool,NumRanges,pRangeFlags,pTilePoolStartOffsets,pRangeTileCounts,Flags) )

#define ID3D11DeviceContext4_CopyTileMappings(This,pDestTiledResource,pDestRegionStartCoordinate,pSourceTiledResource,pSourceRegionStartCoordinate,pTileRegionSize,Flags)	\
    ( (This)->lpVtbl -> CopyTileMappings(This,pDestTiledResource,pDestRegionStartCoordinate,pSourceTiledResource,pSourceRegionStartCoordinate,pTileRegionSize,Flags) )

#define ID3D11DeviceContext4_CopyTiles(This,pTiledResource,pTileRegionStartCoordinate,pTileRegionSize,pBuffer,BufferStartOffsetInBytes,Flags)	\
    ( (This)->lpVtbl -> CopyTiles(This,pTiledResource,pTileRegionStartCoordinate,pTileRegionSize,pBuffer,BufferStartOffsetInBytes,Flags) )

#define ID3D11DeviceContext4_UpdateTiles(This,pDestTiledResource,pDestTileRegionStartCoordinate,pDestTileRegionSize,pSourceTileData,Flags)	\
    ( (This)->lpVtbl -> UpdateTiles(This,pDestTiledResource,pDestTileRegionStartCoordinate,pDestTileRegionSize,pSourceTileData,Flags) )

#define ID3D11DeviceContext4_ResizeTilePool(This,pTilePool,NewSizeInBytes)	\
    ( (This)->lpVtbl -> ResizeTilePool(This,pTilePool,NewSizeInBytes) )

#define ID3D11DeviceContext4_TiledResourceBarrier(This,pTiledResourceOrViewAccessBeforeBarrier,pTiledResourceOrViewAccessAfterBarrier)	\
    ( (This)->lpVtbl -> TiledResourceBarrier(This,pTiledResourceOrViewAccessBeforeBarrier,pTiledResourceOrViewAccessAfterBarrier) )

#define ID3D11DeviceContext4_IsAnnotationEnabled(This)	\
    ( (This)->lpVtbl -> IsAnnotationEnabled(This) )

#define ID3D11DeviceContext4_SetMarkerInt(This,pLabel,Data)	\
    ( (This)->lpVtbl -> SetMarkerInt(This,pLabel,Data) )

#define ID3D11DeviceContext4_BeginEventInt(This,pLabel,Data)	\
    ( (This)->lpVtbl -> BeginEventInt(This,pLabel,Data) )

#define ID3D11DeviceContext4_EndEvent(This)	\
    ( (This)->lpVtbl -> EndEvent(This) )

#define ID3D11DeviceContext4_Flush1(This,ContextType,hEvent)	\
    ( (This)->lpVtbl -> Flush1(This,ContextType,hEvent) )

#define ID3D11DeviceContext4_SetHardwareProtectionState(This,HwProtectionEnable)	\
    ( (This)->lpVtbl -> SetHardwareProtectionState(This,HwProtectionEnable) )

#define ID3D11DeviceContext4_GetHardwareProtectionState(This,pHwProtectionEnable)	\
    ( (This)->lpVtbl -> GetHardwareProtectionState(This,pHwProtectionEnable) )

#define ID3D11DeviceContext4_Signal(This,pFence,Value)	\
    ( (This)->lpVtbl -> Signal(This,pFence,Value) )

#define ID3D11DeviceContext4_Wait(This,pFence,Value)	\
    ( (This)->lpVtbl -> Wait(This,pFence,Value) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11DeviceContext4_INTERFACE_DEFINED__ */

#ifndef __ID3D11Device3_INTERFACE_DEFINED__
#define __ID3D11Device3_INTERFACE_DEFINED__

/* interface ID3D11Device3 */
/* [unique][local][object][uuid] */

EXTERN_C const IID IID_ID3D11Device3;

#if defined(__cplusplus) && !defined(CINTERFACE)

    MIDL_INTERFACE("A05C8C37-D2C6-4732-B3A0-9CE0B0DC9AE6")
    ID3D11Device3 : public ID3D11Device2
    {
    public:
        virtual HRESULT STDMETHODCALLTYPE CreateTexture2D1(
            /* [annotation] */
            _In_  const D3D11_TEXTURE2D_DESC1 *pDesc1,
            /* [annotation] */
            _In_reads_opt_(_Inexpressible_(pDesc1->MipLevels * pDesc1->ArraySize))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Texture2D1 **ppTexture2D) = 0;

        virtual HRESULT STDMETHODCALLTYPE CreateTexture3D1(
            /* [annotation] */
            _In_  const D3D11_TEXTURE3D_DESC1 *pDesc1,
            /* [annotation] */
            _In_reads_opt_(_Inexpressible_(pDesc1->MipLevels))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Texture3D1 **ppTexture3D) = 0;

        virtual HRESULT STDMETHODCALLTYPE CreateRasterizerState2(
            /* [annotation] */
            _In_  const D3D11_RASTERIZER_DESC2 *pRasterizerDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11RasterizerState2 **ppRasterizerState) = 0;

        virtual HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_SHADER_RESOURCE_VIEW_DESC1 *pDesc1,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11ShaderResourceView1 **ppSRView1) = 0;

        virtual HRESULT STDMETHODCALLTYPE CreateUnorderedAccessView1(
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_UNORDERED_ACCESS_VIEW_DESC1 *pDesc1,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11UnorderedAccessView1 **ppUAView1) = 0;

        virtual HRESULT STDMETHODCALLTYPE CreateRenderTargetView1(
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_RENDER_TARGET_VIEW_DESC1 *pDesc1,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11RenderTargetView1 **ppRTView1) = 0;

        virtual HRESULT STDMETHODCALLTYPE CreateQuery1(
            /* [annotation] */
            _In_  const D3D11_QUERY_DESC1 *pQueryDesc1,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Query1 **ppQuery1) = 0;

        virtual void STDMETHODCALLTYPE GetImmediateContext3(
            /* [annotation] */
            _Outptr_  ID3D11DeviceContext3 **ppImmediateContext) = 0;

        virtual HRESULT STDMETHODCALLTYPE CreateDeferredContext3(
            UINT ContextFlags,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11DeviceContext3 **ppDeferredContext) = 0;

        virtual void STDMETHODCALLTYPE WriteToSubresource(
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pDstBox,
            /* [annotation] */
            _In_  const void *pSrcData,
            /* [annotation] */
            _In_  UINT SrcRowPitch,
            /* [annotation] */
            _In_  UINT SrcDepthPitch) = 0;

        virtual void STDMETHODCALLTYPE ReadFromSubresource(
            /* [annotation] */
            _Out_  void *pDstData,
            /* [annotation] */
            _In_  UINT DstRowPitch,
            /* [annotation] */
            _In_  UINT DstDepthPitch,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource,
            /* [annotation] */
            _In_  UINT SrcSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pSrcBox) = 0;

    };

#else 	/* C style interface */

    typedef struct ID3D11Device3Vtbl
    {
        BEGIN_INTERFACE

        HRESULT ( STDMETHODCALLTYPE *QueryInterface )(
            ID3D11Device3 * This,
            /* [in] */ REFIID riid,
            /* [annotation][iid_is][out] */
            _COM_Outptr_  void **ppvObject);

        ULONG ( STDMETHODCALLTYPE *AddRef )(
            ID3D11Device3 * This);

        ULONG ( STDMETHODCALLTYPE *Release )(
            ID3D11Device3 * This);

        HRESULT ( STDMETHODCALLTYPE *CreateBuffer )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_BUFFER_DESC *pDesc,
            /* [annotation] */
            _In_opt_  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Buffer **ppBuffer);

        HRESULT ( STDMETHODCALLTYPE *CreateTexture1D )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_TEXTURE1D_DESC *pDesc,
            /* [annotation] */
            _In_reads_opt_(_Inexpressible_(pDesc->MipLevels * pDesc->ArraySize))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Texture1D **ppTexture1D);

        HRESULT ( STDMETHODCALLTYPE *CreateTexture2D )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_TEXTURE2D_DESC *pDesc,
            /* [annotation] */
            _In_reads_opt_(_Inexpressible_(pDesc->MipLevels * pDesc->ArraySize))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Texture2D **ppTexture2D);

        HRESULT ( STDMETHODCALLTYPE *CreateTexture3D )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_TEXTURE3D_DESC *pDesc,
            /* [annotation] */
            _In_reads_opt_(_Inexpressible_(pDesc->MipLevels))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Texture3D **ppTexture3D);

        HRESULT ( STDMETHODCALLTYPE *CreateShaderResourceView )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11ShaderResourceView **ppSRView);

        HRESULT ( STDMETHODCALLTYPE *CreateUnorderedAccessView )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_UNORDERED_ACCESS_VIEW_DESC *pDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11UnorderedAccessView **ppUAView);

        HRESULT ( STDMETHODCALLTYPE *CreateRenderTargetView )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11RenderTargetView **ppRTView);

        HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilView )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11DepthStencilView **ppDepthStencilView);

        HRESULT ( STDMETHODCALLTYPE *CreateInputLayout )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_reads_(NumElements)  const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
            /* [annotation] */
            _In_range_( 0, D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT )  UINT NumElements,
            /* [annotation] */
            _In_reads_(BytecodeLength)  const void *pShaderBytecodeWithInputSignature,
            /* [annotation] */
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11InputLayout **ppInputLayout);

        HRESULT ( STDMETHODCALLTYPE *CreateVertexShader )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_reads_(BytecodeLength)  const void *pShaderBytecode,
            /* [annotation] */
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11VertexShader **ppVertexShader);

        HRESULT ( STDMETHODCALLTYPE *CreateGeometryShader )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_reads_(BytecodeLength)  const void *pShaderBytecode,
            /* [annotation] */
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11GeometryShader **ppGeometryShader);

        HRESULT ( STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_reads_(BytecodeLength)  const void *pShaderBytecode,
            /* [annotation] */
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */
            _In_reads_opt_(NumEntries)  const D3D11_SO_DECLARATION_ENTRY *pSODeclaration,
            /* [annotation] */
            _In_range_( 0, D3D11_SO_STREAM_COUNT * D3D11_SO_OUTPUT_COMPONENT_COUNT )  UINT NumEntries,
            /* [annotation] */
            _In_reads_opt_(NumStrides)  const UINT *pBufferStrides,
            /* [annotation] */
            _In_range_( 0, D3D11_SO_BUFFER_SLOT_COUNT )  UINT NumStrides,
            /* [annotation] */
            _In_  UINT RasterizedStream,
            /* [annotation] */
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11GeometryShader **ppGeometryShader);

        HRESULT ( STDMETHODCALLTYPE *CreatePixelShader )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_reads_(BytecodeLength)  const void *pShaderBytecode,
            /* [annotation] */
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11PixelShader **ppPixelShader);

        HRESULT ( STDMETHODCALLTYPE *CreateHullShader )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_reads_(BytecodeLength)  const void *pShaderBytecode,
            /* [annotation] */
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11HullShader **ppHullShader);

        HRESULT ( STDMETHODCALLTYPE *CreateDomainShader )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_reads_(BytecodeLength)  const void *pShaderBytecode,
            /* [annotation] */
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11DomainShader **ppDomainShader);

        HRESULT ( STDMETHODCALLTYPE *CreateComputeShader )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_reads_(BytecodeLength)  const void *pShaderBytecode,
            /* [annotation] */
            _In_  SIZE_T BytecodeLength,
            /* [annotation] */
            _In_opt_  ID3D11ClassLinkage *pClassLinkage,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11ComputeShader **ppComputeShader);

        HRESULT ( STDMETHODCALLTYPE *CreateClassLinkage )(
            ID3D11Device3 * This,
            /* [annotation] */
            _COM_Outptr_  ID3D11ClassLinkage **ppLinkage);

        HRESULT ( STDMETHODCALLTYPE *CreateBlendState )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_BLEND_DESC *pBlendStateDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11BlendState **ppBlendState);

        HRESULT ( STDMETHODCALLTYPE *CreateDepthStencilState )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_DEPTH_STENCIL_DESC *pDepthStencilDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11DepthStencilState **ppDepthStencilState);

        HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_RASTERIZER_DESC *pRasterizerDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11RasterizerState **ppRasterizerState);

        HRESULT ( STDMETHODCALLTYPE *CreateSamplerState )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_SAMPLER_DESC *pSamplerDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11SamplerState **ppSamplerState);

        HRESULT ( STDMETHODCALLTYPE *CreateQuery )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_QUERY_DESC *pQueryDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Query **ppQuery);

        HRESULT ( STDMETHODCALLTYPE *CreatePredicate )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_QUERY_DESC *pPredicateDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Predicate **ppPredicate);

        HRESULT ( STDMETHODCALLTYPE *CreateCounter )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_COUNTER_DESC *pCounterDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Counter **ppCounter);

        HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext )(
            ID3D11Device3 * This,
            UINT ContextFlags,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11DeviceContext **ppDeferredContext);

        HRESULT ( STDMETHODCALLTYPE *OpenSharedResource )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  HANDLE hResource,
            /* [annotation] */
            _In_  REFIID ReturnedInterface,
            /* [annotation] */
            _COM_Outptr_opt_  void **ppResource);

        HRESULT ( STDMETHODCALLTYPE *CheckFormatSupport )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  DXGI_FORMAT Format,
            /* [annotation] */
            _Out_  UINT *pFormatSupport);

        HRESULT ( STDMETHODCALLTYPE *CheckMultisampleQualityLevels )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  DXGI_FORMAT Format,
            /* [annotation] */
            _In_  UINT SampleCount,
            /* [annotation] */
            _Out_  UINT *pNumQualityLevels);

        void ( STDMETHODCALLTYPE *CheckCounterInfo )(
            ID3D11Device3 * This,
            /* [annotation] */
            _Out_  D3D11_COUNTER_INFO *pCounterInfo);

        HRESULT ( STDMETHODCALLTYPE *CheckCounter )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_COUNTER_DESC *pDesc,
            /* [annotation] */
            _Out_  D3D11_COUNTER_TYPE *pType,
            /* [annotation] */
            _Out_  UINT *pActiveCounters,
            /* [annotation] */
            _Out_writes_opt_(*pNameLength)  LPSTR szName,
            /* [annotation] */
            _Inout_opt_  UINT *pNameLength,
            /* [annotation] */
            _Out_writes_opt_(*pUnitsLength)  LPSTR szUnits,
            /* [annotation] */
            _Inout_opt_  UINT *pUnitsLength,
            /* [annotation] */
            _Out_writes_opt_(*pDescriptionLength)  LPSTR szDescription,
            /* [annotation] */
            _Inout_opt_  UINT *pDescriptionLength);

        HRESULT ( STDMETHODCALLTYPE *CheckFeatureSupport )(
            ID3D11Device3 * This,
            D3D11_FEATURE Feature,
            /* [annotation] */
            _Out_writes_bytes_(FeatureSupportDataSize)  void *pFeatureSupportData,
            UINT FeatureSupportDataSize);

        HRESULT ( STDMETHODCALLTYPE *GetPrivateData )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _Inout_  UINT *pDataSize,
            /* [annotation] */
            _Out_writes_bytes_opt_(*pDataSize)  void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateData )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_  UINT DataSize,
            /* [annotation] */
            _In_reads_bytes_opt_(DataSize)  const void *pData);

        HRESULT ( STDMETHODCALLTYPE *SetPrivateDataInterface )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  REFGUID guid,
            /* [annotation] */
            _In_opt_  const IUnknown *pData);

        D3D_FEATURE_LEVEL ( STDMETHODCALLTYPE *GetFeatureLevel )(
            ID3D11Device3 * This);

        UINT ( STDMETHODCALLTYPE *GetCreationFlags )(
            ID3D11Device3 * This);

        HRESULT ( STDMETHODCALLTYPE *GetDeviceRemovedReason )(
            ID3D11Device3 * This);

        void ( STDMETHODCALLTYPE *GetImmediateContext )(
            ID3D11Device3 * This,
            /* [annotation] */
            _Outptr_  ID3D11DeviceContext **ppImmediateContext);

        HRESULT ( STDMETHODCALLTYPE *SetExceptionMode )(
            ID3D11Device3 * This,
            UINT RaiseFlags);

        UINT ( STDMETHODCALLTYPE *GetExceptionMode )(
            ID3D11Device3 * This);

        void ( STDMETHODCALLTYPE *GetImmediateContext1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _Outptr_  ID3D11DeviceContext1 **ppImmediateContext);

        HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext1 )(
            ID3D11Device3 * This,
            UINT ContextFlags,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11DeviceContext1 **ppDeferredContext);

        HRESULT ( STDMETHODCALLTYPE *CreateBlendState1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_BLEND_DESC1 *pBlendStateDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11BlendState1 **ppBlendState);

        HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_RASTERIZER_DESC1 *pRasterizerDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11RasterizerState1 **ppRasterizerState);

        HRESULT ( STDMETHODCALLTYPE *CreateDeviceContextState )(
            ID3D11Device3 * This,
            UINT Flags,
            /* [annotation] */
            _In_reads_( FeatureLevels )  const D3D_FEATURE_LEVEL *pFeatureLevels,
            UINT FeatureLevels,
            UINT SDKVersion,
            REFIID EmulatedInterface,
            /* [annotation] */
            _Out_opt_  D3D_FEATURE_LEVEL *pChosenFeatureLevel,
            /* [annotation] */
            _Out_opt_  ID3DDeviceContextState **ppContextState);

        HRESULT ( STDMETHODCALLTYPE *OpenSharedResource1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  HANDLE hResource,
            /* [annotation] */
            _In_  REFIID returnedInterface,
            /* [annotation] */
            _COM_Outptr_  void **ppResource);

        HRESULT ( STDMETHODCALLTYPE *OpenSharedResourceByName )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  LPCWSTR lpName,
            /* [annotation] */
            _In_  DWORD dwDesiredAccess,
            /* [annotation] */
            _In_  REFIID returnedInterface,
            /* [annotation] */
            _COM_Outptr_  void **ppResource);

        void ( STDMETHODCALLTYPE *GetImmediateContext2 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _Outptr_  ID3D11DeviceContext2 **ppImmediateContext);

        HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext2 )(
            ID3D11Device3 * This,
            UINT ContextFlags,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11DeviceContext2 **ppDeferredContext);

        void ( STDMETHODCALLTYPE *GetResourceTiling )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pTiledResource,
            /* [annotation] */
            _Out_opt_  UINT *pNumTilesForEntireResource,
            /* [annotation] */
            _Out_opt_  D3D11_PACKED_MIP_DESC *pPackedMipDesc,
            /* [annotation] */
            _Out_opt_  D3D11_TILE_SHAPE *pStandardTileShapeForNonPackedMips,
            /* [annotation] */
            _Inout_opt_  UINT *pNumSubresourceTilings,
            /* [annotation] */
            _In_  UINT FirstSubresourceTilingToGet,
            /* [annotation] */
            _Out_writes_(*pNumSubresourceTilings)  D3D11_SUBRESOURCE_TILING *pSubresourceTilingsForNonPackedMips);

        HRESULT ( STDMETHODCALLTYPE *CheckMultisampleQualityLevels1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  DXGI_FORMAT Format,
            /* [annotation] */
            _In_  UINT SampleCount,
            /* [annotation] */
            _In_  UINT Flags,
            /* [annotation] */
            _Out_  UINT *pNumQualityLevels);

        HRESULT ( STDMETHODCALLTYPE *CreateTexture2D1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_TEXTURE2D_DESC1 *pDesc1,
            /* [annotation] */
            _In_reads_opt_(_Inexpressible_(pDesc1->MipLevels * pDesc1->ArraySize))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Texture2D1 **ppTexture2D);

        HRESULT ( STDMETHODCALLTYPE *CreateTexture3D1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_TEXTURE3D_DESC1 *pDesc1,
            /* [annotation] */
            _In_reads_opt_(_Inexpressible_(pDesc1->MipLevels))  const D3D11_SUBRESOURCE_DATA *pInitialData,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Texture3D1 **ppTexture3D);

        HRESULT ( STDMETHODCALLTYPE *CreateRasterizerState2 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_RASTERIZER_DESC2 *pRasterizerDesc,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11RasterizerState2 **ppRasterizerState);

        HRESULT ( STDMETHODCALLTYPE *CreateShaderResourceView1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_SHADER_RESOURCE_VIEW_DESC1 *pDesc1,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11ShaderResourceView1 **ppSRView1);

        HRESULT ( STDMETHODCALLTYPE *CreateUnorderedAccessView1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_UNORDERED_ACCESS_VIEW_DESC1 *pDesc1,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11UnorderedAccessView1 **ppUAView1);

        HRESULT ( STDMETHODCALLTYPE *CreateRenderTargetView1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pResource,
            /* [annotation] */
            _In_opt_  const D3D11_RENDER_TARGET_VIEW_DESC1 *pDesc1,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11RenderTargetView1 **ppRTView1);

        HRESULT ( STDMETHODCALLTYPE *CreateQuery1 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  const D3D11_QUERY_DESC1 *pQueryDesc1,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11Query1 **ppQuery1);

        void ( STDMETHODCALLTYPE *GetImmediateContext3 )(
            ID3D11Device3 * This,
            /* [annotation] */
            _Outptr_  ID3D11DeviceContext3 **ppImmediateContext);

        HRESULT ( STDMETHODCALLTYPE *CreateDeferredContext3 )(
            ID3D11Device3 * This,
            UINT ContextFlags,
            /* [annotation] */
            _COM_Outptr_opt_  ID3D11DeviceContext3 **ppDeferredContext);

        void ( STDMETHODCALLTYPE *WriteToSubresource )(
            ID3D11Device3 * This,
            /* [annotation] */
            _In_  ID3D11Resource *pDstResource,
            /* [annotation] */
            _In_  UINT DstSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pDstBox,
            /* [annotation] */
            _In_  const void *pSrcData,
            /* [annotation] */
            _In_  UINT SrcRowPitch,
            /* [annotation] */
            _In_  UINT SrcDepthPitch);

        void ( STDMETHODCALLTYPE *ReadFromSubresource )(
            ID3D11Device3 * This,
            /* [annotation] */
            _Out_  void *pDstData,
            /* [annotation] */
            _In_  UINT DstRowPitch,
            /* [annotation] */
            _In_  UINT DstDepthPitch,
            /* [annotation] */
            _In_  ID3D11Resource *pSrcResource,
            /* [annotation] */
            _In_  UINT SrcSubresource,
            /* [annotation] */
            _In_opt_  const D3D11_BOX *pSrcBox);

        END_INTERFACE
    } ID3D11Device3Vtbl;

    interface ID3D11Device3
    {
        CONST_VTBL struct ID3D11Device3Vtbl *lpVtbl;
    };

#ifdef COBJMACROS

#define ID3D11Device3_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) )

#define ID3D11Device3_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) )

#define ID3D11Device3_Release(This)	\
    ( (This)->lpVtbl -> Release(This) )

#define ID3D11Device3_CreateBuffer(This,pDesc,pInitialData,ppBuffer)	\
    ( (This)->lpVtbl -> CreateBuffer(This,pDesc,pInitialData,ppBuffer) )

#define ID3D11Device3_CreateTexture1D(This,pDesc,pInitialData,ppTexture1D)	\
    ( (This)->lpVtbl -> CreateTexture1D(This,pDesc,pInitialData,ppTexture1D) )

#define ID3D11Device3_CreateTexture2D(This,pDesc,pInitialData,ppTexture2D)	\
    ( (This)->lpVtbl -> CreateTexture2D(This,pDesc,pInitialData,ppTexture2D) )

#define ID3D11Device3_CreateTexture3D(This,pDesc,pInitialData,ppTexture3D)	\
    ( (This)->lpVtbl -> CreateTexture3D(This,pDesc,pInitialData,ppTexture3D) )

#define ID3D11Device3_CreateShaderResourceView(This,pResource,pDesc,ppSRView)	\
    ( (This)->lpVtbl -> CreateShaderResourceView(This,pResource,pDesc,ppSRView) )

#define ID3D11Device3_CreateUnorderedAccessView(This,pResource,pDesc,ppUAView)	\
    ( (This)->lpVtbl -> CreateUnorderedAccessView(This,pResource,pDesc,ppUAView) )

#define ID3D11Device3_CreateRenderTargetView(This,pResource,pDesc,ppRTView)	\
    ( (This)->lpVtbl -> CreateRenderTargetView(This,pResource,pDesc,ppRTView) )

#define ID3D11Device3_CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView)	\
    ( (This)->lpVtbl -> CreateDepthStencilView(This,pResource,pDesc,ppDepthStencilView) )

#define ID3D11Device3_CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout)	\
    ( (This)->lpVtbl -> CreateInputLayout(This,pInputElementDescs,NumElements,pShaderBytecodeWithInputSignature,BytecodeLength,ppInputLayout) )

#define ID3D11Device3_CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader)	\
    ( (This)->lpVtbl -> CreateVertexShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppVertexShader) )

#define ID3D11Device3_CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader)	\
    ( (This)->lpVtbl -> CreateGeometryShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppGeometryShader) )

#define ID3D11Device3_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 ID3D11Device3_CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader)	\
    ( (This)->lpVtbl -> CreatePixelShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppPixelShader) )

#define ID3D11Device3_CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader)	\
    ( (This)->lpVtbl -> CreateHullShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppHullShader) )

#define ID3D11Device3_CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader)	\
    ( (This)->lpVtbl -> CreateDomainShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppDomainShader) )

#define ID3D11Device3_CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader)	\
    ( (This)->lpVtbl -> CreateComputeShader(This,pShaderBytecode,BytecodeLength,pClassLinkage,ppComputeShader) )

#define ID3D11Device3_CreateClassLinkage(This,ppLinkage)	\
    ( (This)->lpVtbl -> CreateClassLinkage(This,ppLinkage) )

#define ID3D11Device3_CreateBlendState(This,pBlendStateDesc,ppBlendState)	\
    ( (This)->lpVtbl -> CreateBlendState(This,pBlendStateDesc,ppBlendState) )

#define ID3D11Device3_CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState)	\
    ( (This)->lpVtbl -> CreateDepthStencilState(This,pDepthStencilDesc,ppDepthStencilState) )

#define ID3D11Device3_CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState)	\
    ( (This)->lpVtbl -> CreateRasterizerState(This,pRasterizerDesc,ppRasterizerState) )

#define ID3D11Device3_CreateSamplerState(This,pSamplerDesc,ppSamplerState)	\
    ( (This)->lpVtbl -> CreateSamplerState(This,pSamplerDesc,ppSamplerState) )

#define ID3D11Device3_CreateQuery(This,pQueryDesc,ppQuery)	\
    ( (This)->lpVtbl -> CreateQuery(This,pQueryDesc,ppQuery) )

#define ID3D11Device3_CreatePredicate(This,pPredicateDesc,ppPredicate)	\
    ( (This)->lpVtbl -> CreatePredicate(This,pPredicateDesc,ppPredicate) )

#define ID3D11Device3_CreateCounter(This,pCounterDesc,ppCounter)	\
    ( (This)->lpVtbl -> CreateCounter(This,pCounterDesc,ppCounter) )

#define ID3D11Device3_CreateDeferredContext(This,ContextFlags,ppDeferredContext)	\
    ( (This)->lpVtbl -> CreateDeferredContext(This,ContextFlags,ppDeferredContext) )

#define ID3D11Device3_OpenSharedResource(This,hResource,ReturnedInterface,ppResource)	\
    ( (This)->lpVtbl -> OpenSharedResource(This,hResource,ReturnedInterface,ppResource) )

#define ID3D11Device3_CheckFormatSupport(This,Format,pFormatSupport)	\
    ( (This)->lpVtbl -> CheckFormatSupport(This,Format,pFormatSupport) )

#define ID3D11Device3_CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels)	\
    ( (This)->lpVtbl -> CheckMultisampleQualityLevels(This,Format,SampleCount,pNumQualityLevels) )

#define ID3D11Device3_CheckCounterInfo(This,pCounterInfo)	\
    ( (This)->lpVtbl -> CheckCounterInfo(This,pCounterInfo) )

#define ID3D11Device3_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 ID3D11Device3_CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize)	\
    ( (This)->lpVtbl -> CheckFeatureSupport(This,Feature,pFeatureSupportData,FeatureSupportDataSize) )

#define ID3D11Device3_GetPrivateData(This,guid,pDataSize,pData)	\
    ( (This)->lpVtbl -> GetPrivateData(This,guid,pDataSize,pData) )

#define ID3D11Device3_SetPrivateData(This,guid,DataSize,pData)	\
    ( (This)->lpVtbl -> SetPrivateData(This,guid,DataSize,pData) )

#define ID3D11Device3_SetPrivateDataInterface(This,guid,pData)	\
    ( (This)->lpVtbl -> SetPrivateDataInterface(This,guid,pData) )

#define ID3D11Device3_GetFeatureLevel(This)	\
    ( (This)->lpVtbl -> GetFeatureLevel(This) )

#define ID3D11Device3_GetCreationFlags(This)	\
    ( (This)->lpVtbl -> GetCreationFlags(This) )

#define ID3D11Device3_GetDeviceRemovedReason(This)	\
    ( (This)->lpVtbl -> GetDeviceRemovedReason(This) )

#define ID3D11Device3_GetImmediateContext(This,ppImmediateContext)	\
    ( (This)->lpVtbl -> GetImmediateContext(This,ppImmediateContext) )

#define ID3D11Device3_SetExceptionMode(This,RaiseFlags)	\
    ( (This)->lpVtbl -> SetExceptionMode(This,RaiseFlags) )

#define ID3D11Device3_GetExceptionMode(This)	\
    ( (This)->lpVtbl -> GetExceptionMode(This) )

#define ID3D11Device3_GetImmediateContext1(This,ppImmediateContext)	\
    ( (This)->lpVtbl -> GetImmediateContext1(This,ppImmediateContext) )

#define ID3D11Device3_CreateDeferredContext1(This,ContextFlags,ppDeferredContext)	\
    ( (This)->lpVtbl -> CreateDeferredContext1(This,ContextFlags,ppDeferredContext) )

#define ID3D11Device3_CreateBlendState1(This,pBlendStateDesc,ppBlendState)	\
    ( (This)->lpVtbl -> CreateBlendState1(This,pBlendStateDesc,ppBlendState) )

#define ID3D11Device3_CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState)	\
    ( (This)->lpVtbl -> CreateRasterizerState1(This,pRasterizerDesc,ppRasterizerState) )

#define ID3D11Device3_CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState)	\
    ( (This)->lpVtbl -> CreateDeviceContextState(This,Flags,pFeatureLevels,FeatureLevels,SDKVersion,EmulatedInterface,pChosenFeatureLevel,ppContextState) )

#define ID3D11Device3_OpenSharedResource1(This,hResource,returnedInterface,ppResource)	\
    ( (This)->lpVtbl -> OpenSharedResource1(This,hResource,returnedInterface,ppResource) )

#define ID3D11Device3_OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource)	\
    ( (This)->lpVtbl -> OpenSharedResourceByName(This,lpName,dwDesiredAccess,returnedInterface,ppResource) )

#define ID3D11Device3_GetImmediateContext2(This,ppImmediateContext)	\
    ( (This)->lpVtbl -> GetImmediateContext2(This,ppImmediateContext) )

#define ID3D11Device3_CreateDeferredContext2(This,ContextFlags,ppDeferredContext)	\
    ( (This)->lpVtbl -> CreateDeferredContext2(This,ContextFlags,ppDeferredContext) )

#define ID3D11Device3_GetResourceTiling(This,pTiledResource,pNumTilesForEntireResource,pPackedMipDesc,pStandardTileShapeForNonPackedMips,pNumSubresourceTilings,FirstSubresourceTilingToGet,pSubresourceTilingsForNonPackedMips)	\
    ( (This)->lpVtbl -> GetResourceTiling(This,pTiledResource,pNumTilesForEntireResource,pPackedMipDesc,pStandardTileShapeForNonPackedMips,pNumSubresourceTilings,FirstSubresourceTilingToGet,pSubresourceTilingsForNonPackedMips) )

#define ID3D11Device3_CheckMultisampleQualityLevels1(This,Format,SampleCount,Flags,pNumQualityLevels)	\
    ( (This)->lpVtbl -> CheckMultisampleQualityLevels1(This,Format,SampleCount,Flags,pNumQualityLevels) )

#define ID3D11Device3_CreateTexture2D1(This,pDesc1,pInitialData,ppTexture2D)	\
    ( (This)->lpVtbl -> CreateTexture2D1(This,pDesc1,pInitialData,ppTexture2D) )

#define ID3D11Device3_CreateTexture3D1(This,pDesc1,pInitialData,ppTexture3D)	\
    ( (This)->lpVtbl -> CreateTexture3D1(This,pDesc1,pInitialData,ppTexture3D) )

#define ID3D11Device3_CreateRasterizerState2(This,pRasterizerDesc,ppRasterizerState)	\
    ( (This)->lpVtbl -> CreateRasterizerState2(This,pRasterizerDesc,ppRasterizerState) )

#define ID3D11Device3_CreateShaderResourceView1(This,pResource,pDesc1,ppSRView1)	\
    ( (This)->lpVtbl -> CreateShaderResourceView1(This,pResource,pDesc1,ppSRView1) )

#define ID3D11Device3_CreateUnorderedAccessView1(This,pResource,pDesc1,ppUAView1)	\
    ( (This)->lpVtbl -> CreateUnorderedAccessView1(This,pResource,pDesc1,ppUAView1) )

#define ID3D11Device3_CreateRenderTargetView1(This,pResource,pDesc1,ppRTView1)	\
    ( (This)->lpVtbl -> CreateRenderTargetView1(This,pResource,pDesc1,ppRTView1) )

#define ID3D11Device3_CreateQuery1(This,pQueryDesc1,ppQuery1)	\
    ( (This)->lpVtbl -> CreateQuery1(This,pQueryDesc1,ppQuery1) )

#define ID3D11Device3_GetImmediateContext3(This,ppImmediateContext)	\
    ( (This)->lpVtbl -> GetImmediateContext3(This,ppImmediateContext) )

#define ID3D11Device3_CreateDeferredContext3(This,ContextFlags,ppDeferredContext)	\
    ( (This)->lpVtbl -> CreateDeferredContext3(This,ContextFlags,ppDeferredContext) )

#define ID3D11Device3_WriteToSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch)	\
    ( (This)->lpVtbl -> WriteToSubresource(This,pDstResource,DstSubresource,pDstBox,pSrcData,SrcRowPitch,SrcDepthPitch) )

#define ID3D11Device3_ReadFromSubresource(This,pDstData,DstRowPitch,DstDepthPitch,pSrcResource,SrcSubresource,pSrcBox)	\
    ( (This)->lpVtbl -> ReadFromSubresource(This,pDstData,DstRowPitch,DstDepthPitch,pSrcResource,SrcSubresource,pSrcBox) )

#endif /* COBJMACROS */

#endif 	/* C style interface */

#endif 	/* __ID3D11Device3_INTERFACE_DEFINED__ */

/* interface __MIDL_itf_d3d11_3_0000_0011 */
/* [local] */

DEFINE_GUID(IID_ID3D11Texture2D1,0x51218251,0x1E33,0x4617,0x9C,0xCB,0x4D,0x3A,0x43,0x67,0xE7,0xBB);
DEFINE_GUID(IID_ID3D11Texture3D1,0x0C711683,0x2853,0x4846,0x9B,0xB0,0xF3,0xE6,0x06,0x39,0xE4,0x6A);
DEFINE_GUID(IID_ID3D11RasterizerState2,0x6fbd02fb,0x209f,0x46c4,0xb0,0x59,0x2e,0xd1,0x55,0x86,0xa6,0xac);
DEFINE_GUID(IID_ID3D11ShaderResourceView1,0x91308b87,0x9040,0x411d,0x8c,0x67,0xc3,0x92,0x53,0xce,0x38,0x02);
DEFINE_GUID(IID_ID3D11RenderTargetView1,0xffbe2e23,0xf011,0x418a,0xac,0x56,0x5c,0xee,0xd7,0xc5,0xb9,0x4b);
DEFINE_GUID(IID_ID3D11UnorderedAccessView1,0x7b3b6153,0xa886,0x4544,0xab,0x37,0x65,0x37,0xc8,0x50,0x04,0x03);
DEFINE_GUID(IID_ID3D11Query1,0x631b4766,0x36dc,0x461d,0x8d,0xb6,0xc4,0x7e,0x13,0xe6,0x09,0x16);
DEFINE_GUID(IID_ID3D11DeviceContext3,0xb4e3c01d,0xe79e,0x4637,0x91,0xb2,0x51,0x0e,0x9f,0x4c,0x9b,0x8f);
DEFINE_GUID(IID_ID3D11Fence,0xaffde9d1,0x1df7,0x4bb7,0x8a,0x34,0x0f,0x46,0x25,0x1d,0xab,0x80);
DEFINE_GUID(IID_ID3D11DeviceContext4,0x917600da,0xf58c,0x4c33,0x98,0xd8,0x3e,0x15,0xb3,0x90,0xfa,0x24);
DEFINE_GUID(IID_ID3D11Device3,0xA05C8C37,0xD2C6,0x4732,0xB3,0xA0,0x9C,0xE0,0xB0,0xDC,0x9A,0xE6);

extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0011_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_d3d11_3_0000_0011_v0_0_s_ifspec;

/* Additional Prototypes for ALL interfaces */

/* end of Additional Prototypes */

#ifdef __cplusplus
}
#endif

#endif
