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function_overrides.h
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//--------------------------------------------------------------------------------------
// File: function_overrides.h
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#define My_init()\
init()
#define My_frame(frame_number, frame_functions)\
frame_functions
#define My_done()\
done()
#define My_memcpy(Dst, Src, Size)\
memcpy(Dst, Src, Size)
#define My_NvAPI_D3D_GetObjectHandleForResource(pDevice, pResource, pHandle)\
NvAPI_D3D_GetObjectHandleForResource(pDevice, pResource, pHandle)
#define My_NvAPI_D3D_SetResourceHint(pDev, obj, dwHintCategory, dwHintName, pdwHintValue)\
NvAPI_D3D_SetResourceHint(pDev, obj, dwHintCategory, dwHintName, pdwHintValue)
#define My_NvAPI_D3D_BeginResourceRendering(pDeviceOrContext, obj, Flags)\
NvAPI_D3D_BeginResourceRendering(pDeviceOrContext, obj, Flags)
#define My_NvAPI_D3D_EndResourceRendering(pDeviceOrContext, obj, Flags)\
NvAPI_D3D_EndResourceRendering(pDeviceOrContext, obj, Flags)
#define My_NvAPI_D3D11_CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext, pSupportedLevel)\
NvAPI_D3D11_CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext, pSupportedLevel)
#define My_NvAPI_D3D11_CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext, pSupportedLevel)\
NvAPI_D3D11_CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext, pSupportedLevel)
#define My_NvAPI_D3D11_SetDepthBoundsTest(pDeviceOrContext, bEnable, fMinDepth, fMaxDepth)\
NvAPI_D3D11_SetDepthBoundsTest(pDeviceOrContext, bEnable, fMinDepth, fMaxDepth)
#define My_NvAPI_D3D11_SetNvShaderExtnSlot(pDev, uavSlot)\
NvAPI_D3D11_SetNvShaderExtnSlot(pDev, uavSlot)
#define My_NvAPI_D3D11_BeginUAVOverlapEx(pDeviceOrContext, insertWFIFlags)\
NvAPI_D3D11_BeginUAVOverlapEx(pDeviceOrContext, insertWFIFlags)
#define My_NvAPI_D3D11_BeginUAVOverlap(pDeviceOrContext)\
NvAPI_D3D11_BeginUAVOverlap(pDeviceOrContext)
#define My_NvAPI_D3D11_EndUAVOverlap(pDeviceOrContext)\
NvAPI_D3D11_EndUAVOverlap(pDeviceOrContext)
#define My_NvAPI_D3D11_CreateRasterizerState(pDevice, pRasterizerDesc, ppRasterizerState)\
NvAPI_D3D11_CreateRasterizerState(pDevice, pRasterizerDesc, ppRasterizerState)
#define My_NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA(pDevice, pInputTex, ppOutTex)\
NvAPI_D3D11_AliasMSAATexture2DAsNonMSAA(pDevice, pInputTex, ppOutTex)
#define My_NvAPI_D3D11_CreateGeometryShaderEx_2(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, pCreateGeometryShaderExArgs, ppGeometryShader)\
NvAPI_D3D11_CreateGeometryShaderEx_2(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, pCreateGeometryShaderExArgs, ppGeometryShader)
#define My_NvAPI_D3D11_CreateVertexShaderEx(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, pCreateVertexShaderExArgs, ppVertexShader)\
NvAPI_D3D11_CreateVertexShaderEx(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, pCreateVertexShaderExArgs, ppVertexShader)
#define My_NvAPI_D3D11_CreateFastGeometryShaderExplicit(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, pCreateFastGSArgs, ppGeometryShader)\
NvAPI_D3D11_CreateFastGeometryShaderExplicit(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, pCreateFastGSArgs, ppGeometryShader)
#define My_NvAPI_D3D11_CreateFastGeometryShader(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, ppGeometryShader)\
NvAPI_D3D11_CreateFastGeometryShader(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, ppGeometryShader)
#define My_NvAPI_D3D_SetSinglePassStereoMode(pDevOrContext, numViews, renderTargetIndexOffset, independentViewportMaskEnable)\
NvAPI_D3D_SetSinglePassStereoMode(pDevOrContext, numViews, renderTargetIndexOffset, independentViewportMaskEnable)
#define My_NvAPI_D3D_SetModifiedWMode(pDevOrContext, psModifiedWParams)\
NvAPI_D3D_SetModifiedWMode(pDevOrContext, psModifiedWParams)
#define My_NvAPI_D3D_RegisterDevice(pDev)\
NvAPI_D3D_RegisterDevice(pDev)
#define My_ID3D11NvShadingRateResourceView_QueryInterface(pID3D11NvShadingRateResourceView, iid, ppv)\
pID3D11NvShadingRateResourceView->QueryInterface(iid, ppv)
#define My_IUnknown_QueryInterface(pIUnknown, iid, ppv)\
pIUnknown->QueryInterface(iid, ppv)
#define My_ID3D11NvShadingRateResourceView_AddRef(pID3D11NvShadingRateResourceView)\
pID3D11NvShadingRateResourceView->AddRef()
#define My_IUnknown_AddRef(pIUnknown)\
pIUnknown->AddRef()
#define My_ID3D11NvShadingRateResourceView_Release(pID3D11NvShadingRateResourceView)\
pID3D11NvShadingRateResourceView->Release()
#define My_IUnknown_Release(pIUnknown)\
pIUnknown->Release()
#define My_ID3D11NvShadingRateResourceView_GetDesc(pID3D11NvShadingRateResourceView, pDesc)\
pID3D11NvShadingRateResourceView->GetDesc(pDesc)
#define My_ID3DNvSMPAssist_Disable(pID3DNvSMPAssist, pDevContext, psSMPAssistDisableParams)\
pID3DNvSMPAssist->Disable(pDevContext, psSMPAssistDisableParams)
#define My_ID3DNvSMPAssist_Enable(pID3DNvSMPAssist, pDevContext, psSMPAssistEnableParams)\
pID3DNvSMPAssist->Enable(pDevContext, psSMPAssistEnableParams)
#define My_ID3DNvSMPAssist_GetConstants(pID3DNvSMPAssist, psSMPAssistGetConstants)\
pID3DNvSMPAssist->GetConstants(psSMPAssistGetConstants)
#define My_ID3DNvSMPAssist_SetupProjections(pID3DNvSMPAssist, pDevContext, psSMPAssistSetupParams)\
pID3DNvSMPAssist->SetupProjections(pDevContext, psSMPAssistSetupParams)
#define My_ID3DNvSMPAssist_UpdateInstancedStereoData(pID3DNvSMPAssist, pDevContext, psSMPAssistInstancedStereoParams)\
pID3DNvSMPAssist->UpdateInstancedStereoData(pDevContext, psSMPAssistInstancedStereoParams)
#define My_ID3D11NvMetaCommand_QueryInterface(pID3D11NvMetaCommand, riid, ppvObj)\
pID3D11NvMetaCommand->QueryInterface(riid, ppvObj)
#define My_ID3D11NvMetaCommand_AddRef(pID3D11NvMetaCommand)\
pID3D11NvMetaCommand->AddRef()
#define My_ID3D11NvMetaCommand_Release(pID3D11NvMetaCommand)\
pID3D11NvMetaCommand->Release()
#define My_ID3D11NvMetaCommand_GetRequiredParameterResourceSize(pID3D11NvMetaCommand, ResourceType, SizeInBytes)\
pID3D11NvMetaCommand->GetRequiredParameterResourceSize(ResourceType, SizeInBytes)
#define My_ID3D12NvMetaCommand_QueryInterface(pID3D12NvMetaCommand, riid, ppvObj)\
pID3D12NvMetaCommand->QueryInterface(riid, ppvObj)
#define My_ID3D12NvMetaCommand_AddRef(pID3D12NvMetaCommand)\
pID3D12NvMetaCommand->AddRef()
#define My_ID3D12NvMetaCommand_Release(pID3D12NvMetaCommand)\
pID3D12NvMetaCommand->Release()
#define My_ID3D12NvMetaCommand_GetRequiredParameterResourceSize(pID3D12NvMetaCommand, ResourceType, SizeInBytes)\
pID3D12NvMetaCommand->GetRequiredParameterResourceSize(ResourceType, SizeInBytes)
#define My_nvtxMarkEx(eventAttrib)\
nvtxMarkEx(eventAttrib)
#define My_nvtxMarkA(message)\
nvtxMarkA(message)
#define My_nvtxMarkW(message)\
nvtxMarkW(message)
#define My_nvtxRangeStartEx(eventAttrib)\
nvtxRangeStartEx(eventAttrib)
#define My_nvtxRangeStartA(message)\
nvtxRangeStartA(message)
#define My_nvtxRangeStartW(message)\
nvtxRangeStartW(message)
#define My_nvtxRangeEnd(id)\
nvtxRangeEnd(id)
#define My_nvtxRangePushEx(eventAttrib)\
nvtxRangePushEx(eventAttrib)
#define My_nvtxRangePushA(message)\
nvtxRangePushA(message)
#define My_nvtxRangePushW(message)\
nvtxRangePushW(message)
#define My_nvtxRangePop()\
nvtxRangePop()
#define My_nvtxNameCategoryA(category, name)\
nvtxNameCategoryA(category, name)
#define My_nvtxNameCategoryW(category, name)\
nvtxNameCategoryW(category, name)
#define My_nvtxNameOsThreadA(threadId, name)\
nvtxNameOsThreadA(threadId, name)
#define My_nvtxNameOsThreadW(threadId, name)\
nvtxNameOsThreadW(threadId, name)
#define My_D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext)\
D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext)
#define My_D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext)\
D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext)
#define My_ID3D11DeviceChild_QueryInterface(pID3D11DeviceChild, riid, ppvObj)\
pID3D11DeviceChild->QueryInterface(riid, ppvObj)
#define My_ID3D11DeviceChild_AddRef(pID3D11DeviceChild)\
pID3D11DeviceChild->AddRef()
#define My_ID3D11DeviceChild_Release(pID3D11DeviceChild)\
pID3D11DeviceChild->Release()
#define My_ID3D11DeviceChild_GetDevice(pID3D11DeviceChild, ppDevice)\
pID3D11DeviceChild->GetDevice(ppDevice)
#define My_ID3D11DeviceChild_GetPrivateData(pID3D11DeviceChild, guid, pDataSize, pData)\
pID3D11DeviceChild->GetPrivateData(guid, pDataSize, pData)
#define My_ID3D11DeviceChild_SetPrivateData(pID3D11DeviceChild, guid, DataSize, pData)\
pID3D11DeviceChild->SetPrivateData(guid, DataSize, pData)
#define My_ID3D11DeviceChild_SetPrivateDataInterface(pID3D11DeviceChild, guid, pData)\
pID3D11DeviceChild->SetPrivateDataInterface(guid, pData)
#define My_ID3D11DepthStencilState_QueryInterface(pID3D11DepthStencilState, riid, ppvObj)\
pID3D11DepthStencilState->QueryInterface(riid, ppvObj)
#define My_ID3D11DepthStencilState_AddRef(pID3D11DepthStencilState)\
pID3D11DepthStencilState->AddRef()
#define My_ID3D11DepthStencilState_Release(pID3D11DepthStencilState)\
pID3D11DepthStencilState->Release()
#define My_ID3D11DepthStencilState_GetDesc(pID3D11DepthStencilState, pDesc)\
pID3D11DepthStencilState->GetDesc(pDesc)
#define My_ID3D11BlendState_QueryInterface(pID3D11BlendState, riid, ppvObj)\
pID3D11BlendState->QueryInterface(riid, ppvObj)
#define My_ID3D11BlendState_AddRef(pID3D11BlendState)\
pID3D11BlendState->AddRef()
#define My_ID3D11BlendState_Release(pID3D11BlendState)\
pID3D11BlendState->Release()
#define My_ID3D11BlendState_GetDesc(pID3D11BlendState, pDesc)\
pID3D11BlendState->GetDesc(pDesc)
#define My_ID3D11RasterizerState_QueryInterface(pID3D11RasterizerState, riid, ppvObj)\
pID3D11RasterizerState->QueryInterface(riid, ppvObj)
#define My_ID3D11RasterizerState_AddRef(pID3D11RasterizerState)\
pID3D11RasterizerState->AddRef()
#define My_ID3D11RasterizerState_Release(pID3D11RasterizerState)\
pID3D11RasterizerState->Release()
#define My_ID3D11RasterizerState_GetDesc(pID3D11RasterizerState, pDesc)\
pID3D11RasterizerState->GetDesc(pDesc)
#define My_ID3D11Resource_QueryInterface(pID3D11Resource, riid, ppvObj)\
pID3D11Resource->QueryInterface(riid, ppvObj)
#define My_ID3D11Resource_AddRef(pID3D11Resource)\
pID3D11Resource->AddRef()
#define My_ID3D11Resource_Release(pID3D11Resource)\
pID3D11Resource->Release()
#define My_ID3D11Resource_GetType(pID3D11Resource, pResourceDimension)\
pID3D11Resource->GetType(pResourceDimension)
#define My_ID3D11Resource_SetEvictionPriority(pID3D11Resource, EvictionPriority)\
pID3D11Resource->SetEvictionPriority(EvictionPriority)
#define My_ID3D11Resource_GetEvictionPriority(pID3D11Resource)\
pID3D11Resource->GetEvictionPriority()
#define My_ID3D11Buffer_QueryInterface(pID3D11Buffer, riid, ppvObj)\
pID3D11Buffer->QueryInterface(riid, ppvObj)
#define My_ID3D11Buffer_AddRef(pID3D11Buffer)\
pID3D11Buffer->AddRef()
#define My_ID3D11Buffer_Release(pID3D11Buffer)\
pID3D11Buffer->Release()
#define My_ID3D11Buffer_GetDesc(pID3D11Buffer, pDesc)\
pID3D11Buffer->GetDesc(pDesc)
#define My_ID3D11Texture1D_QueryInterface(pID3D11Texture1D, riid, ppvObj)\
pID3D11Texture1D->QueryInterface(riid, ppvObj)
#define My_ID3D11Texture1D_AddRef(pID3D11Texture1D)\
pID3D11Texture1D->AddRef()
#define My_ID3D11Texture1D_Release(pID3D11Texture1D)\
pID3D11Texture1D->Release()
#define My_ID3D11Texture1D_GetDesc(pID3D11Texture1D, pDesc)\
pID3D11Texture1D->GetDesc(pDesc)
#define My_ID3D11Texture2D_QueryInterface(pID3D11Texture2D, riid, ppvObj)\
pID3D11Texture2D->QueryInterface(riid, ppvObj)
#define My_ID3D11Texture2D_AddRef(pID3D11Texture2D)\
pID3D11Texture2D->AddRef()
#define My_ID3D11Texture2D_Release(pID3D11Texture2D)\
pID3D11Texture2D->Release()
#define My_ID3D11Texture2D_GetDesc(pID3D11Texture2D, pDesc)\
pID3D11Texture2D->GetDesc(pDesc)
#define My_ID3D11Texture3D_QueryInterface(pID3D11Texture3D, riid, ppvObj)\
pID3D11Texture3D->QueryInterface(riid, ppvObj)
#define My_ID3D11Texture3D_AddRef(pID3D11Texture3D)\
pID3D11Texture3D->AddRef()
#define My_ID3D11Texture3D_Release(pID3D11Texture3D)\
pID3D11Texture3D->Release()
#define My_ID3D11Texture3D_GetDesc(pID3D11Texture3D, pDesc)\
pID3D11Texture3D->GetDesc(pDesc)
#define My_ID3D11View_QueryInterface(pID3D11View, riid, ppvObj)\
pID3D11View->QueryInterface(riid, ppvObj)
#define My_ID3D11View_AddRef(pID3D11View)\
pID3D11View->AddRef()
#define My_ID3D11View_Release(pID3D11View)\
pID3D11View->Release()
#define My_ID3D11View_GetResource(pID3D11View, ppResource)\
pID3D11View->GetResource(ppResource)
#define My_ID3D11ShaderResourceView_QueryInterface(pID3D11ShaderResourceView, riid, ppvObj)\
pID3D11ShaderResourceView->QueryInterface(riid, ppvObj)
#define My_ID3D11ShaderResourceView_AddRef(pID3D11ShaderResourceView)\
pID3D11ShaderResourceView->AddRef()
#define My_ID3D11ShaderResourceView_Release(pID3D11ShaderResourceView)\
pID3D11ShaderResourceView->Release()
#define My_ID3D11ShaderResourceView_GetDesc(pID3D11ShaderResourceView, pDesc)\
pID3D11ShaderResourceView->GetDesc(pDesc)
#define My_ID3D11RenderTargetView_QueryInterface(pID3D11RenderTargetView, riid, ppvObj)\
pID3D11RenderTargetView->QueryInterface(riid, ppvObj)
#define My_ID3D11RenderTargetView_AddRef(pID3D11RenderTargetView)\
pID3D11RenderTargetView->AddRef()
#define My_ID3D11RenderTargetView_Release(pID3D11RenderTargetView)\
pID3D11RenderTargetView->Release()
#define My_ID3D11RenderTargetView_GetDesc(pID3D11RenderTargetView, pDesc)\
pID3D11RenderTargetView->GetDesc(pDesc)
#define My_ID3D11DepthStencilView_QueryInterface(pID3D11DepthStencilView, riid, ppvObj)\
pID3D11DepthStencilView->QueryInterface(riid, ppvObj)
#define My_ID3D11DepthStencilView_AddRef(pID3D11DepthStencilView)\
pID3D11DepthStencilView->AddRef()
#define My_ID3D11DepthStencilView_Release(pID3D11DepthStencilView)\
pID3D11DepthStencilView->Release()
#define My_ID3D11DepthStencilView_GetDesc(pID3D11DepthStencilView, pDesc)\
pID3D11DepthStencilView->GetDesc(pDesc)
#define My_ID3D11UnorderedAccessView_QueryInterface(pID3D11UnorderedAccessView, riid, ppvObj)\
pID3D11UnorderedAccessView->QueryInterface(riid, ppvObj)
#define My_ID3D11UnorderedAccessView_AddRef(pID3D11UnorderedAccessView)\
pID3D11UnorderedAccessView->AddRef()
#define My_ID3D11UnorderedAccessView_Release(pID3D11UnorderedAccessView)\
pID3D11UnorderedAccessView->Release()
#define My_ID3D11UnorderedAccessView_GetDesc(pID3D11UnorderedAccessView, pDesc)\
pID3D11UnorderedAccessView->GetDesc(pDesc)
#define My_ID3D11VertexShader_QueryInterface(pID3D11VertexShader, riid, ppvObj)\
pID3D11VertexShader->QueryInterface(riid, ppvObj)
#define My_ID3D11VertexShader_AddRef(pID3D11VertexShader)\
pID3D11VertexShader->AddRef()
#define My_ID3D11VertexShader_Release(pID3D11VertexShader)\
pID3D11VertexShader->Release()
#define My_ID3D11HullShader_QueryInterface(pID3D11HullShader, riid, ppvObj)\
pID3D11HullShader->QueryInterface(riid, ppvObj)
#define My_ID3D11HullShader_AddRef(pID3D11HullShader)\
pID3D11HullShader->AddRef()
#define My_ID3D11HullShader_Release(pID3D11HullShader)\
pID3D11HullShader->Release()
#define My_ID3D11DomainShader_QueryInterface(pID3D11DomainShader, riid, ppvObj)\
pID3D11DomainShader->QueryInterface(riid, ppvObj)
#define My_ID3D11DomainShader_AddRef(pID3D11DomainShader)\
pID3D11DomainShader->AddRef()
#define My_ID3D11DomainShader_Release(pID3D11DomainShader)\
pID3D11DomainShader->Release()
#define My_ID3D11GeometryShader_QueryInterface(pID3D11GeometryShader, riid, ppvObj)\
pID3D11GeometryShader->QueryInterface(riid, ppvObj)
#define My_ID3D11GeometryShader_AddRef(pID3D11GeometryShader)\
pID3D11GeometryShader->AddRef()
#define My_ID3D11GeometryShader_Release(pID3D11GeometryShader)\
pID3D11GeometryShader->Release()
#define My_ID3D11PixelShader_QueryInterface(pID3D11PixelShader, riid, ppvObj)\
pID3D11PixelShader->QueryInterface(riid, ppvObj)
#define My_ID3D11PixelShader_AddRef(pID3D11PixelShader)\
pID3D11PixelShader->AddRef()
#define My_ID3D11PixelShader_Release(pID3D11PixelShader)\
pID3D11PixelShader->Release()
#define My_ID3D11ComputeShader_QueryInterface(pID3D11ComputeShader, riid, ppvObj)\
pID3D11ComputeShader->QueryInterface(riid, ppvObj)
#define My_ID3D11ComputeShader_AddRef(pID3D11ComputeShader)\
pID3D11ComputeShader->AddRef()
#define My_ID3D11ComputeShader_Release(pID3D11ComputeShader)\
pID3D11ComputeShader->Release()
#define My_ID3D11InputLayout_QueryInterface(pID3D11InputLayout, riid, ppvObj)\
pID3D11InputLayout->QueryInterface(riid, ppvObj)
#define My_ID3D11InputLayout_AddRef(pID3D11InputLayout)\
pID3D11InputLayout->AddRef()
#define My_ID3D11InputLayout_Release(pID3D11InputLayout)\
pID3D11InputLayout->Release()
#define My_ID3D11SamplerState_QueryInterface(pID3D11SamplerState, riid, ppvObj)\
pID3D11SamplerState->QueryInterface(riid, ppvObj)
#define My_ID3D11SamplerState_AddRef(pID3D11SamplerState)\
pID3D11SamplerState->AddRef()
#define My_ID3D11SamplerState_Release(pID3D11SamplerState)\
pID3D11SamplerState->Release()
#define My_ID3D11SamplerState_GetDesc(pID3D11SamplerState, pDesc)\
pID3D11SamplerState->GetDesc(pDesc)
#define My_ID3D11Asynchronous_QueryInterface(pID3D11Asynchronous, riid, ppvObj)\
pID3D11Asynchronous->QueryInterface(riid, ppvObj)
#define My_ID3D11Asynchronous_AddRef(pID3D11Asynchronous)\
pID3D11Asynchronous->AddRef()
#define My_ID3D11Asynchronous_Release(pID3D11Asynchronous)\
pID3D11Asynchronous->Release()
#define My_ID3D11Asynchronous_GetDataSize(pID3D11Asynchronous)\
pID3D11Asynchronous->GetDataSize()
#define My_ID3D11Query_QueryInterface(pID3D11Query, riid, ppvObj)\
pID3D11Query->QueryInterface(riid, ppvObj)
#define My_ID3D11Query_AddRef(pID3D11Query)\
pID3D11Query->AddRef()
#define My_ID3D11Query_Release(pID3D11Query)\
pID3D11Query->Release()
#define My_ID3D11Query_GetDesc(pID3D11Query, pDesc)\
pID3D11Query->GetDesc(pDesc)
#define My_ID3D11Predicate_QueryInterface(pID3D11Predicate, riid, ppvObj)\
pID3D11Predicate->QueryInterface(riid, ppvObj)
#define My_ID3D11Predicate_AddRef(pID3D11Predicate)\
pID3D11Predicate->AddRef()
#define My_ID3D11Predicate_Release(pID3D11Predicate)\
pID3D11Predicate->Release()
#define My_ID3D11Counter_QueryInterface(pID3D11Counter, riid, ppvObj)\
pID3D11Counter->QueryInterface(riid, ppvObj)
#define My_ID3D11Counter_AddRef(pID3D11Counter)\
pID3D11Counter->AddRef()
#define My_ID3D11Counter_Release(pID3D11Counter)\
pID3D11Counter->Release()
#define My_ID3D11Counter_GetDesc(pID3D11Counter, pDesc)\
pID3D11Counter->GetDesc(pDesc)
#define My_ID3D11ClassInstance_QueryInterface(pID3D11ClassInstance, riid, ppvObj)\
pID3D11ClassInstance->QueryInterface(riid, ppvObj)
#define My_ID3D11ClassInstance_AddRef(pID3D11ClassInstance)\
pID3D11ClassInstance->AddRef()
#define My_ID3D11ClassInstance_Release(pID3D11ClassInstance)\
pID3D11ClassInstance->Release()
#define My_ID3D11ClassInstance_GetClassLinkage(pID3D11ClassInstance, ppLinkage)\
pID3D11ClassInstance->GetClassLinkage(ppLinkage)
#define My_ID3D11ClassInstance_GetDesc(pID3D11ClassInstance, pDesc)\
pID3D11ClassInstance->GetDesc(pDesc)
#define My_ID3D11ClassInstance_GetInstanceName(pID3D11ClassInstance, pInstanceName, pBufferLength)\
pID3D11ClassInstance->GetInstanceName(pInstanceName, pBufferLength)
#define My_ID3D11ClassInstance_GetTypeName(pID3D11ClassInstance, pTypeName, pBufferLength)\
pID3D11ClassInstance->GetTypeName(pTypeName, pBufferLength)
#define My_ID3D11ClassLinkage_QueryInterface(pID3D11ClassLinkage, riid, ppvObj)\
pID3D11ClassLinkage->QueryInterface(riid, ppvObj)
#define My_ID3D11ClassLinkage_AddRef(pID3D11ClassLinkage)\
pID3D11ClassLinkage->AddRef()
#define My_ID3D11ClassLinkage_Release(pID3D11ClassLinkage)\
pID3D11ClassLinkage->Release()
#define My_ID3D11ClassLinkage_GetClassInstance(pID3D11ClassLinkage, pClassInstanceName, InstanceIndex, ppInstance)\
pID3D11ClassLinkage->GetClassInstance(pClassInstanceName, InstanceIndex, ppInstance)
#define My_ID3D11ClassLinkage_CreateClassInstance(pID3D11ClassLinkage, pClassTypeName, ConstantBufferOffset, ConstantVectorOffset, TextureOffset, SamplerOffset, ppInstance)\
pID3D11ClassLinkage->CreateClassInstance(pClassTypeName, ConstantBufferOffset, ConstantVectorOffset, TextureOffset, SamplerOffset, ppInstance)
#define My_ID3D11CommandList_QueryInterface(pID3D11CommandList, riid, ppvObj)\
pID3D11CommandList->QueryInterface(riid, ppvObj)
#define My_ID3D11CommandList_AddRef(pID3D11CommandList)\
pID3D11CommandList->AddRef()
#define My_ID3D11CommandList_Release(pID3D11CommandList)\
pID3D11CommandList->Release()
#define My_ID3D11CommandList_GetContextFlags(pID3D11CommandList)\
pID3D11CommandList->GetContextFlags()
#define My_ID3D11DeviceContext_QueryInterface(pID3D11DeviceContext, riid, ppvObj)\
pID3D11DeviceContext->QueryInterface(riid, ppvObj)
#define My_ID3D11DeviceContext_AddRef(pID3D11DeviceContext)\
pID3D11DeviceContext->AddRef()
#define My_ID3D11DeviceContext_Release(pID3D11DeviceContext)\
pID3D11DeviceContext->Release()
#define My_ID3D11DeviceContext_VSSetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->VSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_PSSetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->PSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_PSSetShader(pID3D11DeviceContext, pPixelShader, ppClassInstances, NumClassInstances)\
pID3D11DeviceContext->PSSetShader(pPixelShader, ppClassInstances, NumClassInstances)
#define My_ID3D11DeviceContext_PSSetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->PSSetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_VSSetShader(pID3D11DeviceContext, pVertexShader, ppClassInstances, NumClassInstances)\
pID3D11DeviceContext->VSSetShader(pVertexShader, ppClassInstances, NumClassInstances)
#define My_ID3D11DeviceContext_DrawIndexed(pID3D11DeviceContext, IndexCount, StartIndexLocation, BaseVertexLocation)\
pID3D11DeviceContext->DrawIndexed(IndexCount, StartIndexLocation, BaseVertexLocation)
#define My_ID3D11DeviceContext_Draw(pID3D11DeviceContext, VertexCount, StartVertexLocation)\
pID3D11DeviceContext->Draw(VertexCount, StartVertexLocation)
#define My_ID3D11DeviceContext_Map(pID3D11DeviceContext, pResource, Subresource, MapType, MapFlags, pMappedResource)\
pID3D11DeviceContext->Map(pResource, Subresource, MapType, MapFlags, pMappedResource)
#define My_ID3D11DeviceContext_Unmap(pID3D11DeviceContext, pResource, Subresource)\
pID3D11DeviceContext->Unmap(pResource, Subresource)
#define My_ID3D11DeviceContext_PSSetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->PSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_IASetInputLayout(pID3D11DeviceContext, pInputLayout)\
pID3D11DeviceContext->IASetInputLayout(pInputLayout)
#define My_ID3D11DeviceContext_IASetVertexBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets)\
pID3D11DeviceContext->IASetVertexBuffers(StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets)
#define My_ID3D11DeviceContext_IASetIndexBuffer(pID3D11DeviceContext, pIndexBuffer, Format, Offset)\
pID3D11DeviceContext->IASetIndexBuffer(pIndexBuffer, Format, Offset)
#define My_ID3D11DeviceContext_DrawIndexedInstanced(pID3D11DeviceContext, IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation)\
pID3D11DeviceContext->DrawIndexedInstanced(IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation)
#define My_ID3D11DeviceContext_DrawInstanced(pID3D11DeviceContext, VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation)\
pID3D11DeviceContext->DrawInstanced(VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation)
#define My_ID3D11DeviceContext_GSSetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->GSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_GSSetShader(pID3D11DeviceContext, pShader, ppClassInstances, NumClassInstances)\
pID3D11DeviceContext->GSSetShader(pShader, ppClassInstances, NumClassInstances)
#define My_ID3D11DeviceContext_IASetPrimitiveTopology(pID3D11DeviceContext, Topology)\
pID3D11DeviceContext->IASetPrimitiveTopology(Topology)
#define My_ID3D11DeviceContext_VSSetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->VSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_VSSetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->VSSetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_Begin(pID3D11DeviceContext, pAsync)\
pID3D11DeviceContext->Begin(pAsync)
#define My_ID3D11DeviceContext_End(pID3D11DeviceContext, pAsync)\
pID3D11DeviceContext->End(pAsync)
#define My_ID3D11DeviceContext_GetData(pID3D11DeviceContext, pAsync, pData, DataSize, GetDataFlags)\
pID3D11DeviceContext->GetData(pAsync, pData, DataSize, GetDataFlags)
#define My_ID3D11DeviceContext_SetPredication(pID3D11DeviceContext, pPredicate, PredicateValue)\
pID3D11DeviceContext->SetPredication(pPredicate, PredicateValue)
#define My_ID3D11DeviceContext_GSSetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->GSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_GSSetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->GSSetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_OMSetRenderTargets(pID3D11DeviceContext, NumViews, ppRenderTargetViews, pDepthStencilView)\
pID3D11DeviceContext->OMSetRenderTargets(NumViews, ppRenderTargetViews, pDepthStencilView)
#define My_ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(pID3D11DeviceContext, NumRTVs, ppRenderTargetViews, pDepthStencilView, UAVStartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts)\
pID3D11DeviceContext->OMSetRenderTargetsAndUnorderedAccessViews(NumRTVs, ppRenderTargetViews, pDepthStencilView, UAVStartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts)
#define My_ID3D11DeviceContext_OMSetBlendState(pID3D11DeviceContext, pBlendState, BlendFactor, SampleMask)\
pID3D11DeviceContext->OMSetBlendState(pBlendState, BlendFactor, SampleMask)
#define My_ID3D11DeviceContext_OMSetDepthStencilState(pID3D11DeviceContext, pDepthStencilState, StencilRef)\
pID3D11DeviceContext->OMSetDepthStencilState(pDepthStencilState, StencilRef)
#define My_ID3D11DeviceContext_SOSetTargets(pID3D11DeviceContext, NumBuffers, ppSOTargets, pOffsets)\
pID3D11DeviceContext->SOSetTargets(NumBuffers, ppSOTargets, pOffsets)
#define My_ID3D11DeviceContext_DrawAuto(pID3D11DeviceContext)\
pID3D11DeviceContext->DrawAuto()
#define My_ID3D11DeviceContext_DrawIndexedInstancedIndirect(pID3D11DeviceContext, pBufferForArgs, AlignedByteOffsetForArgs)\
pID3D11DeviceContext->DrawIndexedInstancedIndirect(pBufferForArgs, AlignedByteOffsetForArgs)
#define My_ID3D11DeviceContext_DrawInstancedIndirect(pID3D11DeviceContext, pBufferForArgs, AlignedByteOffsetForArgs)\
pID3D11DeviceContext->DrawInstancedIndirect(pBufferForArgs, AlignedByteOffsetForArgs)
#define My_ID3D11DeviceContext_Dispatch(pID3D11DeviceContext, ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ)\
pID3D11DeviceContext->Dispatch(ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ)
#define My_ID3D11DeviceContext_DispatchIndirect(pID3D11DeviceContext, pBufferForArgs, AlignedByteOffsetForArgs)\
pID3D11DeviceContext->DispatchIndirect(pBufferForArgs, AlignedByteOffsetForArgs)
#define My_ID3D11DeviceContext_RSSetState(pID3D11DeviceContext, pRasterizerState)\
pID3D11DeviceContext->RSSetState(pRasterizerState)
#define My_ID3D11DeviceContext_RSSetViewports(pID3D11DeviceContext, NumViewports, pViewports)\
pID3D11DeviceContext->RSSetViewports(NumViewports, pViewports)
#define My_ID3D11DeviceContext_RSSetScissorRects(pID3D11DeviceContext, NumRects, pRects)\
pID3D11DeviceContext->RSSetScissorRects(NumRects, pRects)
#define My_ID3D11DeviceContext_CopySubresourceRegion(pID3D11DeviceContext, pDstResource, DstSubresource, DstX, DstY, DstZ, pSrcResource, SrcSubresource, pSrcBox)\
pID3D11DeviceContext->CopySubresourceRegion(pDstResource, DstSubresource, DstX, DstY, DstZ, pSrcResource, SrcSubresource, pSrcBox)
#define My_ID3D11DeviceContext_CopyResource(pID3D11DeviceContext, pDstResource, pSrcResource)\
pID3D11DeviceContext->CopyResource(pDstResource, pSrcResource)
#define My_ID3D11DeviceContext_UpdateSubresource(pID3D11DeviceContext, pDstResource, DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch)\
pID3D11DeviceContext->UpdateSubresource(pDstResource, DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch)
#define My_ID3D11DeviceContext_CopyStructureCount(pID3D11DeviceContext, pDstBuffer, DstAlignedByteOffset, pSrcView)\
pID3D11DeviceContext->CopyStructureCount(pDstBuffer, DstAlignedByteOffset, pSrcView)
#define My_ID3D11DeviceContext_ClearRenderTargetView(pID3D11DeviceContext, pRenderTargetView, ColorRGBA)\
pID3D11DeviceContext->ClearRenderTargetView(pRenderTargetView, ColorRGBA)
#define My_ID3D11DeviceContext_ClearUnorderedAccessViewUint(pID3D11DeviceContext, pUnorderedAccessView, Values)\
pID3D11DeviceContext->ClearUnorderedAccessViewUint(pUnorderedAccessView, Values)
#define My_ID3D11DeviceContext_ClearUnorderedAccessViewFloat(pID3D11DeviceContext, pUnorderedAccessView, Values)\
pID3D11DeviceContext->ClearUnorderedAccessViewFloat(pUnorderedAccessView, Values)
#define My_ID3D11DeviceContext_ClearDepthStencilView(pID3D11DeviceContext, pDepthStencilView, ClearFlags, Depth, Stencil)\
pID3D11DeviceContext->ClearDepthStencilView(pDepthStencilView, ClearFlags, Depth, Stencil)
#define My_ID3D11DeviceContext_GenerateMips(pID3D11DeviceContext, pShaderResourceView)\
pID3D11DeviceContext->GenerateMips(pShaderResourceView)
#define My_ID3D11DeviceContext_SetResourceMinLOD(pID3D11DeviceContext, pResource, MinLOD)\
pID3D11DeviceContext->SetResourceMinLOD(pResource, MinLOD)
#define My_ID3D11DeviceContext_GetResourceMinLOD(pID3D11DeviceContext, pResource)\
pID3D11DeviceContext->GetResourceMinLOD(pResource)
#define My_ID3D11DeviceContext_ResolveSubresource(pID3D11DeviceContext, pDstResource, DstSubresource, pSrcResource, SrcSubresource, Format)\
pID3D11DeviceContext->ResolveSubresource(pDstResource, DstSubresource, pSrcResource, SrcSubresource, Format)
#define My_ID3D11DeviceContext_ExecuteCommandList(pID3D11DeviceContext, pCommandList, RestoreContextState)\
pID3D11DeviceContext->ExecuteCommandList(pCommandList, RestoreContextState)
#define My_ID3D11DeviceContext_HSSetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->HSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_HSSetShader(pID3D11DeviceContext, pHullShader, ppClassInstances, NumClassInstances)\
pID3D11DeviceContext->HSSetShader(pHullShader, ppClassInstances, NumClassInstances)
#define My_ID3D11DeviceContext_HSSetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->HSSetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_HSSetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->HSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_DSSetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->DSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_DSSetShader(pID3D11DeviceContext, pDomainShader, ppClassInstances, NumClassInstances)\
pID3D11DeviceContext->DSSetShader(pDomainShader, ppClassInstances, NumClassInstances)
#define My_ID3D11DeviceContext_DSSetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->DSSetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_DSSetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->DSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_CSSetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->CSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_CSSetUnorderedAccessViews(pID3D11DeviceContext, StartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts)\
pID3D11DeviceContext->CSSetUnorderedAccessViews(StartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts)
#define My_ID3D11DeviceContext_CSSetShader(pID3D11DeviceContext, pComputeShader, ppClassInstances, NumClassInstances)\
pID3D11DeviceContext->CSSetShader(pComputeShader, ppClassInstances, NumClassInstances)
#define My_ID3D11DeviceContext_CSSetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->CSSetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_CSSetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->CSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_VSGetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->VSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_PSGetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->PSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_PSGetShader(pID3D11DeviceContext, ppPixelShader, ppClassInstances, pNumClassInstances)\
pID3D11DeviceContext->PSGetShader(ppPixelShader, ppClassInstances, pNumClassInstances)
#define My_ID3D11DeviceContext_PSGetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->PSGetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_VSGetShader(pID3D11DeviceContext, ppVertexShader, ppClassInstances, pNumClassInstances)\
pID3D11DeviceContext->VSGetShader(ppVertexShader, ppClassInstances, pNumClassInstances)
#define My_ID3D11DeviceContext_PSGetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->PSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_IAGetInputLayout(pID3D11DeviceContext, ppInputLayout)\
pID3D11DeviceContext->IAGetInputLayout(ppInputLayout)
#define My_ID3D11DeviceContext_IAGetVertexBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets)\
pID3D11DeviceContext->IAGetVertexBuffers(StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets)
#define My_ID3D11DeviceContext_IAGetIndexBuffer(pID3D11DeviceContext, pIndexBuffer, Format, Offset)\
pID3D11DeviceContext->IAGetIndexBuffer(pIndexBuffer, Format, Offset)
#define My_ID3D11DeviceContext_GSGetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->GSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_GSGetShader(pID3D11DeviceContext, ppGeometryShader, ppClassInstances, pNumClassInstances)\
pID3D11DeviceContext->GSGetShader(ppGeometryShader, ppClassInstances, pNumClassInstances)
#define My_ID3D11DeviceContext_IAGetPrimitiveTopology(pID3D11DeviceContext, pTopology)\
pID3D11DeviceContext->IAGetPrimitiveTopology(pTopology)
#define My_ID3D11DeviceContext_VSGetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->VSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_VSGetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->VSGetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_GetPredication(pID3D11DeviceContext, ppPredicate, pPredicateValue)\
pID3D11DeviceContext->GetPredication(ppPredicate, pPredicateValue)
#define My_ID3D11DeviceContext_GSGetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->GSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_GSGetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->GSGetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_OMGetRenderTargets(pID3D11DeviceContext, NumViews, ppRenderTargetViews, ppDepthStencilView)\
pID3D11DeviceContext->OMGetRenderTargets(NumViews, ppRenderTargetViews, ppDepthStencilView)
#define My_ID3D11DeviceContext_OMGetRenderTargetsAndUnorderedAccessViews(pID3D11DeviceContext, NumRTVs, ppRenderTargetViews, ppDepthStencilView, UAVStartSlot, NumUAVs, ppUnorderedAccessViews)\
pID3D11DeviceContext->OMGetRenderTargetsAndUnorderedAccessViews(NumRTVs, ppRenderTargetViews, ppDepthStencilView, UAVStartSlot, NumUAVs, ppUnorderedAccessViews)
#define My_ID3D11DeviceContext_OMGetBlendState(pID3D11DeviceContext, ppBlendState, BlendFactor, pSampleMask)\
pID3D11DeviceContext->OMGetBlendState(ppBlendState, BlendFactor, pSampleMask)
#define My_ID3D11DeviceContext_OMGetDepthStencilState(pID3D11DeviceContext, ppDepthStencilState, pStencilRef)\
pID3D11DeviceContext->OMGetDepthStencilState(ppDepthStencilState, pStencilRef)
#define My_ID3D11DeviceContext_SOGetTargets(pID3D11DeviceContext, NumBuffers, ppSOTargets)\
pID3D11DeviceContext->SOGetTargets(NumBuffers, ppSOTargets)
#define My_ID3D11DeviceContext_RSGetState(pID3D11DeviceContext, ppRasterizerState)\
pID3D11DeviceContext->RSGetState(ppRasterizerState)
#define My_ID3D11DeviceContext_RSGetViewports(pID3D11DeviceContext, pNumViewports, pViewports)\
pID3D11DeviceContext->RSGetViewports(pNumViewports, pViewports)
#define My_ID3D11DeviceContext_RSGetScissorRects(pID3D11DeviceContext, pNumRects, pRects)\
pID3D11DeviceContext->RSGetScissorRects(pNumRects, pRects)
#define My_ID3D11DeviceContext_HSGetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->HSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_HSGetShader(pID3D11DeviceContext, ppHullShader, ppClassInstances, pNumClassInstances)\
pID3D11DeviceContext->HSGetShader(ppHullShader, ppClassInstances, pNumClassInstances)
#define My_ID3D11DeviceContext_HSGetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->HSGetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_HSGetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->HSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_DSGetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->DSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_DSGetShader(pID3D11DeviceContext, ppDomainShader, ppClassInstances, pNumClassInstances)\
pID3D11DeviceContext->DSGetShader(ppDomainShader, ppClassInstances, pNumClassInstances)
#define My_ID3D11DeviceContext_DSGetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->DSGetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_DSGetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->DSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_CSGetShaderResources(pID3D11DeviceContext, StartSlot, NumViews, ppShaderResourceViews)\
pID3D11DeviceContext->CSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews)
#define My_ID3D11DeviceContext_CSGetUnorderedAccessViews(pID3D11DeviceContext, StartSlot, NumUAVs, ppUnorderedAccessViews)\
pID3D11DeviceContext->CSGetUnorderedAccessViews(StartSlot, NumUAVs, ppUnorderedAccessViews)
#define My_ID3D11DeviceContext_CSGetShader(pID3D11DeviceContext, ppComputeShader, ppClassInstances, pNumClassInstances)\
pID3D11DeviceContext->CSGetShader(ppComputeShader, ppClassInstances, pNumClassInstances)
#define My_ID3D11DeviceContext_CSGetSamplers(pID3D11DeviceContext, StartSlot, NumSamplers, ppSamplers)\
pID3D11DeviceContext->CSGetSamplers(StartSlot, NumSamplers, ppSamplers)
#define My_ID3D11DeviceContext_CSGetConstantBuffers(pID3D11DeviceContext, StartSlot, NumBuffers, ppConstantBuffers)\
pID3D11DeviceContext->CSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers)
#define My_ID3D11DeviceContext_ClearState(pID3D11DeviceContext)\
pID3D11DeviceContext->ClearState()
#define My_ID3D11DeviceContext_Flush(pID3D11DeviceContext)\
pID3D11DeviceContext->Flush()
#define My_ID3D11DeviceContext_GetType(pID3D11DeviceContext)\
pID3D11DeviceContext->GetType()
#define My_ID3D11DeviceContext_GetContextFlags(pID3D11DeviceContext)\
pID3D11DeviceContext->GetContextFlags()
#define My_ID3D11DeviceContext_FinishCommandList(pID3D11DeviceContext, RestoreDeferredContextState, ppCommandList)\
pID3D11DeviceContext->FinishCommandList(RestoreDeferredContextState, ppCommandList)
#define My_ID3D11Device_QueryInterface(pID3D11Device, riid, ppvObj)\
pID3D11Device->QueryInterface(riid, ppvObj)
#define My_ID3D11Device_AddRef(pID3D11Device)\
pID3D11Device->AddRef()
#define My_ID3D11Device_Release(pID3D11Device)\
pID3D11Device->Release()
#define My_ID3D11Device_CreateBuffer(pID3D11Device, pDesc, pInitialData, ppBuffer)\
pID3D11Device->CreateBuffer(pDesc, pInitialData, ppBuffer)
#define My_ID3D11Device_CreateTexture1D(pID3D11Device, pDesc, pInitialData, ppTexture1D)\
pID3D11Device->CreateTexture1D(pDesc, pInitialData, ppTexture1D)
#define My_ID3D11Device_CreateTexture2D(pID3D11Device, pDesc, pInitialData, ppTexture2D)\
pID3D11Device->CreateTexture2D(pDesc, pInitialData, ppTexture2D)
#define My_ID3D11Device_CreateTexture3D(pID3D11Device, pDesc, pInitialData, ppTexture3D)\
pID3D11Device->CreateTexture3D(pDesc, pInitialData, ppTexture3D)
#define My_ID3D11Device_CreateShaderResourceView(pID3D11Device, pResource, pDesc, ppSRView)\
pID3D11Device->CreateShaderResourceView(pResource, pDesc, ppSRView)
#define My_ID3D11Device_CreateUnorderedAccessView(pID3D11Device, pResource, pDesc, ppUAView)\
pID3D11Device->CreateUnorderedAccessView(pResource, pDesc, ppUAView)
#define My_ID3D11Device_CreateRenderTargetView(pID3D11Device, pResource, pDesc, ppRTView)\
pID3D11Device->CreateRenderTargetView(pResource, pDesc, ppRTView)
#define My_ID3D11Device_CreateDepthStencilView(pID3D11Device, pResource, pDesc, ppDepthStencilView)\
pID3D11Device->CreateDepthStencilView(pResource, pDesc, ppDepthStencilView)
#define My_ID3D11Device_CreateInputLayout(pID3D11Device, pInputElementDescs, NumElements, pShaderBytecodeWithInputSignature, BytecodeLength, ppInputLayout)\
pID3D11Device->CreateInputLayout(pInputElementDescs, NumElements, pShaderBytecodeWithInputSignature, BytecodeLength, ppInputLayout)
#define My_ID3D11Device_CreateVertexShader(pID3D11Device, pShaderBytecode, BytecodeLength, pClassLinkage, ppVertexShader)\
pID3D11Device->CreateVertexShader(pShaderBytecode, BytecodeLength, pClassLinkage, ppVertexShader)
#define My_ID3D11Device_CreateGeometryShader(pID3D11Device, pShaderBytecode, BytecodeLength, pClassLinkage, ppGeometryShader)\
pID3D11Device->CreateGeometryShader(pShaderBytecode, BytecodeLength, pClassLinkage, ppGeometryShader)
#define My_ID3D11Device_CreateGeometryShaderWithStreamOutput(pID3D11Device, pShaderBytecode, BytecodeLength, pSODeclaration, NumEntries, pBufferStrides, NumStrides, RasterizedStream, pClassLinkage, ppGeometryShader)\
pID3D11Device->CreateGeometryShaderWithStreamOutput(pShaderBytecode, BytecodeLength, pSODeclaration, NumEntries, pBufferStrides, NumStrides, RasterizedStream, pClassLinkage, ppGeometryShader)
#define My_ID3D11Device_CreatePixelShader(pID3D11Device, pShaderBytecode, BytecodeLength, pClassLinkage, ppPixelShader)\
pID3D11Device->CreatePixelShader(pShaderBytecode, BytecodeLength, pClassLinkage, ppPixelShader)
#define My_ID3D11Device_CreateHullShader(pID3D11Device, pShaderBytecode, BytecodeLength, pClassLinkage, ppHullShader)\
pID3D11Device->CreateHullShader(pShaderBytecode, BytecodeLength, pClassLinkage, ppHullShader)
#define My_ID3D11Device_CreateDomainShader(pID3D11Device, pShaderBytecode, BytecodeLength, pClassLinkage, ppDomainShader)\
pID3D11Device->CreateDomainShader(pShaderBytecode, BytecodeLength, pClassLinkage, ppDomainShader)
#define My_ID3D11Device_CreateComputeShader(pID3D11Device, pShaderBytecode, BytecodeLength, pClassLinkage, ppComputeShader)\
pID3D11Device->CreateComputeShader(pShaderBytecode, BytecodeLength, pClassLinkage, ppComputeShader)
#define My_ID3D11Device_CreateClassLinkage(pID3D11Device, ppLinkage)\
pID3D11Device->CreateClassLinkage(ppLinkage)
#define My_ID3D11Device_CreateBlendState(pID3D11Device, pBlendStateDesc, ppBlendState)\
pID3D11Device->CreateBlendState(pBlendStateDesc, ppBlendState)
#define My_ID3D11Device_CreateDepthStencilState(pID3D11Device, pDepthStencilDesc, ppDepthStencilState)\
pID3D11Device->CreateDepthStencilState(pDepthStencilDesc, ppDepthStencilState)
#define My_ID3D11Device_CreateRasterizerState(pID3D11Device, pRasterizerDesc, ppRasterizerState)\
pID3D11Device->CreateRasterizerState(pRasterizerDesc, ppRasterizerState)
#define My_ID3D11Device_CreateSamplerState(pID3D11Device, pSamplerDesc, ppSamplerState)\
pID3D11Device->CreateSamplerState(pSamplerDesc, ppSamplerState)
#define My_ID3D11Device_CreateQuery(pID3D11Device, pQueryDesc, ppQuery)\
pID3D11Device->CreateQuery(pQueryDesc, ppQuery)
#define My_ID3D11Device_CreatePredicate(pID3D11Device, pPredicateDesc, ppPredicate)\
pID3D11Device->CreatePredicate(pPredicateDesc, ppPredicate)
#define My_ID3D11Device_CreateCounter(pID3D11Device, pCounterDesc, ppCounter)\
pID3D11Device->CreateCounter(pCounterDesc, ppCounter)
#define My_ID3D11Device_CreateDeferredContext(pID3D11Device, ContextFlags, ppDeferredContext)\
pID3D11Device->CreateDeferredContext(ContextFlags, ppDeferredContext)
#define My_ID3D11Device_OpenSharedResource(pID3D11Device, hResource, ReturnedInterface, ppResource)\
pID3D11Device->OpenSharedResource(hResource, ReturnedInterface, ppResource)
#define My_ID3D11Device_CheckFormatSupport(pID3D11Device, Format, pFormatSupport)\
pID3D11Device->CheckFormatSupport(Format, pFormatSupport)
#define My_ID3D11Device_CheckMultisampleQualityLevels(pID3D11Device, Format, SampleCount, pNumQualityLevels)\
pID3D11Device->CheckMultisampleQualityLevels(Format, SampleCount, pNumQualityLevels)
#define My_ID3D11Device_CheckCounterInfo(pID3D11Device, pCounterInfo)\
pID3D11Device->CheckCounterInfo(pCounterInfo)
#define My_ID3D11Device_CheckCounter(pID3D11Device, pDesc, pType, pActiveCounters, szName, pNameLength, szUnits, pUnitsLength, szDescription, pDescriptionLength)\
pID3D11Device->CheckCounter(pDesc, pType, pActiveCounters, szName, pNameLength, szUnits, pUnitsLength, szDescription, pDescriptionLength)
#define My_ID3D11Device_CheckFeatureSupport(pID3D11Device, Feature, pFeatureSupportData, FeatureSupportDataSize)\
pID3D11Device->CheckFeatureSupport(Feature, pFeatureSupportData, FeatureSupportDataSize)
#define My_ID3D11Device_GetPrivateData(pID3D11Device, guid, pDataSize, pData)\
pID3D11Device->GetPrivateData(guid, pDataSize, pData)
#define My_ID3D11Device_SetPrivateData(pID3D11Device, guid, DataSize, pData)\
pID3D11Device->SetPrivateData(guid, DataSize, pData)
#define My_ID3D11Device_SetPrivateDataInterface(pID3D11Device, guid, pData)\
pID3D11Device->SetPrivateDataInterface(guid, pData)
#define My_ID3D11Device_GetFeatureLevel(pID3D11Device)\
pID3D11Device->GetFeatureLevel()
#define My_ID3D11Device_GetCreationFlags(pID3D11Device)\
pID3D11Device->GetCreationFlags()
#define My_ID3D11Device_GetDeviceRemovedReason(pID3D11Device)\
pID3D11Device->GetDeviceRemovedReason()
#define My_ID3D11Device_GetImmediateContext(pID3D11Device, ppImmediateContext)\
pID3D11Device->GetImmediateContext(ppImmediateContext)
#define My_ID3D11Device_SetExceptionMode(pID3D11Device, RaiseFlags)\
pID3D11Device->SetExceptionMode(RaiseFlags)
#define My_ID3D11Device_GetExceptionMode(pID3D11Device)\
pID3D11Device->GetExceptionMode()
#define My_ID3D11VideoDecoder_QueryInterface(pID3D11VideoDecoder, riid, ppvObj)\
pID3D11VideoDecoder->QueryInterface(riid, ppvObj)
#define My_ID3D11VideoDecoder_AddRef(pID3D11VideoDecoder)\
pID3D11VideoDecoder->AddRef()
#define My_ID3D11VideoDecoder_Release(pID3D11VideoDecoder)\
pID3D11VideoDecoder->Release()
#define My_ID3D11VideoDecoder_GetCreationParameters(pID3D11VideoDecoder, pVideoDesc, pConfig)\
pID3D11VideoDecoder->GetCreationParameters(pVideoDesc, pConfig)
#define My_ID3D11VideoDecoder_GetDriverHandle(pID3D11VideoDecoder, pDriverHandle)\
pID3D11VideoDecoder->GetDriverHandle(pDriverHandle)
#define My_ID3D11VideoProcessorEnumerator_QueryInterface(pID3D11VideoProcessorEnumerator, riid, ppvObj)\
pID3D11VideoProcessorEnumerator->QueryInterface(riid, ppvObj)
#define My_ID3D11VideoProcessorEnumerator_AddRef(pID3D11VideoProcessorEnumerator)\
pID3D11VideoProcessorEnumerator->AddRef()
#define My_ID3D11VideoProcessorEnumerator_Release(pID3D11VideoProcessorEnumerator)\
pID3D11VideoProcessorEnumerator->Release()
#define My_ID3D11VideoProcessorEnumerator_GetVideoProcessorContentDesc(pID3D11VideoProcessorEnumerator, pContentDesc)\
pID3D11VideoProcessorEnumerator->GetVideoProcessorContentDesc(pContentDesc)
#define My_ID3D11VideoProcessorEnumerator_CheckVideoProcessorFormat(pID3D11VideoProcessorEnumerator, Format, pFlags)\
pID3D11VideoProcessorEnumerator->CheckVideoProcessorFormat(Format, pFlags)
#define My_ID3D11VideoProcessorEnumerator_GetVideoProcessorCaps(pID3D11VideoProcessorEnumerator, pCaps)\
pID3D11VideoProcessorEnumerator->GetVideoProcessorCaps(pCaps)
#define My_ID3D11VideoProcessorEnumerator_GetVideoProcessorRateConversionCaps(pID3D11VideoProcessorEnumerator, TypeIndex, pCaps)\
pID3D11VideoProcessorEnumerator->GetVideoProcessorRateConversionCaps(TypeIndex, pCaps)
#define My_ID3D11VideoProcessorEnumerator_GetVideoProcessorCustomRate(pID3D11VideoProcessorEnumerator, TypeIndex, CustomRateIndex, pRate)\
pID3D11VideoProcessorEnumerator->GetVideoProcessorCustomRate(TypeIndex, CustomRateIndex, pRate)
#define My_ID3D11VideoProcessorEnumerator_GetVideoProcessorFilterRange(pID3D11VideoProcessorEnumerator, Filter, pRange)\
pID3D11VideoProcessorEnumerator->GetVideoProcessorFilterRange(Filter, pRange)
#define My_ID3D11VideoProcessor_QueryInterface(pID3D11VideoProcessor, riid, ppvObj)\
pID3D11VideoProcessor->QueryInterface(riid, ppvObj)
#define My_ID3D11VideoProcessor_AddRef(pID3D11VideoProcessor)\
pID3D11VideoProcessor->AddRef()
#define My_ID3D11VideoProcessor_Release(pID3D11VideoProcessor)\
pID3D11VideoProcessor->Release()
#define My_ID3D11VideoProcessor_GetContentDesc(pID3D11VideoProcessor, pDesc)\
pID3D11VideoProcessor->GetContentDesc(pDesc)
#define My_ID3D11VideoProcessor_GetRateConversionCaps(pID3D11VideoProcessor, pCaps)\
pID3D11VideoProcessor->GetRateConversionCaps(pCaps)
#define My_ID3D11AuthenticatedChannel_QueryInterface(pID3D11AuthenticatedChannel, riid, ppvObj)\
pID3D11AuthenticatedChannel->QueryInterface(riid, ppvObj)
#define My_ID3D11AuthenticatedChannel_AddRef(pID3D11AuthenticatedChannel)\
pID3D11AuthenticatedChannel->AddRef()
#define My_ID3D11AuthenticatedChannel_Release(pID3D11AuthenticatedChannel)\
pID3D11AuthenticatedChannel->Release()
#define My_ID3D11AuthenticatedChannel_GetCertificateSize(pID3D11AuthenticatedChannel, pCertificateSize)\
pID3D11AuthenticatedChannel->GetCertificateSize(pCertificateSize)
#define My_ID3D11AuthenticatedChannel_GetCertificate(pID3D11AuthenticatedChannel, CertificateSize, pCertificate)\
pID3D11AuthenticatedChannel->GetCertificate(CertificateSize, pCertificate)
#define My_ID3D11AuthenticatedChannel_GetChannelHandle(pID3D11AuthenticatedChannel, pChannelHandle)\
pID3D11AuthenticatedChannel->GetChannelHandle(pChannelHandle)
#define My_ID3D11CryptoSession_QueryInterface(pID3D11CryptoSession, riid, ppvObj)\
pID3D11CryptoSession->QueryInterface(riid, ppvObj)
#define My_ID3D11CryptoSession_AddRef(pID3D11CryptoSession)\
pID3D11CryptoSession->AddRef()
#define My_ID3D11CryptoSession_Release(pID3D11CryptoSession)\
pID3D11CryptoSession->Release()
#define My_ID3D11CryptoSession_GetCryptoType(pID3D11CryptoSession, pCryptoType)\
pID3D11CryptoSession->GetCryptoType(pCryptoType)
#define My_ID3D11CryptoSession_GetDecoderProfile(pID3D11CryptoSession, pDecoderProfile)\
pID3D11CryptoSession->GetDecoderProfile(pDecoderProfile)
#define My_ID3D11CryptoSession_GetCertificateSize(pID3D11CryptoSession, pCertificateSize)\
pID3D11CryptoSession->GetCertificateSize(pCertificateSize)
#define My_ID3D11CryptoSession_GetCertificate(pID3D11CryptoSession, CertificateSize, pCertificate)\
pID3D11CryptoSession->GetCertificate(CertificateSize, pCertificate)
#define My_ID3D11CryptoSession_GetCryptoSessionHandle(pID3D11CryptoSession, pCryptoSessionHandle)\
pID3D11CryptoSession->GetCryptoSessionHandle(pCryptoSessionHandle)
#define My_ID3D11VideoDecoderOutputView_QueryInterface(pID3D11VideoDecoderOutputView, riid, ppvObj)\
pID3D11VideoDecoderOutputView->QueryInterface(riid, ppvObj)
#define My_ID3D11VideoDecoderOutputView_AddRef(pID3D11VideoDecoderOutputView)\
pID3D11VideoDecoderOutputView->AddRef()
#define My_ID3D11VideoDecoderOutputView_Release(pID3D11VideoDecoderOutputView)\
pID3D11VideoDecoderOutputView->Release()
#define My_ID3D11VideoDecoderOutputView_GetDesc(pID3D11VideoDecoderOutputView, pDesc)\
pID3D11VideoDecoderOutputView->GetDesc(pDesc)
#define My_ID3D11VideoProcessorInputView_QueryInterface(pID3D11VideoProcessorInputView, riid, ppvObj)\
pID3D11VideoProcessorInputView->QueryInterface(riid, ppvObj)
#define My_ID3D11VideoProcessorInputView_AddRef(pID3D11VideoProcessorInputView)\
pID3D11VideoProcessorInputView->AddRef()
#define My_ID3D11VideoProcessorInputView_Release(pID3D11VideoProcessorInputView)\
pID3D11VideoProcessorInputView->Release()
#define My_ID3D11VideoProcessorInputView_GetDesc(pID3D11VideoProcessorInputView, pDesc)\
pID3D11VideoProcessorInputView->GetDesc(pDesc)
#define My_ID3D11VideoProcessorOutputView_QueryInterface(pID3D11VideoProcessorOutputView, riid, ppvObj)\
pID3D11VideoProcessorOutputView->QueryInterface(riid, ppvObj)
#define My_ID3D11VideoProcessorOutputView_AddRef(pID3D11VideoProcessorOutputView)\
pID3D11VideoProcessorOutputView->AddRef()
#define My_ID3D11VideoProcessorOutputView_Release(pID3D11VideoProcessorOutputView)\
pID3D11VideoProcessorOutputView->Release()
#define My_ID3D11VideoProcessorOutputView_GetDesc(pID3D11VideoProcessorOutputView, pDesc)\
pID3D11VideoProcessorOutputView->GetDesc(pDesc)
#define My_ID3D11VideoContext_QueryInterface(pID3D11VideoContext, riid, ppvObj)\
pID3D11VideoContext->QueryInterface(riid, ppvObj)
#define My_ID3D11VideoContext_AddRef(pID3D11VideoContext)\
pID3D11VideoContext->AddRef()
#define My_ID3D11VideoContext_Release(pID3D11VideoContext)\
pID3D11VideoContext->Release()
#define My_ID3D11VideoContext_GetDecoderBuffer(pID3D11VideoContext, pDecoder, Type, pBufferSize, ppBuffer)\
pID3D11VideoContext->GetDecoderBuffer(pDecoder, Type, pBufferSize, ppBuffer)
#define My_ID3D11VideoContext_ReleaseDecoderBuffer(pID3D11VideoContext, pDecoder, Type)\
pID3D11VideoContext->ReleaseDecoderBuffer(pDecoder, Type)
#define My_ID3D11VideoContext_DecoderBeginFrame(pID3D11VideoContext, pDecoder, pView, ContentKeySize, pContentKey)\
pID3D11VideoContext->DecoderBeginFrame(pDecoder, pView, ContentKeySize, pContentKey)
#define My_ID3D11VideoContext_DecoderEndFrame(pID3D11VideoContext, pDecoder)\
pID3D11VideoContext->DecoderEndFrame(pDecoder)
#define My_ID3D11VideoContext_SubmitDecoderBuffers(pID3D11VideoContext, pDecoder, NumBuffers, pBufferDesc)\
pID3D11VideoContext->SubmitDecoderBuffers(pDecoder, NumBuffers, pBufferDesc)
#define My_ID3D11VideoContext_DecoderExtension(pID3D11VideoContext, pDecoder, pExtensionData)\
pID3D11VideoContext->DecoderExtension(pDecoder, pExtensionData)
#define My_ID3D11VideoContext_VideoProcessorSetOutputTargetRect(pID3D11VideoContext, pVideoProcessor, Enable, pRect)\
pID3D11VideoContext->VideoProcessorSetOutputTargetRect(pVideoProcessor, Enable, pRect)
#define My_ID3D11VideoContext_VideoProcessorSetOutputBackgroundColor(pID3D11VideoContext, pVideoProcessor, YCbCr, pColor)\
pID3D11VideoContext->VideoProcessorSetOutputBackgroundColor(pVideoProcessor, YCbCr, pColor)
#define My_ID3D11VideoContext_VideoProcessorSetOutputColorSpace(pID3D11VideoContext, pVideoProcessor, pColorSpace)\
pID3D11VideoContext->VideoProcessorSetOutputColorSpace(pVideoProcessor, pColorSpace)
#define My_ID3D11VideoContext_VideoProcessorSetOutputAlphaFillMode(pID3D11VideoContext, pVideoProcessor, AlphaFillMode, StreamIndex)\
pID3D11VideoContext->VideoProcessorSetOutputAlphaFillMode(pVideoProcessor, AlphaFillMode, StreamIndex)
#define My_ID3D11VideoContext_VideoProcessorSetOutputConstriction(pID3D11VideoContext, pVideoProcessor, Enable, Size)\
pID3D11VideoContext->VideoProcessorSetOutputConstriction(pVideoProcessor, Enable, Size)
#define My_ID3D11VideoContext_VideoProcessorSetOutputStereoMode(pID3D11VideoContext, pVideoProcessor, Enable)\
pID3D11VideoContext->VideoProcessorSetOutputStereoMode(pVideoProcessor, Enable)
#define My_ID3D11VideoContext_VideoProcessorSetOutputExtension(pID3D11VideoContext, pVideoProcessor, pExtensionGuid, DataSize, pData)\
pID3D11VideoContext->VideoProcessorSetOutputExtension(pVideoProcessor, pExtensionGuid, DataSize, pData)
#define My_ID3D11VideoContext_VideoProcessorGetOutputTargetRect(pID3D11VideoContext, pVideoProcessor, Enabled, pRect)\
pID3D11VideoContext->VideoProcessorGetOutputTargetRect(pVideoProcessor, Enabled, pRect)
#define My_ID3D11VideoContext_VideoProcessorGetOutputBackgroundColor(pID3D11VideoContext, pVideoProcessor, pYCbCr, pColor)\
pID3D11VideoContext->VideoProcessorGetOutputBackgroundColor(pVideoProcessor, pYCbCr, pColor)
#define My_ID3D11VideoContext_VideoProcessorGetOutputColorSpace(pID3D11VideoContext, pVideoProcessor, pColorSpace)\
pID3D11VideoContext->VideoProcessorGetOutputColorSpace(pVideoProcessor, pColorSpace)
#define My_ID3D11VideoContext_VideoProcessorGetOutputAlphaFillMode(pID3D11VideoContext, pVideoProcessor, pAlphaFillMode, pStreamIndex)\
pID3D11VideoContext->VideoProcessorGetOutputAlphaFillMode(pVideoProcessor, pAlphaFillMode, pStreamIndex)
#define My_ID3D11VideoContext_VideoProcessorGetOutputConstriction(pID3D11VideoContext, pVideoProcessor, pEnabled, pSize)\
pID3D11VideoContext->VideoProcessorGetOutputConstriction(pVideoProcessor, pEnabled, pSize)
#define My_ID3D11VideoContext_VideoProcessorGetOutputStereoMode(pID3D11VideoContext, pVideoProcessor, pEnabled)\
pID3D11VideoContext->VideoProcessorGetOutputStereoMode(pVideoProcessor, pEnabled)
#define My_ID3D11VideoContext_VideoProcessorGetOutputExtension(pID3D11VideoContext, pVideoProcessor, pExtensionGuid, DataSize, pData)\
pID3D11VideoContext->VideoProcessorGetOutputExtension(pVideoProcessor, pExtensionGuid, DataSize, pData)
#define My_ID3D11VideoContext_VideoProcessorSetStreamFrameFormat(pID3D11VideoContext, pVideoProcessor, StreamIndex, FrameFormat)\
pID3D11VideoContext->VideoProcessorSetStreamFrameFormat(pVideoProcessor, StreamIndex, FrameFormat)
#define My_ID3D11VideoContext_VideoProcessorSetStreamColorSpace(pID3D11VideoContext, pVideoProcessor, StreamIndex, pColorSpace)\
pID3D11VideoContext->VideoProcessorSetStreamColorSpace(pVideoProcessor, StreamIndex, pColorSpace)
#define My_ID3D11VideoContext_VideoProcessorSetStreamOutputRate(pID3D11VideoContext, pVideoProcessor, StreamIndex, OutputRate, RepeatFrame, pCustomRate)\
pID3D11VideoContext->VideoProcessorSetStreamOutputRate(pVideoProcessor, StreamIndex, OutputRate, RepeatFrame, pCustomRate)
#define My_ID3D11VideoContext_VideoProcessorSetStreamSourceRect(pID3D11VideoContext, pVideoProcessor, StreamIndex, Enable, pRect)\
pID3D11VideoContext->VideoProcessorSetStreamSourceRect(pVideoProcessor, StreamIndex, Enable, pRect)
#define My_ID3D11VideoContext_VideoProcessorSetStreamDestRect(pID3D11VideoContext, pVideoProcessor, StreamIndex, Enable, pRect)\
pID3D11VideoContext->VideoProcessorSetStreamDestRect(pVideoProcessor, StreamIndex, Enable, pRect)
#define My_ID3D11VideoContext_VideoProcessorSetStreamAlpha(pID3D11VideoContext, pVideoProcessor, StreamIndex, Enable, Alpha)\
pID3D11VideoContext->VideoProcessorSetStreamAlpha(pVideoProcessor, StreamIndex, Enable, Alpha)
#define My_ID3D11VideoContext_VideoProcessorSetStreamPalette(pID3D11VideoContext, pVideoProcessor, StreamIndex, Count, pEntries)\
pID3D11VideoContext->VideoProcessorSetStreamPalette(pVideoProcessor, StreamIndex, Count, pEntries)
#define My_ID3D11VideoContext_VideoProcessorSetStreamPixelAspectRatio(pID3D11VideoContext, pVideoProcessor, StreamIndex, Enable, pSourceAspectRatio, pDestinationAspectRatio)\
pID3D11VideoContext->VideoProcessorSetStreamPixelAspectRatio(pVideoProcessor, StreamIndex, Enable, pSourceAspectRatio, pDestinationAspectRatio)
#define My_ID3D11VideoContext_VideoProcessorSetStreamLumaKey(pID3D11VideoContext, pVideoProcessor, StreamIndex, Enable, Lower, Upper)\
pID3D11VideoContext->VideoProcessorSetStreamLumaKey(pVideoProcessor, StreamIndex, Enable, Lower, Upper)
#define My_ID3D11VideoContext_VideoProcessorSetStreamStereoFormat(pID3D11VideoContext, pVideoProcessor, StreamIndex, Enable, Format, LeftViewFrame0, BaseViewFrame0, FlipMode, MonoOffset)\
pID3D11VideoContext->VideoProcessorSetStreamStereoFormat(pVideoProcessor, StreamIndex, Enable, Format, LeftViewFrame0, BaseViewFrame0, FlipMode, MonoOffset)
#define My_ID3D11VideoContext_VideoProcessorSetStreamAutoProcessingMode(pID3D11VideoContext, pVideoProcessor, StreamIndex, Enable)\
pID3D11VideoContext->VideoProcessorSetStreamAutoProcessingMode(pVideoProcessor, StreamIndex, Enable)
#define My_ID3D11VideoContext_VideoProcessorSetStreamFilter(pID3D11VideoContext, pVideoProcessor, StreamIndex, Filter, Enable, Level)\
pID3D11VideoContext->VideoProcessorSetStreamFilter(pVideoProcessor, StreamIndex, Filter, Enable, Level)
#define My_ID3D11VideoContext_VideoProcessorSetStreamExtension(pID3D11VideoContext, pVideoProcessor, StreamIndex, pExtensionGuid, DataSize, pData)\
pID3D11VideoContext->VideoProcessorSetStreamExtension(pVideoProcessor, StreamIndex, pExtensionGuid, DataSize, pData)
#define My_ID3D11VideoContext_VideoProcessorGetStreamFrameFormat(pID3D11VideoContext, pVideoProcessor, StreamIndex, pFrameFormat)\
pID3D11VideoContext->VideoProcessorGetStreamFrameFormat(pVideoProcessor, StreamIndex, pFrameFormat)
#define My_ID3D11VideoContext_VideoProcessorGetStreamColorSpace(pID3D11VideoContext, pVideoProcessor, StreamIndex, pColorSpace)\
pID3D11VideoContext->VideoProcessorGetStreamColorSpace(pVideoProcessor, StreamIndex, pColorSpace)
#define My_ID3D11VideoContext_VideoProcessorGetStreamOutputRate(pID3D11VideoContext, pVideoProcessor, StreamIndex, pOutputRate, pRepeatFrame, pCustomRate)\
pID3D11VideoContext->VideoProcessorGetStreamOutputRate(pVideoProcessor, StreamIndex, pOutputRate, pRepeatFrame, pCustomRate)
#define My_ID3D11VideoContext_VideoProcessorGetStreamSourceRect(pID3D11VideoContext, pVideoProcessor, StreamIndex, pEnabled, pRect)\
pID3D11VideoContext->VideoProcessorGetStreamSourceRect(pVideoProcessor, StreamIndex, pEnabled, pRect)
#define My_ID3D11VideoContext_VideoProcessorGetStreamDestRect(pID3D11VideoContext, pVideoProcessor, StreamIndex, pEnabled, pRect)\
pID3D11VideoContext->VideoProcessorGetStreamDestRect(pVideoProcessor, StreamIndex, pEnabled, pRect)
#define My_ID3D11VideoContext_VideoProcessorGetStreamAlpha(pID3D11VideoContext, pVideoProcessor, StreamIndex, pEnabled, pAlpha)\
pID3D11VideoContext->VideoProcessorGetStreamAlpha(pVideoProcessor, StreamIndex, pEnabled, pAlpha)
#define My_ID3D11VideoContext_VideoProcessorGetStreamPalette(pID3D11VideoContext, pVideoProcessor, StreamIndex, Count, pEntries)\
pID3D11VideoContext->VideoProcessorGetStreamPalette(pVideoProcessor, StreamIndex, Count, pEntries)
#define My_ID3D11VideoContext_VideoProcessorGetStreamPixelAspectRatio(pID3D11VideoContext, pVideoProcessor, StreamIndex, pEnabled, pSourceAspectRatio, pDestinationAspectRatio)\
pID3D11VideoContext->VideoProcessorGetStreamPixelAspectRatio(pVideoProcessor, StreamIndex, pEnabled, pSourceAspectRatio, pDestinationAspectRatio)
#define My_ID3D11VideoContext_VideoProcessorGetStreamLumaKey(pID3D11VideoContext, pVideoProcessor, StreamIndex, pEnabled, pLower, pUpper)\
pID3D11VideoContext->VideoProcessorGetStreamLumaKey(pVideoProcessor, StreamIndex, pEnabled, pLower, pUpper)
#define My_ID3D11VideoContext_VideoProcessorGetStreamStereoFormat(pID3D11VideoContext, pVideoProcessor, StreamIndex, pEnable, pFormat, pLeftViewFrame0, pBaseViewFrame0, pFlipMode, MonoOffset)\
pID3D11VideoContext->VideoProcessorGetStreamStereoFormat(pVideoProcessor, StreamIndex, pEnable, pFormat, pLeftViewFrame0, pBaseViewFrame0, pFlipMode, MonoOffset)
#define My_ID3D11VideoContext_VideoProcessorGetStreamAutoProcessingMode(pID3D11VideoContext, pVideoProcessor, StreamIndex, pEnabled)\
pID3D11VideoContext->VideoProcessorGetStreamAutoProcessingMode(pVideoProcessor, StreamIndex, pEnabled)
#define My_ID3D11VideoContext_VideoProcessorGetStreamFilter(pID3D11VideoContext, pVideoProcessor, StreamIndex, Filter, pEnabled, pLevel)\
pID3D11VideoContext->VideoProcessorGetStreamFilter(pVideoProcessor, StreamIndex, Filter, pEnabled, pLevel)
#define My_ID3D11VideoContext_VideoProcessorGetStreamExtension(pID3D11VideoContext, pVideoProcessor, StreamIndex, pExtensionGuid, DataSize, pData)\
pID3D11VideoContext->VideoProcessorGetStreamExtension(pVideoProcessor, StreamIndex, pExtensionGuid, DataSize, pData)
#define My_ID3D11VideoContext_VideoProcessorBlt(pID3D11VideoContext, pVideoProcessor, pView, OutputFrame, StreamCount, pStreams)\
pID3D11VideoContext->VideoProcessorBlt(pVideoProcessor, pView, OutputFrame, StreamCount, pStreams)
#define My_ID3D11VideoContext_NegotiateCryptoSessionKeyExchange(pID3D11VideoContext, pCryptoSession, DataSize, pData)\
pID3D11VideoContext->NegotiateCryptoSessionKeyExchange(pCryptoSession, DataSize, pData)
#define My_ID3D11VideoContext_EncryptionBlt(pID3D11VideoContext, pCryptoSession, pSrcSurface, pDstSurface, IVSize, pIV)\
pID3D11VideoContext->EncryptionBlt(pCryptoSession, pSrcSurface, pDstSurface, IVSize, pIV)
#define My_ID3D11VideoContext_DecryptionBlt(pID3D11VideoContext, pCryptoSession, pSrcSurface, pDstSurface, pEncryptedBlockInfo, ContentKeySize, pContentKey, IVSize, pIV)\
pID3D11VideoContext->DecryptionBlt(pCryptoSession, pSrcSurface, pDstSurface, pEncryptedBlockInfo, ContentKeySize, pContentKey, IVSize, pIV)
#define My_ID3D11VideoContext_StartSessionKeyRefresh(pID3D11VideoContext, pCryptoSession, RandomNumberSize, pRandomNumber)\
pID3D11VideoContext->StartSessionKeyRefresh(pCryptoSession, RandomNumberSize, pRandomNumber)
#define My_ID3D11VideoContext_FinishSessionKeyRefresh(pID3D11VideoContext, pCryptoSession)\
pID3D11VideoContext->FinishSessionKeyRefresh(pCryptoSession)
#define My_ID3D11VideoContext_GetEncryptionBltKey(pID3D11VideoContext, pCryptoSession, KeySize, pReadbackKey)\
pID3D11VideoContext->GetEncryptionBltKey(pCryptoSession, KeySize, pReadbackKey)
#define My_ID3D11VideoContext_NegotiateAuthenticatedChannelKeyExchange(pID3D11VideoContext, pChannel, DataSize, pData)\
pID3D11VideoContext->NegotiateAuthenticatedChannelKeyExchange(pChannel, DataSize, pData)
#define My_ID3D11VideoContext_QueryAuthenticatedChannel(pID3D11VideoContext, pChannel, InputSize, pInput, OutputSize, pOutput)\
pID3D11VideoContext->QueryAuthenticatedChannel(pChannel, InputSize, pInput, OutputSize, pOutput)
#define My_ID3D11VideoContext_ConfigureAuthenticatedChannel(pID3D11VideoContext, pChannel, InputSize, pInput, pOutput)\
pID3D11VideoContext->ConfigureAuthenticatedChannel(pChannel, InputSize, pInput, pOutput)
#define My_ID3D11VideoContext_VideoProcessorSetStreamRotation(pID3D11VideoContext, pVideoProcessor, StreamIndex, Enable, Rotation)\
pID3D11VideoContext->VideoProcessorSetStreamRotation(pVideoProcessor, StreamIndex, Enable, Rotation)
#define My_ID3D11VideoContext_VideoProcessorGetStreamRotation(pID3D11VideoContext, pVideoProcessor, StreamIndex, pEnable, pRotation)\
pID3D11VideoContext->VideoProcessorGetStreamRotation(pVideoProcessor, StreamIndex, pEnable, pRotation)
#define My_ID3D11VideoDevice_QueryInterface(pID3D11VideoDevice, riid, ppvObj)\
pID3D11VideoDevice->QueryInterface(riid, ppvObj)
#define My_ID3D11VideoDevice_AddRef(pID3D11VideoDevice)\
pID3D11VideoDevice->AddRef()
#define My_ID3D11VideoDevice_Release(pID3D11VideoDevice)\
pID3D11VideoDevice->Release()
#define My_ID3D11VideoDevice_CreateVideoDecoder(pID3D11VideoDevice, pVideoDesc, pConfig, ppDecoder)\
pID3D11VideoDevice->CreateVideoDecoder(pVideoDesc, pConfig, ppDecoder)
#define My_ID3D11VideoDevice_CreateVideoProcessor(pID3D11VideoDevice, pEnum, RateConversionIndex, ppVideoProcessor)\
pID3D11VideoDevice->CreateVideoProcessor(pEnum, RateConversionIndex, ppVideoProcessor)
#define My_ID3D11VideoDevice_CreateAuthenticatedChannel(pID3D11VideoDevice, ChannelType, ppAuthenticatedChannel)\
pID3D11VideoDevice->CreateAuthenticatedChannel(ChannelType, ppAuthenticatedChannel)
#define My_ID3D11VideoDevice_CreateCryptoSession(pID3D11VideoDevice, pCryptoType, pDecoderProfile, pKeyExchangeType, ppCryptoSession)\
pID3D11VideoDevice->CreateCryptoSession(pCryptoType, pDecoderProfile, pKeyExchangeType, ppCryptoSession)
#define My_ID3D11VideoDevice_CreateVideoDecoderOutputView(pID3D11VideoDevice, pResource, pDesc, ppVDOVView)\
pID3D11VideoDevice->CreateVideoDecoderOutputView(pResource, pDesc, ppVDOVView)
#define My_ID3D11VideoDevice_CreateVideoProcessorInputView(pID3D11VideoDevice, pResource, pEnum, pDesc, ppVPIView)\
pID3D11VideoDevice->CreateVideoProcessorInputView(pResource, pEnum, pDesc, ppVPIView)
#define My_ID3D11VideoDevice_CreateVideoProcessorOutputView(pID3D11VideoDevice, pResource, pEnum, pDesc, ppVPOView)\
pID3D11VideoDevice->CreateVideoProcessorOutputView(pResource, pEnum, pDesc, ppVPOView)
#define My_ID3D11VideoDevice_CreateVideoProcessorEnumerator(pID3D11VideoDevice, pDesc, ppEnum)\
pID3D11VideoDevice->CreateVideoProcessorEnumerator(pDesc, ppEnum)
#define My_ID3D11VideoDevice_GetVideoDecoderProfileCount(pID3D11VideoDevice)\
pID3D11VideoDevice->GetVideoDecoderProfileCount()
#define My_ID3D11VideoDevice_GetVideoDecoderProfile(pID3D11VideoDevice, Index, pDecoderProfile)\
pID3D11VideoDevice->GetVideoDecoderProfile(Index, pDecoderProfile)
#define My_ID3D11VideoDevice_CheckVideoDecoderFormat(pID3D11VideoDevice, pDecoderProfile, Format, pSupported)\
pID3D11VideoDevice->CheckVideoDecoderFormat(pDecoderProfile, Format, pSupported)
#define My_ID3D11VideoDevice_GetVideoDecoderConfigCount(pID3D11VideoDevice, pDesc, pCount)\
pID3D11VideoDevice->GetVideoDecoderConfigCount(pDesc, pCount)
#define My_ID3D11VideoDevice_GetVideoDecoderConfig(pID3D11VideoDevice, pDesc, Index, pConfig)\
pID3D11VideoDevice->GetVideoDecoderConfig(pDesc, Index, pConfig)
#define My_ID3D11VideoDevice_GetContentProtectionCaps(pID3D11VideoDevice, pCryptoType, pDecoderProfile, pCaps)\
pID3D11VideoDevice->GetContentProtectionCaps(pCryptoType, pDecoderProfile, pCaps)
#define My_ID3D11VideoDevice_CheckCryptoKeyExchange(pID3D11VideoDevice, pCryptoType, pDecoderProfile, Index, pKeyExchangeType)\
pID3D11VideoDevice->CheckCryptoKeyExchange(pCryptoType, pDecoderProfile, Index, pKeyExchangeType)
#define My_ID3D11VideoDevice_SetPrivateData(pID3D11VideoDevice, guid, DataSize, pData)\
pID3D11VideoDevice->SetPrivateData(guid, DataSize, pData)
#define My_ID3D11VideoDevice_SetPrivateDataInterface(pID3D11VideoDevice, guid, pData)\
pID3D11VideoDevice->SetPrivateDataInterface(guid, pData)
#define My_ID3D11BlendState1_QueryInterface(pID3D11BlendState1, riid, ppvObj)\
pID3D11BlendState1->QueryInterface(riid, ppvObj)
#define My_ID3D11BlendState1_AddRef(pID3D11BlendState1)\
pID3D11BlendState1->AddRef()
#define My_ID3D11BlendState1_Release(pID3D11BlendState1)\
pID3D11BlendState1->Release()
#define My_ID3D11BlendState1_GetDesc1(pID3D11BlendState1, pDesc)\
pID3D11BlendState1->GetDesc1(pDesc)
#define My_ID3D11RasterizerState1_QueryInterface(pID3D11RasterizerState1, riid, ppvObj)\
pID3D11RasterizerState1->QueryInterface(riid, ppvObj)
#define My_ID3D11RasterizerState1_AddRef(pID3D11RasterizerState1)\
pID3D11RasterizerState1->AddRef()
#define My_ID3D11RasterizerState1_Release(pID3D11RasterizerState1)\
pID3D11RasterizerState1->Release()
#define My_ID3D11RasterizerState1_GetDesc1(pID3D11RasterizerState1, pDesc)\
pID3D11RasterizerState1->GetDesc1(pDesc)
#define My_ID3DDeviceContextState_QueryInterface(pID3DDeviceContextState, riid, ppvObj)\
pID3DDeviceContextState->QueryInterface(riid, ppvObj)
#define My_ID3DDeviceContextState_AddRef(pID3DDeviceContextState)\
pID3DDeviceContextState->AddRef()
#define My_ID3DDeviceContextState_Release(pID3DDeviceContextState)\
pID3DDeviceContextState->Release()
#define My_ID3D11DeviceContext1_QueryInterface(pID3D11DeviceContext1, riid, ppvObj)\
pID3D11DeviceContext1->QueryInterface(riid, ppvObj)
#define My_ID3D11DeviceContext1_AddRef(pID3D11DeviceContext1)\
pID3D11DeviceContext1->AddRef()