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media / gpu / windows / d3d_com_defs.h [blame]
// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef MEDIA_GPU_WINDOWS_D3D_COM_DEFS_H_
#define MEDIA_GPU_WINDOWS_D3D_COM_DEFS_H_
#include <d3d11.h>
#include <d3d11_4.h>
#include <d3d12.h>
#include <d3d12video.h>
#include <dxgi1_6.h>
#include <mfapi.h>
#include <mftransform.h>
#include <strmif.h>
#include <wrl/client.h>
namespace media {
// We want to shorten this so the |using| statements are single line -
// this improves readability greatly.
#define COM Microsoft::WRL::ComPtr
// Keep these sorted alphabetically.
using ComD3D11CryptoSession = COM<ID3D11CryptoSession>;
using ComD3D11Debug = COM<ID3D11Debug>;
using ComD3D11Device = COM<ID3D11Device>;
using ComD3D11Device1 = COM<ID3D11Device1>;
using ComD3D11DeviceContext = COM<ID3D11DeviceContext>;
using ComD3D11InfoQueue = COM<ID3D11InfoQueue>;
using ComD3D11Multithread = COM<ID3D11Multithread>;
using ComD3D11Query = COM<ID3D11Query>;
using ComD3D11Texture2D = COM<ID3D11Texture2D>;
using ComD3D11VideoContext = COM<ID3D11VideoContext>;
using ComD3D11VideoContext1 = COM<ID3D11VideoContext1>;
using ComD3D11VideoContext2 = COM<ID3D11VideoContext2>;
using ComD3D11VideoDecoder = COM<ID3D11VideoDecoder>;
using ComD3D11VideoDecoderOutputView = COM<ID3D11VideoDecoderOutputView>;
using ComD3D11VideoDevice = COM<ID3D11VideoDevice>;
using ComD3D11VideoDevice1 = COM<ID3D11VideoDevice1>;
using ComD3D11VideoProcessor = COM<ID3D11VideoProcessor>;
using ComD3D11VideoProcessorEnumerator = COM<ID3D11VideoProcessorEnumerator>;
using ComD3D11VideoProcessorInputView = COM<ID3D11VideoProcessorInputView>;
using ComD3D11VideoProcessorOutputView = COM<ID3D11VideoProcessorOutputView>;
using ComD3D12CommandQueue = COM<ID3D12CommandQueue>;
using ComD3D12CommandAllocator = COM<ID3D12CommandAllocator>;
using ComD3D12Device = COM<ID3D12Device>;
using ComD3D12Fence = COM<ID3D12Fence>;
using ComD3D12VideoProcessor = COM<ID3D12VideoProcessor>;
using ComD3D12VideoProcessCommandList = COM<ID3D12VideoProcessCommandList>;
using ComD3D12Resource = COM<ID3D12Resource>;
using ComD3D12VideoDecodeCommandList = COM<ID3D12VideoDecodeCommandList>;
using ComD3D12VideoDecoder = COM<ID3D12VideoDecoder>;
using ComD3D12VideoDecoderHeap = COM<ID3D12VideoDecoderHeap>;
using ComD3D12VideoDevice = COM<ID3D12VideoDevice>;
using ComDXGIAdapter = COM<IDXGIAdapter>;
using ComDXGIAdapter3 = COM<IDXGIAdapter3>;
using ComDXGIDevice = COM<IDXGIDevice>;
using ComDXGIDevice2 = COM<IDXGIDevice2>;
using ComDXGIFactory = COM<IDXGIFactory>;
using ComDXGIKeyedMutex = COM<IDXGIKeyedMutex>;
using ComDXGIOutput = COM<IDXGIOutput>;
using ComDXGIOutput6 = COM<IDXGIOutput6>;
using ComDXGIResource1 = COM<IDXGIResource1>;
using ComCodecAPI = COM<ICodecAPI>;
using ComMFActivate = COM<IMFActivate>;
using ComMFAttributes = COM<IMFAttributes>;
using ComMFMediaBuffer = COM<IMFMediaBuffer>;
using ComMFMediaEvent = COM<IMFMediaEvent>;
using ComMFMediaEventGenerator = COM<IMFMediaEventGenerator>;
using ComMFMediaType = COM<IMFMediaType>;
using ComMFSample = COM<IMFSample>;
using ComMFTransform = COM<IMFTransform>;
using ComUnknown = COM<IUnknown>;
#undef COM
} // namespace media
#endif // MEDIA_GPU_WINDOWS_D3D_COM_DEFS_H_