direct3d11 0.1.7

Safe Direct3D 11 bindings. Currently just a minimal implementation mostly for use with direct2d, but I plan to flesh out the API eventually. If you're excited by this project and would like to contribute, pull requests are always open.
Documentation
enum_! {
    #[repr(u32)]
    /// Identifies a resource to be accessed for reading and writing by the
    /// CPU. Applications may combine one or more of these flags.
    /// 
    /// [More Information][1]
    /// 
    /// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476181(v=vs.85).aspx
    pub enum Map {
        /// Resource is mapped for reading. The resource must have been created
        /// with read access.
        Read = 1,

        /// Resource is mapped for writing. The resource must have been created
        /// with write access.
        Write = 2,

        /// Resource is mapped for reading and writing. The resource must have
        /// been created with read and write access.
        ReadWrite = 3,

        /// Resource is mapped for writing; the previous contents of the
        /// resource will be undefined. The resource must have been created
        /// with write access and dynamic usage.
        Discard = 4,

        /// Resource is mapped for writing; the existing contents of the
        /// resource cannot be overwritten (see [Remarks](#remarks)). This flag
        /// is only valid on vertex and index buffers. The resource must have
        /// been created with write access. Cannot be used on a resource
        /// created with the [`CONSTANT_BUFFER`][1] flag.
        /// 
        /// [1]: struct.BindFlags.html#associatedconstant.CONSTANT_BUFFER
        WriteNoOverwrite = 5,
    }
}