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 expected resource use during rendering. The usage directly
    /// reflects whether a resource is accessible by the CPU and/or the
    /// graphics processing unit (GPU).
    /// 
    /// [More Information][1]
    /// 
    /// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476259(v=vs.85).aspx
    pub enum Usage {
        /// A resource that requires read and write access by the GPU.
        /// This is likely to be the most common usage choice.
        Default = 0,
        /// A resource that can only be read by the GPU. It cannot be
        /// written by the GPU, and cannot be accessed at all by the CPU.
        /// This type of resource must be initialized when it is created,
        /// since it cannot be changed after creation.
        Immutable = 1,
        /// A resource that is accessible by both the GPU (read only) and
        /// the CPU (write only). A dynamic resource is a good choice for
        /// a resource that will be updated by the CPU at least once per
        /// frame. To update a dynamic resource, use a Map method.
        Dynamic = 2,
        /// A resource that supports data transfer (copy) from the GPU to
        /// the CPU.
        Staging = 3,
    }
}