use ID3DInclude;
use D3D_COMPILE_STANDARD_FILE_INCLUDE;
use *;
/// \[[docs.microsoft.com](https://docs.microsoft.com/en-us/windows/win32/api/d3dcommon/nn-d3dcommon-id3dinclude)\]
/// ID3DInclude compatible types
///
/// ### ⚠️ Safety ⚠️
/// By implementing this trait, you promise to return one of:
/// * [null_mut]\(\)
/// * [D3D_COMPILE_STANDARD_FILE_INCLUDE]
/// * A valid, well behaved [ID3D11Include](https://docs.microsoft.com/en-us/windows/win32/api/d3dcommon/nn-d3dcommon-id3dinclude)
/// instance, that lives for at least as long as `self` remains untouched / undropped.
pub unsafe
unsafe
unsafe
/// \[[docs.microsoft.com](https://docs.microsoft.com/en-us/windows/win32/api/d3dcompiler/nf-d3dcompiler-d3dcompile#parameters)\]
/// D3D_COMPILE_STANDARD_FILE_INCLUDE
///
/// This default include handler includes files that are relative to the current directory and files that are relative to
/// the directory of the initial source file. When you use [StandardFileInclude], you must specify the source file name
/// in the `source_name` parameter; the compiler will derive the initial relative directory from `source_name`.
;
unsafe