include: Move D3D_NAME to d3dcommon.h.
diff --git a/include/d3d10shader.h b/include/d3d10shader.h
index 0863a3c..cfae6ae 100644
--- a/include/d3d10shader.h
+++ b/include/d3d10shader.h
@@ -85,23 +85,6 @@
     D3D10_SIT_SAMPLER = 3
 } D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE;
 
-typedef enum D3D10_NAME
-{
-    D3D10_NAME_UNDEFINED = 0,
-    D3D10_NAME_POSITION = 1,
-    D3D10_NAME_CLIP_DISTANCE = 2,
-    D3D10_NAME_CULL_DISTANCE = 3,
-    D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
-    D3D10_NAME_VIEWPORT_ARRAY_INDEX = 5,
-    D3D10_NAME_VERTEX_ID = 6,
-    D3D10_NAME_PRIMITIVE_ID = 7,
-    D3D10_NAME_INSTANCE_ID = 8,
-    D3D10_NAME_IS_FRONT_FACE = 9,
-    D3D10_NAME_SAMPLE_INDEX = 10,
-    D3D10_NAME_TARGET = 64,
-    D3D10_NAME_DEPTH = 65,
-} D3D10_NAME;
-
 /* These are defined as version-neutral in d3dcommon.h */
 typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
 typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
@@ -116,6 +99,8 @@
 
 typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
 
+typedef D3D_NAME D3D10_NAME;
+
 typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
 typedef ID3DInclude ID3D10Include;
 typedef ID3DInclude *LPD3D10INCLUDE;
diff --git a/include/d3dcommon.idl b/include/d3dcommon.idl
index dbd683c..f5ea54e 100644
--- a/include/d3dcommon.idl
+++ b/include/d3dcommon.idl
@@ -189,3 +189,51 @@
     D3D11_RETURN_TYPE_DOUBLE,
     D3D11_RETURN_TYPE_CONTINUED,
 } D3D_RESOURCE_RETURN_TYPE;
+
+typedef enum D3D_NAME
+{
+    D3D_NAME_UNDEFINED,
+    D3D_NAME_POSITION,
+    D3D_NAME_CLIP_DISTANCE,
+    D3D_NAME_CULL_DISTANCE,
+    D3D_NAME_RENDER_TARGET_ARRAY_INDEX,
+    D3D_NAME_VIEWPORT_ARRAY_INDEX,
+    D3D_NAME_VERTEX_ID,
+    D3D_NAME_PRIMITIVE_ID,
+    D3D_NAME_INSTANCE_ID,
+    D3D_NAME_IS_FRONT_FACE,
+    D3D_NAME_SAMPLE_INDEX,
+    D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
+    D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
+    D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR,
+    D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
+    D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
+    D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
+    D3D_NAME_TARGET = 64,
+    D3D_NAME_DEPTH,
+    D3D_NAME_COVERAGE,
+    D3D_NAME_DEPTH_GREATER_EQUAL,
+    D3D_NAME_DEPTH_LESS_EQUAL,
+    D3D10_NAME_UNDEFINED = 0,
+    D3D10_NAME_POSITION,
+    D3D10_NAME_CLIP_DISTANCE,
+    D3D10_NAME_CULL_DISTANCE,
+    D3D10_NAME_RENDER_TARGET_ARRAY_INDEX,
+    D3D10_NAME_VIEWPORT_ARRAY_INDEX,
+    D3D10_NAME_VERTEX_ID,
+    D3D10_NAME_PRIMITIVE_ID,
+    D3D10_NAME_INSTANCE_ID,
+    D3D10_NAME_IS_FRONT_FACE,
+    D3D10_NAME_SAMPLE_INDEX,
+    D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
+    D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
+    D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR,
+    D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
+    D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
+    D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
+    D3D10_NAME_TARGET = 64,
+    D3D10_NAME_DEPTH,
+    D3D10_NAME_COVERAGE,
+    D3D11_NAME_DEPTH_GREATER_EQUAL,
+    D3D11_NAME_DEPTH_LESS_EQUAL,
+} D3D_NAME;