#include "dxgi.h" #include "d3d11.h" #include HRESULT Present(IDXGISwapChain* This, UINT sync_interval, UINT flags) { return This->lpVtbl->Present(This, sync_interval, flags); } HRESULT GetBuffer(IDXGISwapChain* This,UINT buffer_idx,REFIID riid,void **surface) { return This->lpVtbl->GetBuffer(This, buffer_idx,riid,surface); } void SetEvictionPriority(ID3D11Texture3D* This, UINT EvictionPriority) { This->lpVtbl->SetEvictionPriority(This,EvictionPriority); } HRESULT CreateRenderTargetView( ID3D11Device* This, ID3D11Resource *pResource, const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, ID3D11RenderTargetView **ppRTView) { return This->lpVtbl->CreateRenderTargetView(This, pResource, pDesc, ppRTView); } ULONG Release(IUnknown* This) { return This->lpVtbl->Release(This); } void OMSetRenderTargets( ID3D11DeviceContext* This, UINT NumViews, ID3D11RenderTargetView *const *ppRenderTargetViews, ID3D11DepthStencilView *pDepthStencilView) { This->lpVtbl->OMSetRenderTargets(This, NumViews, ppRenderTargetViews, pDepthStencilView); } void RSSetViewports( ID3D11DeviceContext* This, UINT NumViewports, const D3D11_VIEWPORT *pViewports) { This->lpVtbl->RSSetViewports(This, NumViewports, pViewports); } void ClearRenderTargetView( ID3D11DeviceContext* This, ID3D11RenderTargetView *pRenderTargetView, const FLOAT ColorRGBA[ 4 ]) { This->lpVtbl->ClearRenderTargetView(This, pRenderTargetView, ColorRGBA); } void ClearState(ID3D11DeviceContext* This) { This->lpVtbl->ClearState(This); } void* GetBufferPointer(ID3DBlob* This) { return This->lpVtbl->GetBufferPointer(This); } void GetBufferSize(ID3DBlob* This) { This->lpVtbl->GetBufferSize(This); } HRESULT CreateVertexShader( ID3D11Device* This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11VertexShader **ppVertexShader) { return This->lpVtbl->CreateVertexShader(This, pShaderBytecode, BytecodeLength, pClassLinkage, ppVertexShader); } HRESULT CreatePixelShader( ID3D11Device* This, const void *pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11PixelShader **ppPixelShader) { return This->lpVtbl->CreatePixelShader(This, pShaderBytecode, BytecodeLength, pClassLinkage, ppPixelShader); } HRESULT CreateInputLayout( ID3D11Device* This, const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs, UINT NumElements, const void* pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, ID3D11InputLayout** ppInputLayout) { return This->lpVtbl->CreateInputLayout(This, pInputElementDescs, NumElements, pShaderBytecodeWithInputSignature, BytecodeLength, ppInputLayout); } void IASetInputLayout( ID3D11DeviceContext* This, ID3D11InputLayout *pInputLayout) { return This->lpVtbl->IASetInputLayout(This, pInputLayout); } HRESULT CreateBuffer( ID3D11Device* This, const D3D11_BUFFER_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Buffer **ppBuffer) { return This->lpVtbl->CreateBuffer(This, pDesc, pInitialData, ppBuffer); } void IASetVertexBuffers( ID3D11DeviceContext* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppVertexBuffers, const UINT *pStrides, const UINT *pOffsets) { This->lpVtbl->IASetVertexBuffers(This, StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets); } void IASetPrimitiveTopology( ID3D11DeviceContext* This, D3D11_PRIMITIVE_TOPOLOGY Topology) { This->lpVtbl->IASetPrimitiveTopology(This, Topology); } void VSSetShader( ID3D11DeviceContext* This, ID3D11VertexShader *pVertexShader, ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances) { return This->lpVtbl->VSSetShader(This, pVertexShader, ppClassInstances, NumClassInstances); } void PSSetShader( ID3D11DeviceContext* This, ID3D11PixelShader *pPixelShader, ID3D11ClassInstance *const *ppClassInstances, UINT NumClassInstances) { return This->lpVtbl->PSSetShader(This, pPixelShader, ppClassInstances, NumClassInstances); } void Draw( ID3D11DeviceContext* This, UINT VertexCount, UINT StartVertexLocation) { This->lpVtbl->Draw(This, VertexCount, StartVertexLocation); }