#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); } void IASetIndexBuffer( ID3D11DeviceContext* This, ID3D11Buffer *pIndexBuffer, DXGI_FORMAT Format, UINT Offset) { This->lpVtbl->IASetIndexBuffer(This, pIndexBuffer, Format, Offset); } void UpdateSubresource( ID3D11DeviceContext* This, ID3D11Resource *pDstResource, UINT DstSubresource, const D3D11_BOX *pDstBox, const void *pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch) { This->lpVtbl->UpdateSubresource(This, pDstResource, DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch); } void VSSetConstantBuffers( ID3D11DeviceContext* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers) { This->lpVtbl->VSSetConstantBuffers(This, StartSlot, NumBuffers, ppConstantBuffers); } void PSSetConstantBuffers( ID3D11DeviceContext* This, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers) { This->lpVtbl->PSSetConstantBuffers(This, StartSlot, NumBuffers, ppConstantBuffers); } void DrawIndexed( ID3D11DeviceContext* This, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation) { This->lpVtbl->DrawIndexed(This, IndexCount, StartIndexLocation, BaseVertexLocation); } HRESULT CreateTexture2D( ID3D11Device* This, const D3D11_TEXTURE2D_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Texture2D **ppTexture2D) { return This->lpVtbl->CreateTexture2D(This, pDesc, pInitialData, ppTexture2D); } HRESULT CreateDepthStencilView( ID3D11Device* This, ID3D11Resource *pResource, const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, ID3D11DepthStencilView **ppDepthStencilView) { return This->lpVtbl->CreateDepthStencilView(This, pResource, pDesc, ppDepthStencilView); } void ClearDepthStencilView( ID3D11DeviceContext* This, ID3D11DepthStencilView *pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil) { return This->lpVtbl->ClearDepthStencilView(This, pDepthStencilView, ClearFlags, Depth, Stencil); } HRESULT CreateSamplerState( ID3D11Device* This, const D3D11_SAMPLER_DESC *pSamplerDesc, ID3D11SamplerState **ppSamplerState) { return This->lpVtbl->CreateSamplerState(This, pSamplerDesc, ppSamplerState); } void PSSetShaderResources( ID3D11DeviceContext* This, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews) { This->lpVtbl->PSSetShaderResources(This, StartSlot, NumViews, ppShaderResourceViews); } void STDMETHODCALLTYPE PSSetSamplers( ID3D11DeviceContext* This, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers) { This->lpVtbl->PSSetSamplers(This, StartSlot, NumSamplers, ppSamplers); }