#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); }