d3d11binding-0.0.0.1: csource/wrapper.c
#include "dxgi.h"
#include "d3d11.h"
#include <stdio.h>
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);
}