d3d11binding-0.0.0.5: 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);
}
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 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);
}