Code:
#pragma once
#include <Windows.h>
#include <d3d11.h>
class MyD3D11DeviceContext: public ID3D11DeviceContext
{
private:
ID3D11DeviceContext* const _real;
public:
MyD3D11DeviceContext(ID3D11DeviceContext* real)
: _real(real)
{
}
//ID3D11DeviceContext
virtual void STDMETHODCALLTYPE VSSetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__in_ecount(NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
{
this->_real->VSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE PSSetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__in_ecount(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
{
this->_real->PSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE PSSetShader(
__in_opt ID3D11PixelShader *pPixelShader,
__in_ecount_opt(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances)
{
this->_real->PSSetShader(pPixelShader, ppClassInstances, NumClassInstances);
}
virtual void STDMETHODCALLTYPE PSSetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__in_ecount(NumSamplers) ID3D11SamplerState *const *ppSamplers)
{
this->_real->PSSetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE VSSetShader(
__in_opt ID3D11VertexShader *pVertexShader,
__in_ecount_opt(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances)
{
this->_real->VSSetShader(pVertexShader, ppClassInstances, NumClassInstances);
}
virtual void STDMETHODCALLTYPE DrawIndexed(
__in UINT IndexCount,
__in UINT StartIndexLocation,
__in INT BaseVertexLocation)
{
this->_real->DrawIndexed(IndexCount, StartIndexLocation, BaseVertexLocation);
}
virtual void STDMETHODCALLTYPE Draw(
__in UINT VertexCount,
__in UINT StartVertexLocation)
{
this->_real->Draw(VertexCount, StartVertexLocation);
}
virtual HRESULT STDMETHODCALLTYPE Map(
__in ID3D11Resource *pResource,
__in UINT Subresource,
__in D3D11_MAP MapType,
__in UINT MapFlags,
__out D3D11_MAPPED_SUBRESOURCE *pMappedResource)
{
return this->_real->Map(pResource, Subresource, MapType, MapFlags, pMappedResource);
}
virtual void STDMETHODCALLTYPE Unmap(
__in ID3D11Resource *pResource,
__in UINT Subresource)
{
this->_real->Unmap(pResource, Subresource);
}
virtual void STDMETHODCALLTYPE PSSetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__in_ecount(NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
{
this->_real->PSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE IASetInputLayout(
__in_opt ID3D11InputLayout *pInputLayout)
{
this->_real->IASetInputLayout(pInputLayout);
}
virtual void STDMETHODCALLTYPE IASetVertexBuffers(
__in_range( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__in_ecount(NumBuffers) ID3D11Buffer *const *ppVertexBuffers,
__in_ecount(NumBuffers) const UINT *pStrides,
__in_ecount(NumBuffers) const UINT *pOffsets)
{
this->_real->IASetVertexBuffers(StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets);
}
virtual void STDMETHODCALLTYPE IASetIndexBuffer(
__in_opt ID3D11Buffer *pIndexBuffer,
__in DXGI_FORMAT Format,
__in UINT Offset)
{
this->_real->IASetIndexBuffer(pIndexBuffer, Format, Offset);
}
virtual void STDMETHODCALLTYPE DrawIndexedInstanced(
__in UINT IndexCountPerInstance,
__in UINT InstanceCount,
__in UINT StartIndexLocation,
__in INT BaseVertexLocation,
__in UINT StartInstanceLocation)
{
this->_real->DrawIndexedInstanced(IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation);
}
virtual void STDMETHODCALLTYPE DrawInstanced(
__in UINT VertexCountPerInstance,
__in UINT InstanceCount,
__in UINT StartVertexLocation,
__in UINT StartInstanceLocation)
{
this->_real->DrawInstanced(VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation);
}
virtual void STDMETHODCALLTYPE GSSetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__in_ecount(NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
{
this->_real->GSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE GSSetShader(
__in_opt ID3D11GeometryShader *pShader,
__in_ecount_opt(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances)
{
this->_real->GSSetShader(pShader, ppClassInstances, NumClassInstances);
}
virtual void STDMETHODCALLTYPE IASetPrimitiveTopology(
__in D3D11_PRIMITIVE_TOPOLOGY Topology)
{
this->_real->IASetPrimitiveTopology(Topology);
}
virtual void STDMETHODCALLTYPE VSSetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__in_ecount(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
{
this->_real->VSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE VSSetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__in_ecount(NumSamplers) ID3D11SamplerState *const *ppSamplers)
{
this->_real->VSSetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE Begin(
__in ID3D11Asynchronous *pAsync)
{
this->_real->Begin(pAsync);
}
virtual void STDMETHODCALLTYPE End(
__in ID3D11Asynchronous *pAsync)
{
this->_real->End(pAsync);
}
virtual HRESULT STDMETHODCALLTYPE GetData(
__in ID3D11Asynchronous *pAsync,
__out_bcount_opt( DataSize ) void *pData,
__in UINT DataSize,
__in UINT GetDataFlags)
{
return this->_real->GetData(pAsync, pData, DataSize, GetDataFlags);
}
virtual void STDMETHODCALLTYPE SetPredication(
__in_opt ID3D11Predicate *pPredicate,
__in BOOL PredicateValue)
{
this->_real->SetPredication(pPredicate, PredicateValue);
}
virtual void STDMETHODCALLTYPE GSSetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__in_ecount(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
{
this->_real->GSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE GSSetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__in_ecount(NumSamplers) ID3D11SamplerState *const *ppSamplers)
{
this->_real->GSSetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE OMSetRenderTargets(
__in_range( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews,
__in_ecount_opt(NumViews) ID3D11RenderTargetView *const *ppRenderTargetViews,
__in_opt ID3D11DepthStencilView *pDepthStencilView)
{
this->_real->OMSetRenderTargets(NumViews, ppRenderTargetViews, pDepthStencilView);
}
virtual void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
__in UINT NumRTVs,
__in_ecount_opt(NumRTVs) ID3D11RenderTargetView *const *ppRenderTargetViews,
__in_opt ID3D11DepthStencilView *pDepthStencilView,
__in_range( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1 ) UINT UAVStartSlot,
__in UINT NumUAVs,
__in_ecount_opt(NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
__in_ecount_opt(NumUAVs) const UINT *pUAVInitialCounts)
{
this->_real->OMSetRenderTargetsAndUnorderedAccessViews(NumRTVs, ppRenderTargetViews, pDepthStencilView, UAVStartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts);
}
virtual void STDMETHODCALLTYPE OMSetBlendState(
__in_opt ID3D11BlendState *pBlendState,
__in_opt const FLOAT BlendFactor[ 4 ],
__in UINT SampleMask)
{
this->_real->OMSetBlendState(pBlendState, BlendFactor, SampleMask);
}
virtual void STDMETHODCALLTYPE OMSetDepthStencilState(
__in_opt ID3D11DepthStencilState *pDepthStencilState,
__in UINT StencilRef)
{
this->_real->OMSetDepthStencilState(pDepthStencilState, StencilRef);
}
virtual void STDMETHODCALLTYPE SOSetTargets(
__in_range( 0, D3D11_SO_BUFFER_SLOT_COUNT) UINT NumBuffers,
__in_ecount_opt(NumBuffers) ID3D11Buffer *const *ppSOTargets,
__in_ecount_opt(NumBuffers) const UINT *pOffsets)
{
this->_real->SOSetTargets(NumBuffers, ppSOTargets, pOffsets);
}
virtual void STDMETHODCALLTYPE DrawAuto()
{
this->_real->DrawAuto();
}
virtual void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
__in ID3D11Buffer *pBufferForArgs,
__in UINT AlignedByteOffsetForArgs)
{
this->_real->DrawIndexedInstancedIndirect(pBufferForArgs, AlignedByteOffsetForArgs);
}
virtual void STDMETHODCALLTYPE DrawInstancedIndirect(
__in ID3D11Buffer *pBufferForArgs,
__in UINT AlignedByteOffsetForArgs)
{
this->_real->DrawInstancedIndirect(pBufferForArgs, AlignedByteOffsetForArgs);
}
virtual void STDMETHODCALLTYPE Dispatch(
__in UINT ThreadGroupCountX,
__in UINT ThreadGroupCountY,
__in UINT ThreadGroupCountZ)
{
this->_real->Dispatch(ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ);
}
virtual void STDMETHODCALLTYPE DispatchIndirect(
__in ID3D11Buffer *pBufferForArgs,
__in UINT AlignedByteOffsetForArgs)
{
this->_real->DispatchIndirect(pBufferForArgs, AlignedByteOffsetForArgs);
}
virtual void STDMETHODCALLTYPE RSSetState(
__in_opt ID3D11RasterizerState *pRasterizerState)
{
this->_real->RSSetState(pRasterizerState);
}
virtual void STDMETHODCALLTYPE RSSetViewports(
__in_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumViewports,
__in_ecount_opt(NumViewports) const D3D11_VIEWPORT *pViewports)
{
this->_real->RSSetViewports(NumViewports, pViewports);
}
virtual void STDMETHODCALLTYPE RSSetScissorRects(
__in_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumRects,
__in_ecount_opt(NumRects) const D3D11_RECT *pRects)
{
this->_real->RSSetScissorRects(NumRects, pRects);
}
virtual void STDMETHODCALLTYPE CopySubresourceRegion(
__in ID3D11Resource *pDstResource,
__in UINT DstSubresource,
__in UINT DstX,
__in UINT DstY,
__in UINT DstZ,
__in ID3D11Resource *pSrcResource,
__in UINT SrcSubresource,
__in_opt const D3D11_BOX *pSrcBox)
{
this->_real->CopySubresourceRegion(pDstResource, DstSubresource, DstX, DstY, DstZ, pSrcResource, SrcSubresource, pSrcBox);
}
virtual void STDMETHODCALLTYPE CopyResource(
__in ID3D11Resource *pDstResource,
__in ID3D11Resource *pSrcResource)
{
this->_real->CopyResource(pDstResource, pSrcResource);
}
virtual void STDMETHODCALLTYPE UpdateSubresource(
__in ID3D11Resource *pDstResource,
__in UINT DstSubresource,
__in_opt const D3D11_BOX *pDstBox,
__in const void *pSrcData,
__in UINT SrcRowPitch,
__in UINT SrcDepthPitch)
{
this->_real->UpdateSubresource(pDstResource, DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch);
}
virtual void STDMETHODCALLTYPE CopyStructureCount(
__in ID3D11Buffer *pDstBuffer,
__in UINT DstAlignedByteOffset,
__in ID3D11UnorderedAccessView *pSrcView)
{
this->_real->CopyStructureCount(pDstBuffer, DstAlignedByteOffset, pSrcView);
}
virtual void STDMETHODCALLTYPE ClearRenderTargetView(
__in ID3D11RenderTargetView *pRenderTargetView,
__in const FLOAT ColorRGBA[ 4 ])
{
this->_real->ClearRenderTargetView(pRenderTargetView, ColorRGBA);
}
virtual void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
__in ID3D11UnorderedAccessView *pUnorderedAccessView,
__in const UINT Values[ 4 ])
{
this->_real->ClearUnorderedAccessViewUint(pUnorderedAccessView, Values);
}
virtual void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
__in ID3D11UnorderedAccessView *pUnorderedAccessView,
__in const FLOAT Values[ 4 ])
{
this->_real->ClearUnorderedAccessViewFloat(pUnorderedAccessView, Values);
}
virtual void STDMETHODCALLTYPE ClearDepthStencilView(
__in ID3D11DepthStencilView *pDepthStencilView,
__in UINT ClearFlags,
__in FLOAT Depth,
__in UINT8 Stencil)
{
this->_real->ClearDepthStencilView(pDepthStencilView, ClearFlags, Depth, Stencil);
}
virtual void STDMETHODCALLTYPE GenerateMips(
__in ID3D11ShaderResourceView *pShaderResourceView)
{
this->_real->GenerateMips(pShaderResourceView);
}
virtual void STDMETHODCALLTYPE SetResourceMinLOD(
__in ID3D11Resource *pResource,
FLOAT MinLOD)
{
this->_real->SetResourceMinLOD(pResource, MinLOD);
}
virtual FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
__in ID3D11Resource *pResource)
{
return this->_real->GetResourceMinLOD(pResource);
}
virtual void STDMETHODCALLTYPE ResolveSubresource(
__in ID3D11Resource *pDstResource,
__in UINT DstSubresource,
__in ID3D11Resource *pSrcResource,
__in UINT SrcSubresource,
__in DXGI_FORMAT Format)
{
this->_real->ResolveSubresource(pDstResource, DstSubresource, pSrcResource, SrcSubresource, Format);
}
virtual void STDMETHODCALLTYPE ExecuteCommandList(
__in ID3D11CommandList *pCommandList,
BOOL RestoreContextState)
{
this->_real->ExecuteCommandList(pCommandList, RestoreContextState);
}
virtual void STDMETHODCALLTYPE HSSetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__in_ecount(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
{
this->_real->HSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE HSSetShader(
__in_opt ID3D11HullShader *pHullShader,
__in_ecount_opt(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances)
{
this->_real->HSSetShader(pHullShader, ppClassInstances, NumClassInstances);
}
virtual void STDMETHODCALLTYPE HSSetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__in_ecount(NumSamplers) ID3D11SamplerState *const *ppSamplers)
{
this->_real->HSSetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE HSSetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__in_ecount(NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
{
this->_real->HSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE DSSetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__in_ecount(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
{
this->_real->DSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE DSSetShader(
__in_opt ID3D11DomainShader *pDomainShader,
__in_ecount_opt(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances)
{
this->_real->DSSetShader(pDomainShader, ppClassInstances, NumClassInstances);
}
virtual void STDMETHODCALLTYPE DSSetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__in_ecount(NumSamplers) ID3D11SamplerState *const *ppSamplers)
{
this->_real->DSSetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE DSSetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__in_ecount(NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
{
this->_real->DSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE CSSetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__in_ecount(NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
{
this->_real->CSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
__in_range( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot ) UINT NumUAVs,
__in_ecount(NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews,
__in_ecount(NumUAVs) const UINT *pUAVInitialCounts)
{
this->_real->CSSetUnorderedAccessViews(StartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts);
}
virtual void STDMETHODCALLTYPE CSSetShader(
__in_opt ID3D11ComputeShader *pComputeShader,
__in_ecount_opt(NumClassInstances) ID3D11ClassInstance *const *ppClassInstances,
UINT NumClassInstances)
{
this->_real->CSSetShader(pComputeShader, ppClassInstances, NumClassInstances);
}
virtual void STDMETHODCALLTYPE CSSetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__in_ecount(NumSamplers) ID3D11SamplerState *const *ppSamplers)
{
this->_real->CSSetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE CSSetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__in_ecount(NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
{
this->_real->CSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE VSGetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__out_ecount(NumBuffers) ID3D11Buffer **ppConstantBuffers)
{
this->_real->VSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE PSGetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__out_ecount(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
{
this->_real->PSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE PSGetShader(
__out_opt ID3D11PixelShader **ppPixelShader,
__out_ecount_opt(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances,
__inout_opt UINT *pNumClassInstances)
{
this->_real->PSGetShader(ppPixelShader, ppClassInstances, pNumClassInstances);
}
virtual void STDMETHODCALLTYPE PSGetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__out_ecount(NumSamplers) ID3D11SamplerState **ppSamplers)
{
this->_real->PSGetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE VSGetShader(
__out_opt ID3D11VertexShader **ppVertexShader,
__out_ecount_opt(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances,
__inout_opt UINT *pNumClassInstances)
{
this->_real->VSGetShader(ppVertexShader, ppClassInstances, pNumClassInstances);
}
virtual void STDMETHODCALLTYPE PSGetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__out_ecount(NumBuffers) ID3D11Buffer **ppConstantBuffers)
{
this->_real->PSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE IAGetInputLayout(
__out ID3D11InputLayout **ppInputLayout)
{
this->_real->IAGetInputLayout(ppInputLayout);
}
virtual void STDMETHODCALLTYPE IAGetVertexBuffers(
__in_range( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__out_ecount_opt(NumBuffers) ID3D11Buffer **ppVertexBuffers,
__out_ecount_opt(NumBuffers) UINT *pStrides,
__out_ecount_opt(NumBuffers) UINT *pOffsets)
{
this->_real->IAGetVertexBuffers(StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets);
}
virtual void STDMETHODCALLTYPE IAGetIndexBuffer(
__out_opt ID3D11Buffer **pIndexBuffer,
__out_opt DXGI_FORMAT *Format,
__out_opt UINT *Offset)
{
this->_real->IAGetIndexBuffer(pIndexBuffer, Format, Offset);
}
virtual void STDMETHODCALLTYPE GSGetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__out_ecount(NumBuffers) ID3D11Buffer **ppConstantBuffers)
{
this->_real->GSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE GSGetShader(
__out_opt ID3D11GeometryShader **ppGeometryShader,
__out_ecount_opt(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances,
__inout_opt UINT *pNumClassInstances)
{
this->_real->GSGetShader(ppGeometryShader, ppClassInstances, pNumClassInstances);
}
virtual void STDMETHODCALLTYPE IAGetPrimitiveTopology(
__out D3D11_PRIMITIVE_TOPOLOGY *pTopology)
{
this->_real->IAGetPrimitiveTopology(pTopology);
}
virtual void STDMETHODCALLTYPE VSGetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__out_ecount(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
{
this->_real->VSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE VSGetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__out_ecount(NumSamplers) ID3D11SamplerState **ppSamplers)
{
this->_real->VSGetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE GetPredication(
__out_opt ID3D11Predicate **ppPredicate,
__out_opt BOOL *pPredicateValue)
{
this->_real->GetPredication(ppPredicate, pPredicateValue);
}
virtual void STDMETHODCALLTYPE GSGetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__out_ecount(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
{
this->_real->GSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE GSGetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__out_ecount(NumSamplers) ID3D11SamplerState **ppSamplers)
{
this->_real->GSGetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE OMGetRenderTargets(
__in_range( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumViews,
__out_ecount_opt(NumViews) ID3D11RenderTargetView **ppRenderTargetViews,
__out_opt ID3D11DepthStencilView **ppDepthStencilView)
{
this->_real->OMGetRenderTargets(NumViews, ppRenderTargetViews, ppDepthStencilView);
}
virtual void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
__in_range( 0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT ) UINT NumRTVs,
__out_ecount_opt(NumRTVs) ID3D11RenderTargetView **ppRenderTargetViews,
__out_opt ID3D11DepthStencilView **ppDepthStencilView,
__in_range( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1 ) UINT UAVStartSlot,
__in_range( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - UAVStartSlot ) UINT NumUAVs,
__out_ecount_opt(NumUAVs) ID3D11UnorderedAccessView **ppUnorderedAccessViews)
{
this->_real->OMGetRenderTargetsAndUnorderedAccessViews(NumRTVs, ppRenderTargetViews, ppDepthStencilView, UAVStartSlot, NumUAVs, ppUnorderedAccessViews);
}
virtual void STDMETHODCALLTYPE OMGetBlendState(
__out_opt ID3D11BlendState **ppBlendState,
__out_opt FLOAT BlendFactor[ 4 ],
__out_opt UINT *pSampleMask)
{
this->_real->OMGetBlendState(ppBlendState, BlendFactor, pSampleMask);
}
virtual void STDMETHODCALLTYPE OMGetDepthStencilState(
__out_opt ID3D11DepthStencilState **ppDepthStencilState,
__out_opt UINT *pStencilRef)
{
this->_real->OMGetDepthStencilState(ppDepthStencilState, pStencilRef);
}
virtual void STDMETHODCALLTYPE SOGetTargets(
__in_range( 0, D3D11_SO_BUFFER_SLOT_COUNT ) UINT NumBuffers,
__out_ecount(NumBuffers) ID3D11Buffer **ppSOTargets)
{
this->_real->SOGetTargets(NumBuffers, ppSOTargets);
}
virtual void STDMETHODCALLTYPE RSGetState(
__out ID3D11RasterizerState **ppRasterizerState)
{
this->_real->RSGetState(ppRasterizerState);
}
virtual void STDMETHODCALLTYPE RSGetViewports(
__inout /*_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/ UINT *pNumViewports,
__out_ecount_opt(*pNumViewports) D3D11_VIEWPORT *pViewports)
{
this->_real->RSGetViewports(pNumViewports, pViewports);
}
virtual void STDMETHODCALLTYPE RSGetScissorRects(
__inout /*_range(0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE )*/ UINT *pNumRects,
__out_ecount_opt(*pNumRects) D3D11_RECT *pRects)
{
this->_real->RSGetScissorRects(pNumRects, pRects);
}
virtual void STDMETHODCALLTYPE HSGetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__out_ecount(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
{
this->_real->HSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE HSGetShader(
__out_opt ID3D11HullShader **ppHullShader,
__out_ecount_opt(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances,
__inout_opt UINT *pNumClassInstances)
{
this->_real->HSGetShader(ppHullShader, ppClassInstances, pNumClassInstances);
}
virtual void STDMETHODCALLTYPE HSGetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__out_ecount(NumSamplers) ID3D11SamplerState **ppSamplers)
{
this->_real->HSGetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE HSGetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__out_ecount(NumBuffers) ID3D11Buffer **ppConstantBuffers)
{
this->_real->HSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE DSGetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__out_ecount(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
{
this->_real->DSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE DSGetShader(
__out_opt ID3D11DomainShader **ppDomainShader,
__out_ecount_opt(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances,
__inout_opt UINT *pNumClassInstances)
{
this->_real->DSGetShader(ppDomainShader, ppClassInstances, pNumClassInstances);
}
virtual void STDMETHODCALLTYPE DSGetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__out_ecount(NumSamplers) ID3D11SamplerState **ppSamplers)
{
this->_real->DSGetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE DSGetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__out_ecount(NumBuffers) ID3D11Buffer **ppConstantBuffers)
{
this->_real->DSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE CSGetShaderResources(
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot ) UINT NumViews,
__out_ecount(NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
{
this->_real->CSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews);
}
virtual void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
__in_range( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot ) UINT NumUAVs,
__out_ecount(NumUAVs) ID3D11UnorderedAccessView **ppUnorderedAccessViews)
{
this->_real->CSGetUnorderedAccessViews(StartSlot, NumUAVs, ppUnorderedAccessViews);
}
virtual void STDMETHODCALLTYPE CSGetShader(
__out_opt ID3D11ComputeShader **ppComputeShader,
__out_ecount_opt(*pNumClassInstances) ID3D11ClassInstance **ppClassInstances,
__inout_opt UINT *pNumClassInstances)
{
this->_real->CSGetShader(ppComputeShader, ppClassInstances, pNumClassInstances);
}
virtual void STDMETHODCALLTYPE CSGetSamplers(
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot ) UINT NumSamplers,
__out_ecount(NumSamplers) ID3D11SamplerState **ppSamplers)
{
this->_real->CSGetSamplers(StartSlot, NumSamplers, ppSamplers);
}
virtual void STDMETHODCALLTYPE CSGetConstantBuffers(
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1 ) UINT StartSlot,
__in_range( 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot ) UINT NumBuffers,
__out_ecount(NumBuffers) ID3D11Buffer **ppConstantBuffers)
{
this->_real->CSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers);
}
virtual void STDMETHODCALLTYPE ClearState()
{
this->_real->ClearState();
}
virtual void STDMETHODCALLTYPE Flush()
{
this->_real->Flush();
}
virtual D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType()
{
return this->_real->GetType();
}
virtual UINT STDMETHODCALLTYPE GetContextFlags()
{
return this->_real->GetContextFlags();
}
virtual HRESULT STDMETHODCALLTYPE FinishCommandList(
BOOL RestoreDeferredContextState,
__out_opt ID3D11CommandList **ppCommandList)
{
return this->_real->FinishCommandList(RestoreDeferredContextState, ppCommandList);
}
//ID3D11DeviceChild
virtual void STDMETHODCALLTYPE GetDevice(
/* [annotation] */
__out ID3D11Device **ppDevice)
{
this->_real->GetDevice(ppDevice);
}
virtual HRESULT STDMETHODCALLTYPE GetPrivateData(
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__inout UINT *pDataSize,
/* [annotation] */
__out_bcount_opt( *pDataSize ) void *pData)
{
return this->_real->GetPrivateData(guid, pDataSize, pData);
}
virtual HRESULT STDMETHODCALLTYPE SetPrivateData(
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in UINT DataSize,
/* [annotation] */
__in_bcount_opt( DataSize ) const void *pData)
{
return this->_real->SetPrivateData(guid, DataSize, pData);
}
virtual HRESULT STDMETHODCALLTYPE SetPrivateDataInterface(
/* [annotation] */
__in REFGUID guid,
/* [annotation] */
__in_opt const IUnknown *pData)
{
return this->_real->SetPrivateDataInterface(guid, pData);
}
//IUnknown
virtual HRESULT STDMETHODCALLTYPE QueryInterface(
/* [in] */ REFIID riid,
/* [iid_is][out] */ __RPC__deref_out void __RPC_FAR *__RPC_FAR *ppvObject)
{
return this->_real->QueryInterface(riid, ppvObject);
}
virtual ULONG STDMETHODCALLTYPE AddRef( void)
{
return this->_real->AddRef();
}
virtual ULONG STDMETHODCALLTYPE Release( void)
{
ULONG result = this->_real->Release();
if (0 == result)
{
delete this;
}
return result;
}
};