public int CreateClassInstance([NativeTypeName("LPCSTR")] sbyte *pClassTypeName, [NativeTypeName("UINT")] uint ConstantBufferOffset, [NativeTypeName("UINT")] uint ConstantVectorOffset, [NativeTypeName("UINT")] uint TextureOffset, [NativeTypeName("UINT")] uint SamplerOffset, ID3D11ClassInstance **ppInstance)
 {
     return(((delegate * unmanaged <ID3D11ClassLinkage *, sbyte *, uint, uint, uint, uint, ID3D11ClassInstance **, int>)(lpVtbl[8]))((ID3D11ClassLinkage *)Unsafe.AsPointer(ref this), pClassTypeName, ConstantBufferOffset, ConstantVectorOffset, TextureOffset, SamplerOffset, ppInstance));
 }
Beispiel #2
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 public void VSSetShader([NativeTypeName("ID3D11VertexShader *")] ID3D11VertexShader *pVertexShader, [NativeTypeName("ID3D11ClassInstance *const *")] ID3D11ClassInstance **ppClassInstances, [NativeTypeName("UINT")] uint NumClassInstances)
 {
     ((delegate * stdcall <ID3D11DeviceContext *, ID3D11VertexShader *, ID3D11ClassInstance **, uint, void>)(lpVtbl[11]))((ID3D11DeviceContext *)Unsafe.AsPointer(ref this), pVertexShader, ppClassInstances, NumClassInstances);
 }
 public int GetClassInstance([NativeTypeName("LPCSTR")] sbyte *pClassInstanceName, [NativeTypeName("UINT")] uint InstanceIndex, ID3D11ClassInstance **ppInstance)
 {
     return(((delegate * unmanaged <ID3D11ClassLinkage *, sbyte *, uint, ID3D11ClassInstance **, int>)(lpVtbl[7]))((ID3D11ClassLinkage *)Unsafe.AsPointer(ref this), pClassInstanceName, InstanceIndex, ppInstance));
 }
Beispiel #4
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 public void CSGetShader([NativeTypeName("ID3D11ComputeShader **")] ID3D11ComputeShader **ppComputeShader, [NativeTypeName("ID3D11ClassInstance **")] ID3D11ClassInstance **ppClassInstances, [NativeTypeName("UINT *")] uint *pNumClassInstances)
 {
     ((delegate * stdcall <ID3D11DeviceContext *, ID3D11ComputeShader **, ID3D11ClassInstance **, uint *, void>)(lpVtbl[107]))((ID3D11DeviceContext *)Unsafe.AsPointer(ref this), ppComputeShader, ppClassInstances, pNumClassInstances);
 }