public void ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView, [NativeTypeName("const FLOAT [4]")] float *ColorRGBA, uint NumRects, [NativeTypeName("const D3D12_RECT *")] RECT *pRects)
 {
     ((delegate * unmanaged <ID3D12GraphicsCommandList2 *, D3D12_CPU_DESCRIPTOR_HANDLE, float *, uint, RECT *, void>)(lpVtbl[48]))((ID3D12GraphicsCommandList2 *)Unsafe.AsPointer(ref this), RenderTargetView, ColorRGBA, NumRects, pRects);
 }
 public void ClearUnorderedAccessViewFloat(D3D12_GPU_DESCRIPTOR_HANDLE ViewGPUHandleInCurrentHeap, D3D12_CPU_DESCRIPTOR_HANDLE ViewCPUHandle, ID3D12Resource *pResource, [NativeTypeName("const FLOAT [4]")] float *Values, uint NumRects, [NativeTypeName("const D3D12_RECT *")] RECT *pRects)
 {
     ((delegate * unmanaged <ID3D12GraphicsCommandList2 *, D3D12_GPU_DESCRIPTOR_HANDLE, D3D12_CPU_DESCRIPTOR_HANDLE, ID3D12Resource *, float *, uint, RECT *, void>)(lpVtbl[50]))((ID3D12GraphicsCommandList2 *)Unsafe.AsPointer(ref this), ViewGPUHandleInCurrentHeap, ViewCPUHandle, pResource, Values, NumRects, pRects);
 }
 public void ClearDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE DepthStencilView, D3D12_CLEAR_FLAGS ClearFlags, float Depth, [NativeTypeName("UINT8")] byte Stencil, uint NumRects, [NativeTypeName("const D3D12_RECT *")] RECT *pRects)
 {
     ((delegate * unmanaged <ID3D12GraphicsCommandList2 *, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_CLEAR_FLAGS, float, byte, uint, RECT *, void>)(lpVtbl[47]))((ID3D12GraphicsCommandList2 *)Unsafe.AsPointer(ref this), DepthStencilView, ClearFlags, Depth, Stencil, NumRects, pRects);
 }