[][src]Struct makepad_render::D3d11Cx

pub struct D3d11Cx {
    pub device: ComPtr<ID3D11Device>,
    pub context: ComPtr<ID3D11DeviceContext>,
    pub factory: ComPtr<IDXGIFactory2>,
}

Fields

device: ComPtr<ID3D11Device>context: ComPtr<ID3D11DeviceContext>factory: ComPtr<IDXGIFactory2>

Methods

impl D3d11Cx[src]

pub fn new() -> D3d11Cx[src]

pub fn disconnect_rendertargets(&self)[src]

pub fn set_viewport(&self, width: f32, height: f32)[src]

pub fn clear_render_target_view(
    &self,
    render_target_view: &ComPtr<ID3D11RenderTargetView>,
    color: Color
)
[src]

pub fn clear_depth_stencil_view(
    &self,
    depth_stencil_view: &ComPtr<ID3D11DepthStencilView>,
    depth: f32
)
[src]

pub fn set_raster_state(&self, raster_state: &ComPtr<ID3D11RasterizerState>)[src]

pub fn set_blend_state(&self, blend_state: &ComPtr<ID3D11BlendState>)[src]

pub fn set_input_layout(&self, input_layout: &ComPtr<ID3D11InputLayout>)[src]

pub fn set_index_buffer(&self, index_buffer: &D3d11Buffer)[src]

pub fn set_shaders(
    &self,
    vertex_shader: &ComPtr<ID3D11VertexShader>,
    pixel_shader: &ComPtr<ID3D11PixelShader>
)
[src]

pub fn set_shader_resource(
    &self,
    index: usize,
    texture: &Option<ComPtr<ID3D11ShaderResourceView>>
)
[src]

pub fn set_primitive_topology(&self)[src]

pub fn set_vertex_buffers(
    &self,
    geom_buf: &D3d11Buffer,
    geom_slots: usize,
    inst_buf: &D3d11Buffer,
    inst_slots: usize
)
[src]

pub fn set_constant_buffers(
    &self,
    pass_uni: &D3d11Buffer,
    view_uni: &D3d11Buffer,
    draw_uni: &D3d11Buffer,
    uni: &D3d11Buffer
)
[src]

pub fn draw_indexed_instanced(&self, num_vertices: usize, num_instances: usize)[src]

pub fn compile_shader(
    &self,
    stage: &str,
    entry: &[u8],
    shader: &[u8]
) -> Result<ComPtr<ID3DBlob>, SlErr>
[src]

pub fn create_input_layout(
    &self,
    vs: &ComPtr<ID3DBlob>,
    layout_desc: &Vec<D3D11_INPUT_ELEMENT_DESC>
) -> Result<ComPtr<ID3D11InputLayout>, SlErr>
[src]

pub fn create_pixel_shader(
    &self,
    ps: &ComPtr<ID3DBlob>
) -> Result<ComPtr<ID3D11PixelShader>, SlErr>
[src]

pub fn create_vertex_shader(
    &self,
    vs: &ComPtr<ID3DBlob>
) -> Result<ComPtr<ID3D11VertexShader>, SlErr>
[src]

pub fn create_raster_state(
    &self
) -> Result<ComPtr<ID3D11RasterizerState>, HRESULT>
[src]

pub fn create_blend_state(&self) -> Result<ComPtr<ID3D11BlendState>, HRESULT>[src]

pub fn create_depth_stencil_view(
    &self,
    buffer: &ComPtr<ID3D11Texture2D>
) -> Result<ComPtr<ID3D11DepthStencilView>, HRESULT>
[src]

pub fn create_depth_stencil_state(
    &self
) -> Result<ComPtr<ID3D11DepthStencilState>, HRESULT>
[src]

pub fn create_render_target_view(
    &self,
    texture: &ComPtr<ID3D11Texture2D>
) -> Result<ComPtr<ID3D11RenderTargetView>, HRESULT>
[src]

pub fn get_swap_texture(
    swap_chain: &ComPtr<IDXGISwapChain1>
) -> Result<ComPtr<ID3D11Texture2D>, HRESULT>
[src]

pub fn create_swap_chain_for_hwnd(
    &self,
    wg: &WindowGeom,
    win32_window: &Win32Window
) -> Result<ComPtr<IDXGISwapChain1>, HRESULT>
[src]

pub fn resize_swap_chain(
    &self,
    wg: &WindowGeom,
    swap_chain: &ComPtr<IDXGISwapChain1>
)
[src]

pub fn create_d3d11_device(
    adapter: &ComPtr<IDXGIAdapter>
) -> Result<(ComPtr<ID3D11Device>, ComPtr<ID3D11DeviceContext>), HRESULT>
[src]

pub fn create_dxgi_factory1(
    guid: &GUID
) -> Result<ComPtr<IDXGIFactory2>, HRESULT>
[src]

pub fn enum_adapters(
    factory: &ComPtr<IDXGIFactory2>
) -> Result<ComPtr<IDXGIAdapter>, HRESULT>
[src]

pub fn update_render_target(
    &self,
    cxtexture: &mut CxTexture,
    dpi_factor: f32,
    size: Vec2
) -> bool
[src]

pub fn update_depth_stencil(
    &self,
    cxtexture: &mut CxTexture,
    dpi_factor: f32,
    size: Vec2
) -> bool
[src]

pub fn update_platform_texture_image_bgra(
    &self,
    res: &mut CxPlatformTexture,
    width: usize,
    height: usize,
    image_u32: &Vec<u32>
)
[src]

Trait Implementations

impl Clone for D3d11Cx[src]

Auto Trait Implementations

impl !Send for D3d11Cx

impl !Sync for D3d11Cx

impl Unpin for D3d11Cx

impl UnwindSafe for D3d11Cx

impl RefUnwindSafe for D3d11Cx

Blanket Implementations

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = !

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]