[−][src]Struct makepad_render::D3d11Cx
Fields
device: ComPtr<ID3D11Device>
context: ComPtr<ID3D11DeviceContext>
factory: ComPtr<IDXGIFactory2>
Methods
impl D3d11Cx
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pub fn new() -> D3d11Cx
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pub fn disconnect_rendertargets(&self)
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pub fn set_viewport(&self, width: f32, height: f32)
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pub fn clear_render_target_view(
&self,
render_target_view: &ComPtr<ID3D11RenderTargetView>,
color: Color
)
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&self,
render_target_view: &ComPtr<ID3D11RenderTargetView>,
color: Color
)
pub fn clear_depth_stencil_view(
&self,
depth_stencil_view: &ComPtr<ID3D11DepthStencilView>,
depth: f32
)
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&self,
depth_stencil_view: &ComPtr<ID3D11DepthStencilView>,
depth: f32
)
pub fn set_raster_state(&self, raster_state: &ComPtr<ID3D11RasterizerState>)
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pub fn set_blend_state(&self, blend_state: &ComPtr<ID3D11BlendState>)
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pub fn set_input_layout(&self, input_layout: &ComPtr<ID3D11InputLayout>)
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pub fn set_index_buffer(&self, index_buffer: &D3d11Buffer)
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pub fn set_shaders(
&self,
vertex_shader: &ComPtr<ID3D11VertexShader>,
pixel_shader: &ComPtr<ID3D11PixelShader>
)
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&self,
vertex_shader: &ComPtr<ID3D11VertexShader>,
pixel_shader: &ComPtr<ID3D11PixelShader>
)
pub fn set_shader_resource(
&self,
index: usize,
texture: &Option<ComPtr<ID3D11ShaderResourceView>>
)
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&self,
index: usize,
texture: &Option<ComPtr<ID3D11ShaderResourceView>>
)
pub fn set_primitive_topology(&self)
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pub fn set_vertex_buffers(
&self,
geom_buf: &D3d11Buffer,
geom_slots: usize,
inst_buf: &D3d11Buffer,
inst_slots: usize
)
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&self,
geom_buf: &D3d11Buffer,
geom_slots: usize,
inst_buf: &D3d11Buffer,
inst_slots: usize
)
pub fn set_constant_buffers(
&self,
pass_uni: &D3d11Buffer,
view_uni: &D3d11Buffer,
draw_uni: &D3d11Buffer,
uni: &D3d11Buffer
)
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&self,
pass_uni: &D3d11Buffer,
view_uni: &D3d11Buffer,
draw_uni: &D3d11Buffer,
uni: &D3d11Buffer
)
pub fn draw_indexed_instanced(&self, num_vertices: usize, num_instances: usize)
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pub fn compile_shader(
&self,
stage: &str,
entry: &[u8],
shader: &[u8]
) -> Result<ComPtr<ID3DBlob>, SlErr>
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&self,
stage: &str,
entry: &[u8],
shader: &[u8]
) -> Result<ComPtr<ID3DBlob>, SlErr>
pub fn create_input_layout(
&self,
vs: &ComPtr<ID3DBlob>,
layout_desc: &Vec<D3D11_INPUT_ELEMENT_DESC>
) -> Result<ComPtr<ID3D11InputLayout>, SlErr>
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&self,
vs: &ComPtr<ID3DBlob>,
layout_desc: &Vec<D3D11_INPUT_ELEMENT_DESC>
) -> Result<ComPtr<ID3D11InputLayout>, SlErr>
pub fn create_pixel_shader(
&self,
ps: &ComPtr<ID3DBlob>
) -> Result<ComPtr<ID3D11PixelShader>, SlErr>
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&self,
ps: &ComPtr<ID3DBlob>
) -> Result<ComPtr<ID3D11PixelShader>, SlErr>
pub fn create_vertex_shader(
&self,
vs: &ComPtr<ID3DBlob>
) -> Result<ComPtr<ID3D11VertexShader>, SlErr>
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&self,
vs: &ComPtr<ID3DBlob>
) -> Result<ComPtr<ID3D11VertexShader>, SlErr>
pub fn create_raster_state(
&self
) -> Result<ComPtr<ID3D11RasterizerState>, HRESULT>
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&self
) -> Result<ComPtr<ID3D11RasterizerState>, HRESULT>
pub fn create_blend_state(&self) -> Result<ComPtr<ID3D11BlendState>, HRESULT>
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pub fn create_depth_stencil_view(
&self,
buffer: &ComPtr<ID3D11Texture2D>
) -> Result<ComPtr<ID3D11DepthStencilView>, HRESULT>
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&self,
buffer: &ComPtr<ID3D11Texture2D>
) -> Result<ComPtr<ID3D11DepthStencilView>, HRESULT>
pub fn create_depth_stencil_state(
&self
) -> Result<ComPtr<ID3D11DepthStencilState>, HRESULT>
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&self
) -> Result<ComPtr<ID3D11DepthStencilState>, HRESULT>
pub fn create_render_target_view(
&self,
texture: &ComPtr<ID3D11Texture2D>
) -> Result<ComPtr<ID3D11RenderTargetView>, HRESULT>
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&self,
texture: &ComPtr<ID3D11Texture2D>
) -> Result<ComPtr<ID3D11RenderTargetView>, HRESULT>
pub fn get_swap_texture(
swap_chain: &ComPtr<IDXGISwapChain1>
) -> Result<ComPtr<ID3D11Texture2D>, HRESULT>
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swap_chain: &ComPtr<IDXGISwapChain1>
) -> Result<ComPtr<ID3D11Texture2D>, HRESULT>
pub fn create_swap_chain_for_hwnd(
&self,
wg: &WindowGeom,
win32_window: &Win32Window
) -> Result<ComPtr<IDXGISwapChain1>, HRESULT>
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&self,
wg: &WindowGeom,
win32_window: &Win32Window
) -> Result<ComPtr<IDXGISwapChain1>, HRESULT>
pub fn resize_swap_chain(
&self,
wg: &WindowGeom,
swap_chain: &ComPtr<IDXGISwapChain1>
)
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&self,
wg: &WindowGeom,
swap_chain: &ComPtr<IDXGISwapChain1>
)
pub fn create_d3d11_device(
adapter: &ComPtr<IDXGIAdapter>
) -> Result<(ComPtr<ID3D11Device>, ComPtr<ID3D11DeviceContext>), HRESULT>
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adapter: &ComPtr<IDXGIAdapter>
) -> Result<(ComPtr<ID3D11Device>, ComPtr<ID3D11DeviceContext>), HRESULT>
pub fn create_dxgi_factory1(
guid: &GUID
) -> Result<ComPtr<IDXGIFactory2>, HRESULT>
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guid: &GUID
) -> Result<ComPtr<IDXGIFactory2>, HRESULT>
pub fn enum_adapters(
factory: &ComPtr<IDXGIFactory2>
) -> Result<ComPtr<IDXGIAdapter>, HRESULT>
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factory: &ComPtr<IDXGIFactory2>
) -> Result<ComPtr<IDXGIAdapter>, HRESULT>
pub fn update_render_target(
&self,
cxtexture: &mut CxTexture,
dpi_factor: f32,
size: Vec2
) -> bool
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&self,
cxtexture: &mut CxTexture,
dpi_factor: f32,
size: Vec2
) -> bool
pub fn update_depth_stencil(
&self,
cxtexture: &mut CxTexture,
dpi_factor: f32,
size: Vec2
) -> bool
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&self,
cxtexture: &mut CxTexture,
dpi_factor: f32,
size: Vec2
) -> bool
pub fn update_platform_texture_image_bgra(
&self,
res: &mut CxPlatformTexture,
width: usize,
height: usize,
image_u32: &Vec<u32>
)
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&self,
res: &mut CxPlatformTexture,
width: usize,
height: usize,
image_u32: &Vec<u32>
)
Trait Implementations
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
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = !
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,