Struct winapi::d3d10shader::ID3D10ShaderReflectionVtbl [] [src]

pub struct ID3D10ShaderReflectionVtbl {
    pub parent: IUnknownVtbl,
    pub GetDesc: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, pDesc: *mut D3D10_SHADER_DESC) -> HRESULT,
    pub GetConstantBufferByIndex: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, Index: UINT) -> *mut ID3D10ShaderReflectionConstantBuffer,
    pub GetConstantBufferByName: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, Name: LPCSTR) -> *mut ID3D10ShaderReflectionConstantBuffer,
    pub GetResourceBindingDesc: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, ResourceIndex: UINT, pDesc: *mut D3D10_SHADER_INPUT_BIND_DESC) -> HRESULT,
    pub GetInputParameterDesc: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, ParameterIndex: UINT, pDesc: *mut D3D10_SIGNATURE_PARAMETER_DESC) -> HRESULT,
    pub GetOutputParameterDesc: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, ParameterIndex: UINT, pDesc: *mut D3D10_SIGNATURE_PARAMETER_DESC) -> HRESULT,
}

Fields

parent: IUnknownVtbl GetDesc: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, pDesc: *mut D3D10_SHADER_DESC) -> HRESULT GetConstantBufferByIndex: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, Index: UINT) -> *mut ID3D10ShaderReflectionConstantBuffer GetConstantBufferByName: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, Name: LPCSTR) -> *mut ID3D10ShaderReflectionConstantBuffer GetResourceBindingDesc: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, ResourceIndex: UINT, pDesc: *mut D3D10_SHADER_INPUT_BIND_DESC) -> HRESULT GetInputParameterDesc: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, ParameterIndex: UINT, pDesc: *mut D3D10_SIGNATURE_PARAMETER_DESC) -> HRESULT GetOutputParameterDesc: unsafe extern "system" fn(This: *mut ID3D10ShaderReflection, ParameterIndex: UINT, pDesc: *mut D3D10_SIGNATURE_PARAMETER_DESC) -> HRESULT