Struct winapi::d3d11::ID3D11DeviceContextVtbl [] [src]

pub struct ID3D11DeviceContextVtbl {
    pub parent: ID3D11DeviceChildVtbl,
    pub VSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
    pub PSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
    pub PSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pPixelShader: *mut ID3D11PixelShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
    pub PSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
    pub VSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pVertexShader: *mut ID3D11VertexShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
    pub DrawIndexed: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, IndexCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT),
    pub Draw: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, VertexCount: UINT, StartVertexLocation: UINT),
    pub Map: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, Subresource: UINT, MapType: D3D11_MAP, MapFlags: UINT, pMappedResource: *mut D3D11_MAPPED_SUBRESOURCE) -> HRESULT,
    pub Unmap: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, Subresource: UINT),
    pub PSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
    pub IASetInputLayout: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pInputLayout: *mut ID3D11InputLayout),
    pub IASetVertexBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *const *mut ID3D11Buffer, pStrides: *const UINT, pOffsets: *const UINT),
    pub IASetIndexBuffer: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pIndexBuffer: *mut ID3D11Buffer, Format: DXGI_FORMAT, Offset: UINT),
    pub DrawIndexedInstanced: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, IndexCountPerInstance: UINT, InstanceCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, StartInstanceLocation: UINT),
    pub DrawInstanced: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, VertexCountPerInstance: UINT, InstanceCount: UINT, StartVertexLocation: UINT, StartInstanceLocation: UINT),
    pub GSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
    pub GSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pShader: *mut ID3D11GeometryShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
    pub IASetPrimitiveTopology: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, Topology: D3D11_PRIMITIVE_TOPOLOGY),
    pub VSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
    pub VSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
    pub Begin: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous),
    pub End: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous),
    pub GetData: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous, pData: *mut c_void, DataSize: UINT, GetDataFlags: UINT) -> HRESULT,
    pub SetPredication: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pPredicate: *mut ID3D11Predicate, PredicateValue: BOOL),
    pub GSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
    pub GSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
    pub OMSetRenderTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViews: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView),
    pub OMSetRenderTargetsAndUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRTVs: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT),
    pub OMSetBlendState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBlendState: *mut ID3D11BlendState, BlendFactor: &[FLOAT; 4], SampleMask: UINT),
    pub OMSetDepthStencilState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDepthStencilState: *mut ID3D11DepthStencilState, StencilRef: UINT),
    pub SOSetTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumBuffers: UINT, ppSOTargets: *const *mut ID3D11Buffer, pOffsets: *const UINT),
    pub DrawAuto: unsafe extern "system" fn(This: *mut ID3D11DeviceContext),
    pub DrawIndexedInstancedIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT),
    pub DrawInstancedIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT),
    pub Dispatch: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ThreadGroupCountX: UINT, ThreadGroupCountY: UINT, ThreadGroupCountZ: UINT),
    pub DispatchIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT),
    pub RSSetState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pRasterizerState: *mut ID3D11RasterizerState),
    pub RSSetViewports: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViewports: UINT, pViewports: *const D3D11_VIEWPORT),
    pub RSSetScissorRects: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRects: UINT, pRects: *const D3D11_RECT),
    pub CopySubresourceRegion: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, DstX: UINT, DstY: UINT, DstZ: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, pSrcBox: *const D3D11_BOX),
    pub CopyResource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, pSrcResource: *mut ID3D11Resource),
    pub UpdateSubresource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT),
    pub CopyStructureCount: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstBuffer: *mut ID3D11Buffer, DstAlignedByteOffset: UINT, pSrcView: *mut ID3D11UnorderedAccessView),
    pub ClearRenderTargetView: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pRenderTargetView: *mut ID3D11RenderTargetView, ColorRGBA: &[FLOAT; 4]),
    pub ClearUnorderedAccessViewUint: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[UINT; 4]),
    pub ClearUnorderedAccessViewFloat: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[FLOAT; 4]),
    pub ClearDepthStencilView: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDepthStencilView: *mut ID3D11DepthStencilView, ClearFlags: UINT, Depth: FLOAT, Stencil: UINT8),
    pub GenerateMips: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pShaderResourceView: *mut ID3D11ShaderResourceView),
    pub SetResourceMinLOD: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, MinLOD: FLOAT),
    pub GetResourceMinLOD: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource) -> FLOAT,
    pub ResolveSubresource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, Format: DXGI_FORMAT),
    pub ExecuteCommandList: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pCommandList: *mut ID3D11CommandList, RestoreContextState: BOOL),
    pub HSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
    pub HSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pHullShader: *mut ID3D11HullShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
    pub HSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
    pub HSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
    pub DSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
    pub DSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDomainShader: *mut ID3D11DomainShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
    pub DSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
    pub DSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
    pub CSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
    pub CSSetUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView),
    pub CSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pComputeShader: *mut ID3D11ComputeShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
    pub CSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
    pub CSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
    pub VSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
    pub PSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
    pub PSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppPixelShader: *mut *mut ID3D11PixelShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
    pub PSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
    pub VSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppVertexShader: *mut *mut ID3D11VertexShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
    pub PSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
    pub IAGetInputLayout: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppInputLayout: *mut *mut ID3D11InputLayout),
    pub IAGetVertexBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *mut *mut ID3D11Buffer, pStrides: *mut UINT, pOffsets: *mut UINT),
    pub IAGetIndexBuffer: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pIndexBuffer: *mut *mut ID3D11Buffer, Format: *mut DXGI_FORMAT, Offset: *mut UINT),
    pub GSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
    pub GSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppGeometryShader: *mut *mut ID3D11GeometryShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
    pub IAGetPrimitiveTopology: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY),
    pub VSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
    pub VSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
    pub GetPredication: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppPredicate: *mut *mut ID3D11Predicate, pPredicateValue: *mut BOOL),
    pub GSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
    pub GSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
    pub OMGetRenderTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViews: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView),
    pub OMGetRenderTargetsAndUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRTVs: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, UAVStartSlot: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView),
    pub OMGetBlendState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppBlendState: *mut *mut ID3D11BlendState, BlendFactor: &mut [FLOAT; 4], pSampleMask: *mut UINT),
    pub OMGetDepthStencilState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppDepthStencilState: *mut *mut ID3D11DepthStencilState, pStencilRef: *mut UINT),
    pub SOGetTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumBuffers: UINT, ppSOTargets: *mut *mut ID3D11Buffer),
    pub RSGetState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppRasterizerState: *mut *mut ID3D11RasterizerState),
    pub RSGetViewports: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pNumViewports: *mut UINT, pViewports: *mut D3D11_VIEWPORT),
    pub RSGetScissorRects: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pNumRects: *mut UINT, pRects: *mut D3D11_RECT),
    pub HSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
    pub HSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppHullShader: *mut *mut ID3D11HullShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
    pub HSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
    pub HSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
    pub DSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
    pub DSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppDomainShader: *mut *mut ID3D11DomainShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
    pub DSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
    pub DSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
    pub CSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
    pub CSGetUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView),
    pub CSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppComputeShader: *mut *mut ID3D11ComputeShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
    pub CSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
    pub CSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
    pub ClearState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext),
    pub Flush: unsafe extern "system" fn(This: *mut ID3D11DeviceContext),
    pub GetType: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> D3D11_DEVICE_CONTEXT_TYPE,
    pub GetContextFlags: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> UINT,
    pub FinishCommandList: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList) -> HRESULT,
}

Fields

parent: ID3D11DeviceChildVtbl VSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) PSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) PSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pPixelShader: *mut ID3D11PixelShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) PSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) VSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pVertexShader: *mut ID3D11VertexShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) DrawIndexed: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, IndexCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT) Draw: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, VertexCount: UINT, StartVertexLocation: UINT) Map: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, Subresource: UINT, MapType: D3D11_MAP, MapFlags: UINT, pMappedResource: *mut D3D11_MAPPED_SUBRESOURCE) -> HRESULT Unmap: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, Subresource: UINT) PSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) IASetInputLayout: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pInputLayout: *mut ID3D11InputLayout) IASetVertexBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *const *mut ID3D11Buffer, pStrides: *const UINT, pOffsets: *const UINT) IASetIndexBuffer: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pIndexBuffer: *mut ID3D11Buffer, Format: DXGI_FORMAT, Offset: UINT) DrawIndexedInstanced: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, IndexCountPerInstance: UINT, InstanceCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, StartInstanceLocation: UINT) DrawInstanced: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, VertexCountPerInstance: UINT, InstanceCount: UINT, StartVertexLocation: UINT, StartInstanceLocation: UINT) GSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) GSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pShader: *mut ID3D11GeometryShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) IASetPrimitiveTopology: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, Topology: D3D11_PRIMITIVE_TOPOLOGY) VSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) VSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) Begin: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous) End: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous) GetData: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous, pData: *mut c_void, DataSize: UINT, GetDataFlags: UINT) -> HRESULT SetPredication: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pPredicate: *mut ID3D11Predicate, PredicateValue: BOOL) GSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) GSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) OMSetRenderTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViews: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView) OMSetRenderTargetsAndUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRTVs: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT) OMSetBlendState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBlendState: *mut ID3D11BlendState, BlendFactor: &[FLOAT; 4], SampleMask: UINT) OMSetDepthStencilState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDepthStencilState: *mut ID3D11DepthStencilState, StencilRef: UINT) SOSetTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumBuffers: UINT, ppSOTargets: *const *mut ID3D11Buffer, pOffsets: *const UINT) DrawAuto: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) DrawIndexedInstancedIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT) DrawInstancedIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT) Dispatch: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ThreadGroupCountX: UINT, ThreadGroupCountY: UINT, ThreadGroupCountZ: UINT) DispatchIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT) RSSetState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pRasterizerState: *mut ID3D11RasterizerState) RSSetViewports: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViewports: UINT, pViewports: *const D3D11_VIEWPORT) RSSetScissorRects: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRects: UINT, pRects: *const D3D11_RECT) CopySubresourceRegion: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, DstX: UINT, DstY: UINT, DstZ: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, pSrcBox: *const D3D11_BOX) CopyResource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, pSrcResource: *mut ID3D11Resource) UpdateSubresource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT) CopyStructureCount: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstBuffer: *mut ID3D11Buffer, DstAlignedByteOffset: UINT, pSrcView: *mut ID3D11UnorderedAccessView) ClearRenderTargetView: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pRenderTargetView: *mut ID3D11RenderTargetView, ColorRGBA: &[FLOAT; 4]) ClearUnorderedAccessViewUint: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[UINT; 4]) ClearUnorderedAccessViewFloat: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[FLOAT; 4]) ClearDepthStencilView: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDepthStencilView: *mut ID3D11DepthStencilView, ClearFlags: UINT, Depth: FLOAT, Stencil: UINT8) GenerateMips: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pShaderResourceView: *mut ID3D11ShaderResourceView) SetResourceMinLOD: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, MinLOD: FLOAT) GetResourceMinLOD: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource) -> FLOAT ResolveSubresource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, Format: DXGI_FORMAT) ExecuteCommandList: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pCommandList: *mut ID3D11CommandList, RestoreContextState: BOOL) HSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) HSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pHullShader: *mut ID3D11HullShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) HSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) HSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) DSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) DSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDomainShader: *mut ID3D11DomainShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) DSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) DSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) CSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView) CSSetUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView) CSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pComputeShader: *mut ID3D11ComputeShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT) CSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState) CSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer) VSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) PSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) PSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppPixelShader: *mut *mut ID3D11PixelShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) PSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) VSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppVertexShader: *mut *mut ID3D11VertexShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) PSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) IAGetInputLayout: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppInputLayout: *mut *mut ID3D11InputLayout) IAGetVertexBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *mut *mut ID3D11Buffer, pStrides: *mut UINT, pOffsets: *mut UINT) IAGetIndexBuffer: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pIndexBuffer: *mut *mut ID3D11Buffer, Format: *mut DXGI_FORMAT, Offset: *mut UINT) GSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) GSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppGeometryShader: *mut *mut ID3D11GeometryShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) IAGetPrimitiveTopology: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY) VSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) VSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) GetPredication: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppPredicate: *mut *mut ID3D11Predicate, pPredicateValue: *mut BOOL) GSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) GSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) OMGetRenderTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViews: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView) OMGetRenderTargetsAndUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRTVs: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, UAVStartSlot: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView) OMGetBlendState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppBlendState: *mut *mut ID3D11BlendState, BlendFactor: &mut [FLOAT; 4], pSampleMask: *mut UINT) OMGetDepthStencilState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppDepthStencilState: *mut *mut ID3D11DepthStencilState, pStencilRef: *mut UINT) SOGetTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumBuffers: UINT, ppSOTargets: *mut *mut ID3D11Buffer) RSGetState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppRasterizerState: *mut *mut ID3D11RasterizerState) RSGetViewports: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pNumViewports: *mut UINT, pViewports: *mut D3D11_VIEWPORT) RSGetScissorRects: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pNumRects: *mut UINT, pRects: *mut D3D11_RECT) HSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) HSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppHullShader: *mut *mut ID3D11HullShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) HSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) HSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) DSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) DSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppDomainShader: *mut *mut ID3D11DomainShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) DSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) DSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) CSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView) CSGetUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView) CSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppComputeShader: *mut *mut ID3D11ComputeShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT) CSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState) CSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer) ClearState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) Flush: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) GetType: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> D3D11_DEVICE_CONTEXT_TYPE GetContextFlags: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> UINT FinishCommandList: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList) -> HRESULT