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

#[repr(C)]
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, pUAVInitialCounts: *const UINT),
    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: ID3D11DeviceChildVtblVSSetConstantBuffers: 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) -> HRESULTUnmap: 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) -> HRESULTSetPredication: 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) -> FLOATResolveSubresource: 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, pUAVInitialCounts: *const UINT)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_TYPEGetContextFlags: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> UINTFinishCommandList: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList) -> HRESULT

Auto Trait Implementations

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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

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

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
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impl<T> Any for T where
    T: 'static + ?Sized
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