[−][src]Struct winapi::um::d3d11::ID3D11DeviceContextVtbl
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, 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_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
Auto Trait Implementations
impl Unpin for ID3D11DeviceContextVtbl
impl Send for ID3D11DeviceContextVtbl
impl Sync for ID3D11DeviceContextVtbl
Blanket Implementations
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
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> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> From<T> for T
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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,