#[repr(C)]
pub struct D3D10_STATE_BLOCK_MASK {
Show 24 fields pub VS: u8, pub VSSamplers: [u8; 2], pub VSShaderResources: [u8; 16], pub VSConstantBuffers: [u8; 2], pub GS: u8, pub GSSamplers: [u8; 2], pub GSShaderResources: [u8; 16], pub GSConstantBuffers: [u8; 2], pub PS: u8, pub PSSamplers: [u8; 2], pub PSShaderResources: [u8; 16], pub PSConstantBuffers: [u8; 2], pub IAVertexBuffers: [u8; 2], pub IAIndexBuffer: u8, pub IAInputLayout: u8, pub IAPrimitiveTopology: u8, pub OMRenderTargets: u8, pub OMDepthStencilState: u8, pub OMBlendState: u8, pub RSViewports: u8, pub RSScissorRects: u8, pub RSRasterizerState: u8, pub SOBuffers: u8, pub Predication: u8,
}
Expand description

Required features: "Win32_Graphics_Direct3D10"

Fields

VS: u8VSSamplers: [u8; 2]VSShaderResources: [u8; 16]VSConstantBuffers: [u8; 2]GS: u8GSSamplers: [u8; 2]GSShaderResources: [u8; 16]GSConstantBuffers: [u8; 2]PS: u8PSSamplers: [u8; 2]PSShaderResources: [u8; 16]PSConstantBuffers: [u8; 2]IAVertexBuffers: [u8; 2]IAIndexBuffer: u8IAInputLayout: u8IAPrimitiveTopology: u8OMRenderTargets: u8OMDepthStencilState: u8OMBlendState: u8RSViewports: u8RSScissorRects: u8RSRasterizerState: u8SOBuffers: u8Predication: u8

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