[][src]Type Definition d3d12::Device

type Device = WeakPtr<ID3D12Device>;

Methods

impl Device[src]

pub fn create_heap(
    &self,
    size_in_bytes: u64,
    properties: HeapProperties,
    alignment: u64,
    flags: HeapFlags
) -> D3DResult<Heap>
[src]

pub fn create_command_allocator(
    &self,
    list_type: CmdListType
) -> D3DResult<CommandAllocator>
[src]

pub fn create_command_queue(
    &self,
    list_type: CmdListType,
    priority: Priority,
    flags: CommandQueueFlags,
    node_mask: NodeMask
) -> D3DResult<CommandQueue>
[src]

pub fn create_descriptor_heap(
    &self,
    num_descriptors: u32,
    heap_type: DescriptorHeapType,
    flags: DescriptorHeapFlags,
    node_mask: NodeMask
) -> D3DResult<DescriptorHeap>
[src]

pub fn get_descriptor_increment_size(
    &self,
    heap_type: DescriptorHeapType
) -> u32
[src]

pub fn create_graphics_command_list(
    &self,
    list_type: CmdListType,
    allocator: CommandAllocator,
    initial: PipelineState,
    node_mask: NodeMask
) -> D3DResult<GraphicsCommandList>
[src]

pub fn create_query_heap(
    &self,
    heap_ty: QueryHeapType,
    count: u32,
    node_mask: NodeMask
) -> D3DResult<QueryHeap>
[src]

pub fn create_graphics_pipeline_state(
    &self,
    _root_signature: RootSignature,
    _vs: Shader,
    _ps: Shader,
    _gs: Shader,
    _hs: Shader,
    _ds: Shader,
    _node_mask: NodeMask,
    _cached_pso: CachedPSO,
    _flags: PipelineStateFlags
) -> D3DResult<PipelineState>
[src]

pub fn create_compute_pipeline_state(
    &self,
    root_signature: RootSignature,
    cs: Shader,
    node_mask: NodeMask,
    cached_pso: CachedPSO,
    flags: PipelineStateFlags
) -> D3DResult<PipelineState>
[src]

pub fn create_sampler(
    &self,
    sampler: CpuDescriptor,
    filter: D3D12_FILTER,
    address_mode: TextureAddressMode,
    mip_lod_bias: f32,
    max_anisotropy: u32,
    comparison_op: D3D12_COMPARISON_FUNC,
    border_color: [f32; 4],
    lod: Range<f32>
)
[src]

pub fn create_root_signature(
    &self,
    blob: Blob,
    node_mask: NodeMask
) -> D3DResult<RootSignature>
[src]

pub fn create_command_signature(
    &self,
    root_signature: RootSignature,
    arguments: &[IndirectArgument],
    stride: u32,
    node_mask: NodeMask
) -> D3DResult<CommandSignature>
[src]

pub fn create_render_target_view(
    &self,
    resource: Resource,
    desc: &RenderTargetViewDesc,
    descriptor: CpuDescriptor
)
[src]

pub fn create_fence(&self, initial: u64) -> D3DResult<Fence>[src]