[−][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]
&self,
size_in_bytes: u64,
properties: HeapProperties,
alignment: u64,
flags: HeapFlags
) -> D3DResult<Heap>
pub fn create_command_allocator(
&self,
list_type: CmdListType
) -> D3DResult<CommandAllocator>
[src]
&self,
list_type: CmdListType
) -> D3DResult<CommandAllocator>
pub fn create_command_queue(
&self,
list_type: CmdListType,
priority: Priority,
flags: CommandQueueFlags,
node_mask: NodeMask
) -> D3DResult<CommandQueue>
[src]
&self,
list_type: CmdListType,
priority: Priority,
flags: CommandQueueFlags,
node_mask: NodeMask
) -> D3DResult<CommandQueue>
pub fn create_descriptor_heap(
&self,
num_descriptors: u32,
heap_type: DescriptorHeapType,
flags: DescriptorHeapFlags,
node_mask: NodeMask
) -> D3DResult<DescriptorHeap>
[src]
&self,
num_descriptors: u32,
heap_type: DescriptorHeapType,
flags: DescriptorHeapFlags,
node_mask: NodeMask
) -> D3DResult<DescriptorHeap>
pub fn get_descriptor_increment_size(
&self,
heap_type: DescriptorHeapType
) -> u32
[src]
&self,
heap_type: DescriptorHeapType
) -> u32
pub fn create_graphics_command_list(
&self,
list_type: CmdListType,
allocator: CommandAllocator,
initial: PipelineState,
node_mask: NodeMask
) -> D3DResult<GraphicsCommandList>
[src]
&self,
list_type: CmdListType,
allocator: CommandAllocator,
initial: PipelineState,
node_mask: NodeMask
) -> D3DResult<GraphicsCommandList>
pub fn create_query_heap(
&self,
heap_ty: QueryHeapType,
count: u32,
node_mask: NodeMask
) -> D3DResult<QueryHeap>
[src]
&self,
heap_ty: QueryHeapType,
count: u32,
node_mask: NodeMask
) -> D3DResult<QueryHeap>
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]
&self,
_root_signature: RootSignature,
_vs: Shader,
_ps: Shader,
_gs: Shader,
_hs: Shader,
_ds: Shader,
_node_mask: NodeMask,
_cached_pso: CachedPSO,
_flags: PipelineStateFlags
) -> D3DResult<PipelineState>
pub fn create_compute_pipeline_state(
&self,
root_signature: RootSignature,
cs: Shader,
node_mask: NodeMask,
cached_pso: CachedPSO,
flags: PipelineStateFlags
) -> D3DResult<PipelineState>
[src]
&self,
root_signature: RootSignature,
cs: Shader,
node_mask: NodeMask,
cached_pso: CachedPSO,
flags: PipelineStateFlags
) -> D3DResult<PipelineState>
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]
&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>
)
pub fn create_root_signature(
&self,
blob: Blob,
node_mask: NodeMask
) -> D3DResult<RootSignature>
[src]
&self,
blob: Blob,
node_mask: NodeMask
) -> D3DResult<RootSignature>
pub fn create_command_signature(
&self,
root_signature: RootSignature,
arguments: &[IndirectArgument],
stride: u32,
node_mask: NodeMask
) -> D3DResult<CommandSignature>
[src]
&self,
root_signature: RootSignature,
arguments: &[IndirectArgument],
stride: u32,
node_mask: NodeMask
) -> D3DResult<CommandSignature>
pub fn create_render_target_view(
&self,
resource: Resource,
desc: &RenderTargetViewDesc,
descriptor: CpuDescriptor
)
[src]
&self,
resource: Resource,
desc: &RenderTargetViewDesc,
descriptor: CpuDescriptor
)