Type Alias d3d12::Device

source ·
pub type Device = ComPtr<ID3D12Device>;

Aliased Type§

struct Device(/* private fields */);

Implementations§

source§

impl Device

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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>

source

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

source

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> )

source

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

source

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

source

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

source

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