Docs.rs
d3d12-0.20.0
d3d12 0.20.0
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Docs.rs crate page
MIT OR Apache-2.0
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Repository
Crates.io
Source
Owners
kvark
msiglreith
cwfitzgerald
Dependencies
bitflags ^2
normal
libloading >=0.7, <0.9
normal
optional
winapi ^0.3
normal
Versions
23.33%
of the crate is documented
Platform
x86_64-pc-windows-msvc
Feature flags
Rust
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d3d12
0.20.0
Device
Aliased type
Methods
create_command_allocator
create_command_queue
create_command_signature
create_compute_pipeline_state
create_descriptor_heap
create_fence
create_graphics_command_list
create_graphics_pipeline_state
create_heap
create_query_heap
create_render_target_view
create_root_signature
create_sampler
get_descriptor_increment_size
In crate d3d12
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Type Alias
d3d12
::
Device
Copy item path
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
>