[−][src]Struct dxplr::d3d11::Device
Trait Implementations
impl Clone for Device
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impl Debug for Device
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impl IDevice for Device
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pub fn check_counter(
&self,
desc: &CounterDesc
) -> Result<CheckCounterResult, HResult>
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&self,
desc: &CounterDesc
) -> Result<CheckCounterResult, HResult>
pub fn check_counter_info(&self) -> CounterInfo
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pub fn check_feature_support<T: CheckFeatureSupport>(
&self,
args: T::Args
) -> Result<T, HResult>
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&self,
args: T::Args
) -> Result<T, HResult>
pub fn check_format_support(
&self,
format: Format
) -> Result<FormatSupport, HResult>
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&self,
format: Format
) -> Result<FormatSupport, HResult>
pub fn check_multisample_quality_levels(
&self,
format: Format,
sample_count: u32
) -> Result<u32, HResult>
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&self,
format: Format,
sample_count: u32
) -> Result<u32, HResult>
pub fn create_blend_state(
&self,
desc: &BlendDesc
) -> Result<BlendState, HResult>
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&self,
desc: &BlendDesc
) -> Result<BlendState, HResult>
pub fn create_buffer(
&self,
desc: &BufferDesc<u32, Usage, BindFlags>,
initial_data: Option<&SubresourceData<*const c_void, (), ()>>
) -> Result<Buffer, HResult>
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&self,
desc: &BufferDesc<u32, Usage, BindFlags>,
initial_data: Option<&SubresourceData<*const c_void, (), ()>>
) -> Result<Buffer, HResult>
pub fn create_class_linkage(&self) -> Result<ClassLinkage, HResult>
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pub fn create_compute_shader(
&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<ComputeShader, HResult>
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&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<ComputeShader, HResult>
pub fn create_counter(&self, desc: &CounterDesc) -> Result<Counter, HResult>
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pub fn create_deferred_context(&self) -> Result<DeviceContext, HResult>
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pub fn create_depth_stencil_state(
&self,
desc: &DepthStencilDesc
) -> Result<DepthStencilState, HResult>
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&self,
desc: &DepthStencilDesc
) -> Result<DepthStencilState, HResult>
pub fn create_depth_stencil_view(
&self,
resource: &impl IResource,
desc: Option<&DepthStencilViewDesc>
) -> Result<DepthStencilView, HResult>
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&self,
resource: &impl IResource,
desc: Option<&DepthStencilViewDesc>
) -> Result<DepthStencilView, HResult>
pub fn create_domain_shader(
&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<DomainShader, HResult>
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&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<DomainShader, HResult>
pub fn create_geometry_shader(
&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<GeometryShader, HResult>
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&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<GeometryShader, HResult>
pub fn create_geometry_shader_with_stream_output(
&self,
bytecode: &[u8],
so_declaration: Option<&[&SODeclarationEntry<'_>]>,
buffer_stride: &[u32],
rasterized_stream: u32,
class_linkage: Option<&ClassLinkage>
) -> Result<GeometryShader, HResult>
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&self,
bytecode: &[u8],
so_declaration: Option<&[&SODeclarationEntry<'_>]>,
buffer_stride: &[u32],
rasterized_stream: u32,
class_linkage: Option<&ClassLinkage>
) -> Result<GeometryShader, HResult>
pub fn create_hull_shader(
&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<HullShader, HResult>
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&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<HullShader, HResult>
pub fn create_input_layout<'a>(
&self,
descs: &[InputElementDesc<'a>],
bytecode: &[u8]
) -> Result<InputLayout, HResult>
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&self,
descs: &[InputElementDesc<'a>],
bytecode: &[u8]
) -> Result<InputLayout, HResult>
pub fn create_pixel_shader(
&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<PixelShader, HResult>
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&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<PixelShader, HResult>
pub fn create_predicate(&self, desc: &QueryDesc) -> Result<Predicate, HResult>
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pub fn create_query(&self, desc: &QueryDesc) -> Result<Query, HResult>
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pub fn create_rasterizer_state(
&self,
desc: &RasterizerDesc
) -> Result<RasterizerState, HResult>
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&self,
desc: &RasterizerDesc
) -> Result<RasterizerState, HResult>
pub fn create_render_target_view(
&self,
resource: &impl IResource,
desc: Option<&RenderTargetViewDesc>
) -> Result<RenderTargetView, HResult>
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&self,
resource: &impl IResource,
desc: Option<&RenderTargetViewDesc>
) -> Result<RenderTargetView, HResult>
pub fn create_sampler_state(
&self,
desc: &SamplerDesc<Filter>
) -> Result<SamplerState, HResult>
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&self,
desc: &SamplerDesc<Filter>
) -> Result<SamplerState, HResult>
pub fn create_shader_resource_view(
&self,
resource: &impl IResource,
desc: Option<&ShaderResourceViewDesc>
) -> Result<ShaderResourceView, HResult>
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&self,
resource: &impl IResource,
desc: Option<&ShaderResourceViewDesc>
) -> Result<ShaderResourceView, HResult>
pub fn create_texture1d(
&self,
desc: &Texture1DDesc<u32, Format, Usage>,
initial_data: Option<&SubresourceData<*const c_void, (), ()>>
) -> Result<Texture1D, HResult>
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&self,
desc: &Texture1DDesc<u32, Format, Usage>,
initial_data: Option<&SubresourceData<*const c_void, (), ()>>
) -> Result<Texture1D, HResult>
pub fn create_texture2d(
&self,
desc: &Texture2DDesc<u32, u32, Format, Usage>,
initial_data: Option<&SubresourceData<*const c_void, u32, ()>>
) -> Result<Texture2D, HResult>
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&self,
desc: &Texture2DDesc<u32, u32, Format, Usage>,
initial_data: Option<&SubresourceData<*const c_void, u32, ()>>
) -> Result<Texture2D, HResult>
pub fn create_texture3d(
&self,
desc: &Texture3DDesc<u32, u32, u32, Format, Usage>,
initial_data: Option<&SubresourceData<*const c_void, u32, u32>>
) -> Result<Texture3D, HResult>
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&self,
desc: &Texture3DDesc<u32, u32, u32, Format, Usage>,
initial_data: Option<&SubresourceData<*const c_void, u32, u32>>
) -> Result<Texture3D, HResult>
pub fn create_unordered_access_view(
&self,
resource: &impl IResource,
desc: Option<&UnorderedAccessViewDesc>
) -> Result<UnorderedAccessView, HResult>
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&self,
resource: &impl IResource,
desc: Option<&UnorderedAccessViewDesc>
) -> Result<UnorderedAccessView, HResult>
pub fn create_vertex_shader(
&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<VertexShader, HResult>
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&self,
bytecode: &[u8],
class_linkage: Option<&ClassLinkage>
) -> Result<VertexShader, HResult>
pub fn get_creation_flags(&self) -> Option<CreateDeviceFlags>
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pub fn get_device_removed_reason(&self) -> HResult
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pub fn get_exception_mode(&self) -> Option<RaiseFlags>
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pub fn get_feature_level(&self) -> FeatureLevel
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pub fn get_immediate_context(&self) -> DeviceContext
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pub fn open_shared_resource<T: Interface>(
&self,
resource: &Handle
) -> Result<T, HResult>
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&self,
resource: &Handle
) -> Result<T, HResult>
pub fn set_exception_mode(
&self,
flags: Option<RaiseFlags>
) -> Result<(), HResult>
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&self,
flags: Option<RaiseFlags>
) -> Result<(), HResult>
pub fn get_name(&self) -> Result<String, HResult>
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pub fn set_name(&self, name: &str) -> Result<(), HResult>
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impl Interface for Device
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type APIType = ID3D11Device
pub fn new(p: ComPtr<Self::APIType>) -> Self
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pub fn uuidof() -> Guid
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pub fn as_ptr(&self) -> *mut Self::APIType
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pub fn as_com_ptr(&self) -> &ComPtr<Self::APIType>
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pub fn as_unknown(&self) -> *mut IUnknown
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pub fn from_com_ptr(p: ComPtr<Self::APIType>) -> Self
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pub fn query_interface<T: Interface>(&self) -> Result<T, HResult>
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impl Send for Device
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impl Sync for Device
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Auto Trait Implementations
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,