[−][src]Struct dxplr::d3d11::DeviceContext
Trait Implementations
impl Clone for DeviceContext
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pub fn clone(&self) -> DeviceContext
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pub fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Debug for DeviceContext
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impl IDeviceChild for DeviceContext
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pub fn get_device(&self) -> Device
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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 IDeviceContext for DeviceContext
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pub fn begin(&self, obj: &impl IAsynchronous)
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pub fn clear_depth_stencil_view(
&self,
view: &DepthStencilView,
clear_flags: ClearFlags,
depth: f32,
stencil: u8
)
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&self,
view: &DepthStencilView,
clear_flags: ClearFlags,
depth: f32,
stencil: u8
)
pub fn clear_render_target_view(&self, view: &RenderTargetView, color: RGBA)
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pub fn clear_state(&self)
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pub fn clear_unordered_access_view_float(
&self,
view: &UnorderedAccessView,
values: [f32; 4]
)
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&self,
view: &UnorderedAccessView,
values: [f32; 4]
)
pub fn clear_unordered_access_view_uint(
&self,
view: &UnorderedAccessView,
values: [u32; 4]
)
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&self,
view: &UnorderedAccessView,
values: [u32; 4]
)
pub fn copy_resource(&self, dest: &impl IResource, src: &impl IResource)
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pub fn copy_structure_count(
&self,
dest: &impl IBuffer,
byte_offset: u32,
src_view: &UnorderedAccessView
)
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&self,
dest: &impl IBuffer,
byte_offset: u32,
src_view: &UnorderedAccessView
)
pub fn copy_subresource_region(
&self,
dest: &impl IResource,
dest_resource: u32,
dest_x: u32,
dest_y: u32,
dest_z: u32,
src: &impl IResource,
src_subresource: u32,
src_box: Option<&Box3D>
)
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&self,
dest: &impl IResource,
dest_resource: u32,
dest_x: u32,
dest_y: u32,
dest_z: u32,
src: &impl IResource,
src_subresource: u32,
src_box: Option<&Box3D>
)
pub fn cs_get_constant_buffers(
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
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&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
pub fn cs_get_samplers(
&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
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&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
pub fn cs_get_shader(
&self
) -> (Option<ComputeShader>, Option<Vec<ClassInstance>>)
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&self
) -> (Option<ComputeShader>, Option<Vec<ClassInstance>>)
pub fn cs_get_shader_resources(
&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
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&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
pub fn cs_get_unordered_access_views(
&self,
start_slot: u32,
num_uavs: u32
) -> Vec<Option<UnorderedAccessView>>
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&self,
start_slot: u32,
num_uavs: u32
) -> Vec<Option<UnorderedAccessView>>
pub fn cs_set_constant_buffers(
&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
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&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
pub fn cs_set_samplers(&self, start_slot: u32, samplers: &[&impl ISamplerState])
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pub fn cs_set_shader(
&self,
shader: &ComputeShader,
instances: Option<&[&ClassInstance]>
)
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&self,
shader: &ComputeShader,
instances: Option<&[&ClassInstance]>
)
pub fn cs_set_shader_resources(
&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
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&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
pub fn cs_set_unordered_access_views(
&self,
start_slot: u32,
views: &[&UnorderedAccessView],
initial_data: &[u32]
)
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&self,
start_slot: u32,
views: &[&UnorderedAccessView],
initial_data: &[u32]
)
pub fn dispatch(
&self,
thread_group_count_x: u32,
thread_group_count_y: u32,
thraed_group_count_z: u32
)
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&self,
thread_group_count_x: u32,
thread_group_count_y: u32,
thraed_group_count_z: u32
)
pub fn dispatch_indirect(&self, buffer: &Buffer, byte_offset: u32)
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pub fn draw(&self, vertex_count: u32, start_vertex_location: u32)
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pub fn draw_auto(&self)
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pub fn draw_indexed(
&self,
index_count: u32,
start_index_location: u32,
base_vertex_location: i32
)
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&self,
index_count: u32,
start_index_location: u32,
base_vertex_location: i32
)
pub fn draw_indexed_instanced(
&self,
index_count_per_instance: u32,
instance_count: u32,
start_index_location: u32,
base_vertex_location: i32,
start_instance_location: u32
)
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&self,
index_count_per_instance: u32,
instance_count: u32,
start_index_location: u32,
base_vertex_location: i32,
start_instance_location: u32
)
pub fn draw_indexed_instanced_indirect(
&self,
args: &impl IBuffer,
byte_offset: u32
)
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&self,
args: &impl IBuffer,
byte_offset: u32
)
pub fn draw_instanced(
&self,
vertex_count_per_instance: u32,
instance_count: u32,
start_vertex_location: u32,
start_instance_location: u32
)
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&self,
vertex_count_per_instance: u32,
instance_count: u32,
start_vertex_location: u32,
start_instance_location: u32
)
pub fn draw_instanced_indirect(&self, args: &impl IBuffer, byte_offset: u32)
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pub fn ds_get_constant_buffers(
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
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&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
pub fn ds_get_samplers(
&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
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&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
pub fn ds_get_shader(
&self
) -> (Option<DomainShader>, Option<Vec<ClassInstance>>)
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&self
) -> (Option<DomainShader>, Option<Vec<ClassInstance>>)
pub fn ds_get_shader_resources(
&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
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&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
pub fn ds_set_constant_buffers(
&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
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&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
pub fn ds_set_samplers(&self, start_slot: u32, samplers: &[&impl ISamplerState])
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pub fn ds_set_shader(
&self,
shader: &DomainShader,
instances: Option<&[&ClassInstance]>
)
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&self,
shader: &DomainShader,
instances: Option<&[&ClassInstance]>
)
pub fn ds_set_shader_resources(
&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
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&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
pub fn end(&self, obj: &impl IAsynchronous)
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pub fn execute_command_list(
&self,
cmd_list: &impl ICommandList,
restore_context_state: bool
)
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&self,
cmd_list: &impl ICommandList,
restore_context_state: bool
)
pub fn finish_command_list(
&self,
restore_deferred_context_state: bool
) -> Result<CommandList, HResult>
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&self,
restore_deferred_context_state: bool
) -> Result<CommandList, HResult>
pub fn flush(&self)
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pub fn generate_mips(&self, view: &impl IShaderResourceView)
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pub fn get_context_flags(&self) -> u32
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pub fn get_data(
&self,
async_obj: &impl IAsynchronous,
flags: Option<AsyncGetDataFlag>
) -> Result<Vec<u8>, HResult>
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&self,
async_obj: &impl IAsynchronous,
flags: Option<AsyncGetDataFlag>
) -> Result<Vec<u8>, HResult>
pub fn get_predication(&self) -> Option<(Predicate, bool)>
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pub fn get_resource_min_lod(&self, resource: &impl IResource) -> f32
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pub fn get_type(&self) -> DeviceContextType
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pub fn gs_get_constant_buffers(
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
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&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
pub fn gs_get_samplers(
&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
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&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
pub fn gs_get_shader(
&self
) -> (Option<GeometryShader>, Option<Vec<ClassInstance>>)
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&self
) -> (Option<GeometryShader>, Option<Vec<ClassInstance>>)
pub fn gs_get_shader_resources(
&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
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&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
pub fn gs_set_constant_buffers(
&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
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&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
pub fn gs_set_samplers(&self, start_slot: u32, samplers: &[&impl ISamplerState])
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pub fn gs_set_shader(
&self,
shader: &GeometryShader,
instances: Option<&[&ClassInstance]>
)
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&self,
shader: &GeometryShader,
instances: Option<&[&ClassInstance]>
)
pub fn gs_set_shader_resources(
&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
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&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
pub fn hs_get_constant_buffers(
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
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&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
pub fn hs_get_samplers(
&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
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&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
pub fn hs_get_shader(&self) -> (Option<HullShader>, Option<Vec<ClassInstance>>)
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pub fn hs_get_shader_resources(
&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
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&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
pub fn hs_set_constant_buffers(
&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
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&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
pub fn hs_set_samplers(&self, start_slot: u32, samplers: &[&SamplerState])
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pub fn hs_set_shader(
&self,
shader: &HullShader,
instances: Option<&[&ClassInstance]>
)
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&self,
shader: &HullShader,
instances: Option<&[&ClassInstance]>
)
pub fn hs_set_shader_resources(
&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
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&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
pub fn ia_get_index_buffer(&self) -> Option<(Buffer, Format, u32)>
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pub fn ia_get_input_layout(&self) -> Option<InputLayout>
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pub fn ia_get_primitive_topology(&self) -> Option<PrimitiveTopology>
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pub fn ia_get_vertex_buffers(
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<(Buffer, u32, u32)>>
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&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<(Buffer, u32, u32)>>
pub fn ia_set_index_buffer(
&self,
buffer: &impl IBuffer,
format: Format,
offset: u32
)
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&self,
buffer: &impl IBuffer,
format: Format,
offset: u32
)
pub fn ia_set_input_layout(&self, input_layout: &impl IInputLayout)
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pub fn ia_set_primitive_topology(&self, topology: PrimitiveTopology)
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pub fn ia_set_vertex_buffers(
&self,
start_slot: u32,
buffers: &[&impl IBuffer],
strides: &[u32],
offsets: &[u32]
)
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&self,
start_slot: u32,
buffers: &[&impl IBuffer],
strides: &[u32],
offsets: &[u32]
)
pub fn map(
&self,
resource: &impl IResource,
subresource: u32,
map_type: MapType,
map_flags: Option<MapFlag>
) -> Result<MappedSubresource, HResult>
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&self,
resource: &impl IResource,
subresource: u32,
map_type: MapType,
map_flags: Option<MapFlag>
) -> Result<MappedSubresource, HResult>
pub fn om_get_blend_state(&self) -> Option<(BlendState, [f32; 4], u32)>
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pub fn om_get_depth_stencil_state(&self) -> (Option<DepthStencilState>, u32)
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pub fn om_get_render_targets(
&self,
num_views: u32
) -> (Vec<Option<RenderTargetView>>, Option<DepthStencilView>)
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&self,
num_views: u32
) -> (Vec<Option<RenderTargetView>>, Option<DepthStencilView>)
pub fn om_set_blend_state(
&self,
blend_state: &BlendState,
factor: &[f32; 4],
mask: u32
)
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&self,
blend_state: &BlendState,
factor: &[f32; 4],
mask: u32
)
pub fn om_set_depth_stencil_state(
&self,
dss: &DepthStencilState,
stencil_ref: u32
)
[src]
&self,
dss: &DepthStencilState,
stencil_ref: u32
)
pub fn om_set_render_targets(
&self,
rtvs: Option<&[&RenderTargetView]>,
dsv: Option<&DepthStencilView>
)
[src]
&self,
rtvs: Option<&[&RenderTargetView]>,
dsv: Option<&DepthStencilView>
)
pub fn om_set_render_targets_and_unordered_access_views(
&self,
rtvs: Option<&[&RenderTargetView]>,
dsv: Option<&DepthStencilView>,
uav_start_slot: u32,
uavs: Option<&[&UnorderedAccessView]>,
initial_counts: Option<&[u32]>
)
[src]
&self,
rtvs: Option<&[&RenderTargetView]>,
dsv: Option<&DepthStencilView>,
uav_start_slot: u32,
uavs: Option<&[&UnorderedAccessView]>,
initial_counts: Option<&[u32]>
)
pub fn ps_get_constant_buffers(
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
[src]
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
pub fn ps_get_samplers(
&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
[src]
&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
pub fn ps_get_shader(&self) -> (Option<PixelShader>, Option<Vec<ClassInstance>>)
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pub fn ps_get_shader_resources(
&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
[src]
&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
pub fn ps_set_constant_buffers(
&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
[src]
&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
pub fn ps_set_samplers(&self, start_slot: u32, samplers: &[&SamplerState])
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pub fn ps_set_shader(
&self,
shader: &PixelShader,
instances: Option<&[&ClassInstance]>
)
[src]
&self,
shader: &PixelShader,
instances: Option<&[&ClassInstance]>
)
pub fn ps_set_shader_resources(
&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
[src]
&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
pub fn resolve_subresource(
&self,
dest: &impl IResource,
dest_subresource: u32,
src: &impl IResource,
src_subresource: u32,
format: Format
)
[src]
&self,
dest: &impl IResource,
dest_subresource: u32,
src: &impl IResource,
src_subresource: u32,
format: Format
)
pub fn rs_get_scissor_rects(&self) -> Vec<Rect<i32>>
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pub fn rs_get_state(&self) -> Option<RasterizerState>
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pub fn rs_get_viewports(&self) -> Vec<Viewport>
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pub fn rs_set_scissor_rects(&self, rects: &[Rect<i32>])
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pub fn rs_set_state(&self, rasterizer_state: &RasterizerState)
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pub fn rs_set_viewports(&self, viewports: &[Viewport])
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pub fn set_predication(&self, predicate: Option<&Predicate>, value: bool)
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pub fn set_resource_min_lod(&self, resource: &impl IResource, min_lod: f32)
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pub fn so_get_targets(&self, num: u32) -> Vec<Option<Buffer>>
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pub fn so_set_targets(&self, targets: &[&impl IBuffer], offset: &[u32])
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pub fn unmap(&self, resource: &impl IResource, subresource: u32)
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pub fn update_subresource(
&self,
dest: &impl IResource,
dest_subresource: u32,
dest_box: Option<&Box3D>,
src: &[u8],
src_row_pitch: u32,
src_depth_pitch: u32
)
[src]
&self,
dest: &impl IResource,
dest_subresource: u32,
dest_box: Option<&Box3D>,
src: &[u8],
src_row_pitch: u32,
src_depth_pitch: u32
)
pub fn vs_get_constant_buffers(
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
[src]
&self,
start_slot: u32,
num_buffers: u32
) -> Vec<Option<Buffer>>
pub fn vs_get_samplers(
&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
[src]
&self,
start_slot: u32,
num_samplers: u32
) -> Vec<Option<SamplerState>>
pub fn vs_get_shader(
&self
) -> (Option<VertexShader>, Option<Vec<ClassInstance>>)
[src]
&self
) -> (Option<VertexShader>, Option<Vec<ClassInstance>>)
pub fn vs_get_shader_resources(
&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
[src]
&self,
start_slot: u32,
num_views: u32
) -> Vec<Option<ShaderResourceView>>
pub fn vs_set_constant_buffers(
&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
[src]
&self,
start_slot: u32,
buffers: &[&impl IBuffer]
)
pub fn vs_set_samplers(&self, start_slot: u32, samplers: &[&SamplerState])
[src]
pub fn vs_set_shader(
&self,
shader: &VertexShader,
instances: Option<&[&ClassInstance]>
)
[src]
&self,
shader: &VertexShader,
instances: Option<&[&ClassInstance]>
)
pub fn vs_set_shader_resources(
&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
[src]
&self,
start_slot: u32,
views: &[&ShaderResourceView]
)
impl Interface for DeviceContext
[src]
type APIType = ID3D11DeviceContext
pub fn new(p: ComPtr<Self::APIType>) -> Self
[src]
pub fn uuidof() -> Guid
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pub fn as_ptr(&self) -> *mut Self::APIType
[src]
pub fn as_com_ptr(&self) -> &ComPtr<Self::APIType>
[src]
pub fn as_unknown(&self) -> *mut IUnknown
[src]
pub fn from_com_ptr(p: ComPtr<Self::APIType>) -> Self
[src]
pub fn query_interface<T: Interface>(&self) -> Result<T, HResult>
[src]
impl Send for DeviceContext
[src]
impl Sync for DeviceContext
[src]
Auto Trait Implementations
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> ToOwned for T where
T: Clone,
[src]
T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
[src]
pub fn clone_into(&self, target: &mut T)
[src]
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
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>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,