Union mltg_bindings::Windows::Win32::Graphics::Direct3D11::D3D11_SHADER_RESOURCE_VIEW_DESC_0 [−][src]
#[repr(C)] pub union D3D11_SHADER_RESOURCE_VIEW_DESC_0 { pub Buffer: D3D11_BUFFER_SRV, pub Texture1D: D3D11_TEX1D_SRV, pub Texture1DArray: D3D11_TEX1D_ARRAY_SRV, pub Texture2D: D3D11_TEX2D_SRV, pub Texture2DArray: D3D11_TEX2D_ARRAY_SRV, pub Texture2DMS: D3D11_TEX2DMS_SRV, pub Texture2DMSArray: D3D11_TEX2DMS_ARRAY_SRV, pub Texture3D: D3D11_TEX3D_SRV, pub TextureCube: D3D11_TEXCUBE_SRV, pub TextureCubeArray: D3D11_TEXCUBE_ARRAY_SRV, pub BufferEx: D3D11_BUFFEREX_SRV, }
Fields
Buffer: D3D11_BUFFER_SRV
Texture1D: D3D11_TEX1D_SRV
Texture1DArray: D3D11_TEX1D_ARRAY_SRV
Texture2D: D3D11_TEX2D_SRV
Texture2DArray: D3D11_TEX2D_ARRAY_SRV
Texture2DMS: D3D11_TEX2DMS_SRV
Texture2DMSArray: D3D11_TEX2DMS_ARRAY_SRV
Texture3D: D3D11_TEX3D_SRV
TextureCube: D3D11_TEXCUBE_SRV
TextureCubeArray: D3D11_TEXCUBE_ARRAY_SRV
BufferEx: D3D11_BUFFEREX_SRV
Trait Implementations
Returns a pointer for setting the object’s value via an ABI call.
Casts the ABI representation to a Rust object by taking ownership of the bits.
Auto Trait Implementations
impl Send for D3D11_SHADER_RESOURCE_VIEW_DESC_0
impl Sync for D3D11_SHADER_RESOURCE_VIEW_DESC_0
impl Unpin for D3D11_SHADER_RESOURCE_VIEW_DESC_0
Blanket Implementations
Mutably borrows from an owned value. Read more