pub struct Device { /* private fields */ }
Implementations§
Source§impl Device
impl Device
pub fn check_feature_support<T>( &self, feature: Feature, feature_support_data: &mut T, ) -> DxResult<()>
pub fn create_command_allocator( &self, command_list_type: CommandListType, ) -> DxResult<CommandAllocator>
pub fn create_command_list( &self, command_list_type: CommandListType, command_allocator: &CommandAllocator, initial_state: Option<&PipelineState>, ) -> DxResult<CommandList>
pub fn create_command_queue( &self, desc: &CommandQueueDesc, ) -> DxResult<CommandQueue>
pub fn create_committed_resource( &self, heap_props: &HeapProperties, heap_flags: HeapFlags, resource_desc: &ResourceDesc, initial_state: ResourceStates, optimized_clear_value: Option<&ClearValue>, ) -> DxResult<Resource>
pub fn create_compute_pipeline_state( &self, pso_desc: &ComputePipelineStateDesc<'_, '_>, ) -> DxResult<PipelineState>
pub fn create_constant_buffer_view( &self, desc: &ConstantBufferViewDesc, dest_descriptor: CpuDescriptorHandle, )
pub fn create_depth_stencil_view( &self, resource: &Resource, desc: &DepthStencilViewDesc, dest_descriptor: CpuDescriptorHandle, )
pub fn create_descriptor_heap( &self, desc: &DescriptorHeapDesc, ) -> DxResult<DescriptorHeap>
pub fn create_fence( &self, initial_value: u64, flags: FenceFlags, ) -> DxResult<Fence>
pub fn create_graphics_pipeline_state( &self, pso_desc: &GraphicsPipelineStateDesc<'_, '_, '_, '_>, ) -> DxResult<PipelineState>
pub fn create_heap(&self, heap_desc: &HeapDesc) -> DxResult<Heap>
pub fn create_pipeline_state( &self, pso_desc: &PipelineStateStreamDesc<'_>, ) -> DxResult<PipelineState>
pub fn create_placed_resource( &self, heap: &Heap, heap_offset: ByteCount, resource_desc: &ResourceDesc, initial_state: ResourceStates, optimized_clear_value: Option<&ClearValue>, ) -> DxResult<Resource>
pub fn create_query_heap( &self, heap_desc: &QueryHeapDesc, ) -> DxResult<QueryHeap>
pub fn create_render_target_view( &self, resource: &Resource, dest_descriptor: CpuDescriptorHandle, )
pub fn create_reserved_resource( &self, resource_desc: &ResourceDesc, initial_state: ResourceStates, optimized_clear_value: Option<&ClearValue>, ) -> DxResult<Resource>
pub fn create_root_signature( &self, node_mask: UINT, bytecode: &ShaderBytecode<'_>, ) -> DxResult<RootSignature>
pub fn create_sampler( &self, desc: &SamplerDesc, dest_descriptor: CpuDescriptorHandle, )
pub fn create_shader_resource_view( &self, resource: &Resource, desc: Option<&ShaderResourceViewDesc>, dest_descriptor: CpuDescriptorHandle, )
pub fn create_unordered_access_view( &self, resource: &Resource, counter_resource: Option<&Resource>, desc: Option<&UnorderedAccessViewDesc>, dest_descriptor: CpuDescriptorHandle, )
pub fn get_copyable_footprints( &self, resource_desc: &ResourceDesc, first_subresouce: u32, num_subresources: u32, base_offset: ByteCount, ) -> (Vec<PlacedSubresourceFootprint>, Vec<u32>, Vec<ByteCount>, ByteCount)
pub fn get_descriptor_handle_increment_size( &self, heap_type: DescriptorHeapType, ) -> ByteCount
pub fn get_device_removed_reason(&self) -> DxError
pub fn get_resource_allocation_info( &self, visible_mask: u32, resource_descs: &[ResourceDesc], ) -> ResourceAllocationInfo
pub fn new(adapter: &Adapter) -> DxResult<Self>
Trait Implementations§
impl Send for Device
Auto Trait Implementations§
impl Freeze for Device
impl RefUnwindSafe for Device
impl !Sync for Device
impl Unpin for Device
impl UnwindSafe for Device
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more