Struct BackendD3D11

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pub struct BackendD3D11;
Expand description

When using Direct3D11 for rendering, this contains a number of variables that may be useful for doing advanced rendering tasks. This is the default rendering backend on Windows. https://stereokit.net/Pages/StereoKit/Backend.D3D11.html

§Examples

use stereokit_rust::system::BackendD3D11;
let d3d_context = BackendD3D11::d3d_context();
let d3d_device = BackendD3D11::d3d_device();

if cfg!(target_os = "windows") {
    // These are results for a D3D11 environment:
    assert_eq!(d3d_context, std::ptr::null_mut());
    assert_ne!(d3d_device, std::ptr::null_mut());
} else {
    // These are results for a non D3D11 environment:
    assert_eq!(d3d_context, std::ptr::null_mut());
    assert_eq!(d3d_device, std::ptr::null_mut());
}

Implementations§

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impl BackendD3D11

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pub fn d3d_context() -> *mut c_void

This is the main ID3D11DeviceContext* StereoKit uses for rendering. https://stereokit.net/Pages/StereoKit/Backend.D3D11/D3DContext.html

see also backend_d3d11_get_d3d_context

Source

pub fn d3d_device() -> *mut c_void

This is the main ID3D11Device* StereoKit uses for rendering. https://stereokit.net/Pages/StereoKit/Backend.D3D11/D3DDevice.html

see also backend_d3d11_get_d3d_device

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