#[repr(C)]pub struct ID3D11DeviceContext {
pub lpVtbl: *const ID3D11DeviceContextVtbl,
}
Fields§
§lpVtbl: *const ID3D11DeviceContextVtbl
Implementations§
Source§impl ID3D11DeviceContext
impl ID3D11DeviceContext
pub unsafe fn VSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )
pub unsafe fn PSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )
pub unsafe fn PSSetShader( &self, pPixelShader: *mut ID3D11PixelShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )
pub unsafe fn PSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )
pub unsafe fn VSSetShader( &self, pVertexShader: *mut ID3D11VertexShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )
pub unsafe fn DrawIndexed( &self, IndexCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, )
pub unsafe fn Draw(&self, VertexCount: UINT, StartVertexLocation: UINT)
pub unsafe fn Map( &self, pResource: *mut ID3D11Resource, Subresource: UINT, MapType: D3D11_MAP, MapFlags: UINT, pMappedResource: *mut D3D11_MAPPED_SUBRESOURCE, ) -> HRESULT
pub unsafe fn Unmap(&self, pResource: *mut ID3D11Resource, Subresource: UINT)
pub unsafe fn PSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )
pub unsafe fn IASetInputLayout(&self, pInputLayout: *mut ID3D11InputLayout)
pub unsafe fn IASetVertexBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *const *mut ID3D11Buffer, pStrides: *const UINT, pOffsets: *const UINT, )
pub unsafe fn IASetIndexBuffer( &self, pIndexBuffer: *mut ID3D11Buffer, Format: DXGI_FORMAT, Offset: UINT, )
pub unsafe fn DrawIndexedInstanced( &self, IndexCountPerInstance: UINT, InstanceCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, StartInstanceLocation: UINT, )
pub unsafe fn DrawInstanced( &self, VertexCountPerInstance: UINT, InstanceCount: UINT, StartVertexLocation: UINT, StartInstanceLocation: UINT, )
pub unsafe fn GSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )
pub unsafe fn GSSetShader( &self, pShader: *mut ID3D11GeometryShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )
pub unsafe fn IASetPrimitiveTopology(&self, Topology: D3D11_PRIMITIVE_TOPOLOGY)
pub unsafe fn VSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )
pub unsafe fn VSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )
pub unsafe fn Begin(&self, pAsync: *mut ID3D11Asynchronous)
pub unsafe fn End(&self, pAsync: *mut ID3D11Asynchronous)
pub unsafe fn GetData( &self, pAsync: *mut ID3D11Asynchronous, pData: *mut c_void, DataSize: UINT, GetDataFlags: UINT, ) -> HRESULT
pub unsafe fn SetPredication( &self, pPredicate: *mut ID3D11Predicate, PredicateValue: BOOL, )
pub unsafe fn GSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )
pub unsafe fn GSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )
pub unsafe fn OMSetRenderTargets( &self, NumViews: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, )
pub unsafe fn OMSetRenderTargetsAndUnorderedAccessViews( &self, NumRTVs: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT, )
pub unsafe fn OMSetBlendState( &self, pBlendState: *mut ID3D11BlendState, BlendFactor: &[FLOAT; 4], SampleMask: UINT, )
pub unsafe fn OMSetDepthStencilState( &self, pDepthStencilState: *mut ID3D11DepthStencilState, StencilRef: UINT, )
pub unsafe fn SOSetTargets( &self, NumBuffers: UINT, ppSOTargets: *const *mut ID3D11Buffer, pOffsets: *const UINT, )
pub unsafe fn DrawAuto(&self)
pub unsafe fn DrawIndexedInstancedIndirect( &self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT, )
pub unsafe fn DrawInstancedIndirect( &self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT, )
pub unsafe fn Dispatch( &self, ThreadGroupCountX: UINT, ThreadGroupCountY: UINT, ThreadGroupCountZ: UINT, )
pub unsafe fn DispatchIndirect( &self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT, )
pub unsafe fn RSSetState(&self, pRasterizerState: *mut ID3D11RasterizerState)
pub unsafe fn RSSetViewports( &self, NumViewports: UINT, pViewports: *const D3D11_VIEWPORT, )
pub unsafe fn RSSetScissorRects( &self, NumRects: UINT, pRects: *const D3D11_RECT, )
pub unsafe fn CopySubresourceRegion( &self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, DstX: UINT, DstY: UINT, DstZ: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, pSrcBox: *const D3D11_BOX, )
pub unsafe fn CopyResource( &self, pDstResource: *mut ID3D11Resource, pSrcResource: *mut ID3D11Resource, )
pub unsafe fn UpdateSubresource( &self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT, )
pub unsafe fn CopyStructureCount( &self, pDstBuffer: *mut ID3D11Buffer, DstAlignedByteOffset: UINT, pSrcView: *mut ID3D11UnorderedAccessView, )
pub unsafe fn ClearRenderTargetView( &self, pRenderTargetView: *mut ID3D11RenderTargetView, ColorRGBA: &[FLOAT; 4], )
pub unsafe fn ClearUnorderedAccessViewUint( &self, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[UINT; 4], )
pub unsafe fn ClearUnorderedAccessViewFloat( &self, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[FLOAT; 4], )
pub unsafe fn ClearDepthStencilView( &self, pDepthStencilView: *mut ID3D11DepthStencilView, ClearFlags: UINT, Depth: FLOAT, Stencil: UINT8, )
pub unsafe fn GenerateMips( &self, pShaderResourceView: *mut ID3D11ShaderResourceView, )
pub unsafe fn SetResourceMinLOD( &self, pResource: *mut ID3D11Resource, MinLOD: FLOAT, )
pub unsafe fn GetResourceMinLOD(&self, pResource: *mut ID3D11Resource) -> FLOAT
pub unsafe fn ResolveSubresource( &self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, Format: DXGI_FORMAT, )
pub unsafe fn ExecuteCommandList( &self, pCommandList: *mut ID3D11CommandList, RestoreContextState: BOOL, )
pub unsafe fn HSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )
pub unsafe fn HSSetShader( &self, pHullShader: *mut ID3D11HullShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )
pub unsafe fn HSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )
pub unsafe fn HSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )
pub unsafe fn DSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )
pub unsafe fn DSSetShader( &self, pDomainShader: *mut ID3D11DomainShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )
pub unsafe fn DSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )
pub unsafe fn DSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )
pub unsafe fn CSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )
pub unsafe fn CSSetUnorderedAccessViews( &self, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT, )
pub unsafe fn CSSetShader( &self, pComputeShader: *mut ID3D11ComputeShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )
pub unsafe fn CSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )
pub unsafe fn CSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )
pub unsafe fn VSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )
pub unsafe fn PSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )
pub unsafe fn PSGetShader( &self, ppPixelShader: *mut *mut ID3D11PixelShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )
pub unsafe fn PSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )
pub unsafe fn VSGetShader( &self, ppVertexShader: *mut *mut ID3D11VertexShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )
pub unsafe fn PSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )
pub unsafe fn IAGetInputLayout( &self, ppInputLayout: *mut *mut ID3D11InputLayout, )
pub unsafe fn IAGetVertexBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *mut *mut ID3D11Buffer, pStrides: *mut UINT, pOffsets: *mut UINT, )
pub unsafe fn IAGetIndexBuffer( &self, pIndexBuffer: *mut *mut ID3D11Buffer, Format: *mut DXGI_FORMAT, Offset: *mut UINT, )
pub unsafe fn GSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )
pub unsafe fn GSGetShader( &self, ppGeometryShader: *mut *mut ID3D11GeometryShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )
pub unsafe fn IAGetPrimitiveTopology( &self, pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY, )
pub unsafe fn VSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )
pub unsafe fn VSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )
pub unsafe fn GetPredication( &self, ppPredicate: *mut *mut ID3D11Predicate, pPredicateValue: *mut BOOL, )
pub unsafe fn GSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )
pub unsafe fn GSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )
pub unsafe fn OMGetRenderTargets( &self, NumViews: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, )
pub unsafe fn OMGetRenderTargetsAndUnorderedAccessViews( &self, NumRTVs: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView, )
pub unsafe fn OMGetBlendState( &self, ppBlendState: *mut *mut ID3D11BlendState, BlendFactor: &mut [FLOAT; 4], pSampleMask: *mut UINT, )
pub unsafe fn OMGetDepthStencilState( &self, ppDepthStencilState: *mut *mut ID3D11DepthStencilState, pStencilRef: *mut UINT, )
pub unsafe fn SOGetTargets( &self, NumBuffers: UINT, ppSOTargets: *mut *mut ID3D11Buffer, )
pub unsafe fn RSGetState( &self, ppRasterizerState: *mut *mut ID3D11RasterizerState, )
pub unsafe fn RSGetViewports( &self, pNumViewports: *mut UINT, pViewports: *mut D3D11_VIEWPORT, )
pub unsafe fn RSGetScissorRects( &self, pNumRects: *mut UINT, pRects: *mut D3D11_RECT, )
pub unsafe fn HSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )
pub unsafe fn HSGetShader( &self, ppHullShader: *mut *mut ID3D11HullShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )
pub unsafe fn HSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )
pub unsafe fn HSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )
pub unsafe fn DSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )
pub unsafe fn DSGetShader( &self, ppDomainShader: *mut *mut ID3D11DomainShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )
pub unsafe fn DSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )
pub unsafe fn DSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )
pub unsafe fn CSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )
pub unsafe fn CSGetUnorderedAccessViews( &self, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView, )
pub unsafe fn CSGetShader( &self, ppComputeShader: *mut *mut ID3D11ComputeShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )
pub unsafe fn CSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )
pub unsafe fn CSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )
pub unsafe fn ClearState(&self)
pub unsafe fn Flush(&self)
pub unsafe fn GetType(&self) -> D3D11_DEVICE_CONTEXT_TYPE
pub unsafe fn GetContextFlags(&self) -> UINT
pub unsafe fn FinishCommandList( &self, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList, ) -> HRESULT
Methods from Deref<Target = ID3D11DeviceChild>§
pub unsafe fn GetDevice(&self, ppDevice: *mut *mut ID3D11Device)
pub unsafe fn GetPrivateData( &self, guid: REFGUID, pDataSize: *mut UINT, pData: *mut c_void, ) -> HRESULT
pub unsafe fn SetPrivateData( &self, guid: REFGUID, DataSize: UINT, pData: *const c_void, ) -> HRESULT
pub unsafe fn SetPrivateDataInterface( &self, guid: REFGUID, pData: *const IUnknown, ) -> HRESULT
Trait Implementations§
Source§impl Deref for ID3D11DeviceContext
impl Deref for ID3D11DeviceContext
Source§type Target = ID3D11DeviceChild
type Target = ID3D11DeviceChild
The resulting type after dereferencing.
Source§fn deref(&self) -> &ID3D11DeviceChild
fn deref(&self) -> &ID3D11DeviceChild
Dereferences the value.
Auto Trait Implementations§
impl Freeze for ID3D11DeviceContext
impl RefUnwindSafe for ID3D11DeviceContext
impl !Send for ID3D11DeviceContext
impl !Sync for ID3D11DeviceContext
impl Unpin for ID3D11DeviceContext
impl UnwindSafe for ID3D11DeviceContext
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