ID3D11DeviceContext

Struct ID3D11DeviceContext 

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#[repr(C)]
pub struct ID3D11DeviceContext { pub lpVtbl: *const ID3D11DeviceContextVtbl, }

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§lpVtbl: *const ID3D11DeviceContextVtbl

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impl ID3D11DeviceContext

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pub unsafe fn VSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )

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pub unsafe fn PSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )

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pub unsafe fn PSSetShader( &self, pPixelShader: *mut ID3D11PixelShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )

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pub unsafe fn PSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )

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pub unsafe fn VSSetShader( &self, pVertexShader: *mut ID3D11VertexShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )

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pub unsafe fn DrawIndexed( &self, IndexCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, )

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pub unsafe fn Draw(&self, VertexCount: UINT, StartVertexLocation: UINT)

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pub unsafe fn Map( &self, pResource: *mut ID3D11Resource, Subresource: UINT, MapType: D3D11_MAP, MapFlags: UINT, pMappedResource: *mut D3D11_MAPPED_SUBRESOURCE, ) -> HRESULT

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pub unsafe fn Unmap(&self, pResource: *mut ID3D11Resource, Subresource: UINT)

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pub unsafe fn PSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )

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pub unsafe fn IASetInputLayout(&self, pInputLayout: *mut ID3D11InputLayout)

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pub unsafe fn IASetVertexBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *const *mut ID3D11Buffer, pStrides: *const UINT, pOffsets: *const UINT, )

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pub unsafe fn IASetIndexBuffer( &self, pIndexBuffer: *mut ID3D11Buffer, Format: DXGI_FORMAT, Offset: UINT, )

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pub unsafe fn DrawIndexedInstanced( &self, IndexCountPerInstance: UINT, InstanceCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, StartInstanceLocation: UINT, )

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pub unsafe fn DrawInstanced( &self, VertexCountPerInstance: UINT, InstanceCount: UINT, StartVertexLocation: UINT, StartInstanceLocation: UINT, )

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pub unsafe fn GSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )

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pub unsafe fn GSSetShader( &self, pShader: *mut ID3D11GeometryShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )

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pub unsafe fn IASetPrimitiveTopology(&self, Topology: D3D11_PRIMITIVE_TOPOLOGY)

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pub unsafe fn VSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )

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pub unsafe fn VSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )

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pub unsafe fn Begin(&self, pAsync: *mut ID3D11Asynchronous)

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pub unsafe fn End(&self, pAsync: *mut ID3D11Asynchronous)

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pub unsafe fn GetData( &self, pAsync: *mut ID3D11Asynchronous, pData: *mut c_void, DataSize: UINT, GetDataFlags: UINT, ) -> HRESULT

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pub unsafe fn SetPredication( &self, pPredicate: *mut ID3D11Predicate, PredicateValue: BOOL, )

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pub unsafe fn GSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )

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pub unsafe fn GSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )

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pub unsafe fn OMSetRenderTargets( &self, NumViews: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, )

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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, )

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pub unsafe fn OMSetBlendState( &self, pBlendState: *mut ID3D11BlendState, BlendFactor: &[FLOAT; 4], SampleMask: UINT, )

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pub unsafe fn OMSetDepthStencilState( &self, pDepthStencilState: *mut ID3D11DepthStencilState, StencilRef: UINT, )

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pub unsafe fn SOSetTargets( &self, NumBuffers: UINT, ppSOTargets: *const *mut ID3D11Buffer, pOffsets: *const UINT, )

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pub unsafe fn DrawAuto(&self)

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pub unsafe fn DrawIndexedInstancedIndirect( &self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT, )

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pub unsafe fn DrawInstancedIndirect( &self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT, )

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pub unsafe fn Dispatch( &self, ThreadGroupCountX: UINT, ThreadGroupCountY: UINT, ThreadGroupCountZ: UINT, )

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pub unsafe fn DispatchIndirect( &self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT, )

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pub unsafe fn RSSetState(&self, pRasterizerState: *mut ID3D11RasterizerState)

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pub unsafe fn RSSetViewports( &self, NumViewports: UINT, pViewports: *const D3D11_VIEWPORT, )

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pub unsafe fn RSSetScissorRects( &self, NumRects: UINT, pRects: *const D3D11_RECT, )

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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, )

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pub unsafe fn CopyResource( &self, pDstResource: *mut ID3D11Resource, pSrcResource: *mut ID3D11Resource, )

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pub unsafe fn UpdateSubresource( &self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT, )

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pub unsafe fn CopyStructureCount( &self, pDstBuffer: *mut ID3D11Buffer, DstAlignedByteOffset: UINT, pSrcView: *mut ID3D11UnorderedAccessView, )

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pub unsafe fn ClearRenderTargetView( &self, pRenderTargetView: *mut ID3D11RenderTargetView, ColorRGBA: &[FLOAT; 4], )

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pub unsafe fn ClearUnorderedAccessViewUint( &self, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[UINT; 4], )

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pub unsafe fn ClearUnorderedAccessViewFloat( &self, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[FLOAT; 4], )

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pub unsafe fn ClearDepthStencilView( &self, pDepthStencilView: *mut ID3D11DepthStencilView, ClearFlags: UINT, Depth: FLOAT, Stencil: UINT8, )

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pub unsafe fn GenerateMips( &self, pShaderResourceView: *mut ID3D11ShaderResourceView, )

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pub unsafe fn SetResourceMinLOD( &self, pResource: *mut ID3D11Resource, MinLOD: FLOAT, )

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pub unsafe fn GetResourceMinLOD(&self, pResource: *mut ID3D11Resource) -> FLOAT

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pub unsafe fn ResolveSubresource( &self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, Format: DXGI_FORMAT, )

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pub unsafe fn ExecuteCommandList( &self, pCommandList: *mut ID3D11CommandList, RestoreContextState: BOOL, )

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pub unsafe fn HSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )

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pub unsafe fn HSSetShader( &self, pHullShader: *mut ID3D11HullShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )

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pub unsafe fn HSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )

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pub unsafe fn HSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )

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pub unsafe fn DSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )

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pub unsafe fn DSSetShader( &self, pDomainShader: *mut ID3D11DomainShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )

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pub unsafe fn DSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )

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pub unsafe fn DSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )

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pub unsafe fn CSSetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView, )

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pub unsafe fn CSSetUnorderedAccessViews( &self, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT, )

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pub unsafe fn CSSetShader( &self, pComputeShader: *mut ID3D11ComputeShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT, )

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pub unsafe fn CSSetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState, )

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pub unsafe fn CSSetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer, )

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pub unsafe fn VSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )

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pub unsafe fn PSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )

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pub unsafe fn PSGetShader( &self, ppPixelShader: *mut *mut ID3D11PixelShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )

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pub unsafe fn PSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )

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pub unsafe fn VSGetShader( &self, ppVertexShader: *mut *mut ID3D11VertexShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )

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pub unsafe fn PSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )

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pub unsafe fn IAGetInputLayout( &self, ppInputLayout: *mut *mut ID3D11InputLayout, )

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pub unsafe fn IAGetVertexBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *mut *mut ID3D11Buffer, pStrides: *mut UINT, pOffsets: *mut UINT, )

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pub unsafe fn IAGetIndexBuffer( &self, pIndexBuffer: *mut *mut ID3D11Buffer, Format: *mut DXGI_FORMAT, Offset: *mut UINT, )

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pub unsafe fn GSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )

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pub unsafe fn GSGetShader( &self, ppGeometryShader: *mut *mut ID3D11GeometryShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )

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pub unsafe fn IAGetPrimitiveTopology( &self, pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY, )

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pub unsafe fn VSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )

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pub unsafe fn VSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )

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pub unsafe fn GetPredication( &self, ppPredicate: *mut *mut ID3D11Predicate, pPredicateValue: *mut BOOL, )

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pub unsafe fn GSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )

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pub unsafe fn GSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )

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pub unsafe fn OMGetRenderTargets( &self, NumViews: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, )

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pub unsafe fn OMGetRenderTargetsAndUnorderedAccessViews( &self, NumRTVs: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView, )

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pub unsafe fn OMGetBlendState( &self, ppBlendState: *mut *mut ID3D11BlendState, BlendFactor: &mut [FLOAT; 4], pSampleMask: *mut UINT, )

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pub unsafe fn OMGetDepthStencilState( &self, ppDepthStencilState: *mut *mut ID3D11DepthStencilState, pStencilRef: *mut UINT, )

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pub unsafe fn SOGetTargets( &self, NumBuffers: UINT, ppSOTargets: *mut *mut ID3D11Buffer, )

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pub unsafe fn RSGetState( &self, ppRasterizerState: *mut *mut ID3D11RasterizerState, )

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pub unsafe fn RSGetViewports( &self, pNumViewports: *mut UINT, pViewports: *mut D3D11_VIEWPORT, )

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pub unsafe fn RSGetScissorRects( &self, pNumRects: *mut UINT, pRects: *mut D3D11_RECT, )

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pub unsafe fn HSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )

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pub unsafe fn HSGetShader( &self, ppHullShader: *mut *mut ID3D11HullShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )

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pub unsafe fn HSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )

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pub unsafe fn HSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )

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pub unsafe fn DSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )

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pub unsafe fn DSGetShader( &self, ppDomainShader: *mut *mut ID3D11DomainShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )

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pub unsafe fn DSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )

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pub unsafe fn DSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )

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pub unsafe fn CSGetShaderResources( &self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView, )

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pub unsafe fn CSGetUnorderedAccessViews( &self, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView, )

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pub unsafe fn CSGetShader( &self, ppComputeShader: *mut *mut ID3D11ComputeShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT, )

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pub unsafe fn CSGetSamplers( &self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState, )

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pub unsafe fn CSGetConstantBuffers( &self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer, )

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pub unsafe fn ClearState(&self)

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pub unsafe fn Flush(&self)

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pub unsafe fn GetType(&self) -> D3D11_DEVICE_CONTEXT_TYPE

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pub unsafe fn GetContextFlags(&self) -> UINT

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pub unsafe fn FinishCommandList( &self, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList, ) -> HRESULT

Methods from Deref<Target = ID3D11DeviceChild>§

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pub unsafe fn GetDevice(&self, ppDevice: *mut *mut ID3D11Device)

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pub unsafe fn GetPrivateData( &self, guid: REFGUID, pDataSize: *mut UINT, pData: *mut c_void, ) -> HRESULT

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pub unsafe fn SetPrivateData( &self, guid: REFGUID, DataSize: UINT, pData: *const c_void, ) -> HRESULT

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pub unsafe fn SetPrivateDataInterface( &self, guid: REFGUID, pData: *const IUnknown, ) -> HRESULT

Methods from Deref<Target = IUnknown>§

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pub unsafe fn QueryInterface( &self, riid: REFIID, ppvObject: *mut *mut c_void, ) -> HRESULT

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pub unsafe fn AddRef(&self) -> ULONG

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pub unsafe fn Release(&self) -> ULONG

Trait Implementations§

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impl Deref for ID3D11DeviceContext

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type Target = ID3D11DeviceChild

The resulting type after dereferencing.
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fn deref(&self) -> &ID3D11DeviceChild

Dereferences the value.
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impl Interface for ID3D11DeviceContext

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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