[][src]Struct winapi::um::d3d11::ID3D11DeviceContext

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

Fields

lpVtbl: *const ID3D11DeviceContextVtbl

Methods

impl ID3D11DeviceContext[src]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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
)
[src]

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

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

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

pub unsafe fn DrawAuto(&self)[src]

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

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

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

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

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

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

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

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
)
[src]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

pub unsafe fn ClearState(&self)[src]

pub unsafe fn Flush(&self)[src]

pub unsafe fn GetType(&self) -> D3D11_DEVICE_CONTEXT_TYPE[src]

pub unsafe fn GetContextFlags(&self) -> UINT[src]

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

Methods from Deref<Target = ID3D11DeviceChild>

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

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

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

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

Trait Implementations

impl Interface for ID3D11DeviceContext[src]

impl Deref for ID3D11DeviceContext[src]

type Target = ID3D11DeviceChild

The resulting type after dereferencing.

Auto Trait Implementations

Blanket Implementations

impl<T> From for T[src]

impl<T, U> TryFrom for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T, U> Into for T where
    U: From<T>, 
[src]

impl<T> Borrow for T where
    T: ?Sized
[src]

impl<T> BorrowMut for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]