[−][src]Struct winapi::um::d3d11::ID3D11DeviceContext
Fields
lpVtbl: *const ID3D11DeviceContextVtbl
Implementations
impl ID3D11DeviceContext
[src]
pub unsafe fn VSSetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
pub unsafe fn PSSetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
[src]
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
pub unsafe fn PSSetShader(
&self,
pPixelShader: *mut ID3D11PixelShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
[src]
&self,
pPixelShader: *mut ID3D11PixelShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
pub unsafe fn PSSetSamplers(
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
pub unsafe fn VSSetShader(
&self,
pVertexShader: *mut ID3D11VertexShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
[src]
&self,
pVertexShader: *mut ID3D11VertexShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
pub unsafe fn DrawIndexed(
&self,
IndexCount: UINT,
StartIndexLocation: UINT,
BaseVertexLocation: INT
)
[src]
&self,
IndexCount: UINT,
StartIndexLocation: UINT,
BaseVertexLocation: INT
)
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]
&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)
[src]
pub unsafe fn PSSetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
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]
&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
)
[src]
&self,
pIndexBuffer: *mut ID3D11Buffer,
Format: DXGI_FORMAT,
Offset: UINT
)
pub unsafe fn DrawIndexedInstanced(
&self,
IndexCountPerInstance: UINT,
InstanceCount: UINT,
StartIndexLocation: UINT,
BaseVertexLocation: INT,
StartInstanceLocation: UINT
)
[src]
&self,
IndexCountPerInstance: UINT,
InstanceCount: UINT,
StartIndexLocation: UINT,
BaseVertexLocation: INT,
StartInstanceLocation: UINT
)
pub unsafe fn DrawInstanced(
&self,
VertexCountPerInstance: UINT,
InstanceCount: UINT,
StartVertexLocation: UINT,
StartInstanceLocation: UINT
)
[src]
&self,
VertexCountPerInstance: UINT,
InstanceCount: UINT,
StartVertexLocation: UINT,
StartInstanceLocation: UINT
)
pub unsafe fn GSSetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
pub unsafe fn GSSetShader(
&self,
pShader: *mut ID3D11GeometryShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
[src]
&self,
pShader: *mut ID3D11GeometryShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
pub unsafe fn IASetPrimitiveTopology(&self, Topology: D3D11_PRIMITIVE_TOPOLOGY)
[src]
pub unsafe fn VSSetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
[src]
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
pub unsafe fn VSSetSamplers(
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
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]
&self,
pAsync: *mut ID3D11Asynchronous,
pData: *mut c_void,
DataSize: UINT,
GetDataFlags: UINT
) -> HRESULT
pub unsafe fn SetPredication(
&self,
pPredicate: *mut ID3D11Predicate,
PredicateValue: BOOL
)
[src]
&self,
pPredicate: *mut ID3D11Predicate,
PredicateValue: BOOL
)
pub unsafe fn GSSetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
[src]
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
pub unsafe fn GSSetSamplers(
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
pub unsafe fn OMSetRenderTargets(
&self,
NumViews: UINT,
ppRenderTargetViews: *const *mut ID3D11RenderTargetView,
pDepthStencilView: *mut ID3D11DepthStencilView
)
[src]
&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
)
[src]
&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
)
[src]
&self,
pBlendState: *mut ID3D11BlendState,
BlendFactor: &[FLOAT; 4],
SampleMask: UINT
)
pub unsafe fn OMSetDepthStencilState(
&self,
pDepthStencilState: *mut ID3D11DepthStencilState,
StencilRef: UINT
)
[src]
&self,
pDepthStencilState: *mut ID3D11DepthStencilState,
StencilRef: UINT
)
pub unsafe fn SOSetTargets(
&self,
NumBuffers: UINT,
ppSOTargets: *const *mut ID3D11Buffer,
pOffsets: *const UINT
)
[src]
&self,
NumBuffers: UINT,
ppSOTargets: *const *mut ID3D11Buffer,
pOffsets: *const UINT
)
pub unsafe fn DrawAuto(&self)
[src]
pub unsafe fn DrawIndexedInstancedIndirect(
&self,
pBufferForArgs: *mut ID3D11Buffer,
AlignedByteOffsetForArgs: UINT
)
[src]
&self,
pBufferForArgs: *mut ID3D11Buffer,
AlignedByteOffsetForArgs: UINT
)
pub unsafe fn DrawInstancedIndirect(
&self,
pBufferForArgs: *mut ID3D11Buffer,
AlignedByteOffsetForArgs: UINT
)
[src]
&self,
pBufferForArgs: *mut ID3D11Buffer,
AlignedByteOffsetForArgs: UINT
)
pub unsafe fn Dispatch(
&self,
ThreadGroupCountX: UINT,
ThreadGroupCountY: UINT,
ThreadGroupCountZ: UINT
)
[src]
&self,
ThreadGroupCountX: UINT,
ThreadGroupCountY: UINT,
ThreadGroupCountZ: UINT
)
pub unsafe fn DispatchIndirect(
&self,
pBufferForArgs: *mut ID3D11Buffer,
AlignedByteOffsetForArgs: UINT
)
[src]
&self,
pBufferForArgs: *mut ID3D11Buffer,
AlignedByteOffsetForArgs: UINT
)
pub unsafe fn RSSetState(&self, pRasterizerState: *mut ID3D11RasterizerState)
[src]
pub unsafe fn RSSetViewports(
&self,
NumViewports: UINT,
pViewports: *const D3D11_VIEWPORT
)
[src]
&self,
NumViewports: UINT,
pViewports: *const D3D11_VIEWPORT
)
pub unsafe fn RSSetScissorRects(
&self,
NumRects: UINT,
pRects: *const D3D11_RECT
)
[src]
&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
)
[src]
&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
)
[src]
&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
)
[src]
&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
)
[src]
&self,
pDstBuffer: *mut ID3D11Buffer,
DstAlignedByteOffset: UINT,
pSrcView: *mut ID3D11UnorderedAccessView
)
pub unsafe fn ClearRenderTargetView(
&self,
pRenderTargetView: *mut ID3D11RenderTargetView,
ColorRGBA: &[FLOAT; 4]
)
[src]
&self,
pRenderTargetView: *mut ID3D11RenderTargetView,
ColorRGBA: &[FLOAT; 4]
)
pub unsafe fn ClearUnorderedAccessViewUint(
&self,
pUnorderedAccessView: *mut ID3D11UnorderedAccessView,
Values: &[UINT; 4]
)
[src]
&self,
pUnorderedAccessView: *mut ID3D11UnorderedAccessView,
Values: &[UINT; 4]
)
pub unsafe fn ClearUnorderedAccessViewFloat(
&self,
pUnorderedAccessView: *mut ID3D11UnorderedAccessView,
Values: &[FLOAT; 4]
)
[src]
&self,
pUnorderedAccessView: *mut ID3D11UnorderedAccessView,
Values: &[FLOAT; 4]
)
pub unsafe fn ClearDepthStencilView(
&self,
pDepthStencilView: *mut ID3D11DepthStencilView,
ClearFlags: UINT,
Depth: FLOAT,
Stencil: UINT8
)
[src]
&self,
pDepthStencilView: *mut ID3D11DepthStencilView,
ClearFlags: UINT,
Depth: FLOAT,
Stencil: UINT8
)
pub unsafe fn GenerateMips(
&self,
pShaderResourceView: *mut ID3D11ShaderResourceView
)
[src]
&self,
pShaderResourceView: *mut ID3D11ShaderResourceView
)
pub unsafe fn SetResourceMinLOD(
&self,
pResource: *mut ID3D11Resource,
MinLOD: FLOAT
)
[src]
&self,
pResource: *mut ID3D11Resource,
MinLOD: FLOAT
)
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]
&self,
pDstResource: *mut ID3D11Resource,
DstSubresource: UINT,
pSrcResource: *mut ID3D11Resource,
SrcSubresource: UINT,
Format: DXGI_FORMAT
)
pub unsafe fn ExecuteCommandList(
&self,
pCommandList: *mut ID3D11CommandList,
RestoreContextState: BOOL
)
[src]
&self,
pCommandList: *mut ID3D11CommandList,
RestoreContextState: BOOL
)
pub unsafe fn HSSetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
[src]
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
pub unsafe fn HSSetShader(
&self,
pHullShader: *mut ID3D11HullShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
[src]
&self,
pHullShader: *mut ID3D11HullShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
pub unsafe fn HSSetSamplers(
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
pub unsafe fn HSSetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
pub unsafe fn DSSetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
[src]
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
pub unsafe fn DSSetShader(
&self,
pDomainShader: *mut ID3D11DomainShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
[src]
&self,
pDomainShader: *mut ID3D11DomainShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
pub unsafe fn DSSetSamplers(
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
pub unsafe fn DSSetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
pub unsafe fn CSSetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *const *mut ID3D11ShaderResourceView
)
[src]
&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
)
[src]
&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
)
[src]
&self,
pComputeShader: *mut ID3D11ComputeShader,
ppClassInstances: *const *mut ID3D11ClassInstance,
NumClassInstances: UINT
)
pub unsafe fn CSSetSamplers(
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *const *mut ID3D11SamplerState
)
pub unsafe fn CSSetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *const *mut ID3D11Buffer
)
pub unsafe fn VSGetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
pub unsafe fn PSGetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
[src]
&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
)
[src]
&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
)
[src]
&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
)
[src]
&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
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
pub unsafe fn IAGetInputLayout(
&self,
ppInputLayout: *mut *mut ID3D11InputLayout
)
[src]
&self,
ppInputLayout: *mut *mut ID3D11InputLayout
)
pub unsafe fn IAGetVertexBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppVertexBuffers: *mut *mut ID3D11Buffer,
pStrides: *mut UINT,
pOffsets: *mut UINT
)
[src]
&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
)
[src]
&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
)
[src]
&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
)
[src]
&self,
ppGeometryShader: *mut *mut ID3D11GeometryShader,
ppClassInstances: *mut *mut ID3D11ClassInstance,
pNumClassInstances: *mut UINT
)
pub unsafe fn IAGetPrimitiveTopology(
&self,
pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY
)
[src]
&self,
pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY
)
pub unsafe fn VSGetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
[src]
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
pub unsafe fn VSGetSamplers(
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *mut *mut ID3D11SamplerState
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *mut *mut ID3D11SamplerState
)
pub unsafe fn GetPredication(
&self,
ppPredicate: *mut *mut ID3D11Predicate,
pPredicateValue: *mut BOOL
)
[src]
&self,
ppPredicate: *mut *mut ID3D11Predicate,
pPredicateValue: *mut BOOL
)
pub unsafe fn GSGetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
[src]
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
pub unsafe fn GSGetSamplers(
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *mut *mut ID3D11SamplerState
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *mut *mut ID3D11SamplerState
)
pub unsafe fn OMGetRenderTargets(
&self,
NumViews: UINT,
ppRenderTargetViews: *mut *mut ID3D11RenderTargetView,
ppDepthStencilView: *mut *mut ID3D11DepthStencilView
)
[src]
&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
)
[src]
&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
)
[src]
&self,
ppBlendState: *mut *mut ID3D11BlendState,
BlendFactor: &mut [FLOAT; 4],
pSampleMask: *mut UINT
)
pub unsafe fn OMGetDepthStencilState(
&self,
ppDepthStencilState: *mut *mut ID3D11DepthStencilState,
pStencilRef: *mut UINT
)
[src]
&self,
ppDepthStencilState: *mut *mut ID3D11DepthStencilState,
pStencilRef: *mut UINT
)
pub unsafe fn SOGetTargets(
&self,
NumBuffers: UINT,
ppSOTargets: *mut *mut ID3D11Buffer
)
[src]
&self,
NumBuffers: UINT,
ppSOTargets: *mut *mut ID3D11Buffer
)
pub unsafe fn RSGetState(
&self,
ppRasterizerState: *mut *mut ID3D11RasterizerState
)
[src]
&self,
ppRasterizerState: *mut *mut ID3D11RasterizerState
)
pub unsafe fn RSGetViewports(
&self,
pNumViewports: *mut UINT,
pViewports: *mut D3D11_VIEWPORT
)
[src]
&self,
pNumViewports: *mut UINT,
pViewports: *mut D3D11_VIEWPORT
)
pub unsafe fn RSGetScissorRects(
&self,
pNumRects: *mut UINT,
pRects: *mut D3D11_RECT
)
[src]
&self,
pNumRects: *mut UINT,
pRects: *mut D3D11_RECT
)
pub unsafe fn HSGetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
[src]
&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
)
[src]
&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
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *mut *mut ID3D11SamplerState
)
pub unsafe fn HSGetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
pub unsafe fn DSGetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
[src]
&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
)
[src]
&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
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *mut *mut ID3D11SamplerState
)
pub unsafe fn DSGetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
pub unsafe fn CSGetShaderResources(
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
[src]
&self,
StartSlot: UINT,
NumViews: UINT,
ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView
)
pub unsafe fn CSGetUnorderedAccessViews(
&self,
StartSlot: UINT,
NumUAVs: UINT,
ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView
)
[src]
&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
)
[src]
&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
)
[src]
&self,
StartSlot: UINT,
NumSamplers: UINT,
ppSamplers: *mut *mut ID3D11SamplerState
)
pub unsafe fn CSGetConstantBuffers(
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
[src]
&self,
StartSlot: UINT,
NumBuffers: UINT,
ppConstantBuffers: *mut *mut ID3D11Buffer
)
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]
&self,
RestoreDeferredContextState: BOOL,
ppCommandList: *mut *mut ID3D11CommandList
) -> HRESULT
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]
&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
[src]
&self,
guid: REFGUID,
DataSize: UINT,
pData: *const c_void
) -> HRESULT
pub unsafe fn SetPrivateDataInterface(
&self,
guid: REFGUID,
pData: *const IUnknown
) -> HRESULT
[src]
&self,
guid: REFGUID,
pData: *const IUnknown
) -> HRESULT
Trait Implementations
impl Deref for ID3D11DeviceContext
[src]
type Target = ID3D11DeviceChild
The resulting type after dereferencing.
fn deref(&self) -> &ID3D11DeviceChild
[src]
impl Interface for ID3D11DeviceContext
[src]
Auto Trait Implementations
impl !Send for ID3D11DeviceContext
impl !Sync for ID3D11DeviceContext
impl Unpin for ID3D11DeviceContext
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,