Struct winapi::d3d11::ID3D11DeviceContext
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pub struct ID3D11DeviceContext { pub lpVtbl: *const ID3D11DeviceContextVtbl, }
Fields
lpVtbl |
Methods
impl ID3D11DeviceContext
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unsafe fn VSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)
unsafe fn PSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)
unsafe fn PSSetShader(&mut self, pPixelShader: *mut ID3D11PixelShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)
unsafe fn PSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)
unsafe fn VSSetShader(&mut self, pVertexShader: *mut ID3D11VertexShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)
unsafe fn DrawIndexed(&mut self, IndexCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT)
unsafe fn Draw(&mut self, VertexCount: UINT, StartVertexLocation: UINT)
unsafe fn Map(&mut self, pResource: *mut ID3D11Resource, Subresource: UINT, MapType: D3D11_MAP, MapFlags: UINT, pMappedResource: *mut D3D11_MAPPED_SUBRESOURCE) -> HRESULT
unsafe fn Unmap(&mut self, pResource: *mut ID3D11Resource, Subresource: UINT)
unsafe fn PSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)
unsafe fn IASetInputLayout(&mut self, pInputLayout: *mut ID3D11InputLayout)
unsafe fn IASetVertexBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *const *mut ID3D11Buffer, pStrides: *const UINT, pOffsets: *const UINT)
unsafe fn IASetIndexBuffer(&mut self, pIndexBuffer: *mut ID3D11Buffer, Format: DXGI_FORMAT, Offset: UINT)
unsafe fn DrawIndexedInstanced(&mut self, IndexCountPerInstance: UINT, InstanceCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, StartInstanceLocation: UINT)
unsafe fn DrawInstanced(&mut self, VertexCountPerInstance: UINT, InstanceCount: UINT, StartVertexLocation: UINT, StartInstanceLocation: UINT)
unsafe fn GSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)
unsafe fn GSSetShader(&mut self, pShader: *mut ID3D11GeometryShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)
unsafe fn IASetPrimitiveTopology(&mut self, Topology: D3D11_PRIMITIVE_TOPOLOGY)
unsafe fn VSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)
unsafe fn VSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)
unsafe fn Begin(&mut self, pAsync: *mut ID3D11Asynchronous)
unsafe fn End(&mut self, pAsync: *mut ID3D11Asynchronous)
unsafe fn GetData(&mut self, pAsync: *mut ID3D11Asynchronous, pData: *mut c_void, DataSize: UINT, GetDataFlags: UINT) -> HRESULT
unsafe fn SetPredication(&mut self, pPredicate: *mut ID3D11Predicate, PredicateValue: BOOL)
unsafe fn GSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)
unsafe fn GSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)
unsafe fn OMSetRenderTargets(&mut self, NumViews: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView)
unsafe fn OMSetRenderTargetsAndUnorderedAccessViews(&mut self, NumRTVs: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT)
unsafe fn OMSetBlendState(&mut self, pBlendState: *mut ID3D11BlendState, BlendFactor: &[FLOAT; 4], SampleMask: UINT)
unsafe fn OMSetDepthStencilState(&mut self, pDepthStencilState: *mut ID3D11DepthStencilState, StencilRef: UINT)
unsafe fn SOSetTargets(&mut self, NumBuffers: UINT, ppSOTargets: *const *mut ID3D11Buffer, pOffsets: *const UINT)
unsafe fn DrawAuto(&mut self)
unsafe fn DrawIndexedInstancedIndirect(&mut self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT)
unsafe fn DrawInstancedIndirect(&mut self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT)
unsafe fn Dispatch(&mut self, ThreadGroupCountX: UINT, ThreadGroupCountY: UINT, ThreadGroupCountZ: UINT)
unsafe fn DispatchIndirect(&mut self, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT)
unsafe fn RSSetState(&mut self, pRasterizerState: *mut ID3D11RasterizerState)
unsafe fn RSSetViewports(&mut self, NumViewports: UINT, pViewports: *const D3D11_VIEWPORT)
unsafe fn RSSetScissorRects(&mut self, NumRects: UINT, pRects: *const D3D11_RECT)
unsafe fn CopySubresourceRegion(&mut self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, DstX: UINT, DstY: UINT, DstZ: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, pSrcBox: *const D3D11_BOX)
unsafe fn CopyResource(&mut self, pDstResource: *mut ID3D11Resource, pSrcResource: *mut ID3D11Resource)
unsafe fn UpdateSubresource(&mut self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT)
unsafe fn CopyStructureCount(&mut self, pDstBuffer: *mut ID3D11Buffer, DstAlignedByteOffset: UINT, pSrcView: *mut ID3D11UnorderedAccessView)
unsafe fn ClearRenderTargetView(&mut self, pRenderTargetView: *mut ID3D11RenderTargetView, ColorRGBA: &[FLOAT; 4])
unsafe fn ClearUnorderedAccessViewUint(&mut self, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[UINT; 4])
unsafe fn ClearUnorderedAccessViewFloat(&mut self, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[FLOAT; 4])
unsafe fn ClearDepthStencilView(&mut self, pDepthStencilView: *mut ID3D11DepthStencilView, ClearFlags: UINT, Depth: FLOAT, Stencil: UINT8)
unsafe fn GenerateMips(&mut self, pShaderResourceView: *mut ID3D11ShaderResourceView)
unsafe fn SetResourceMinLOD(&mut self, pResource: *mut ID3D11Resource, MinLOD: FLOAT)
unsafe fn GetResourceMinLOD(&mut self, pResource: *mut ID3D11Resource) -> FLOAT
unsafe fn ResolveSubresource(&mut self, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, Format: DXGI_FORMAT)
unsafe fn ExecuteCommandList(&mut self, pCommandList: *mut ID3D11CommandList, RestoreContextState: BOOL)
unsafe fn HSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)
unsafe fn HSSetShader(&mut self, pHullShader: *mut ID3D11HullShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)
unsafe fn HSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)
unsafe fn HSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)
unsafe fn DSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)
unsafe fn DSSetShader(&mut self, pDomainShader: *mut ID3D11DomainShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)
unsafe fn DSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)
unsafe fn DSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)
unsafe fn CSSetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)
unsafe fn CSSetUnorderedAccessViews(&mut self, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView)
unsafe fn CSSetShader(&mut self, pComputeShader: *mut ID3D11ComputeShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)
unsafe fn CSSetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)
unsafe fn CSSetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)
unsafe fn VSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)
unsafe fn PSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)
unsafe fn PSGetShader(&mut self, ppPixelShader: *mut *mut ID3D11PixelShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)
unsafe fn PSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)
unsafe fn VSGetShader(&mut self, ppVertexShader: *mut *mut ID3D11VertexShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)
unsafe fn PSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)
unsafe fn IAGetInputLayout(&mut self, ppInputLayout: *mut *mut ID3D11InputLayout)
unsafe fn IAGetVertexBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *mut *mut ID3D11Buffer, pStrides: *mut UINT, pOffsets: *mut UINT)
unsafe fn IAGetIndexBuffer(&mut self, pIndexBuffer: *mut *mut ID3D11Buffer, Format: *mut DXGI_FORMAT, Offset: *mut UINT)
unsafe fn GSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)
unsafe fn GSGetShader(&mut self, ppGeometryShader: *mut *mut ID3D11GeometryShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)
unsafe fn IAGetPrimitiveTopology(&mut self, pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY)
unsafe fn VSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)
unsafe fn VSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)
unsafe fn GetPredication(&mut self, ppPredicate: *mut *mut ID3D11Predicate, pPredicateValue: *mut BOOL)
unsafe fn GSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)
unsafe fn GSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)
unsafe fn OMGetRenderTargets(&mut self, NumViews: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView)
unsafe fn OMGetRenderTargetsAndUnorderedAccessViews(&mut self, NumRTVs: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, UAVStartSlot: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView)
unsafe fn OMGetBlendState(&mut self, ppBlendState: *mut *mut ID3D11BlendState, BlendFactor: &mut [FLOAT; 4], pSampleMask: *mut UINT)
unsafe fn OMGetDepthStencilState(&mut self, ppDepthStencilState: *mut *mut ID3D11DepthStencilState, pStencilRef: *mut UINT)
unsafe fn SOGetTargets(&mut self, NumBuffers: UINT, ppSOTargets: *mut *mut ID3D11Buffer)
unsafe fn RSGetState(&mut self, ppRasterizerState: *mut *mut ID3D11RasterizerState)
unsafe fn RSGetViewports(&mut self, pNumViewports: *mut UINT, pViewports: *mut D3D11_VIEWPORT)
unsafe fn RSGetScissorRects(&mut self, pNumRects: *mut UINT, pRects: *mut D3D11_RECT)
unsafe fn HSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)
unsafe fn HSGetShader(&mut self, ppHullShader: *mut *mut ID3D11HullShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)
unsafe fn HSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)
unsafe fn HSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)
unsafe fn DSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)
unsafe fn DSGetShader(&mut self, ppDomainShader: *mut *mut ID3D11DomainShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)
unsafe fn DSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)
unsafe fn DSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)
unsafe fn CSGetShaderResources(&mut self, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)
unsafe fn CSGetUnorderedAccessViews(&mut self, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView)
unsafe fn CSGetShader(&mut self, ppComputeShader: *mut *mut ID3D11ComputeShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)
unsafe fn CSGetSamplers(&mut self, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)
unsafe fn CSGetConstantBuffers(&mut self, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)
unsafe fn ClearState(&mut self)
unsafe fn Flush(&mut self)
unsafe fn GetType(&mut self) -> D3D11_DEVICE_CONTEXT_TYPE
unsafe fn GetContextFlags(&mut self) -> UINT
unsafe fn FinishCommandList(&mut self, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList) -> HRESULT
Methods from Deref<Target=ID3D11DeviceChild>
unsafe fn GetDevice(&mut self, ppDevice: *mut *mut ID3D11Device)
unsafe fn GetPrivateData(&mut self, guid: REFGUID, pDataSize: *mut UINT, pData: *mut c_void) -> HRESULT
unsafe fn SetPrivateData(&mut self, guid: REFGUID, DataSize: UINT, pData: *const c_void) -> HRESULT
unsafe fn SetPrivateDataInterface(&mut self, guid: REFGUID, pData: *const IUnknown) -> HRESULT
Trait Implementations
impl Deref for ID3D11DeviceContext
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type Target = ID3D11DeviceChild
The resulting type after dereferencing
fn deref(&self) -> &ID3D11DeviceChild
The method called to dereference a value
impl DerefMut for ID3D11DeviceContext
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fn deref_mut(&mut self) -> &mut ID3D11DeviceChild
The method called to mutably dereference a value