pub struct ID3D11DeviceContextVtbl {
pub parent: ID3D11DeviceChildVtbl,
pub VSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
pub PSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
pub PSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pPixelShader: *mut ID3D11PixelShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
pub PSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
pub VSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pVertexShader: *mut ID3D11VertexShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
pub DrawIndexed: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, IndexCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT),
pub Draw: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, VertexCount: UINT, StartVertexLocation: UINT),
pub Map: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, Subresource: UINT, MapType: D3D11_MAP, MapFlags: UINT, pMappedResource: *mut D3D11_MAPPED_SUBRESOURCE) -> HRESULT,
pub Unmap: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, Subresource: UINT),
pub PSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
pub IASetInputLayout: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pInputLayout: *mut ID3D11InputLayout),
pub IASetVertexBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *const *mut ID3D11Buffer, pStrides: *const UINT, pOffsets: *const UINT),
pub IASetIndexBuffer: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pIndexBuffer: *mut ID3D11Buffer, Format: DXGI_FORMAT, Offset: UINT),
pub DrawIndexedInstanced: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, IndexCountPerInstance: UINT, InstanceCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, StartInstanceLocation: UINT),
pub DrawInstanced: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, VertexCountPerInstance: UINT, InstanceCount: UINT, StartVertexLocation: UINT, StartInstanceLocation: UINT),
pub GSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
pub GSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pShader: *mut ID3D11GeometryShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
pub IASetPrimitiveTopology: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, Topology: D3D11_PRIMITIVE_TOPOLOGY),
pub VSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
pub VSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
pub Begin: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous),
pub End: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous),
pub GetData: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous, pData: *mut c_void, DataSize: UINT, GetDataFlags: UINT) -> HRESULT,
pub SetPredication: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pPredicate: *mut ID3D11Predicate, PredicateValue: BOOL),
pub GSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
pub GSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
pub OMSetRenderTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViews: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView),
pub OMSetRenderTargetsAndUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRTVs: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT),
pub OMSetBlendState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBlendState: *mut ID3D11BlendState, BlendFactor: &[FLOAT; 4], SampleMask: UINT),
pub OMSetDepthStencilState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDepthStencilState: *mut ID3D11DepthStencilState, StencilRef: UINT),
pub SOSetTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumBuffers: UINT, ppSOTargets: *const *mut ID3D11Buffer, pOffsets: *const UINT),
pub DrawAuto: unsafe extern "system" fn(This: *mut ID3D11DeviceContext),
pub DrawIndexedInstancedIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT),
pub DrawInstancedIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT),
pub Dispatch: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ThreadGroupCountX: UINT, ThreadGroupCountY: UINT, ThreadGroupCountZ: UINT),
pub DispatchIndirect: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT),
pub RSSetState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pRasterizerState: *mut ID3D11RasterizerState),
pub RSSetViewports: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViewports: UINT, pViewports: *const D3D11_VIEWPORT),
pub RSSetScissorRects: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRects: UINT, pRects: *const D3D11_RECT),
pub CopySubresourceRegion: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, DstX: UINT, DstY: UINT, DstZ: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, pSrcBox: *const D3D11_BOX),
pub CopyResource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, pSrcResource: *mut ID3D11Resource),
pub UpdateSubresource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT),
pub CopyStructureCount: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstBuffer: *mut ID3D11Buffer, DstAlignedByteOffset: UINT, pSrcView: *mut ID3D11UnorderedAccessView),
pub ClearRenderTargetView: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pRenderTargetView: *mut ID3D11RenderTargetView, ColorRGBA: &[FLOAT; 4]),
pub ClearUnorderedAccessViewUint: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[UINT; 4]),
pub ClearUnorderedAccessViewFloat: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: &[FLOAT; 4]),
pub ClearDepthStencilView: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDepthStencilView: *mut ID3D11DepthStencilView, ClearFlags: UINT, Depth: FLOAT, Stencil: UINT8),
pub GenerateMips: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pShaderResourceView: *mut ID3D11ShaderResourceView),
pub SetResourceMinLOD: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, MinLOD: FLOAT),
pub GetResourceMinLOD: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource) -> FLOAT,
pub ResolveSubresource: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, Format: DXGI_FORMAT),
pub ExecuteCommandList: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pCommandList: *mut ID3D11CommandList, RestoreContextState: BOOL),
pub HSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
pub HSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pHullShader: *mut ID3D11HullShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
pub HSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
pub HSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
pub DSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
pub DSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDomainShader: *mut ID3D11DomainShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
pub DSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
pub DSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
pub CSSetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView),
pub CSSetUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView),
pub CSSetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pComputeShader: *mut ID3D11ComputeShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT),
pub CSSetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState),
pub CSSetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer),
pub VSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
pub PSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
pub PSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppPixelShader: *mut *mut ID3D11PixelShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
pub PSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
pub VSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppVertexShader: *mut *mut ID3D11VertexShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
pub PSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
pub IAGetInputLayout: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppInputLayout: *mut *mut ID3D11InputLayout),
pub IAGetVertexBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *mut *mut ID3D11Buffer, pStrides: *mut UINT, pOffsets: *mut UINT),
pub IAGetIndexBuffer: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pIndexBuffer: *mut *mut ID3D11Buffer, Format: *mut DXGI_FORMAT, Offset: *mut UINT),
pub GSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
pub GSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppGeometryShader: *mut *mut ID3D11GeometryShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
pub IAGetPrimitiveTopology: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY),
pub VSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
pub VSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
pub GetPredication: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppPredicate: *mut *mut ID3D11Predicate, pPredicateValue: *mut BOOL),
pub GSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
pub GSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
pub OMGetRenderTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViews: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView),
pub OMGetRenderTargetsAndUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRTVs: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, UAVStartSlot: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView),
pub OMGetBlendState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppBlendState: *mut *mut ID3D11BlendState, BlendFactor: &mut [FLOAT; 4], pSampleMask: *mut UINT),
pub OMGetDepthStencilState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppDepthStencilState: *mut *mut ID3D11DepthStencilState, pStencilRef: *mut UINT),
pub SOGetTargets: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumBuffers: UINT, ppSOTargets: *mut *mut ID3D11Buffer),
pub RSGetState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppRasterizerState: *mut *mut ID3D11RasterizerState),
pub RSGetViewports: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pNumViewports: *mut UINT, pViewports: *mut D3D11_VIEWPORT),
pub RSGetScissorRects: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pNumRects: *mut UINT, pRects: *mut D3D11_RECT),
pub HSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
pub HSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppHullShader: *mut *mut ID3D11HullShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
pub HSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
pub HSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
pub DSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
pub DSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppDomainShader: *mut *mut ID3D11DomainShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
pub DSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
pub DSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
pub CSGetShaderResources: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView),
pub CSGetUnorderedAccessViews: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView),
pub CSGetShader: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppComputeShader: *mut *mut ID3D11ComputeShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT),
pub CSGetSamplers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState),
pub CSGetConstantBuffers: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer),
pub ClearState: unsafe extern "system" fn(This: *mut ID3D11DeviceContext),
pub Flush: unsafe extern "system" fn(This: *mut ID3D11DeviceContext),
pub GetType: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> D3D11_DEVICE_CONTEXT_TYPE,
pub GetContextFlags: unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> UINT,
pub FinishCommandList: unsafe extern "system" fn(This: *mut ID3D11DeviceContext, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList) -> HRESULT,
}
Fields
parent | |
VSSetConstantBuffers | |
PSSetShaderResources | |
PSSetShader | |
PSSetSamplers | |
VSSetShader | |
DrawIndexed | |
Draw | |
Map | |
Unmap | |
PSSetConstantBuffers | |
IASetInputLayout | |
IASetVertexBuffers | |
IASetIndexBuffer | |
DrawIndexedInstanced | |
DrawInstanced | |
GSSetConstantBuffers | |
GSSetShader | |
IASetPrimitiveTopology | |
VSSetShaderResources | |
VSSetSamplers | |
Begin | |
End | |
GetData | |
SetPredication | |
GSSetShaderResources | |
GSSetSamplers | |
OMSetRenderTargets | |
OMSetRenderTargetsAndUnorderedAccessViews | |
OMSetBlendState | |
OMSetDepthStencilState | |
SOSetTargets | |
DrawAuto | |
DrawIndexedInstancedIndirect | |
DrawInstancedIndirect | |
Dispatch | |
DispatchIndirect | |
|
|
|
CopySubresourceRegion | |
CopyResource | |
UpdateSubresource | |
CopyStructureCount | |
ClearRenderTargetView | |
ClearUnorderedAccessViewUint | |
ClearUnorderedAccessViewFloat | |
ClearDepthStencilView | |
GenerateMips | |
SetResourceMinLOD | |
GetResourceMinLOD | |
ResolveSubresource | |
ExecuteCommandList | |
HSSetShaderResources | |
HSSetShader | |
HSSetSamplers | |
HSSetConstantBuffers | |
DSSetShaderResources | |
DSSetShader | |
DSSetSamplers | |
DSSetConstantBuffers | |
CSSetShaderResources | |
CSSetUnorderedAccessViews | |
CSSetShader | |
CSSetSamplers | |
CSSetConstantBuffers | |
VSGetConstantBuffers | |
PSGetShaderResources | |
PSGetShader | |
PSGetSamplers | |
VSGetShader | |
PSGetConstantBuffers | |
IAGetInputLayout | |
IAGetVertexBuffers | |
IAGetIndexBuffer | |
GSGetConstantBuffers | |
GSGetShader | |
IAGetPrimitiveTopology | |
VSGetShaderResources | |
VSGetSamplers | |
GetPredication | |
GSGetShaderResources | |
GSGetSamplers | |
OMGetRenderTargets | |
OMGetRenderTargetsAndUnorderedAccessViews | |
OMGetBlendState | |
OMGetDepthStencilState | |
SOGetTargets | |
RSGetState | |
RSGetViewports | |
RSGetScissorRects | |
HSGetShaderResources | |
HSGetShader | |
HSGetSamplers | |
HSGetConstantBuffers | |
DSGetShaderResources | |
DSGetShader | |
DSGetSamplers | |
DSGetConstantBuffers | |
CSGetShaderResources | |
CSGetUnorderedAccessViews | |
CSGetShader | |
CSGetSamplers | |
CSGetConstantBuffers | |
ClearState | |
Flush | |
GetType | |
GetContextFlags | |
FinishCommandList | |