pub trait ID2D1EffectContext_Impl: Sized {
Show 21 methods // Required methods fn GetDpi(&self, dpix: *mut f32, dpiy: *mut f32); fn CreateEffect(&self, effectid: *const GUID) -> Result<ID2D1Effect>; fn GetMaximumSupportedFeatureLevel( &self, featurelevels: *const D3D_FEATURE_LEVEL, featurelevelscount: u32 ) -> Result<D3D_FEATURE_LEVEL>; fn CreateTransformNodeFromEffect( &self, effect: Option<&ID2D1Effect> ) -> Result<ID2D1TransformNode>; fn CreateBlendTransform( &self, numinputs: u32, blenddescription: *const D2D1_BLEND_DESCRIPTION ) -> Result<ID2D1BlendTransform>; fn CreateBorderTransform( &self, extendmodex: D2D1_EXTEND_MODE, extendmodey: D2D1_EXTEND_MODE ) -> Result<ID2D1BorderTransform>; fn CreateOffsetTransform( &self, offset: &POINT ) -> Result<ID2D1OffsetTransform>; fn CreateBoundsAdjustmentTransform( &self, outputrectangle: *const RECT ) -> Result<ID2D1BoundsAdjustmentTransform>; fn LoadPixelShader( &self, shaderid: *const GUID, shaderbuffer: *const u8, shaderbuffercount: u32 ) -> Result<()>; fn LoadVertexShader( &self, resourceid: *const GUID, shaderbuffer: *const u8, shaderbuffercount: u32 ) -> Result<()>; fn LoadComputeShader( &self, resourceid: *const GUID, shaderbuffer: *const u8, shaderbuffercount: u32 ) -> Result<()>; fn IsShaderLoaded(&self, shaderid: *const GUID) -> BOOL; fn CreateResourceTexture( &self, resourceid: *const GUID, resourcetextureproperties: *const D2D1_RESOURCE_TEXTURE_PROPERTIES, data: *const u8, strides: *const u32, datasize: u32 ) -> Result<ID2D1ResourceTexture>; fn FindResourceTexture( &self, resourceid: *const GUID ) -> Result<ID2D1ResourceTexture>; fn CreateVertexBuffer( &self, vertexbufferproperties: *const D2D1_VERTEX_BUFFER_PROPERTIES, resourceid: *const GUID, customvertexbufferproperties: *const D2D1_CUSTOM_VERTEX_BUFFER_PROPERTIES ) -> Result<ID2D1VertexBuffer>; fn FindVertexBuffer( &self, resourceid: *const GUID ) -> Result<ID2D1VertexBuffer>; fn CreateColorContext( &self, space: D2D1_COLOR_SPACE, profile: *const u8, profilesize: u32 ) -> Result<ID2D1ColorContext>; fn CreateColorContextFromFilename( &self, filename: &PCWSTR ) -> Result<ID2D1ColorContext>; fn CreateColorContextFromWicColorContext( &self, wiccolorcontext: Option<&IWICColorContext> ) -> Result<ID2D1ColorContext>; fn CheckFeatureSupport( &self, feature: D2D1_FEATURE, featuresupportdata: *mut c_void, featuresupportdatasize: u32 ) -> Result<()>; fn IsBufferPrecisionSupported( &self, bufferprecision: D2D1_BUFFER_PRECISION ) -> BOOL;
}

Required Methods§

fn GetDpi(&self, dpix: *mut f32, dpiy: *mut f32)

fn CreateEffect(&self, effectid: *const GUID) -> Result<ID2D1Effect>

fn GetMaximumSupportedFeatureLevel( &self, featurelevels: *const D3D_FEATURE_LEVEL, featurelevelscount: u32 ) -> Result<D3D_FEATURE_LEVEL>

fn CreateTransformNodeFromEffect( &self, effect: Option<&ID2D1Effect> ) -> Result<ID2D1TransformNode>

fn CreateBlendTransform( &self, numinputs: u32, blenddescription: *const D2D1_BLEND_DESCRIPTION ) -> Result<ID2D1BlendTransform>

fn CreateBorderTransform( &self, extendmodex: D2D1_EXTEND_MODE, extendmodey: D2D1_EXTEND_MODE ) -> Result<ID2D1BorderTransform>

fn CreateOffsetTransform(&self, offset: &POINT) -> Result<ID2D1OffsetTransform>

fn CreateBoundsAdjustmentTransform( &self, outputrectangle: *const RECT ) -> Result<ID2D1BoundsAdjustmentTransform>

fn LoadPixelShader( &self, shaderid: *const GUID, shaderbuffer: *const u8, shaderbuffercount: u32 ) -> Result<()>

fn LoadVertexShader( &self, resourceid: *const GUID, shaderbuffer: *const u8, shaderbuffercount: u32 ) -> Result<()>

fn LoadComputeShader( &self, resourceid: *const GUID, shaderbuffer: *const u8, shaderbuffercount: u32 ) -> Result<()>

fn IsShaderLoaded(&self, shaderid: *const GUID) -> BOOL

fn CreateResourceTexture( &self, resourceid: *const GUID, resourcetextureproperties: *const D2D1_RESOURCE_TEXTURE_PROPERTIES, data: *const u8, strides: *const u32, datasize: u32 ) -> Result<ID2D1ResourceTexture>

fn FindResourceTexture( &self, resourceid: *const GUID ) -> Result<ID2D1ResourceTexture>

fn CreateVertexBuffer( &self, vertexbufferproperties: *const D2D1_VERTEX_BUFFER_PROPERTIES, resourceid: *const GUID, customvertexbufferproperties: *const D2D1_CUSTOM_VERTEX_BUFFER_PROPERTIES ) -> Result<ID2D1VertexBuffer>

fn FindVertexBuffer(&self, resourceid: *const GUID) -> Result<ID2D1VertexBuffer>

fn CreateColorContext( &self, space: D2D1_COLOR_SPACE, profile: *const u8, profilesize: u32 ) -> Result<ID2D1ColorContext>

fn CreateColorContextFromFilename( &self, filename: &PCWSTR ) -> Result<ID2D1ColorContext>

fn CreateColorContextFromWicColorContext( &self, wiccolorcontext: Option<&IWICColorContext> ) -> Result<ID2D1ColorContext>

fn CheckFeatureSupport( &self, feature: D2D1_FEATURE, featuresupportdata: *mut c_void, featuresupportdatasize: u32 ) -> Result<()>

fn IsBufferPrecisionSupported( &self, bufferprecision: D2D1_BUFFER_PRECISION ) -> BOOL

Object Safety§

This trait is not object safe.

Implementors§