Trait windows::Win32::Graphics::Direct2D::ID2D1EffectContext_Impl
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.