Struct windows::Win32::Graphics::Direct3D10::ID3D10Device
pub struct ID3D10Device(/* private fields */);
Implementations§
§impl ID3D10Device
impl ID3D10Device
pub unsafe fn VSSetConstantBuffers( &self, startslot: u32, ppconstantbuffers: Option<&[Option<ID3D10Buffer>]> )
pub unsafe fn PSSetShaderResources( &self, startslot: u32, ppshaderresourceviews: Option<&[Option<ID3D10ShaderResourceView>]> )
pub unsafe fn PSSetShader<P0>(&self, ppixelshader: P0)where
P0: IntoParam<ID3D10PixelShader>,
pub unsafe fn PSSetSamplers( &self, startslot: u32, ppsamplers: Option<&[Option<ID3D10SamplerState>]> )
pub unsafe fn VSSetShader<P0>(&self, pvertexshader: P0)where
P0: IntoParam<ID3D10VertexShader>,
pub unsafe fn DrawIndexed( &self, indexcount: u32, startindexlocation: u32, basevertexlocation: i32 )
pub unsafe fn Draw(&self, vertexcount: u32, startvertexlocation: u32)
pub unsafe fn PSSetConstantBuffers( &self, startslot: u32, ppconstantbuffers: Option<&[Option<ID3D10Buffer>]> )
pub unsafe fn IASetInputLayout<P0>(&self, pinputlayout: P0)where
P0: IntoParam<ID3D10InputLayout>,
pub unsafe fn IASetVertexBuffers( &self, startslot: u32, numbuffers: u32, ppvertexbuffers: Option<*const Option<ID3D10Buffer>>, pstrides: Option<*const u32>, poffsets: Option<*const u32> )
pub unsafe fn IASetIndexBuffer<P0>(
&self,
pindexbuffer: P0,
format: DXGI_FORMAT,
offset: u32
)where
P0: IntoParam<ID3D10Buffer>,
pub unsafe fn DrawIndexedInstanced( &self, indexcountperinstance: u32, instancecount: u32, startindexlocation: u32, basevertexlocation: i32, startinstancelocation: u32 )
pub unsafe fn DrawInstanced( &self, vertexcountperinstance: u32, instancecount: u32, startvertexlocation: u32, startinstancelocation: u32 )
pub unsafe fn GSSetConstantBuffers( &self, startslot: u32, ppconstantbuffers: Option<&[Option<ID3D10Buffer>]> )
pub unsafe fn GSSetShader<P0>(&self, pshader: P0)where
P0: IntoParam<ID3D10GeometryShader>,
pub unsafe fn IASetPrimitiveTopology(&self, topology: D3D_PRIMITIVE_TOPOLOGY)
pub unsafe fn VSSetShaderResources( &self, startslot: u32, ppshaderresourceviews: Option<&[Option<ID3D10ShaderResourceView>]> )
pub unsafe fn VSSetSamplers( &self, startslot: u32, ppsamplers: Option<&[Option<ID3D10SamplerState>]> )
pub unsafe fn SetPredication<P0, P1>(&self, ppredicate: P0, predicatevalue: P1)where
P0: IntoParam<ID3D10Predicate>,
P1: IntoParam<BOOL>,
pub unsafe fn GSSetShaderResources( &self, startslot: u32, ppshaderresourceviews: Option<&[Option<ID3D10ShaderResourceView>]> )
pub unsafe fn GSSetSamplers( &self, startslot: u32, ppsamplers: Option<&[Option<ID3D10SamplerState>]> )
pub unsafe fn OMSetRenderTargets<P0>(
&self,
pprendertargetviews: Option<&[Option<ID3D10RenderTargetView>]>,
pdepthstencilview: P0
)where
P0: IntoParam<ID3D10DepthStencilView>,
pub unsafe fn OMSetBlendState<P0>(
&self,
pblendstate: P0,
blendfactor: &[f32; 4],
samplemask: u32
)where
P0: IntoParam<ID3D10BlendState>,
pub unsafe fn OMSetDepthStencilState<P0>(
&self,
pdepthstencilstate: P0,
stencilref: u32
)where
P0: IntoParam<ID3D10DepthStencilState>,
pub unsafe fn SOSetTargets( &self, numbuffers: u32, ppsotargets: Option<*const Option<ID3D10Buffer>>, poffsets: Option<*const u32> )
pub unsafe fn DrawAuto(&self)
pub unsafe fn RSSetState<P0>(&self, prasterizerstate: P0)where
P0: IntoParam<ID3D10RasterizerState>,
pub unsafe fn RSSetViewports(&self, pviewports: Option<&[D3D10_VIEWPORT]>)
pub unsafe fn RSSetScissorRects(&self, prects: Option<&[RECT]>)
pub unsafe fn CopySubresourceRegion<P0, P1>(
&self,
pdstresource: P0,
dstsubresource: u32,
dstx: u32,
dsty: u32,
dstz: u32,
psrcresource: P1,
srcsubresource: u32,
psrcbox: Option<*const D3D10_BOX>
)where
P0: IntoParam<ID3D10Resource>,
P1: IntoParam<ID3D10Resource>,
pub unsafe fn CopyResource<P0, P1>(&self, pdstresource: P0, psrcresource: P1)where
P0: IntoParam<ID3D10Resource>,
P1: IntoParam<ID3D10Resource>,
pub unsafe fn UpdateSubresource<P0>(
&self,
pdstresource: P0,
dstsubresource: u32,
pdstbox: Option<*const D3D10_BOX>,
psrcdata: *const c_void,
srcrowpitch: u32,
srcdepthpitch: u32
)where
P0: IntoParam<ID3D10Resource>,
pub unsafe fn ClearRenderTargetView<P0>(
&self,
prendertargetview: P0,
colorrgba: &[f32; 4]
)where
P0: IntoParam<ID3D10RenderTargetView>,
pub unsafe fn ClearDepthStencilView<P0>(
&self,
pdepthstencilview: P0,
clearflags: u32,
depth: f32,
stencil: u8
)where
P0: IntoParam<ID3D10DepthStencilView>,
pub unsafe fn GenerateMips<P0>(&self, pshaderresourceview: P0)where
P0: IntoParam<ID3D10ShaderResourceView>,
pub unsafe fn ResolveSubresource<P0, P1>(
&self,
pdstresource: P0,
dstsubresource: u32,
psrcresource: P1,
srcsubresource: u32,
format: DXGI_FORMAT
)where
P0: IntoParam<ID3D10Resource>,
P1: IntoParam<ID3D10Resource>,
pub unsafe fn VSGetConstantBuffers( &self, startslot: u32, ppconstantbuffers: Option<&mut [Option<ID3D10Buffer>]> )
pub unsafe fn PSGetShaderResources( &self, startslot: u32, ppshaderresourceviews: Option<&mut [Option<ID3D10ShaderResourceView>]> )
pub unsafe fn PSGetShader(&self) -> Result<ID3D10PixelShader>
pub unsafe fn PSGetSamplers( &self, startslot: u32, ppsamplers: Option<&mut [Option<ID3D10SamplerState>]> )
pub unsafe fn VSGetShader(&self) -> Result<ID3D10VertexShader>
pub unsafe fn PSGetConstantBuffers( &self, startslot: u32, ppconstantbuffers: Option<&mut [Option<ID3D10Buffer>]> )
pub unsafe fn IAGetInputLayout(&self) -> Result<ID3D10InputLayout>
pub unsafe fn IAGetVertexBuffers( &self, startslot: u32, numbuffers: u32, ppvertexbuffers: Option<*mut Option<ID3D10Buffer>>, pstrides: Option<*mut u32>, poffsets: Option<*mut u32> )
pub unsafe fn IAGetIndexBuffer( &self, pindexbuffer: Option<*mut Option<ID3D10Buffer>>, format: Option<*mut DXGI_FORMAT>, offset: Option<*mut u32> )
pub unsafe fn GSGetConstantBuffers( &self, startslot: u32, ppconstantbuffers: Option<&mut [Option<ID3D10Buffer>]> )
pub unsafe fn GSGetShader(&self) -> Result<ID3D10GeometryShader>
pub unsafe fn IAGetPrimitiveTopology(&self) -> D3D_PRIMITIVE_TOPOLOGY
pub unsafe fn VSGetShaderResources( &self, startslot: u32, ppshaderresourceviews: Option<&mut [Option<ID3D10ShaderResourceView>]> )
pub unsafe fn VSGetSamplers( &self, startslot: u32, ppsamplers: Option<&mut [Option<ID3D10SamplerState>]> )
pub unsafe fn GetPredication( &self, pppredicate: Option<*mut Option<ID3D10Predicate>>, ppredicatevalue: Option<*mut BOOL> )
pub unsafe fn GSGetShaderResources( &self, startslot: u32, ppshaderresourceviews: Option<&mut [Option<ID3D10ShaderResourceView>]> )
pub unsafe fn GSGetSamplers( &self, startslot: u32, ppsamplers: Option<&mut [Option<ID3D10SamplerState>]> )
pub unsafe fn OMGetRenderTargets( &self, pprendertargetviews: Option<&mut [Option<ID3D10RenderTargetView>]>, ppdepthstencilview: Option<*mut Option<ID3D10DepthStencilView>> )
pub unsafe fn OMGetBlendState( &self, ppblendstate: Option<*mut Option<ID3D10BlendState>>, blendfactor: Option<&mut [f32; 4]>, psamplemask: Option<*mut u32> )
pub unsafe fn OMGetDepthStencilState( &self, ppdepthstencilstate: Option<*mut Option<ID3D10DepthStencilState>>, pstencilref: Option<*mut u32> )
pub unsafe fn SOGetTargets( &self, numbuffers: u32, ppsotargets: Option<*mut Option<ID3D10Buffer>>, poffsets: Option<*mut u32> )
pub unsafe fn RSGetState(&self) -> Result<ID3D10RasterizerState>
pub unsafe fn RSGetViewports( &self, numviewports: *mut u32, pviewports: Option<*mut D3D10_VIEWPORT> )
pub unsafe fn RSGetScissorRects( &self, numrects: *mut u32, prects: Option<*mut RECT> )
pub unsafe fn GetDeviceRemovedReason(&self) -> Result<()>
pub unsafe fn SetExceptionMode(&self, raiseflags: u32) -> Result<()>
pub unsafe fn GetExceptionMode(&self) -> u32
pub unsafe fn GetPrivateData( &self, guid: *const GUID, pdatasize: *mut u32, pdata: Option<*mut c_void> ) -> Result<()>
pub unsafe fn SetPrivateData( &self, guid: *const GUID, datasize: u32, pdata: Option<*const c_void> ) -> Result<()>
pub unsafe fn SetPrivateDataInterface<P0>(
&self,
guid: *const GUID,
pdata: P0
) -> Result<()>where
P0: IntoParam<IUnknown>,
pub unsafe fn ClearState(&self)
pub unsafe fn Flush(&self)
pub unsafe fn CreateBuffer( &self, pdesc: *const D3D10_BUFFER_DESC, pinitialdata: Option<*const D3D10_SUBRESOURCE_DATA>, ppbuffer: Option<*mut Option<ID3D10Buffer>> ) -> Result<()>
pub unsafe fn CreateTexture1D( &self, pdesc: *const D3D10_TEXTURE1D_DESC, pinitialdata: Option<*const D3D10_SUBRESOURCE_DATA> ) -> Result<ID3D10Texture1D>
pub unsafe fn CreateTexture2D( &self, pdesc: *const D3D10_TEXTURE2D_DESC, pinitialdata: Option<*const D3D10_SUBRESOURCE_DATA> ) -> Result<ID3D10Texture2D>
pub unsafe fn CreateTexture3D( &self, pdesc: *const D3D10_TEXTURE3D_DESC, pinitialdata: Option<*const D3D10_SUBRESOURCE_DATA> ) -> Result<ID3D10Texture3D>
pub unsafe fn CreateShaderResourceView<P0>(
&self,
presource: P0,
pdesc: Option<*const D3D10_SHADER_RESOURCE_VIEW_DESC>,
ppsrview: Option<*mut Option<ID3D10ShaderResourceView>>
) -> Result<()>where
P0: IntoParam<ID3D10Resource>,
pub unsafe fn CreateRenderTargetView<P0>(
&self,
presource: P0,
pdesc: Option<*const D3D10_RENDER_TARGET_VIEW_DESC>,
pprtview: Option<*mut Option<ID3D10RenderTargetView>>
) -> Result<()>where
P0: IntoParam<ID3D10Resource>,
pub unsafe fn CreateDepthStencilView<P0>(
&self,
presource: P0,
pdesc: Option<*const D3D10_DEPTH_STENCIL_VIEW_DESC>,
ppdepthstencilview: Option<*mut Option<ID3D10DepthStencilView>>
) -> Result<()>where
P0: IntoParam<ID3D10Resource>,
pub unsafe fn CreateInputLayout( &self, pinputelementdescs: &[D3D10_INPUT_ELEMENT_DESC], pshaderbytecodewithinputsignature: &[u8], ppinputlayout: Option<*mut Option<ID3D10InputLayout>> ) -> Result<()>
pub unsafe fn CreateVertexShader( &self, pshaderbytecode: &[u8], ppvertexshader: Option<*mut Option<ID3D10VertexShader>> ) -> Result<()>
pub unsafe fn CreateGeometryShader( &self, pshaderbytecode: &[u8], ppgeometryshader: Option<*mut Option<ID3D10GeometryShader>> ) -> Result<()>
pub unsafe fn CreateGeometryShaderWithStreamOutput( &self, pshaderbytecode: &[u8], psodeclaration: Option<&[D3D10_SO_DECLARATION_ENTRY]>, outputstreamstride: u32, ppgeometryshader: Option<*mut Option<ID3D10GeometryShader>> ) -> Result<()>
pub unsafe fn CreatePixelShader( &self, pshaderbytecode: &[u8], pppixelshader: Option<*mut Option<ID3D10PixelShader>> ) -> Result<()>
pub unsafe fn CreateBlendState( &self, pblendstatedesc: *const D3D10_BLEND_DESC, ppblendstate: Option<*mut Option<ID3D10BlendState>> ) -> Result<()>
pub unsafe fn CreateDepthStencilState( &self, pdepthstencildesc: *const D3D10_DEPTH_STENCIL_DESC, ppdepthstencilstate: Option<*mut Option<ID3D10DepthStencilState>> ) -> Result<()>
pub unsafe fn CreateRasterizerState( &self, prasterizerdesc: *const D3D10_RASTERIZER_DESC, pprasterizerstate: Option<*mut Option<ID3D10RasterizerState>> ) -> Result<()>
pub unsafe fn CreateSamplerState( &self, psamplerdesc: *const D3D10_SAMPLER_DESC, ppsamplerstate: Option<*mut Option<ID3D10SamplerState>> ) -> Result<()>
pub unsafe fn CreateQuery( &self, pquerydesc: *const D3D10_QUERY_DESC, ppquery: Option<*mut Option<ID3D10Query>> ) -> Result<()>
pub unsafe fn CreatePredicate( &self, ppredicatedesc: *const D3D10_QUERY_DESC, pppredicate: Option<*mut Option<ID3D10Predicate>> ) -> Result<()>
pub unsafe fn CreateCounter( &self, pcounterdesc: *const D3D10_COUNTER_DESC, ppcounter: Option<*mut Option<ID3D10Counter>> ) -> Result<()>
pub unsafe fn CheckFormatSupport(&self, format: DXGI_FORMAT) -> Result<u32>
pub unsafe fn CheckMultisampleQualityLevels( &self, format: DXGI_FORMAT, samplecount: u32 ) -> Result<u32>
pub unsafe fn CheckCounterInfo(&self) -> D3D10_COUNTER_INFO
pub unsafe fn CheckCounter( &self, pdesc: *const D3D10_COUNTER_DESC, ptype: *mut D3D10_COUNTER_TYPE, pactivecounters: *mut u32, szname: PSTR, pnamelength: Option<*mut u32>, szunits: PSTR, punitslength: Option<*mut u32>, szdescription: PSTR, pdescriptionlength: Option<*mut u32> ) -> Result<()>
pub unsafe fn GetCreationFlags(&self) -> u32
pub unsafe fn SetTextFilterSize(&self, width: u32, height: u32)
pub unsafe fn GetTextFilterSize( &self, pwidth: Option<*mut u32>, pheight: Option<*mut u32> )
Trait Implementations§
§impl Clone for ID3D10Device
impl Clone for ID3D10Device
§fn clone(&self) -> ID3D10Device
fn clone(&self) -> ID3D10Device
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl Debug for ID3D10Device
impl Debug for ID3D10Device
§impl From<&ID3D10Device> for &IUnknown
impl From<&ID3D10Device> for &IUnknown
§fn from(value: &ID3D10Device) -> Self
fn from(value: &ID3D10Device) -> Self
Converts to this type from the input type.
§impl From<&ID3D10Device1> for &ID3D10Device
impl From<&ID3D10Device1> for &ID3D10Device
§fn from(value: &ID3D10Device1) -> Self
fn from(value: &ID3D10Device1) -> Self
Converts to this type from the input type.
§impl From<ID3D10Device> for IUnknown
impl From<ID3D10Device> for IUnknown
§fn from(value: ID3D10Device) -> Self
fn from(value: ID3D10Device) -> Self
Converts to this type from the input type.
§impl From<ID3D10Device1> for ID3D10Device
impl From<ID3D10Device1> for ID3D10Device
§fn from(value: ID3D10Device1) -> Self
fn from(value: ID3D10Device1) -> Self
Converts to this type from the input type.
§impl Interface for ID3D10Device
impl Interface for ID3D10Device
§fn as_raw(&self) -> *mut c_void
fn as_raw(&self) -> *mut c_void
Returns the raw COM interface pointer. The resulting pointer continues to be owned by the
Interface
implementation.§fn into_raw(self) -> *mut c_void
fn into_raw(self) -> *mut c_void
Returns the raw COM interface pointer and releases ownership. It the caller’s responsibility to release the COM interface pointer.
§fn cast<T>(&self) -> Result<T, Error>where
T: Interface,
fn cast<T>(&self) -> Result<T, Error>where
T: Interface,
Attempts to cast the current interface to another interface using
QueryInterface
. Read more§impl PartialEq for ID3D10Device
impl PartialEq for ID3D10Device
§fn eq(&self, other: &ID3D10Device) -> bool
fn eq(&self, other: &ID3D10Device) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for ID3D10Device
impl Send for ID3D10Device
impl StructuralPartialEq for ID3D10Device
impl Sync for ID3D10Device
Auto Trait Implementations§
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more