pub struct ID3D10Device1(/* private fields */);

Implementations§

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impl ID3D10Device1

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 OpenSharedResource<P0>( &self, hresource: P0, returnedinterface: *const GUID, ppresource: Option<*mut *mut c_void> ) -> Result<()>
where P0: IntoParam<HANDLE>,

pub unsafe fn SetTextFilterSize(&self, width: u32, height: u32)

pub unsafe fn GetTextFilterSize( &self, pwidth: Option<*mut u32>, pheight: Option<*mut u32> )

pub unsafe fn CreateShaderResourceView1<P0>( &self, presource: P0, pdesc: Option<*const D3D10_SHADER_RESOURCE_VIEW_DESC1>, ppsrview: Option<*mut Option<ID3D10ShaderResourceView1>> ) -> Result<()>
where P0: IntoParam<ID3D10Resource>,

pub unsafe fn CreateBlendState1( &self, pblendstatedesc: *const D3D10_BLEND_DESC1, ppblendstate: Option<*mut Option<ID3D10BlendState1>> ) -> Result<()>

pub unsafe fn GetFeatureLevel(&self) -> D3D10_FEATURE_LEVEL1

Trait Implementations§

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impl Clone for ID3D10Device1

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fn clone(&self) -> ID3D10Device1

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ID3D10Device1

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<&ID3D10Device1> for &ID3D10Device

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fn from(value: &ID3D10Device1) -> Self

Converts to this type from the input type.
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impl From<&ID3D10Device1> for &IUnknown

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fn from(value: &ID3D10Device1) -> Self

Converts to this type from the input type.
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impl From<ID3D10Device1> for ID3D10Device

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fn from(value: ID3D10Device1) -> Self

Converts to this type from the input type.
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impl From<ID3D10Device1> for IUnknown

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fn from(value: ID3D10Device1) -> Self

Converts to this type from the input type.
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impl Interface for ID3D10Device1

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fn as_raw(&self) -> *mut c_void

Returns the raw COM interface pointer. The resulting pointer continues to be owned by the Interface implementation.
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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.
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unsafe fn from_raw(raw: *mut c_void) -> Self

Creates an Interface by taking ownership of the raw COM interface pointer. Read more
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unsafe fn from_raw_borrowed(raw: &*mut c_void) -> Option<&Self>

Creates an Interface that is valid so long as the raw COM interface pointer is valid. Read more
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fn cast<T>(&self) -> Result<T, Error>
where T: Interface,

Attempts to cast the current interface to another interface using QueryInterface. Read more
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fn downgrade(&self) -> Result<Weak<Self>, Error>

Attempts to create a Weak reference to this object.
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unsafe fn query(&self, iid: *const GUID, interface: *mut *mut c_void) -> HRESULT

Call QueryInterface on this interface Read more
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impl PartialEq for ID3D10Device1

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fn eq(&self, other: &ID3D10Device1) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Eq for ID3D10Device1

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impl Send for ID3D10Device1

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impl StructuralPartialEq for ID3D10Device1

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impl Sync for ID3D10Device1

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.