Trait windows::Win32::Graphics::Direct3D10::ID3D10Device_Impl
pub trait ID3D10Device_Impl: Sized {
Show 95 methods
// Required methods
fn VSSetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *const Option<ID3D10Buffer>
);
fn PSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D10ShaderResourceView>
);
fn PSSetShader(&self, ppixelshader: Option<&ID3D10PixelShader>);
fn PSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D10SamplerState>
);
fn VSSetShader(&self, pvertexshader: Option<&ID3D10VertexShader>);
fn DrawIndexed(
&self,
indexcount: u32,
startindexlocation: u32,
basevertexlocation: i32
);
fn Draw(&self, vertexcount: u32, startvertexlocation: u32);
fn PSSetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *const Option<ID3D10Buffer>
);
fn IASetInputLayout(&self, pinputlayout: Option<&ID3D10InputLayout>);
fn IASetVertexBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppvertexbuffers: *const Option<ID3D10Buffer>,
pstrides: *const u32,
poffsets: *const u32
);
fn IASetIndexBuffer(
&self,
pindexbuffer: Option<&ID3D10Buffer>,
format: DXGI_FORMAT,
offset: u32
);
fn DrawIndexedInstanced(
&self,
indexcountperinstance: u32,
instancecount: u32,
startindexlocation: u32,
basevertexlocation: i32,
startinstancelocation: u32
);
fn DrawInstanced(
&self,
vertexcountperinstance: u32,
instancecount: u32,
startvertexlocation: u32,
startinstancelocation: u32
);
fn GSSetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *const Option<ID3D10Buffer>
);
fn GSSetShader(&self, pshader: Option<&ID3D10GeometryShader>);
fn IASetPrimitiveTopology(&self, topology: D3D_PRIMITIVE_TOPOLOGY);
fn VSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D10ShaderResourceView>
);
fn VSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D10SamplerState>
);
fn SetPredication(
&self,
ppredicate: Option<&ID3D10Predicate>,
predicatevalue: BOOL
);
fn GSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D10ShaderResourceView>
);
fn GSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D10SamplerState>
);
fn OMSetRenderTargets(
&self,
numviews: u32,
pprendertargetviews: *const Option<ID3D10RenderTargetView>,
pdepthstencilview: Option<&ID3D10DepthStencilView>
);
fn OMSetBlendState(
&self,
pblendstate: Option<&ID3D10BlendState>,
blendfactor: *const f32,
samplemask: u32
);
fn OMSetDepthStencilState(
&self,
pdepthstencilstate: Option<&ID3D10DepthStencilState>,
stencilref: u32
);
fn SOSetTargets(
&self,
numbuffers: u32,
ppsotargets: *const Option<ID3D10Buffer>,
poffsets: *const u32
);
fn DrawAuto(&self);
fn RSSetState(&self, prasterizerstate: Option<&ID3D10RasterizerState>);
fn RSSetViewports(
&self,
numviewports: u32,
pviewports: *const D3D10_VIEWPORT
);
fn RSSetScissorRects(&self, numrects: u32, prects: *const RECT);
fn CopySubresourceRegion(
&self,
pdstresource: Option<&ID3D10Resource>,
dstsubresource: u32,
dstx: u32,
dsty: u32,
dstz: u32,
psrcresource: Option<&ID3D10Resource>,
srcsubresource: u32,
psrcbox: *const D3D10_BOX
);
fn CopyResource(
&self,
pdstresource: Option<&ID3D10Resource>,
psrcresource: Option<&ID3D10Resource>
);
fn UpdateSubresource(
&self,
pdstresource: Option<&ID3D10Resource>,
dstsubresource: u32,
pdstbox: *const D3D10_BOX,
psrcdata: *const c_void,
srcrowpitch: u32,
srcdepthpitch: u32
);
fn ClearRenderTargetView(
&self,
prendertargetview: Option<&ID3D10RenderTargetView>,
colorrgba: *const f32
);
fn ClearDepthStencilView(
&self,
pdepthstencilview: Option<&ID3D10DepthStencilView>,
clearflags: u32,
depth: f32,
stencil: u8
);
fn GenerateMips(
&self,
pshaderresourceview: Option<&ID3D10ShaderResourceView>
);
fn ResolveSubresource(
&self,
pdstresource: Option<&ID3D10Resource>,
dstsubresource: u32,
psrcresource: Option<&ID3D10Resource>,
srcsubresource: u32,
format: DXGI_FORMAT
);
fn VSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D10Buffer>
);
fn PSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D10ShaderResourceView>
);
fn PSGetShader(&self, pppixelshader: *mut Option<ID3D10PixelShader>);
fn PSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D10SamplerState>
);
fn VSGetShader(&self, ppvertexshader: *mut Option<ID3D10VertexShader>);
fn PSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D10Buffer>
);
fn IAGetInputLayout(&self, ppinputlayout: *mut Option<ID3D10InputLayout>);
fn IAGetVertexBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppvertexbuffers: *mut Option<ID3D10Buffer>,
pstrides: *mut u32,
poffsets: *mut u32
);
fn IAGetIndexBuffer(
&self,
pindexbuffer: *mut Option<ID3D10Buffer>,
format: *mut DXGI_FORMAT,
offset: *mut u32
);
fn GSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D10Buffer>
);
fn GSGetShader(&self, ppgeometryshader: *mut Option<ID3D10GeometryShader>);
fn IAGetPrimitiveTopology(&self, ptopology: *mut D3D_PRIMITIVE_TOPOLOGY);
fn VSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D10ShaderResourceView>
);
fn VSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D10SamplerState>
);
fn GetPredication(
&self,
pppredicate: *mut Option<ID3D10Predicate>,
ppredicatevalue: *mut BOOL
);
fn GSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D10ShaderResourceView>
);
fn GSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D10SamplerState>
);
fn OMGetRenderTargets(
&self,
numviews: u32,
pprendertargetviews: *mut Option<ID3D10RenderTargetView>,
ppdepthstencilview: *mut Option<ID3D10DepthStencilView>
);
fn OMGetBlendState(
&self,
ppblendstate: *mut Option<ID3D10BlendState>,
blendfactor: *mut f32,
psamplemask: *mut u32
);
fn OMGetDepthStencilState(
&self,
ppdepthstencilstate: *mut Option<ID3D10DepthStencilState>,
pstencilref: *mut u32
);
fn SOGetTargets(
&self,
numbuffers: u32,
ppsotargets: *mut Option<ID3D10Buffer>,
poffsets: *mut u32
);
fn RSGetState(&self, pprasterizerstate: *mut Option<ID3D10RasterizerState>);
fn RSGetViewports(
&self,
numviewports: *mut u32,
pviewports: *mut D3D10_VIEWPORT
);
fn RSGetScissorRects(&self, numrects: *mut u32, prects: *mut RECT);
fn GetDeviceRemovedReason(&self) -> Result<()>;
fn SetExceptionMode(&self, raiseflags: u32) -> Result<()>;
fn GetExceptionMode(&self) -> u32;
fn GetPrivateData(
&self,
guid: *const GUID,
pdatasize: *mut u32,
pdata: *mut c_void
) -> Result<()>;
fn SetPrivateData(
&self,
guid: *const GUID,
datasize: u32,
pdata: *const c_void
) -> Result<()>;
fn SetPrivateDataInterface(
&self,
guid: *const GUID,
pdata: Option<&IUnknown>
) -> Result<()>;
fn ClearState(&self);
fn Flush(&self);
fn CreateBuffer(
&self,
pdesc: *const D3D10_BUFFER_DESC,
pinitialdata: *const D3D10_SUBRESOURCE_DATA,
ppbuffer: *mut Option<ID3D10Buffer>
) -> Result<()>;
fn CreateTexture1D(
&self,
pdesc: *const D3D10_TEXTURE1D_DESC,
pinitialdata: *const D3D10_SUBRESOURCE_DATA
) -> Result<ID3D10Texture1D>;
fn CreateTexture2D(
&self,
pdesc: *const D3D10_TEXTURE2D_DESC,
pinitialdata: *const D3D10_SUBRESOURCE_DATA
) -> Result<ID3D10Texture2D>;
fn CreateTexture3D(
&self,
pdesc: *const D3D10_TEXTURE3D_DESC,
pinitialdata: *const D3D10_SUBRESOURCE_DATA
) -> Result<ID3D10Texture3D>;
fn CreateShaderResourceView(
&self,
presource: Option<&ID3D10Resource>,
pdesc: *const D3D10_SHADER_RESOURCE_VIEW_DESC,
ppsrview: *mut Option<ID3D10ShaderResourceView>
) -> Result<()>;
fn CreateRenderTargetView(
&self,
presource: Option<&ID3D10Resource>,
pdesc: *const D3D10_RENDER_TARGET_VIEW_DESC,
pprtview: *mut Option<ID3D10RenderTargetView>
) -> Result<()>;
fn CreateDepthStencilView(
&self,
presource: Option<&ID3D10Resource>,
pdesc: *const D3D10_DEPTH_STENCIL_VIEW_DESC,
ppdepthstencilview: *mut Option<ID3D10DepthStencilView>
) -> Result<()>;
fn CreateInputLayout(
&self,
pinputelementdescs: *const D3D10_INPUT_ELEMENT_DESC,
numelements: u32,
pshaderbytecodewithinputsignature: *const c_void,
bytecodelength: usize,
ppinputlayout: *mut Option<ID3D10InputLayout>
) -> Result<()>;
fn CreateVertexShader(
&self,
pshaderbytecode: *const c_void,
bytecodelength: usize,
ppvertexshader: *mut Option<ID3D10VertexShader>
) -> Result<()>;
fn CreateGeometryShader(
&self,
pshaderbytecode: *const c_void,
bytecodelength: usize,
ppgeometryshader: *mut Option<ID3D10GeometryShader>
) -> Result<()>;
fn CreateGeometryShaderWithStreamOutput(
&self,
pshaderbytecode: *const c_void,
bytecodelength: usize,
psodeclaration: *const D3D10_SO_DECLARATION_ENTRY,
numentries: u32,
outputstreamstride: u32,
ppgeometryshader: *mut Option<ID3D10GeometryShader>
) -> Result<()>;
fn CreatePixelShader(
&self,
pshaderbytecode: *const c_void,
bytecodelength: usize,
pppixelshader: *mut Option<ID3D10PixelShader>
) -> Result<()>;
fn CreateBlendState(
&self,
pblendstatedesc: *const D3D10_BLEND_DESC,
ppblendstate: *mut Option<ID3D10BlendState>
) -> Result<()>;
fn CreateDepthStencilState(
&self,
pdepthstencildesc: *const D3D10_DEPTH_STENCIL_DESC,
ppdepthstencilstate: *mut Option<ID3D10DepthStencilState>
) -> Result<()>;
fn CreateRasterizerState(
&self,
prasterizerdesc: *const D3D10_RASTERIZER_DESC,
pprasterizerstate: *mut Option<ID3D10RasterizerState>
) -> Result<()>;
fn CreateSamplerState(
&self,
psamplerdesc: *const D3D10_SAMPLER_DESC,
ppsamplerstate: *mut Option<ID3D10SamplerState>
) -> Result<()>;
fn CreateQuery(
&self,
pquerydesc: *const D3D10_QUERY_DESC,
ppquery: *mut Option<ID3D10Query>
) -> Result<()>;
fn CreatePredicate(
&self,
ppredicatedesc: *const D3D10_QUERY_DESC,
pppredicate: *mut Option<ID3D10Predicate>
) -> Result<()>;
fn CreateCounter(
&self,
pcounterdesc: *const D3D10_COUNTER_DESC,
ppcounter: *mut Option<ID3D10Counter>
) -> Result<()>;
fn CheckFormatSupport(&self, format: DXGI_FORMAT) -> Result<u32>;
fn CheckMultisampleQualityLevels(
&self,
format: DXGI_FORMAT,
samplecount: u32
) -> Result<u32>;
fn CheckCounterInfo(&self, pcounterinfo: *mut D3D10_COUNTER_INFO);
fn CheckCounter(
&self,
pdesc: *const D3D10_COUNTER_DESC,
ptype: *mut D3D10_COUNTER_TYPE,
pactivecounters: *mut u32,
szname: PSTR,
pnamelength: *mut u32,
szunits: PSTR,
punitslength: *mut u32,
szdescription: PSTR,
pdescriptionlength: *mut u32
) -> Result<()>;
fn GetCreationFlags(&self) -> u32;
fn OpenSharedResource(
&self,
hresource: HANDLE,
returnedinterface: *const GUID,
ppresource: *mut *mut c_void
) -> Result<()>;
fn SetTextFilterSize(&self, width: u32, height: u32);
fn GetTextFilterSize(&self, pwidth: *mut u32, pheight: *mut u32);
}
Required Methods§
fn VSSetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D10Buffer> )
fn PSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D10ShaderResourceView> )
fn PSSetShader(&self, ppixelshader: Option<&ID3D10PixelShader>)
fn PSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D10SamplerState> )
fn VSSetShader(&self, pvertexshader: Option<&ID3D10VertexShader>)
fn DrawIndexed( &self, indexcount: u32, startindexlocation: u32, basevertexlocation: i32 )
fn Draw(&self, vertexcount: u32, startvertexlocation: u32)
fn PSSetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D10Buffer> )
fn IASetInputLayout(&self, pinputlayout: Option<&ID3D10InputLayout>)
fn IASetVertexBuffers( &self, startslot: u32, numbuffers: u32, ppvertexbuffers: *const Option<ID3D10Buffer>, pstrides: *const u32, poffsets: *const u32 )
fn IASetIndexBuffer( &self, pindexbuffer: Option<&ID3D10Buffer>, format: DXGI_FORMAT, offset: u32 )
fn DrawIndexedInstanced( &self, indexcountperinstance: u32, instancecount: u32, startindexlocation: u32, basevertexlocation: i32, startinstancelocation: u32 )
fn DrawInstanced( &self, vertexcountperinstance: u32, instancecount: u32, startvertexlocation: u32, startinstancelocation: u32 )
fn GSSetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D10Buffer> )
fn GSSetShader(&self, pshader: Option<&ID3D10GeometryShader>)
fn IASetPrimitiveTopology(&self, topology: D3D_PRIMITIVE_TOPOLOGY)
fn VSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D10ShaderResourceView> )
fn VSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D10SamplerState> )
fn SetPredication( &self, ppredicate: Option<&ID3D10Predicate>, predicatevalue: BOOL )
fn GSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D10ShaderResourceView> )
fn GSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D10SamplerState> )
fn OMSetRenderTargets( &self, numviews: u32, pprendertargetviews: *const Option<ID3D10RenderTargetView>, pdepthstencilview: Option<&ID3D10DepthStencilView> )
fn OMSetBlendState( &self, pblendstate: Option<&ID3D10BlendState>, blendfactor: *const f32, samplemask: u32 )
fn OMSetDepthStencilState( &self, pdepthstencilstate: Option<&ID3D10DepthStencilState>, stencilref: u32 )
fn SOSetTargets( &self, numbuffers: u32, ppsotargets: *const Option<ID3D10Buffer>, poffsets: *const u32 )
fn DrawAuto(&self)
fn RSSetState(&self, prasterizerstate: Option<&ID3D10RasterizerState>)
fn RSSetViewports(&self, numviewports: u32, pviewports: *const D3D10_VIEWPORT)
fn RSSetScissorRects(&self, numrects: u32, prects: *const RECT)
fn CopySubresourceRegion( &self, pdstresource: Option<&ID3D10Resource>, dstsubresource: u32, dstx: u32, dsty: u32, dstz: u32, psrcresource: Option<&ID3D10Resource>, srcsubresource: u32, psrcbox: *const D3D10_BOX )
fn CopyResource( &self, pdstresource: Option<&ID3D10Resource>, psrcresource: Option<&ID3D10Resource> )
fn UpdateSubresource( &self, pdstresource: Option<&ID3D10Resource>, dstsubresource: u32, pdstbox: *const D3D10_BOX, psrcdata: *const c_void, srcrowpitch: u32, srcdepthpitch: u32 )
fn ClearRenderTargetView( &self, prendertargetview: Option<&ID3D10RenderTargetView>, colorrgba: *const f32 )
fn ClearDepthStencilView( &self, pdepthstencilview: Option<&ID3D10DepthStencilView>, clearflags: u32, depth: f32, stencil: u8 )
fn GenerateMips(&self, pshaderresourceview: Option<&ID3D10ShaderResourceView>)
fn ResolveSubresource( &self, pdstresource: Option<&ID3D10Resource>, dstsubresource: u32, psrcresource: Option<&ID3D10Resource>, srcsubresource: u32, format: DXGI_FORMAT )
fn VSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D10Buffer> )
fn PSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D10ShaderResourceView> )
fn PSGetShader(&self, pppixelshader: *mut Option<ID3D10PixelShader>)
fn PSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D10SamplerState> )
fn VSGetShader(&self, ppvertexshader: *mut Option<ID3D10VertexShader>)
fn PSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D10Buffer> )
fn IAGetInputLayout(&self, ppinputlayout: *mut Option<ID3D10InputLayout>)
fn IAGetVertexBuffers( &self, startslot: u32, numbuffers: u32, ppvertexbuffers: *mut Option<ID3D10Buffer>, pstrides: *mut u32, poffsets: *mut u32 )
fn IAGetIndexBuffer( &self, pindexbuffer: *mut Option<ID3D10Buffer>, format: *mut DXGI_FORMAT, offset: *mut u32 )
fn GSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D10Buffer> )
fn GSGetShader(&self, ppgeometryshader: *mut Option<ID3D10GeometryShader>)
fn IAGetPrimitiveTopology(&self, ptopology: *mut D3D_PRIMITIVE_TOPOLOGY)
fn VSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D10ShaderResourceView> )
fn VSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D10SamplerState> )
fn GetPredication( &self, pppredicate: *mut Option<ID3D10Predicate>, ppredicatevalue: *mut BOOL )
fn GSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D10ShaderResourceView> )
fn GSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D10SamplerState> )
fn OMGetRenderTargets( &self, numviews: u32, pprendertargetviews: *mut Option<ID3D10RenderTargetView>, ppdepthstencilview: *mut Option<ID3D10DepthStencilView> )
fn OMGetBlendState( &self, ppblendstate: *mut Option<ID3D10BlendState>, blendfactor: *mut f32, psamplemask: *mut u32 )
fn OMGetDepthStencilState( &self, ppdepthstencilstate: *mut Option<ID3D10DepthStencilState>, pstencilref: *mut u32 )
fn SOGetTargets( &self, numbuffers: u32, ppsotargets: *mut Option<ID3D10Buffer>, poffsets: *mut u32 )
fn RSGetState(&self, pprasterizerstate: *mut Option<ID3D10RasterizerState>)
fn RSGetViewports( &self, numviewports: *mut u32, pviewports: *mut D3D10_VIEWPORT )
fn RSGetScissorRects(&self, numrects: *mut u32, prects: *mut RECT)
fn GetDeviceRemovedReason(&self) -> Result<()>
fn SetExceptionMode(&self, raiseflags: u32) -> Result<()>
fn GetExceptionMode(&self) -> u32
fn GetPrivateData( &self, guid: *const GUID, pdatasize: *mut u32, pdata: *mut c_void ) -> Result<()>
fn SetPrivateData( &self, guid: *const GUID, datasize: u32, pdata: *const c_void ) -> Result<()>
fn SetPrivateDataInterface( &self, guid: *const GUID, pdata: Option<&IUnknown> ) -> Result<()>
fn ClearState(&self)
fn Flush(&self)
fn CreateBuffer( &self, pdesc: *const D3D10_BUFFER_DESC, pinitialdata: *const D3D10_SUBRESOURCE_DATA, ppbuffer: *mut Option<ID3D10Buffer> ) -> Result<()>
fn CreateTexture1D( &self, pdesc: *const D3D10_TEXTURE1D_DESC, pinitialdata: *const D3D10_SUBRESOURCE_DATA ) -> Result<ID3D10Texture1D>
fn CreateTexture2D( &self, pdesc: *const D3D10_TEXTURE2D_DESC, pinitialdata: *const D3D10_SUBRESOURCE_DATA ) -> Result<ID3D10Texture2D>
fn CreateTexture3D( &self, pdesc: *const D3D10_TEXTURE3D_DESC, pinitialdata: *const D3D10_SUBRESOURCE_DATA ) -> Result<ID3D10Texture3D>
fn CreateShaderResourceView( &self, presource: Option<&ID3D10Resource>, pdesc: *const D3D10_SHADER_RESOURCE_VIEW_DESC, ppsrview: *mut Option<ID3D10ShaderResourceView> ) -> Result<()>
fn CreateRenderTargetView( &self, presource: Option<&ID3D10Resource>, pdesc: *const D3D10_RENDER_TARGET_VIEW_DESC, pprtview: *mut Option<ID3D10RenderTargetView> ) -> Result<()>
fn CreateDepthStencilView( &self, presource: Option<&ID3D10Resource>, pdesc: *const D3D10_DEPTH_STENCIL_VIEW_DESC, ppdepthstencilview: *mut Option<ID3D10DepthStencilView> ) -> Result<()>
fn CreateInputLayout( &self, pinputelementdescs: *const D3D10_INPUT_ELEMENT_DESC, numelements: u32, pshaderbytecodewithinputsignature: *const c_void, bytecodelength: usize, ppinputlayout: *mut Option<ID3D10InputLayout> ) -> Result<()>
fn CreateVertexShader( &self, pshaderbytecode: *const c_void, bytecodelength: usize, ppvertexshader: *mut Option<ID3D10VertexShader> ) -> Result<()>
fn CreateGeometryShader( &self, pshaderbytecode: *const c_void, bytecodelength: usize, ppgeometryshader: *mut Option<ID3D10GeometryShader> ) -> Result<()>
fn CreateGeometryShaderWithStreamOutput( &self, pshaderbytecode: *const c_void, bytecodelength: usize, psodeclaration: *const D3D10_SO_DECLARATION_ENTRY, numentries: u32, outputstreamstride: u32, ppgeometryshader: *mut Option<ID3D10GeometryShader> ) -> Result<()>
fn CreatePixelShader( &self, pshaderbytecode: *const c_void, bytecodelength: usize, pppixelshader: *mut Option<ID3D10PixelShader> ) -> Result<()>
fn CreateBlendState( &self, pblendstatedesc: *const D3D10_BLEND_DESC, ppblendstate: *mut Option<ID3D10BlendState> ) -> Result<()>
fn CreateDepthStencilState( &self, pdepthstencildesc: *const D3D10_DEPTH_STENCIL_DESC, ppdepthstencilstate: *mut Option<ID3D10DepthStencilState> ) -> Result<()>
fn CreateRasterizerState( &self, prasterizerdesc: *const D3D10_RASTERIZER_DESC, pprasterizerstate: *mut Option<ID3D10RasterizerState> ) -> Result<()>
fn CreateSamplerState( &self, psamplerdesc: *const D3D10_SAMPLER_DESC, ppsamplerstate: *mut Option<ID3D10SamplerState> ) -> Result<()>
fn CreateQuery( &self, pquerydesc: *const D3D10_QUERY_DESC, ppquery: *mut Option<ID3D10Query> ) -> Result<()>
fn CreatePredicate( &self, ppredicatedesc: *const D3D10_QUERY_DESC, pppredicate: *mut Option<ID3D10Predicate> ) -> Result<()>
fn CreateCounter( &self, pcounterdesc: *const D3D10_COUNTER_DESC, ppcounter: *mut Option<ID3D10Counter> ) -> Result<()>
fn CheckFormatSupport(&self, format: DXGI_FORMAT) -> Result<u32>
fn CheckMultisampleQualityLevels( &self, format: DXGI_FORMAT, samplecount: u32 ) -> Result<u32>
fn CheckCounterInfo(&self, pcounterinfo: *mut D3D10_COUNTER_INFO)
fn CheckCounter( &self, pdesc: *const D3D10_COUNTER_DESC, ptype: *mut D3D10_COUNTER_TYPE, pactivecounters: *mut u32, szname: PSTR, pnamelength: *mut u32, szunits: PSTR, punitslength: *mut u32, szdescription: PSTR, pdescriptionlength: *mut u32 ) -> Result<()>
fn GetCreationFlags(&self) -> u32
fn SetTextFilterSize(&self, width: u32, height: u32)
fn GetTextFilterSize(&self, pwidth: *mut u32, pheight: *mut u32)
Object Safety§
This trait is not object safe.