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 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)

Object Safety§

This trait is not object safe.

Implementors§