Trait windows::Win32::Graphics::Direct3D11::ID3D11Device3_Impl
pub trait ID3D11Device3_Impl: Sized + ID3D11Device2_Impl {
// Required methods
fn CreateTexture2D1(
&self,
pdesc1: *const D3D11_TEXTURE2D_DESC1,
pinitialdata: *const D3D11_SUBRESOURCE_DATA,
pptexture2d: *mut Option<ID3D11Texture2D1>,
) -> Result<()>;
fn CreateTexture3D1(
&self,
pdesc1: *const D3D11_TEXTURE3D_DESC1,
pinitialdata: *const D3D11_SUBRESOURCE_DATA,
pptexture3d: *mut Option<ID3D11Texture3D1>,
) -> Result<()>;
fn CreateRasterizerState2(
&self,
prasterizerdesc: *const D3D11_RASTERIZER_DESC2,
pprasterizerstate: *mut Option<ID3D11RasterizerState2>,
) -> Result<()>;
fn CreateShaderResourceView1(
&self,
presource: Option<&ID3D11Resource>,
pdesc1: *const D3D11_SHADER_RESOURCE_VIEW_DESC1,
ppsrview1: *mut Option<ID3D11ShaderResourceView1>,
) -> Result<()>;
fn CreateUnorderedAccessView1(
&self,
presource: Option<&ID3D11Resource>,
pdesc1: *const D3D11_UNORDERED_ACCESS_VIEW_DESC1,
ppuaview1: *mut Option<ID3D11UnorderedAccessView1>,
) -> Result<()>;
fn CreateRenderTargetView1(
&self,
presource: Option<&ID3D11Resource>,
pdesc1: *const D3D11_RENDER_TARGET_VIEW_DESC1,
pprtview1: *mut Option<ID3D11RenderTargetView1>,
) -> Result<()>;
fn CreateQuery1(
&self,
pquerydesc1: *const D3D11_QUERY_DESC1,
ppquery1: *mut Option<ID3D11Query1>,
) -> Result<()>;
fn GetImmediateContext3(
&self,
ppimmediatecontext: *mut Option<ID3D11DeviceContext3>,
);
fn CreateDeferredContext3(
&self,
contextflags: u32,
ppdeferredcontext: *mut Option<ID3D11DeviceContext3>,
) -> Result<()>;
fn WriteToSubresource(
&self,
pdstresource: Option<&ID3D11Resource>,
dstsubresource: u32,
pdstbox: *const D3D11_BOX,
psrcdata: *const c_void,
srcrowpitch: u32,
srcdepthpitch: u32,
);
fn ReadFromSubresource(
&self,
pdstdata: *mut c_void,
dstrowpitch: u32,
dstdepthpitch: u32,
psrcresource: Option<&ID3D11Resource>,
srcsubresource: u32,
psrcbox: *const D3D11_BOX,
);
}
Required Methods§
fn CreateTexture2D1( &self, pdesc1: *const D3D11_TEXTURE2D_DESC1, pinitialdata: *const D3D11_SUBRESOURCE_DATA, pptexture2d: *mut Option<ID3D11Texture2D1>, ) -> Result<()>
fn CreateTexture3D1( &self, pdesc1: *const D3D11_TEXTURE3D_DESC1, pinitialdata: *const D3D11_SUBRESOURCE_DATA, pptexture3d: *mut Option<ID3D11Texture3D1>, ) -> Result<()>
fn CreateRasterizerState2( &self, prasterizerdesc: *const D3D11_RASTERIZER_DESC2, pprasterizerstate: *mut Option<ID3D11RasterizerState2>, ) -> Result<()>
fn CreateShaderResourceView1( &self, presource: Option<&ID3D11Resource>, pdesc1: *const D3D11_SHADER_RESOURCE_VIEW_DESC1, ppsrview1: *mut Option<ID3D11ShaderResourceView1>, ) -> Result<()>
fn CreateUnorderedAccessView1( &self, presource: Option<&ID3D11Resource>, pdesc1: *const D3D11_UNORDERED_ACCESS_VIEW_DESC1, ppuaview1: *mut Option<ID3D11UnorderedAccessView1>, ) -> Result<()>
fn CreateRenderTargetView1( &self, presource: Option<&ID3D11Resource>, pdesc1: *const D3D11_RENDER_TARGET_VIEW_DESC1, pprtview1: *mut Option<ID3D11RenderTargetView1>, ) -> Result<()>
fn CreateQuery1( &self, pquerydesc1: *const D3D11_QUERY_DESC1, ppquery1: *mut Option<ID3D11Query1>, ) -> Result<()>
fn GetImmediateContext3( &self, ppimmediatecontext: *mut Option<ID3D11DeviceContext3>, )
fn CreateDeferredContext3( &self, contextflags: u32, ppdeferredcontext: *mut Option<ID3D11DeviceContext3>, ) -> Result<()>
fn WriteToSubresource( &self, pdstresource: Option<&ID3D11Resource>, dstsubresource: u32, pdstbox: *const D3D11_BOX, psrcdata: *const c_void, srcrowpitch: u32, srcdepthpitch: u32, )
fn ReadFromSubresource( &self, pdstdata: *mut c_void, dstrowpitch: u32, dstdepthpitch: u32, psrcresource: Option<&ID3D11Resource>, srcsubresource: u32, psrcbox: *const D3D11_BOX, )
Object Safety§
This trait is not object safe.