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.

Implementors§