windows::Win32::Graphics::Direct3D11

Trait ID3D11DeviceContext1_Impl

pub trait ID3D11DeviceContext1_Impl: ID3D11DeviceContext_Impl {
Show 19 methods // Required methods fn CopySubresourceRegion1( &self, pdstresource: Ref<'_, ID3D11Resource>, dstsubresource: u32, dstx: u32, dsty: u32, dstz: u32, psrcresource: Ref<'_, ID3D11Resource>, srcsubresource: u32, psrcbox: *const D3D11_BOX, copyflags: u32, ); fn UpdateSubresource1( &self, pdstresource: Ref<'_, ID3D11Resource>, dstsubresource: u32, pdstbox: *const D3D11_BOX, psrcdata: *const c_void, srcrowpitch: u32, srcdepthpitch: u32, copyflags: u32, ); fn DiscardResource(&self, presource: Ref<'_, ID3D11Resource>); fn DiscardView(&self, presourceview: Ref<'_, ID3D11View>); fn VSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, ); fn HSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, ); fn DSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, ); fn GSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, ); fn PSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, ); fn CSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, ); fn VSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, ); fn HSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, ); fn DSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, ); fn GSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, ); fn PSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, ); fn CSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, ); fn SwapDeviceContextState( &self, pstate: Ref<'_, ID3DDeviceContextState>, pppreviousstate: OutRef<'_, ID3DDeviceContextState>, ); fn ClearView( &self, pview: Ref<'_, ID3D11View>, color: *const f32, prect: *const RECT, numrects: u32, ); fn DiscardView1( &self, presourceview: Ref<'_, ID3D11View>, prects: *const RECT, numrects: u32, );
}

Required Methods§

fn CopySubresourceRegion1( &self, pdstresource: Ref<'_, ID3D11Resource>, dstsubresource: u32, dstx: u32, dsty: u32, dstz: u32, psrcresource: Ref<'_, ID3D11Resource>, srcsubresource: u32, psrcbox: *const D3D11_BOX, copyflags: u32, )

fn UpdateSubresource1( &self, pdstresource: Ref<'_, ID3D11Resource>, dstsubresource: u32, pdstbox: *const D3D11_BOX, psrcdata: *const c_void, srcrowpitch: u32, srcdepthpitch: u32, copyflags: u32, )

fn DiscardResource(&self, presource: Ref<'_, ID3D11Resource>)

fn DiscardView(&self, presourceview: Ref<'_, ID3D11View>)

fn VSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, )

fn HSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, )

fn DSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, )

fn GSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, )

fn PSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, )

fn CSSetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, pfirstconstant: *const u32, pnumconstants: *const u32, )

fn VSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, )

fn HSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, )

fn DSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, )

fn GSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, )

fn PSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, )

fn CSGetConstantBuffers1( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: OutRef<'_, ID3D11Buffer>, pfirstconstant: *mut u32, pnumconstants: *mut u32, )

fn SwapDeviceContextState( &self, pstate: Ref<'_, ID3DDeviceContextState>, pppreviousstate: OutRef<'_, ID3DDeviceContextState>, )

fn ClearView( &self, pview: Ref<'_, ID3D11View>, color: *const f32, prect: *const RECT, numrects: u32, )

fn DiscardView1( &self, presourceview: Ref<'_, ID3D11View>, prects: *const RECT, numrects: u32, )

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§