Trait windows::Win32::Graphics::Direct3D11::ID3D11DeviceContext_Impl
pub trait ID3D11DeviceContext_Impl: Sized + ID3D11DeviceChild_Impl {
Show 108 methods
// Required methods
fn VSSetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *const Option<ID3D11Buffer>,
);
fn PSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>,
);
fn PSSetShader(
&self,
ppixelshader: Option<&ID3D11PixelShader>,
ppclassinstances: *const Option<ID3D11ClassInstance>,
numclassinstances: u32,
);
fn PSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D11SamplerState>,
);
fn VSSetShader(
&self,
pvertexshader: Option<&ID3D11VertexShader>,
ppclassinstances: *const Option<ID3D11ClassInstance>,
numclassinstances: u32,
);
fn DrawIndexed(
&self,
indexcount: u32,
startindexlocation: u32,
basevertexlocation: i32,
);
fn Draw(&self, vertexcount: u32, startvertexlocation: u32);
fn Map(
&self,
presource: Option<&ID3D11Resource>,
subresource: u32,
maptype: D3D11_MAP,
mapflags: u32,
pmappedresource: *mut D3D11_MAPPED_SUBRESOURCE,
) -> Result<()>;
fn Unmap(&self, presource: Option<&ID3D11Resource>, subresource: u32);
fn PSSetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *const Option<ID3D11Buffer>,
);
fn IASetInputLayout(&self, pinputlayout: Option<&ID3D11InputLayout>);
fn IASetVertexBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppvertexbuffers: *const Option<ID3D11Buffer>,
pstrides: *const u32,
poffsets: *const u32,
);
fn IASetIndexBuffer(
&self,
pindexbuffer: Option<&ID3D11Buffer>,
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<ID3D11Buffer>,
);
fn GSSetShader(
&self,
pshader: Option<&ID3D11GeometryShader>,
ppclassinstances: *const Option<ID3D11ClassInstance>,
numclassinstances: u32,
);
fn IASetPrimitiveTopology(&self, topology: D3D_PRIMITIVE_TOPOLOGY);
fn VSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>,
);
fn VSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D11SamplerState>,
);
fn Begin(&self, pasync: Option<&ID3D11Asynchronous>);
fn End(&self, pasync: Option<&ID3D11Asynchronous>);
fn GetData(
&self,
pasync: Option<&ID3D11Asynchronous>,
pdata: *mut c_void,
datasize: u32,
getdataflags: u32,
) -> Result<()>;
fn SetPredication(
&self,
ppredicate: Option<&ID3D11Predicate>,
predicatevalue: BOOL,
);
fn GSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>,
);
fn GSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D11SamplerState>,
);
fn OMSetRenderTargets(
&self,
numviews: u32,
pprendertargetviews: *const Option<ID3D11RenderTargetView>,
pdepthstencilview: Option<&ID3D11DepthStencilView>,
);
fn OMSetRenderTargetsAndUnorderedAccessViews(
&self,
numrtvs: u32,
pprendertargetviews: *const Option<ID3D11RenderTargetView>,
pdepthstencilview: Option<&ID3D11DepthStencilView>,
uavstartslot: u32,
numuavs: u32,
ppunorderedaccessviews: *const Option<ID3D11UnorderedAccessView>,
puavinitialcounts: *const u32,
);
fn OMSetBlendState(
&self,
pblendstate: Option<&ID3D11BlendState>,
blendfactor: *const f32,
samplemask: u32,
);
fn OMSetDepthStencilState(
&self,
pdepthstencilstate: Option<&ID3D11DepthStencilState>,
stencilref: u32,
);
fn SOSetTargets(
&self,
numbuffers: u32,
ppsotargets: *const Option<ID3D11Buffer>,
poffsets: *const u32,
);
fn DrawAuto(&self);
fn DrawIndexedInstancedIndirect(
&self,
pbufferforargs: Option<&ID3D11Buffer>,
alignedbyteoffsetforargs: u32,
);
fn DrawInstancedIndirect(
&self,
pbufferforargs: Option<&ID3D11Buffer>,
alignedbyteoffsetforargs: u32,
);
fn Dispatch(
&self,
threadgroupcountx: u32,
threadgroupcounty: u32,
threadgroupcountz: u32,
);
fn DispatchIndirect(
&self,
pbufferforargs: Option<&ID3D11Buffer>,
alignedbyteoffsetforargs: u32,
);
fn RSSetState(&self, prasterizerstate: Option<&ID3D11RasterizerState>);
fn RSSetViewports(
&self,
numviewports: u32,
pviewports: *const D3D11_VIEWPORT,
);
fn RSSetScissorRects(&self, numrects: u32, prects: *const RECT);
fn CopySubresourceRegion(
&self,
pdstresource: Option<&ID3D11Resource>,
dstsubresource: u32,
dstx: u32,
dsty: u32,
dstz: u32,
psrcresource: Option<&ID3D11Resource>,
srcsubresource: u32,
psrcbox: *const D3D11_BOX,
);
fn CopyResource(
&self,
pdstresource: Option<&ID3D11Resource>,
psrcresource: Option<&ID3D11Resource>,
);
fn UpdateSubresource(
&self,
pdstresource: Option<&ID3D11Resource>,
dstsubresource: u32,
pdstbox: *const D3D11_BOX,
psrcdata: *const c_void,
srcrowpitch: u32,
srcdepthpitch: u32,
);
fn CopyStructureCount(
&self,
pdstbuffer: Option<&ID3D11Buffer>,
dstalignedbyteoffset: u32,
psrcview: Option<&ID3D11UnorderedAccessView>,
);
fn ClearRenderTargetView(
&self,
prendertargetview: Option<&ID3D11RenderTargetView>,
colorrgba: *const f32,
);
fn ClearUnorderedAccessViewUint(
&self,
punorderedaccessview: Option<&ID3D11UnorderedAccessView>,
values: *const u32,
);
fn ClearUnorderedAccessViewFloat(
&self,
punorderedaccessview: Option<&ID3D11UnorderedAccessView>,
values: *const f32,
);
fn ClearDepthStencilView(
&self,
pdepthstencilview: Option<&ID3D11DepthStencilView>,
clearflags: u32,
depth: f32,
stencil: u8,
);
fn GenerateMips(
&self,
pshaderresourceview: Option<&ID3D11ShaderResourceView>,
);
fn SetResourceMinLOD(&self, presource: Option<&ID3D11Resource>, minlod: f32);
fn GetResourceMinLOD(&self, presource: Option<&ID3D11Resource>) -> f32;
fn ResolveSubresource(
&self,
pdstresource: Option<&ID3D11Resource>,
dstsubresource: u32,
psrcresource: Option<&ID3D11Resource>,
srcsubresource: u32,
format: DXGI_FORMAT,
);
fn ExecuteCommandList(
&self,
pcommandlist: Option<&ID3D11CommandList>,
restorecontextstate: BOOL,
);
fn HSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>,
);
fn HSSetShader(
&self,
phullshader: Option<&ID3D11HullShader>,
ppclassinstances: *const Option<ID3D11ClassInstance>,
numclassinstances: u32,
);
fn HSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D11SamplerState>,
);
fn HSSetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *const Option<ID3D11Buffer>,
);
fn DSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>,
);
fn DSSetShader(
&self,
pdomainshader: Option<&ID3D11DomainShader>,
ppclassinstances: *const Option<ID3D11ClassInstance>,
numclassinstances: u32,
);
fn DSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D11SamplerState>,
);
fn DSSetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *const Option<ID3D11Buffer>,
);
fn CSSetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>,
);
fn CSSetUnorderedAccessViews(
&self,
startslot: u32,
numuavs: u32,
ppunorderedaccessviews: *const Option<ID3D11UnorderedAccessView>,
puavinitialcounts: *const u32,
);
fn CSSetShader(
&self,
pcomputeshader: Option<&ID3D11ComputeShader>,
ppclassinstances: *const Option<ID3D11ClassInstance>,
numclassinstances: u32,
);
fn CSSetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *const Option<ID3D11SamplerState>,
);
fn CSSetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *const Option<ID3D11Buffer>,
);
fn VSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D11Buffer>,
);
fn PSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>,
);
fn PSGetShader(
&self,
pppixelshader: *mut Option<ID3D11PixelShader>,
ppclassinstances: *mut Option<ID3D11ClassInstance>,
pnumclassinstances: *mut u32,
);
fn PSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D11SamplerState>,
);
fn VSGetShader(
&self,
ppvertexshader: *mut Option<ID3D11VertexShader>,
ppclassinstances: *mut Option<ID3D11ClassInstance>,
pnumclassinstances: *mut u32,
);
fn PSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D11Buffer>,
);
fn IAGetInputLayout(&self, ppinputlayout: *mut Option<ID3D11InputLayout>);
fn IAGetVertexBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppvertexbuffers: *mut Option<ID3D11Buffer>,
pstrides: *mut u32,
poffsets: *mut u32,
);
fn IAGetIndexBuffer(
&self,
pindexbuffer: *mut Option<ID3D11Buffer>,
format: *mut DXGI_FORMAT,
offset: *mut u32,
);
fn GSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D11Buffer>,
);
fn GSGetShader(
&self,
ppgeometryshader: *mut Option<ID3D11GeometryShader>,
ppclassinstances: *mut Option<ID3D11ClassInstance>,
pnumclassinstances: *mut u32,
);
fn IAGetPrimitiveTopology(&self, ptopology: *mut D3D_PRIMITIVE_TOPOLOGY);
fn VSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>,
);
fn VSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D11SamplerState>,
);
fn GetPredication(
&self,
pppredicate: *mut Option<ID3D11Predicate>,
ppredicatevalue: *mut BOOL,
);
fn GSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>,
);
fn GSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D11SamplerState>,
);
fn OMGetRenderTargets(
&self,
numviews: u32,
pprendertargetviews: *mut Option<ID3D11RenderTargetView>,
ppdepthstencilview: *mut Option<ID3D11DepthStencilView>,
);
fn OMGetRenderTargetsAndUnorderedAccessViews(
&self,
numrtvs: u32,
pprendertargetviews: *mut Option<ID3D11RenderTargetView>,
ppdepthstencilview: *mut Option<ID3D11DepthStencilView>,
uavstartslot: u32,
numuavs: u32,
ppunorderedaccessviews: *mut Option<ID3D11UnorderedAccessView>,
);
fn OMGetBlendState(
&self,
ppblendstate: *mut Option<ID3D11BlendState>,
blendfactor: *mut f32,
psamplemask: *mut u32,
);
fn OMGetDepthStencilState(
&self,
ppdepthstencilstate: *mut Option<ID3D11DepthStencilState>,
pstencilref: *mut u32,
);
fn SOGetTargets(
&self,
numbuffers: u32,
ppsotargets: *mut Option<ID3D11Buffer>,
);
fn RSGetState(&self, pprasterizerstate: *mut Option<ID3D11RasterizerState>);
fn RSGetViewports(
&self,
pnumviewports: *mut u32,
pviewports: *mut D3D11_VIEWPORT,
);
fn RSGetScissorRects(&self, pnumrects: *mut u32, prects: *mut RECT);
fn HSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>,
);
fn HSGetShader(
&self,
pphullshader: *mut Option<ID3D11HullShader>,
ppclassinstances: *mut Option<ID3D11ClassInstance>,
pnumclassinstances: *mut u32,
);
fn HSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D11SamplerState>,
);
fn HSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D11Buffer>,
);
fn DSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>,
);
fn DSGetShader(
&self,
ppdomainshader: *mut Option<ID3D11DomainShader>,
ppclassinstances: *mut Option<ID3D11ClassInstance>,
pnumclassinstances: *mut u32,
);
fn DSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D11SamplerState>,
);
fn DSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D11Buffer>,
);
fn CSGetShaderResources(
&self,
startslot: u32,
numviews: u32,
ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>,
);
fn CSGetUnorderedAccessViews(
&self,
startslot: u32,
numuavs: u32,
ppunorderedaccessviews: *mut Option<ID3D11UnorderedAccessView>,
);
fn CSGetShader(
&self,
ppcomputeshader: *mut Option<ID3D11ComputeShader>,
ppclassinstances: *mut Option<ID3D11ClassInstance>,
pnumclassinstances: *mut u32,
);
fn CSGetSamplers(
&self,
startslot: u32,
numsamplers: u32,
ppsamplers: *mut Option<ID3D11SamplerState>,
);
fn CSGetConstantBuffers(
&self,
startslot: u32,
numbuffers: u32,
ppconstantbuffers: *mut Option<ID3D11Buffer>,
);
fn ClearState(&self);
fn Flush(&self);
fn GetType(&self) -> D3D11_DEVICE_CONTEXT_TYPE;
fn GetContextFlags(&self) -> u32;
fn FinishCommandList(
&self,
restoredeferredcontextstate: BOOL,
ppcommandlist: *mut Option<ID3D11CommandList>,
) -> Result<()>;
}
Required Methods§
fn VSSetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, )
fn PSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>, )
fn PSSetShader( &self, ppixelshader: Option<&ID3D11PixelShader>, ppclassinstances: *const Option<ID3D11ClassInstance>, numclassinstances: u32, )
fn PSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D11SamplerState>, )
fn VSSetShader( &self, pvertexshader: Option<&ID3D11VertexShader>, ppclassinstances: *const Option<ID3D11ClassInstance>, numclassinstances: u32, )
fn DrawIndexed( &self, indexcount: u32, startindexlocation: u32, basevertexlocation: i32, )
fn Draw(&self, vertexcount: u32, startvertexlocation: u32)
fn Map( &self, presource: Option<&ID3D11Resource>, subresource: u32, maptype: D3D11_MAP, mapflags: u32, pmappedresource: *mut D3D11_MAPPED_SUBRESOURCE, ) -> Result<()>
fn Unmap(&self, presource: Option<&ID3D11Resource>, subresource: u32)
fn PSSetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, )
fn IASetInputLayout(&self, pinputlayout: Option<&ID3D11InputLayout>)
fn IASetVertexBuffers( &self, startslot: u32, numbuffers: u32, ppvertexbuffers: *const Option<ID3D11Buffer>, pstrides: *const u32, poffsets: *const u32, )
fn IASetIndexBuffer( &self, pindexbuffer: Option<&ID3D11Buffer>, 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<ID3D11Buffer>, )
fn GSSetShader( &self, pshader: Option<&ID3D11GeometryShader>, ppclassinstances: *const Option<ID3D11ClassInstance>, numclassinstances: u32, )
fn IASetPrimitiveTopology(&self, topology: D3D_PRIMITIVE_TOPOLOGY)
fn VSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>, )
fn VSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D11SamplerState>, )
fn Begin(&self, pasync: Option<&ID3D11Asynchronous>)
fn End(&self, pasync: Option<&ID3D11Asynchronous>)
fn GetData( &self, pasync: Option<&ID3D11Asynchronous>, pdata: *mut c_void, datasize: u32, getdataflags: u32, ) -> Result<()>
fn SetPredication( &self, ppredicate: Option<&ID3D11Predicate>, predicatevalue: BOOL, )
fn GSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>, )
fn GSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D11SamplerState>, )
fn OMSetRenderTargets( &self, numviews: u32, pprendertargetviews: *const Option<ID3D11RenderTargetView>, pdepthstencilview: Option<&ID3D11DepthStencilView>, )
fn OMSetRenderTargetsAndUnorderedAccessViews( &self, numrtvs: u32, pprendertargetviews: *const Option<ID3D11RenderTargetView>, pdepthstencilview: Option<&ID3D11DepthStencilView>, uavstartslot: u32, numuavs: u32, ppunorderedaccessviews: *const Option<ID3D11UnorderedAccessView>, puavinitialcounts: *const u32, )
fn OMSetBlendState( &self, pblendstate: Option<&ID3D11BlendState>, blendfactor: *const f32, samplemask: u32, )
fn OMSetDepthStencilState( &self, pdepthstencilstate: Option<&ID3D11DepthStencilState>, stencilref: u32, )
fn SOSetTargets( &self, numbuffers: u32, ppsotargets: *const Option<ID3D11Buffer>, poffsets: *const u32, )
fn DrawAuto(&self)
fn DrawIndexedInstancedIndirect( &self, pbufferforargs: Option<&ID3D11Buffer>, alignedbyteoffsetforargs: u32, )
fn DrawInstancedIndirect( &self, pbufferforargs: Option<&ID3D11Buffer>, alignedbyteoffsetforargs: u32, )
fn Dispatch( &self, threadgroupcountx: u32, threadgroupcounty: u32, threadgroupcountz: u32, )
fn DispatchIndirect( &self, pbufferforargs: Option<&ID3D11Buffer>, alignedbyteoffsetforargs: u32, )
fn RSSetState(&self, prasterizerstate: Option<&ID3D11RasterizerState>)
fn RSSetViewports(&self, numviewports: u32, pviewports: *const D3D11_VIEWPORT)
fn RSSetScissorRects(&self, numrects: u32, prects: *const RECT)
fn CopySubresourceRegion( &self, pdstresource: Option<&ID3D11Resource>, dstsubresource: u32, dstx: u32, dsty: u32, dstz: u32, psrcresource: Option<&ID3D11Resource>, srcsubresource: u32, psrcbox: *const D3D11_BOX, )
fn CopyResource( &self, pdstresource: Option<&ID3D11Resource>, psrcresource: Option<&ID3D11Resource>, )
fn UpdateSubresource( &self, pdstresource: Option<&ID3D11Resource>, dstsubresource: u32, pdstbox: *const D3D11_BOX, psrcdata: *const c_void, srcrowpitch: u32, srcdepthpitch: u32, )
fn CopyStructureCount( &self, pdstbuffer: Option<&ID3D11Buffer>, dstalignedbyteoffset: u32, psrcview: Option<&ID3D11UnorderedAccessView>, )
fn ClearRenderTargetView( &self, prendertargetview: Option<&ID3D11RenderTargetView>, colorrgba: *const f32, )
fn ClearUnorderedAccessViewUint( &self, punorderedaccessview: Option<&ID3D11UnorderedAccessView>, values: *const u32, )
fn ClearUnorderedAccessViewFloat( &self, punorderedaccessview: Option<&ID3D11UnorderedAccessView>, values: *const f32, )
fn ClearDepthStencilView( &self, pdepthstencilview: Option<&ID3D11DepthStencilView>, clearflags: u32, depth: f32, stencil: u8, )
fn GenerateMips(&self, pshaderresourceview: Option<&ID3D11ShaderResourceView>)
fn SetResourceMinLOD(&self, presource: Option<&ID3D11Resource>, minlod: f32)
fn GetResourceMinLOD(&self, presource: Option<&ID3D11Resource>) -> f32
fn ResolveSubresource( &self, pdstresource: Option<&ID3D11Resource>, dstsubresource: u32, psrcresource: Option<&ID3D11Resource>, srcsubresource: u32, format: DXGI_FORMAT, )
fn ExecuteCommandList( &self, pcommandlist: Option<&ID3D11CommandList>, restorecontextstate: BOOL, )
fn HSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>, )
fn HSSetShader( &self, phullshader: Option<&ID3D11HullShader>, ppclassinstances: *const Option<ID3D11ClassInstance>, numclassinstances: u32, )
fn HSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D11SamplerState>, )
fn HSSetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, )
fn DSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>, )
fn DSSetShader( &self, pdomainshader: Option<&ID3D11DomainShader>, ppclassinstances: *const Option<ID3D11ClassInstance>, numclassinstances: u32, )
fn DSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D11SamplerState>, )
fn DSSetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, )
fn CSSetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *const Option<ID3D11ShaderResourceView>, )
fn CSSetUnorderedAccessViews( &self, startslot: u32, numuavs: u32, ppunorderedaccessviews: *const Option<ID3D11UnorderedAccessView>, puavinitialcounts: *const u32, )
fn CSSetShader( &self, pcomputeshader: Option<&ID3D11ComputeShader>, ppclassinstances: *const Option<ID3D11ClassInstance>, numclassinstances: u32, )
fn CSSetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *const Option<ID3D11SamplerState>, )
fn CSSetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *const Option<ID3D11Buffer>, )
fn VSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D11Buffer>, )
fn PSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>, )
fn PSGetShader( &self, pppixelshader: *mut Option<ID3D11PixelShader>, ppclassinstances: *mut Option<ID3D11ClassInstance>, pnumclassinstances: *mut u32, )
fn PSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D11SamplerState>, )
fn VSGetShader( &self, ppvertexshader: *mut Option<ID3D11VertexShader>, ppclassinstances: *mut Option<ID3D11ClassInstance>, pnumclassinstances: *mut u32, )
fn PSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D11Buffer>, )
fn IAGetInputLayout(&self, ppinputlayout: *mut Option<ID3D11InputLayout>)
fn IAGetVertexBuffers( &self, startslot: u32, numbuffers: u32, ppvertexbuffers: *mut Option<ID3D11Buffer>, pstrides: *mut u32, poffsets: *mut u32, )
fn IAGetIndexBuffer( &self, pindexbuffer: *mut Option<ID3D11Buffer>, format: *mut DXGI_FORMAT, offset: *mut u32, )
fn GSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D11Buffer>, )
fn GSGetShader( &self, ppgeometryshader: *mut Option<ID3D11GeometryShader>, ppclassinstances: *mut Option<ID3D11ClassInstance>, pnumclassinstances: *mut u32, )
fn IAGetPrimitiveTopology(&self, ptopology: *mut D3D_PRIMITIVE_TOPOLOGY)
fn VSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>, )
fn VSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D11SamplerState>, )
fn GetPredication( &self, pppredicate: *mut Option<ID3D11Predicate>, ppredicatevalue: *mut BOOL, )
fn GSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>, )
fn GSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D11SamplerState>, )
fn OMGetRenderTargets( &self, numviews: u32, pprendertargetviews: *mut Option<ID3D11RenderTargetView>, ppdepthstencilview: *mut Option<ID3D11DepthStencilView>, )
fn OMGetRenderTargetsAndUnorderedAccessViews( &self, numrtvs: u32, pprendertargetviews: *mut Option<ID3D11RenderTargetView>, ppdepthstencilview: *mut Option<ID3D11DepthStencilView>, uavstartslot: u32, numuavs: u32, ppunorderedaccessviews: *mut Option<ID3D11UnorderedAccessView>, )
fn OMGetBlendState( &self, ppblendstate: *mut Option<ID3D11BlendState>, blendfactor: *mut f32, psamplemask: *mut u32, )
fn OMGetDepthStencilState( &self, ppdepthstencilstate: *mut Option<ID3D11DepthStencilState>, pstencilref: *mut u32, )
fn SOGetTargets(&self, numbuffers: u32, ppsotargets: *mut Option<ID3D11Buffer>)
fn RSGetState(&self, pprasterizerstate: *mut Option<ID3D11RasterizerState>)
fn RSGetViewports( &self, pnumviewports: *mut u32, pviewports: *mut D3D11_VIEWPORT, )
fn RSGetScissorRects(&self, pnumrects: *mut u32, prects: *mut RECT)
fn HSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>, )
fn HSGetShader( &self, pphullshader: *mut Option<ID3D11HullShader>, ppclassinstances: *mut Option<ID3D11ClassInstance>, pnumclassinstances: *mut u32, )
fn HSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D11SamplerState>, )
fn HSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D11Buffer>, )
fn DSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>, )
fn DSGetShader( &self, ppdomainshader: *mut Option<ID3D11DomainShader>, ppclassinstances: *mut Option<ID3D11ClassInstance>, pnumclassinstances: *mut u32, )
fn DSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D11SamplerState>, )
fn DSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D11Buffer>, )
fn CSGetShaderResources( &self, startslot: u32, numviews: u32, ppshaderresourceviews: *mut Option<ID3D11ShaderResourceView>, )
fn CSGetUnorderedAccessViews( &self, startslot: u32, numuavs: u32, ppunorderedaccessviews: *mut Option<ID3D11UnorderedAccessView>, )
fn CSGetShader( &self, ppcomputeshader: *mut Option<ID3D11ComputeShader>, ppclassinstances: *mut Option<ID3D11ClassInstance>, pnumclassinstances: *mut u32, )
fn CSGetSamplers( &self, startslot: u32, numsamplers: u32, ppsamplers: *mut Option<ID3D11SamplerState>, )
fn CSGetConstantBuffers( &self, startslot: u32, numbuffers: u32, ppconstantbuffers: *mut Option<ID3D11Buffer>, )
fn ClearState(&self)
fn Flush(&self)
fn GetType(&self) -> D3D11_DEVICE_CONTEXT_TYPE
fn GetContextFlags(&self) -> u32
fn FinishCommandList( &self, restoredeferredcontextstate: BOOL, ppcommandlist: *mut Option<ID3D11CommandList>, ) -> Result<()>
Object Safety§
This trait is not object safe.