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.

Implementors§