pub trait ID3D12GraphicsCommandList4_Impl: Sized + ID3D12GraphicsCommandList3_Impl {
// Required methods
fn BeginRenderPass(
&self,
numrendertargets: u32,
prendertargets: *const D3D12_RENDER_PASS_RENDER_TARGET_DESC,
pdepthstencil: *const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC,
flags: D3D12_RENDER_PASS_FLAGS,
);
fn EndRenderPass(&self);
fn InitializeMetaCommand(
&self,
pmetacommand: Option<&ID3D12MetaCommand>,
pinitializationparametersdata: *const c_void,
initializationparametersdatasizeinbytes: usize,
);
fn ExecuteMetaCommand(
&self,
pmetacommand: Option<&ID3D12MetaCommand>,
pexecutionparametersdata: *const c_void,
executionparametersdatasizeinbytes: usize,
);
fn BuildRaytracingAccelerationStructure(
&self,
pdesc: *const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC,
numpostbuildinfodescs: u32,
ppostbuildinfodescs: *const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC,
);
fn EmitRaytracingAccelerationStructurePostbuildInfo(
&self,
pdesc: *const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC,
numsourceaccelerationstructures: u32,
psourceaccelerationstructuredata: *const u64,
);
fn CopyRaytracingAccelerationStructure(
&self,
destaccelerationstructuredata: u64,
sourceaccelerationstructuredata: u64,
mode: D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE,
);
fn SetPipelineState1(&self, pstateobject: Option<&ID3D12StateObject>);
fn DispatchRays(&self, pdesc: *const D3D12_DISPATCH_RAYS_DESC);
}
Required Methods§
fn BeginRenderPass( &self, numrendertargets: u32, prendertargets: *const D3D12_RENDER_PASS_RENDER_TARGET_DESC, pdepthstencil: *const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC, flags: D3D12_RENDER_PASS_FLAGS, )
fn EndRenderPass(&self)
fn InitializeMetaCommand( &self, pmetacommand: Option<&ID3D12MetaCommand>, pinitializationparametersdata: *const c_void, initializationparametersdatasizeinbytes: usize, )
fn ExecuteMetaCommand( &self, pmetacommand: Option<&ID3D12MetaCommand>, pexecutionparametersdata: *const c_void, executionparametersdatasizeinbytes: usize, )
fn BuildRaytracingAccelerationStructure( &self, pdesc: *const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC, numpostbuildinfodescs: u32, ppostbuildinfodescs: *const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC, )
fn EmitRaytracingAccelerationStructurePostbuildInfo( &self, pdesc: *const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC, numsourceaccelerationstructures: u32, psourceaccelerationstructuredata: *const u64, )
fn CopyRaytracingAccelerationStructure( &self, destaccelerationstructuredata: u64, sourceaccelerationstructuredata: u64, mode: D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE, )
fn SetPipelineState1(&self, pstateobject: Option<&ID3D12StateObject>)
fn DispatchRays(&self, pdesc: *const D3D12_DISPATCH_RAYS_DESC)
Object Safety§
This trait is not object safe.