pub trait ID3D12VideoEncodeCommandList_Impl: Sized + ID3D12CommandList_Impl {
Show 16 methods
// Required methods
fn Close(&self) -> Result<()>;
fn Reset(&self, pallocator: Option<&ID3D12CommandAllocator>) -> Result<()>;
fn ClearState(&self);
fn ResourceBarrier(
&self,
numbarriers: u32,
pbarriers: *const D3D12_RESOURCE_BARRIER
);
fn DiscardResource(
&self,
presource: Option<&ID3D12Resource>,
pregion: *const D3D12_DISCARD_REGION
);
fn BeginQuery(
&self,
pqueryheap: Option<&ID3D12QueryHeap>,
type: D3D12_QUERY_TYPE,
index: u32
);
fn EndQuery(
&self,
pqueryheap: Option<&ID3D12QueryHeap>,
type: D3D12_QUERY_TYPE,
index: u32
);
fn ResolveQueryData(
&self,
pqueryheap: Option<&ID3D12QueryHeap>,
type: D3D12_QUERY_TYPE,
startindex: u32,
numqueries: u32,
pdestinationbuffer: Option<&ID3D12Resource>,
aligneddestinationbufferoffset: u64
);
fn SetPredication(
&self,
pbuffer: Option<&ID3D12Resource>,
alignedbufferoffset: u64,
operation: D3D12_PREDICATION_OP
);
fn SetMarker(&self, metadata: u32, pdata: *const c_void, size: u32);
fn BeginEvent(&self, metadata: u32, pdata: *const c_void, size: u32);
fn EndEvent(&self);
fn EstimateMotion(
&self,
pmotionestimator: Option<&ID3D12VideoMotionEstimator>,
poutputarguments: *const D3D12_VIDEO_MOTION_ESTIMATOR_OUTPUT,
pinputarguments: *const D3D12_VIDEO_MOTION_ESTIMATOR_INPUT
);
fn ResolveMotionVectorHeap(
&self,
poutputarguments: *const D3D12_RESOLVE_VIDEO_MOTION_VECTOR_HEAP_OUTPUT,
pinputarguments: *const D3D12_RESOLVE_VIDEO_MOTION_VECTOR_HEAP_INPUT
);
fn WriteBufferImmediate(
&self,
count: u32,
pparams: *const D3D12_WRITEBUFFERIMMEDIATE_PARAMETER,
pmodes: *const D3D12_WRITEBUFFERIMMEDIATE_MODE
);
fn SetProtectedResourceSession(
&self,
pprotectedresourcesession: Option<&ID3D12ProtectedResourceSession>
);
}
Required Methods§
fn Close(&self) -> Result<()>
fn Reset(&self, pallocator: Option<&ID3D12CommandAllocator>) -> Result<()>
fn ClearState(&self)
fn ResourceBarrier( &self, numbarriers: u32, pbarriers: *const D3D12_RESOURCE_BARRIER )
fn DiscardResource( &self, presource: Option<&ID3D12Resource>, pregion: *const D3D12_DISCARD_REGION )
fn BeginQuery( &self, pqueryheap: Option<&ID3D12QueryHeap>, type: D3D12_QUERY_TYPE, index: u32 )
fn EndQuery( &self, pqueryheap: Option<&ID3D12QueryHeap>, type: D3D12_QUERY_TYPE, index: u32 )
fn ResolveQueryData( &self, pqueryheap: Option<&ID3D12QueryHeap>, type: D3D12_QUERY_TYPE, startindex: u32, numqueries: u32, pdestinationbuffer: Option<&ID3D12Resource>, aligneddestinationbufferoffset: u64 )
fn SetPredication( &self, pbuffer: Option<&ID3D12Resource>, alignedbufferoffset: u64, operation: D3D12_PREDICATION_OP )
fn SetMarker(&self, metadata: u32, pdata: *const c_void, size: u32)
fn BeginEvent(&self, metadata: u32, pdata: *const c_void, size: u32)
fn EndEvent(&self)
fn EstimateMotion( &self, pmotionestimator: Option<&ID3D12VideoMotionEstimator>, poutputarguments: *const D3D12_VIDEO_MOTION_ESTIMATOR_OUTPUT, pinputarguments: *const D3D12_VIDEO_MOTION_ESTIMATOR_INPUT )
fn ResolveMotionVectorHeap( &self, poutputarguments: *const D3D12_RESOLVE_VIDEO_MOTION_VECTOR_HEAP_OUTPUT, pinputarguments: *const D3D12_RESOLVE_VIDEO_MOTION_VECTOR_HEAP_INPUT )
fn WriteBufferImmediate( &self, count: u32, pparams: *const D3D12_WRITEBUFFERIMMEDIATE_PARAMETER, pmodes: *const D3D12_WRITEBUFFERIMMEDIATE_MODE )
fn SetProtectedResourceSession( &self, pprotectedresourcesession: Option<&ID3D12ProtectedResourceSession> )
Object Safety§
This trait is not object safe.