pub struct ID3D11DeviceContextVtbl {
pub parent: ID3D11DeviceChildVtbl,
pub VSSetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)>,
pub PSSetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)>,
pub PSSetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pPixelShader: *mut ID3D11PixelShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)>,
pub PSSetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)>,
pub VSSetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pVertexShader: *mut ID3D11VertexShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)>,
pub DrawIndexed: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, IndexCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT)>,
pub Draw: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, VertexCount: UINT, StartVertexLocation: UINT)>,
pub Map: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, Subresource: UINT, MapType: D3D11_MAP, MapFlags: UINT, pMappedResource: *mut D3D11_MAPPED_SUBRESOURCE) -> HRESULT>,
pub Unmap: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, Subresource: UINT)>,
pub PSSetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)>,
pub IASetInputLayout: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pInputLayout: *mut ID3D11InputLayout)>,
pub IASetVertexBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *const *mut ID3D11Buffer, pStrides: *const UINT, pOffsets: *const UINT)>,
pub IASetIndexBuffer: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pIndexBuffer: *mut ID3D11Buffer, Format: DXGI_FORMAT, Offset: UINT)>,
pub DrawIndexedInstanced: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, IndexCountPerInstance: UINT, InstanceCount: UINT, StartIndexLocation: UINT, BaseVertexLocation: INT, StartInstanceLocation: UINT)>,
pub DrawInstanced: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, VertexCountPerInstance: UINT, InstanceCount: UINT, StartVertexLocation: UINT, StartInstanceLocation: UINT)>,
pub GSSetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)>,
pub GSSetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pShader: *mut ID3D11GeometryShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)>,
pub IASetPrimitiveTopology: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, Topology: D3D11_PRIMITIVE_TOPOLOGY)>,
pub VSSetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)>,
pub VSSetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)>,
pub Begin: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous)>,
pub End: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous)>,
pub GetData: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pAsync: *mut ID3D11Asynchronous, pData: *mut c_void, DataSize: UINT, GetDataFlags: UINT) -> HRESULT>,
pub SetPredication: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pPredicate: *mut ID3D11Predicate, PredicateValue: BOOL)>,
pub GSSetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)>,
pub GSSetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)>,
pub OMSetRenderTargets: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViews: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView)>,
pub OMSetRenderTargetsAndUnorderedAccessViews: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRTVs: UINT, ppRenderTargetViews: *const *mut ID3D11RenderTargetView, pDepthStencilView: *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT)>,
pub OMSetBlendState: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBlendState: *mut ID3D11BlendState, BlendFactor: [FLOAT; 4], SampleMask: UINT)>,
pub OMSetDepthStencilState: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDepthStencilState: *mut ID3D11DepthStencilState, StencilRef: UINT)>,
pub SOSetTargets: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumBuffers: UINT, ppSOTargets: *const *mut ID3D11Buffer, pOffsets: *const UINT)>,
pub DrawAuto: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext)>,
pub DrawIndexedInstancedIndirect: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT)>,
pub DrawInstancedIndirect: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT)>,
pub Dispatch: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ThreadGroupCountX: UINT, ThreadGroupCountY: UINT, ThreadGroupCountZ: UINT)>,
pub DispatchIndirect: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pBufferForArgs: *mut ID3D11Buffer, AlignedByteOffsetForArgs: UINT)>,
pub RSSetState: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pRasterizerState: *mut ID3D11RasterizerState)>,
pub RSSetViewports: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViewports: UINT, pViewports: *const D3D11_VIEWPORT)>,
pub RSSetScissorRects: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRects: UINT, pRects: *const D3D11_RECT)>,
pub CopySubresourceRegion: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, DstX: UINT, DstY: UINT, DstZ: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, pSrcBox: *const D3D11_BOX)>,
pub CopyResource: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, pSrcResource: *mut ID3D11Resource)>,
pub UpdateSubresource: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pDstBox: *const D3D11_BOX, pSrcData: *const c_void, SrcRowPitch: UINT, SrcDepthPitch: UINT)>,
pub CopyStructureCount: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstBuffer: *mut ID3D11Buffer, DstAlignedByteOffset: UINT, pSrcView: *mut ID3D11UnorderedAccessView)>,
pub ClearRenderTargetView: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pRenderTargetView: *mut ID3D11RenderTargetView, ColorRGBA: [FLOAT; 4])>,
pub ClearUnorderedAccessViewUint: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: [UINT; 4])>,
pub ClearUnorderedAccessViewFloat: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pUnorderedAccessView: *mut ID3D11UnorderedAccessView, Values: [FLOAT; 4])>,
pub ClearDepthStencilView: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDepthStencilView: *mut ID3D11DepthStencilView, ClearFlags: UINT, Depth: FLOAT, Stencil: UINT8)>,
pub GenerateMips: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pShaderResourceView: *mut ID3D11ShaderResourceView)>,
pub SetResourceMinLOD: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource, MinLOD: FLOAT)>,
pub GetResourceMinLOD: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pResource: *mut ID3D11Resource) -> FLOAT>,
pub ResolveSubresource: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDstResource: *mut ID3D11Resource, DstSubresource: UINT, pSrcResource: *mut ID3D11Resource, SrcSubresource: UINT, Format: DXGI_FORMAT)>,
pub ExecuteCommandList: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pCommandList: *mut ID3D11CommandList, RestoreContextState: BOOL)>,
pub HSSetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)>,
pub HSSetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pHullShader: *mut ID3D11HullShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)>,
pub HSSetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)>,
pub HSSetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)>,
pub DSSetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)>,
pub DSSetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pDomainShader: *mut ID3D11DomainShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)>,
pub DSSetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)>,
pub DSSetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)>,
pub CSSetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *const *mut ID3D11ShaderResourceView)>,
pub CSSetUnorderedAccessViews: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *const *mut ID3D11UnorderedAccessView, pUAVInitialCounts: *const UINT)>,
pub CSSetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pComputeShader: *mut ID3D11ComputeShader, ppClassInstances: *const *mut ID3D11ClassInstance, NumClassInstances: UINT)>,
pub CSSetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *const *mut ID3D11SamplerState)>,
pub CSSetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *const *mut ID3D11Buffer)>,
pub VSGetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)>,
pub PSGetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)>,
pub PSGetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppPixelShader: *mut *mut ID3D11PixelShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)>,
pub PSGetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)>,
pub VSGetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppVertexShader: *mut *mut ID3D11VertexShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)>,
pub PSGetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)>,
pub IAGetInputLayout: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppInputLayout: *mut *mut ID3D11InputLayout)>,
pub IAGetVertexBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppVertexBuffers: *mut *mut ID3D11Buffer, pStrides: *mut UINT, pOffsets: *mut UINT)>,
pub IAGetIndexBuffer: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pIndexBuffer: *mut *mut ID3D11Buffer, Format: *mut DXGI_FORMAT, Offset: *mut UINT)>,
pub GSGetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)>,
pub GSGetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppGeometryShader: *mut *mut ID3D11GeometryShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)>,
pub IAGetPrimitiveTopology: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pTopology: *mut D3D11_PRIMITIVE_TOPOLOGY)>,
pub VSGetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)>,
pub VSGetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)>,
pub GetPredication: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppPredicate: *mut *mut ID3D11Predicate, pPredicateValue: *mut BOOL)>,
pub GSGetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)>,
pub GSGetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)>,
pub OMGetRenderTargets: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumViews: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView)>,
pub OMGetRenderTargetsAndUnorderedAccessViews: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumRTVs: UINT, ppRenderTargetViews: *mut *mut ID3D11RenderTargetView, ppDepthStencilView: *mut *mut ID3D11DepthStencilView, UAVStartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView)>,
pub OMGetBlendState: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppBlendState: *mut *mut ID3D11BlendState, BlendFactor: [FLOAT; 4], pSampleMask: *mut UINT)>,
pub OMGetDepthStencilState: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppDepthStencilState: *mut *mut ID3D11DepthStencilState, pStencilRef: *mut UINT)>,
pub SOGetTargets: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, NumBuffers: UINT, ppSOTargets: *mut *mut ID3D11Buffer)>,
pub RSGetState: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppRasterizerState: *mut *mut ID3D11RasterizerState)>,
pub RSGetViewports: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pNumViewports: *mut UINT, pViewports: *mut D3D11_VIEWPORT)>,
pub RSGetScissorRects: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, pNumRects: *mut UINT, pRects: *mut D3D11_RECT)>,
pub HSGetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)>,
pub HSGetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppHullShader: *mut *mut ID3D11HullShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)>,
pub HSGetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)>,
pub HSGetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)>,
pub DSGetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)>,
pub DSGetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppDomainShader: *mut *mut ID3D11DomainShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)>,
pub DSGetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)>,
pub DSGetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)>,
pub CSGetShaderResources: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumViews: UINT, ppShaderResourceViews: *mut *mut ID3D11ShaderResourceView)>,
pub CSGetUnorderedAccessViews: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumUAVs: UINT, ppUnorderedAccessViews: *mut *mut ID3D11UnorderedAccessView)>,
pub CSGetShader: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, ppComputeShader: *mut *mut ID3D11ComputeShader, ppClassInstances: *mut *mut ID3D11ClassInstance, pNumClassInstances: *mut UINT)>,
pub CSGetSamplers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumSamplers: UINT, ppSamplers: *mut *mut ID3D11SamplerState)>,
pub CSGetConstantBuffers: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, StartSlot: UINT, NumBuffers: UINT, ppConstantBuffers: *mut *mut ID3D11Buffer)>,
pub ClearState: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext)>,
pub Flush: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext)>,
pub GetType: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> D3D11_DEVICE_CONTEXT_TYPE>,
pub GetContextFlags: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext) -> UINT>,
pub FinishCommandList: Option<unsafe extern "system" fn(This: *mut ID3D11DeviceContext, RestoreDeferredContextState: BOOL, ppCommandList: *mut *mut ID3D11CommandList) -> HRESULT>,
}
Fields
parent | |
VSSetConstantBuffers | |
PSSetShaderResources | |
PSSetShader | |
PSSetSamplers | |
VSSetShader | |
DrawIndexed | |
Draw | |
Map | |
Unmap | |
PSSetConstantBuffers | |
IASetInputLayout | |
IASetVertexBuffers | |
IASetIndexBuffer | |
DrawIndexedInstanced | |
DrawInstanced | |
GSSetConstantBuffers | |
GSSetShader | |
IASetPrimitiveTopology | |
VSSetShaderResources | |
VSSetSamplers | |
Begin | |
End | |
GetData | |
SetPredication | |
GSSetShaderResources | |
GSSetSamplers | |
OMSetRenderTargets | |
OMSetRenderTargetsAndUnorderedAccessViews | |
OMSetBlendState | |
OMSetDepthStencilState | |
SOSetTargets | |
DrawAuto | |
DrawIndexedInstancedIndirect | |
DrawInstancedIndirect | |
Dispatch | |
DispatchIndirect | |
|
|
|
CopySubresourceRegion | |
CopyResource | |
UpdateSubresource | |
CopyStructureCount | |
ClearRenderTargetView | |
ClearUnorderedAccessViewUint | |
ClearUnorderedAccessViewFloat | |
ClearDepthStencilView | |
GenerateMips | |
SetResourceMinLOD | |
GetResourceMinLOD | |
ResolveSubresource | |
ExecuteCommandList | |
HSSetShaderResources | |
HSSetShader | |
HSSetSamplers | |
HSSetConstantBuffers | |
DSSetShaderResources | |
DSSetShader | |
DSSetSamplers | |
DSSetConstantBuffers | |
CSSetShaderResources | |
CSSetUnorderedAccessViews | |
CSSetShader | |
CSSetSamplers | |
CSSetConstantBuffers | |
VSGetConstantBuffers | |
PSGetShaderResources | |
PSGetShader | |
PSGetSamplers | |
VSGetShader | |
PSGetConstantBuffers | |
IAGetInputLayout | |
IAGetVertexBuffers | |
IAGetIndexBuffer | |
GSGetConstantBuffers | |
GSGetShader | |
IAGetPrimitiveTopology | |
VSGetShaderResources | |
VSGetSamplers | |
GetPredication | |
GSGetShaderResources | |
GSGetSamplers | |
OMGetRenderTargets | |
OMGetRenderTargetsAndUnorderedAccessViews | |
OMGetBlendState | |
OMGetDepthStencilState | |
SOGetTargets | |
RSGetState | |
RSGetViewports | |
RSGetScissorRects | |
HSGetShaderResources | |
HSGetShader | |
HSGetSamplers | |
HSGetConstantBuffers | |
DSGetShaderResources | |
DSGetShader | |
DSGetSamplers | |
DSGetConstantBuffers | |
CSGetShaderResources | |
CSGetUnorderedAccessViews | |
CSGetShader | |
CSGetSamplers | |
CSGetConstantBuffers | |
ClearState | |
Flush | |
GetType | |
GetContextFlags | |
FinishCommandList | |