Struct d3d11_win::core::interfaces::ID3D11DeviceContextVtbl [] [src]

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
RSSetState
RSSetViewports
RSSetScissorRects
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