Fields
- vtable: ID3D11DeviceChild_VTable
- VSSetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- PSSetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- PSSetShader: #type (this: *ID3D11DeviceContext, pPixelShader: *ID3D11PixelShader, ppClassInstances: **ID3D11ClassInstance, NumClassInstances: u32) -> void #cpp_method
- PSSetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- VSSetShader: #type (this: *ID3D11DeviceContext, pVertexShader: *ID3D11VertexShader, ppClassInstances: **ID3D11ClassInstance, NumClassInstances: u32) -> void #cpp_method
- DrawIndexed: #type (this: *ID3D11DeviceContext, IndexCount: u32, StartIndexLocation: u32, BaseVertexLocation: s32) -> void #cpp_method
- Draw: #type (this: *ID3D11DeviceContext, VertexCount: u32, StartVertexLocation: u32) -> void #cpp_method
- Map: #type (this: *ID3D11DeviceContext, pResource: *ID3D11Resource, Subresource: u32, MapType: D3D11_MAP, MapFlags: u32, pMappedResource: *D3D11_MAPPED_SUBRESOURCE) -> HRESULT #cpp_method
- Unmap: #type (this: *ID3D11DeviceContext, pResource: *ID3D11Resource, Subresource: u32) -> void #cpp_method
- PSSetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- IASetInputLayout: #type (this: *ID3D11DeviceContext, pInputLayout: *ID3D11InputLayout) -> void #cpp_method
- IASetVertexBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppVertexBuffers: **ID3D11Buffer, pStrides: *u32, pOffsets: *u32) -> void #cpp_method
- IASetIndexBuffer: #type (this: *ID3D11DeviceContext, pIndexBuffer: *ID3D11Buffer, Format: DXGI_FORMAT, Offset: u32) -> void #cpp_method
- DrawIndexedInstanced: #type (this: *ID3D11DeviceContext, IndexCountPerInstance: u32, InstanceCount: u32, StartIndexLocation: u32, BaseVertexLocation: s32, StartInstanceLocation: u32) -> void #cpp_method
- DrawInstanced: #type (this: *ID3D11DeviceContext, VertexCountPerInstance: u32, InstanceCount: u32, StartVertexLocation: u32, StartInstanceLocation: u32) -> void #cpp_method
- GSSetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- GSSetShader: #type (this: *ID3D11DeviceContext, pShader: *ID3D11GeometryShader, ppClassInstances: **ID3D11ClassInstance, NumClassInstances: u32) -> void #cpp_method
- IASetPrimitiveTopology: #type (this: *ID3D11DeviceContext, Topology: D3D11_PRIMITIVE_TOPOLOGY) -> void #cpp_method
- VSSetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- VSSetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- Begin: #type (this: *ID3D11DeviceContext, pAsync: *ID3D11Asynchronous) -> void #cpp_method
- End: #type (this: *ID3D11DeviceContext, pAsync: *ID3D11Asynchronous) -> void #cpp_method
- GetData: #type (this: *ID3D11DeviceContext, pAsync: *ID3D11Asynchronous, pData: *void, DataSize: u32, GetDataFlags: u32) -> HRESULT #cpp_method
- SetPredication: #type (this: *ID3D11DeviceContext, pPredicate: *ID3D11Predicate, PredicateValue: BOOL) -> void #cpp_method
- GSSetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- GSSetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- OMSetRenderTargets: #type (this: *ID3D11DeviceContext, NumViews: u32, ppRenderTargetViews: **ID3D11RenderTargetView, pDepthStencilView: *ID3D11DepthStencilView) -> void #cpp_method
- OMSetRenderTargetsAndUnorderedAccessViews: #type (this: *ID3D11DeviceContext, NumRTVs: u32, ppRenderTargetViews: **ID3D11RenderTargetView, pDepthStencilView: *ID3D11DepthStencilView, UAVStartSlot: u32, NumUAVs: u32, ppUnorderedAccessViews: **ID3D11UnorderedAccessView, pUAVInitialCounts: *u32) -> void #cpp_method
- OMSetBlendState: #type (this: *ID3D11DeviceContext, pBlendState: *ID3D11BlendState, BlendFactor: *[4] float, SampleMask: u32) -> void #cpp_method
- OMSetDepthStencilState: #type (this: *ID3D11DeviceContext, pDepthStencilState: *ID3D11DepthStencilState, StencilRef: u32) -> void #cpp_method
- SOSetTargets: #type (this: *ID3D11DeviceContext, NumBuffers: u32, ppSOTargets: **ID3D11Buffer, pOffsets: *u32) -> void #cpp_method
- DrawAuto: #type (this: *ID3D11DeviceContext) -> void #cpp_method
- DrawIndexedInstancedIndirect: #type (this: *ID3D11DeviceContext, pBufferForArgs: *ID3D11Buffer, AlignedByteOffsetForArgs: u32) -> void #cpp_method
- DrawInstancedIndirect: #type (this: *ID3D11DeviceContext, pBufferForArgs: *ID3D11Buffer, AlignedByteOffsetForArgs: u32) -> void #cpp_method
- Dispatch: #type (this: *ID3D11DeviceContext, ThreadGroupCountX: u32, ThreadGroupCountY: u32, ThreadGroupCountZ: u32) -> void #cpp_method
- DispatchIndirect: #type (this: *ID3D11DeviceContext, pBufferForArgs: *ID3D11Buffer, AlignedByteOffsetForArgs: u32) -> void #cpp_method
- RSSetState: #type (this: *ID3D11DeviceContext, pRasterizerState: *ID3D11RasterizerState) -> void #cpp_method
- RSSetViewports: #type (this: *ID3D11DeviceContext, NumViewports: u32, pViewports: *D3D11_VIEWPORT) -> void #cpp_method
- RSSetScissorRects: #type (this: *ID3D11DeviceContext, NumRects: u32, pRects: *D3D11_RECT) -> void #cpp_method
- CopySubresourceRegion: #type (this: *ID3D11DeviceContext, pDstResource: *ID3D11Resource, DstSubresource: u32, DstX: u32, DstY: u32, DstZ: u32, pSrcResource: *ID3D11Resource, SrcSubresource: u32, pSrcBox: *D3D11_BOX) -> void #cpp_method
- CopyResource: #type (this: *ID3D11DeviceContext, pDstResource: *ID3D11Resource, pSrcResource: *ID3D11Resource) -> void #cpp_method
- UpdateSubresource: #type (this: *ID3D11DeviceContext, pDstResource: *ID3D11Resource, DstSubresource: u32, pDstBox: *D3D11_BOX, pSrcData: *void, SrcRowPitch: u32, SrcDepthPitch: u32) -> void #cpp_method
- CopyStructureCount: #type (this: *ID3D11DeviceContext, pDstBuffer: *ID3D11Buffer, DstAlignedByteOffset: u32, pSrcView: *ID3D11UnorderedAccessView) -> void #cpp_method
- ClearRenderTargetView: #type (this: *ID3D11DeviceContext, pRenderTargetView: *ID3D11RenderTargetView, ColorRGBA: *[4] float) -> void #cpp_method
- ClearUnorderedAccessViewUint: #type (this: *ID3D11DeviceContext, pUnorderedAccessView: *ID3D11UnorderedAccessView, Values: *[4] u32) -> void #cpp_method
- ClearUnorderedAccessViewFloat: #type (this: *ID3D11DeviceContext, pUnorderedAccessView: *ID3D11UnorderedAccessView, Values: *[4] float) -> void #cpp_method
- ClearDepthStencilView: #type (this: *ID3D11DeviceContext, pDepthStencilView: *ID3D11DepthStencilView, ClearFlags: u32, Depth: float, Stencil: u8) -> void #cpp_method
- GenerateMips: #type (this: *ID3D11DeviceContext, pShaderResourceView: *ID3D11ShaderResourceView) -> void #cpp_method
- SetResourceMinLOD: #type (this: *ID3D11DeviceContext, pResource: *ID3D11Resource, MinLOD: float) -> void #cpp_method
- GetResourceMinLOD: #type (this: *ID3D11DeviceContext, pResource: *ID3D11Resource) -> float #cpp_method
- ResolveSubresource: #type (this: *ID3D11DeviceContext, pDstResource: *ID3D11Resource, DstSubresource: u32, pSrcResource: *ID3D11Resource, SrcSubresource: u32, Format: DXGI_FORMAT) -> void #cpp_method
- ExecuteCommandList: #type (this: *ID3D11DeviceContext, pCommandList: *ID3D11CommandList, RestoreContextState: BOOL) -> void #cpp_method
- HSSetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- HSSetShader: #type (this: *ID3D11DeviceContext, pHullShader: *ID3D11HullShader, ppClassInstances: **ID3D11ClassInstance, NumClassInstances: u32) -> void #cpp_method
- HSSetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- HSSetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- DSSetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- DSSetShader: #type (this: *ID3D11DeviceContext, pDomainShader: *ID3D11DomainShader, ppClassInstances: **ID3D11ClassInstance, NumClassInstances: u32) -> void #cpp_method
- DSSetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- DSSetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- CSSetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- CSSetUnorderedAccessViews: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumUAVs: u32, ppUnorderedAccessViews: **ID3D11UnorderedAccessView, pUAVInitialCounts: *u32) -> void #cpp_method
- CSSetShader: #type (this: *ID3D11DeviceContext, pComputeShader: *ID3D11ComputeShader, ppClassInstances: **ID3D11ClassInstance, NumClassInstances: u32) -> void #cpp_method
- CSSetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- CSSetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- VSGetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- PSGetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- PSGetShader: #type (this: *ID3D11DeviceContext, ppPixelShader: **ID3D11PixelShader, ppClassInstances: **ID3D11ClassInstance, pNumClassInstances: *u32) -> void #cpp_method
- PSGetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- VSGetShader: #type (this: *ID3D11DeviceContext, ppVertexShader: **ID3D11VertexShader, ppClassInstances: **ID3D11ClassInstance, pNumClassInstances: *u32) -> void #cpp_method
- PSGetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- IAGetInputLayout: #type (this: *ID3D11DeviceContext, ppInputLayout: **ID3D11InputLayout) -> void #cpp_method
- IAGetVertexBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppVertexBuffers: **ID3D11Buffer, pStrides: *u32, pOffsets: *u32) -> void #cpp_method
- IAGetIndexBuffer: #type (this: *ID3D11DeviceContext, pIndexBuffer: **ID3D11Buffer, Format: *DXGI_FORMAT, Offset: *u32) -> void #cpp_method
- GSGetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- GSGetShader: #type (this: *ID3D11DeviceContext, ppGeometryShader: **ID3D11GeometryShader, ppClassInstances: **ID3D11ClassInstance, pNumClassInstances: *u32) -> void #cpp_method
- IAGetPrimitiveTopology: #type (this: *ID3D11DeviceContext, pTopology: *D3D11_PRIMITIVE_TOPOLOGY) -> void #cpp_method
- VSGetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- VSGetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- GetPredication: #type (this: *ID3D11DeviceContext, ppPredicate: **ID3D11Predicate, pPredicateValue: *BOOL) -> void #cpp_method
- GSGetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- GSGetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- OMGetRenderTargets: #type (this: *ID3D11DeviceContext, NumViews: u32, ppRenderTargetViews: **ID3D11RenderTargetView, ppDepthStencilView: **ID3D11DepthStencilView) -> void #cpp_method
- OMGetRenderTargetsAndUnorderedAccessViews: #type (this: *ID3D11DeviceContext, NumRTVs: u32, ppRenderTargetViews: **ID3D11RenderTargetView, ppDepthStencilView: **ID3D11DepthStencilView, UAVStartSlot: u32, NumUAVs: u32, ppUnorderedAccessViews: **ID3D11UnorderedAccessView) -> void #cpp_method
- OMGetBlendState: #type (this: *ID3D11DeviceContext, ppBlendState: **ID3D11BlendState, BlendFactor: *[4] float, pSampleMask: *u32) -> void #cpp_method
- OMGetDepthStencilState: #type (this: *ID3D11DeviceContext, ppDepthStencilState: **ID3D11DepthStencilState, pStencilRef: *u32) -> void #cpp_method
- SOGetTargets: #type (this: *ID3D11DeviceContext, NumBuffers: u32, ppSOTargets: **ID3D11Buffer) -> void #cpp_method
- RSGetState: #type (this: *ID3D11DeviceContext, ppRasterizerState: **ID3D11RasterizerState) -> void #cpp_method
- RSGetViewports: #type (this: *ID3D11DeviceContext, pNumViewports: *u32, pViewports: *D3D11_VIEWPORT) -> void #cpp_method
- RSGetScissorRects: #type (this: *ID3D11DeviceContext, pNumRects: *u32, pRects: *D3D11_RECT) -> void #cpp_method
- HSGetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- HSGetShader: #type (this: *ID3D11DeviceContext, ppHullShader: **ID3D11HullShader, ppClassInstances: **ID3D11ClassInstance, pNumClassInstances: *u32) -> void #cpp_method
- HSGetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- HSGetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- DSGetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- DSGetShader: #type (this: *ID3D11DeviceContext, ppDomainShader: **ID3D11DomainShader, ppClassInstances: **ID3D11ClassInstance, pNumClassInstances: *u32) -> void #cpp_method
- DSGetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- DSGetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- CSGetShaderResources: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumViews: u32, ppShaderResourceViews: **ID3D11ShaderResourceView) -> void #cpp_method
- CSGetUnorderedAccessViews: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumUAVs: u32, ppUnorderedAccessViews: **ID3D11UnorderedAccessView) -> void #cpp_method
- CSGetShader: #type (this: *ID3D11DeviceContext, ppComputeShader: **ID3D11ComputeShader, ppClassInstances: **ID3D11ClassInstance, pNumClassInstances: *u32) -> void #cpp_method
- CSGetSamplers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumSamplers: u32, ppSamplers: **ID3D11SamplerState) -> void #cpp_method
- CSGetConstantBuffers: #type (this: *ID3D11DeviceContext, StartSlot: u32, NumBuffers: u32, ppConstantBuffers: **ID3D11Buffer) -> void #cpp_method
- ClearState: #type (this: *ID3D11DeviceContext) -> void #cpp_method
- Flush: #type (this: *ID3D11DeviceContext) -> void #cpp_method
- GetType: #type (this: *ID3D11DeviceContext) -> D3D11_DEVICE_CONTEXT_TYPE #cpp_method
- GetContextFlags: #type (this: *ID3D11DeviceContext) -> u32 #cpp_method
- FinishCommandList: #type (this: *ID3D11DeviceContext, RestoreDeferredContextState: BOOL, ppCommandList: **ID3D11CommandList) -> HRESULT #cpp_method