Fields
- vtable: IUnknown_VTable
- CreateBuffer: #type (this: *ID3D11Device, pDesc: *D3D11_BUFFER_DESC, pInitialData: *D3D11_SUBRESOURCE_DATA, ppBuffer: **ID3D11Buffer) -> HRESULT #cpp_method
- CreateTexture1D: #type (this: *ID3D11Device, pDesc: *D3D11_TEXTURE1D_DESC, pInitialData: *D3D11_SUBRESOURCE_DATA, ppTexture1D: **ID3D11Texture1D) -> HRESULT #cpp_method
- CreateTexture2D: #type (this: *ID3D11Device, pDesc: *D3D11_TEXTURE2D_DESC, pInitialData: *D3D11_SUBRESOURCE_DATA, ppTexture2D: **ID3D11Texture2D) -> HRESULT #cpp_method
- CreateTexture3D: #type (this: *ID3D11Device, pDesc: *D3D11_TEXTURE3D_DESC, pInitialData: *D3D11_SUBRESOURCE_DATA, ppTexture3D: **ID3D11Texture3D) -> HRESULT #cpp_method
- CreateShaderResourceView: #type (this: *ID3D11Device, pResource: *ID3D11Resource, pDesc: *D3D11_SHADER_RESOURCE_VIEW_DESC, ppSRView: **ID3D11ShaderResourceView) -> HRESULT #cpp_method
- CreateUnorderedAccessView: #type (this: *ID3D11Device, pResource: *ID3D11Resource, pDesc: *D3D11_UNORDERED_ACCESS_VIEW_DESC, ppUAView: **ID3D11UnorderedAccessView) -> HRESULT #cpp_method
- CreateRenderTargetView: #type (this: *ID3D11Device, pResource: *ID3D11Resource, pDesc: *D3D11_RENDER_TARGET_VIEW_DESC, ppRTView: **ID3D11RenderTargetView) -> HRESULT #cpp_method
- CreateDepthStencilView: #type (this: *ID3D11Device, pResource: *ID3D11Resource, pDesc: *D3D11_DEPTH_STENCIL_VIEW_DESC, ppDepthStencilView: **ID3D11DepthStencilView) -> HRESULT #cpp_method
- CreateInputLayout: #type (this: *ID3D11Device, pInputElementDescs: *D3D11_INPUT_ELEMENT_DESC, NumElements: u32, pShaderBytecodeWithInputSignature: *void, BytecodeLength: SIZE_T, ppInputLayout: **ID3D11InputLayout) -> HRESULT #cpp_method
- CreateVertexShader: #type (this: *ID3D11Device, pShaderBytecode: *void, BytecodeLength: SIZE_T, pClassLinkage: *ID3D11ClassLinkage, ppVertexShader: **ID3D11VertexShader) -> HRESULT #cpp_method
- CreateGeometryShader: #type (this: *ID3D11Device, pShaderBytecode: *void, BytecodeLength: SIZE_T, pClassLinkage: *ID3D11ClassLinkage, ppGeometryShader: **ID3D11GeometryShader) -> HRESULT #cpp_method
- CreateGeometryShaderWithStreamOutput: #type (this: *ID3D11Device, pShaderBytecode: *void, BytecodeLength: SIZE_T, pSODeclaration: *D3D11_SO_DECLARATION_ENTRY, NumEntries: u32, pBufferStrides: *u32, NumStrides: u32, RasterizedStream: u32, pClassLinkage: *ID3D11ClassLinkage, ppGeometryShader: **ID3D11GeometryShader) -> HRESULT #cpp_method
- CreatePixelShader: #type (this: *ID3D11Device, pShaderBytecode: *void, BytecodeLength: SIZE_T, pClassLinkage: *ID3D11ClassLinkage, ppPixelShader: **ID3D11PixelShader) -> HRESULT #cpp_method
- CreateHullShader: #type (this: *ID3D11Device, pShaderBytecode: *void, BytecodeLength: SIZE_T, pClassLinkage: *ID3D11ClassLinkage, ppHullShader: **ID3D11HullShader) -> HRESULT #cpp_method
- CreateDomainShader: #type (this: *ID3D11Device, pShaderBytecode: *void, BytecodeLength: SIZE_T, pClassLinkage: *ID3D11ClassLinkage, ppDomainShader: **ID3D11DomainShader) -> HRESULT #cpp_method
- CreateComputeShader: #type (this: *ID3D11Device, pShaderBytecode: *void, BytecodeLength: SIZE_T, pClassLinkage: *ID3D11ClassLinkage, ppComputeShader: **ID3D11ComputeShader) -> HRESULT #cpp_method
- CreateClassLinkage: #type (this: *ID3D11Device, ppLinkage: **ID3D11ClassLinkage) -> HRESULT #cpp_method
- CreateBlendState: #type (this: *ID3D11Device, pBlendStateDesc: *D3D11_BLEND_DESC, ppBlendState: **ID3D11BlendState) -> HRESULT #cpp_method
- CreateDepthStencilState: #type (this: *ID3D11Device, pDepthStencilDesc: *D3D11_DEPTH_STENCIL_DESC, ppDepthStencilState: **ID3D11DepthStencilState) -> HRESULT #cpp_method
- CreateRasterizerState: #type (this: *ID3D11Device, pRasterizerDesc: *D3D11_RASTERIZER_DESC, ppRasterizerState: **ID3D11RasterizerState) -> HRESULT #cpp_method
- CreateSamplerState: #type (this: *ID3D11Device, pSamplerDesc: *D3D11_SAMPLER_DESC, ppSamplerState: **ID3D11SamplerState) -> HRESULT #cpp_method
- CreateQuery: #type (this: *ID3D11Device, pQueryDesc: *D3D11_QUERY_DESC, ppQuery: **ID3D11Query) -> HRESULT #cpp_method
- CreatePredicate: #type (this: *ID3D11Device, pPredicateDesc: *D3D11_QUERY_DESC, ppPredicate: **ID3D11Predicate) -> HRESULT #cpp_method
- CreateCounter: #type (this: *ID3D11Device, pCounterDesc: *D3D11_COUNTER_DESC, ppCounter: **ID3D11Counter) -> HRESULT #cpp_method
- CreateDeferredContext: #type (this: *ID3D11Device, ContextFlags: u32, ppDeferredContext: **ID3D11DeviceContext) -> HRESULT #cpp_method
- CheckFormatSupport: #type (this: *ID3D11Device, Format: DXGI_FORMAT, pFormatSupport: *u32) -> HRESULT #cpp_method
- CheckMultisampleQualityLevels: #type (this: *ID3D11Device, Format: DXGI_FORMAT, SampleCount: u32, pNumQualityLevels: *u32) -> HRESULT #cpp_method
- CheckCounterInfo: #type (this: *ID3D11Device, pCounterInfo: *D3D11_COUNTER_INFO) -> void #cpp_method
- CheckCounter: #type (this: *ID3D11Device, pDesc: *D3D11_COUNTER_DESC, pType: *D3D11_COUNTER_TYPE, pActiveCounters: *u32, szName: *u8, pNameLength: *u32, szUnits: *u8, pUnitsLength: *u32, szDescription: *u8, pDescriptionLength: *u32) -> HRESULT #cpp_method
- CheckFeatureSupport: #type (this: *ID3D11Device, Feature: D3D11_FEATURE, pFeatureSupportData: *void, FeatureSupportDataSize: u32) -> HRESULT #cpp_method
- GetPrivateData: #type (this: *ID3D11Device, guid: *GUID, pDataSize: *u32, pData: *void) -> HRESULT #cpp_method
- SetPrivateData: #type (this: *ID3D11Device, guid: *GUID, DataSize: u32, pData: *void) -> HRESULT #cpp_method
- SetPrivateDataInterface: #type (this: *ID3D11Device, guid: *GUID, pData: *IUnknown) -> HRESULT #cpp_method
- GetFeatureLevel: #type (this: *ID3D11Device) -> D3D_FEATURE_LEVEL #cpp_method
- GetCreationFlags: #type (this: *ID3D11Device) -> u32 #cpp_method
- GetDeviceRemovedReason: #type (this: *ID3D11Device) -> HRESULT #cpp_method
- GetImmediateContext: #type (this: *ID3D11Device, ppImmediateContext: **ID3D11DeviceContext) -> void #cpp_method
- SetExceptionMode: #type (this: *ID3D11Device, RaiseFlags: u32) -> HRESULT #cpp_method
- GetExceptionMode: #type (this: *ID3D11Device) -> u32 #cpp_method