d3d12 module

ID3D12Device4_VTable

structforeignSource

Fields

CreateCommandList1: #type (this: *ID3D12Device4, nodeMask: u32, type: D3D12_COMMAND_LIST_TYPE, flags: D3D12_COMMAND_LIST_FLAGS, riid: *IID, ppCommandList: **void) -> HRESULT #cpp_method
CreateProtectedResourceSession: #type (this: *ID3D12Device4, pDesc: *D3D12_PROTECTED_RESOURCE_SESSION_DESC, riid: *IID, ppSession: **void) -> HRESULT #cpp_method
CreateCommittedResource1: #type (this: *ID3D12Device4, pHeapProperties: *D3D12_HEAP_PROPERTIES, HeapFlags: D3D12_HEAP_FLAGS, pDesc: *D3D12_RESOURCE_DESC, InitialResourceState: D3D12_RESOURCE_STATES, pOptimizedClearValue: *D3D12_CLEAR_VALUE, pProtectedSession: *ID3D12ProtectedResourceSession, riidResource: *IID, ppvResource: **void) -> HRESULT #cpp_method
CreateHeap1: #type (this: *ID3D12Device4, pDesc: *D3D12_HEAP_DESC, pProtectedSession: *ID3D12ProtectedResourceSession, riid: *IID, ppvHeap: **void) -> HRESULT #cpp_method
CreateReservedResource1: #type (this: *ID3D12Device4, pDesc: *D3D12_RESOURCE_DESC, InitialState: D3D12_RESOURCE_STATES, pOptimizedClearValue: *D3D12_CLEAR_VALUE, pProtectedSession: *ID3D12ProtectedResourceSession, riid: *IID, ppvResource: **void) -> HRESULT #cpp_method
GetResourceAllocationInfo1: #type (this: *ID3D12Device4, visibleMask: u32, numResourceDescs: u32, pResourceDescs: *D3D12_RESOURCE_DESC, pResourceAllocationInfo1: *D3D12_RESOURCE_ALLOCATION_INFO1) -> D3D12_RESOURCE_ALLOCATION_INFO #cpp_method

See also