Fields
- vtable: ID3D12Object_VTable
- GetNodeCount: #type (this: *ID3D12Device) -> u32 #cpp_method
- CreateCommandQueue: #type (this: *ID3D12Device, pDesc: *D3D12_COMMAND_QUEUE_DESC, riid: *IID, ppCommandQueue: **void) -> HRESULT #cpp_method
- CreateCommandAllocator: #type (this: *ID3D12Device, type: D3D12_COMMAND_LIST_TYPE, riid: *IID, ppCommandAllocator: **void) -> HRESULT #cpp_method
- CreateGraphicsPipelineState: #type (this: *ID3D12Device, pDesc: *D3D12_GRAPHICS_PIPELINE_STATE_DESC, riid: *IID, ppPipelineState: **void) -> HRESULT #cpp_method
- CreateComputePipelineState: #type (this: *ID3D12Device, pDesc: *D3D12_COMPUTE_PIPELINE_STATE_DESC, riid: *IID, ppPipelineState: **void) -> HRESULT #cpp_method
- CreateCommandList: #type (this: *ID3D12Device, nodeMask: u32, type: D3D12_COMMAND_LIST_TYPE, pCommandAllocator: *ID3D12CommandAllocator, pInitialState: *ID3D12PipelineState, riid: *IID, ppCommandList: **void) -> HRESULT #cpp_method
- CheckFeatureSupport: #type (this: *ID3D12Device, Feature: D3D12_FEATURE, pFeatureSupportData: *void, FeatureSupportDataSize: u32) -> HRESULT #cpp_method
- CreateDescriptorHeap: #type (this: *ID3D12Device, pDescriptorHeapDesc: *D3D12_DESCRIPTOR_HEAP_DESC, riid: *IID, ppvHeap: **void) -> HRESULT #cpp_method
- GetDescriptorHandleIncrementSize: #type (this: *ID3D12Device, DescriptorHeapType: D3D12_DESCRIPTOR_HEAP_TYPE) -> u32 #cpp_method
- CreateRootSignature: #type (this: *ID3D12Device, nodeMask: u32, pBlobWithRootSignature: *void, blobLengthInBytes: SIZE_T, riid: *IID, ppvRootSignature: **void) -> HRESULT #cpp_method
- CreateConstantBufferView: #type (this: *ID3D12Device, pDesc: *D3D12_CONSTANT_BUFFER_VIEW_DESC, DestDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- CreateShaderResourceView: #type (this: *ID3D12Device, pResource: *ID3D12Resource, pDesc: *D3D12_SHADER_RESOURCE_VIEW_DESC, DestDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- CreateUnorderedAccessView: #type (this: *ID3D12Device, pResource: *ID3D12Resource, pCounterResource: *ID3D12Resource, pDesc: *D3D12_UNORDERED_ACCESS_VIEW_DESC, DestDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- CreateRenderTargetView: #type (this: *ID3D12Device, pResource: *ID3D12Resource, pDesc: *D3D12_RENDER_TARGET_VIEW_DESC, DestDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- CreateDepthStencilView: #type (this: *ID3D12Device, pResource: *ID3D12Resource, pDesc: *D3D12_DEPTH_STENCIL_VIEW_DESC, DestDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- CreateSampler: #type (this: *ID3D12Device, pDesc: *D3D12_SAMPLER_DESC, DestDescriptor: D3D12_CPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- CopyDescriptors: #type (this: *ID3D12Device, NumDestDescriptorRanges: u32, pDestDescriptorRangeStarts: *D3D12_CPU_DESCRIPTOR_HANDLE, pDestDescriptorRangeSizes: *u32, NumSrcDescriptorRanges: u32, pSrcDescriptorRangeStarts: *D3D12_CPU_DESCRIPTOR_HANDLE, pSrcDescriptorRangeSizes: *u32, DescriptorHeapsType: D3D12_DESCRIPTOR_HEAP_TYPE) -> void #cpp_method
- CopyDescriptorsSimple: #type (this: *ID3D12Device, NumDescriptors: u32, DestDescriptorRangeStart: D3D12_CPU_DESCRIPTOR_HANDLE, SrcDescriptorRangeStart: D3D12_CPU_DESCRIPTOR_HANDLE, DescriptorHeapsType: D3D12_DESCRIPTOR_HEAP_TYPE) -> void #cpp_method
- GetResourceAllocationInfo: #type (this: *ID3D12Device, visibleMask: u32, numResourceDescs: u32, pResourceDescs: *D3D12_RESOURCE_DESC) -> D3D12_RESOURCE_ALLOCATION_INFO #cpp_method
- GetCustomHeapProperties: #type (this: *ID3D12Device, nodeMask: u32, heapType: D3D12_HEAP_TYPE) -> D3D12_HEAP_PROPERTIES #cpp_method
- CreateCommittedResource: #type (this: *ID3D12Device, pHeapProperties: *D3D12_HEAP_PROPERTIES, HeapFlags: D3D12_HEAP_FLAGS, pDesc: *D3D12_RESOURCE_DESC, InitialResourceState: D3D12_RESOURCE_STATES, pOptimizedClearValue: *D3D12_CLEAR_VALUE, riidResource: *IID, ppvResource: **void) -> HRESULT #cpp_method
- CreateHeap: #type (this: *ID3D12Device, pDesc: *D3D12_HEAP_DESC, riid: *IID, ppvHeap: **void) -> HRESULT #cpp_method
- CreatePlacedResource: #type (this: *ID3D12Device, pHeap: *ID3D12Heap, HeapOffset: u64, pDesc: *D3D12_RESOURCE_DESC, InitialState: D3D12_RESOURCE_STATES, pOptimizedClearValue: *D3D12_CLEAR_VALUE, riid: *IID, ppvResource: **void) -> HRESULT #cpp_method
- CreateReservedResource: #type (this: *ID3D12Device, pDesc: *D3D12_RESOURCE_DESC, InitialState: D3D12_RESOURCE_STATES, pOptimizedClearValue: *D3D12_CLEAR_VALUE, riid: *IID, ppvResource: **void) -> HRESULT #cpp_method
- MakeResident: #type (this: *ID3D12Device, NumObjects: u32, ppObjects: **ID3D12Pageable) -> HRESULT #cpp_method
- Evict: #type (this: *ID3D12Device, NumObjects: u32, ppObjects: **ID3D12Pageable) -> HRESULT #cpp_method
- CreateFence: #type (this: *ID3D12Device, InitialValue: u64, Flags: D3D12_FENCE_FLAGS, riid: *IID, ppFence: **void) -> HRESULT #cpp_method
- GetDeviceRemovedReason: #type (this: *ID3D12Device) -> HRESULT #cpp_method
- GetCopyableFootprints: #type (this: *ID3D12Device, pResourceDesc: *D3D12_RESOURCE_DESC, FirstSubresource: u32, NumSubresources: u32, BaseOffset: u64, pLayouts: *D3D12_PLACED_SUBRESOURCE_FOOTPRINT, pNumRows: *u32, pRowSizeInBytes: *u64, pTotalBytes: *u64) -> void #cpp_method
- CreateQueryHeap: #type (this: *ID3D12Device, pDesc: *D3D12_QUERY_HEAP_DESC, riid: *IID, ppvHeap: **void) -> HRESULT #cpp_method
- SetStablePowerState: #type (this: *ID3D12Device, Enable: BOOL) -> HRESULT #cpp_method
- CreateCommandSignature: #type (this: *ID3D12Device, pDesc: *D3D12_COMMAND_SIGNATURE_DESC, pRootSignature: *ID3D12RootSignature, riid: *IID, ppvCommandSignature: **void) -> HRESULT #cpp_method
- GetResourceTiling: #type (this: *ID3D12Device, pTiledResource: *ID3D12Resource, pNumTilesForEntireResource: *u32, pPackedMipDesc: *D3D12_PACKED_MIP_INFO, pStandardTileShapeForNonPackedMips: *D3D12_TILE_SHAPE, pNumSubresourceTilings: *u32, FirstSubresourceTilingToGet: u32, pSubresourceTilingsForNonPackedMips: *D3D12_SUBRESOURCE_TILING) -> void #cpp_method
- GetAdapterLuid: #type (this: *ID3D12Device) -> LUID #cpp_method