Docs.rs
d3d12-0.5.0
d3d12 0.5.0
Docs.rs crate page
MIT OR Apache-2.0
Links
Repository
crates.io
Source
Owners
kvark
msiglreith
cwfitzgerald
github:gfx-rs:wgpu
Dependencies
bitflags ^1
normal
libloading ^0.7
normal
winapi ^0.3
normal
Versions
4.25%
of the crate is documented
Go to latest version
Platform
i686-pc-windows-msvc
x86_64-pc-windows-msvc
Feature flags
Rust
About docs.rs
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Standard Library API Reference
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The Cargo Guide
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☰
Device
Methods
create_command_allocator
create_command_queue
create_command_signature
create_compute_pipeline_state
create_descriptor_heap
create_fence
create_graphics_command_list
create_graphics_pipeline_state
create_heap
create_query_heap
create_render_target_view
create_root_signature
create_sampler
get_descriptor_increment_size
In d3d12
?
Type Definition
d3d12
::
Device
source
·
[
−
]
pub type Device =
WeakPtr
<
ID3D12Device
>;
Implementations
source
impl
Device
source
pub fn
create_heap
(
&self,
size_in_bytes:
u64
,
properties:
HeapProperties
,
alignment:
u64
,
flags:
HeapFlags
) ->
D3DResult
<
Heap
>
source
pub fn
create_command_allocator
(
&self,
list_type:
CmdListType
) ->
D3DResult
<
CommandAllocator
>
source
pub fn
create_command_queue
(
&self,
list_type:
CmdListType
,
priority:
Priority
,
flags:
CommandQueueFlags
,
node_mask:
NodeMask
) ->
D3DResult
<
CommandQueue
>
source
pub fn
create_descriptor_heap
(
&self,
num_descriptors:
u32
,
heap_type:
DescriptorHeapType
,
flags:
DescriptorHeapFlags
,
node_mask:
NodeMask
) ->
D3DResult
<
DescriptorHeap
>
source
pub fn
get_descriptor_increment_size
(
&self,
heap_type:
DescriptorHeapType
) ->
u32
source
pub fn
create_graphics_command_list
(
&self,
list_type:
CmdListType
,
allocator:
CommandAllocator
,
initial:
PipelineState
,
node_mask:
NodeMask
) ->
D3DResult
<
GraphicsCommandList
>
source
pub fn
create_query_heap
(
&self,
heap_ty:
QueryHeapType
,
count:
u32
,
node_mask:
NodeMask
) ->
D3DResult
<
QueryHeap
>
source
pub fn
create_graphics_pipeline_state
(
&self,
_root_signature:
RootSignature
,
_vs:
Shader
,
_ps:
Shader
,
_gs:
Shader
,
_hs:
Shader
,
_ds:
Shader
,
_node_mask:
NodeMask
,
_cached_pso:
CachedPSO
,
_flags:
PipelineStateFlags
) ->
D3DResult
<
PipelineState
>
source
pub fn
create_compute_pipeline_state
(
&self,
root_signature:
RootSignature
,
cs:
Shader
,
node_mask:
NodeMask
,
cached_pso:
CachedPSO
,
flags:
PipelineStateFlags
) ->
D3DResult
<
PipelineState
>
source
pub fn
create_sampler
(
&self,
sampler:
CpuDescriptor
,
filter:
D3D12_FILTER
,
address_mode:
TextureAddressMode
,
mip_lod_bias:
f32
,
max_anisotropy:
u32
,
comparison_op:
D3D12_COMPARISON_FUNC
,
border_color:
[
f32
; 4]
,
lod:
Range
<
f32
>
)
source
pub fn
create_root_signature
(
&self,
blob:
Blob
,
node_mask:
NodeMask
) ->
D3DResult
<
RootSignature
>
source
pub fn
create_command_signature
(
&self,
root_signature:
RootSignature
,
arguments: &[
IndirectArgument
],
stride:
u32
,
node_mask:
NodeMask
) ->
D3DResult
<
CommandSignature
>
source
pub fn
create_render_target_view
(
&self,
resource:
Resource
,
desc: &
RenderTargetViewDesc
,
descriptor:
CpuDescriptor
)
source
pub fn
create_fence
(&self, initial:
u64
) ->
D3DResult
<
Fence
>