Struct windows::Win32::Graphics::Direct2D::ID2D1EffectContext1
#[repr(transparent)]pub struct ID2D1EffectContext1(_);
Expand description
Required features: "Win32_Graphics_Direct2D"
Implementations§
§impl ID2D1EffectContext1
impl ID2D1EffectContext1
pub unsafe fn GetDpi(&self, dpix: *mut f32, dpiy: *mut f32)
pub unsafe fn CreateEffect(&self, effectid: *const GUID) -> Result<ID2D1Effect>
pub unsafe fn CreateTransformNodeFromEffect<'a, P0>(
&self,
effect: P0
) -> Result<ID2D1TransformNode>where
P0: Into<InParam<'a, ID2D1Effect>>,
pub unsafe fn CreateBlendTransform(
&self,
numinputs: u32,
blenddescription: *const D2D1_BLEND_DESCRIPTION
) -> Result<ID2D1BlendTransform>
pub unsafe fn CreateBorderTransform(
&self,
extendmodex: D2D1_EXTEND_MODE,
extendmodey: D2D1_EXTEND_MODE
) -> Result<ID2D1BorderTransform>
pub unsafe fn CreateOffsetTransform(
&self,
offset: POINT
) -> Result<ID2D1OffsetTransform>
pub unsafe fn CreateOffsetTransform(
&self,
offset: POINT
) -> Result<ID2D1OffsetTransform>
Required features: "Win32_Foundation"
pub unsafe fn CreateBoundsAdjustmentTransform(
&self,
outputrectangle: *const RECT
) -> Result<ID2D1BoundsAdjustmentTransform>
pub unsafe fn CreateBoundsAdjustmentTransform(
&self,
outputrectangle: *const RECT
) -> Result<ID2D1BoundsAdjustmentTransform>
Required features: "Win32_Foundation"
pub unsafe fn LoadPixelShader(
&self,
shaderid: *const GUID,
shaderbuffer: &[u8]
) -> Result<()>
pub unsafe fn LoadVertexShader(
&self,
resourceid: *const GUID,
shaderbuffer: &[u8]
) -> Result<()>
pub unsafe fn LoadComputeShader(
&self,
resourceid: *const GUID,
shaderbuffer: &[u8]
) -> Result<()>
pub unsafe fn IsShaderLoaded(&self, shaderid: *const GUID) -> BOOL
pub unsafe fn IsShaderLoaded(&self, shaderid: *const GUID) -> BOOL
Required features: "Win32_Foundation"
pub unsafe fn CreateResourceTexture(
&self,
resourceid: Option<*const GUID>,
resourcetextureproperties: *const D2D1_RESOURCE_TEXTURE_PROPERTIES,
data: Option<&[u8]>,
strides: Option<*const u32>
) -> Result<ID2D1ResourceTexture>
pub unsafe fn FindResourceTexture(
&self,
resourceid: *const GUID
) -> Result<ID2D1ResourceTexture>
pub unsafe fn FindVertexBuffer(
&self,
resourceid: *const GUID
) -> Result<ID2D1VertexBuffer>
pub unsafe fn CreateColorContext(
&self,
space: D2D1_COLOR_SPACE,
profile: Option<&[u8]>
) -> Result<ID2D1ColorContext>
pub unsafe fn CreateColorContextFromFilename<'a, P0>(
&self,
filename: P0
) -> Result<ID2D1ColorContext>where
P0: Into<PCWSTR>,
pub unsafe fn CheckFeatureSupport(
&self,
feature: D2D1_FEATURE,
featuresupportdata: *mut c_void,
featuresupportdatasize: u32
) -> Result<()>
pub unsafe fn IsBufferPrecisionSupported(
&self,
bufferprecision: D2D1_BUFFER_PRECISION
) -> BOOL
pub unsafe fn IsBufferPrecisionSupported(
&self,
bufferprecision: D2D1_BUFFER_PRECISION
) -> BOOL
Required features: "Win32_Foundation"
pub unsafe fn CreateLookupTable3D(
&self,
precision: D2D1_BUFFER_PRECISION,
extents: &[u32; 3],
data: &[u8],
strides: &[u32; 2]
) -> Result<ID2D1LookupTable3D>
Trait Implementations§
§impl Clone for ID2D1EffectContext1
impl Clone for ID2D1EffectContext1
§impl Debug for ID2D1EffectContext1
impl Debug for ID2D1EffectContext1
§impl<'a> From<&'a ID2D1EffectContext1> for &'a ID2D1EffectContext
impl<'a> From<&'a ID2D1EffectContext1> for &'a ID2D1EffectContext
§fn from(value: &'a ID2D1EffectContext1) -> Self
fn from(value: &'a ID2D1EffectContext1) -> Self
Converts to this type from the input type.
§impl<'a> From<&'a ID2D1EffectContext1> for &'a IUnknown
impl<'a> From<&'a ID2D1EffectContext1> for &'a IUnknown
§fn from(value: &'a ID2D1EffectContext1) -> Self
fn from(value: &'a ID2D1EffectContext1) -> Self
Converts to this type from the input type.
§impl<'a> From<&'a ID2D1EffectContext2> for &'a ID2D1EffectContext1
impl<'a> From<&'a ID2D1EffectContext2> for &'a ID2D1EffectContext1
§fn from(value: &'a ID2D1EffectContext2) -> Self
fn from(value: &'a ID2D1EffectContext2) -> Self
Converts to this type from the input type.
§impl From<&ID2D1EffectContext1> for ID2D1EffectContext
impl From<&ID2D1EffectContext1> for ID2D1EffectContext
§fn from(value: &ID2D1EffectContext1) -> Self
fn from(value: &ID2D1EffectContext1) -> Self
Converts to this type from the input type.
§impl From<&ID2D1EffectContext1> for IUnknown
impl From<&ID2D1EffectContext1> for IUnknown
§fn from(value: &ID2D1EffectContext1) -> Self
fn from(value: &ID2D1EffectContext1) -> Self
Converts to this type from the input type.
§impl From<&ID2D1EffectContext2> for ID2D1EffectContext1
impl From<&ID2D1EffectContext2> for ID2D1EffectContext1
§fn from(value: &ID2D1EffectContext2) -> Self
fn from(value: &ID2D1EffectContext2) -> Self
Converts to this type from the input type.
§impl From<ID2D1EffectContext1> for ID2D1EffectContext
impl From<ID2D1EffectContext1> for ID2D1EffectContext
§fn from(value: ID2D1EffectContext1) -> Self
fn from(value: ID2D1EffectContext1) -> Self
Converts to this type from the input type.
§impl From<ID2D1EffectContext1> for IUnknown
impl From<ID2D1EffectContext1> for IUnknown
§fn from(value: ID2D1EffectContext1) -> Self
fn from(value: ID2D1EffectContext1) -> Self
Converts to this type from the input type.
§impl From<ID2D1EffectContext2> for ID2D1EffectContext1
impl From<ID2D1EffectContext2> for ID2D1EffectContext1
§fn from(value: ID2D1EffectContext2) -> Self
fn from(value: ID2D1EffectContext2) -> Self
Converts to this type from the input type.
§impl Interface for ID2D1EffectContext1
impl Interface for ID2D1EffectContext1
§impl PartialEq<ID2D1EffectContext1> for ID2D1EffectContext1
impl PartialEq<ID2D1EffectContext1> for ID2D1EffectContext1
§impl Vtable for ID2D1EffectContext1
impl Vtable for ID2D1EffectContext1
type Vtable = ID2D1EffectContext1_Vtbl
§fn as_raw(&self) -> *mut c_void
fn as_raw(&self) -> *mut c_void
Returns the raw COM interface pointer. The resulting pointer continues to be owned by the
Interface
implementation.§fn into_raw(self) -> *mut c_void
fn into_raw(self) -> *mut c_void
Returns the raw COM interface pointer and releases ownership. It the caller’s responsibility to release the COM interface pointer.