ReactOS 0.4.16-dev-91-g764881a
ID3D10Device Member List

This is the complete list of members for ID3D10Device, including all inherited members.

AddRef()IUnknown
CheckCounter([in] const D3D10_COUNTER_DESC *pDesc, [out] D3D10_COUNTER_TYPE *pType, [out] UINT *pActiveCounters, [out] char *name, [in, out] UINT *pNameLength, [out] char *units, [in, out] UINT *pUnitsLength, [out] char *description, [in, out] UINT *pDescriptionLength)ID3D10Device
CheckCounterInfo([out] D3D10_COUNTER_INFO *pCounterInfo)ID3D10Device
CheckFormatSupport([in] DXGI_FORMAT Format, [out] UINT *pFormatSupport)ID3D10Device
CheckMultisampleQualityLevels([in] DXGI_FORMAT Format, [in] UINT SampleCount, [out] UINT *pNumQualityLevels)ID3D10Device
ClearDepthStencilView([in] ID3D10DepthStencilView *pDepthStencilView, [in] UINT ClearFlags, [in] FLOAT Depth, [in] UINT8 Stencil)ID3D10Device
ClearRenderTargetView([in] ID3D10RenderTargetView *pRenderTargetView, [in] const FLOAT ColorRGBA[4])ID3D10Device
ClearState()ID3D10Device
CopyResource([in] ID3D10Resource *pDstResource, [in] ID3D10Resource *pSrcResource)ID3D10Device
CopySubresourceRegion([in] ID3D10Resource *pDstResource, [in] UINT DstSubresource, [in] UINT DstX, [in] UINT DstY, [in] UINT DstZ, [in] ID3D10Resource *pSrcResource, [in] UINT SrcSubresource, [in] const D3D10_BOX *pSrcBox)ID3D10Device
CreateBlendState([in] const D3D10_BLEND_DESC *pBlendStateDesc, [out] ID3D10BlendState **ppBlendState)ID3D10Device
CreateBuffer([in] const D3D10_BUFFER_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Buffer **ppBuffer)ID3D10Device
CreateCounter([in] const D3D10_COUNTER_DESC *pCounterDesc, [out] ID3D10Counter **ppCounter)ID3D10Device
CreateDepthStencilState([in] const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, [out] ID3D10DepthStencilState **ppDepthStencilState)ID3D10Device
CreateDepthStencilView([in] ID3D10Resource *pResource, [in] const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, [out] ID3D10DepthStencilView **ppDepthStencilView)ID3D10Device
CreateGeometryShader([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10GeometryShader **ppGeometryShader)ID3D10Device
CreateGeometryShaderWithStreamOutput([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in] const D3D10_SO_DECLARATION_ENTRY *pSODeclaration, [in] UINT NumEntries, [in] UINT OutputStreamStride, [out] ID3D10GeometryShader **ppGeometryShader)ID3D10Device
CreateInputLayout([in] const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, [in] UINT NumElements, [in] const void *pShaderBytecodeWithInputSignature, [in] SIZE_T BytecodeLength, [out] ID3D10InputLayout **ppInputLayout)ID3D10Device
CreatePixelShader([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10PixelShader **ppPixelShader)ID3D10Device
CreatePredicate([in] const D3D10_QUERY_DESC *pPredicateDesc, [out] ID3D10Predicate **ppPredicate)ID3D10Device
CreateQuery([in] const D3D10_QUERY_DESC *pQueryDesc, [out] ID3D10Query **ppQuery)ID3D10Device
CreateRasterizerState([in] const D3D10_RASTERIZER_DESC *pRasterizerDesc, [out] ID3D10RasterizerState **ppRasterizerState)ID3D10Device
CreateRenderTargetView([in] ID3D10Resource *pResource, [in] const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, [out] ID3D10RenderTargetView **ppRTView)ID3D10Device
CreateSamplerState([in] const D3D10_SAMPLER_DESC *pSamplerDesc, [out] ID3D10SamplerState **ppSamplerState)ID3D10Device
CreateShaderResourceView([in] ID3D10Resource *pResource, [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, [out] ID3D10ShaderResourceView **ppSRView)ID3D10Device
CreateTexture1D([in] const D3D10_TEXTURE1D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture1D **ppTexture1D)ID3D10Device
CreateTexture2D([in] const D3D10_TEXTURE2D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture2D **ppTexture2D)ID3D10Device
CreateTexture3D([in] const D3D10_TEXTURE3D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture3D **ppTexture3D)ID3D10Device
CreateVertexShader([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10VertexShader **ppVertexShader)ID3D10Device
Draw([in] UINT VertexCount, [in] UINT StartVertexLocation)ID3D10Device
DrawAuto()ID3D10Device
DrawIndexed([in] UINT IndexCount, [in] UINT StartIndexLocation, [in] INT BaseVertexLocation)ID3D10Device
DrawIndexedInstanced([in] UINT IndexCountPerInstance, [in] UINT InstanceCount, [in] UINT StartIndexLocation, [in] INT BaseVertexLocation, [in] UINT StartInstanceLocation)ID3D10Device
DrawInstanced([in] UINT VertexCountPerInstance, [in] UINT InstanceCount, [in] UINT StartVertexLocation, [in] UINT StartInstanceLocation)ID3D10Device
Flush()ID3D10Device
GenerateMips([in] ID3D10ShaderResourceView *pShaderResourceView)ID3D10Device
GetCreationFlags()ID3D10Device
GetDeviceRemovedReason()ID3D10Device
GetExceptionMode()ID3D10Device
GetPredication([out] ID3D10Predicate **ppPredicate, [out] BOOL *pPredicateValue)ID3D10Device
GetPrivateData([in] REFGUID guid, [in, out] UINT *pDataSize, [out] void *pData)ID3D10Device
GetTextFilterSize([out] UINT *pWidth, [out] UINT *pHeight)ID3D10Device
GSGetConstantBuffers([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers)ID3D10Device
GSGetSamplers([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers)ID3D10Device
GSGetShader([out] ID3D10GeometryShader **ppGeometryShader)ID3D10Device
GSGetShaderResources([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews)ID3D10Device
GSSetConstantBuffers([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers)ID3D10Device
GSSetSamplers([in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D10SamplerState *const *ppSamplers)ID3D10Device
GSSetShader([in] ID3D10GeometryShader *pShader)ID3D10Device
GSSetShaderResources([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews)ID3D10Device
IAGetIndexBuffer([out] ID3D10Buffer **pIndexBuffer, [out] DXGI_FORMAT *Format, [out] UINT *Offset)ID3D10Device
IAGetInputLayout([out] ID3D10InputLayout **ppInputLayout)ID3D10Device
IAGetPrimitiveTopology([out] D3D10_PRIMITIVE_TOPOLOGY *pTopology)ID3D10Device
IAGetVertexBuffers([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppVertexBuffers, [out] UINT *pStrides, [out] UINT *pOffsets)ID3D10Device
IASetIndexBuffer([in] ID3D10Buffer *pIndexBuffer, [in] DXGI_FORMAT Format, [in] UINT Offset)ID3D10Device
IASetInputLayout([in] ID3D10InputLayout *pInputLayout)ID3D10Device
IASetPrimitiveTopology([in] D3D10_PRIMITIVE_TOPOLOGY Topology)ID3D10Device
IASetVertexBuffers([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppVertexBuffers, [in] const UINT *pStrides, [in] const UINT *pOffsets)ID3D10Device
LPUNKNOWN typedefIUnknown
OMGetBlendState([out] ID3D10BlendState **ppBlendState, [out] FLOAT BlendFactor[4], [out] UINT *pSampleMask)ID3D10Device
OMGetDepthStencilState([out] ID3D10DepthStencilState **ppDepthStencilState, [out] UINT *pStencilRef)ID3D10Device
OMGetRenderTargets([in] UINT NumViews, [out] ID3D10RenderTargetView **ppRenderTargetViews, [out] ID3D10DepthStencilView **ppDepthStencilView)ID3D10Device
OMSetBlendState([in] ID3D10BlendState *pBlendState, [in] const FLOAT BlendFactor[4], [in] UINT SampleMask)ID3D10Device
OMSetDepthStencilState([in] ID3D10DepthStencilState *pDepthStencilState, [in] UINT StencilRef)ID3D10Device
OMSetRenderTargets([in] UINT NumViews, [in] ID3D10RenderTargetView *const *ppRenderTargetViews, [in] ID3D10DepthStencilView *pDepthStencilView)ID3D10Device
OpenSharedResource([in] HANDLE hResource, [in] REFIID ReturnedInterface, [out] void **ppResource)ID3D10Device
PSGetConstantBuffers([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers)ID3D10Device
PSGetSamplers([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers)ID3D10Device
PSGetShader([out] ID3D10PixelShader **ppPixelShader)ID3D10Device
PSGetShaderResources([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews)ID3D10Device
PSSetConstantBuffers([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers)ID3D10Device
PSSetSamplers([in] UINT StartSlot, [in] UINT NumSamplers, [in]ID3D10SamplerState *const *ppSamplers)ID3D10Device
PSSetShader([in] ID3D10PixelShader *pPixelShader)ID3D10Device
PSSetShaderResources([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews)ID3D10Device
QueryInterface([in] REFIID riid, [out, iid_is(riid)] void **ppvObject)IUnknown
Release()IUnknown
ResolveSubresource([in] ID3D10Resource *pDstResource, [in] UINT DstSubresource, [in] ID3D10Resource *pSrcResource, [in] UINT SrcSubresource, [in] DXGI_FORMAT Format)ID3D10Device
RSGetScissorRects([in, out] UINT *NumRects, [out] D3D10_RECT *pRects)ID3D10Device
RSGetState([out] ID3D10RasterizerState **ppRasterizerState)ID3D10Device
RSGetViewports([in, out] UINT *NumViewports, [out] D3D10_VIEWPORT *pViewports)ID3D10Device
RSSetScissorRects([in] UINT NumRects, [in] const D3D10_RECT *pRects)ID3D10Device
RSSetState([in] ID3D10RasterizerState *pRasterizerState)ID3D10Device
RSSetViewports([in] UINT NumViewports, [in] const D3D10_VIEWPORT *pViewports)ID3D10Device
SetExceptionMode([in] UINT RaiseFlags)ID3D10Device
SetPredication([in] ID3D10Predicate *pPredicate, [in] BOOL PredicateValue)ID3D10Device
SetPrivateData([in] REFGUID guid, [in] UINT DataSize, [in] const void *pData)ID3D10Device
SetPrivateDataInterface([in] REFGUID guid, [in] const IUnknown *pData)ID3D10Device
SetTextFilterSize([in] UINT Width, [in] UINT Height)ID3D10Device
SOGetTargets([in] UINT NumBuffers, [out] ID3D10Buffer **ppSOTargets, [out] UINT *pOffsets)ID3D10Device
SOSetTargets([in] UINT NumBuffers, [in] ID3D10Buffer *const *ppSOTargets, [in] const UINT *pOffsets)ID3D10Device
UpdateSubresource([in] ID3D10Resource *pDstResource, [in] UINT DstSubresource, [in] const D3D10_BOX *pDstBox, [in] const void *pSrcData, [in] UINT SrcRowPitch, [in] UINT SrcDepthPitch)ID3D10Device
VSGetConstantBuffers([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers)ID3D10Device
VSGetSamplers([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers)ID3D10Device
VSGetShader([out] ID3D10VertexShader **ppVertexShader)ID3D10Device
VSGetShaderResources([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews)ID3D10Device
VSSetConstantBuffers([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers)ID3D10Device
VSSetSamplers([in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D10SamplerState *const *ppSamplers)ID3D10Device
VSSetShader([in] ID3D10VertexShader *pVertexShader)ID3D10Device
VSSetShaderResources([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews)ID3D10Device