ReactOS 0.4.17-dev-934-g091855f
ID3D10Device1 Interface Reference
Inheritance diagram for ID3D10Device1:
Collaboration diagram for ID3D10Device1:

Public Member Functions

HRESULT CreateShaderResourceView1 ([in] ID3D10Resource *pResource, [in, out] const D3D10_SHADER_RESOURCE_VIEW_DESC1 *pDesc, [out] ID3D10ShaderResourceView1 **ppSRView)
 
HRESULT CreateBlendState1 ([in] const D3D10_BLEND_DESC1 *pBlendStateDesc, [out] ID3D10BlendState1 **ppBlendState)
 
D3D10_FEATURE_LEVEL1 GetFeatureLevel ()
 
- Public Member Functions inherited from ID3D10Device
void VSSetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers)
 
void PSSetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews)
 
void PSSetShader ([in] ID3D10PixelShader *pPixelShader)
 
void PSSetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [in]ID3D10SamplerState *const *ppSamplers)
 
void VSSetShader ([in] ID3D10VertexShader *pVertexShader)
 
void DrawIndexed ([in] UINT IndexCount, [in] UINT StartIndexLocation, [in] INT BaseVertexLocation)
 
void Draw ([in] UINT VertexCount, [in] UINT StartVertexLocation)
 
void PSSetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers)
 
void IASetInputLayout ([in] ID3D10InputLayout *pInputLayout)
 
void IASetVertexBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppVertexBuffers, [in] const UINT *pStrides, [in] const UINT *pOffsets)
 
void IASetIndexBuffer ([in] ID3D10Buffer *pIndexBuffer, [in] DXGI_FORMAT Format, [in] UINT Offset)
 
void DrawIndexedInstanced ([in] UINT IndexCountPerInstance, [in] UINT InstanceCount, [in] UINT StartIndexLocation, [in] INT BaseVertexLocation, [in] UINT StartInstanceLocation)
 
void DrawInstanced ([in] UINT VertexCountPerInstance, [in] UINT InstanceCount, [in] UINT StartVertexLocation, [in] UINT StartInstanceLocation)
 
void GSSetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers)
 
void GSSetShader ([in] ID3D10GeometryShader *pShader)
 
void IASetPrimitiveTopology ([in] D3D10_PRIMITIVE_TOPOLOGY Topology)
 
void VSSetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews)
 
void VSSetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D10SamplerState *const *ppSamplers)
 
void SetPredication ([in] ID3D10Predicate *pPredicate, [in] BOOL PredicateValue)
 
void GSSetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews)
 
void GSSetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D10SamplerState *const *ppSamplers)
 
void OMSetRenderTargets ([in] UINT NumViews, [in] ID3D10RenderTargetView *const *ppRenderTargetViews, [in] ID3D10DepthStencilView *pDepthStencilView)
 
void OMSetBlendState ([in] ID3D10BlendState *pBlendState, [in] const FLOAT BlendFactor[4], [in] UINT SampleMask)
 
void OMSetDepthStencilState ([in] ID3D10DepthStencilState *pDepthStencilState, [in] UINT StencilRef)
 
void SOSetTargets ([in] UINT NumBuffers, [in] ID3D10Buffer *const *ppSOTargets, [in] const UINT *pOffsets)
 
void DrawAuto ()
 
void RSSetState ([in] ID3D10RasterizerState *pRasterizerState)
 
void RSSetViewports ([in] UINT NumViewports, [in] const D3D10_VIEWPORT *pViewports)
 
void RSSetScissorRects ([in] UINT NumRects, [in] const D3D10_RECT *pRects)
 
void 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)
 
void CopyResource ([in] ID3D10Resource *pDstResource, [in] ID3D10Resource *pSrcResource)
 
void UpdateSubresource ([in] ID3D10Resource *pDstResource, [in] UINT DstSubresource, [in] const D3D10_BOX *pDstBox, [in] const void *pSrcData, [in] UINT SrcRowPitch, [in] UINT SrcDepthPitch)
 
void ClearRenderTargetView ([in] ID3D10RenderTargetView *pRenderTargetView, [in] const FLOAT ColorRGBA[4])
 
void ClearDepthStencilView ([in] ID3D10DepthStencilView *pDepthStencilView, [in] UINT ClearFlags, [in] FLOAT Depth, [in] UINT8 Stencil)
 
void GenerateMips ([in] ID3D10ShaderResourceView *pShaderResourceView)
 
void ResolveSubresource ([in] ID3D10Resource *pDstResource, [in] UINT DstSubresource, [in] ID3D10Resource *pSrcResource, [in] UINT SrcSubresource, [in] DXGI_FORMAT Format)
 
void VSGetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers)
 
void PSGetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews)
 
void PSGetShader ([out] ID3D10PixelShader **ppPixelShader)
 
void PSGetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers)
 
void VSGetShader ([out] ID3D10VertexShader **ppVertexShader)
 
void PSGetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers)
 
void IAGetInputLayout ([out] ID3D10InputLayout **ppInputLayout)
 
void IAGetVertexBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppVertexBuffers, [out] UINT *pStrides, [out] UINT *pOffsets)
 
void IAGetIndexBuffer ([out] ID3D10Buffer **pIndexBuffer, [out] DXGI_FORMAT *Format, [out] UINT *Offset)
 
void GSGetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers)
 
void GSGetShader ([out] ID3D10GeometryShader **ppGeometryShader)
 
void IAGetPrimitiveTopology ([out] D3D10_PRIMITIVE_TOPOLOGY *pTopology)
 
void VSGetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews)
 
void VSGetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers)
 
void GetPredication ([out] ID3D10Predicate **ppPredicate, [out] BOOL *pPredicateValue)
 
void GSGetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews)
 
void GSGetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers)
 
void OMGetRenderTargets ([in] UINT NumViews, [out] ID3D10RenderTargetView **ppRenderTargetViews, [out] ID3D10DepthStencilView **ppDepthStencilView)
 
void OMGetBlendState ([out] ID3D10BlendState **ppBlendState, [out] FLOAT BlendFactor[4], [out] UINT *pSampleMask)
 
void OMGetDepthStencilState ([out] ID3D10DepthStencilState **ppDepthStencilState, [out] UINT *pStencilRef)
 
void SOGetTargets ([in] UINT NumBuffers, [out] ID3D10Buffer **ppSOTargets, [out] UINT *pOffsets)
 
void RSGetState ([out] ID3D10RasterizerState **ppRasterizerState)
 
void RSGetViewports ([in, out] UINT *NumViewports, [out] D3D10_VIEWPORT *pViewports)
 
void RSGetScissorRects ([in, out] UINT *NumRects, [out] D3D10_RECT *pRects)
 
HRESULT GetDeviceRemovedReason ()
 
HRESULT SetExceptionMode ([in] UINT RaiseFlags)
 
UINT GetExceptionMode ()
 
HRESULT GetPrivateData ([in] REFGUID guid, [in, out] UINT *pDataSize, [out] void *pData)
 
HRESULT SetPrivateData ([in] REFGUID guid, [in] UINT DataSize, [in] const void *pData)
 
HRESULT SetPrivateDataInterface ([in] REFGUID guid, [in] const IUnknown *pData)
 
void ClearState ()
 
void Flush ()
 
HRESULT CreateBuffer ([in] const D3D10_BUFFER_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Buffer **ppBuffer)
 
HRESULT CreateTexture1D ([in] const D3D10_TEXTURE1D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture1D **ppTexture1D)
 
HRESULT CreateTexture2D ([in] const D3D10_TEXTURE2D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture2D **ppTexture2D)
 
HRESULT CreateTexture3D ([in] const D3D10_TEXTURE3D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture3D **ppTexture3D)
 
HRESULT CreateShaderResourceView ([in] ID3D10Resource *pResource, [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, [out] ID3D10ShaderResourceView **ppSRView)
 
HRESULT CreateRenderTargetView ([in] ID3D10Resource *pResource, [in] const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, [out] ID3D10RenderTargetView **ppRTView)
 
HRESULT CreateDepthStencilView ([in] ID3D10Resource *pResource, [in] const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, [out] ID3D10DepthStencilView **ppDepthStencilView)
 
HRESULT CreateInputLayout ([in] const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, [in] UINT NumElements, [in] const void *pShaderBytecodeWithInputSignature, [in] SIZE_T BytecodeLength, [out] ID3D10InputLayout **ppInputLayout)
 
HRESULT CreateVertexShader ([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10VertexShader **ppVertexShader)
 
HRESULT CreateGeometryShader ([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10GeometryShader **ppGeometryShader)
 
HRESULT 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)
 
HRESULT CreatePixelShader ([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10PixelShader **ppPixelShader)
 
HRESULT CreateBlendState ([in] const D3D10_BLEND_DESC *pBlendStateDesc, [out] ID3D10BlendState **ppBlendState)
 
HRESULT CreateDepthStencilState ([in] const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, [out] ID3D10DepthStencilState **ppDepthStencilState)
 
HRESULT CreateRasterizerState ([in] const D3D10_RASTERIZER_DESC *pRasterizerDesc, [out] ID3D10RasterizerState **ppRasterizerState)
 
HRESULT CreateSamplerState ([in] const D3D10_SAMPLER_DESC *pSamplerDesc, [out] ID3D10SamplerState **ppSamplerState)
 
HRESULT CreateQuery ([in] const D3D10_QUERY_DESC *pQueryDesc, [out] ID3D10Query **ppQuery)
 
HRESULT CreatePredicate ([in] const D3D10_QUERY_DESC *pPredicateDesc, [out] ID3D10Predicate **ppPredicate)
 
HRESULT CreateCounter ([in] const D3D10_COUNTER_DESC *pCounterDesc, [out] ID3D10Counter **ppCounter)
 
HRESULT CheckFormatSupport ([in] DXGI_FORMAT Format, [out] UINT *pFormatSupport)
 
HRESULT CheckMultisampleQualityLevels ([in] DXGI_FORMAT Format, [in] UINT SampleCount, [out] UINT *pNumQualityLevels)
 
void CheckCounterInfo ([out] D3D10_COUNTER_INFO *pCounterInfo)
 
HRESULT 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)
 
UINT GetCreationFlags ()
 
HRESULT OpenSharedResource ([in] HANDLE hResource, [in] REFIID ReturnedInterface, [out] void **ppResource)
 
void SetTextFilterSize ([in] UINT Width, [in] UINT Height)
 
void GetTextFilterSize ([out] UINT *pWidth, [out] UINT *pHeight)
 
- Public Member Functions inherited from IUnknown
HRESULT QueryInterface ([in] REFIID riid, [out, iid_is(riid)] void **ppvObject)
 
ULONG AddRef ()
 
ULONG Release ()
 

Additional Inherited Members

- Public Types inherited from IUnknown
typedef IUnknown * LPUNKNOWN
 

Detailed Description

Definition at line 136 of file d3d10_1.idl.

Member Function Documentation

◆ CreateBlendState1()

HRESULT ID3D10Device1::CreateBlendState1 ( [in] const D3D10_BLEND_DESC1 *  pBlendStateDesc,
[out] ID3D10BlendState1 **  ppBlendState 
)

◆ CreateShaderResourceView1()

HRESULT ID3D10Device1::CreateShaderResourceView1 ( [in] ID3D10Resource *  pResource,
[in, out] const D3D10_SHADER_RESOURCE_VIEW_DESC1 *  pDesc,
[out] ID3D10ShaderResourceView1 **  ppSRView 
)

◆ GetFeatureLevel()

D3D10_FEATURE_LEVEL1 ID3D10Device1::GetFeatureLevel ( )

The documentation for this interface was generated from the following file: