ReactOS 0.4.15-dev-7942-gd23573b
ID3D10Device Interface Reference
Inheritance diagram for ID3D10Device:
Collaboration diagram for ID3D10Device:

Public Member Functions

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 IUnknownLPUNKNOWN
 

Detailed Description

Definition at line 1240 of file d3d10.idl.

Member Function Documentation

◆ CheckCounter()

HRESULT ID3D10Device::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 
)

◆ CheckCounterInfo()

void ID3D10Device::CheckCounterInfo ( [out] D3D10_COUNTER_INFO pCounterInfo)

◆ CheckFormatSupport()

HRESULT ID3D10Device::CheckFormatSupport ( [in] DXGI_FORMAT  Format,
[out] UINT pFormatSupport 
)

◆ CheckMultisampleQualityLevels()

HRESULT ID3D10Device::CheckMultisampleQualityLevels ( [in] DXGI_FORMAT  Format,
[in] UINT  SampleCount,
[out] UINT pNumQualityLevels 
)

◆ ClearDepthStencilView()

void ID3D10Device::ClearDepthStencilView ( [in] ID3D10DepthStencilView pDepthStencilView,
[in] UINT  ClearFlags,
[in] FLOAT  Depth,
[in] UINT8  Stencil 
)

◆ ClearRenderTargetView()

void ID3D10Device::ClearRenderTargetView ( [in] ID3D10RenderTargetView pRenderTargetView,
[in] const FLOAT  ColorRGBA[4] 
)

◆ ClearState()

void ID3D10Device::ClearState ( )

◆ CopyResource()

void ID3D10Device::CopyResource ( [in] ID3D10Resource pDstResource,
[in] ID3D10Resource pSrcResource 
)

◆ CopySubresourceRegion()

void 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 
)

◆ CreateBlendState()

HRESULT ID3D10Device::CreateBlendState ( [in] const D3D10_BLEND_DESC pBlendStateDesc,
[out] ID3D10BlendState **  ppBlendState 
)

◆ CreateBuffer()

HRESULT ID3D10Device::CreateBuffer ( [in] const D3D10_BUFFER_DESC pDesc,
[in] const D3D10_SUBRESOURCE_DATA pInitialData,
[out] ID3D10Buffer **  ppBuffer 
)

◆ CreateCounter()

HRESULT ID3D10Device::CreateCounter ( [in] const D3D10_COUNTER_DESC pCounterDesc,
[out] ID3D10Counter **  ppCounter 
)

◆ CreateDepthStencilState()

HRESULT ID3D10Device::CreateDepthStencilState ( [in] const D3D10_DEPTH_STENCIL_DESC pDepthStencilDesc,
[out] ID3D10DepthStencilState **  ppDepthStencilState 
)

◆ CreateDepthStencilView()

HRESULT ID3D10Device::CreateDepthStencilView ( [in] ID3D10Resource pResource,
[in] const D3D10_DEPTH_STENCIL_VIEW_DESC pDesc,
[out] ID3D10DepthStencilView **  ppDepthStencilView 
)

◆ CreateGeometryShader()

HRESULT ID3D10Device::CreateGeometryShader ( [in] const void pShaderBytecode,
[in] SIZE_T  BytecodeLength,
[out] ID3D10GeometryShader **  ppGeometryShader 
)

◆ CreateGeometryShaderWithStreamOutput()

HRESULT 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 
)

◆ CreateInputLayout()

HRESULT ID3D10Device::CreateInputLayout ( [in] const D3D10_INPUT_ELEMENT_DESC pInputElementDescs,
[in] UINT  NumElements,
[in] const void pShaderBytecodeWithInputSignature,
[in] SIZE_T  BytecodeLength,
[out] ID3D10InputLayout **  ppInputLayout 
)

◆ CreatePixelShader()

HRESULT ID3D10Device::CreatePixelShader ( [in] const void pShaderBytecode,
[in] SIZE_T  BytecodeLength,
[out] ID3D10PixelShader **  ppPixelShader 
)

◆ CreatePredicate()

HRESULT ID3D10Device::CreatePredicate ( [in] const D3D10_QUERY_DESC pPredicateDesc,
[out] ID3D10Predicate **  ppPredicate 
)

◆ CreateQuery()

HRESULT ID3D10Device::CreateQuery ( [in] const D3D10_QUERY_DESC pQueryDesc,
[out] ID3D10Query **  ppQuery 
)

◆ CreateRasterizerState()

HRESULT ID3D10Device::CreateRasterizerState ( [in] const D3D10_RASTERIZER_DESC pRasterizerDesc,
[out] ID3D10RasterizerState **  ppRasterizerState 
)

◆ CreateRenderTargetView()

HRESULT ID3D10Device::CreateRenderTargetView ( [in] ID3D10Resource pResource,
[in] const D3D10_RENDER_TARGET_VIEW_DESC pDesc,
[out] ID3D10RenderTargetView **  ppRTView 
)

◆ CreateSamplerState()

HRESULT ID3D10Device::CreateSamplerState ( [in] const D3D10_SAMPLER_DESC pSamplerDesc,
[out] ID3D10SamplerState **  ppSamplerState 
)

◆ CreateShaderResourceView()

HRESULT ID3D10Device::CreateShaderResourceView ( [in] ID3D10Resource pResource,
[in] const D3D10_SHADER_RESOURCE_VIEW_DESC pDesc,
[out] ID3D10ShaderResourceView **  ppSRView 
)

◆ CreateTexture1D()

HRESULT ID3D10Device::CreateTexture1D ( [in] const D3D10_TEXTURE1D_DESC pDesc,
[in] const D3D10_SUBRESOURCE_DATA pInitialData,
[out] ID3D10Texture1D **  ppTexture1D 
)

◆ CreateTexture2D()

HRESULT ID3D10Device::CreateTexture2D ( [in] const D3D10_TEXTURE2D_DESC pDesc,
[in] const D3D10_SUBRESOURCE_DATA pInitialData,
[out] ID3D10Texture2D **  ppTexture2D 
)

◆ CreateTexture3D()

HRESULT ID3D10Device::CreateTexture3D ( [in] const D3D10_TEXTURE3D_DESC pDesc,
[in] const D3D10_SUBRESOURCE_DATA pInitialData,
[out] ID3D10Texture3D **  ppTexture3D 
)

◆ CreateVertexShader()

HRESULT ID3D10Device::CreateVertexShader ( [in] const void pShaderBytecode,
[in] SIZE_T  BytecodeLength,
[out] ID3D10VertexShader **  ppVertexShader 
)

◆ Draw()

void ID3D10Device::Draw ( [in] UINT  VertexCount,
[in] UINT  StartVertexLocation 
)

◆ DrawAuto()

void ID3D10Device::DrawAuto ( )

◆ DrawIndexed()

void ID3D10Device::DrawIndexed ( [in] UINT  IndexCount,
[in] UINT  StartIndexLocation,
[in] INT  BaseVertexLocation 
)

◆ DrawIndexedInstanced()

void ID3D10Device::DrawIndexedInstanced ( [in] UINT  IndexCountPerInstance,
[in] UINT  InstanceCount,
[in] UINT  StartIndexLocation,
[in] INT  BaseVertexLocation,
[in] UINT  StartInstanceLocation 
)

◆ DrawInstanced()

void ID3D10Device::DrawInstanced ( [in] UINT  VertexCountPerInstance,
[in] UINT  InstanceCount,
[in] UINT  StartVertexLocation,
[in] UINT  StartInstanceLocation 
)

◆ Flush()

void ID3D10Device::Flush ( )

◆ GenerateMips()

void ID3D10Device::GenerateMips ( [in] ID3D10ShaderResourceView pShaderResourceView)

◆ GetCreationFlags()

UINT ID3D10Device::GetCreationFlags ( )

◆ GetDeviceRemovedReason()

HRESULT ID3D10Device::GetDeviceRemovedReason ( )

◆ GetExceptionMode()

UINT ID3D10Device::GetExceptionMode ( )

◆ GetPredication()

void ID3D10Device::GetPredication ( [out] ID3D10Predicate **  ppPredicate,
[out] BOOL pPredicateValue 
)

◆ GetPrivateData()

HRESULT ID3D10Device::GetPrivateData ( [in] REFGUID  guid,
[in, out] UINT pDataSize,
[out] void pData 
)

◆ GetTextFilterSize()

void ID3D10Device::GetTextFilterSize ( [out] UINT pWidth,
[out] UINT pHeight 
)

◆ GSGetConstantBuffers()

void ID3D10Device::GSGetConstantBuffers ( [in] UINT  StartSlot,
[in] UINT  NumBuffers,
[out] ID3D10Buffer **  ppConstantBuffers 
)

◆ GSGetSamplers()

void ID3D10Device::GSGetSamplers ( [in] UINT  StartSlot,
[in] UINT  NumSamplers,
[out] ID3D10SamplerState **  ppSamplers 
)

◆ GSGetShader()

void ID3D10Device::GSGetShader ( [out] ID3D10GeometryShader **  ppGeometryShader)

◆ GSGetShaderResources()

void ID3D10Device::GSGetShaderResources ( [in] UINT  StartSlot,
[in] UINT  NumViews,
[out] ID3D10ShaderResourceView **  ppShaderResourceViews 
)

◆ GSSetConstantBuffers()

void ID3D10Device::GSSetConstantBuffers ( [in] UINT  StartSlot,
[in] UINT  NumBuffers,
[in] ID3D10Buffer *const ppConstantBuffers 
)

◆ GSSetSamplers()

void ID3D10Device::GSSetSamplers ( [in] UINT  StartSlot,
[in] UINT  NumSamplers,
[in] ID3D10SamplerState *const ppSamplers 
)

◆ GSSetShader()

void ID3D10Device::GSSetShader ( [in] ID3D10GeometryShader pShader)

◆ GSSetShaderResources()

void ID3D10Device::GSSetShaderResources ( [in] UINT  StartSlot,
[in] UINT  NumViews,
[in] ID3D10ShaderResourceView *const ppShaderResourceViews 
)

◆ IAGetIndexBuffer()

void ID3D10Device::IAGetIndexBuffer ( [out] ID3D10Buffer **  pIndexBuffer,
[out] DXGI_FORMAT *  Format,
[out] UINT Offset 
)

◆ IAGetInputLayout()

void ID3D10Device::IAGetInputLayout ( [out] ID3D10InputLayout **  ppInputLayout)

◆ IAGetPrimitiveTopology()

void ID3D10Device::IAGetPrimitiveTopology ( [out] D3D10_PRIMITIVE_TOPOLOGY pTopology)

◆ IAGetVertexBuffers()

void ID3D10Device::IAGetVertexBuffers ( [in] UINT  StartSlot,
[in] UINT  NumBuffers,
[out] ID3D10Buffer **  ppVertexBuffers,
[out] UINT pStrides,
[out] UINT pOffsets 
)

◆ IASetIndexBuffer()

void ID3D10Device::IASetIndexBuffer ( [in] ID3D10Buffer pIndexBuffer,
[in] DXGI_FORMAT  Format,
[in] UINT  Offset 
)

◆ IASetInputLayout()

void ID3D10Device::IASetInputLayout ( [in] ID3D10InputLayout pInputLayout)

◆ IASetPrimitiveTopology()

void ID3D10Device::IASetPrimitiveTopology ( [in] D3D10_PRIMITIVE_TOPOLOGY  Topology)

◆ IASetVertexBuffers()

void ID3D10Device::IASetVertexBuffers ( [in] UINT  StartSlot,
[in] UINT  NumBuffers,
[in] ID3D10Buffer *const ppVertexBuffers,
[in] const UINT pStrides,
[in] const UINT pOffsets 
)

◆ OMGetBlendState()

void ID3D10Device::OMGetBlendState ( [out] ID3D10BlendState **  ppBlendState,
[out] FLOAT  BlendFactor[4],
[out] UINT pSampleMask 
)

◆ OMGetDepthStencilState()

void ID3D10Device::OMGetDepthStencilState ( [out] ID3D10DepthStencilState **  ppDepthStencilState,
[out] UINT pStencilRef 
)

◆ OMGetRenderTargets()

void ID3D10Device::OMGetRenderTargets ( [in] UINT  NumViews,
[out] ID3D10RenderTargetView **  ppRenderTargetViews,
[out] ID3D10DepthStencilView **  ppDepthStencilView 
)

◆ OMSetBlendState()

void ID3D10Device::OMSetBlendState ( [in] ID3D10BlendState pBlendState,
[in] const FLOAT  BlendFactor[4],
[in] UINT  SampleMask 
)

◆ OMSetDepthStencilState()

void ID3D10Device::OMSetDepthStencilState ( [in] ID3D10DepthStencilState pDepthStencilState,
[in] UINT  StencilRef 
)

◆ OMSetRenderTargets()

void ID3D10Device::OMSetRenderTargets ( [in] UINT  NumViews,
[in] ID3D10RenderTargetView *const ppRenderTargetViews,
[in] ID3D10DepthStencilView pDepthStencilView 
)

◆ OpenSharedResource()

HRESULT ID3D10Device::OpenSharedResource ( [in] HANDLE  hResource,
[in] REFIID  ReturnedInterface,
[out] void **  ppResource 
)

◆ PSGetConstantBuffers()

void ID3D10Device::PSGetConstantBuffers ( [in] UINT  StartSlot,
[in] UINT  NumBuffers,
[out] ID3D10Buffer **  ppConstantBuffers 
)

◆ PSGetSamplers()

void ID3D10Device::PSGetSamplers ( [in] UINT  StartSlot,
[in] UINT  NumSamplers,
[out] ID3D10SamplerState **  ppSamplers 
)

◆ PSGetShader()

void ID3D10Device::PSGetShader ( [out] ID3D10PixelShader **  ppPixelShader)

◆ PSGetShaderResources()

void ID3D10Device::PSGetShaderResources ( [in] UINT  StartSlot,
[in] UINT  NumViews,
[out] ID3D10ShaderResourceView **  ppShaderResourceViews 
)

◆ PSSetConstantBuffers()

void ID3D10Device::PSSetConstantBuffers ( [in] UINT  StartSlot,
[in] UINT  NumBuffers,
[in] ID3D10Buffer *const ppConstantBuffers 
)

◆ PSSetSamplers()

void ID3D10Device::PSSetSamplers ( [in] UINT  StartSlot,
[in] UINT  NumSamplers,
[in] ID3D10SamplerState *const ppSamplers 
)

◆ PSSetShader()

void ID3D10Device::PSSetShader ( [in] ID3D10PixelShader pPixelShader)

◆ PSSetShaderResources()

void ID3D10Device::PSSetShaderResources ( [in] UINT  StartSlot,
[in] UINT  NumViews,
[in] ID3D10ShaderResourceView *const ppShaderResourceViews 
)

◆ ResolveSubresource()

void ID3D10Device::ResolveSubresource ( [in] ID3D10Resource pDstResource,
[in] UINT  DstSubresource,
[in] ID3D10Resource pSrcResource,
[in] UINT  SrcSubresource,
[in] DXGI_FORMAT  Format 
)

◆ RSGetScissorRects()

void ID3D10Device::RSGetScissorRects ( [in, out] UINT NumRects,
[out] D3D10_RECT pRects 
)

◆ RSGetState()

void ID3D10Device::RSGetState ( [out] ID3D10RasterizerState **  ppRasterizerState)

◆ RSGetViewports()

void ID3D10Device::RSGetViewports ( [in, out] UINT NumViewports,
[out] D3D10_VIEWPORT pViewports 
)

◆ RSSetScissorRects()

void ID3D10Device::RSSetScissorRects ( [in] UINT  NumRects,
[in] const D3D10_RECT pRects 
)

◆ RSSetState()

void ID3D10Device::RSSetState ( [in] ID3D10RasterizerState pRasterizerState)

◆ RSSetViewports()

void ID3D10Device::RSSetViewports ( [in] UINT  NumViewports,
[in] const D3D10_VIEWPORT pViewports 
)

◆ SetExceptionMode()

HRESULT ID3D10Device::SetExceptionMode ( [in] UINT  RaiseFlags)

◆ SetPredication()

void ID3D10Device::SetPredication ( [in] ID3D10Predicate pPredicate,
[in] BOOL  PredicateValue 
)

◆ SetPrivateData()

HRESULT ID3D10Device::SetPrivateData ( [in] REFGUID  guid,
[in] UINT  DataSize,
[in] const void pData 
)

◆ SetPrivateDataInterface()

HRESULT ID3D10Device::SetPrivateDataInterface ( [in] REFGUID  guid,
[in] const IUnknown pData 
)

◆ SetTextFilterSize()

void ID3D10Device::SetTextFilterSize ( [in] UINT  Width,
[in] UINT  Height 
)

◆ SOGetTargets()

void ID3D10Device::SOGetTargets ( [in] UINT  NumBuffers,
[out] ID3D10Buffer **  ppSOTargets,
[out] UINT pOffsets 
)

◆ SOSetTargets()

void ID3D10Device::SOSetTargets ( [in] UINT  NumBuffers,
[in] ID3D10Buffer *const ppSOTargets,
[in] const UINT pOffsets 
)

◆ UpdateSubresource()

void ID3D10Device::UpdateSubresource ( [in] ID3D10Resource pDstResource,
[in] UINT  DstSubresource,
[in] const D3D10_BOX pDstBox,
[in] const void pSrcData,
[in] UINT  SrcRowPitch,
[in] UINT  SrcDepthPitch 
)

◆ VSGetConstantBuffers()

void ID3D10Device::VSGetConstantBuffers ( [in] UINT  StartSlot,
[in] UINT  NumBuffers,
[out] ID3D10Buffer **  ppConstantBuffers 
)

◆ VSGetSamplers()

void ID3D10Device::VSGetSamplers ( [in] UINT  StartSlot,
[in] UINT  NumSamplers,
[out] ID3D10SamplerState **  ppSamplers 
)

◆ VSGetShader()

void ID3D10Device::VSGetShader ( [out] ID3D10VertexShader **  ppVertexShader)

◆ VSGetShaderResources()

void ID3D10Device::VSGetShaderResources ( [in] UINT  StartSlot,
[in] UINT  NumViews,
[out] ID3D10ShaderResourceView **  ppShaderResourceViews 
)

◆ VSSetConstantBuffers()

void ID3D10Device::VSSetConstantBuffers ( [in] UINT  StartSlot,
[in] UINT  NumBuffers,
[in] ID3D10Buffer *const ppConstantBuffers 
)

◆ VSSetSamplers()

void ID3D10Device::VSSetSamplers ( [in] UINT  StartSlot,
[in] UINT  NumSamplers,
[in] ID3D10SamplerState *const ppSamplers 
)

◆ VSSetShader()

void ID3D10Device::VSSetShader ( [in] ID3D10VertexShader pVertexShader)

◆ VSSetShaderResources()

void ID3D10Device::VSSetShaderResources ( [in] UINT  StartSlot,
[in] UINT  NumViews,
[in] ID3D10ShaderResourceView *const ppShaderResourceViews 
)

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