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void | VSSetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers) |
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void | PSSetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews) |
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void | PSSetShader ([in] ID3D10PixelShader *pPixelShader) |
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void | PSSetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [in]ID3D10SamplerState *const *ppSamplers) |
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void | VSSetShader ([in] ID3D10VertexShader *pVertexShader) |
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void | DrawIndexed ([in] UINT IndexCount, [in] UINT StartIndexLocation, [in] INT BaseVertexLocation) |
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void | Draw ([in] UINT VertexCount, [in] UINT StartVertexLocation) |
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void | PSSetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers) |
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void | IASetInputLayout ([in] ID3D10InputLayout *pInputLayout) |
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void | IASetVertexBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppVertexBuffers, [in] const UINT *pStrides, [in] const UINT *pOffsets) |
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void | IASetIndexBuffer ([in] ID3D10Buffer *pIndexBuffer, [in] DXGI_FORMAT Format, [in] UINT Offset) |
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void | DrawIndexedInstanced ([in] UINT IndexCountPerInstance, [in] UINT InstanceCount, [in] UINT StartIndexLocation, [in] INT BaseVertexLocation, [in] UINT StartInstanceLocation) |
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void | DrawInstanced ([in] UINT VertexCountPerInstance, [in] UINT InstanceCount, [in] UINT StartVertexLocation, [in] UINT StartInstanceLocation) |
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void | GSSetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [in] ID3D10Buffer *const *ppConstantBuffers) |
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void | GSSetShader ([in] ID3D10GeometryShader *pShader) |
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void | IASetPrimitiveTopology ([in] D3D10_PRIMITIVE_TOPOLOGY Topology) |
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void | VSSetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews) |
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void | VSSetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D10SamplerState *const *ppSamplers) |
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void | SetPredication ([in] ID3D10Predicate *pPredicate, [in] BOOL PredicateValue) |
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void | GSSetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [in] ID3D10ShaderResourceView *const *ppShaderResourceViews) |
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void | GSSetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [in] ID3D10SamplerState *const *ppSamplers) |
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void | OMSetRenderTargets ([in] UINT NumViews, [in] ID3D10RenderTargetView *const *ppRenderTargetViews, [in] ID3D10DepthStencilView *pDepthStencilView) |
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void | OMSetBlendState ([in] ID3D10BlendState *pBlendState, [in] const FLOAT BlendFactor[4], [in] UINT SampleMask) |
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void | OMSetDepthStencilState ([in] ID3D10DepthStencilState *pDepthStencilState, [in] UINT StencilRef) |
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void | SOSetTargets ([in] UINT NumBuffers, [in] ID3D10Buffer *const *ppSOTargets, [in] const UINT *pOffsets) |
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void | DrawAuto () |
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void | RSSetState ([in] ID3D10RasterizerState *pRasterizerState) |
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void | RSSetViewports ([in] UINT NumViewports, [in] const D3D10_VIEWPORT *pViewports) |
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void | RSSetScissorRects ([in] UINT NumRects, [in] const D3D10_RECT *pRects) |
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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) |
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void | CopyResource ([in] ID3D10Resource *pDstResource, [in] ID3D10Resource *pSrcResource) |
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void | UpdateSubresource ([in] ID3D10Resource *pDstResource, [in] UINT DstSubresource, [in] const D3D10_BOX *pDstBox, [in] const void *pSrcData, [in] UINT SrcRowPitch, [in] UINT SrcDepthPitch) |
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void | ClearRenderTargetView ([in] ID3D10RenderTargetView *pRenderTargetView, [in] const FLOAT ColorRGBA[4]) |
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void | ClearDepthStencilView ([in] ID3D10DepthStencilView *pDepthStencilView, [in] UINT ClearFlags, [in] FLOAT Depth, [in] UINT8 Stencil) |
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void | GenerateMips ([in] ID3D10ShaderResourceView *pShaderResourceView) |
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void | ResolveSubresource ([in] ID3D10Resource *pDstResource, [in] UINT DstSubresource, [in] ID3D10Resource *pSrcResource, [in] UINT SrcSubresource, [in] DXGI_FORMAT Format) |
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void | VSGetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers) |
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void | PSGetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews) |
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void | PSGetShader ([out] ID3D10PixelShader **ppPixelShader) |
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void | PSGetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers) |
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void | VSGetShader ([out] ID3D10VertexShader **ppVertexShader) |
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void | PSGetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers) |
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void | IAGetInputLayout ([out] ID3D10InputLayout **ppInputLayout) |
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void | IAGetVertexBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppVertexBuffers, [out] UINT *pStrides, [out] UINT *pOffsets) |
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void | IAGetIndexBuffer ([out] ID3D10Buffer **pIndexBuffer, [out] DXGI_FORMAT *Format, [out] UINT *Offset) |
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void | GSGetConstantBuffers ([in] UINT StartSlot, [in] UINT NumBuffers, [out] ID3D10Buffer **ppConstantBuffers) |
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void | GSGetShader ([out] ID3D10GeometryShader **ppGeometryShader) |
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void | IAGetPrimitiveTopology ([out] D3D10_PRIMITIVE_TOPOLOGY *pTopology) |
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void | VSGetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews) |
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void | VSGetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers) |
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void | GetPredication ([out] ID3D10Predicate **ppPredicate, [out] BOOL *pPredicateValue) |
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void | GSGetShaderResources ([in] UINT StartSlot, [in] UINT NumViews, [out] ID3D10ShaderResourceView **ppShaderResourceViews) |
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void | GSGetSamplers ([in] UINT StartSlot, [in] UINT NumSamplers, [out] ID3D10SamplerState **ppSamplers) |
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void | OMGetRenderTargets ([in] UINT NumViews, [out] ID3D10RenderTargetView **ppRenderTargetViews, [out] ID3D10DepthStencilView **ppDepthStencilView) |
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void | OMGetBlendState ([out] ID3D10BlendState **ppBlendState, [out] FLOAT BlendFactor[4], [out] UINT *pSampleMask) |
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void | OMGetDepthStencilState ([out] ID3D10DepthStencilState **ppDepthStencilState, [out] UINT *pStencilRef) |
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void | SOGetTargets ([in] UINT NumBuffers, [out] ID3D10Buffer **ppSOTargets, [out] UINT *pOffsets) |
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void | RSGetState ([out] ID3D10RasterizerState **ppRasterizerState) |
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void | RSGetViewports ([in, out] UINT *NumViewports, [out] D3D10_VIEWPORT *pViewports) |
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void | RSGetScissorRects ([in, out] UINT *NumRects, [out] D3D10_RECT *pRects) |
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HRESULT | GetDeviceRemovedReason () |
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HRESULT | SetExceptionMode ([in] UINT RaiseFlags) |
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UINT | GetExceptionMode () |
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HRESULT | GetPrivateData ([in] REFGUID guid, [in, out] UINT *pDataSize, [out] void *pData) |
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HRESULT | SetPrivateData ([in] REFGUID guid, [in] UINT DataSize, [in] const void *pData) |
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HRESULT | SetPrivateDataInterface ([in] REFGUID guid, [in] const IUnknown *pData) |
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void | ClearState () |
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void | Flush () |
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HRESULT | CreateBuffer ([in] const D3D10_BUFFER_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Buffer **ppBuffer) |
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HRESULT | CreateTexture1D ([in] const D3D10_TEXTURE1D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture1D **ppTexture1D) |
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HRESULT | CreateTexture2D ([in] const D3D10_TEXTURE2D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture2D **ppTexture2D) |
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HRESULT | CreateTexture3D ([in] const D3D10_TEXTURE3D_DESC *pDesc, [in] const D3D10_SUBRESOURCE_DATA *pInitialData, [out] ID3D10Texture3D **ppTexture3D) |
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HRESULT | CreateShaderResourceView ([in] ID3D10Resource *pResource, [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, [out] ID3D10ShaderResourceView **ppSRView) |
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HRESULT | CreateRenderTargetView ([in] ID3D10Resource *pResource, [in] const D3D10_RENDER_TARGET_VIEW_DESC *pDesc, [out] ID3D10RenderTargetView **ppRTView) |
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HRESULT | CreateDepthStencilView ([in] ID3D10Resource *pResource, [in] const D3D10_DEPTH_STENCIL_VIEW_DESC *pDesc, [out] ID3D10DepthStencilView **ppDepthStencilView) |
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HRESULT | CreateInputLayout ([in] const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs, [in] UINT NumElements, [in] const void *pShaderBytecodeWithInputSignature, [in] SIZE_T BytecodeLength, [out] ID3D10InputLayout **ppInputLayout) |
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HRESULT | CreateVertexShader ([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10VertexShader **ppVertexShader) |
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HRESULT | CreateGeometryShader ([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10GeometryShader **ppGeometryShader) |
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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) |
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HRESULT | CreatePixelShader ([in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [out] ID3D10PixelShader **ppPixelShader) |
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HRESULT | CreateBlendState ([in] const D3D10_BLEND_DESC *pBlendStateDesc, [out] ID3D10BlendState **ppBlendState) |
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HRESULT | CreateDepthStencilState ([in] const D3D10_DEPTH_STENCIL_DESC *pDepthStencilDesc, [out] ID3D10DepthStencilState **ppDepthStencilState) |
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HRESULT | CreateRasterizerState ([in] const D3D10_RASTERIZER_DESC *pRasterizerDesc, [out] ID3D10RasterizerState **ppRasterizerState) |
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HRESULT | CreateSamplerState ([in] const D3D10_SAMPLER_DESC *pSamplerDesc, [out] ID3D10SamplerState **ppSamplerState) |
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HRESULT | CreateQuery ([in] const D3D10_QUERY_DESC *pQueryDesc, [out] ID3D10Query **ppQuery) |
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HRESULT | CreatePredicate ([in] const D3D10_QUERY_DESC *pPredicateDesc, [out] ID3D10Predicate **ppPredicate) |
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HRESULT | CreateCounter ([in] const D3D10_COUNTER_DESC *pCounterDesc, [out] ID3D10Counter **ppCounter) |
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HRESULT | CheckFormatSupport ([in] DXGI_FORMAT Format, [out] UINT *pFormatSupport) |
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HRESULT | CheckMultisampleQualityLevels ([in] DXGI_FORMAT Format, [in] UINT SampleCount, [out] UINT *pNumQualityLevels) |
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void | CheckCounterInfo ([out] D3D10_COUNTER_INFO *pCounterInfo) |
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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) |
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UINT | GetCreationFlags () |
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HRESULT | OpenSharedResource ([in] HANDLE hResource, [in] REFIID ReturnedInterface, [out] void **ppResource) |
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void | SetTextFilterSize ([in] UINT Width, [in] UINT Height) |
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void | GetTextFilterSize ([out] UINT *pWidth, [out] UINT *pHeight) |
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HRESULT | QueryInterface ([in] REFIID riid, [out, iid_is(riid)] void **ppvObject) |
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ULONG | AddRef () |
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ULONG | Release () |
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Definition at line 1240 of file d3d10.idl.