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ID3D10Device interface

The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.

Members

The ID3D10Device interface inherits from the IUnknown interface. ID3D10Device also has these types of members:

Methods

The ID3D10Device interface has these methods.

MethodDescription
CheckCounter

Get the type, name, units of measure, and a description of an existing counter.

CheckCounterInfo

Get a counter's information.

CheckFormatSupport

Get the support of a given format on the installed video device.

CheckMultisampleQualityLevels

Get the number of quality levels available during multisampling.

ClearDepthStencilView

Clears the depth-stencil resource.

ClearRenderTargetView

Set all the elements in a render target to one value.

ClearState

Restore all default device settings; return the device to the state it was in when it was created. This will set all set all input/output resource slots, shaders, input layouts, predications, scissor rectangles, depth-stencil state, rasterizer state, blend state, sampler state, and viewports to NULL. The primitive topology will be set to UNDEFINED.

CopyResource

Copy the entire contents of the source resource to the destination resource using the GPU.

CopySubresourceRegion

Copy a region from a source resource to a destination resource.

CreateBlendState

Create a blend-state object that encapsules blend state for the output-merger stage.

CreateBuffer

Create a buffer (vertex buffer, index buffer, or shader-constant buffer).

CreateCounter

Create a counter object for measuring GPU performance.

CreateDepthStencilState

Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage.

CreateDepthStencilView

Create a depth-stencil view for accessing resource data.

CreateGeometryShader

Create a geometry shader.

CreateGeometryShaderWithStreamOutput

Creates a geometry shader that can write to streaming output buffers.

CreateInputLayout

Create an input-layout object to describe the input-buffer data for the input-assembler stage.

CreatePixelShader

Create a pixel shader.

CreatePredicate

Creates a predicate.

CreateQuery

This interface encapsulates methods for querying information from the GPU.

CreateRasterizerState

Create a rasterizer state object that tells the rasterizer stage how to behave.

CreateRenderTargetView

Create a render-target view for accessing resource data.

CreateSamplerState

Create a sampler-state object that encapsulates sampling information for a texture.

CreateShaderResourceView

Create a shader-resource view for accessing data in a resource.

CreateTexture1D

Create an array of 1D textures (see Texture1D).

CreateTexture2D

Create an array of 2D textures (see Texture2D).

CreateTexture3D

Create a single 3D texture (see Texture3D).

CreateVertexShader

Create a vertex-shader object from a compiled shader.

Draw

Draw non-indexed, non-instanced primitives.

DrawAuto

Draw geometry of an unknown size that was created by the geometry shader stage. See remarks.

DrawIndexed

Draw indexed, non-instanced primitives.

DrawIndexedInstanced

Draw indexed, instanced primitives.

DrawInstanced

Draw non-indexed, instanced primitives.

Flush

Send queued-up commands in the command buffer to the GPU.

GenerateMips

Generates mipmaps for the given shader resource.

GetCreationFlags

Get the flags used during the call to create the device with D3D10CreateDevice.

GetDeviceRemovedReason

Get the reason why the device was removed.

GetExceptionMode

Get the exception-mode flags.

GetPredication

Get the rendering predicate state.

GetPrivateData

Get data from a device that is associated with a guid.

GetTextFilterSize

This method is not implemented.

GSGetConstantBuffers

Get the constant buffers used by the geometry shader pipeline stage.

GSGetSamplers

Get an array of sampler states from the geometry shader pipeline stage.

GSGetShader

Get the geometry shader currently set on the device.

GSGetShaderResources

Get the geometry shader resources.

GSSetConstantBuffers

Set the constant buffers used by the geometry shader pipeline stage.

GSSetSamplers

Set an array of sampler states to the geometry shader pipeline stage.

GSSetShader

Set a geometry shader to the device.

GSSetShaderResources

Bind an array of shader resources to the geometry shader stage.

IAGetIndexBuffer

Get a pointer to the index buffer that is bound to the input-assembler stage.

IAGetInputLayout

Get a pointer to the input-layout object that is bound to the input-assembler stage.

IAGetPrimitiveTopology

Get information about the primitive type, and data order that describes input data for the input assembler stage.

IAGetVertexBuffers

Get the vertex buffers bound to the input-assembler stage.

IASetIndexBuffer

Bind an index buffer to the input-assembler stage.

IASetInputLayout

Bind an input-layout object to the input-assembler stage.

IASetPrimitiveTopology

Bind information about the primitive type, and data order that describes input data for the input assembler stage.

IASetVertexBuffers

Bind an array of vertex buffers to the input-assembler stage.

OMGetBlendState

Get the blend state of the output-merger stage.

OMGetDepthStencilState

Gets the depth-stencil state of the output-merger stage.

OMGetRenderTargets

Get pointers to the render targets and the depth-stencil buffer that are available to the output-merger stage.

OMSetBlendState

Set the blend state of the output-merger stage.

OMSetDepthStencilState

Sets the depth-stencil state of the output-merger stage.

OMSetRenderTargets

Bind one or more render targets and the depth-stencil buffer to the output-merger stage.

OpenSharedResource

Give a device access to a shared resource created on a different Direct3d device.

PSGetConstantBuffers

Get the constant buffers used by the pixel shader pipeline stage.

PSGetSamplers

Get an array of sampler states from the pixel shader pipeline stage.

PSGetShader

Get the pixel shader currently set on the device.

PSGetShaderResources

Get the pixel shader resources.

PSSetConstantBuffers

Set the constant buffers used by the pixel shader pipeline stage.

PSSetSamplers

Set an array of sampler states to the pixel shader pipeline stage.

PSSetShader

Sets a pixel shader to the device.

PSSetShaderResources

Bind an array of shader resources to the pixel shader stage.

ResolveSubresource

Copy a multisampled resource into a non-multisampled resource. This API is most useful when re-using the resulting rendertarget of one render pass as an input to a second render pass.

RSGetScissorRects

Get the array of scissor rectangles bound to the rasterizer stage.

RSGetState

Get the rasterizer state from the rasterizer stage of the pipeline.

RSGetViewports

Get the array of viewports bound to the rasterizer stage

RSSetScissorRects

Bind an array of scissor rectangles to the rasterizer stage.

RSSetState

Set the rasterizer state for the rasterizer stage of the pipeline.

RSSetViewports

Bind an array of viewports to the rasterizer stage of the pipeline.

SetExceptionMode

Get the exception-mode flags.

SetPredication

Set a rendering predicate.

SetPrivateData

Set data to a device and associate that data with a guid.

SetTextFilterSize

This method is not implemented.

SOGetTargets

Get the target output buffers for the StreamOutput stage of the pipeline.

SOSetTargets

Set the target output buffers for the StreamOutput stage, which enables/disables the pipeline to stream-out data.

UpdateSubresource

The CPU copies data from memory to a subresource created in non-mappable memory. See remarks.

VSGetConstantBuffers

Get the constant buffers used by the vertex shader pipeline stage.

VSGetSamplers

Get an array of sampler states from the vertex shader pipeline stage.

VSGetShader

Get the vertex shader currently set on the device.

VSGetShaderResources

Get the vertex shader resources.

VSSetConstantBuffers

Set the constant buffers used by the vertex shader pipeline stage.

VSSetSamplers

Set an array of sampler states to the vertex shader pipeline stage.

VSSetShader

Set a vertex shader to the device.

VSSetShaderResources

Bind an array of shader resources to the vertex shader stage.

 

Remarks

A device is created using D3D10CreateDevice.

Requirements

Header

D3D10.h

Library

D3D10.lib

See also

Core Interfaces

 

 

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