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.
| Method | Description |
|---|---|
| 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
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Header |
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Library |
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See also