ID3D10Device interface (d3d10.h)
The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.
Inheritance
The ID3D10Device interface inherits from the IUnknown interface. ID3D10Device also has these types of members:
Methods
The ID3D10Device interface has these methods.
ID3D10Device::CheckCounter Get the type, name, units of measure, and a description of an existing counter. (ID3D10Device.CheckCounter) |
ID3D10Device::CheckCounterInfo Get a counter's information. (ID3D10Device.CheckCounterInfo) |
ID3D10Device::CheckFormatSupport Get the support of a given format on the installed video device. (ID3D10Device.CheckFormatSupport) |
ID3D10Device::CheckMultisampleQualityLevels Get the number of quality levels available during multisampling. (ID3D10Device.CheckMultisampleQualityLevels) |
ID3D10Device::ClearDepthStencilView Clears the depth-stencil resource. (ID3D10Device.ClearDepthStencilView) |
ID3D10Device::ClearRenderTargetView Set all the elements in a render target to one value. (ID3D10Device.ClearRenderTargetView) |
ID3D10Device::ClearState Restore all default device settings; return the device to the state it was in when it was created. |
ID3D10Device::CopyResource Copy the entire contents of the source resource to the destination resource using the GPU. (ID3D10Device.CopyResource) |
ID3D10Device::CopySubresourceRegion Copy a region from a source resource to a destination resource. (ID3D10Device.CopySubresourceRegion) |
ID3D10Device::CreateBlendState Create a blend-state object that encapsulates blend state for the output-merger stage. (ID3D10Device.CreateBlendState) |
ID3D10Device::CreateBuffer Create a buffer (vertex buffer, index buffer, or shader-constant buffer). |
ID3D10Device::CreateCounter Create a counter object for measuring GPU performance. (ID3D10Device.CreateCounter) |
ID3D10Device::CreateDepthStencilState Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage. (ID3D10Device.CreateDepthStencilState) |
ID3D10Device::CreateDepthStencilView Create a depth-stencil view for accessing resource data. (ID3D10Device.CreateDepthStencilView) |
ID3D10Device::CreateGeometryShader Create a geometry shader. (ID3D10Device.CreateGeometryShader) |
ID3D10Device::CreateGeometryShaderWithStreamOutput Creates a geometry shader that can write to streaming output buffers. (ID3D10Device.CreateGeometryShaderWithStreamOutput) |
ID3D10Device::CreateInputLayout Create an input-layout object to describe the input-buffer data for the input-assembler stage. (ID3D10Device.CreateInputLayout) |
ID3D10Device::CreatePixelShader Create a pixel shader. (ID3D10Device.CreatePixelShader) |
ID3D10Device::CreatePredicate Creates a predicate. (ID3D10Device.CreatePredicate) |
ID3D10Device::CreateQuery This interface encapsulates methods for querying information from the GPU. (ID3D10Device.CreateQuery) |
ID3D10Device::CreateRasterizerState Create a rasterizer state object that tells the rasterizer stage how to behave. (ID3D10Device.CreateRasterizerState) |
ID3D10Device::CreateRenderTargetView Create a render-target view for accessing resource data. |
ID3D10Device::CreateSamplerState Create a sampler-state object that encapsulates sampling information for a texture. (ID3D10Device.CreateSamplerState) |
ID3D10Device::CreateShaderResourceView Create a shader-resource view for accessing data in a resource. (ID3D10Device.CreateShaderResourceView) |
ID3D10Device::CreateTexture1D Create an array of 1D textures (see Texture1D). |
ID3D10Device::CreateTexture2D Create an array of 2D textures (see Texture2D). |
ID3D10Device::CreateTexture3D Create a single 3D texture (see Texture3D). |
ID3D10Device::CreateVertexShader Create a vertex-shader object from a compiled shader. (ID3D10Device.CreateVertexShader) |
ID3D10Device::Draw Draw non-indexed, non-instanced primitives. (ID3D10Device.Draw) |
ID3D10Device::DrawAuto Draw geometry of an unknown size that was created by the geometry shader stage. See remarks. |
ID3D10Device::DrawIndexed Draw indexed, non-instanced primitives. (ID3D10Device.DrawIndexed) |
ID3D10Device::DrawIndexedInstanced Draw indexed, instanced primitives. (ID3D10Device.DrawIndexedInstanced) |
ID3D10Device::DrawInstanced Draw non-indexed, instanced primitives. (ID3D10Device.DrawInstanced) |
ID3D10Device::Flush Send queued-up commands in the command buffer to the GPU. |
ID3D10Device::GenerateMips Generates mipmaps for the given shader resource. (ID3D10Device.GenerateMips) |
ID3D10Device::GetCreationFlags Get the flags used during the call to create the device with D3D10CreateDevice. |
ID3D10Device::GetDeviceRemovedReason Get the reason why the device was removed. (ID3D10Device.GetDeviceRemovedReason) |
ID3D10Device::GetExceptionMode Get the exception-mode flags. (ID3D10Device.GetExceptionMode) |
ID3D10Device::GetPredication Get the rendering predicate state. (ID3D10Device.GetPredication) |
ID3D10Device::GetPrivateData Get data from a device that is associated with a guid. |
ID3D10Device::GetTextFilterSize This method is not implemented. (ID3D10Device.GetTextFilterSize) |
ID3D10Device::GSGetConstantBuffers Get the constant buffers used by the geometry shader pipeline stage. (ID3D10Device.GSGetConstantBuffers) |
ID3D10Device::GSGetSamplers Get an array of sampler states from the geometry shader pipeline stage. |
ID3D10Device::GSGetShader Get the geometry shader currently set on the device. (ID3D10Device.GSGetShader) |
ID3D10Device::GSGetShaderResources Get the geometry shader resources. (ID3D10Device.GSGetShaderResources) |
ID3D10Device::GSSetConstantBuffers Set the constant buffers used by the geometry shader pipeline stage. |
ID3D10Device::GSSetSamplers Set an array of sampler states to the geometry shader pipeline stage. (ID3D10Device.GSSetSamplers) |
ID3D10Device::GSSetShader Set a geometry shader to the device. (ID3D10Device.GSSetShader) |
ID3D10Device::GSSetShaderResources Bind an array of shader resources to the geometry shader stage. (ID3D10Device.GSSetShaderResources) |
ID3D10Device::IAGetIndexBuffer Get a pointer to the index buffer that is bound to the input-assembler stage. (ID3D10Device.IAGetIndexBuffer) |
ID3D10Device::IAGetInputLayout Get a pointer to the input-layout object that is bound to the input-assembler stage. (ID3D10Device.IAGetInputLayout) |
ID3D10Device::IAGetPrimitiveTopology Get information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D10Device.IAGetPrimitiveTopology) |
ID3D10Device::IAGetVertexBuffers Get the vertex buffers bound to the input-assembler stage. (ID3D10Device.IAGetVertexBuffers) |
ID3D10Device::IASetIndexBuffer Bind an index buffer to the input-assembler stage. (ID3D10Device.IASetIndexBuffer) |
ID3D10Device::IASetInputLayout Bind an input-layout object to the input-assembler stage. (ID3D10Device.IASetInputLayout) |
ID3D10Device::IASetPrimitiveTopology Bind information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D10Device.IASetPrimitiveTopology) |
ID3D10Device::IASetVertexBuffers Bind an array of vertex buffers to the input-assembler stage. (ID3D10Device.IASetVertexBuffers) |
ID3D10Device::OMGetBlendState Get the blend state of the output-merger stage. (ID3D10Device.OMGetBlendState) |
ID3D10Device::OMGetDepthStencilState Gets the depth-stencil state of the output-merger stage. (ID3D10Device.OMGetDepthStencilState) |
ID3D10Device::OMGetRenderTargets Get pointers to the render targets and the depth-stencil buffer that are available to the output-merger stage. |
ID3D10Device::OMSetBlendState Set the blend state of the output-merger stage. (ID3D10Device.OMSetBlendState) |
ID3D10Device::OMSetDepthStencilState Sets the depth-stencil state of the output-merger stage. (ID3D10Device.OMSetDepthStencilState) |
ID3D10Device::OMSetRenderTargets Bind one or more render targets and the depth-stencil buffer to the output-merger stage. |
ID3D10Device::OpenSharedResource Give a device access to a shared resource created on a different Direct3d device. |
ID3D10Device::PSGetConstantBuffers Get the constant buffers used by the pixel shader pipeline stage. (ID3D10Device.PSGetConstantBuffers) |
ID3D10Device::PSGetSamplers Get an array of sampler states from the pixel shader pipeline stage. (ID3D10Device.PSGetSamplers) |
ID3D10Device::PSGetShader Get the pixel shader currently set on the device. (ID3D10Device.PSGetShader) |
ID3D10Device::PSGetShaderResources Get the pixel shader resources. (ID3D10Device.PSGetShaderResources) |
ID3D10Device::PSSetConstantBuffers Set the constant buffers used by the pixel shader pipeline stage. |
ID3D10Device::PSSetSamplers Set an array of sampler states to the pixel shader pipeline stage. (ID3D10Device.PSSetSamplers) |
ID3D10Device::PSSetShader Sets a pixel shader to the device. (ID3D10Device.PSSetShader) |
ID3D10Device::PSSetShaderResources Bind an array of shader resources to the pixel shader stage. (ID3D10Device.PSSetShaderResources) |
ID3D10Device::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. |
ID3D10Device::RSGetScissorRects Get the array of scissor rectangles bound to the rasterizer stage. (ID3D10Device.RSGetScissorRects) |
ID3D10Device::RSGetState Get the rasterizer state from the rasterizer stage of the pipeline. (ID3D10Device.RSGetState) |
ID3D10Device::RSGetViewports Get the array of viewports bound to the rasterizer stage |
ID3D10Device::RSSetScissorRects Bind an array of scissor rectangles to the rasterizer stage. (ID3D10Device.RSSetScissorRects) |
ID3D10Device::RSSetState Set the rasterizer state for the rasterizer stage of the pipeline. (ID3D10Device.RSSetState) |
ID3D10Device::RSSetViewports Bind an array of viewports to the rasterizer stage of the pipeline. (ID3D10Device.RSSetViewports) |
ID3D10Device::SetExceptionMode Get the exception-mode flags. (ID3D10Device.SetExceptionMode) |
ID3D10Device::SetPredication Set a rendering predicate. (ID3D10Device.SetPredication) |
ID3D10Device::SetPrivateData Set data to a device and associate that data with a guid. (ID3D10Device.SetPrivateData) |
ID3D10Device::SetPrivateDataInterface Associate an IUnknown-derived interface with this device and associate that interface with an application-defined guid. |
ID3D10Device::SetTextFilterSize This method is not implemented. (ID3D10Device.SetTextFilterSize) |
ID3D10Device::SOGetTargets Get the target output buffers for the StreamOutput stage of the pipeline. |
ID3D10Device::SOSetTargets Set the target output buffers for the StreamOutput stage, which enables/disables the pipeline to stream-out data. |
ID3D10Device::UpdateSubresource The CPU copies data from memory to a subresource created in non-mappable memory. See remarks. |
ID3D10Device::VSGetConstantBuffers Get the constant buffers used by the vertex shader pipeline stage. (ID3D10Device.VSGetConstantBuffers) |
ID3D10Device::VSGetSamplers Get an array of sampler states from the vertex shader pipeline stage. (ID3D10Device.VSGetSamplers) |
ID3D10Device::VSGetShader Get the vertex shader currently set on the device. (ID3D10Device.VSGetShader) |
ID3D10Device::VSGetShaderResources Get the vertex shader resources. (ID3D10Device.VSGetShaderResources) |
ID3D10Device::VSSetConstantBuffers Set the constant buffers used by the vertex shader pipeline stage. |
ID3D10Device::VSSetSamplers Set an array of sampler states to the vertex shader pipeline stage. (ID3D10Device.VSSetSamplers) |
ID3D10Device::VSSetShader Set a vertex shader to the device. (ID3D10Device.VSSetShader) |
ID3D10Device::VSSetShaderResources Bind an array of shader resources to the vertex shader stage. |
Remarks
A device is created using D3D10CreateDevice.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d10.h |