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ID3D10Device
COMメソッド 95
vtbl = vtable インデックス(0始まり)。HSP等からCOMメソッドをインデックス指定で呼ぶ際に使用します。0〜2 は IUnknown。
| vtbl | メソッド |
|---|---|
| 3 | void VSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D10Buffer** ppConstantBuffers) |
| 4 | void PSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D10ShaderResourceView** ppShaderResourceViews) |
| 5 | void PSSetShader(ID3D10PixelShader* pPixelShader) |
| 6 | void PSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D10SamplerState** ppSamplers) |
| 7 | void VSSetShader(ID3D10VertexShader* pVertexShader) |
| 8 | void DrawIndexed(DWORD IndexCount, DWORD StartIndexLocation, INT BaseVertexLocation) |
| 9 | void Draw(DWORD VertexCount, DWORD StartVertexLocation) |
| 10 | void PSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D10Buffer** ppConstantBuffers) |
| 11 | void IASetInputLayout(ID3D10InputLayout* pInputLayout) |
| 12 | void IASetVertexBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D10Buffer** ppVertexBuffers, DWORD* pStrides, DWORD* pOffsets) |
| 13 | void IASetIndexBuffer(ID3D10Buffer* pIndexBuffer, DXGI_FORMAT Format, DWORD Offset) |
| 14 | void DrawIndexedInstanced(DWORD IndexCountPerInstance, DWORD InstanceCount, DWORD StartIndexLocation, INT BaseVertexLocation, DWORD StartInstanceLocation) |
| 15 | void DrawInstanced(DWORD VertexCountPerInstance, DWORD InstanceCount, DWORD StartVertexLocation, DWORD StartInstanceLocation) |
| 16 | void GSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D10Buffer** ppConstantBuffers) |
| 17 | void GSSetShader(ID3D10GeometryShader* pShader) |
| 18 | void IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY Topology) |
| 19 | void VSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D10ShaderResourceView** ppShaderResourceViews) |
| 20 | void VSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D10SamplerState** ppSamplers) |
| 21 | void SetPredication(ID3D10Predicate* pPredicate, BOOL PredicateValue) |
| 22 | void GSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D10ShaderResourceView** ppShaderResourceViews) |
| 23 | void GSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D10SamplerState** ppSamplers) |
| 24 | void OMSetRenderTargets(DWORD NumViews, ID3D10RenderTargetView** ppRenderTargetViews, ID3D10DepthStencilView* pDepthStencilView) |
| 25 | void OMSetBlendState(ID3D10BlendState* pBlendState, FLOAT* BlendFactor, DWORD SampleMask) |
| 26 | void OMSetDepthStencilState(ID3D10DepthStencilState* pDepthStencilState, DWORD StencilRef) |
| 27 | void SOSetTargets(DWORD NumBuffers, ID3D10Buffer** ppSOTargets, DWORD* pOffsets) |
| 28 | void DrawAuto() |
| 29 | void RSSetState(ID3D10RasterizerState* pRasterizerState) |
| 30 | void RSSetViewports(DWORD NumViewports, D3D10_VIEWPORT* pViewports) |
| 31 | void RSSetScissorRects(DWORD NumRects, RECT* pRects) |
| 32 | void CopySubresourceRegion(ID3D10Resource* pDstResource, DWORD DstSubresource, DWORD DstX, DWORD DstY, DWORD DstZ, ID3D10Resource* pSrcResource, DWORD SrcSubresource, D3D10_BOX* pSrcBox) |
| 33 | void CopyResource(ID3D10Resource* pDstResource, ID3D10Resource* pSrcResource) |
| 34 | void UpdateSubresource(ID3D10Resource* pDstResource, DWORD DstSubresource, D3D10_BOX* pDstBox, void* pSrcData, DWORD SrcRowPitch, DWORD SrcDepthPitch) |
| 35 | void ClearRenderTargetView(ID3D10RenderTargetView* pRenderTargetView, FLOAT* ColorRGBA) |
| 36 | void ClearDepthStencilView(ID3D10DepthStencilView* pDepthStencilView, DWORD ClearFlags, FLOAT Depth, BYTE Stencil) |
| 37 | void GenerateMips(ID3D10ShaderResourceView* pShaderResourceView) |
| 38 | void ResolveSubresource(ID3D10Resource* pDstResource, DWORD DstSubresource, ID3D10Resource* pSrcResource, DWORD SrcSubresource, DXGI_FORMAT Format) |
| 39 | void VSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D10Buffer** ppConstantBuffers) |
| 40 | void PSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D10ShaderResourceView** ppShaderResourceViews) |
| 41 | void PSGetShader(ID3D10PixelShader** ppPixelShader) |
| 42 | void PSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D10SamplerState** ppSamplers) |
| 43 | void VSGetShader(ID3D10VertexShader** ppVertexShader) |
| 44 | void PSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D10Buffer** ppConstantBuffers) |
| 45 | void IAGetInputLayout(ID3D10InputLayout** ppInputLayout) |
| 46 | void IAGetVertexBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D10Buffer** ppVertexBuffers, DWORD* pStrides, DWORD* pOffsets) |
| 47 | void IAGetIndexBuffer(ID3D10Buffer** pIndexBuffer, DXGI_FORMAT* Format, DWORD* Offset) |
| 48 | void GSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D10Buffer** ppConstantBuffers) |
| 49 | void GSGetShader(ID3D10GeometryShader** ppGeometryShader) |
| 50 | void IAGetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY* pTopology) |
| 51 | void VSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D10ShaderResourceView** ppShaderResourceViews) |
| 52 | void VSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D10SamplerState** ppSamplers) |
| 53 | void GetPredication(ID3D10Predicate** ppPredicate, BOOL* pPredicateValue) |
| 54 | void GSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D10ShaderResourceView** ppShaderResourceViews) |
| 55 | void GSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D10SamplerState** ppSamplers) |
| 56 | void OMGetRenderTargets(DWORD NumViews, ID3D10RenderTargetView** ppRenderTargetViews, ID3D10DepthStencilView** ppDepthStencilView) |
| 57 | void OMGetBlendState(ID3D10BlendState** ppBlendState, FLOAT* BlendFactor, DWORD* pSampleMask) |
| 58 | void OMGetDepthStencilState(ID3D10DepthStencilState** ppDepthStencilState, DWORD* pStencilRef) |
| 59 | void SOGetTargets(DWORD NumBuffers, ID3D10Buffer** ppSOTargets, DWORD* pOffsets) |
| 60 | void RSGetState(ID3D10RasterizerState** ppRasterizerState) |
| 61 | void RSGetViewports(DWORD* NumViewports, D3D10_VIEWPORT* pViewports) |
| 62 | void RSGetScissorRects(DWORD* NumRects, RECT* pRects) |
| 63 | HRESULT GetDeviceRemovedReason() |
| 64 | HRESULT SetExceptionMode(DWORD RaiseFlags) |
| 65 | DWORD GetExceptionMode() |
| 66 | HRESULT GetPrivateData(GUID* guid, DWORD* pDataSize, void* pData) |
| 67 | HRESULT SetPrivateData(GUID* guid, DWORD DataSize, void* pData) |
| 68 | HRESULT SetPrivateDataInterface(GUID* guid, IUnknown* pData) |
| 69 | void ClearState() |
| 70 | void Flush() |
| 71 | HRESULT CreateBuffer(D3D10_BUFFER_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Buffer** ppBuffer) |
| 72 | HRESULT CreateTexture1D(D3D10_TEXTURE1D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture1D** ppTexture1D) |
| 73 | HRESULT CreateTexture2D(D3D10_TEXTURE2D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture2D** ppTexture2D) |
| 74 | HRESULT CreateTexture3D(D3D10_TEXTURE3D_DESC* pDesc, D3D10_SUBRESOURCE_DATA* pInitialData, ID3D10Texture3D** ppTexture3D) |
| 75 | HRESULT CreateShaderResourceView(ID3D10Resource* pResource, D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc, ID3D10ShaderResourceView** ppSRView) |
| 76 | HRESULT CreateRenderTargetView(ID3D10Resource* pResource, D3D10_RENDER_TARGET_VIEW_DESC* pDesc, ID3D10RenderTargetView** ppRTView) |
| 77 | HRESULT CreateDepthStencilView(ID3D10Resource* pResource, D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc, ID3D10DepthStencilView** ppDepthStencilView) |
| 78 | HRESULT CreateInputLayout(D3D10_INPUT_ELEMENT_DESC* pInputElementDescs, DWORD NumElements, void* pShaderBytecodeWithInputSignature, UINT_PTR BytecodeLength, ID3D10InputLayout** ppInputLayout) |
| 79 | HRESULT CreateVertexShader(void* pShaderBytecode, UINT_PTR BytecodeLength, ID3D10VertexShader** ppVertexShader) |
| 80 | HRESULT CreateGeometryShader(void* pShaderBytecode, UINT_PTR BytecodeLength, ID3D10GeometryShader** ppGeometryShader) |
| 81 | HRESULT CreateGeometryShaderWithStreamOutput(void* pShaderBytecode, UINT_PTR BytecodeLength, D3D10_SO_DECLARATION_ENTRY* pSODeclaration, DWORD NumEntries, DWORD OutputStreamStride, ID3D10GeometryShader** ppGeometryShader) |
| 82 | HRESULT CreatePixelShader(void* pShaderBytecode, UINT_PTR BytecodeLength, ID3D10PixelShader** ppPixelShader) |
| 83 | HRESULT CreateBlendState(D3D10_BLEND_DESC* pBlendStateDesc, ID3D10BlendState** ppBlendState) |
| 84 | HRESULT CreateDepthStencilState(D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc, ID3D10DepthStencilState** ppDepthStencilState) |
| 85 | HRESULT CreateRasterizerState(D3D10_RASTERIZER_DESC* pRasterizerDesc, ID3D10RasterizerState** ppRasterizerState) |
| 86 | HRESULT CreateSamplerState(D3D10_SAMPLER_DESC* pSamplerDesc, ID3D10SamplerState** ppSamplerState) |
| 87 | HRESULT CreateQuery(D3D10_QUERY_DESC* pQueryDesc, ID3D10Query** ppQuery) |
| 88 | HRESULT CreatePredicate(D3D10_QUERY_DESC* pPredicateDesc, ID3D10Predicate** ppPredicate) |
| 89 | HRESULT CreateCounter(D3D10_COUNTER_DESC* pCounterDesc, ID3D10Counter** ppCounter) |
| 90 | HRESULT CheckFormatSupport(DXGI_FORMAT Format, DWORD* pFormatSupport) |
| 91 | HRESULT CheckMultisampleQualityLevels(DXGI_FORMAT Format, DWORD SampleCount, DWORD* pNumQualityLevels) |
| 92 | void CheckCounterInfo(D3D10_COUNTER_INFO* pCounterInfo) |
| 93 | HRESULT CheckCounter(D3D10_COUNTER_DESC* pDesc, D3D10_COUNTER_TYPE* pType, DWORD* pActiveCounters, LPSTR szName, DWORD* pNameLength, LPSTR szUnits, DWORD* pUnitsLength, LPSTR szDescription, DWORD* pDescriptionLength) |
| 94 | DWORD GetCreationFlags() |
| 95 | HRESULT OpenSharedResource(HANDLE hResource, GUID* ReturnedInterface, void** ppResource) |
| 96 | void SetTextFilterSize(DWORD Width, DWORD Height) |
| 97 | void GetTextFilterSize(DWORD* pWidth, DWORD* pHeight) |