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ID3D11DeviceContext

COM
IIDc0bfa96c-e089-44fb-8eaf-26f8796190da継承元ID3D11DeviceChild自前メソッド開始 vtbl7

メソッド 108

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
7void VSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
8void PSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
9void PSSetShader(ID3D11PixelShader* pPixelShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances)
10void PSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
11void VSSetShader(ID3D11VertexShader* pVertexShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances)
12void DrawIndexed(DWORD IndexCount, DWORD StartIndexLocation, INT BaseVertexLocation)
13void Draw(DWORD VertexCount, DWORD StartVertexLocation)
14HRESULT Map(ID3D11Resource* pResource, DWORD Subresource, D3D11_MAP MapType, DWORD MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource)
15void Unmap(ID3D11Resource* pResource, DWORD Subresource)
16void PSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
17void IASetInputLayout(ID3D11InputLayout* pInputLayout)
18void IASetVertexBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppVertexBuffers, DWORD* pStrides, DWORD* pOffsets)
19void IASetIndexBuffer(ID3D11Buffer* pIndexBuffer, DXGI_FORMAT Format, DWORD Offset)
20void DrawIndexedInstanced(DWORD IndexCountPerInstance, DWORD InstanceCount, DWORD StartIndexLocation, INT BaseVertexLocation, DWORD StartInstanceLocation)
21void DrawInstanced(DWORD VertexCountPerInstance, DWORD InstanceCount, DWORD StartVertexLocation, DWORD StartInstanceLocation)
22void GSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
23void GSSetShader(ID3D11GeometryShader* pShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances)
24void IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY Topology)
25void VSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
26void VSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
27void Begin(ID3D11Asynchronous* pAsync)
28void End(ID3D11Asynchronous* pAsync)
29HRESULT GetData(ID3D11Asynchronous* pAsync, void* pData, DWORD DataSize, DWORD GetDataFlags)
30void SetPredication(ID3D11Predicate* pPredicate, BOOL PredicateValue)
31void GSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
32void GSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
33void OMSetRenderTargets(DWORD NumViews, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView)
34void OMSetRenderTargetsAndUnorderedAccessViews(DWORD NumRTVs, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView, DWORD UAVStartSlot, DWORD NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews, DWORD* pUAVInitialCounts)
35void OMSetBlendState(ID3D11BlendState* pBlendState, FLOAT* BlendFactor, DWORD SampleMask)
36void OMSetDepthStencilState(ID3D11DepthStencilState* pDepthStencilState, DWORD StencilRef)
37void SOSetTargets(DWORD NumBuffers, ID3D11Buffer** ppSOTargets, DWORD* pOffsets)
38void DrawAuto()
39void DrawIndexedInstancedIndirect(ID3D11Buffer* pBufferForArgs, DWORD AlignedByteOffsetForArgs)
40void DrawInstancedIndirect(ID3D11Buffer* pBufferForArgs, DWORD AlignedByteOffsetForArgs)
41void Dispatch(DWORD ThreadGroupCountX, DWORD ThreadGroupCountY, DWORD ThreadGroupCountZ)
42void DispatchIndirect(ID3D11Buffer* pBufferForArgs, DWORD AlignedByteOffsetForArgs)
43void RSSetState(ID3D11RasterizerState* pRasterizerState)
44void RSSetViewports(DWORD NumViewports, D3D11_VIEWPORT* pViewports)
45void RSSetScissorRects(DWORD NumRects, RECT* pRects)
46void CopySubresourceRegion(ID3D11Resource* pDstResource, DWORD DstSubresource, DWORD DstX, DWORD DstY, DWORD DstZ, ID3D11Resource* pSrcResource, DWORD SrcSubresource, D3D11_BOX* pSrcBox)
47void CopyResource(ID3D11Resource* pDstResource, ID3D11Resource* pSrcResource)
48void UpdateSubresource(ID3D11Resource* pDstResource, DWORD DstSubresource, D3D11_BOX* pDstBox, void* pSrcData, DWORD SrcRowPitch, DWORD SrcDepthPitch)
49void CopyStructureCount(ID3D11Buffer* pDstBuffer, DWORD DstAlignedByteOffset, ID3D11UnorderedAccessView* pSrcView)
50void ClearRenderTargetView(ID3D11RenderTargetView* pRenderTargetView, FLOAT* ColorRGBA)
51void ClearUnorderedAccessViewUint(ID3D11UnorderedAccessView* pUnorderedAccessView, DWORD* Values)
52void ClearUnorderedAccessViewFloat(ID3D11UnorderedAccessView* pUnorderedAccessView, FLOAT* Values)
53void ClearDepthStencilView(ID3D11DepthStencilView* pDepthStencilView, DWORD ClearFlags, FLOAT Depth, BYTE Stencil)
54void GenerateMips(ID3D11ShaderResourceView* pShaderResourceView)
55void SetResourceMinLOD(ID3D11Resource* pResource, FLOAT MinLOD)
56FLOAT GetResourceMinLOD(ID3D11Resource* pResource)
57void ResolveSubresource(ID3D11Resource* pDstResource, DWORD DstSubresource, ID3D11Resource* pSrcResource, DWORD SrcSubresource, DXGI_FORMAT Format)
58void ExecuteCommandList(ID3D11CommandList* pCommandList, BOOL RestoreContextState)
59void HSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
60void HSSetShader(ID3D11HullShader* pHullShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances)
61void HSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
62void HSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
63void DSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
64void DSSetShader(ID3D11DomainShader* pDomainShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances)
65void DSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
66void DSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
67void CSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
68void CSSetUnorderedAccessViews(DWORD StartSlot, DWORD NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews, DWORD* pUAVInitialCounts)
69void CSSetShader(ID3D11ComputeShader* pComputeShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances)
70void CSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
71void CSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
72void VSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
73void PSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
74void PSGetShader(ID3D11PixelShader** ppPixelShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances)
75void PSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
76void VSGetShader(ID3D11VertexShader** ppVertexShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances)
77void PSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
78void IAGetInputLayout(ID3D11InputLayout** ppInputLayout)
79void IAGetVertexBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppVertexBuffers, DWORD* pStrides, DWORD* pOffsets)
80void IAGetIndexBuffer(ID3D11Buffer** pIndexBuffer, DXGI_FORMAT* Format, DWORD* Offset)
81void GSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
82void GSGetShader(ID3D11GeometryShader** ppGeometryShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances)
83void IAGetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY* pTopology)
84void VSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
85void VSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
86void GetPredication(ID3D11Predicate** ppPredicate, BOOL* pPredicateValue)
87void GSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
88void GSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
89void OMGetRenderTargets(DWORD NumViews, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView)
90void OMGetRenderTargetsAndUnorderedAccessViews(DWORD NumRTVs, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView, DWORD UAVStartSlot, DWORD NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews)
91void OMGetBlendState(ID3D11BlendState** ppBlendState, FLOAT* BlendFactor, DWORD* pSampleMask)
92void OMGetDepthStencilState(ID3D11DepthStencilState** ppDepthStencilState, DWORD* pStencilRef)
93void SOGetTargets(DWORD NumBuffers, ID3D11Buffer** ppSOTargets)
94void RSGetState(ID3D11RasterizerState** ppRasterizerState)
95void RSGetViewports(DWORD* pNumViewports, D3D11_VIEWPORT* pViewports)
96void RSGetScissorRects(DWORD* pNumRects, RECT* pRects)
97void HSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
98void HSGetShader(ID3D11HullShader** ppHullShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances)
99void HSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
100void HSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
101void DSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
102void DSGetShader(ID3D11DomainShader** ppDomainShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances)
103void DSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
104void DSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
105void CSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews)
106void CSGetUnorderedAccessViews(DWORD StartSlot, DWORD NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews)
107void CSGetShader(ID3D11ComputeShader** ppComputeShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances)
108void CSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers)
109void CSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers)
110void ClearState()
111void Flush()
112D3D11_DEVICE_CONTEXT_TYPE GetType()
113DWORD GetContextFlags()
114HRESULT FinishCommandList(BOOL RestoreDeferredContextState, ID3D11CommandList** ppCommandList)