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ID3D11DeviceContext
COM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 |
|---|---|
| 7 | void VSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 8 | void PSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 9 | void PSSetShader(ID3D11PixelShader* pPixelShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances) |
| 10 | void PSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 11 | void VSSetShader(ID3D11VertexShader* pVertexShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances) |
| 12 | void DrawIndexed(DWORD IndexCount, DWORD StartIndexLocation, INT BaseVertexLocation) |
| 13 | void Draw(DWORD VertexCount, DWORD StartVertexLocation) |
| 14 | HRESULT Map(ID3D11Resource* pResource, DWORD Subresource, D3D11_MAP MapType, DWORD MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource) |
| 15 | void Unmap(ID3D11Resource* pResource, DWORD Subresource) |
| 16 | void PSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 17 | void IASetInputLayout(ID3D11InputLayout* pInputLayout) |
| 18 | void IASetVertexBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppVertexBuffers, DWORD* pStrides, DWORD* pOffsets) |
| 19 | void IASetIndexBuffer(ID3D11Buffer* pIndexBuffer, DXGI_FORMAT Format, DWORD Offset) |
| 20 | void DrawIndexedInstanced(DWORD IndexCountPerInstance, DWORD InstanceCount, DWORD StartIndexLocation, INT BaseVertexLocation, DWORD StartInstanceLocation) |
| 21 | void DrawInstanced(DWORD VertexCountPerInstance, DWORD InstanceCount, DWORD StartVertexLocation, DWORD StartInstanceLocation) |
| 22 | void GSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 23 | void GSSetShader(ID3D11GeometryShader* pShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances) |
| 24 | void IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY Topology) |
| 25 | void VSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 26 | void VSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 27 | void Begin(ID3D11Asynchronous* pAsync) |
| 28 | void End(ID3D11Asynchronous* pAsync) |
| 29 | HRESULT GetData(ID3D11Asynchronous* pAsync, void* pData, DWORD DataSize, DWORD GetDataFlags) |
| 30 | void SetPredication(ID3D11Predicate* pPredicate, BOOL PredicateValue) |
| 31 | void GSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 32 | void GSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 33 | void OMSetRenderTargets(DWORD NumViews, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView) |
| 34 | void OMSetRenderTargetsAndUnorderedAccessViews(DWORD NumRTVs, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView* pDepthStencilView, DWORD UAVStartSlot, DWORD NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews, DWORD* pUAVInitialCounts) |
| 35 | void OMSetBlendState(ID3D11BlendState* pBlendState, FLOAT* BlendFactor, DWORD SampleMask) |
| 36 | void OMSetDepthStencilState(ID3D11DepthStencilState* pDepthStencilState, DWORD StencilRef) |
| 37 | void SOSetTargets(DWORD NumBuffers, ID3D11Buffer** ppSOTargets, DWORD* pOffsets) |
| 38 | void DrawAuto() |
| 39 | void DrawIndexedInstancedIndirect(ID3D11Buffer* pBufferForArgs, DWORD AlignedByteOffsetForArgs) |
| 40 | void DrawInstancedIndirect(ID3D11Buffer* pBufferForArgs, DWORD AlignedByteOffsetForArgs) |
| 41 | void Dispatch(DWORD ThreadGroupCountX, DWORD ThreadGroupCountY, DWORD ThreadGroupCountZ) |
| 42 | void DispatchIndirect(ID3D11Buffer* pBufferForArgs, DWORD AlignedByteOffsetForArgs) |
| 43 | void RSSetState(ID3D11RasterizerState* pRasterizerState) |
| 44 | void RSSetViewports(DWORD NumViewports, D3D11_VIEWPORT* pViewports) |
| 45 | void RSSetScissorRects(DWORD NumRects, RECT* pRects) |
| 46 | void CopySubresourceRegion(ID3D11Resource* pDstResource, DWORD DstSubresource, DWORD DstX, DWORD DstY, DWORD DstZ, ID3D11Resource* pSrcResource, DWORD SrcSubresource, D3D11_BOX* pSrcBox) |
| 47 | void CopyResource(ID3D11Resource* pDstResource, ID3D11Resource* pSrcResource) |
| 48 | void UpdateSubresource(ID3D11Resource* pDstResource, DWORD DstSubresource, D3D11_BOX* pDstBox, void* pSrcData, DWORD SrcRowPitch, DWORD SrcDepthPitch) |
| 49 | void CopyStructureCount(ID3D11Buffer* pDstBuffer, DWORD DstAlignedByteOffset, ID3D11UnorderedAccessView* pSrcView) |
| 50 | void ClearRenderTargetView(ID3D11RenderTargetView* pRenderTargetView, FLOAT* ColorRGBA) |
| 51 | void ClearUnorderedAccessViewUint(ID3D11UnorderedAccessView* pUnorderedAccessView, DWORD* Values) |
| 52 | void ClearUnorderedAccessViewFloat(ID3D11UnorderedAccessView* pUnorderedAccessView, FLOAT* Values) |
| 53 | void ClearDepthStencilView(ID3D11DepthStencilView* pDepthStencilView, DWORD ClearFlags, FLOAT Depth, BYTE Stencil) |
| 54 | void GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) |
| 55 | void SetResourceMinLOD(ID3D11Resource* pResource, FLOAT MinLOD) |
| 56 | FLOAT GetResourceMinLOD(ID3D11Resource* pResource) |
| 57 | void ResolveSubresource(ID3D11Resource* pDstResource, DWORD DstSubresource, ID3D11Resource* pSrcResource, DWORD SrcSubresource, DXGI_FORMAT Format) |
| 58 | void ExecuteCommandList(ID3D11CommandList* pCommandList, BOOL RestoreContextState) |
| 59 | void HSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 60 | void HSSetShader(ID3D11HullShader* pHullShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances) |
| 61 | void HSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 62 | void HSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 63 | void DSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 64 | void DSSetShader(ID3D11DomainShader* pDomainShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances) |
| 65 | void DSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 66 | void DSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 67 | void CSSetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 68 | void CSSetUnorderedAccessViews(DWORD StartSlot, DWORD NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews, DWORD* pUAVInitialCounts) |
| 69 | void CSSetShader(ID3D11ComputeShader* pComputeShader, ID3D11ClassInstance** ppClassInstances, DWORD NumClassInstances) |
| 70 | void CSSetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 71 | void CSSetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 72 | void VSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 73 | void PSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 74 | void PSGetShader(ID3D11PixelShader** ppPixelShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances) |
| 75 | void PSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 76 | void VSGetShader(ID3D11VertexShader** ppVertexShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances) |
| 77 | void PSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 78 | void IAGetInputLayout(ID3D11InputLayout** ppInputLayout) |
| 79 | void IAGetVertexBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppVertexBuffers, DWORD* pStrides, DWORD* pOffsets) |
| 80 | void IAGetIndexBuffer(ID3D11Buffer** pIndexBuffer, DXGI_FORMAT* Format, DWORD* Offset) |
| 81 | void GSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 82 | void GSGetShader(ID3D11GeometryShader** ppGeometryShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances) |
| 83 | void IAGetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY* pTopology) |
| 84 | void VSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 85 | void VSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 86 | void GetPredication(ID3D11Predicate** ppPredicate, BOOL* pPredicateValue) |
| 87 | void GSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 88 | void GSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 89 | void OMGetRenderTargets(DWORD NumViews, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView) |
| 90 | void OMGetRenderTargetsAndUnorderedAccessViews(DWORD NumRTVs, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView, DWORD UAVStartSlot, DWORD NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews) |
| 91 | void OMGetBlendState(ID3D11BlendState** ppBlendState, FLOAT* BlendFactor, DWORD* pSampleMask) |
| 92 | void OMGetDepthStencilState(ID3D11DepthStencilState** ppDepthStencilState, DWORD* pStencilRef) |
| 93 | void SOGetTargets(DWORD NumBuffers, ID3D11Buffer** ppSOTargets) |
| 94 | void RSGetState(ID3D11RasterizerState** ppRasterizerState) |
| 95 | void RSGetViewports(DWORD* pNumViewports, D3D11_VIEWPORT* pViewports) |
| 96 | void RSGetScissorRects(DWORD* pNumRects, RECT* pRects) |
| 97 | void HSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 98 | void HSGetShader(ID3D11HullShader** ppHullShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances) |
| 99 | void HSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 100 | void HSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 101 | void DSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 102 | void DSGetShader(ID3D11DomainShader** ppDomainShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances) |
| 103 | void DSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 104 | void DSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 105 | void CSGetShaderResources(DWORD StartSlot, DWORD NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) |
| 106 | void CSGetUnorderedAccessViews(DWORD StartSlot, DWORD NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews) |
| 107 | void CSGetShader(ID3D11ComputeShader** ppComputeShader, ID3D11ClassInstance** ppClassInstances, DWORD* pNumClassInstances) |
| 108 | void CSGetSamplers(DWORD StartSlot, DWORD NumSamplers, ID3D11SamplerState** ppSamplers) |
| 109 | void CSGetConstantBuffers(DWORD StartSlot, DWORD NumBuffers, ID3D11Buffer** ppConstantBuffers) |
| 110 | void ClearState() |
| 111 | void Flush() |
| 112 | D3D11_DEVICE_CONTEXT_TYPE GetType() |
| 113 | DWORD GetContextFlags() |
| 114 | HRESULT FinishCommandList(BOOL RestoreDeferredContextState, ID3D11CommandList** ppCommandList) |