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ID3D10DeviceVtbl Struct Reference

#include <d3d10.h>

Collaboration diagram for ID3D10DeviceVtbl:
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Public Member Functions

BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE *QueryInterface)(ID3D10Device *This
 
 ULONG (STDMETHODCALLTYPE *AddRef)(ID3D10Device *This)
 
 ULONG (STDMETHODCALLTYPE *Release)(ID3D10Device *This)
 
 void (STDMETHODCALLTYPE *VSSetConstantBuffers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D10Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *PSSetShaderResources)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *PSSetShader)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *PSSetSamplers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D10SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *VSSetShader)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *DrawIndexed)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *Draw)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *PSSetConstantBuffers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D10Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *IASetInputLayout)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *IASetVertexBuffers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D10Buffer *const *ppVertexBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pStrides
 
 _In_reads_opt_ (NumBuffers) const UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *IASetIndexBuffer)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *DrawIndexedInstanced)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *DrawInstanced)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *GSSetConstantBuffers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D10Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *GSSetShader)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *VSSetShaderResources)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *VSSetSamplers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D10SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *SetPredication)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *GSSetShaderResources)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D10ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *GSSetSamplers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D10SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *OMSetRenderTargets)(ID3D10Device *This
 
 _In_range_ (0, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D10RenderTargetView *const *ppRenderTargetViews
 
 void (STDMETHODCALLTYPE *OMSetBlendState)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *OMSetDepthStencilState)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *SOSetTargets)(ID3D10Device *This
 
 _In_range_ (0, D3D10_SO_BUFFER_SLOT_COUNT) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D10Buffer *const *ppSOTargets
 
 _In_reads_opt_ (NumBuffers) const UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *DrawAuto)(ID3D10Device *This)
 
 void (STDMETHODCALLTYPE *RSSetState)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *RSSetViewports)(ID3D10Device *This
 
 _In_range_ (0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumViewports
 
 _In_reads_opt_ (NumViewports) const D3D10_VIEWPORT *pViewports)
 
 void (STDMETHODCALLTYPE *RSSetScissorRects)(ID3D10Device *This
 
 _In_range_ (0, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumRects
 
 _In_reads_opt_ (NumRects) const D3D10_RECT *pRects)
 
 void (STDMETHODCALLTYPE *CopySubresourceRegion)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *CopyResource)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *UpdateSubresource)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *ClearRenderTargetView)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *ClearDepthStencilView)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *GenerateMips)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *ResolveSubresource)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *VSGetConstantBuffers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D10Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *PSGetShaderResources)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D10ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *PSGetShader)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *PSGetSamplers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D10SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *VSGetShader)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *PSGetConstantBuffers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D10Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *IAGetInputLayout)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *IAGetVertexBuffers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D10Buffer **ppVertexBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pStrides
 
 _Out_writes_opt_ (NumBuffers) UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *IAGetIndexBuffer)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *GSGetConstantBuffers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D10Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *GSGetShader)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *VSGetShaderResources)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D10ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *VSGetSamplers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D10SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *GetPredication)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *GSGetShaderResources)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D10ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *GSGetSamplers)(ID3D10Device *This
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D10SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *OMGetRenderTargets)(ID3D10Device *This
 
 _In_range_ (0, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D10RenderTargetView **ppRenderTargetViews
 
 void (STDMETHODCALLTYPE *OMGetBlendState)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *OMGetDepthStencilState)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *SOGetTargets)(ID3D10Device *This
 
 _In_range_ (0, D3D10_SO_BUFFER_SLOT_COUNT) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D10Buffer **ppSOTargets
 
 _Out_writes_opt_ (NumBuffers) UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *RSGetState)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *RSGetViewports)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *RSGetScissorRects)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *GetDeviceRemovedReason)(ID3D10Device *This)
 
 HRESULT (STDMETHODCALLTYPE *SetExceptionMode)(ID3D10Device *This
 
 UINT (STDMETHODCALLTYPE *GetExceptionMode)(ID3D10Device *This)
 
 HRESULT (STDMETHODCALLTYPE *GetPrivateData)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *SetPrivateData)(ID3D10Device *This
 
_In_ REFGUID _In_ UINT _In_reads_bytes_opt_ (DataSize) const void *pData)
 
 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *ClearState)(ID3D10Device *This)
 
 void (STDMETHODCALLTYPE *Flush)(ID3D10Device *This)
 
 HRESULT (STDMETHODCALLTYPE *CreateBuffer)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateTexture1D)(ID3D10Device *This
 
_In_ const D3D10_TEXTURE1D_DESC _In_reads_opt_ (_Inexpressible_(pDesc->MipLevels *pDesc->ArraySize)) const D3D10_SUBRESOURCE_DATA *pInitialData
 
 HRESULT (STDMETHODCALLTYPE *CreateTexture2D)(ID3D10Device *This
 
_In_ const D3D10_TEXTURE2D_DESC _In_reads_opt_ (_Inexpressible_(pDesc->MipLevels *pDesc->ArraySize)) const D3D10_SUBRESOURCE_DATA *pInitialData
 
 HRESULT (STDMETHODCALLTYPE *CreateTexture3D)(ID3D10Device *This
 
_In_ const D3D10_TEXTURE3D_DESC _In_reads_opt_ (_Inexpressible_(pDesc->MipLevels)) const D3D10_SUBRESOURCE_DATA *pInitialData
 
 HRESULT (STDMETHODCALLTYPE *CreateShaderResourceView)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateRenderTargetView)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilView)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateInputLayout)(ID3D10Device *This
 
 _In_reads_ (NumElements) const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs
 
 _In_range_ (0, D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT) UINT NumElements
 
 _In_reads_ (BytecodeLength) const void *pShaderBytecodeWithInputSignature
 
 HRESULT (STDMETHODCALLTYPE *CreateVertexShader)(ID3D10Device *This
 
 _In_reads_ (BytecodeLength) const void *pShaderBytecode
 
 HRESULT (STDMETHODCALLTYPE *CreateGeometryShader)(ID3D10Device *This
 
 _In_reads_ (BytecodeLength) const void *pShaderBytecode
 
 HRESULT (STDMETHODCALLTYPE *CreateGeometryShaderWithStreamOutput)(ID3D10Device *This
 
 _In_reads_ (BytecodeLength) const void *pShaderBytecode
 
_In_ SIZE_T _In_reads_opt_ (NumEntries) const D3D10_SO_DECLARATION_ENTRY *pSODeclaration
 
_In_ SIZE_T _In_range_ (0, D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT) UINT NumEntries
 
 HRESULT (STDMETHODCALLTYPE *CreatePixelShader)(ID3D10Device *This
 
 _In_reads_ (BytecodeLength) const void *pShaderBytecode
 
 HRESULT (STDMETHODCALLTYPE *CreateBlendState)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateDepthStencilState)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateRasterizerState)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateSamplerState)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateQuery)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreatePredicate)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CreateCounter)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CheckFormatSupport)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CheckMultisampleQualityLevels)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *CheckCounterInfo)(ID3D10Device *This
 
 HRESULT (STDMETHODCALLTYPE *CheckCounter)(ID3D10Device *This
 
 UINT (STDMETHODCALLTYPE *GetCreationFlags)(ID3D10Device *This)
 
 HRESULT (STDMETHODCALLTYPE *OpenSharedResource)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *SetTextFilterSize)(ID3D10Device *This
 
 void (STDMETHODCALLTYPE *GetTextFilterSize)(ID3D10Device *This
 

Public Attributes

BEGIN_INTERFACE REFIID riid
 
BEGIN_INTERFACE REFIID _COM_Outptr_ void ** ppvObject
 
_In_opt_ ID3D10PixelShaderpPixelShader
 
_In_opt_ ID3D10VertexShaderpVertexShader
 
_In_ UINT IndexCount
 
_In_ UINT _In_ UINT StartIndexLocation
 
_In_ UINT _In_ UINT _In_ INT BaseVertexLocation
 
_In_ UINT VertexCount
 
_In_ UINT _In_ UINT StartVertexLocation
 
_In_opt_ ID3D10InputLayoutpInputLayout
 
_In_opt_ ID3D10BufferpIndexBuffer
 
_In_opt_ ID3D10Buffer _In_ DXGI_FORMAT Format
 
_In_opt_ ID3D10Buffer _In_ DXGI_FORMAT _In_ UINT Offset
 
_In_ UINT IndexCountPerInstance
 
_In_ UINT _In_ UINT InstanceCount
 
_In_ UINT _In_ UINT _In_ UINT StartIndexLocation
 
_In_ UINT _In_ UINT _In_ UINT _In_ INT BaseVertexLocation
 
_In_ UINT _In_ UINT _In_ UINT _In_ INT _In_ UINT StartInstanceLocation
 
_In_ UINT VertexCountPerInstance
 
_In_ UINT _In_ UINT _In_ UINT StartVertexLocation
 
_In_ UINT _In_ UINT _In_ UINT _In_ UINT StartInstanceLocation
 
_In_opt_ ID3D10GeometryShaderpShader
 
_In_ D3D10_PRIMITIVE_TOPOLOGY Topology
 
_In_opt_ ID3D10PredicatepPredicate
 
_In_opt_ ID3D10Predicate _In_ BOOL PredicateValue
 
_In_opt_ ID3D10DepthStencilViewpDepthStencilView
 
_In_opt_ ID3D10BlendStatepBlendState
 
_In_opt_ ID3D10BlendState _In_ const FLOAT BlendFactor [4]
 
_In_opt_ ID3D10BlendState _In_ const FLOAT _In_ UINT SampleMask
 
_In_opt_ ID3D10DepthStencilStatepDepthStencilState
 
_In_opt_ ID3D10DepthStencilState _In_ UINT StencilRef
 
_In_opt_ ID3D10RasterizerStatepRasterizerState
 
_In_ ID3D10ResourcepDstResource
 
_In_ ID3D10Resource _In_ UINT DstSubresource
 
_In_ ID3D10Resource _In_ UINT _In_ UINT DstX
 
_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT DstY
 
_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT DstZ
 
_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D10ResourcepSrcResource
 
_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D10Resource _In_ UINT SrcSubresource
 
_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOXpSrcBox
 
_In_ ID3D10Resource _In_ ID3D10ResourcepSrcResource
 
_In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOXpDstBox
 
_In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOX _In_ const voidpSrcData
 
_In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOX _In_ const void _In_ UINT SrcRowPitch
 
_In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOX _In_ const void _In_ UINT _In_ UINT SrcDepthPitch
 
_In_ ID3D10RenderTargetViewpRenderTargetView
 
_In_ ID3D10RenderTargetView _In_ const FLOAT ColorRGBA [4]
 
_In_ ID3D10DepthStencilViewpDepthStencilView
 
_In_ ID3D10DepthStencilView _In_ UINT ClearFlags
 
_In_ ID3D10DepthStencilView _In_ UINT _In_ FLOAT Depth
 
_In_ ID3D10DepthStencilView _In_ UINT _In_ FLOAT _In_ UINT8 Stencil
 
_In_ ID3D10ShaderResourceViewpShaderResourceView
 
_In_ ID3D10Resource _In_ UINT _In_ ID3D10ResourcepSrcResource
 
_In_ ID3D10Resource _In_ UINT _In_ ID3D10Resource _In_ UINT SrcSubresource
 
_In_ ID3D10Resource _In_ UINT _In_ ID3D10Resource _In_ UINT _In_ DXGI_FORMAT Format
 
_Out_ ID3D10PixelShader ** ppPixelShader
 
_Out_ ID3D10VertexShader ** ppVertexShader
 
_Out_ ID3D10InputLayout ** ppInputLayout
 
_Out_opt_ ID3D10Buffer ** pIndexBuffer
 
_Out_opt_ ID3D10Buffer _Out_opt_ DXGI_FORMATFormat
 
_Out_opt_ ID3D10Buffer _Out_opt_ DXGI_FORMAT _Out_opt_ UINTOffset
 
_Out_ ID3D10GeometryShader ** ppGeometryShader
 
_Out_ D3D10_PRIMITIVE_TOPOLOGYpTopology
 
_Out_opt_ ID3D10Predicate ** ppPredicate
 
_Out_opt_ ID3D10Predicate _Out_opt_ BOOLpPredicateValue
 
_Out_opt_ ID3D10DepthStencilView ** ppDepthStencilView
 
_Out_opt_ ID3D10BlendState ** ppBlendState
 
_Out_opt_ ID3D10BlendState _Out_opt_ FLOAT BlendFactor [4]
 
_Out_opt_ ID3D10BlendState _Out_opt_ FLOAT _Out_opt_ UINTpSampleMask
 
_Out_opt_ ID3D10DepthStencilState ** ppDepthStencilState
 
_Out_opt_ ID3D10DepthStencilState _Out_opt_ UINTpStencilRef
 
_Out_ ID3D10RasterizerState ** ppRasterizerState
 
_Inout_ UINTNumViewports
 
_Inout_ UINT _Out_writes_opt_ NumViewports D3D10_VIEWPORTpViewports
 
_Inout_ UINTNumRects
 
_Inout_ UINT _Out_writes_opt_ NumRects D3D10_RECTpRects
 
UINT RaiseFlags
 
_In_ REFGUID guid
 
_In_ REFGUID _Inout_ UINTpDataSize
 
_In_ REFGUID _Inout_ UINT _Out_writes_bytes_opt_ pDataSize voidpData
 
_In_ REFGUID _In_ UINT DataSize
 
_In_ REFGUID _In_opt_ const IUnknown * pData
 
_In_ const D3D10_BUFFER_DESCpDesc
 
_In_ const D3D10_BUFFER_DESC _In_opt_ const D3D10_SUBRESOURCE_DATApInitialData
 
_In_ const D3D10_BUFFER_DESC _In_opt_ const D3D10_SUBRESOURCE_DATA _Out_opt_ ID3D10Buffer ** ppBuffer
 
_In_ const D3D10_TEXTURE1D_DESCpDesc
 
_In_ const D3D10_TEXTURE1D_DESC _Out_ ID3D10Texture1D ** ppTexture1D
 
_In_ const D3D10_TEXTURE2D_DESCpDesc
 
_In_ const D3D10_TEXTURE2D_DESC _Out_ ID3D10Texture2D ** ppTexture2D
 
_In_ const D3D10_TEXTURE3D_DESCpDesc
 
_In_ const D3D10_TEXTURE3D_DESC _Out_ ID3D10Texture3D ** ppTexture3D
 
_In_ ID3D10ResourcepResource
 
_In_ ID3D10Resource _In_opt_ const D3D10_SHADER_RESOURCE_VIEW_DESCpDesc
 
_In_ ID3D10Resource _In_opt_ const D3D10_SHADER_RESOURCE_VIEW_DESC _Out_opt_ ID3D10ShaderResourceView ** ppSRView
 
_In_ ID3D10Resource _In_opt_ const D3D10_RENDER_TARGET_VIEW_DESCpDesc
 
_In_ ID3D10Resource _In_opt_ const D3D10_RENDER_TARGET_VIEW_DESC _Out_opt_ ID3D10RenderTargetView ** ppRTView
 
_In_ ID3D10Resource _In_opt_ const D3D10_DEPTH_STENCIL_VIEW_DESCpDesc
 
_In_ ID3D10Resource _In_opt_ const D3D10_DEPTH_STENCIL_VIEW_DESC _Out_opt_ ID3D10DepthStencilView ** ppDepthStencilView
 
_In_ SIZE_T BytecodeLength
 
_In_ SIZE_T _Out_opt_ ID3D10InputLayout ** ppInputLayout
 
_In_ SIZE_T _Out_opt_ ID3D10VertexShader ** ppVertexShader
 
_In_ SIZE_T _Out_opt_ ID3D10GeometryShader ** ppGeometryShader
 
_In_ SIZE_T _In_ UINT OutputStreamStride
 
_In_ SIZE_T _In_ UINT _Out_opt_ ID3D10GeometryShader ** ppGeometryShader
 
_In_ SIZE_T _Out_opt_ ID3D10PixelShader ** ppPixelShader
 
_In_ const D3D10_BLEND_DESCpBlendStateDesc
 
_In_ const D3D10_BLEND_DESC _Out_opt_ ID3D10BlendState ** ppBlendState
 
_In_ const D3D10_DEPTH_STENCIL_DESCpDepthStencilDesc
 
_In_ const D3D10_DEPTH_STENCIL_DESC _Out_opt_ ID3D10DepthStencilState ** ppDepthStencilState
 
_In_ const D3D10_RASTERIZER_DESCpRasterizerDesc
 
_In_ const D3D10_RASTERIZER_DESC _Out_opt_ ID3D10RasterizerState ** ppRasterizerState
 
_In_ const D3D10_SAMPLER_DESCpSamplerDesc
 
_In_ const D3D10_SAMPLER_DESC _Out_opt_ ID3D10SamplerState ** ppSamplerState
 
_In_ const D3D10_QUERY_DESCpQueryDesc
 
_In_ const D3D10_QUERY_DESC _Out_opt_ ID3D10Query ** ppQuery
 
_In_ const D3D10_QUERY_DESCpPredicateDesc
 
_In_ const D3D10_QUERY_DESC _Out_opt_ ID3D10Predicate ** ppPredicate
 
_In_ const D3D10_COUNTER_DESCpCounterDesc
 
_In_ const D3D10_COUNTER_DESC _Out_opt_ ID3D10Counter ** ppCounter
 
_In_ DXGI_FORMAT Format
 
_In_ DXGI_FORMAT _Out_ UINTpFormatSupport
 
_In_ DXGI_FORMAT _In_ UINT SampleCount
 
_In_ DXGI_FORMAT _In_ UINT _Out_ UINTpNumQualityLevels
 
_Out_ D3D10_COUNTER_INFOpCounterInfo
 
_In_ const D3D10_COUNTER_DESCpDesc
 
_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPEpType
 
_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINTpActiveCounters
 
_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR szName
 
_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINTpNameLength
 
_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pUnitsLength LPSTR szUnits
 
_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pUnitsLength LPSTR _Inout_opt_ UINTpUnitsLength
 
_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pUnitsLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pDescriptionLength LPSTR szDescription
 
_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pUnitsLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pDescriptionLength LPSTR _Inout_opt_ UINTpDescriptionLength
 
_In_ HANDLE hResource
 
_In_ HANDLE _In_ REFIID ReturnedInterface
 
_In_ HANDLE _In_ REFIID _Out_opt_ void ** ppResource
 
_In_ UINT Width
 
_In_ UINT _In_ UINT Height
 
_Out_opt_ UINTpWidth
 
_Out_opt_ UINT _Out_opt_ UINTpHeight
 

Member Function Documentation

◆ _In_range_() [1/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [2/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [3/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [4/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [5/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [6/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [7/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [8/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [9/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [10/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [11/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [12/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [13/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [14/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [15/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [16/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [17/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [18/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [19/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [20/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [21/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT   
)

◆ _In_range_() [22/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_SO_BUFFER_SLOT_COUNT   
)

◆ _In_range_() [23/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE   
)

◆ _In_range_() [24/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE   
)

◆ _In_range_() [25/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [26/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [27/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [28/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [29/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [30/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [31/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [32/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [33/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [34/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [35/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [36/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [37/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [38/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [39/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [40/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [41/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [42/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [43/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [44/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [45/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT   
)

◆ _In_range_() [46/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_SO_BUFFER_SLOT_COUNT   
)

◆ _In_range_() [47/48]

ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_1_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT   
)

◆ _In_range_() [48/48]

_In_ SIZE_T ID3D10DeviceVtbl::_In_range_ ( ,
D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT   
)

◆ _In_reads_() [1/6]

ID3D10DeviceVtbl::_In_reads_ ( NumElements  ) const

◆ _In_reads_() [2/6]

ID3D10DeviceVtbl::_In_reads_ ( BytecodeLength  ) const

◆ _In_reads_() [3/6]

ID3D10DeviceVtbl::_In_reads_ ( BytecodeLength  ) const

◆ _In_reads_() [4/6]

ID3D10DeviceVtbl::_In_reads_ ( BytecodeLength  ) const

◆ _In_reads_() [5/6]

ID3D10DeviceVtbl::_In_reads_ ( BytecodeLength  ) const

◆ _In_reads_() [6/6]

ID3D10DeviceVtbl::_In_reads_ ( BytecodeLength  ) const

◆ _In_reads_bytes_opt_()

_In_ REFGUID _In_ UINT ID3D10DeviceVtbl::_In_reads_bytes_opt_ ( DataSize  ) const

◆ _In_reads_opt_() [1/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [2/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [3/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [4/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [5/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [6/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [7/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [8/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [9/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [10/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [11/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [12/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [13/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [14/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [15/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [16/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumViewports  ) const

◆ _In_reads_opt_() [17/21]

ID3D10DeviceVtbl::_In_reads_opt_ ( NumRects  ) const

◆ _In_reads_opt_() [18/21]

_In_ const D3D10_TEXTURE1D_DESC ID3D10DeviceVtbl::_In_reads_opt_ ( _Inexpressible_(pDesc->MipLevels *pDesc->ArraySize)  ) const

◆ _In_reads_opt_() [19/21]

_In_ const D3D10_TEXTURE2D_DESC ID3D10DeviceVtbl::_In_reads_opt_ ( _Inexpressible_(pDesc->MipLevels *pDesc->ArraySize)  ) const

◆ _In_reads_opt_() [20/21]

_In_ const D3D10_TEXTURE3D_DESC ID3D10DeviceVtbl::_In_reads_opt_ ( _Inexpressible_(pDesc->MipLevels)  ) const

◆ _In_reads_opt_() [21/21]

_In_ SIZE_T ID3D10DeviceVtbl::_In_reads_opt_ ( NumEntries  ) const

◆ _Out_writes_opt_() [1/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [2/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [3/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [4/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [5/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [6/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [7/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [8/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [9/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [10/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [11/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [12/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [13/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [14/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [15/15]

ID3D10DeviceVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ HRESULT() [1/29]

BEGIN_INTERFACE ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  QueryInterface)

◆ HRESULT() [2/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  GetDeviceRemovedReason)

◆ HRESULT() [3/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  SetExceptionMode)

◆ HRESULT() [4/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  GetPrivateData)

◆ HRESULT() [5/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  SetPrivateData)

◆ HRESULT() [6/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  SetPrivateDataInterface)

◆ HRESULT() [7/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateBuffer)

◆ HRESULT() [8/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateTexture1D)

◆ HRESULT() [9/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateTexture2D)

◆ HRESULT() [10/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateTexture3D)

◆ HRESULT() [11/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateShaderResourceView)

◆ HRESULT() [12/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateRenderTargetView)

◆ HRESULT() [13/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateDepthStencilView)

◆ HRESULT() [14/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateInputLayout)

◆ HRESULT() [15/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateVertexShader)

◆ HRESULT() [16/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateGeometryShader)

◆ HRESULT() [17/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateGeometryShaderWithStreamOutput)

◆ HRESULT() [18/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreatePixelShader)

◆ HRESULT() [19/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateBlendState)

◆ HRESULT() [20/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateDepthStencilState)

◆ HRESULT() [21/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateRasterizerState)

◆ HRESULT() [22/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateSamplerState)

◆ HRESULT() [23/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateQuery)

◆ HRESULT() [24/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreatePredicate)

◆ HRESULT() [25/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CreateCounter)

◆ HRESULT() [26/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CheckFormatSupport)

◆ HRESULT() [27/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CheckMultisampleQualityLevels)

◆ HRESULT() [28/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  CheckCounter)

◆ HRESULT() [29/29]

ID3D10DeviceVtbl::HRESULT ( STDMETHODCALLTYPE *  OpenSharedResource)

◆ UINT() [1/2]

ID3D10DeviceVtbl::UINT ( STDMETHODCALLTYPE *  GetExceptionMode)

◆ UINT() [2/2]

ID3D10DeviceVtbl::UINT ( STDMETHODCALLTYPE *  GetCreationFlags)

◆ ULONG() [1/2]

ID3D10DeviceVtbl::ULONG ( STDMETHODCALLTYPE *  AddRef)

◆ ULONG() [2/2]

ID3D10DeviceVtbl::ULONG ( STDMETHODCALLTYPE *  Release)

◆ void() [1/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  VSSetConstantBuffers)

◆ void() [2/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  PSSetShaderResources)

◆ void() [3/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  PSSetShader)

◆ void() [4/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  PSSetSamplers)

◆ void() [5/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  VSSetShader)

◆ void() [6/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  DrawIndexed)

◆ void() [7/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  Draw)

◆ void() [8/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  PSSetConstantBuffers)

◆ void() [9/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  IASetInputLayout)

◆ void() [10/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  IASetVertexBuffers)

◆ void() [11/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  IASetIndexBuffer)

◆ void() [12/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  DrawIndexedInstanced)

◆ void() [13/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  DrawInstanced)

◆ void() [14/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GSSetConstantBuffers)

◆ void() [15/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GSSetShader)

◆ void() [16/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  IASetPrimitiveTopology)

◆ void() [17/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  VSSetShaderResources)

◆ void() [18/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  VSSetSamplers)

◆ void() [19/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  SetPredication)

◆ void() [20/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GSSetShaderResources)

◆ void() [21/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GSSetSamplers)

◆ void() [22/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  OMSetRenderTargets)

◆ void() [23/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  OMSetBlendState)

◆ void() [24/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  OMSetDepthStencilState)

◆ void() [25/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  SOSetTargets)

◆ void() [26/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  DrawAuto)

◆ void() [27/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  RSSetState)

◆ void() [28/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  RSSetViewports)

◆ void() [29/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  RSSetScissorRects)

◆ void() [30/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  CopySubresourceRegion)

◆ void() [31/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  CopyResource)

◆ void() [32/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  UpdateSubresource)

◆ void() [33/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  ClearRenderTargetView)

◆ void() [34/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  ClearDepthStencilView)

◆ void() [35/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GenerateMips)

◆ void() [36/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  ResolveSubresource)

◆ void() [37/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  VSGetConstantBuffers)

◆ void() [38/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  PSGetShaderResources)

◆ void() [39/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  PSGetShader)

◆ void() [40/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  PSGetSamplers)

◆ void() [41/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  VSGetShader)

◆ void() [42/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  PSGetConstantBuffers)

◆ void() [43/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  IAGetInputLayout)

◆ void() [44/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  IAGetVertexBuffers)

◆ void() [45/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  IAGetIndexBuffer)

◆ void() [46/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GSGetConstantBuffers)

◆ void() [47/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GSGetShader)

◆ void() [48/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  IAGetPrimitiveTopology)

◆ void() [49/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  VSGetShaderResources)

◆ void() [50/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  VSGetSamplers)

◆ void() [51/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GetPredication)

◆ void() [52/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GSGetShaderResources)

◆ void() [53/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GSGetSamplers)

◆ void() [54/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  OMGetRenderTargets)

◆ void() [55/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  OMGetBlendState)

◆ void() [56/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  OMGetDepthStencilState)

◆ void() [57/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  SOGetTargets)

◆ void() [58/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  RSGetState)

◆ void() [59/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  RSGetViewports)

◆ void() [60/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  RSGetScissorRects)

◆ void() [61/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  ClearState)

◆ void() [62/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  Flush)

◆ void() [63/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  CheckCounterInfo)

◆ void() [64/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  SetTextFilterSize)

◆ void() [65/65]

ID3D10DeviceVtbl::void ( STDMETHODCALLTYPE *  GetTextFilterSize)

Member Data Documentation

◆ BaseVertexLocation [1/2]

_In_ UINT _In_ UINT _In_ INT ID3D10DeviceVtbl::BaseVertexLocation

◆ BaseVertexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT _In_ INT ID3D10DeviceVtbl::BaseVertexLocation

◆ BlendFactor [1/2]

_In_opt_ ID3D10BlendState _In_ const FLOAT ID3D10DeviceVtbl::BlendFactor[4]

◆ BlendFactor [2/2]

_Out_opt_ ID3D10BlendState _Out_opt_ FLOAT ID3D10DeviceVtbl::BlendFactor[4]

◆ BytecodeLength

_In_ SIZE_T ID3D10DeviceVtbl::BytecodeLength

◆ ClearFlags

_In_ ID3D10DepthStencilView _In_ UINT ID3D10DeviceVtbl::ClearFlags

◆ ColorRGBA

_In_ ID3D10RenderTargetView _In_ const FLOAT ID3D10DeviceVtbl::ColorRGBA[4]

◆ DataSize

_In_ REFGUID _In_ UINT ID3D10DeviceVtbl::DataSize

◆ Depth

_In_ ID3D10DepthStencilView _In_ UINT _In_ FLOAT ID3D10DeviceVtbl::Depth

◆ DstSubresource

_In_ ID3D10Resource _In_ UINT ID3D10DeviceVtbl::DstSubresource

◆ DstX

_In_ ID3D10Resource _In_ UINT _In_ UINT ID3D10DeviceVtbl::DstX

◆ DstY

_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT ID3D10DeviceVtbl::DstY

◆ DstZ

_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT ID3D10DeviceVtbl::DstZ

◆ Format [1/4]

_In_ DXGI_FORMAT ID3D10DeviceVtbl::Format

◆ Format [2/4]

_In_ ID3D10Resource _In_ UINT _In_ ID3D10Resource _In_ UINT _In_ DXGI_FORMAT ID3D10DeviceVtbl::Format

◆ Format [3/4]

_Out_opt_ ID3D10Buffer _Out_opt_ DXGI_FORMAT* ID3D10DeviceVtbl::Format

◆ Format [4/4]

_In_ DXGI_FORMAT ID3D10DeviceVtbl::Format

◆ guid

_In_ REFGUID ID3D10DeviceVtbl::guid

◆ Height

_In_ UINT _In_ UINT ID3D10DeviceVtbl::Height

◆ hResource

_In_ HANDLE ID3D10DeviceVtbl::hResource

◆ IndexCount

_In_ UINT ID3D10DeviceVtbl::IndexCount

◆ IndexCountPerInstance

_In_ UINT ID3D10DeviceVtbl::IndexCountPerInstance

◆ InstanceCount

_In_ UINT _In_ UINT ID3D10DeviceVtbl::InstanceCount

◆ NumRects

_Inout_ UINT* ID3D10DeviceVtbl::NumRects

◆ NumViewports

_Inout_ UINT* ID3D10DeviceVtbl::NumViewports

◆ Offset [1/2]

_In_opt_ ID3D10Buffer _In_ DXGI_FORMAT _In_ UINT ID3D10DeviceVtbl::Offset

◆ Offset [2/2]

_Out_opt_ ID3D10Buffer _Out_opt_ DXGI_FORMAT _Out_opt_ UINT* ID3D10DeviceVtbl::Offset

◆ OutputStreamStride

_In_ SIZE_T _In_ UINT ID3D10DeviceVtbl::OutputStreamStride

◆ pActiveCounters

_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT* ID3D10DeviceVtbl::pActiveCounters

◆ pBlendState

_In_opt_ ID3D10BlendState* ID3D10DeviceVtbl::pBlendState

◆ pBlendStateDesc

_In_ const D3D10_BLEND_DESC* ID3D10DeviceVtbl::pBlendStateDesc

◆ pCounterDesc

_In_ const D3D10_COUNTER_DESC* ID3D10DeviceVtbl::pCounterDesc

◆ pCounterInfo

_Out_ D3D10_COUNTER_INFO* ID3D10DeviceVtbl::pCounterInfo

◆ pData [1/2]

_In_ REFGUID _Inout_ UINT _Out_writes_bytes_opt_ pDataSize void* ID3D10DeviceVtbl::pData

◆ pData [2/2]

_In_ REFGUID _In_opt_ const IUnknown* ID3D10DeviceVtbl::pData

◆ pDataSize

_In_ REFGUID _Inout_ UINT* ID3D10DeviceVtbl::pDataSize

◆ pDepthStencilDesc

_In_ const D3D10_DEPTH_STENCIL_DESC* ID3D10DeviceVtbl::pDepthStencilDesc

◆ pDepthStencilState

_In_opt_ ID3D10DepthStencilState* ID3D10DeviceVtbl::pDepthStencilState

◆ pDepthStencilView [1/2]

_In_opt_ ID3D10DepthStencilView* ID3D10DeviceVtbl::pDepthStencilView

◆ pDepthStencilView [2/2]

_In_ ID3D10DepthStencilView* ID3D10DeviceVtbl::pDepthStencilView

◆ pDesc [1/8]

_In_ const D3D10_BUFFER_DESC* ID3D10DeviceVtbl::pDesc

◆ pDesc [2/8]

_In_ const D3D10_TEXTURE1D_DESC* ID3D10DeviceVtbl::pDesc

◆ pDesc [3/8]

_In_ const D3D10_TEXTURE2D_DESC* ID3D10DeviceVtbl::pDesc

◆ pDesc [4/8]

_In_ const D3D10_TEXTURE3D_DESC* ID3D10DeviceVtbl::pDesc

◆ pDesc [5/8]

_In_ ID3D10Resource _In_opt_ const D3D10_SHADER_RESOURCE_VIEW_DESC* ID3D10DeviceVtbl::pDesc

◆ pDesc [6/8]

_In_ ID3D10Resource _In_opt_ const D3D10_RENDER_TARGET_VIEW_DESC* ID3D10DeviceVtbl::pDesc

◆ pDesc [7/8]

_In_ ID3D10Resource _In_opt_ const D3D10_DEPTH_STENCIL_VIEW_DESC* ID3D10DeviceVtbl::pDesc

◆ pDesc [8/8]

_In_ const D3D10_COUNTER_DESC* ID3D10DeviceVtbl::pDesc

◆ pDescriptionLength

_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pUnitsLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pDescriptionLength LPSTR _Inout_opt_ UINT* ID3D10DeviceVtbl::pDescriptionLength

◆ pDstBox

_In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOX* ID3D10DeviceVtbl::pDstBox

◆ pDstResource

_In_ ID3D10Resource * ID3D10DeviceVtbl::pDstResource

◆ pFormatSupport

_In_ DXGI_FORMAT _Out_ UINT* ID3D10DeviceVtbl::pFormatSupport

◆ pHeight

_Out_opt_ UINT _Out_opt_ UINT* ID3D10DeviceVtbl::pHeight

◆ pIndexBuffer [1/2]

_In_opt_ ID3D10Buffer* ID3D10DeviceVtbl::pIndexBuffer

◆ pIndexBuffer [2/2]

_Out_opt_ ID3D10Buffer** ID3D10DeviceVtbl::pIndexBuffer

◆ pInitialData

_In_ const D3D10_BUFFER_DESC _In_opt_ const D3D10_SUBRESOURCE_DATA* ID3D10DeviceVtbl::pInitialData

◆ pInputLayout

_In_opt_ ID3D10InputLayout* ID3D10DeviceVtbl::pInputLayout

◆ pNameLength

_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT* ID3D10DeviceVtbl::pNameLength

◆ pNumQualityLevels

_In_ DXGI_FORMAT _In_ UINT _Out_ UINT* ID3D10DeviceVtbl::pNumQualityLevels

◆ ppBlendState [1/2]

_Out_opt_ ID3D10BlendState** ID3D10DeviceVtbl::ppBlendState

◆ ppBlendState [2/2]

_In_ const D3D10_BLEND_DESC _Out_opt_ ID3D10BlendState** ID3D10DeviceVtbl::ppBlendState

◆ ppBuffer

_In_ const D3D10_BUFFER_DESC _In_opt_ const D3D10_SUBRESOURCE_DATA _Out_opt_ ID3D10Buffer** ID3D10DeviceVtbl::ppBuffer

◆ ppCounter

_In_ const D3D10_COUNTER_DESC _Out_opt_ ID3D10Counter** ID3D10DeviceVtbl::ppCounter

◆ ppDepthStencilState [1/2]

_Out_opt_ ID3D10DepthStencilState** ID3D10DeviceVtbl::ppDepthStencilState

◆ ppDepthStencilState [2/2]

_In_ const D3D10_DEPTH_STENCIL_DESC _Out_opt_ ID3D10DepthStencilState** ID3D10DeviceVtbl::ppDepthStencilState

◆ ppDepthStencilView [1/2]

_Out_opt_ ID3D10DepthStencilView** ID3D10DeviceVtbl::ppDepthStencilView

◆ ppDepthStencilView [2/2]

_In_ ID3D10Resource _In_opt_ const D3D10_DEPTH_STENCIL_VIEW_DESC _Out_opt_ ID3D10DepthStencilView** ID3D10DeviceVtbl::ppDepthStencilView

◆ ppGeometryShader [1/3]

_Out_ ID3D10GeometryShader** ID3D10DeviceVtbl::ppGeometryShader

◆ ppGeometryShader [2/3]

_In_ SIZE_T _Out_opt_ ID3D10GeometryShader** ID3D10DeviceVtbl::ppGeometryShader

◆ ppGeometryShader [3/3]

_In_ SIZE_T _In_ UINT _Out_opt_ ID3D10GeometryShader** ID3D10DeviceVtbl::ppGeometryShader

◆ ppInputLayout [1/2]

_Out_ ID3D10InputLayout** ID3D10DeviceVtbl::ppInputLayout

◆ ppInputLayout [2/2]

_In_ SIZE_T _Out_opt_ ID3D10InputLayout** ID3D10DeviceVtbl::ppInputLayout

◆ pPixelShader

_In_opt_ ID3D10PixelShader* ID3D10DeviceVtbl::pPixelShader

◆ ppPixelShader [1/2]

_Out_ ID3D10PixelShader** ID3D10DeviceVtbl::ppPixelShader

◆ ppPixelShader [2/2]

_In_ SIZE_T _Out_opt_ ID3D10PixelShader** ID3D10DeviceVtbl::ppPixelShader

◆ ppPredicate [1/2]

_Out_opt_ ID3D10Predicate** ID3D10DeviceVtbl::ppPredicate

◆ ppPredicate [2/2]

_In_ const D3D10_QUERY_DESC _Out_opt_ ID3D10Predicate** ID3D10DeviceVtbl::ppPredicate

◆ ppQuery

_In_ const D3D10_QUERY_DESC _Out_opt_ ID3D10Query** ID3D10DeviceVtbl::ppQuery

◆ ppRasterizerState [1/2]

_Out_ ID3D10RasterizerState** ID3D10DeviceVtbl::ppRasterizerState

◆ ppRasterizerState [2/2]

_In_ const D3D10_RASTERIZER_DESC _Out_opt_ ID3D10RasterizerState** ID3D10DeviceVtbl::ppRasterizerState

◆ pPredicate

_In_opt_ ID3D10Predicate* ID3D10DeviceVtbl::pPredicate

◆ pPredicateDesc

_In_ const D3D10_QUERY_DESC* ID3D10DeviceVtbl::pPredicateDesc

◆ pPredicateValue

_Out_opt_ ID3D10Predicate _Out_opt_ BOOL* ID3D10DeviceVtbl::pPredicateValue

◆ ppResource

_In_ HANDLE _In_ REFIID _Out_opt_ void** ID3D10DeviceVtbl::ppResource

◆ ppRTView

_In_ ID3D10Resource _In_opt_ const D3D10_RENDER_TARGET_VIEW_DESC _Out_opt_ ID3D10RenderTargetView** ID3D10DeviceVtbl::ppRTView

◆ ppSamplerState

_In_ const D3D10_SAMPLER_DESC _Out_opt_ ID3D10SamplerState** ID3D10DeviceVtbl::ppSamplerState

◆ ppSRView

_In_ ID3D10Resource _In_opt_ const D3D10_SHADER_RESOURCE_VIEW_DESC _Out_opt_ ID3D10ShaderResourceView** ID3D10DeviceVtbl::ppSRView

◆ ppTexture1D

_In_ const D3D10_TEXTURE1D_DESC _Out_ ID3D10Texture1D** ID3D10DeviceVtbl::ppTexture1D

◆ ppTexture2D

_In_ const D3D10_TEXTURE2D_DESC _Out_ ID3D10Texture2D** ID3D10DeviceVtbl::ppTexture2D

◆ ppTexture3D

_In_ const D3D10_TEXTURE3D_DESC _Out_ ID3D10Texture3D** ID3D10DeviceVtbl::ppTexture3D

◆ ppVertexShader [1/2]

_Out_ ID3D10VertexShader** ID3D10DeviceVtbl::ppVertexShader

◆ ppVertexShader [2/2]

_In_ SIZE_T _Out_opt_ ID3D10VertexShader** ID3D10DeviceVtbl::ppVertexShader

◆ ppvObject

BEGIN_INTERFACE REFIID _COM_Outptr_ void** ID3D10DeviceVtbl::ppvObject

◆ pQueryDesc

_In_ const D3D10_QUERY_DESC* ID3D10DeviceVtbl::pQueryDesc

◆ pRasterizerDesc

_In_ const D3D10_RASTERIZER_DESC* ID3D10DeviceVtbl::pRasterizerDesc

◆ pRasterizerState

_In_opt_ ID3D10RasterizerState* ID3D10DeviceVtbl::pRasterizerState

◆ pRects

_Inout_ UINT _Out_writes_opt_ NumRects D3D10_RECT* ID3D10DeviceVtbl::pRects

◆ PredicateValue

_In_opt_ ID3D10Predicate _In_ BOOL ID3D10DeviceVtbl::PredicateValue

◆ pRenderTargetView

_In_ ID3D10RenderTargetView* ID3D10DeviceVtbl::pRenderTargetView

◆ pResource

_In_ ID3D10Resource * ID3D10DeviceVtbl::pResource

◆ pSampleMask

_Out_opt_ ID3D10BlendState _Out_opt_ FLOAT _Out_opt_ UINT* ID3D10DeviceVtbl::pSampleMask

◆ pSamplerDesc

_In_ const D3D10_SAMPLER_DESC* ID3D10DeviceVtbl::pSamplerDesc

◆ pShader

_In_opt_ ID3D10GeometryShader* ID3D10DeviceVtbl::pShader

◆ pShaderResourceView

_In_ ID3D10ShaderResourceView* ID3D10DeviceVtbl::pShaderResourceView

◆ pSrcBox

_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOX* ID3D10DeviceVtbl::pSrcBox

◆ pSrcData

_In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOX _In_ const void* ID3D10DeviceVtbl::pSrcData

◆ pSrcResource [1/3]

_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D10Resource* ID3D10DeviceVtbl::pSrcResource

◆ pSrcResource [2/3]

_In_ ID3D10Resource _In_ ID3D10Resource* ID3D10DeviceVtbl::pSrcResource

◆ pSrcResource [3/3]

_In_ ID3D10Resource _In_ UINT _In_ ID3D10Resource* ID3D10DeviceVtbl::pSrcResource

◆ pStencilRef

_Out_opt_ ID3D10DepthStencilState _Out_opt_ UINT* ID3D10DeviceVtbl::pStencilRef

◆ pTopology

_Out_ D3D10_PRIMITIVE_TOPOLOGY* ID3D10DeviceVtbl::pTopology

◆ pType

_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE* ID3D10DeviceVtbl::pType

◆ pUnitsLength

_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pUnitsLength LPSTR _Inout_opt_ UINT* ID3D10DeviceVtbl::pUnitsLength

◆ pVertexShader

_In_opt_ ID3D10VertexShader* ID3D10DeviceVtbl::pVertexShader

◆ pViewports

_Inout_ UINT _Out_writes_opt_ NumViewports D3D10_VIEWPORT* ID3D10DeviceVtbl::pViewports

◆ pWidth

_Out_opt_ UINT* ID3D10DeviceVtbl::pWidth

◆ RaiseFlags

UINT ID3D10DeviceVtbl::RaiseFlags

◆ ReturnedInterface

_In_ HANDLE _In_ REFIID ID3D10DeviceVtbl::ReturnedInterface

◆ riid

BEGIN_INTERFACE REFIID ID3D10DeviceVtbl::riid

◆ SampleCount

_In_ DXGI_FORMAT _In_ UINT ID3D10DeviceVtbl::SampleCount

◆ SampleMask

_In_opt_ ID3D10BlendState _In_ const FLOAT _In_ UINT ID3D10DeviceVtbl::SampleMask

◆ SrcDepthPitch

_In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOX _In_ const void _In_ UINT _In_ UINT ID3D10DeviceVtbl::SrcDepthPitch

◆ SrcRowPitch

_In_ ID3D10Resource _In_ UINT _In_opt_ const D3D10_BOX _In_ const void _In_ UINT ID3D10DeviceVtbl::SrcRowPitch

◆ SrcSubresource [1/2]

_In_ ID3D10Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D10Resource _In_ UINT ID3D10DeviceVtbl::SrcSubresource

◆ SrcSubresource [2/2]

_In_ ID3D10Resource _In_ UINT _In_ ID3D10Resource _In_ UINT ID3D10DeviceVtbl::SrcSubresource

◆ StartIndexLocation [1/2]

_In_ UINT _In_ UINT ID3D10DeviceVtbl::StartIndexLocation

◆ StartIndexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT ID3D10DeviceVtbl::StartIndexLocation

◆ StartInstanceLocation [1/2]

_In_ UINT _In_ UINT _In_ UINT _In_ INT _In_ UINT ID3D10DeviceVtbl::StartInstanceLocation

◆ StartInstanceLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT _In_ UINT ID3D10DeviceVtbl::StartInstanceLocation

◆ StartVertexLocation [1/2]

_In_ UINT _In_ UINT ID3D10DeviceVtbl::StartVertexLocation

◆ StartVertexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT ID3D10DeviceVtbl::StartVertexLocation

◆ Stencil

_In_ ID3D10DepthStencilView _In_ UINT _In_ FLOAT _In_ UINT8 ID3D10DeviceVtbl::Stencil

◆ StencilRef

_In_opt_ ID3D10DepthStencilState _In_ UINT ID3D10DeviceVtbl::StencilRef

◆ szDescription

_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pUnitsLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pDescriptionLength LPSTR ID3D10DeviceVtbl::szDescription

◆ szName

_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR ID3D10DeviceVtbl::szName

◆ szUnits

_In_ const D3D10_COUNTER_DESC _Out_ D3D10_COUNTER_TYPE _Out_ UINT _Out_writes_opt_ pNameLength LPSTR _Inout_opt_ UINT _Out_writes_opt_ pUnitsLength LPSTR ID3D10DeviceVtbl::szUnits

◆ Topology

_In_ D3D10_PRIMITIVE_TOPOLOGY ID3D10DeviceVtbl::Topology

◆ VertexCount

_In_ UINT ID3D10DeviceVtbl::VertexCount

◆ VertexCountPerInstance

_In_ UINT ID3D10DeviceVtbl::VertexCountPerInstance

◆ Width

_In_ UINT ID3D10DeviceVtbl::Width

The documentation for this struct was generated from the following file: