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ID3D11DeviceContext1Vtbl Struct Reference

#include <d3d11_1.h>

Collaboration diagram for ID3D11DeviceContext1Vtbl:
[legend]

Public Member Functions

BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE *QueryInterface)(ID3D11DeviceContext1 *This
 
 ULONG (STDMETHODCALLTYPE *AddRef)(ID3D11DeviceContext1 *This)
 
 ULONG (STDMETHODCALLTYPE *Release)(ID3D11DeviceContext1 *This)
 
 void (STDMETHODCALLTYPE *GetDevice)(ID3D11DeviceContext1 *This
 
 HRESULT (STDMETHODCALLTYPE *GetPrivateData)(ID3D11DeviceContext1 *This
 
 HRESULT (STDMETHODCALLTYPE *SetPrivateData)(ID3D11DeviceContext1 *This
 
_In_ REFGUID _In_ UINT _In_reads_bytes_opt_ (DataSize) const void *pData)
 
 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *VSSetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *PSSetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *PSSetShader)(ID3D11DeviceContext1 *This
 
_In_opt_ ID3D11PixelShader _In_reads_opt_ (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *PSSetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *VSSetShader)(ID3D11DeviceContext1 *This
 
_In_opt_ ID3D11VertexShader _In_reads_opt_ (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *DrawIndexed)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *Draw)(ID3D11DeviceContext1 *This
 
 HRESULT (STDMETHODCALLTYPE *Map)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *Unmap)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *PSSetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *IASetInputLayout)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *IASetVertexBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppVertexBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pStrides
 
 _In_reads_opt_ (NumBuffers) const UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *IASetIndexBuffer)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *DrawIndexedInstanced)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *DrawInstanced)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *GSSetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *GSSetShader)(ID3D11DeviceContext1 *This
 
_In_opt_ ID3D11GeometryShader _In_reads_opt_ (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *VSSetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *VSSetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *Begin)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *End)(ID3D11DeviceContext1 *This
 
 HRESULT (STDMETHODCALLTYPE *GetData)(ID3D11DeviceContext1 *This
 
_In_ ID3D11Asynchronous _Out_writes_bytes_opt_ (DataSize) void *pData
 
 void (STDMETHODCALLTYPE *SetPredication)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *GSSetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *GSSetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *OMSetRenderTargets)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D11RenderTargetView *const *ppRenderTargetViews
 
 void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)(ID3D11DeviceContext1 *This
 
_In_ UINT _In_reads_opt_ (NumRTVs) ID3D11RenderTargetView *const *ppRenderTargetViews
 
_In_ UINT _In_opt_ ID3D11DepthStencilView _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - 1) UINT UAVStartSlot
 
_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT _In_reads_opt_ (NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews
 
_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT _In_reads_opt_ (NumUAVs) const UINT *pUAVInitialCounts)
 
 void (STDMETHODCALLTYPE *OMSetBlendState)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *OMSetDepthStencilState)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *SOSetTargets)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_SO_BUFFER_SLOT_COUNT) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppSOTargets
 
 _In_reads_opt_ (NumBuffers) const UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *DrawAuto)(ID3D11DeviceContext1 *This)
 
 void (STDMETHODCALLTYPE *DrawIndexedInstancedIndirect)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *DrawInstancedIndirect)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *Dispatch)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *DispatchIndirect)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *RSSetState)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *RSSetViewports)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumViewports
 
 _In_reads_opt_ (NumViewports) const D3D11_VIEWPORT *pViewports)
 
 void (STDMETHODCALLTYPE *RSSetScissorRects)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumRects
 
 _In_reads_opt_ (NumRects) const D3D11_RECT *pRects)
 
 void (STDMETHODCALLTYPE *CopySubresourceRegion)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *CopyResource)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *UpdateSubresource)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *CopyStructureCount)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *ClearRenderTargetView)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *ClearUnorderedAccessViewUint)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *ClearDepthStencilView)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *GenerateMips)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *SetResourceMinLOD)(ID3D11DeviceContext1 *This
 
 FLOAT (STDMETHODCALLTYPE *GetResourceMinLOD)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *ResolveSubresource)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *ExecuteCommandList)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *HSSetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *HSSetShader)(ID3D11DeviceContext1 *This
 
_In_opt_ ID3D11HullShader _In_reads_opt_ (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *HSSetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *HSSetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *DSSetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *DSSetShader)(ID3D11DeviceContext1 *This
 
_In_opt_ ID3D11DomainShader _In_reads_opt_ (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *DSSetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *DSSetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *CSSetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - StartSlot) UINT NumUAVs
 
 _In_reads_opt_ (NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews
 
 _In_reads_opt_ (NumUAVs) const UINT *pUAVInitialCounts)
 
 void (STDMETHODCALLTYPE *CSSetShader)(ID3D11DeviceContext1 *This
 
_In_opt_ ID3D11ComputeShader _In_reads_opt_ (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *CSSetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _In_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *CSSetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *VSGetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *PSGetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *PSGetShader)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *PSGetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *VSGetShader)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *PSGetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *IAGetInputLayout)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *IAGetVertexBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppVertexBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pStrides
 
 _Out_writes_opt_ (NumBuffers) UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *IAGetIndexBuffer)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *GSGetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *GSGetShader)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *VSGetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *VSGetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *GetPredication)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *GSGetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *GSGetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *OMGetRenderTargets)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D11RenderTargetView **ppRenderTargetViews
 
 void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumRTVs
 
 _Out_writes_opt_ (NumRTVs) ID3D11RenderTargetView **ppRenderTargetViews
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilView _In_range_ (0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1) UINT UAVStartSlot
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilView _In_range_ (0, D3D11_PS_CS_UAV_REGISTER_COUNT - UAVStartSlot) UINT NumUAVs
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilView _Out_writes_opt_ (NumUAVs) ID3D11UnorderedAccessView **ppUnorderedAccessViews)
 
 void (STDMETHODCALLTYPE *OMGetBlendState)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *OMGetDepthStencilState)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *SOGetTargets)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_SO_BUFFER_SLOT_COUNT) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppSOTargets)
 
 void (STDMETHODCALLTYPE *RSGetState)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *RSGetViewports)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *RSGetScissorRects)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *HSGetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *HSGetShader)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *HSGetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *HSGetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *DSGetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *DSGetShader)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *DSGetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *DSGetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *CSGetShaderResources)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - StartSlot) UINT NumUAVs
 
 _Out_writes_opt_ (NumUAVs) ID3D11UnorderedAccessView **ppUnorderedAccessViews)
 
 void (STDMETHODCALLTYPE *CSGetShader)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *CSGetSamplers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 _Out_writes_opt_ (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *CSGetConstantBuffers)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *ClearState)(ID3D11DeviceContext1 *This)
 
 void (STDMETHODCALLTYPE *Flush)(ID3D11DeviceContext1 *This)
 
 D3D11_DEVICE_CONTEXT_TYPE (STDMETHODCALLTYPE *GetType)(ID3D11DeviceContext1 *This)
 
 UINT (STDMETHODCALLTYPE *GetContextFlags)(ID3D11DeviceContext1 *This)
 
 HRESULT (STDMETHODCALLTYPE *FinishCommandList)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *CopySubresourceRegion1)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *UpdateSubresource1)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *DiscardResource)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *DiscardView)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *VSSetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pFirstConstant
 
 _In_reads_opt_ (NumBuffers) const UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *HSSetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pFirstConstant
 
 _In_reads_opt_ (NumBuffers) const UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *DSSetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pFirstConstant
 
 _In_reads_opt_ (NumBuffers) const UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *GSSetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pFirstConstant
 
 _In_reads_opt_ (NumBuffers) const UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *PSSetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pFirstConstant
 
 _In_reads_opt_ (NumBuffers) const UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *CSSetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _In_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pFirstConstant
 
 _In_reads_opt_ (NumBuffers) const UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *VSGetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pFirstConstant
 
 _Out_writes_opt_ (NumBuffers) UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *HSGetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pFirstConstant
 
 _Out_writes_opt_ (NumBuffers) UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *DSGetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pFirstConstant
 
 _Out_writes_opt_ (NumBuffers) UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *GSGetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pFirstConstant
 
 _Out_writes_opt_ (NumBuffers) UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *PSGetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pFirstConstant
 
 _Out_writes_opt_ (NumBuffers) UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *CSGetConstantBuffers1)(ID3D11DeviceContext1 *This
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 _Out_writes_opt_ (NumBuffers) ID3D11Buffer **ppConstantBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pFirstConstant
 
 _Out_writes_opt_ (NumBuffers) UINT *pNumConstants)
 
 void (STDMETHODCALLTYPE *SwapDeviceContextState)(ID3D11DeviceContext1 *This
 
 void (STDMETHODCALLTYPE *ClearView)(ID3D11DeviceContext1 *This
 
_In_ ID3D11View _In_ const FLOAT _In_reads_opt_ (NumRects) const D3D11_RECT *pRect
 
 void (STDMETHODCALLTYPE *DiscardView1)(ID3D11DeviceContext1 *This
 
_In_ ID3D11View _In_reads_opt_ (NumRects) const D3D11_RECT *pRects
 

Public Attributes

BEGIN_INTERFACE REFIID riid
 
BEGIN_INTERFACE REFIID _COM_Outptr_ void ** ppvObject
 
_Outptr_ ID3D11Device ** ppDevice
 
_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_opt_ ID3D11PixelShaderpPixelShader
 
_In_opt_ ID3D11PixelShader UINT NumClassInstances
 
_In_opt_ ID3D11VertexShaderpVertexShader
 
_In_opt_ ID3D11VertexShader UINT NumClassInstances
 
_In_ UINT IndexCount
 
_In_ UINT _In_ UINT StartIndexLocation
 
_In_ UINT _In_ UINT _In_ INT BaseVertexLocation
 
_In_ UINT VertexCount
 
_In_ UINT _In_ UINT StartVertexLocation
 
_In_ ID3D11ResourcepResource
 
_In_ ID3D11Resource _In_ UINT Subresource
 
_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP MapType
 
_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP _In_ UINT MapFlags
 
_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP _In_ UINT _Out_opt_ D3D11_MAPPED_SUBRESOURCEpMappedResource
 
_In_opt_ ID3D11InputLayoutpInputLayout
 
_In_opt_ ID3D11BufferpIndexBuffer
 
_In_opt_ ID3D11Buffer _In_ DXGI_FORMAT Format
 
_In_opt_ ID3D11Buffer _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_ ID3D11GeometryShaderpShader
 
_In_opt_ ID3D11GeometryShader UINT NumClassInstances
 
_In_ D3D11_PRIMITIVE_TOPOLOGY Topology
 
_In_ ID3D11AsynchronouspAsync
 
_In_ ID3D11Asynchronous _In_ UINT DataSize
 
_In_ ID3D11Asynchronous _In_ UINT _In_ UINT GetDataFlags
 
_In_opt_ ID3D11PredicatepPredicate
 
_In_opt_ ID3D11Predicate _In_ BOOL PredicateValue
 
_In_opt_ ID3D11DepthStencilViewpDepthStencilView
 
_In_ UINT NumRTVs
 
_In_ UINT _In_opt_ ID3D11DepthStencilViewpDepthStencilView
 
_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT NumUAVs
 
_In_opt_ ID3D11BlendStatepBlendState
 
_In_opt_ ID3D11BlendState _In_opt_ const FLOAT BlendFactor [4]
 
_In_opt_ ID3D11BlendState _In_opt_ const FLOAT _In_ UINT SampleMask
 
_In_opt_ ID3D11DepthStencilStatepDepthStencilState
 
_In_opt_ ID3D11DepthStencilState _In_ UINT StencilRef
 
_In_ ID3D11BufferpBufferForArgs
 
_In_ ID3D11Buffer _In_ UINT AlignedByteOffsetForArgs
 
_In_ UINT ThreadGroupCountX
 
_In_ UINT _In_ UINT ThreadGroupCountY
 
_In_ UINT _In_ UINT _In_ UINT ThreadGroupCountZ
 
_In_opt_ ID3D11RasterizerStatepRasterizerState
 
_In_ ID3D11ResourcepDstResource
 
_In_ ID3D11Resource _In_ UINT DstSubresource
 
_In_ ID3D11Resource _In_ UINT _In_ UINT DstX
 
_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT DstY
 
_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT DstZ
 
_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11ResourcepSrcResource
 
_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource _In_ UINT SrcSubresource
 
_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOXpSrcBox
 
_In_ ID3D11Resource _In_ ID3D11ResourcepSrcResource
 
_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOXpDstBox
 
_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const voidpSrcData
 
_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void _In_ UINT SrcRowPitch
 
_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void _In_ UINT _In_ UINT SrcDepthPitch
 
_In_ ID3D11BufferpDstBuffer
 
_In_ ID3D11Buffer _In_ UINT DstAlignedByteOffset
 
_In_ ID3D11Buffer _In_ UINT _In_ ID3D11UnorderedAccessViewpSrcView
 
_In_ ID3D11RenderTargetViewpRenderTargetView
 
_In_ ID3D11RenderTargetView _In_ const FLOAT ColorRGBA [4]
 
_In_ ID3D11UnorderedAccessViewpUnorderedAccessView
 
_In_ ID3D11UnorderedAccessView _In_ const UINT Values [4]
 
_In_ ID3D11UnorderedAccessView _In_ const FLOAT Values [4]
 
_In_ ID3D11DepthStencilViewpDepthStencilView
 
_In_ ID3D11DepthStencilView _In_ UINT ClearFlags
 
_In_ ID3D11DepthStencilView _In_ UINT _In_ FLOAT Depth
 
_In_ ID3D11DepthStencilView _In_ UINT _In_ FLOAT _In_ UINT8 Stencil
 
_In_ ID3D11ShaderResourceViewpShaderResourceView
 
_In_ ID3D11Resource FLOAT MinLOD
 
_In_ ID3D11Resource _In_ UINT _In_ ID3D11ResourcepSrcResource
 
_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource _In_ UINT SrcSubresource
 
_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource _In_ UINT _In_ DXGI_FORMAT Format
 
_In_ ID3D11CommandListpCommandList
 
_In_ ID3D11CommandList BOOL RestoreContextState
 
_In_opt_ ID3D11HullShaderpHullShader
 
_In_opt_ ID3D11HullShader UINT NumClassInstances
 
_In_opt_ ID3D11DomainShaderpDomainShader
 
_In_opt_ ID3D11DomainShader UINT NumClassInstances
 
_In_opt_ ID3D11ComputeShaderpComputeShader
 
_In_opt_ ID3D11ComputeShader UINT NumClassInstances
 
_Outptr_result_maybenull_ ID3D11PixelShader ** ppPixelShader
 
_Outptr_result_maybenull_ ID3D11PixelShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11PixelShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Outptr_result_maybenull_ ID3D11VertexShader ** ppVertexShader
 
_Outptr_result_maybenull_ ID3D11VertexShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11VertexShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Outptr_result_maybenull_ ID3D11InputLayout ** ppInputLayout
 
_Outptr_opt_result_maybenull_ ID3D11Buffer ** pIndexBuffer
 
_Outptr_opt_result_maybenull_ ID3D11Buffer _Out_opt_ DXGI_FORMATFormat
 
_Outptr_opt_result_maybenull_ ID3D11Buffer _Out_opt_ DXGI_FORMAT _Out_opt_ UINTOffset
 
_Outptr_result_maybenull_ ID3D11GeometryShader ** ppGeometryShader
 
_Outptr_result_maybenull_ ID3D11GeometryShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11GeometryShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Out_ D3D11_PRIMITIVE_TOPOLOGYpTopology
 
_Outptr_opt_result_maybenull_ ID3D11Predicate ** ppPredicate
 
_Outptr_opt_result_maybenull_ ID3D11Predicate _Out_opt_ BOOLpPredicateValue
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ** ppDepthStencilView
 
_Outptr_opt_result_maybenull_ ID3D11BlendState ** ppBlendState
 
_Outptr_opt_result_maybenull_ ID3D11BlendState _Out_opt_ FLOAT BlendFactor [4]
 
_Outptr_opt_result_maybenull_ ID3D11BlendState _Out_opt_ FLOAT _Out_opt_ UINTpSampleMask
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilState ** ppDepthStencilState
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilState _Out_opt_ UINTpStencilRef
 
_Outptr_result_maybenull_ ID3D11RasterizerState ** ppRasterizerState
 
_Inout_ UINTpNumViewports
 
_Inout_ UINT _Out_writes_opt_ pNumViewports D3D11_VIEWPORTpViewports
 
_Inout_ UINTpNumRects
 
_Inout_ UINT _Out_writes_opt_ pNumRects D3D11_RECTpRects
 
_Outptr_result_maybenull_ ID3D11HullShader ** ppHullShader
 
_Outptr_result_maybenull_ ID3D11HullShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11HullShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Outptr_result_maybenull_ ID3D11DomainShader ** ppDomainShader
 
_Outptr_result_maybenull_ ID3D11DomainShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11DomainShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Outptr_result_maybenull_ ID3D11ComputeShader ** ppComputeShader
 
_Outptr_result_maybenull_ ID3D11ComputeShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11ComputeShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
BOOL RestoreDeferredContextState
 
BOOL _COM_Outptr_opt_ ID3D11CommandList ** ppCommandList
 
_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ UINT CopyFlags
 
_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void _In_ UINT _In_ UINT _In_ UINT CopyFlags
 
_In_ ID3D11ViewpResourceView
 
_In_ ID3DDeviceContextStatepState
 
_In_ ID3DDeviceContextState _Outptr_opt_ ID3DDeviceContextState ** ppPreviousState
 
_In_ ID3D11ViewpView
 
_In_ ID3D11View _In_ const FLOAT Color [4]
 
_In_ ID3D11View _In_ const FLOAT UINT NumRects
 
_In_ ID3D11View UINT NumRects
 

Member Function Documentation

◆ _In_range_() [1/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [2/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [3/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [4/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [5/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [6/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [7/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [8/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [9/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [10/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [11/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [12/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [13/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [14/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [15/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [16/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [17/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [18/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [19/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [20/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [21/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT   
)

◆ _In_range_() [22/114]

_In_ UINT _In_opt_ ID3D11DepthStencilView ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT 1 
)

◆ _In_range_() [23/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_SO_BUFFER_SLOT_COUNT   
)

◆ _In_range_() [24/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE   
)

◆ _In_range_() [25/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE   
)

◆ _In_range_() [26/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [27/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [28/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [29/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [30/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [31/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [32/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [33/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [34/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [35/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [36/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [37/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [38/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [39/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [40/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT 1 
)

◆ _In_range_() [41/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT StartSlot 
)

◆ _In_range_() [42/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [43/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [44/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [45/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [46/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [47/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [48/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [49/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [50/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [51/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [52/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [53/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [54/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [55/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [56/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [57/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [58/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [59/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [60/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [61/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [62/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [63/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [64/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [65/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [66/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT   
)

◆ _In_range_() [67/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT   
)

◆ _In_range_() [68/114]

_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_PS_CS_UAV_REGISTER_COUNT 1 
)

◆ _In_range_() [69/114]

_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_PS_CS_UAV_REGISTER_COUNT UAVStartSlot 
)

◆ _In_range_() [70/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_SO_BUFFER_SLOT_COUNT   
)

◆ _In_range_() [71/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [72/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [73/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [74/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [75/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [76/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [77/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [78/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [79/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [80/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [81/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [82/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [83/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [84/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [85/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT 1 
)

◆ _In_range_() [86/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT StartSlot 
)

◆ _In_range_() [87/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [88/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [89/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [90/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [91/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [92/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [93/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [94/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [95/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [96/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [97/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [98/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [99/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [100/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [101/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [102/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [103/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [104/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [105/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [106/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [107/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [108/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [109/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [110/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [111/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [112/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [113/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [114/114]

ID3D11DeviceContext1Vtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_reads_bytes_opt_()

_In_ REFGUID _In_ UINT ID3D11DeviceContext1Vtbl::_In_reads_bytes_opt_ ( DataSize  ) const

◆ _In_reads_opt_() [1/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [2/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [3/57]

_In_opt_ ID3D11PixelShader ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [4/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [5/57]

_In_opt_ ID3D11VertexShader ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [6/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [7/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [8/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [9/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [10/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [11/57]

_In_opt_ ID3D11GeometryShader ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [12/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [13/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [14/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [15/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [16/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [17/57]

_In_ UINT ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumRTVs  ) const

◆ _In_reads_opt_() [18/57]

_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumUAVs  ) const

◆ _In_reads_opt_() [19/57]

_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumUAVs  ) const

◆ _In_reads_opt_() [20/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [21/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [22/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumViewports  ) const

◆ _In_reads_opt_() [23/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumRects  ) const

◆ _In_reads_opt_() [24/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [25/57]

_In_opt_ ID3D11HullShader ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [26/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [27/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [28/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [29/57]

_In_opt_ ID3D11DomainShader ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [30/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [31/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [32/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [33/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumUAVs  ) const

◆ _In_reads_opt_() [34/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumUAVs  ) const

◆ _In_reads_opt_() [35/57]

_In_opt_ ID3D11ComputeShader ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [36/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [37/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [38/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [39/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [40/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [41/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [42/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [43/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [44/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [45/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [46/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [47/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [48/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [49/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [50/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [51/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [52/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [53/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [54/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [55/57]

ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [56/57]

_In_ ID3D11View _In_ const FLOAT ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumRects  ) const

◆ _In_reads_opt_() [57/57]

_In_ ID3D11View ID3D11DeviceContext1Vtbl::_In_reads_opt_ ( NumRects  ) const

◆ _Out_writes_bytes_opt_()

_In_ ID3D11Asynchronous ID3D11DeviceContext1Vtbl::_Out_writes_bytes_opt_ ( DataSize  )

◆ _Out_writes_opt_() [1/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [2/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [3/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [4/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [5/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [6/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [7/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [8/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [9/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [10/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [11/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [12/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [13/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [14/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumRTVs  )

◆ _Out_writes_opt_() [15/44]

_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumUAVs  )

◆ _Out_writes_opt_() [16/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [17/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [18/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [19/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [20/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [21/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [22/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [23/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [24/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumUAVs  )

◆ _Out_writes_opt_() [25/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [26/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [27/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [28/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [29/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [30/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [31/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [32/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [33/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [34/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [35/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [36/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [37/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [38/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [39/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [40/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [41/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [42/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [43/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [44/44]

ID3D11DeviceContext1Vtbl::_Out_writes_opt_ ( NumBuffers  )

◆ D3D11_DEVICE_CONTEXT_TYPE()

ID3D11DeviceContext1Vtbl::D3D11_DEVICE_CONTEXT_TYPE ( STDMETHODCALLTYPE *  GetType)

◆ FLOAT()

ID3D11DeviceContext1Vtbl::FLOAT ( STDMETHODCALLTYPE *  GetResourceMinLOD)

◆ HRESULT() [1/7]

BEGIN_INTERFACE ID3D11DeviceContext1Vtbl::HRESULT ( STDMETHODCALLTYPE *  QueryInterface)

◆ HRESULT() [2/7]

ID3D11DeviceContext1Vtbl::HRESULT ( STDMETHODCALLTYPE *  GetPrivateData)

◆ HRESULT() [3/7]

ID3D11DeviceContext1Vtbl::HRESULT ( STDMETHODCALLTYPE *  SetPrivateData)

◆ HRESULT() [4/7]

ID3D11DeviceContext1Vtbl::HRESULT ( STDMETHODCALLTYPE *  SetPrivateDataInterface)

◆ HRESULT() [5/7]

ID3D11DeviceContext1Vtbl::HRESULT ( STDMETHODCALLTYPE *  Map)

◆ HRESULT() [6/7]

ID3D11DeviceContext1Vtbl::HRESULT ( STDMETHODCALLTYPE *  GetData)

◆ HRESULT() [7/7]

ID3D11DeviceContext1Vtbl::HRESULT ( STDMETHODCALLTYPE *  FinishCommandList)

◆ UINT()

ID3D11DeviceContext1Vtbl::UINT ( STDMETHODCALLTYPE *  GetContextFlags)

◆ ULONG() [1/2]

ID3D11DeviceContext1Vtbl::ULONG ( STDMETHODCALLTYPE *  AddRef)

◆ ULONG() [2/2]

ID3D11DeviceContext1Vtbl::ULONG ( STDMETHODCALLTYPE *  Release)

◆ void() [1/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GetDevice)

◆ void() [2/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSSetConstantBuffers)

◆ void() [3/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSSetShaderResources)

◆ void() [4/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSSetShader)

◆ void() [5/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSSetSamplers)

◆ void() [6/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSSetShader)

◆ void() [7/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DrawIndexed)

◆ void() [8/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  Draw)

◆ void() [9/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  Unmap)

◆ void() [10/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSSetConstantBuffers)

◆ void() [11/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  IASetInputLayout)

◆ void() [12/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  IASetVertexBuffers)

◆ void() [13/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  IASetIndexBuffer)

◆ void() [14/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DrawIndexedInstanced)

◆ void() [15/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DrawInstanced)

◆ void() [16/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSSetConstantBuffers)

◆ void() [17/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSSetShader)

◆ void() [18/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  IASetPrimitiveTopology)

◆ void() [19/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSSetShaderResources)

◆ void() [20/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSSetSamplers)

◆ void() [21/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  Begin)

◆ void() [22/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  End)

◆ void() [23/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  SetPredication)

◆ void() [24/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSSetShaderResources)

◆ void() [25/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSSetSamplers)

◆ void() [26/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  OMSetRenderTargets)

◆ void() [27/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  OMSetRenderTargetsAndUnorderedAccessViews)

◆ void() [28/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  OMSetBlendState)

◆ void() [29/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  OMSetDepthStencilState)

◆ void() [30/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  SOSetTargets)

◆ void() [31/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DrawAuto)

◆ void() [32/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DrawIndexedInstancedIndirect)

◆ void() [33/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DrawInstancedIndirect)

◆ void() [34/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  Dispatch)

◆ void() [35/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DispatchIndirect)

◆ void() [36/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  RSSetState)

◆ void() [37/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  RSSetViewports)

◆ void() [38/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  RSSetScissorRects)

◆ void() [39/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CopySubresourceRegion)

◆ void() [40/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CopyResource)

◆ void() [41/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  UpdateSubresource)

◆ void() [42/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CopyStructureCount)

◆ void() [43/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  ClearRenderTargetView)

◆ void() [44/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  ClearUnorderedAccessViewUint)

◆ void() [45/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  ClearUnorderedAccessViewFloat)

◆ void() [46/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  ClearDepthStencilView)

◆ void() [47/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GenerateMips)

◆ void() [48/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  SetResourceMinLOD)

◆ void() [49/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  ResolveSubresource)

◆ void() [50/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  ExecuteCommandList)

◆ void() [51/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSSetShaderResources)

◆ void() [52/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSSetShader)

◆ void() [53/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSSetSamplers)

◆ void() [54/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSSetConstantBuffers)

◆ void() [55/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSSetShaderResources)

◆ void() [56/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSSetShader)

◆ void() [57/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSSetSamplers)

◆ void() [58/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSSetConstantBuffers)

◆ void() [59/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSSetShaderResources)

◆ void() [60/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSSetUnorderedAccessViews)

◆ void() [61/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSSetShader)

◆ void() [62/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSSetSamplers)

◆ void() [63/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSSetConstantBuffers)

◆ void() [64/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSGetConstantBuffers)

◆ void() [65/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSGetShaderResources)

◆ void() [66/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSGetShader)

◆ void() [67/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSGetSamplers)

◆ void() [68/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSGetShader)

◆ void() [69/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSGetConstantBuffers)

◆ void() [70/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  IAGetInputLayout)

◆ void() [71/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  IAGetVertexBuffers)

◆ void() [72/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  IAGetIndexBuffer)

◆ void() [73/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSGetConstantBuffers)

◆ void() [74/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSGetShader)

◆ void() [75/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  IAGetPrimitiveTopology)

◆ void() [76/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSGetShaderResources)

◆ void() [77/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSGetSamplers)

◆ void() [78/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GetPredication)

◆ void() [79/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSGetShaderResources)

◆ void() [80/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSGetSamplers)

◆ void() [81/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  OMGetRenderTargets)

◆ void() [82/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  OMGetRenderTargetsAndUnorderedAccessViews)

◆ void() [83/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  OMGetBlendState)

◆ void() [84/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  OMGetDepthStencilState)

◆ void() [85/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  SOGetTargets)

◆ void() [86/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  RSGetState)

◆ void() [87/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  RSGetViewports)

◆ void() [88/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  RSGetScissorRects)

◆ void() [89/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSGetShaderResources)

◆ void() [90/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSGetShader)

◆ void() [91/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSGetSamplers)

◆ void() [92/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSGetConstantBuffers)

◆ void() [93/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSGetShaderResources)

◆ void() [94/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSGetShader)

◆ void() [95/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSGetSamplers)

◆ void() [96/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSGetConstantBuffers)

◆ void() [97/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSGetShaderResources)

◆ void() [98/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSGetUnorderedAccessViews)

◆ void() [99/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSGetShader)

◆ void() [100/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSGetSamplers)

◆ void() [101/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSGetConstantBuffers)

◆ void() [102/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  ClearState)

◆ void() [103/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  Flush)

◆ void() [104/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CopySubresourceRegion1)

◆ void() [105/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  UpdateSubresource1)

◆ void() [106/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DiscardResource)

◆ void() [107/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DiscardView)

◆ void() [108/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSSetConstantBuffers1)

◆ void() [109/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSSetConstantBuffers1)

◆ void() [110/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSSetConstantBuffers1)

◆ void() [111/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSSetConstantBuffers1)

◆ void() [112/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSSetConstantBuffers1)

◆ void() [113/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSSetConstantBuffers1)

◆ void() [114/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  VSGetConstantBuffers1)

◆ void() [115/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  HSGetConstantBuffers1)

◆ void() [116/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DSGetConstantBuffers1)

◆ void() [117/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  GSGetConstantBuffers1)

◆ void() [118/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  PSGetConstantBuffers1)

◆ void() [119/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  CSGetConstantBuffers1)

◆ void() [120/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  SwapDeviceContextState)

◆ void() [121/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  ClearView)

◆ void() [122/122]

ID3D11DeviceContext1Vtbl::void ( STDMETHODCALLTYPE *  DiscardView1)

Member Data Documentation

◆ AlignedByteOffsetForArgs

_In_ ID3D11Buffer _In_ UINT ID3D11DeviceContext1Vtbl::AlignedByteOffsetForArgs

◆ BaseVertexLocation [1/2]

_In_ UINT _In_ UINT _In_ INT ID3D11DeviceContext1Vtbl::BaseVertexLocation

◆ BaseVertexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT _In_ INT ID3D11DeviceContext1Vtbl::BaseVertexLocation

◆ BlendFactor [1/2]

_In_opt_ ID3D11BlendState _In_opt_ const FLOAT ID3D11DeviceContext1Vtbl::BlendFactor[4]

◆ BlendFactor [2/2]

_Outptr_opt_result_maybenull_ ID3D11BlendState _Out_opt_ FLOAT ID3D11DeviceContext1Vtbl::BlendFactor[4]

◆ ClearFlags

_In_ ID3D11DepthStencilView _In_ UINT ID3D11DeviceContext1Vtbl::ClearFlags

◆ Color

_In_ ID3D11View _In_ const FLOAT ID3D11DeviceContext1Vtbl::Color[4]

◆ ColorRGBA

_In_ ID3D11RenderTargetView _In_ const FLOAT ID3D11DeviceContext1Vtbl::ColorRGBA[4]

◆ CopyFlags [1/2]

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ UINT ID3D11DeviceContext1Vtbl::CopyFlags

◆ CopyFlags [2/2]

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void _In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::CopyFlags

◆ DataSize [1/2]

_In_ REFGUID _In_ UINT ID3D11DeviceContext1Vtbl::DataSize

◆ DataSize [2/2]

_In_ ID3D11Asynchronous _In_ UINT ID3D11DeviceContext1Vtbl::DataSize

◆ Depth

_In_ ID3D11DepthStencilView _In_ UINT _In_ FLOAT ID3D11DeviceContext1Vtbl::Depth

◆ DstAlignedByteOffset

_In_ ID3D11Buffer _In_ UINT ID3D11DeviceContext1Vtbl::DstAlignedByteOffset

◆ DstSubresource

_In_ ID3D11Resource _In_ UINT ID3D11DeviceContext1Vtbl::DstSubresource

◆ DstX

_In_ ID3D11Resource _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::DstX

◆ DstY

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::DstY

◆ DstZ

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::DstZ

◆ Format [1/3]

_In_opt_ ID3D11Buffer _In_ DXGI_FORMAT ID3D11DeviceContext1Vtbl::Format

◆ Format [2/3]

_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource _In_ UINT _In_ DXGI_FORMAT ID3D11DeviceContext1Vtbl::Format

◆ Format [3/3]

_Outptr_opt_result_maybenull_ ID3D11Buffer _Out_opt_ DXGI_FORMAT* ID3D11DeviceContext1Vtbl::Format

◆ GetDataFlags

_In_ ID3D11Asynchronous _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::GetDataFlags

◆ guid

_In_ REFGUID ID3D11DeviceContext1Vtbl::guid

◆ IndexCount

_In_ UINT ID3D11DeviceContext1Vtbl::IndexCount

◆ IndexCountPerInstance

_In_ UINT ID3D11DeviceContext1Vtbl::IndexCountPerInstance

◆ InstanceCount

_In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::InstanceCount

◆ MapFlags

_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP _In_ UINT ID3D11DeviceContext1Vtbl::MapFlags

◆ MapType

_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP ID3D11DeviceContext1Vtbl::MapType

◆ MinLOD

_In_ ID3D11Resource FLOAT ID3D11DeviceContext1Vtbl::MinLOD

◆ NumClassInstances [1/6]

_In_opt_ ID3D11PixelShader UINT ID3D11DeviceContext1Vtbl::NumClassInstances

◆ NumClassInstances [2/6]

_In_opt_ ID3D11VertexShader UINT ID3D11DeviceContext1Vtbl::NumClassInstances

◆ NumClassInstances [3/6]

_In_opt_ ID3D11GeometryShader UINT ID3D11DeviceContext1Vtbl::NumClassInstances

◆ NumClassInstances [4/6]

_In_opt_ ID3D11HullShader UINT ID3D11DeviceContext1Vtbl::NumClassInstances

◆ NumClassInstances [5/6]

_In_opt_ ID3D11DomainShader UINT ID3D11DeviceContext1Vtbl::NumClassInstances

◆ NumClassInstances [6/6]

_In_opt_ ID3D11ComputeShader UINT ID3D11DeviceContext1Vtbl::NumClassInstances

◆ NumRects [1/2]

_In_ ID3D11View _In_ const FLOAT UINT ID3D11DeviceContext1Vtbl::NumRects

◆ NumRects [2/2]

_In_ ID3D11View UINT ID3D11DeviceContext1Vtbl::NumRects

◆ NumRTVs

_In_ UINT ID3D11DeviceContext1Vtbl::NumRTVs

◆ NumUAVs

_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT ID3D11DeviceContext1Vtbl::NumUAVs

◆ Offset [1/2]

_In_opt_ ID3D11Buffer _In_ DXGI_FORMAT _In_ UINT ID3D11DeviceContext1Vtbl::Offset

◆ Offset [2/2]

_Outptr_opt_result_maybenull_ ID3D11Buffer _Out_opt_ DXGI_FORMAT _Out_opt_ UINT* ID3D11DeviceContext1Vtbl::Offset

◆ pAsync

_In_ ID3D11Asynchronous * ID3D11DeviceContext1Vtbl::pAsync

◆ pBlendState

_In_opt_ ID3D11BlendState* ID3D11DeviceContext1Vtbl::pBlendState

◆ pBufferForArgs

_In_ ID3D11Buffer * ID3D11DeviceContext1Vtbl::pBufferForArgs

◆ pCommandList

_In_ ID3D11CommandList* ID3D11DeviceContext1Vtbl::pCommandList

◆ pComputeShader

_In_opt_ ID3D11ComputeShader* ID3D11DeviceContext1Vtbl::pComputeShader

◆ pData [1/2]

_In_ REFGUID _Inout_ UINT _Out_writes_bytes_opt_ pDataSize void* ID3D11DeviceContext1Vtbl::pData

◆ pData [2/2]

_In_ REFGUID _In_opt_ const IUnknown* ID3D11DeviceContext1Vtbl::pData

◆ pDataSize

_In_ REFGUID _Inout_ UINT* ID3D11DeviceContext1Vtbl::pDataSize

◆ pDepthStencilState

_In_opt_ ID3D11DepthStencilState* ID3D11DeviceContext1Vtbl::pDepthStencilState

◆ pDepthStencilView [1/3]

_In_opt_ ID3D11DepthStencilView* ID3D11DeviceContext1Vtbl::pDepthStencilView

◆ pDepthStencilView [2/3]

_In_ UINT _In_opt_ ID3D11DepthStencilView* ID3D11DeviceContext1Vtbl::pDepthStencilView

◆ pDepthStencilView [3/3]

_In_ ID3D11DepthStencilView* ID3D11DeviceContext1Vtbl::pDepthStencilView

◆ pDomainShader

_In_opt_ ID3D11DomainShader* ID3D11DeviceContext1Vtbl::pDomainShader

◆ pDstBox

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX * ID3D11DeviceContext1Vtbl::pDstBox

◆ pDstBuffer

_In_ ID3D11Buffer* ID3D11DeviceContext1Vtbl::pDstBuffer

◆ pDstResource

_In_ ID3D11Resource * ID3D11DeviceContext1Vtbl::pDstResource

◆ pHullShader

_In_opt_ ID3D11HullShader* ID3D11DeviceContext1Vtbl::pHullShader

◆ pIndexBuffer [1/2]

_In_opt_ ID3D11Buffer* ID3D11DeviceContext1Vtbl::pIndexBuffer

◆ pIndexBuffer [2/2]

_Outptr_opt_result_maybenull_ ID3D11Buffer** ID3D11DeviceContext1Vtbl::pIndexBuffer

◆ pInputLayout

_In_opt_ ID3D11InputLayout* ID3D11DeviceContext1Vtbl::pInputLayout

◆ pMappedResource

_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP _In_ UINT _Out_opt_ D3D11_MAPPED_SUBRESOURCE* ID3D11DeviceContext1Vtbl::pMappedResource

◆ pNumClassInstances [1/6]

_Outptr_result_maybenull_ ID3D11PixelShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContext1Vtbl::pNumClassInstances

◆ pNumClassInstances [2/6]

_Outptr_result_maybenull_ ID3D11VertexShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContext1Vtbl::pNumClassInstances

◆ pNumClassInstances [3/6]

_Outptr_result_maybenull_ ID3D11GeometryShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContext1Vtbl::pNumClassInstances

◆ pNumClassInstances [4/6]

_Outptr_result_maybenull_ ID3D11HullShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContext1Vtbl::pNumClassInstances

◆ pNumClassInstances [5/6]

_Outptr_result_maybenull_ ID3D11DomainShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContext1Vtbl::pNumClassInstances

◆ pNumClassInstances [6/6]

_Outptr_result_maybenull_ ID3D11ComputeShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContext1Vtbl::pNumClassInstances

◆ pNumRects

_Inout_ UINT* ID3D11DeviceContext1Vtbl::pNumRects

◆ pNumViewports

_Inout_ UINT* ID3D11DeviceContext1Vtbl::pNumViewports

◆ ppBlendState

_Outptr_opt_result_maybenull_ ID3D11BlendState** ID3D11DeviceContext1Vtbl::ppBlendState

◆ ppClassInstances [1/6]

_Outptr_result_maybenull_ ID3D11PixelShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContext1Vtbl::ppClassInstances

◆ ppClassInstances [2/6]

_Outptr_result_maybenull_ ID3D11VertexShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContext1Vtbl::ppClassInstances

◆ ppClassInstances [3/6]

_Outptr_result_maybenull_ ID3D11GeometryShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContext1Vtbl::ppClassInstances

◆ ppClassInstances [4/6]

_Outptr_result_maybenull_ ID3D11HullShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContext1Vtbl::ppClassInstances

◆ ppClassInstances [5/6]

_Outptr_result_maybenull_ ID3D11DomainShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContext1Vtbl::ppClassInstances

◆ ppClassInstances [6/6]

_Outptr_result_maybenull_ ID3D11ComputeShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContext1Vtbl::ppClassInstances

◆ ppCommandList

BOOL _COM_Outptr_opt_ ID3D11CommandList** ID3D11DeviceContext1Vtbl::ppCommandList

◆ ppComputeShader

_Outptr_result_maybenull_ ID3D11ComputeShader** ID3D11DeviceContext1Vtbl::ppComputeShader

◆ ppDepthStencilState

_Outptr_opt_result_maybenull_ ID3D11DepthStencilState** ID3D11DeviceContext1Vtbl::ppDepthStencilState

◆ ppDepthStencilView

_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ** ID3D11DeviceContext1Vtbl::ppDepthStencilView

◆ ppDevice

_Outptr_ ID3D11Device** ID3D11DeviceContext1Vtbl::ppDevice

◆ ppDomainShader

_Outptr_result_maybenull_ ID3D11DomainShader** ID3D11DeviceContext1Vtbl::ppDomainShader

◆ ppGeometryShader

_Outptr_result_maybenull_ ID3D11GeometryShader** ID3D11DeviceContext1Vtbl::ppGeometryShader

◆ ppHullShader

_Outptr_result_maybenull_ ID3D11HullShader** ID3D11DeviceContext1Vtbl::ppHullShader

◆ ppInputLayout

_Outptr_result_maybenull_ ID3D11InputLayout** ID3D11DeviceContext1Vtbl::ppInputLayout

◆ pPixelShader

_In_opt_ ID3D11PixelShader* ID3D11DeviceContext1Vtbl::pPixelShader

◆ ppPixelShader

_Outptr_result_maybenull_ ID3D11PixelShader** ID3D11DeviceContext1Vtbl::ppPixelShader

◆ ppPredicate

_Outptr_opt_result_maybenull_ ID3D11Predicate** ID3D11DeviceContext1Vtbl::ppPredicate

◆ ppPreviousState

_In_ ID3DDeviceContextState _Outptr_opt_ ID3DDeviceContextState** ID3D11DeviceContext1Vtbl::ppPreviousState

◆ ppRasterizerState

_Outptr_result_maybenull_ ID3D11RasterizerState** ID3D11DeviceContext1Vtbl::ppRasterizerState

◆ pPredicate

_In_opt_ ID3D11Predicate* ID3D11DeviceContext1Vtbl::pPredicate

◆ pPredicateValue

_Outptr_opt_result_maybenull_ ID3D11Predicate _Out_opt_ BOOL* ID3D11DeviceContext1Vtbl::pPredicateValue

◆ ppVertexShader

_Outptr_result_maybenull_ ID3D11VertexShader** ID3D11DeviceContext1Vtbl::ppVertexShader

◆ ppvObject

BEGIN_INTERFACE REFIID _COM_Outptr_ void** ID3D11DeviceContext1Vtbl::ppvObject

◆ pRasterizerState

_In_opt_ ID3D11RasterizerState* ID3D11DeviceContext1Vtbl::pRasterizerState

◆ pRects

_Inout_ UINT _Out_writes_opt_ pNumRects D3D11_RECT* ID3D11DeviceContext1Vtbl::pRects

◆ PredicateValue

_In_opt_ ID3D11Predicate _In_ BOOL ID3D11DeviceContext1Vtbl::PredicateValue

◆ pRenderTargetView

_In_ ID3D11RenderTargetView* ID3D11DeviceContext1Vtbl::pRenderTargetView

◆ pResource

_In_ ID3D11Resource * ID3D11DeviceContext1Vtbl::pResource

◆ pResourceView

_In_ ID3D11View * ID3D11DeviceContext1Vtbl::pResourceView

◆ pSampleMask

_Outptr_opt_result_maybenull_ ID3D11BlendState _Out_opt_ FLOAT _Out_opt_ UINT* ID3D11DeviceContext1Vtbl::pSampleMask

◆ pShader

_In_opt_ ID3D11GeometryShader* ID3D11DeviceContext1Vtbl::pShader

◆ pShaderResourceView

_In_ ID3D11ShaderResourceView* ID3D11DeviceContext1Vtbl::pShaderResourceView

◆ pSrcBox

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX * ID3D11DeviceContext1Vtbl::pSrcBox

◆ pSrcData

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void * ID3D11DeviceContext1Vtbl::pSrcData

◆ pSrcResource [1/3]

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource * ID3D11DeviceContext1Vtbl::pSrcResource

◆ pSrcResource [2/3]

_In_ ID3D11Resource _In_ ID3D11Resource* ID3D11DeviceContext1Vtbl::pSrcResource

◆ pSrcResource [3/3]

_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource* ID3D11DeviceContext1Vtbl::pSrcResource

◆ pSrcView

_In_ ID3D11Buffer _In_ UINT _In_ ID3D11UnorderedAccessView* ID3D11DeviceContext1Vtbl::pSrcView

◆ pState

_In_ ID3DDeviceContextState* ID3D11DeviceContext1Vtbl::pState

◆ pStencilRef

_Outptr_opt_result_maybenull_ ID3D11DepthStencilState _Out_opt_ UINT* ID3D11DeviceContext1Vtbl::pStencilRef

◆ pTopology

_Out_ D3D11_PRIMITIVE_TOPOLOGY* ID3D11DeviceContext1Vtbl::pTopology

◆ pUnorderedAccessView

_In_ ID3D11UnorderedAccessView * ID3D11DeviceContext1Vtbl::pUnorderedAccessView

◆ pVertexShader

_In_opt_ ID3D11VertexShader* ID3D11DeviceContext1Vtbl::pVertexShader

◆ pView

_In_ ID3D11View* ID3D11DeviceContext1Vtbl::pView

◆ pViewports

_Inout_ UINT _Out_writes_opt_ pNumViewports D3D11_VIEWPORT* ID3D11DeviceContext1Vtbl::pViewports

◆ RestoreContextState

_In_ ID3D11CommandList BOOL ID3D11DeviceContext1Vtbl::RestoreContextState

◆ RestoreDeferredContextState

BOOL ID3D11DeviceContext1Vtbl::RestoreDeferredContextState

◆ riid

BEGIN_INTERFACE REFIID ID3D11DeviceContext1Vtbl::riid

◆ SampleMask

_In_opt_ ID3D11BlendState _In_opt_ const FLOAT _In_ UINT ID3D11DeviceContext1Vtbl::SampleMask

◆ SrcDepthPitch

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::SrcDepthPitch

◆ SrcRowPitch

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void _In_ UINT ID3D11DeviceContext1Vtbl::SrcRowPitch

◆ SrcSubresource [1/2]

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource _In_ UINT ID3D11DeviceContext1Vtbl::SrcSubresource

◆ SrcSubresource [2/2]

_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource _In_ UINT ID3D11DeviceContext1Vtbl::SrcSubresource

◆ StartIndexLocation [1/2]

_In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::StartIndexLocation

◆ StartIndexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::StartIndexLocation

◆ StartInstanceLocation [1/2]

_In_ UINT _In_ UINT _In_ UINT _In_ INT _In_ UINT ID3D11DeviceContext1Vtbl::StartInstanceLocation

◆ StartInstanceLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::StartInstanceLocation

◆ StartVertexLocation [1/2]

_In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::StartVertexLocation

◆ StartVertexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::StartVertexLocation

◆ Stencil

_In_ ID3D11DepthStencilView _In_ UINT _In_ FLOAT _In_ UINT8 ID3D11DeviceContext1Vtbl::Stencil

◆ StencilRef

_In_opt_ ID3D11DepthStencilState _In_ UINT ID3D11DeviceContext1Vtbl::StencilRef

◆ Subresource

_In_ ID3D11Resource _In_ UINT ID3D11DeviceContext1Vtbl::Subresource

◆ ThreadGroupCountX

_In_ UINT ID3D11DeviceContext1Vtbl::ThreadGroupCountX

◆ ThreadGroupCountY

_In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::ThreadGroupCountY

◆ ThreadGroupCountZ

_In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContext1Vtbl::ThreadGroupCountZ

◆ Topology

_In_ D3D11_PRIMITIVE_TOPOLOGY ID3D11DeviceContext1Vtbl::Topology

◆ Values [1/2]

_In_ ID3D11UnorderedAccessView _In_ const UINT ID3D11DeviceContext1Vtbl::Values[4]

◆ Values [2/2]

_In_ ID3D11UnorderedAccessView _In_ const FLOAT ID3D11DeviceContext1Vtbl::Values[4]

◆ VertexCount

_In_ UINT ID3D11DeviceContext1Vtbl::VertexCount

◆ VertexCountPerInstance

_In_ UINT ID3D11DeviceContext1Vtbl::VertexCountPerInstance

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