SharpDX.Direct3D10
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ID3D10RenderTargetView
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ID3D10View
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ID3D10DeviceChild
Initializes a new instance of the class.
The native pointer.
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void ID3D10DeviceChild::GetDevice([Out] ID3D10Device** ppDevice)
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HRESULT ID3D10DeviceChild::GetPrivateData([In] const GUID& guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData)
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HRESULT ID3D10DeviceChild::SetPrivateData([In] const GUID& guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)
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HRESULT ID3D10DeviceChild::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData)
Gets or sets the debug-name for this object.
The debug name.
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GetDevice
void ID3D10DeviceChild::GetDevice([Out] ID3D10Device** ppDevice)
Initializes a new instance of the class.
The native pointer.
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void ID3D10View::GetResource([Out] ID3D10Resource** ppResource)
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GetResource
void ID3D10View::GetResource([Out] ID3D10Resource** ppResource)
Creates a for accessing resource data.
The device to use when creating this .
The resource that represents the render-target surface. This surface must have been created with the RenderTarget flag.
ID3D10Device::CreateRenderTargetView
Creates a for accessing resource data.
The device to use when creating this .
The resource that represents the render-target surface. This surface must have been created with the RenderTarget flag.
A structure describing the to be created.
ID3D10Device::CreateRenderTargetView
Initializes a new instance of the class.
The native pointer.
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void ID3D10RenderTargetView::GetDesc([Out] D3D10_RENDER_TARGET_VIEW_DESC* pDesc)
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GetDesc
void ID3D10RenderTargetView::GetDesc([Out] D3D10_RENDER_TARGET_VIEW_DESC* pDesc)
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ID3D10Device
Initializes a new instance of the class.
The native pointer.
Update nested inner interfaces pointer
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void ID3D10Device::DrawIndexed([In] unsigned int IndexCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation)
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void ID3D10Device::Draw([In] unsigned int VertexCount,[In] unsigned int StartVertexLocation)
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void ID3D10Device::DrawIndexedInstanced([In] unsigned int IndexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation,[In] unsigned int StartInstanceLocation)
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void ID3D10Device::DrawInstanced([In] unsigned int VertexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartVertexLocation,[In] unsigned int StartInstanceLocation)
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void ID3D10Device::SetPredication([In, Optional] ID3D10Predicate* pPredicate,[In] BOOL PredicateValue)
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void ID3D10Device::DrawAuto()
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void ID3D10Device::CopySubresourceRegion([In] ID3D10Resource* pDstResource,[In] unsigned int DstSubresource,[In] unsigned int DstX,[In] unsigned int DstY,[In] unsigned int DstZ,[In] ID3D10Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] const D3D10_BOX* pSrcBox)
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void ID3D10Device::CopyResource([In] ID3D10Resource* pDstResource,[In] ID3D10Resource* pSrcResource)
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void ID3D10Device::UpdateSubresource([In] ID3D10Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D10_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)
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void ID3D10Device::ClearRenderTargetView([In] ID3D10RenderTargetView* pRenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA)
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void ID3D10Device::ClearDepthStencilView([In] ID3D10DepthStencilView* pDepthStencilView,[In] D3D10_CLEAR_FLAG ClearFlags,[In] float Depth,[In] unsigned char Stencil)
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void ID3D10Device::GenerateMips([In] ID3D10ShaderResourceView* pShaderResourceView)
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void ID3D10Device::ResolveSubresource([In] ID3D10Resource* pDstResource,[In] unsigned int DstSubresource,[In] ID3D10Resource* pSrcResource,[In] unsigned int SrcSubresource,[In] DXGI_FORMAT Format)
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void ID3D10Device::GetPredication([Out, Optional] ID3D10Predicate** ppPredicate,[Out, Optional] BOOL* pPredicateValue)
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HRESULT ID3D10Device::GetDeviceRemovedReason()
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HRESULT ID3D10Device::SetExceptionMode([In] unsigned int RaiseFlags)
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unsigned int ID3D10Device::GetExceptionMode()
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HRESULT ID3D10Device::GetPrivateData([In] const GUID& guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData)
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HRESULT ID3D10Device::SetPrivateData([In] const GUID& guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)
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HRESULT ID3D10Device::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData)
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void ID3D10Device::ClearState()
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void ID3D10Device::Flush()
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HRESULT ID3D10Device::CreateBuffer([In] const D3D10_BUFFER_DESC* pDesc,[In, Optional] const D3D10_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D10Buffer** ppBuffer)
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HRESULT ID3D10Device::CreateTexture1D([In] const D3D10_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D10_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D10Texture1D** ppTexture1D)
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HRESULT ID3D10Device::CreateTexture2D([In] const D3D10_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D10_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D10Texture2D** ppTexture2D)
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HRESULT ID3D10Device::CreateTexture3D([In] const D3D10_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D10_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D10Texture3D** ppTexture3D)
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HRESULT ID3D10Device::CreateShaderResourceView([In] ID3D10Resource* pResource,[In, Optional] const D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D10ShaderResourceView** ppSRView)
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HRESULT ID3D10Device::CreateRenderTargetView([In] ID3D10Resource* pResource,[In, Optional] const D3D10_RENDER_TARGET_VIEW_DESC* pDesc,[Out, Fast] ID3D10RenderTargetView** ppRTView)
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HRESULT ID3D10Device::CreateDepthStencilView([In] ID3D10Resource* pResource,[In, Optional] const D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc,[Out, Fast] ID3D10DepthStencilView** ppDepthStencilView)
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HRESULT ID3D10Device::CreateInputLayout([In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pInputElementDescs,[In] unsigned int NumElements,[In] const void* pShaderBytecodeWithInputSignature,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D10InputLayout** ppInputLayout)
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HRESULT ID3D10Device::CreateVertexShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D10VertexShader** ppVertexShader)
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HRESULT ID3D10Device::CreateGeometryShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D10GeometryShader** ppGeometryShader)
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HRESULT ID3D10Device::CreateGeometryShaderWithStreamOutput([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Buffer, Optional] const D3D10_SO_DECLARATION_ENTRY* pSODeclaration,[In] unsigned int NumEntries,[In] unsigned int OutputStreamStride,[Out, Fast] ID3D10GeometryShader** ppGeometryShader)
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HRESULT ID3D10Device::CreatePixelShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D10PixelShader** ppPixelShader)
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HRESULT ID3D10Device::CreateBlendState([In] const D3D10_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D10BlendState** ppBlendState)
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HRESULT ID3D10Device::CreateDepthStencilState([In] const D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D10DepthStencilState** ppDepthStencilState)
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HRESULT ID3D10Device::CreateRasterizerState([In] const D3D10_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D10RasterizerState** ppRasterizerState)
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HRESULT ID3D10Device::CreateSamplerState([In] const D3D10_SAMPLER_DESC* pSamplerDesc,[Out, Fast] ID3D10SamplerState** ppSamplerState)
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HRESULT ID3D10Device::CreateQuery([In] const D3D10_QUERY_DESC* pQueryDesc,[Out, Fast] ID3D10Query** ppQuery)
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HRESULT ID3D10Device::CreatePredicate([In] const D3D10_QUERY_DESC* pPredicateDesc,[Out, Fast] ID3D10Predicate** ppPredicate)
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HRESULT ID3D10Device::CreateCounter([In] const D3D10_COUNTER_DESC* pCounterDesc,[Out, Fast] ID3D10Counter** ppCounter)
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HRESULT ID3D10Device::CheckFormatSupport([In] DXGI_FORMAT Format,[Out] D3D10_FORMAT_SUPPORT* pFormatSupport)
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HRESULT ID3D10Device::CheckMultisampleQualityLevels([In] DXGI_FORMAT Format,[In] unsigned int SampleCount,[Out] unsigned int* pNumQualityLevels)
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void ID3D10Device::CheckCounterInfo([Out] D3D10_COUNTER_INFO* pCounterInfo)
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HRESULT ID3D10Device::CheckCounter([In] const D3D10_COUNTER_DESC* pDesc,[Out] D3D10_COUNTER_TYPE* pType,[Out] unsigned int* pActiveCounters,[Out, Buffer, Optional] char* szName,[InOut, Optional] unsigned int* pNameLength,[Out, Buffer, Optional] char* szUnits,[InOut, Optional] unsigned int* pUnitsLength,[Out, Buffer, Optional] char* szDescription,[InOut, Optional] unsigned int* pDescriptionLength)
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unsigned int ID3D10Device::GetCreationFlags()
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HRESULT ID3D10Device::OpenSharedResource([In] void* hResource,[In] const GUID& ReturnedInterface,[Out, Optional] void** ppResource)
Constructor for a D3D10 Device. See for more information.
Constructor for a D3D10 Device. See for more information.
Constructor for a D3D10 Device. See for more information.
Constructor for a D3D10 Device. See for more information.
Set all the elements in a render target to one value.
Applications that wish to clear a render target to a specific integer value bit pattern should render a screen-aligned quad instead of using this method. The reason for this is because this method accepts as input a floating point value, which may not have the same bit pattern as the original integer. Differences between Direct3D 9 and Direct3D 10: Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport and scissor settings are not applied. ?
Pointer to the rendertarget.
A 4-component array that represents the color to fill the render target with.
void ID3D10Device::ClearRenderTargetView([In] ID3D10RenderTargetView* pRenderTargetView,[In] const float* ColorRGBA)
Initializes a new instance of the class along with a new used for rendering.
The type of device to create.
A list of runtime layers to enable.
Details used to create the swap chain.
When the method completes, contains the created device instance.
When the method completes, contains the created swap chain instance.
A object describing the result of the operation.
Initializes a new instance of the class along with a new used for rendering.
The video adapter on which the device should be created.
A list of runtime layers to enable.
Details used to create the swap chain.
When the method completes, contains the created device instance.
When the method completes, contains the created swap chain instance.
A object describing the result of the operation.
This overload has been deprecated. Use one of the alternatives that does not take both an adapter and a driver type.
Get the type, name, units of measure, and a description of an existing counter.
The counter description.
Description of the counter
Get the rendering predicate state.
Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks.
a boolean to fill with the predicate comparison value. FALSE upon device creation.
a reference to a predicate (see ).
void ID3D10Device::GetPredication([Out, Optional] ID3D10Predicate** ppPredicate,[Out, Optional] BOOL* pPredicateValue)
Give a device access to a shared resource created on a different Direct3d device.
The type of the resource we are gaining access to.
A resource handle. See remarks.
This method returns a reference to the resource we are gaining access to.
To share a resource between two Direct3D 10 devices the resource must have been created with the flag, if it was created using the ID3D10Device interface. If it was created using the IDXGIDevice interface, then the resource is always shared. The REFIID, or GUID, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(ID3D10Buffer) will get the GUID of the interface to a buffer resource. When sharing a resource between two Direct3D 10 devices the unique handle of the resource can be obtained by querying the resource for the interface and then calling {{GetSharedHandle}}.
IDXGIResource* pOtherResource(NULL);
hr = pOtherDeviceResource->QueryInterface( __uuidof(IDXGIResource), (void**)&pOtherResource );
HANDLE sharedHandle;
pOtherResource->GetSharedHandle(&sharedHandle);
The only resources that can be shared are 2D non-mipmapped textures. To share a resource between a Direct3D 9 device and a Direct3D 10 device the texture must have been created using the pSharedHandle argument of {{CreateTexture}}. The shared Direct3D 9 handle is then passed to OpenSharedResource in the hResource argument. The following code illustrates the method calls involved.
sharedHandle = NULL; // must be set to NULL to create, can use a valid handle here to open in D3D9
pDevice9->CreateTexture(..., pTex2D_9, &sharedHandle);
...
pDevice10->OpenSharedResource(sharedHandle, __uuidof(ID3D10Resource), (void**)(&tempResource10));
tempResource10->QueryInterface(__uuidof(ID3D10Texture2D), (void**)(&pTex2D_10));
tempResource10->Release();
// now use pTex2D_10 with pDevice10
Textures being shared from D3D9 to D3D10 have the following restrictions. Textures must be 2D Only 1 mip level is allowed Texture must have default usage Texture must be write only MSAA textures are not allowed Bind flags must have SHADER_RESOURCE and RENDER_TARGET set Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed If a shared texture is updated on one device must be called on that device.
HRESULT ID3D10Device::OpenSharedResource([In] void* hResource,[In] GUID* ReturnedInterface,[Out, Optional] void** ppResource)
Copy the entire contents of the source resource to the destination resource using the GPU.
This method is unusual in that it causes the GPU to perform the copy operation (similar to a memcpy by the CPU). As a result, it has a few restrictions designed for improving performance. For instance, the source and destination resources: Must be different resources. Must be the same {{type}}. Must have identical dimensions (including width, height, depth, and size as appropriate). Will only be copied. CopyResource does not support any stretch, color key, blend, or format conversions. Must have compatible {{formats}}, which means the formats must be identical or at least from the same type group. For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. May not be currently {{mapped}}. {{Immutable}}, and {{depth-stencil}} resources cannot be used as a destination. Resources created with {{multisampling capability}} cannot be used as either a source or destination. The method is an asynchronous call which may be added to the command-buffer queue. This attempts to remove pipeline stalls that may occur when copying data. See {{performance considerations}} for more details. An application that only needs to copy a portion of the data in a resource should use instead. Differences between Direct3D 10 and Direct3D 10.1: Direct3D 10.1 enables depth-stencil resources to be used as either a source or destination. Direct3D 10.1 enables multisampled resources to be used as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if the source is multisampled and the destination is not multisampled (or vice versa), the call to ID3D10Device::CopyResource fails. It is possible to copy between prestructured+typed resources and block-compressed textures. See {{Format Conversion using Direct3D 10.1}}. ?
A reference to the source resource (see ).
A reference to the destination resource (see ).
void ID3D10Device::CopyResource([In] ID3D10Resource* pDstResource,[In] ID3D10Resource* pSrcResource)
Copy a region from a source resource to a destination resource.
The source box must be within the size of the source resource. The destination location is an absolute value (not a relative value). The destination location can be offset from the source location; however, the size of the region to copy (including the destination location) must fit in the destination resource. If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels. {{D3D10CalcSubresource}} is a helper function for calculating subresource indexes. CopySubresourceRegion performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources must meet the following criteria: Must be different subresources (although they can be from the same resource). Must be the same {{type}}. Must have compatible {{formats}} (the formats must either be identical or be from the same type group). For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture because both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. May not be currently {{mapped}}. CopySubresourceRegion supports only copy; it does not support any stretch, color key, blend, or format conversions. An application that needs to copy an entire resource should use instead. CopySubresourceRegion is an asynchronous call that the runtime can add to the command-buffer queue. This asynchronous behaviorattempts to remove pipeline stalls that may occur when copying data. See {{performance considerations}} for more details. Differences between Direct3D 10 and Direct3D 10.1: Direct3D 10 has the following limitations: You cannot use a depth-stencil resource as a destination. You cannot use an immutable resource as a destination. You cannot use a multisampled texture as either a source or a destination Direct3D 10.1 has added support for the following features: You can use a depth-stencil buffer as a source or a destination. You can use multisampled resources as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if the source is multisampled and the destination is not multisampled (or vice versa), the call to ID3D10Device::CopySubresourceRegion fails. You can copy between uncompressed and compressed resources. During copy, the format conversions that are specified in {{Format Conversion using Direct3D 10.1}} are supported automatically. The uncompressed resource must be at least prestructured, and typed. You must also account for the difference between the virtual and the physical size of the mipmaps levels. ? Note??If you use CopySubresourceRegion with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. You must also pass 0 to the DstX, DstY, and DstZ parameters and NULL to the pSrcBox parameter. In addition, source and destination resources, which are represented by the pSrcResource and pDstResource parameters respectively, must have identical sample count values. Example The following code snippet copies a box (located at (120,100),(200,220)) from a source texture into a reqion (130,120),(210,240) in a destination texture.
D3D10_BOX sourceRegion;
sourceRegion.left = 120;
sourceRegion.right = 200;
sourceRegion.top = 100;
sourceRegion.bottom = 220;
sourceRegion.front = 0;
sourceRegion.back = 1; pd3dDevice->CopySubresourceRegion( pDestTexture, 0, 130, 120, 0, pSourceTexture, 0, &sourceRegion );
Notice that, for a 2D texture, front and back are always set to 0 and 1 respectively.
A reference to the source resource (see ).
index of the source.
A 3D box (see ) that defines the source subresources that can be copied. If NULL, the entire source subresource is copied. The box must fit within the source resource.
A reference to the destination resource (see ).
index of the destination.
The x coordinate of the upper left corner of the destination region.
The y coordinate of the upper left corner of the destination region.
The z coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero.
void ID3D10Device::CopySubresourceRegion([In] ID3D10Resource* pDstResource,[In] int DstSubresource,[In] int DstX,[In] int DstY,[In] int DstZ,[In] ID3D10Resource* pSrcResource,[In] int SrcSubresource,[In, Optional] const D3D10_BOX* pSrcBox)
Copy a multisampled resource into a non-multisampled resource. This API is most useful when re-using the resulting rendertarget of one render pass as an input to a second render pass.
Both the source and destination resources must be the same {{resource type}} and have the same dimensions. The source and destination must have compatible formats. There are three scenarios for this: ScenarioRequirements Source and destination are prestructured and typedBoth the source and destination must have identical formats and that format must be specified in the Format parameter. One resource is prestructured and typed and the other is prestructured and typelessThe typed resource must have a format that is compatible with the typeless resource (i.e. the typed resource is DXGI_FORMAT_R32_FLOAT and the typeless resource is DXGI_FORMAT_R32_TYPELESS). The format of the typed resource must be specified in the Format parameter. Source and destination are prestructured and typelessBoth the source and desintation must have the same typeless format (i.e. both must have DXGI_FORMAT_R32_TYPELESS), and the Format parameter must specify a format that is compatible with the source and destination (i.e. if both are DXGI_FORMAT_R32_TYPELESS then DXGI_FORMAT_R32_FLOAT or DXGI_FORMAT_R32_UINT could be specified in the Format parameter). ?
Source resource. Must be multisampled.
The source subresource of the source resource.
Destination resource. Must be a created with the flag and be single-sampled. See .
A zero-based index, that identifies the destination subresource. See {{D3D10CalcSubresource}} for more details.
that indicates how the multisampled resource will be resolved to a single-sampled resource. See remarks.
void ID3D10Device::ResolveSubresource([In] ID3D10Resource* pDstResource,[In] int DstSubresource,[In] ID3D10Resource* pSrcResource,[In] int SrcSubresource,[In] DXGI_FORMAT Format)
Copies data from the CPU to to a non-mappable subresource region.
Type of the data to upload
A reference to the data to upload.
The destination resource.
The destination subresource.
The row pitch.
The depth pitch.
Copies data from the CPU to to a non-mappable subresource region.
Type of the data to upload
A reference to the data to upload.
The destination resource.
The destination subresource.
The row pitch.
The depth pitch.
Copies data from the CPU to to a non-mappable subresource region.
The source data.
The destination resource.
The destination subresource.
Copies data from the CPU to to a non-mappable subresource region.
The source data.
The destination resource.
The destination subresource.
The destination region within the resource.
Inner interface giving access to VertexShaderStage methods.
Inner interface giving access to PixelShaderStage methods.
Inner interface giving access to InputAssemblerStage methods.
Inner interface giving access to GeometryShaderStage methods.
Inner interface giving access to OutputMergerStage methods.
Inner interface giving access to StreamOutputStage methods.
Inner interface giving access to RasterizerStage methods.
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GetDeviceRemovedReason
HRESULT ID3D10Device::GetDeviceRemovedReason()
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GetExceptionMode
unsigned int ID3D10Device::GetExceptionMode()
Get the flags used during the call to create the device with .
A bitfield containing the flags used to create the device. See .
int ID3D10Device::GetCreationFlags()
Gets or sets the debug-name for this object.
The debug name.
Interface StreamOutputStage.
ID3D10Device
Constant BufferMaximumStrideInBytes.
D3D10_SO_BUFFER_MAX_STRIDE_IN_BYTES
Constant SingleBufferComponentLimit.
D3D10_SO_SINGLE_BUFFER_COMPONENT_LIMIT
Constant BufferMaximumWriteWindowInBytes.
D3D10_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES
Constant MultipleBufferElementsPerBuffer.
D3D10_SO_MULTIPLE_BUFFER_ELEMENTS_PER_BUFFER
Constant DdiRegisterIndexDenotingGap.
D3D10_SO_DDI_REGISTER_INDEX_DENOTING_GAP
Constant BufferSlotCount.
D3D10_SO_BUFFER_SLOT_COUNT
Set the target output {{buffers}} for the {{StreamOutput}} stage, which enables/disables the pipeline to stream-out data.
Call ID3D10Device::SOSetTargets (before any draw calls) to stream data out; call SOSetTargets with NULL to stop streaming data out. For an example, see Exercise 01 from the GDC 2007 workshop, which sets the stream output rendertargets before calling draw methods in the RenderInstanceToStream function. An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass. Calling this method using a buffer that is currently bound for writing will effectively bind NULL instead because a buffer cannot be bound as both an input and an output at the same time. The {{Debug Layer}} will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime. The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.
an array of output buffers (see ) to bind to the device. The buffers must have been created with the flag.
void SOSetTargets([In] int NumBuffers,[In, Buffer, Optional] const ID3D10Buffer** ppSOTargets,[In, Buffer, Optional] const int* pOffsets)
Get the target output {{buffers}} for the {{StreamOutput}} stage of the pipeline.
Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks.
Number of buffers to get. A maximum of four output buffers can be retrieved.
an array of output buffers (see ) to bind to the device.
void SOGetTargets([In] int NumBuffers,[Out, Buffer, Optional] ID3D10Buffer** ppSOTargets,[Out, Buffer, Optional] int* pOffsets)
Initializes a new instance of the class.
The native pointer.
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void ID3D10Device::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D10Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets)
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void ID3D10Device::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D10Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets)
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void ID3D10Device::SOGetTargets([In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D10Buffer** ppSOTargets,[Out, Buffer, Optional] unsigned int* pOffsets)
Interface InputAssemblerStage.
ID3D10Device
Binds a single vertex buffer to the input assembler.
Index of the slot to which to bind the vertex buffer.
A binding for the input vertex buffer.
Binds an array of vertex buffers to the input assembler.
Index of the first input slot to use for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. There are 16 input slots.
An array of bindings for input vertex buffers.
Initializes a new instance of the class.
The native pointer.
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void ID3D10Device::IASetInputLayout([In, Optional] ID3D10InputLayout* pInputLayout)
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void ID3D10Device::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppVertexBuffers,[In, Buffer] const unsigned int* pStrides,[In, Buffer] const unsigned int* pOffsets)
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void ID3D10Device::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppVertexBuffers,[In, Buffer] const unsigned int* pStrides,[In, Buffer] const unsigned int* pOffsets)
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void ID3D10Device::IASetIndexBuffer([In, Optional] ID3D10Buffer* pIndexBuffer,[In] DXGI_FORMAT Format,[In] unsigned int Offset)
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void ID3D10Device::IASetPrimitiveTopology([In] D3D_PRIMITIVE_TOPOLOGY Topology)
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void ID3D10Device::IAGetInputLayout([Out] ID3D10InputLayout** ppInputLayout)
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void ID3D10Device::IAGetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D10Buffer** ppVertexBuffers,[Out, Buffer, Optional] unsigned int* pStrides,[Out, Buffer, Optional] unsigned int* pOffsets)
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void ID3D10Device::IAGetIndexBuffer([Out, Optional] ID3D10Buffer** pIndexBuffer,[Out, Optional] DXGI_FORMAT* Format,[Out, Optional] unsigned int* Offset)
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void ID3D10Device::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)
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IAGetInputLayout
void ID3D10Device::IAGetInputLayout([Out] ID3D10InputLayout** ppInputLayout)
No documentation.
IAGetPrimitiveTopology
void ID3D10Device::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)
Interface RasterizerStage.
ID3D10Device
Get the array of {{viewports}} bound to the {{rasterizer stage}}
An array of viewports (see ).
void RSGetViewports([InOut] int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports)
Get the array of {{viewports}} bound to the {{rasterizer stage}}
An array of viewports (see ).
void RSGetViewports([InOut] int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports)
Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}.
An array of scissor rectangles (see ).
void RSGetScissorRects([InOut] int* NumRects,[Out, Buffer, Optional] D3D10_RECT* pRects)
Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}.
An array of scissor rectangles (see ).
void RSGetScissorRects([InOut] int* NumRects,[Out, Buffer, Optional] D3D10_RECT* pRects)
Binds a single scissor rectangle to the rasterizer stage.
The scissor rectangle to bind.
Binds a set of scissor rectangles to the rasterizer stage.
The set of scissor rectangles to bind.
Binds a set of viewports to the rasterizer stage.
The set of viewports to bind.
Binds a single viewport to the rasterizer stage.
The viewport to bind.
Initializes a new instance of the class.
The native pointer.
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void ID3D10Device::RSSetState([In, Optional] ID3D10RasterizerState* pRasterizerState)
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void ID3D10Device::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const D3D10_VIEWPORT* pViewports)
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void ID3D10Device::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const RECT* pRects)
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void ID3D10Device::RSGetState([Out] ID3D10RasterizerState** ppRasterizerState)
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void ID3D10Device::RSGetViewports([InOut] unsigned int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports)
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void ID3D10Device::RSGetScissorRects([InOut] unsigned int* NumRects,[Out, Buffer, Optional] RECT* pRects)
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RSGetState
void ID3D10Device::RSGetState([Out] ID3D10RasterizerState** ppRasterizerState)
Interface VertexShaderStage.
ID3D10Device
Common Shader class. Provides a common set of methods for a Shader Stage.
TODO: check if usage of abstract is not introducing an unacceptable overhead...
Type of the shader
Maximum number of bindable constant buffers to a pipeline stage.
Maximum number of bindable resources to a pipeline stage.
Maximum number of bindable samplers to a pipeline stage.
Initializes a new instance of the class.
The pointer.
Gets the constant buffers used by the shader stage.
Index into the device's zero-based array from which to begin retrieving constant buffers.
Number of buffers to retrieve.
An array of constant buffers.
Gets the sampler states used by the shader stage.
Index into the device's zero-based array from which to begin retrieving samplers.
Number of samplers to retrieve.
An array of sampler states.
Gets the shader resources used by the shader stage.
Index into the device's zero-based array from which to begin retrieving shader resources.
Number of resources to retrieve.
An array of shader resources.
Sets a single constant buffer to be used by the shader stage.
Index into the device's zero-based array to which to set the constant buffer.
constant buffer to set
Sets a single sampler to be used by the shader stage.
Index into the device's zero-based array to which to set the sampler.
sampler state to set
Sets a single shader resource to be used by the shader stage.
Index into the device's zero-based array to which to set the resource.
Resource view to attach
Get the shader resources.
Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).
Array of {{shader resource view}} interfaces to be returned by the device.
void PSGetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[Out, Buffer] ID3D10ShaderResourceView** ppShaderResourceViews)
Get an array of sampler states from the shader pipeline stage.
Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
Index into a zero-based array to begin getting samplers from (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).
Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).
Arry of sampler-state interface pointers (see ) to be returned by the device.
void PSGetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[Out, Buffer] ID3D10SamplerState** ppSamplers)
Get the constant buffers used by the shader pipeline stage.
Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).
Number of buffers to retrieve (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).
Array of constant buffer interface pointers (see ) to be returned by the method.
void PSGetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[Out, Buffer] ID3D10Buffer** ppConstantBuffers)
Bind an array of shader resources to the shader stage.
If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see . The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).
Array of {{shader resource view}} interfaces to set to the device.
void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)
Bind an array of shader resources to the shader stage.
If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see . The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).
Array of {{shader resource view}} interfaces to set to the device.
void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)
Set an array of sampler states to the shader pipeline stage.
Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D10_FILTER_MIN_MAG_MIP_LINEARAddressUD3D10_TEXTURE_ADDRESS_CLAMPAddressVD3D10_TEXTURE_ADDRESS_CLAMPAddressWD3D10_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D10_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).
Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).
Pointer to an array of sampler-state interfaces (see ). See Remarks.
void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)
Set an array of sampler states to the shader pipeline stage.
Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D10_FILTER_MIN_MAG_MIP_LINEARAddressUD3D10_TEXTURE_ADDRESS_CLAMPAddressVD3D10_TEXTURE_ADDRESS_CLAMPAddressWD3D10_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D10_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).
Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).
Pointer to an array of sampler-state interfaces (see ). See Remarks.
void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)
Set the constant buffers used by the shader pipeline stage.
The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).
Number of buffers to set (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).
Array of constant buffers (see ) being given to the device.
void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)
Set the constant buffers used by the shader pipeline stage.
The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).
Number of buffers to set (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).
Array of constant buffers (see ) being given to the device.
void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)
Initializes a new instance of the class.
The native pointer.
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void ID3D10Device::VSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)
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void ID3D10Device::VSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)
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void ID3D10Device::VSSetShader([In, Optional] ID3D10VertexShader* pVertexShader)
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void ID3D10Device::VSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::VSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::VSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)
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void ID3D10Device::VSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)
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void ID3D10Device::VSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D10Buffer** ppConstantBuffers)
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void ID3D10Device::VSGetShader([Out] ID3D10VertexShader** ppVertexShader)
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void ID3D10Device::VSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::VSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D10SamplerState** ppSamplers)
Interface PixelShaderStage.
ID3D10Device
Initializes a new instance of the class.
The native pointer.
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void ID3D10Device::PSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::PSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::PSSetShader([In, Optional] ID3D10PixelShader* pPixelShader)
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void ID3D10Device::PSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)
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void ID3D10Device::PSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)
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void ID3D10Device::PSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)
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void ID3D10Device::PSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)
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void ID3D10Device::PSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::PSGetShader([Out] ID3D10PixelShader** ppPixelShader)
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void ID3D10Device::PSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D10SamplerState** ppSamplers)
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void ID3D10Device::PSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D10Buffer** ppConstantBuffers)
Interface GeometryShaderStage.
ID3D10Device
Initializes a new instance of the class.
The native pointer.
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void ID3D10Device::GSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)
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void ID3D10Device::GSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)
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void ID3D10Device::GSSetShader([In, Optional] ID3D10GeometryShader* pShader)
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void ID3D10Device::GSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::GSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::GSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)
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void ID3D10Device::GSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)
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void ID3D10Device::GSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D10Buffer** ppConstantBuffers)
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void ID3D10Device::GSGetShader([Out] ID3D10GeometryShader** ppGeometryShader)
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void ID3D10Device::GSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D10ShaderResourceView** ppShaderResourceViews)
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void ID3D10Device::GSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D10SamplerState** ppSamplers)
Interface OutputMergerStage.
ID3D10Device
Initializes a new instance of the class.
The native pointer.
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void ID3D10Device::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D10RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D10DepthStencilView* pDepthStencilView)
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void ID3D10Device::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D10RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D10DepthStencilView* pDepthStencilView)
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void ID3D10Device::OMSetBlendState([In, Optional] ID3D10BlendState* pBlendState,[In] const SHARPDX_COLOR4* BlendFactor,[In] unsigned int SampleMask)
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void ID3D10Device::OMSetDepthStencilState([In, Optional] ID3D10DepthStencilState* pDepthStencilState,[In] unsigned int StencilRef)
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void ID3D10Device::OMGetRenderTargets([In] unsigned int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)
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void ID3D10Device::OMGetBlendState([Out, Optional] ID3D10BlendState** ppBlendState,[Out, Optional] SHARPDX_COLOR4* BlendFactor,[Out, Optional] unsigned int* pSampleMask)
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void ID3D10Device::OMGetDepthStencilState([Out, Optional] ID3D10DepthStencilState** ppDepthStencilState,[Out, Optional] unsigned int* pStencilRef)
Get references to the render targets that are available to the {{output-merger stage}}.
Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks.
a depth-stencil view (see ) to be filled with the depth-stencil information from the device.
void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)
Get references to the render targets that are available to the {{output-merger stage}}.
Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks.
Number of render targets to retrieve.
an array of render targets views (see ) to be filled with the render targets from the device.
void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)
Get references to the render targets and the depth-stencil buffer that are available to the {{output-merger stage}}.
Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks.
Number of render targets to retrieve.
Pointer to a depth-stencil view (see ) to be filled with the depth-stencil information from the device.
an array of render targets views (see ) to be filled with the render targets from the device.
void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)
Get the {{blend state}} of the output-merger stage.
The reference count of the returned interface will be incremented by one when the blend state is retrieved. Applications must release returned reference(s) when they are no longer needed, or else there will be a memory leak.
Array of blend factors, one for each RGBA component.
Pointer to a {{sample mask}}.
a reference to a blend-state interface (see ).
void OMGetBlendState([Out, Optional] ID3D10BlendState** ppBlendState,[Out, Optional] float BlendFactor[4],[Out, Optional] int* pSampleMask)
Gets the {{depth-stencil}} state of the output-merger stage.
Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks.
Pointer to the stencil reference value used in the {{depth-stencil}} test.
a reference to a depth-stencil state interface (see ) to be filled with information from the device.
void OMGetDepthStencilState([Out, Optional] ID3D10DepthStencilState** ppDepthStencilState,[Out, Optional] int* pStencilRef)
Binds a set of render targets to the output-merger stage.
A set of render target views to bind.
Binds a single render target to the output-merger stage.
A view of the render target to bind.
Binds a depth-stencil buffer and a set of render targets to the output-merger stage.
A view of the depth-stencil buffer to bind.
A set of render target views to bind.
Binds a depth-stencil buffer and a single render target to the output-merger stage.
A view of the depth-stencil buffer to bind.
A view of the render target to bind.
Gets or sets the blend factor.
The blend factor.
Gets or sets the blend sample mask.
The blend sample mask.
Gets or sets the state of the blend.
The state of the blend.
Gets or sets the depth stencil reference.
The depth stencil reference.
Gets or sets the state of the depth stencil.
The state of the depth stencil.
No documentation.
ID3D10Debug
Initializes a new instance of the class.
The device.
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Debug::SetFeatureMask([In] unsigned int Mask)
No documentation.
No documentation.
unsigned int ID3D10Debug::GetFeatureMask()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Debug::SetPresentPerRenderOpDelay([In] unsigned int Milliseconds)
No documentation.
No documentation.
unsigned int ID3D10Debug::GetPresentPerRenderOpDelay()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Debug::SetSwapChain([In, Optional] IDXGISwapChain* pSwapChain)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Debug::GetSwapChain([Out] IDXGISwapChain** ppSwapChain)
No documentation.
No documentation.
HRESULT ID3D10Debug::Validate()
Gets or sets the feature flags that indicates which debug features are on or off.
The feature flags.
No documentation.
GetPresentPerRenderOpDelay
unsigned int ID3D10Debug::GetPresentPerRenderOpDelay()
No documentation.
GetSwapChain
HRESULT ID3D10Debug::GetSwapChain([Out] IDXGISwapChain** ppSwapChain)
No documentation.
ID3D10BlendState1
No documentation.
ID3D10BlendState
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10BlendState::GetDesc([Out] D3D10_BLEND_DESC* pDesc)
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
No documentation.
GetDesc
void ID3D10BlendState::GetDesc([Out] D3D10_BLEND_DESC* pDesc)
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10BlendState1::GetDesc1([Out] D3D10_BLEND_DESC1* pDesc)
No documentation.
GetDesc1
void ID3D10BlendState1::GetDesc1([Out] D3D10_BLEND_DESC1* pDesc)
No documentation.
ID3D10PixelShader
Initializes a new instance of the class.
The device used to create the shader.
The compiled shader bytecode.
Initializes a new instance of the class.
The native pointer.
No documentation.
ID3DX10Mesh
Creates a mesh object using a declarator.
Pointer to an , the device object to be associated with the mesh.
Array of elements, describing the vertex format for the returned mesh. This parameter must map directly to a flexible vertex format (FVF).
Semantic that identifies which part of the vertex declaration contains position information.
Number of vertices for the mesh. This parameter must be greater than 0.
Number of faces for the mesh. The valid range for this number is greater than 0, and one less than the maximum DWORD (typically 65534), because the last index is reserved.
Combination of one or more flags from the , specifying options for the mesh.
HRESULT D3DX10CreateMesh([None] ID3D10Device* pDevice,[In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pDeclaration,[None] int DeclCount,[None] const char* pPositionSemantic,[None] int VertexCount,[None] int FaceCount,[None] int Options,[None] ID3DX10Mesh** ppMesh)
Creates a new mesh and fills it with the data of a previously loaded mesh.
The semantic name for the position data.
Array of structures, describing the vertex format for the returned mesh. See .
Creation flags to be applied to the new mesh. See .
returns the Mesh cloned.
HRESULT ID3DX10Mesh::CloneMesh([None] int Flags,[None] const char* pPosSemantic,[In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pDesc,[None] int DeclCount,[None] ID3DX10Mesh** ppCloneMesh)
Access the mesh's attribute buffer.
Returns the attribute buffer. See .
HRESULT ID3DX10Mesh::GetAttributeBuffer([None] ID3DX10MeshBuffer** ppAttribute)
Retrieves either an attribute table for a mesh, or the number of entries stored in an attribute table for a mesh.
An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier when drawing the frame.
Returns an array of structures, representing the entries in the mesh's attribute table.
HRESULT ID3DX10Mesh::GetAttributeTable([Out, Buffer, Optional] D3DX10_ATTRIBUTE_RANGE* pAttribTable,[None] int* pAttribTableSize)
Get the mesh's point rep buffer.
Returns a mesh buffer containing the mesh's point rep data. See .
HRESULT ID3DX10Mesh::GetPointRepBuffer([None] ID3DX10MeshBuffer** ppPointReps)
Optimizes the mesh data.
Flags indicating which optimizations to perform.
A result code.
Generates a new mesh with reordered faces and vertices to optimize drawing performance.
This method generates a new mesh. Before running Optimize, an application must generate an adjacency buffer by calling . The adjacency buffer contains adjacency data, such as a list of edges and the faces that are adjacent to each other. This method is very similar to the method, except that it can perform optimization while generating the new clone of the mesh. The output mesh inherits all of the creation parameters of the input mesh.
Specifies the type of optimization to perform. This parameter can be set to a combination of one or more flags from D3DXMESHOPT and D3DXMESH (except D3DXMESH_32BIT, D3DXMESH_IB_WRITEONLY, and D3DXMESH_WRITEONLY).
An array of UINTs, one per face, that identifies the original mesh face that corresponds to each face in the optimized mesh.
An array of index for each vertex that specifies how the new vertices map to the old vertices. This remap is useful if you need to alter external data based on the new vertex mapping.
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT ID3DX10Mesh::Optimize([None] int Flags,[Out, Buffer, Optional] int* pFaceRemap,[In] LPD3D10BLOB* ppVertexRemap)
Set the mesh's adjacency data.
The adjacency data to set
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT ID3DX10Mesh::SetAdjacencyData([In] const int* pAdjacency)
Set the mesh's attribute data.
The attribute data to set.
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT ID3DX10Mesh::SetAttributeData([In] const int* pData)
Sets the attribute table for a mesh and the number of entries stored in the table.
If an application keeps track of the information in an attribute table, and rearranges the table as a result of changes to attributes or faces, this method allows the application to update the attribute tables instead of calling ID3DX10Mesh::Optimize again.
an array of structures, representing the entries in the mesh attribute table.
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT ID3DX10Mesh::SetAttributeTable([In, Buffer] const D3DX10_ATTRIBUTE_RANGE* pAttribTable,[None] int cAttribTableSize)
Set the mesh's index data.
The index data.
The number of indices in pData.
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT ID3DX10Mesh::SetIndexData([None] const void* pData,[None] int cIndices)
Set the point rep data for the mesh.
The point rep data to set.
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT ID3DX10Mesh::SetPointRepData([None] const int* pPointReps)
Set vertex data into one of the mesh's vertex buffers.
The vertex buffer to be filled with pData.
The vertex data to set.
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT ID3DX10Mesh::SetVertexData([None] int iBuffer,[None] const void* pData)
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
unsigned int ID3DX10Mesh::GetFaceCount()
No documentation.
No documentation.
unsigned int ID3DX10Mesh::GetVertexCount()
No documentation.
No documentation.
unsigned int ID3DX10Mesh::GetVertexBufferCount()
No documentation.
No documentation.
unsigned int ID3DX10Mesh::GetFlags()
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetVertexDescription([Out, Buffer] const D3D10_INPUT_ELEMENT_DESC** ppDesc,[In] unsigned int* pDeclCount)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::SetVertexData([In] unsigned int iBuffer,[In] const void* pData)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetVertexBuffer([In] unsigned int iBuffer,[In] ID3DX10MeshBuffer** ppVertexBuffer)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::SetIndexData([In] const void* pData,[In] unsigned int cIndices)
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetIndexBuffer([In] ID3DX10MeshBuffer** ppIndexBuffer)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::SetAttributeData([In] const void* pData)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetAttributeBuffer([In] ID3DX10MeshBuffer** ppAttributeBuffer)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::SetAttributeTable([In, Buffer] const D3DX10_ATTRIBUTE_RANGE* pAttribTable,[In] unsigned int cAttribTableSize)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetAttributeTable([Out, Buffer, Optional] D3DX10_ATTRIBUTE_RANGE* pAttribTable,[InOut] unsigned int* pAttribTableSize)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GenerateAdjacencyAndPointReps([In] float Epsilon)
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GenerateGSAdjacency()
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::SetAdjacencyData([In] const void* pAdjacency)
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetAdjacencyBuffer([In] ID3DX10MeshBuffer** ppAdjacency)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::SetPointRepData([In] const void* pPointReps)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetPointRepBuffer([In] ID3DX10MeshBuffer** ppPointReps)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::Discard([In] D3DX10_MESH_DISCARD_FLAGS dwDiscard)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::CloneMesh([In] unsigned int Flags,[In] const char* pPosSemantic,[In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pDesc,[In] unsigned int DeclCount,[In] ID3DX10Mesh** ppCloneMesh)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::Optimize([In] unsigned int Flags,[Out, Buffer, Optional] unsigned int* pFaceRemap,[In] void** ppVertexRemap)
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GenerateAttributeBufferFromTable()
No documentation.
No documentation.
HRESULT ID3DX10Mesh::CommitToDevice()
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::DrawSubset([In] unsigned int AttribId)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::DrawSubsetInstanced([In] unsigned int AttribId,[In] unsigned int InstanceCount,[In] unsigned int StartInstanceLocation)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetDeviceVertexBuffer([In] unsigned int iBuffer,[In] ID3D10Buffer** ppVertexBuffer)
No documentation.
No documentation.
HRESULT ID3DX10Mesh::GetDeviceIndexBuffer([In] ID3D10Buffer** ppIndexBuffer)
Access the mesh's creation flags.
The creation flags passed into the options parameter of when the mesh was created. See {{D3DX10_MESH}}.
int ID3DX10Mesh::GetFlags()
No documentation.
GetFaceCount
unsigned int ID3DX10Mesh::GetFaceCount()
No documentation.
GetVertexCount
unsigned int ID3DX10Mesh::GetVertexCount()
No documentation.
GetVertexBufferCount
unsigned int ID3DX10Mesh::GetVertexBufferCount()
Specifies quality options for font rendering.
QUALITY
Default
Draft
Proof
Non antialiased
Antialiased
ClearType
ClearTypeNatural
No documentation.
ID3D10EffectDepthStencilVariable
No documentation.
ID3D10EffectVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
BOOL ID3D10EffectVariable::IsValid()
No documentation.
No documentation.
ID3D10EffectType* ID3D10EffectVariable::GetType()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVariable::GetDesc([Out] D3D10_EFFECT_VARIABLE_DESC* pDesc)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectVariable::GetAnnotationByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectVariable::GetAnnotationByName([In] const char* Name)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectVariable::GetMemberByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectVariable::GetMemberByName([In] const char* Name)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectVariable::GetMemberBySemantic([In] const char* Semantic)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectVariable::GetElement([In] unsigned int Index)
No documentation.
No documentation.
ID3D10EffectConstantBuffer* ID3D10EffectVariable::GetParentConstantBuffer()
No documentation.
No documentation.
ID3D10EffectScalarVariable* ID3D10EffectVariable::AsScalar()
No documentation.
No documentation.
ID3D10EffectVectorVariable* ID3D10EffectVariable::AsVector()
No documentation.
No documentation.
ID3D10EffectMatrixVariable* ID3D10EffectVariable::AsMatrix()
No documentation.
No documentation.
ID3D10EffectStringVariable* ID3D10EffectVariable::AsString()
No documentation.
No documentation.
ID3D10EffectShaderResourceVariable* ID3D10EffectVariable::AsShaderResource()
No documentation.
No documentation.
ID3D10EffectRenderTargetViewVariable* ID3D10EffectVariable::AsRenderTargetView()
No documentation.
No documentation.
ID3D10EffectDepthStencilViewVariable* ID3D10EffectVariable::AsDepthStencilView()
No documentation.
No documentation.
ID3D10EffectConstantBuffer* ID3D10EffectVariable::AsConstantBuffer()
No documentation.
No documentation.
ID3D10EffectShaderVariable* ID3D10EffectVariable::AsShader()
No documentation.
No documentation.
ID3D10EffectBlendVariable* ID3D10EffectVariable::AsBlend()
No documentation.
No documentation.
ID3D10EffectDepthStencilVariable* ID3D10EffectVariable::AsDepthStencil()
No documentation.
No documentation.
ID3D10EffectRasterizerVariable* ID3D10EffectVariable::AsRasterizer()
No documentation.
No documentation.
ID3D10EffectSamplerVariable* ID3D10EffectVariable::AsSampler()
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVariable::SetRawValue([In] void* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVariable::GetRawValue([In] void* pData,[In] unsigned int Offset,[In] unsigned int Count)
Set data.
A reference to the variable.
size in bytes of data to write.
Returns one of the following {{Direct3D 10 Return Codes}}.
This method does no conversion or type checking; it is therefore a very quick way to access array items.
HRESULT ID3D10EffectVariable::SetRawValue([None] void* pData,[None] int Offset,[None] int Count)
Get data.
This method does no conversion or type checking; it is therefore a very quick way to access array items.
The number of bytes to get.
Returns a filled with the value.
HRESULT ID3D10EffectVariable::GetRawValue([None] void* pData,[None] int Offset,[None] int Count)
Get a scalar variable.
AsScalar returns a version of the effect variable that has been specialized to a scalar variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain scalar data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a scalar variable. See .
ID3D10EffectScalarVariable* ID3D10EffectVariable::AsScalar()
Get a vector variable.
AsVector returns a version of the effect variable that has been specialized to a vector variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain vector data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a vector variable. See .
ID3D10EffectVectorVariable* ID3D10EffectVariable::AsVector()
Get a matrix variable.
AsMatrix returns a version of the effect variable that has been specialized to a matrix variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain matrix data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a matrix variable. See .
ID3D10EffectMatrixVariable* ID3D10EffectVariable::AsMatrix()
Get a string variable.
AsString returns a version of the effect variable that has been specialized to a string variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain string data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a string variable. See .
ID3D10EffectStringVariable* ID3D10EffectVariable::AsString()
Get a shader-resource variable.
AsShaderResource returns a version of the effect variable that has been specialized to a shader-resource variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain shader-resource data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a shader-resource variable. See .
ID3D10EffectShaderResourceVariable* ID3D10EffectVariable::AsShaderResource()
Get a render-target-view variable.
This method returns a version of the effect variable that has been specialized to a render-target-view variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain render-target-view data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a render-target-view variable. See .
ID3D10EffectRenderTargetViewVariable* ID3D10EffectVariable::AsRenderTargetView()
Get a depth-stencil-view variable.
This method returns a version of the effect variable that has been specialized to a depth-stencil-view variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain depth-stencil-view data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a depth-stencil-view variable. See .
ID3D10EffectDepthStencilViewVariable* ID3D10EffectVariable::AsDepthStencilView()
Get a constant buffer.
AsConstantBuffer returns a version of the effect variable that has been specialized to a constant buffer. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain constant buffer data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a constant buffer. See .
ID3D10EffectConstantBuffer* ID3D10EffectVariable::AsConstantBuffer()
Get a shader variable.
AsShader returns a version of the effect variable that has been specialized to a shader variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain shader data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a shader variable. See .
ID3D10EffectShaderVariable* ID3D10EffectVariable::AsShader()
Get a effect-blend variable.
AsBlend returns a version of the effect variable that has been specialized to an effect-blend variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain effect-blend data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to an effect blend variable. See .
ID3D10EffectBlendVariable* ID3D10EffectVariable::AsBlend()
Get a depth-stencil variable.
AsDepthStencil returns a version of the effect variable that has been specialized to a depth-stencil variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain depth-stencil data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a depth-stencil variable. See .
ID3D10EffectDepthStencilVariable* ID3D10EffectVariable::AsDepthStencil()
Get a rasterizer variable.
AsRasterizer returns a version of the effect variable that has been specialized to a rasterizer variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain rasterizer data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a rasterizer variable. See .
ID3D10EffectRasterizerVariable* ID3D10EffectVariable::AsRasterizer()
Get a sampler variable.
AsSampler returns a version of the effect variable that has been specialized to a sampler variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain sampler data. Applications can test the returned object for validity by calling {{IsValid}}.
A reference to a sampler variable. See .
ID3D10EffectSamplerVariable* ID3D10EffectVariable::AsSampler()
No documentation.
IsValid
BOOL ID3D10EffectVariable::IsValid()
No documentation.
GetType
ID3D10EffectType* ID3D10EffectVariable::GetType()
No documentation.
GetDesc
HRESULT ID3D10EffectVariable::GetDesc([Out] D3D10_EFFECT_VARIABLE_DESC* pDesc)
No documentation.
GetParentConstantBuffer
ID3D10EffectConstantBuffer* ID3D10EffectVariable::GetParentConstantBuffer()
Get a pointer to a depth-stencil interface.
Returns a pointer to a blend-state interface (see ).
HRESULT ID3D10EffectDepthStencilVariable::GetDepthStencilState([None] int Index,[Out] ID3D10DepthStencilState** ppDepthStencilState)
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectDepthStencilVariable::GetDepthStencilState([In] unsigned int Index,[Out] ID3D10DepthStencilState** ppDepthStencilState)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectDepthStencilVariable::GetBackingStore([In] unsigned int Index,[Out] D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc)
No documentation.
D3DX10_TEXTURE_LOAD_INFO
Source texture box (see ).
D3D11_BOX* pSrcBox
Destination texture box (see ).
D3D11_BOX* pDstBox
No documentation.
D3D10_BOX* pSrcBox
No documentation.
D3D10_BOX* pDstBox
No documentation.
unsigned int SrcFirstMip
No documentation.
unsigned int DstFirstMip
No documentation.
unsigned int NumMips
No documentation.
unsigned int SrcFirstElement
No documentation.
unsigned int DstFirstElement
No documentation.
unsigned int NumElements
No documentation.
D3DX10_FILTER_FLAG Filter
No documentation.
D3DX10_FILTER_FLAG MipFilter
No documentation.
ID3DX10SkinInfo
Get a list of vertices that a given bone influences and a list of the amount of influence that bone has on each vertex.
An index that specifies an existing bone. Must be between 0 and the value returned by .
An offset from the top of the bone's list of influenced vertices. This must be between 0 and the value returned by .
The number of indices and weights to retrieve. Must be between 0 and the value returned by ID3DX10SkinInfo::GetBoneInfluenceCount.
A list of indices into the vertex buffer, each one representing a vertex influenced by the bone. These values correspond to the values in pDestWeights, such that pDestIndices[i] corresponds to pDestWeights[i].
A list of the amount of influence the bone has on each vertex. These values correspond to the values in pDestIndices, such that pDestWeights[i] corresponds to pDestIndices[i].f
If the method succeeds, the return value is S_OK. If the method fails, the return value can be: E_INVALIDARG or E_OUTOFMEMORY.
HRESULT ID3DX10SkinInfo::GetBoneInfluences([None] int BoneIndex,[None] int Offset,[None] int Count,[Out, Buffer] int* pDestIndices,[Out, Buffer] float* pDestWeights)
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
unsigned int ID3DX10SkinInfo::GetNumVertices()
No documentation.
No documentation.
unsigned int ID3DX10SkinInfo::GetNumBones()
No documentation.
No documentation.
unsigned int ID3DX10SkinInfo::GetMaxBoneInfluences()
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::AddVertices([In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::RemapVertices([In] unsigned int NewVertexCount,[In, Buffer] unsigned int* pVertexRemap)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::AddBones([In] unsigned int Count)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::RemoveBone([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::RemapBones([In] unsigned int NewBoneCount,[In, Buffer] unsigned int* pBoneRemap)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::AddBoneInfluences([In] unsigned int BoneIndex,[In] unsigned int InfluenceCount,[In, Buffer] unsigned int* pIndices,[In, Buffer] float* pWeights)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::ClearBoneInfluences([In] unsigned int BoneIndex)
No documentation.
No documentation.
No documentation.
unsigned int ID3DX10SkinInfo::GetBoneInfluenceCount([In] unsigned int BoneIndex)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::GetBoneInfluences([In] unsigned int BoneIndex,[In] unsigned int Offset,[In] unsigned int Count,[Out, Buffer] unsigned int* pDestIndices,[Out, Buffer] float* pDestWeights)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::FindBoneInfluenceIndex([In] unsigned int BoneIndex,[In] unsigned int VertexIndex,[In] unsigned int* pInfluenceIndex)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::SetBoneInfluence([In] unsigned int BoneIndex,[In] unsigned int InfluenceIndex,[In] float Weight)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::GetBoneInfluence([In] unsigned int BoneIndex,[In] unsigned int InfluenceIndex,[In] float* pWeight)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::Compact([In] unsigned int MaxPerVertexInfluences,[In] unsigned int ScaleMode,[In] float MinWeight)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10SkinInfo::DoSoftwareSkinning([In] unsigned int StartVertex,[In] unsigned int VertexCount,[In] void* pSrcVertices,[In] unsigned int SrcStride,[In] void* pDestVertices,[In] unsigned int DestStride,[In] D3DXMATRIX* pBoneMatrices,[In, Optional] D3DXMATRIX* pInverseTransposeBoneMatrices,[In] D3DX10_SKINNING_CHANNEL* pChannelDescs,[In] unsigned int NumChannels)
No documentation.
GetNumVertices
unsigned int ID3DX10SkinInfo::GetNumVertices()
No documentation.
GetNumBones
unsigned int ID3DX10SkinInfo::GetNumBones()
No documentation.
GetMaxBoneInfluences
unsigned int ID3DX10SkinInfo::GetMaxBoneInfluences()
Specifies formatting options for text rendering.
DT
Align the text to the bottom.
Align the text to the center.
Expand tab characters.
Align the text to the left.
Don't clip the text.
Align the text to the right.
Rendering the text in right-to-left reading order.
Force all text to a single line.
Align the text to the top.
Vertically align the text to the center.
Allow word breaks.
No documentation.
ID3DX10Sprite
Create a sprite for drawing a 2D texture.
A reference to the device (see ) that will draw the sprite.
The size of the vertex buffer, in number of sprites, that will be sent to the device when or is called. This should be a small number if you know you will be rendering a small number of sprites at a time (to save memory) and a large number if you know you will be rendering a large number of sprites at a time. The maximum value is 4096. If 0 is specified, the vertex buffer size will automatically be set to 4096.
HRESULT D3DX10CreateSprite([None] ID3D10Device* pDevice,[None] int cDeviceBufferSize,[None] LPD3DX10SPRITE* ppSprite)
Add an array of sprites to the batch of sprites to be rendered. This must be called in between calls to and , and must be called before End to send all of the batched sprites to the device for rendering. This draw method is most useful when drawing a small number of sprites that you want buffered into a large batch, such as fonts.
The array of sprites to draw. See .
If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA.
HRESULT ID3DX10Sprite::DrawSpritesBuffered([None] D3DX10_SPRITE* pSprites,[None] int cSprites)
Draw an array of sprites. This will immediately send the sprites to the device for rendering, which is different from which only adds an array of sprites to a batch of sprites to be rendered when is called. This draw method is most useful when drawing a large number of sprites that have already been sorted on the CPU (or do not need to be sorted), such as in a particle system. This must be called in between calls to and .
The array of sprites to draw. See .
If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA.
HRESULT ID3DX10Sprite::DrawSpritesImmediate([In, Buffer] D3DX10_SPRITE* pSprites,[None] int cSprites,[None] int cbSprite,[None] int flags)
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Sprite::Begin([In] D3DX10_SPRITE_FLAG flags)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Sprite::DrawSpritesBuffered([In, Buffer] D3DX10_SPRITE* pSprites,[In] unsigned int cSprites)
No documentation.
No documentation.
HRESULT ID3DX10Sprite::Flush()
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Sprite::DrawSpritesImmediate([In, Buffer] D3DX10_SPRITE* pSprites,[In] unsigned int cSprites,[In] unsigned int cbSprite,[In] unsigned int flags)
No documentation.
No documentation.
HRESULT ID3DX10Sprite::End()
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Sprite::GetViewTransform([Out] D3DXMATRIX* pViewTransform)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Sprite::SetViewTransform([In] D3DXMATRIX* pViewTransform)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Sprite::GetProjectionTransform([Out] D3DXMATRIX* pProjectionTransform)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Sprite::SetProjectionTransform([In] D3DXMATRIX* pProjectionTransform)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Sprite::GetDevice([Out] ID3D10Device** ppDevice)
No documentation.
GetViewTransform
HRESULT ID3DX10Sprite::GetViewTransform([Out] D3DXMATRIX* pViewTransform)
No documentation.
GetProjectionTransform
HRESULT ID3DX10Sprite::GetProjectionTransform([Out] D3DXMATRIX* pProjectionTransform)
No documentation.
GetDevice
HRESULT ID3DX10Sprite::GetDevice([Out] ID3D10Device** ppDevice)
No documentation.
ID3DX10Font
Initializes a new instance of the class.
The device.
The font description.
Initializes a new instance of the class.
The device.
The height.
The width.
The weight.
The mip levels.
if set to true [is italic].
The character set.
The precision.
The quality.
The pitch and family.
Name of the face.
Load formatted text into video memory to improve the efficiency of rendering to the device. This method supports ANSI and Unicode strings.
The compiler setting also determines the function version. If Unicode is defined, the function call resolves to PreloadTextW. Otherwise, the function call resolves to PreloadTextA because ANSI strings are being used. This method generates textures that contain glyphs that represent the input text. The glyphs are drawn as a series of triangles. Text will not be rendered to the device; ID3DX10Font::DrawText must still be called to render the text. However, by preloading text into video memory, ID3DX10Font::DrawText will use substantially fewer CPU resources. This method internally converts characters to glyphs using the GDI function {{GetCharacterPlacement}}.
Pointer to a string of characters to be loaded into video memory. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR; otherwise, the data type resolves to LPCSTR. See Remarks.
If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA.
HRESULT ID3DX10Font::PreloadTextW([None] const wchar_t* pString,[None] int Count)
Draw formatted text. This method supports ANSI and Unicode strings.
The parameters of this method are very similar to those of the {{GDI DrawText}} function. This method supports both ANSI and Unicode strings. Unless the DT_NOCLIP format is used, this method clips the text so that it does not appear outside the specified rectangle. All formatting is assumed to have multiple lines unless the DT_SINGLELINE format is specified. If the selected font is too large for the rectangle, this method does not attempt to substitute a smaller font. This method supports only fonts whose escapement and orientation are both zero.
Reference to an ID3DX10Sprite object that contains the string you wish to draw. Can be NULL, in which case Direct3D will render the string with its own sprite object. To improve efficiency, a sprite object should be specified if ID3DX10Font::DrawText is to be called more than once in a row.
Pointer to a string to draw. If UNICODE is defined, this parameter type resolves to an LPCWSTR, otherwise, the type resolves to an LPCSTR. If the Count parameter is -1, the string must be NULL terminated.
Pointer to a structure that contains the rectangle, in logical coordinates, in which the text is to be formatted. As with any RECT object, the coordinate value of the rectangle's right side must be greater than that of its left side. Likewise, the coordinate value of the bottom must be greater than that of the top.
Specify the method of formatting the text. It can be any combination of the following values: ItemDescription DT_BOTTOM Justify the text to the bottom of the rectangle. This value must be combined with DT_SINGLELINE. DT_CALCRECT Tell DrawText to automatically calculate the width and height of the rectangle based on the length of the string you tell it to draw. If there are multiple lines of text, ID3DX10Font::DrawText uses the width of the rectangle pointed to by the pRect parameter and extends the base of the rectangle to bound the last line of text. If there is only one line of text, ID3DX10Font::DrawText modifies the right side of the rectangle so that it bounds the last character in the line. In either case, ID3DX10Font::DrawText returns the height of the formatted text but does not draw the text. DT_CENTER Center text horizontally in the rectangle. DT_EXPANDTABS Expand tab characters. The default number of characters per tab is eight. DT_LEFT Align text to the left. DT_NOCLIP Draw without clipping. ID3DX10Font::DrawText is somewhat faster when DT_NOCLIP is used. DT_RIGHT Align text to the right. DT_RTLREADING Display text in right-to-left reading order for bidirectional text when a Hebrew or Arabic font is selected. The default reading order for all text is left-to-right. DT_SINGLELINE Display text on a single line only. Carriage returns and line feeds do not break the line. DT_TOP Top-justify text. DT_VCENTER Center text vertically (single line only). DT_WORDBREAK Break words. Lines are automatically broken between words if a word would extend past the edge of the rectangle specified by the pRect parameter. A carriage return/line feed sequence also breaks the line. ?
Color of the text. See .
If the function succeeds, the return value is the height of the text in logical units. If DT_VCENTER or DT_BOTTOM is specified, the return value is the offset from pRect (top to the bottom) of the drawn text. If the function fails, the return value is zero.
int ID3DX10Font::DrawTextW([None] LPD3DX10SPRITE pSprite,[None] const wchar_t* pString,[None] int Count,[None] RECT* pRect,[None] int Format,[None] D3DXCOLOR Color)
Measures the specified sprite.
Reference to an ID3DX10Sprite object that contains the string you wish to draw. Can be NULL, in which case Direct3D will render the string with its own sprite object. To improve efficiency, a sprite object should be specified if ID3DX10Font::DrawText is to be called more than once in a row.
A string to measure.
A structure that contains the rectangle, in logical coordinates, in which the text is to be formatted. As with any RECT object, the coordinate value of the rectangle's right side must be greater than that of its left side. Likewise, the coordinate value of the bottom must be greater than that of the top.
Specify the method of formatting the text.
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Font::GetDevice([Out] ID3D10Device** ppDevice)
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Font::GetDescW([Out] D3DX10_FONT_DESCW* pDesc)
No documentation.
No documentation.
No documentation.
BOOL ID3DX10Font::GetTextMetricsW([In] void* pTextMetrics)
No documentation.
No documentation.
HDC ID3DX10Font::GetDC()
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Font::GetGlyphData([In] unsigned int Glyph,[Out] ID3D10ShaderResourceView** ppTexture,[Out] RECT* pBlackBox,[Out] POINT* pCellInc)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Font::PreloadCharacters([In] unsigned int First,[In] unsigned int Last)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Font::PreloadGlyphs([In] unsigned int First,[In] unsigned int Last)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10Font::PreloadTextW([In] const wchar_t* pString,[In] int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
int ID3DX10Font::DrawTextW([In] ID3DX10Sprite* pSprite,[In] const wchar_t* pString,[In] int Count,[In] RECT* pRect,[In] unsigned int Format,[In] D3DXCOLOR Color)
No documentation.
GetDevice
HRESULT ID3DX10Font::GetDevice([Out] ID3D10Device** ppDevice)
No documentation.
GetDescW
HRESULT ID3DX10Font::GetDescW([Out] D3DX10_FONT_DESCW* pDesc)
No documentation.
GetDC
HDC ID3DX10Font::GetDC()
No documentation.
ID3D10Device1
Constructor for a D3D10.1 Device. See for more information.
Constructor for a D3D10.1 Device. See for more information.
Constructor for a D3D10.1 Device. See for more information.
Constructor for a D3D10.1 Device. See for more information.
Constructor for a D3D10.1 Device. See for more information.
Constructor for a D3D10.1 Device. See for more information.
Initializes a new instance of the class along with a new used for rendering.
The type of device to create.
A list of runtime layers to enable.
Details used to create the swap chain.
When the method completes, contains the created device instance.
When the method completes, contains the created swap chain instance.
A object describing the result of the operation.
Initializes a new instance of the class along with a new used for rendering.
The video adapter on which the device should be created.
A list of runtime layers to enable.
Details used to create the swap chain.
When the method completes, contains the created device instance.
When the method completes, contains the created swap chain instance.
A object describing the result of the operation.
Initializes a new instance of the class along with a new used for rendering.
The type of device to create.
A list of runtime layers to enable.
Details used to create the swap chain.
Desired feature level
When the method completes, contains the created device instance.
When the method completes, contains the created swap chain instance.
A object describing the result of the operation.
Initializes a new instance of the class along with a new used for rendering.
The video adapter on which the device should be created.
A list of runtime layers to enable.
Details used to create the swap chain.
Desired feature level
When the method completes, contains the created device instance.
When the method completes, contains the created swap chain instance.
A object describing the result of the operation.
This overload has been deprecated. Use one of the alternatives that does not take both an adapter and a driver type.
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Device1::CreateShaderResourceView1([In] ID3D10Resource* pResource,[In, Optional] const D3D10_SHADER_RESOURCE_VIEW_DESC1* pDesc,[Out, Fast] ID3D10ShaderResourceView1** ppSRView)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Device1::CreateBlendState1([In] const D3D10_BLEND_DESC1* pBlendStateDesc,[Out, Fast] ID3D10BlendState1** ppBlendState)
No documentation.
No documentation.
D3D10_FEATURE_LEVEL1 ID3D10Device1::GetFeatureLevel()
No documentation.
GetFeatureLevel
D3D10_FEATURE_LEVEL1 ID3D10Device1::GetFeatureLevel()
No documentation.
D3D10_VIEWPORT
Initializes a new instance of the structure.
The X coordinate of the viewport.
The Y coordinate of the viewport.
The width of the viewport.
The height of the viewport.
The minimum Z distance of the viewport.
The maximum Z distance of the viewport.
Initializes a new instance of the structure.
The X coordinate of the viewport.
The Y coordinate of the viewport.
The width of the viewport.
The height of the viewport.
No documentation.
int TopLeftX
No documentation.
int TopLeftY
No documentation.
unsigned int Width
No documentation.
unsigned int Height
No documentation.
float MinDepth
No documentation.
float MaxDepth
No documentation.
ID3D10Texture1D
No documentation.
ID3D10Resource
Constant MaximumMipLevels.
D3D10_REQ_MIP_LEVELS
Constant ResourceSizeInMegabytes.
D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES
Constant MaximumTexture1DArraySize.
D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION
Constant MaximumTexture2DArraySize.
D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION
Constant MaximumTexture1DSize.
D3D10_REQ_TEXTURE1D_U_DIMENSION
Constant MaximumTexture2DSize.
D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION
Constant MaximumTexture3DSize.
D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION
Constant MaximumTextureCubeSize.
D3D10_REQ_TEXTURECUBE_DIMENSION
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10Resource::GetType([Out] D3D10_RESOURCE_DIMENSION* rType)
No documentation.
No documentation.
void ID3D10Resource::SetEvictionPriority([In] unsigned int EvictionPriority)
No documentation.
No documentation.
unsigned int ID3D10Resource::GetEvictionPriority()
Gets a swap chain back buffer.
The type of the buffer.
The swap chain to get the buffer from.
The index of the desired buffer.
The buffer interface, or null on failure.
Loads a texture from an image file.
The device used to load the texture.
Path to the file on disk.
The loaded texture object.
Loads a texture from an image file.
The device used to load the texture.
Path to the file on disk.
Specifies information used to load the texture.
The loaded texture object.
Loads a texture from an image in memory.
The device used to load the texture.
Array of memory containing the image data to load.
The loaded texture object.
Loads a texture from an image in memory.
The device used to load the texture.
Array of memory containing the image data to load.
Specifies information used to load the texture.
The loaded texture object.
Loads a texture from a stream of data.
The device used to load the texture.
A stream containing the image data to load.
Size of the image to load.
The loaded texture object.
Loads a texture from a stream of data.
The device used to load the texture.
A stream containing the image data to load.
Size of the image to load.
Specifies information used to load the texture.
The loaded texture object.
Saves a texture to file.
The texture to save.
The format the texture will be saved as.
Name of the destination output file where the texture will be saved.
A object describing the result of the operation.
Saves a texture to a stream.
The texture to save.
The format the texture will be saved as.
Destination memory stream where the image will be saved.
A object describing the result of the operation.
Load a texture from a texture.
Pointer to the source texture. See .
Pointer to the destination texture. See .
Pointer to texture loading parameters. See .
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT D3DX10LoadTextureFromTexture([None] ID3D10Resource* pSrcTexture,[None] D3DX10_TEXTURE_LOAD_INFO* pLoadInfo,[None] ID3D10Resource* pDstTexture)
Generates mipmap chain using a particular texture filter.
The texture object to be filtered. See .
The mipmap level whose data is used to generate the rest of the mipmap chain.
Flags controlling how each miplevel is filtered (or D3DX10_DEFAULT for D3DX10_FILTER_BOX). See .
The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
HRESULT D3DX10FilterTexture([None] ID3D10Resource* pTexture,[None] int SrcLevel,[None] int MipFilter)
Returns a DXGI Surface for this resource.
The buffer interface, or null on failure.
Calculates a subresource index.
The index of the desired mip slice.
The index of the desired array slice.
The total number of mip levels.
The subresource index (equivalent to mipSlice + (arraySlice * mipLevels)).
Calculate the MipSize
No documentation.
GetType
void ID3D10Resource::GetType([Out] D3D10_RESOURCE_DIMENSION* rType)
No documentation.
GetEvictionPriority
unsigned int ID3D10Resource::GetEvictionPriority()
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
The initial texture data.
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
An array of initial texture data for each subresource.
Maps the texture, providing CPU access to its contents.
The mip slice to map.
The IO operations to enable on the CPU.
Flags indicating how the CPU should respond when the GPU is busy.
A data stream containing the mapped data. This data stream is invalidated
when the buffer is unmapped.
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Texture1D::Map([In] unsigned int Subresource,[In] D3D10_MAP MapType,[In] D3D10_MAP_FLAG MapFlags,[Out] void** ppData)
No documentation.
No documentation.
void ID3D10Texture1D::Unmap([In] unsigned int Subresource)
No documentation.
No documentation.
void ID3D10Texture1D::GetDesc([Out] D3D10_TEXTURE1D_DESC* pDesc)
No documentation.
GetDesc
void ID3D10Texture1D::GetDesc([Out] D3D10_TEXTURE1D_DESC* pDesc)
No documentation.
D3DX10_IMAGE_LOAD_INFO
The default value for load options.
No documentation.
unsigned int Width
No documentation.
unsigned int Height
No documentation.
unsigned int Depth
No documentation.
unsigned int FirstMipLevel
No documentation.
unsigned int MipLevels
No documentation.
D3D10_USAGE Usage
No documentation.
D3D10_BIND_FLAG BindFlags
No documentation.
D3D10_CPU_ACCESS_FLAG CpuAccessFlags
No documentation.
D3D10_RESOURCE_MISC_FLAG MiscFlags
No documentation.
DXGI_FORMAT Format
No documentation.
D3DX10_FILTER_FLAG Filter
No documentation.
D3DX10_FILTER_FLAG MipFilter
No documentation.
D3DX10_IMAGE_INFO* pSrcInfo
No documentation.
ID3D10EffectRasterizerVariable
Get a pointer to a rasterizer interface.
Returns a pointer to a rasterizer interface (see ).
HRESULT ID3D10EffectRasterizerVariable::GetRasterizerState([None] int Index,[Out] ID3D10RasterizerState** ppRasterizerState)
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectRasterizerVariable::GetRasterizerState([In] unsigned int Index,[Out] ID3D10RasterizerState** ppRasterizerState)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectRasterizerVariable::GetBackingStore([In] unsigned int Index,[Out] D3D10_RASTERIZER_DESC* pRasterizerDesc)
No documentation.
D3D10_PASS_SHADER_DESC
No documentation.
ID3D10EffectShaderVariable* pShaderVariable
No documentation.
unsigned int ShaderIndex
A reference to the variable that the shader came from. If it is an inline shader assignment, the returned interface will be an anonymous shader variable, which is not retrievable any other way. Its name in the variable description will be "$Anonymous". If there is no assignment of this type in the pass block, this will point to a shader variable that returns false when IsValid is called.
ID3D10EffectShaderVariable* pShaderVariable
No documentation.
ID3D10Texture2D
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
The initial texture data.
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
An array of initial texture data for each subresource.
Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.
The source height map texture.
The destination texture.
One or more flags that control generation of normal maps.
One or more flag specifying the source of height information.
Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible.
A object describing the result of the operation.
Maps the texture, providing CPU access to its contents.
The mip slice to map.
The IO operations to enable on the CPU.
Flags indicating how the CPU should respond when the GPU is busy.
A data rectangle containing the mapped data. This data stream is invalidated when the buffer is unmapped.
Maps the texture, providing CPU access to its contents.
The mip slice to map.
The IO operations to enable on the CPU.
Flags indicating how the CPU should respond when the GPU is busy.
The data stream.
A data rectangle containing the mapped data. This data stream is invalidated when the buffer is unmapped.
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Texture2D::Map([In] unsigned int Subresource,[In] D3D10_MAP MapType,[In] D3D10_MAP_FLAG MapFlags,[Out] D3D10_MAPPED_TEXTURE2D* pMappedTex2D)
No documentation.
No documentation.
void ID3D10Texture2D::Unmap([In] unsigned int Subresource)
No documentation.
No documentation.
void ID3D10Texture2D::GetDesc([Out] D3D10_TEXTURE2D_DESC* pDesc)
No documentation.
GetDesc
void ID3D10Texture2D::GetDesc([Out] D3D10_TEXTURE2D_DESC* pDesc)
No documentation.
D3D10_SO_DECLARATION_ENTRY
Initializes a new instance of the struct.
Name of the semantic.
Index of the semantic.
The start component.
The component count.
The output slot.
No documentation.
const char* SemanticName
No documentation.
unsigned int SemanticIndex
No documentation.
unsigned char StartComponent
No documentation.
unsigned char ComponentCount
No documentation.
unsigned char OutputSlot
Specifies weights for font rendering.
FW
Use a black weight.
Use a bold weight.
Use a demi-bold weight.
The font weight doesn't matter.
Use an extra bold weight.
Make the font extra light.
Use a heavy weight.
Make the font light.
Use a medium weight.
Use a normal weight.
Use a regular weight.
Use a semi-bold weight.
Make the font thin.
Use an ultra bold weight.
Make the font ultra light.
No documentation.
ID3D10EffectScalarVariable
Set a floating-point variable.
A reference to the variable.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetFloat([None] float Value)
Set an array of floating-point variables.
A reference to the start of the data to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetFloatArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)
Set an array of floating-point variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetFloatArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)
Get an array of floating-point variables.
The number of array elements to set.
Returns an array of floats.
HRESULT ID3D10EffectScalarVariable::GetFloatArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)
Get an array of floating-point variables.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns an array of floats.
HRESULT ID3D10EffectScalarVariable::GetFloatArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)
Set an integer variable.
A reference to the variable.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetInt([None] int Value)
Set an array of integer variables.
A reference to the start of the data to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetIntArray([In, Buffer] int* pData,[None] int Offset,[None] int Count)
Set an array of integer variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetIntArray([In, Buffer] int* pData,[None] int Offset,[None] int Count)
Get an array of integer variables.
The number of array elements to set.
Returns an array of integer variables.
HRESULT ID3D10EffectScalarVariable::GetIntArray([Out, Buffer] int* pData,[None] int Offset,[None] int Count)
Get an array of integer variables.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns an array of integer variables.
HRESULT ID3D10EffectScalarVariable::GetIntArray([Out, Buffer] int* pData,[None] int Offset,[None] int Count)
Set a boolean variable.
A reference to the variable.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetBool([None] BOOL Value)
Get a boolean variable.
Returns a boolean.
HRESULT ID3D10EffectScalarVariable::GetBool([Out] BOOL* pValue)
Set an array of boolean variables.
A reference to the start of the data to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetBoolArray([In, Buffer] BOOL* pData,[None] int Offset,[None] int Count)
Set an array of boolean variables.
A reference to the start of the data to set.
Must be set to 0; this is reserved for future use.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::SetBoolArray([In, Buffer] BOOL* pData,[None] int Offset,[None] int Count)
Get an array of boolean variables.
Must be set to 0; this is reserved for future use.
The number of array elements to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectScalarVariable::GetBoolArray([Out, Buffer] BOOL* pData,[None] int Offset,[None] int Count)
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::SetFloat([In] float Value)
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::GetFloat([Out] float* pValue)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::SetFloatArray([In, Buffer] float* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::GetFloatArray([Out, Buffer] float* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::SetInt([In] int Value)
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::GetInt([Out] int* pValue)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::SetIntArray([In, Buffer] int* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::GetIntArray([Out, Buffer] int* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::SetBool([In] BOOL Value)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::GetBool([Out] BOOL* pValue)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::SetBoolArray([In, Buffer] BOOL* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectScalarVariable::GetBoolArray([Out, Buffer] BOOL* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
ID3D10Texture3D
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
The initial texture data.
Initializes a new instance of the class.
The device with which to associate the texture.
The description of the texture.
An array of initial texture data for each subresource.
Maps the texture, providing CPU access to its contents.
The mip slice to map.
The IO operations to enable on the CPU.
Flags indicating how the CPU should respond when the GPU is busy.
A databox containing the mapped data. This data stream is invalidated when the buffer is unmapped.
Maps the texture, providing CPU access to its contents.
The mip slice to map.
The IO operations to enable on the CPU.
Flags indicating how the CPU should respond when the GPU is busy.
The data stream.
A databox containing the mapped data. This data stream is invalidated when the buffer is unmapped.
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Texture3D::Map([In] unsigned int Subresource,[In] D3D10_MAP MapType,[In] D3D10_MAP_FLAG MapFlags,[Out] D3D10_MAPPED_TEXTURE3D* pMappedTex3D)
No documentation.
No documentation.
void ID3D10Texture3D::Unmap([In] unsigned int Subresource)
No documentation.
No documentation.
void ID3D10Texture3D::GetDesc([Out] D3D10_TEXTURE3D_DESC* pDesc)
No documentation.
GetDesc
void ID3D10Texture3D::GetDesc([Out] D3D10_TEXTURE3D_DESC* pDesc)
Properties defining the way a buffer is bound to the pipeline as a target for stream output operations.
Initializes a new instance of the struct.
The buffer being bound.
The offset to the first vertex (in bytes).
Gets or sets the buffer being bound.
Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).
No documentation.
D3D10_MESSAGE
No documentation.
D3D10_MESSAGE_CATEGORY Category
No documentation.
D3D10_MESSAGE_SEVERITY Severity
No documentation.
D3D10_MESSAGE_ID ID
No documentation.
const char* pDescription
No documentation.
SIZE_T DescriptionByteLength
No documentation.
ID3D10InputLayout
Initializes a new instance of the object to describe the
input-buffer data for the input-assembler stage.
ID3D10Device::CreateInputLayout
The device used to create the layout.
An array of input elements describing the layout of the input data.
The compiled shader used to validate the input elements.
Initializes a new instance of the object to describe the
input-buffer data for the input-assembler stage.
ID3D10Device::CreateInputLayout
The device used to create the layout.
An array of input elements describing the layout of the input data.
The shader signature used to validate the input elements.
Initializes a new instance of the class.
The native pointer.
Defines possible character sets for fonts.
CHARSET
The ANSI character set.
The Arabic character set.
The Baltic character set.
The Chinese character set.
The default system character set.
The East Europe character set.
The GB2312 character set.
The Greek character set.
The Hangul character set.
The Hebrew character set.
The Johab character set.
The Mac character set.
The OEM character set.
The Russian character set.
The ShiftJIS character set.
The symbol character set.
The Thai character set.
The Turkish character set.
The Vietnamese character set.
No documentation.
ID3D10Effect
Initializes a new instance of the class.
The device.
The effect byte code.
Initializes a new instance of the class.
The device.
The effect byte code.
Effect compile options
Initializes a new instance of the class.
The device.
The effect byte code.
Effect compile options
Optional. A reference to an memory space for effect variables that are shared across effects (see ).
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
BOOL ID3D10Effect::IsValid()
No documentation.
No documentation.
BOOL ID3D10Effect::IsPool()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Effect::GetDevice([Out] ID3D10Device** ppDevice)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Effect::GetDesc([Out] D3D10_EFFECT_DESC* pDesc)
No documentation.
No documentation.
No documentation.
ID3D10EffectConstantBuffer* ID3D10Effect::GetConstantBufferByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectConstantBuffer* ID3D10Effect::GetConstantBufferByName([In] const char* Name)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10Effect::GetVariableByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10Effect::GetVariableByName([In] const char* Name)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10Effect::GetVariableBySemantic([In] const char* Semantic)
No documentation.
No documentation.
No documentation.
ID3D10EffectTechnique* ID3D10Effect::GetTechniqueByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectTechnique* ID3D10Effect::GetTechniqueByName([In] const char* Name)
No documentation.
No documentation.
HRESULT ID3D10Effect::Optimize()
No documentation.
No documentation.
BOOL ID3D10Effect::IsOptimized()
No documentation.
IsValid
BOOL ID3D10Effect::IsValid()
No documentation.
IsPool
BOOL ID3D10Effect::IsPool()
No documentation.
GetDevice
HRESULT ID3D10Effect::GetDevice([Out] ID3D10Device** ppDevice)
No documentation.
GetDesc
HRESULT ID3D10Effect::GetDesc([Out] D3D10_EFFECT_DESC* pDesc)
No documentation.
IsOptimized
BOOL ID3D10Effect::IsOptimized()
Counter metadata that contains the type, name, units of measure, and a description of an existing counter.
Gets the data type of a counter (see ).
The type.
Gets the number of hardware counters that are needed for this counter type to be created. All instances of the same counter type use the same hardware counters.
The hardware counter count.
Gets a brief name for the counter.
The name.
Gets the units a counter measures.
The units.
Gets a description of the counter.
The description.
No documentation.
D3DX10_SPRITE
No documentation.
D3DXMATRIX matWorld
No documentation.
D3DXVECTOR2 TexCoord
No documentation.
D3DXVECTOR2 TexSize
No documentation.
D3DXCOLOR ColorModulate
No documentation.
ID3D10ShaderResourceView* pTexture
No documentation.
unsigned int TextureIndex
Gets or sets the texture.
The texture.
Defines precision levels for font rendering.
OutPrecision
Default
String
Character
Stroke
TrueType
Device
Raster
TrueTypeOnly
Outline
ScreenOutline
PostScriptOnly
No documentation.
ID3D10EffectPass
Set the state contained in a pass to the device.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT Apply([None] UINT Flags)
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
BOOL ID3D10EffectPass::IsValid()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectPass::GetDesc([Out] D3D10_PASS_DESC* pDesc)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectPass::GetVertexShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectPass::GetGeometryShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectPass::GetPixelShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectPass::GetAnnotationByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectPass::GetAnnotationByName([In] const char* Name)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectPass::Apply([In] unsigned int Flags)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectPass::ComputeStateBlockMask([In] D3D10_STATE_BLOCK_MASK* pStateBlockMask)
No documentation.
IsValid
BOOL ID3D10EffectPass::IsValid()
No documentation.
GetDesc
HRESULT ID3D10EffectPass::GetDesc([Out] D3D10_PASS_DESC* pDesc)
No documentation.
GetVertexShaderDesc
HRESULT ID3D10EffectPass::GetVertexShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)
No documentation.
GetGeometryShaderDesc
HRESULT ID3D10EffectPass::GetGeometryShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)
No documentation.
GetPixelShaderDesc
HRESULT ID3D10EffectPass::GetPixelShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)
No documentation.
ID3D10VertexShader
Initializes a new instance of the class.
The device used to create the shader.
The compiled shader bytecode.
Initializes a new instance of the class.
The native pointer.
No documentation.
ID3D10Asynchronous
Initializes a new instance of the class.
The native pointer.
No documentation.
void ID3D10Asynchronous::Begin()
No documentation.
void ID3D10Asynchronous::End()
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Asynchronous::GetData([Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] unsigned int GetDataFlags)
No documentation.
No documentation.
unsigned int ID3D10Asynchronous::GetDataSize()
Get data from the GPU asynchronously.
GetData retrieves the data collected between calls to and . Certain queries only require a call to ID3D10Asynchronous::End in which case the data returned by GetData is accurate up to the last call to ID3D10Asynchronous::End (See ). If DataSize is 0, GetData is only used to check status where a return value of S_OK indicates that data is available to give to an application, and a return value of S_FALSE indicates data is not yet available. It is invalid to invoke this function on a predicate created with the flag D3D10_QUERY_MISCFLAG_PREDICATEHINT. If the asynchronous interface that calls this function is , then the following table applies. Query TypeOutput Data TypeSupports Begin Method EVENTBOOLNO OCCLUSIONUINT64YES TIMESTAMPUINT64NO TIMESTAMP_DISJOINTQUERYDATA_TIMESTAMP_DISJOINTYES PIPELINE_STATISTICSQUERYDATA_PIPELINE_STATISTICSYES OCCLUSION_PREDICATEBOOLYES SO_STATISTICSQUERYDATA_SO_STATISTICSYES SO_OVERFLOW_PREDICATEBOOLYES ? If the asynchronous interface that calls this API is , then the following applies. Counter TypeOutput Data TypeUnits GPU_IDLEFLOAT32fraction of time VERTEX_PROCESSINGFLOAT32fraction of time GEOMETRY_PROCESSINGFLOAT32fraction of time PIXEL_PROCESSINGFLOAT32fraction of time OTHER_GPU_PROCESSINGFLOAT32fraction of time HOST_ADAPTER_BANDWIDTH_UTILIZATIONFLOAT32fraction of theoretical maximum LOCAL_VIDMEM_BANDWIDTH_UTILIZATIONFLOAT32fraction of theoretical maximum VERTEX_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum TRISETUP_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum FILLRATE_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum VERTEXSHADER_MEMORY_LIMITEDFLOAT32fraction of time VERTEXSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time GEOMETRYSHADER_MEMORY_LIMITEDFLOAT32fraction of time GEOMETRYSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time PIXELSHADER_MEMORY_LIMITEDFLOAT32fraction of time PIXELSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time POST_TRANSFORM_CACHE_HIT_RATEFLOAT32fraction TEXTURE_CACHE_HIT_RATEFLOAT32fraction ? The value returned by a GPU_IDLE, VERTEX_PROCESSING, GEOMETRY_PROCESSING, PIXEL_PROCESSING, or OTHER_GPU_PROCESSING counter may be different depending on the number of parallel counters that exist on a video card, and those values can be interpreted with the following equation: ? Equation to interpret the number of parallel counters ? The number of parallel counters that a video card has is available from NumDetectableParallelUnits in , and it can be retrieved by calling .
If this function succeeds, returns a containing the asynchronous data sent from the GPU.
HRESULT ID3D10Asynchronous::GetData([Out, Buffer, Optional] void* pData,[In] int DataSize,[In] int GetDataFlags)
Get data from the GPU asynchronously.
GetData retrieves the data collected between calls to and . Certain queries only require a call to ID3D10Asynchronous::End in which case the data returned by GetData is accurate up to the last call to ID3D10Asynchronous::End (See ). If DataSize is 0, GetData is only used to check status where a return value of S_OK indicates that data is available to give to an application, and a return value of S_FALSE indicates data is not yet available. It is invalid to invoke this function on a predicate created with the flag D3D10_QUERY_MISCFLAG_PREDICATEHINT. If the asynchronous interface that calls this function is , then the following table applies. Query TypeOutput Data TypeSupports Begin Method EVENTBOOLNO OCCLUSIONUINT64YES TIMESTAMPUINT64NO TIMESTAMP_DISJOINTQUERYDATA_TIMESTAMP_DISJOINTYES PIPELINE_STATISTICSQUERYDATA_PIPELINE_STATISTICSYES OCCLUSION_PREDICATEBOOLYES SO_STATISTICSQUERYDATA_SO_STATISTICSYES SO_OVERFLOW_PREDICATEBOOLYES ? If the asynchronous interface that calls this API is , then the following applies. Counter TypeOutput Data TypeUnits GPU_IDLEFLOAT32fraction of time VERTEX_PROCESSINGFLOAT32fraction of time GEOMETRY_PROCESSINGFLOAT32fraction of time PIXEL_PROCESSINGFLOAT32fraction of time OTHER_GPU_PROCESSINGFLOAT32fraction of time HOST_ADAPTER_BANDWIDTH_UTILIZATIONFLOAT32fraction of theoretical maximum LOCAL_VIDMEM_BANDWIDTH_UTILIZATIONFLOAT32fraction of theoretical maximum VERTEX_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum TRISETUP_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum FILLRATE_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum VERTEXSHADER_MEMORY_LIMITEDFLOAT32fraction of time VERTEXSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time GEOMETRYSHADER_MEMORY_LIMITEDFLOAT32fraction of time GEOMETRYSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time PIXELSHADER_MEMORY_LIMITEDFLOAT32fraction of time PIXELSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time POST_TRANSFORM_CACHE_HIT_RATEFLOAT32fraction TEXTURE_CACHE_HIT_RATEFLOAT32fraction ? The value returned by a GPU_IDLE, VERTEX_PROCESSING, GEOMETRY_PROCESSING, PIXEL_PROCESSING, or OTHER_GPU_PROCESSING counter may be different depending on the number of parallel counters that exist on a video card, and those values can be interpreted with the following equation: ? Equation to interpret the number of parallel counters ? The number of parallel counters that a video card has is available from NumDetectableParallelUnits in , and it can be retrieved by calling .
Optional flags. Can be 0 or any combination of the flags enumerated by .
If this function succeeds, returns a containing the asynchronous data sent from the GPU.
HRESULT ID3D10Asynchronous::GetData([Out, Buffer, Optional] void* pData,[In] int DataSize,[In] int GetDataFlags)
Gets a value indicating whether or not data is available for consumption.
No documentation.
ID3D10Buffer
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10Buffer::Map([In] D3D10_MAP MapType,[In] D3D10_MAP_FLAG MapFlags,[Out] void** ppData)
No documentation.
void ID3D10Buffer::Unmap()
No documentation.
No documentation.
void ID3D10Buffer::GetDesc([Out] D3D10_BUFFER_DESC* pDesc)
Initializes a new instance of the class.
The device with which to associate the buffer.
The description of the buffer.
Initializes a new instance of the class.
The device with which to associate the buffer.
Initial data used to initialize the buffer.
The description of the buffer.
Initializes a new instance of the class.
The device with which to associate the buffer.
The size, in bytes, of the buffer.
The usage pattern for the buffer.
Flags specifying how the buffer will be bound to the pipeline.
Flags specifying how the buffer will be accessible from the CPU.
Miscellaneous resource options.
Initializes a new instance of the class.
The device with which to associate the buffer.
Initial data used to initialize the buffer.
The size, in bytes, of the buffer.
The usage pattern for the buffer.
Flags specifying how the buffer will be bound to the pipeline.
Flags specifying how the buffer will be accessible from the CPU.
Miscellaneous resource options.
Get a reference to the data contained in the resource and deny GPU access to the resource.
For the CPU to write the contents of a resource, the resource must be created with the dynamic usage flag, D3D10_USAGE_DYNAMIC. To both read and write those contents, the resource must be created with the staging usage flag, D3D10_USAGE_STAGING. (For more information about these flags, see .) ID3D10Buffer::Map will retrieve a reference to the resource data. For a discussion on how to access resources efficiently, see {{Copying and Accessing Resource Data (Direct3D 10)}}. Call to signify that the application has finished accessing the resource. ID3D10Buffer::Map has a few other restrictions. For example: The same buffer cannot be mapped multiple times; in other words, do not call ID3D10Buffer::Map on a buffer that is already mapped. Any buffer that is bound to the pipeline must be unmapped before any rendering operation (that is, ) can be executed. Differences between Direct3D 9 and Direct3D 10: ID3D10Buffer::Map in Direct3D 10 is analogous to resource {{Lock}} in Direct3D 9. ?
Flag that specifies the CPU's permissions for the reading and writing of a resource. For possible values, see .
If this function succeeds returns a with the size this buffer.
HRESULT ID3D10Buffer::Map([In] D3D10_MAP MapType,[In] int MapFlags,[Out] void** ppData)
Get a reference to the data contained in the resource and deny GPU access to the resource.
For the CPU to write the contents of a resource, the resource must be created with the dynamic usage flag, D3D10_USAGE_DYNAMIC. To both read and write those contents, the resource must be created with the staging usage flag, D3D10_USAGE_STAGING. (For more information about these flags, see .) ID3D10Buffer::Map will retrieve a reference to the resource data. For a discussion on how to access resources efficiently, see {{Copying and Accessing Resource Data (Direct3D 10)}}. Call to signify that the application has finished accessing the resource. ID3D10Buffer::Map has a few other restrictions. For example: The same buffer cannot be mapped multiple times; in other words, do not call ID3D10Buffer::Map on a buffer that is already mapped. Any buffer that is bound to the pipeline must be unmapped before any rendering operation (that is, ) can be executed. Differences between Direct3D 9 and Direct3D 10: ID3D10Buffer::Map in Direct3D 10 is analogous to resource {{Lock}} in Direct3D 9. ?
Flag that specifies the CPU's permissions for the reading and writing of a resource. For possible values, see .
Flag that specifies what the CPU should do when the GPU is busy (see ). This flag is optional.
If this function succeeds returns a with the size this buffer.
HRESULT ID3D10Buffer::Map([In] D3D10_MAP MapType,[In] int MapFlags,[Out] void** ppData)
Creates a new instance of the class.
Type of the data to upload
The device with which to associate the buffer.
Flags specifying how the buffer will be bound to the pipeline.
Initial data used to initialize the buffer.
The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used.
The usage pattern for the buffer.
Flags specifying how the buffer will be accessible from the CPU.
Miscellaneous resource options.
The size (in bytes) of the structure element for structured buffers.
An initialized buffer
Creates a new instance of the class.
Type of the data to upload
The device with which to associate the buffer.
Flags specifying how the buffer will be bound to the pipeline.
Initial data used to initialize the buffer.
The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used.
The usage pattern for the buffer.
Flags specifying how the buffer will be accessible from the CPU.
Miscellaneous resource options.
The size (in bytes) of the structure element for structured buffers.
An initialized buffer
Creates a new instance of the class.
Type of the data to upload
The device with which to associate the buffer.
Initial data used to initialize the buffer.
The description.
An initialized buffer
Creates a new instance of the class.
Type of the data to upload
The device with which to associate the buffer.
Initial data used to initialize the buffer.
The description.
An initialized buffer
No documentation.
GetDesc
void ID3D10Buffer::GetDesc([Out] D3D10_BUFFER_DESC* pDesc)
No documentation.
ID3D10Counter
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10Counter::GetDesc([Out] D3D10_COUNTER_DESC* pDesc)
Constructs a new based on the specified description.
The device with which to associate the state object.
The counter description.
The newly created object.
No documentation.
GetDesc
void ID3D10Counter::GetDesc([Out] D3D10_COUNTER_DESC* pDesc)
No documentation.
ID3D10DepthStencilState
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10DepthStencilState::GetDesc([Out] D3D10_DEPTH_STENCIL_DESC* pDesc)
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
No documentation.
GetDesc
void ID3D10DepthStencilState::GetDesc([Out] D3D10_DEPTH_STENCIL_DESC* pDesc)
No documentation.
ID3D10DepthStencilView
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10DepthStencilView::GetDesc([Out] D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc)
Creates a for accessing resource data.
The device to use when creating this .
The resource that represents the render-target surface. This surface must have been created with the DepthStencil flag.
ID3D10Device::CreateDepthStencilView
Creates a for accessing resource data.
The device to use when creating this .
The resource that represents the render-target surface. This surface must have been created with the DepthStencil flag.
A structure describing the to be created.
ID3D10Device::CreateDepthStencilView
No documentation.
GetDesc
void ID3D10DepthStencilView::GetDesc([Out] D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc)
No documentation.
ID3D10EffectBlendVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectBlendVariable::GetBlendState([In] unsigned int Index,[Out] ID3D10BlendState** ppBlendState)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectBlendVariable::GetBackingStore([In] unsigned int Index,[Out] D3D10_BLEND_DESC* pBlendDesc)
Get a pointer to a blend-state interface.
Returns .
HRESULT ID3D10EffectBlendVariable::GetBlendState([None] int Index,[Out] ID3D10BlendState** ppBlendState)
No documentation.
ID3D10EffectConstantBuffer
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectConstantBuffer::SetConstantBuffer([In] ID3D10Buffer* pConstantBuffer)
No documentation.
No documentation.
HRESULT ID3D10EffectConstantBuffer::GetConstantBuffer([Out] ID3D10Buffer** ppConstantBuffer)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectConstantBuffer::SetTextureBuffer([In] ID3D10ShaderResourceView* pTextureBuffer)
No documentation.
No documentation.
HRESULT ID3D10EffectConstantBuffer::GetTextureBuffer([Out] ID3D10ShaderResourceView** ppTextureBuffer)
No documentation.
ID3D10EffectDepthStencilViewVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencil([In] ID3D10DepthStencilView* pResource)
No documentation.
No documentation.
HRESULT ID3D10EffectDepthStencilViewVariable::GetDepthStencil([In] ID3D10DepthStencilView** ppResource)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray([In, Buffer] ID3D10DepthStencilView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray([In, Buffer] ID3D10DepthStencilView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectDepthStencilViewVariable::GetDepthStencilArray([Out, Buffer] ID3D10DepthStencilView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
Set an array of depth-stencil-view resources.
A pointer to an array of depth-stencil-view interfaces. See .
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray([In, Buffer] ID3D10DepthStencilView** ppResources,[None] int Offset,[None] int Count)
Set an array of depth-stencil-view resources.
A pointer to an array of depth-stencil-view interfaces. See .
The zero-based array index to set the first interface.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray([In, Buffer] ID3D10DepthStencilView** ppResources,[None] int Offset,[None] int Count)
Get an array of depth-stencil-view resources.
The number of elements in the array.
Returns an array of depth-stencil-view interfaces. See .
HRESULT ID3D10EffectDepthStencilViewVariable::GetDepthStencilArray([Out, Buffer] ID3D10DepthStencilView** ppResources,[None] int Offset,[None] int Count)
Get an array of depth-stencil-view resources.
The zero-based array index to get the first interface.
The number of elements in the array.
Returns an array of depth-stencil-view interfaces. See .
HRESULT ID3D10EffectDepthStencilViewVariable::GetDepthStencilArray([Out, Buffer] ID3D10DepthStencilView** ppResources,[None] int Offset,[None] int Count)
No documentation.
ID3D10EffectMatrixVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectMatrixVariable::SetMatrix([In] SHARPDX_MATRIX* pData)
No documentation.
No documentation.
HRESULT ID3D10EffectMatrixVariable::GetMatrix([Out] SHARPDX_MATRIX* pData)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectMatrixVariable::SetMatrixArray([In, Buffer] SHARPDX_MATRIX* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectMatrixVariable::GetMatrixArray([Out, Buffer] SHARPDX_MATRIX* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectMatrixVariable::SetMatrixTranspose([In] SHARPDX_MATRIX* pData)
No documentation.
No documentation.
HRESULT ID3D10EffectMatrixVariable::GetMatrixTranspose([Out] SHARPDX_MATRIX* pData)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectMatrixVariable::SetMatrixTransposeArray([In, Buffer] SHARPDX_MATRIX* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] SHARPDX_MATRIX* pData,[In] unsigned int Offset,[In] unsigned int Count)
Set a floating-point matrix.
A pointer to the first element in the matrix.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectMatrixVariable::SetMatrix([In] float* pData)
Set an array of floating-point matrices.
A pointer to the first matrix.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectMatrixVariable::SetMatrixArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)
Set an array of floating-point matrices.
A pointer to the first matrix.
The number of matrix elements to skip from the start of the array.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectMatrixVariable::SetMatrixArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)
Get an array of matrices.
The number of matrices in the returned array.
Returns an array of matrix.
HRESULT ID3D10EffectMatrixVariable::GetMatrixArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)
Get an array of matrices.
The offset (in number of matrices) between the start of the array and the first matrix returned.
The number of matrices in the returned array.
Returns an array of matrix.
HRESULT ID3D10EffectMatrixVariable::GetMatrixArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)
Transpose and set a floating-point matrix.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
A pointer to the first element of a matrix.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectMatrixVariable::SetMatrixTranspose([In] float* pData)
Transpose and set an array of floating-point matrices.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
A pointer to an array of matrices.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectMatrixVariable::SetMatrixTransposeArray([In] float* pData,[None] int Offset,[None] int Count)
Transpose and set an array of floating-point matrices.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
A pointer to an array of matrices.
The offset (in number of matrices) between the start of the array and the first matrix to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectMatrixVariable::SetMatrixTransposeArray([In] float* pData,[None] int Offset,[None] int Count)
Transpose and get an array of floating-point matrices.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
The number of matrices in the array to get.
Returns an array of transposed .
HRESULT ID3D10EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)
Transpose and get an array of floating-point matrices.
Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
The offset (in number of matrices) between the start of the array and the first matrix to get.
The number of matrices in the array to get.
Returns an array of transposed .
HRESULT ID3D10EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)
No documentation.
ID3D10EffectPool
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
ID3D10Effect* ID3D10EffectPool::AsEffect()
Initializes a new instance of the class.
The device.
The effect byte code.
Initializes a new instance of the class.
The device.
The effect byte code.
Effect compile options
No documentation.
ID3D10EffectRenderTargetViewVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTarget([In] ID3D10RenderTargetView* pResource)
No documentation.
No documentation.
HRESULT ID3D10EffectRenderTargetViewVariable::GetRenderTarget([Out] ID3D10RenderTargetView** ppResource)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray([In, Buffer] ID3D10RenderTargetView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray([In, Buffer] ID3D10RenderTargetView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectRenderTargetViewVariable::GetRenderTargetArray([Out, Buffer] ID3D10RenderTargetView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
Set an array of render-targets.
Set an array of render-target-view interfaces. See .
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray([In, Buffer] ID3D10RenderTargetView** ppResources,[None] int Offset,[None] int Count)
Set an array of render-targets.
Set an array of render-target-view interfaces. See .
The zero-based array index to store the first interface.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray([In, Buffer] ID3D10RenderTargetView** ppResources,[None] int Offset,[None] int Count)
Get an array of render-targets.
The number of elements in the array.
Returns an array of .
HRESULT ID3D10EffectRenderTargetViewVariable::GetRenderTargetArray([Out, Buffer] ID3D10RenderTargetView** ppResources,[None] int Offset,[None] int Count)
Get an array of render-targets.
The zero-based array index to get the first interface.
The number of elements in the array.
Returns an array of .
HRESULT ID3D10EffectRenderTargetViewVariable::GetRenderTargetArray([Out, Buffer] ID3D10RenderTargetView** ppResources,[None] int Offset,[None] int Count)
No documentation.
ID3D10EffectSamplerVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectSamplerVariable::GetSampler([In] unsigned int Index,[Out] ID3D10SamplerState** ppSampler)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectSamplerVariable::GetBackingStore([In] unsigned int Index,[Out] D3D10_SAMPLER_DESC* pSamplerDesc)
Get a reference to a sampler interface.
Returns a reference to a sampler interface (see ).
HRESULT ID3D10EffectSamplerVariable::GetSampler([None] int Index,[Out] ID3D10SamplerState** ppSampler)
No documentation.
ID3D10EffectShaderResourceVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderResourceVariable::SetResource([In] ID3D10ShaderResourceView* pResource)
No documentation.
No documentation.
HRESULT ID3D10EffectShaderResourceVariable::GetResource([Out] ID3D10ShaderResourceView** ppResource)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderResourceVariable::SetResourceArray([In, Buffer] ID3D10ShaderResourceView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderResourceVariable::SetResourceArray([In, Buffer] ID3D10ShaderResourceView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderResourceVariable::GetResourceArray([Out, Buffer] ID3D10ShaderResourceView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)
Set an array of shader resources.
The address of an array of shader-resource-view interfaces. See .
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectShaderResourceVariable::SetResourceArray([None] ID3D10ShaderResourceView** ppResources,[None] int Offset,[None] int Count)
Set an array of shader resources.
The address of an array of shader-resource-view interfaces. See .
The zero-based array index to get the first interface.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectShaderResourceVariable::SetResourceArray([None] ID3D10ShaderResourceView** ppResources,[None] int Offset,[None] int Count)
Get an array of shader resources.
The number of elements in the array.
Returns an array of shader-resource-view interfaces. See .
HRESULT ID3D10EffectShaderResourceVariable::GetResourceArray([Out] ID3D10ShaderResourceView** ppResources,[None] int Offset,[None] int Count)
Get an array of shader resources.
The zero-based array index to get the first interface.
The number of elements in the array.
Returns an array of shader-resource-view interfaces. See .
HRESULT ID3D10EffectShaderResourceVariable::GetResourceArray([Out] ID3D10ShaderResourceView** ppResources,[None] int Offset,[None] int Count)
No documentation.
ID3D10EffectShaderVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderVariable::GetShaderDesc([In] unsigned int ShaderIndex,[Out] D3D10_EFFECT_SHADER_DESC* pDesc)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderVariable::GetVertexShader([In] unsigned int ShaderIndex,[Out] ID3D10VertexShader** ppVS)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderVariable::GetGeometryShader([In] unsigned int ShaderIndex,[Out] ID3D10GeometryShader** ppGS)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderVariable::GetPixelShader([In] unsigned int ShaderIndex,[Out] ID3D10PixelShader** ppPS)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderVariable::GetInputSignatureElementDesc([In] unsigned int ShaderIndex,[In] unsigned int Element,[Out] D3D10_SIGNATURE_PARAMETER_DESC* pDesc)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectShaderVariable::GetOutputSignatureElementDesc([In] unsigned int ShaderIndex,[In] unsigned int Element,[Out] D3D10_SIGNATURE_PARAMETER_DESC* pDesc)
No documentation.
ID3D10EffectStringVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectStringVariable::GetString([Out] const void** ppString)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectStringVariable::GetStringArray([Out, Buffer] const void** ppStrings,[In] unsigned int Offset,[In] unsigned int Count)
Get the string.
Returns a reference to the string.
HRESULT ID3D10EffectStringVariable::GetString([Out] const char** ppString)
Get an array of strings.
The number of strings in the returned array.
Returns a reference to the first string in the array.
HRESULT ID3D10EffectStringVariable::GetStringArray([Out, Buffer] const char** ppStrings,[None] int Offset,[None] int Count)
Get an array of strings.
The offset (in number of strings) between the start of the array and the first string to get.
The number of strings in the returned array.
Returns a reference to the first string in the array.
HRESULT ID3D10EffectStringVariable::GetStringArray([Out, Buffer] const char** ppStrings,[None] int Offset,[None] int Count)
No documentation.
ID3D10EffectTechnique
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
BOOL ID3D10EffectTechnique::IsValid()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectTechnique::GetDesc([Out] D3D10_TECHNIQUE_DESC* pDesc)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectTechnique::GetAnnotationByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectVariable* ID3D10EffectTechnique::GetAnnotationByName([In] const char* Name)
No documentation.
No documentation.
No documentation.
ID3D10EffectPass* ID3D10EffectTechnique::GetPassByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectPass* ID3D10EffectTechnique::GetPassByName([In] const char* Name)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectTechnique::ComputeStateBlockMask([In] D3D10_STATE_BLOCK_MASK* pStateBlockMask)
No documentation.
IsValid
BOOL ID3D10EffectTechnique::IsValid()
No documentation.
GetDesc
HRESULT ID3D10EffectTechnique::GetDesc([Out] D3D10_TECHNIQUE_DESC* pDesc)
No documentation.
ID3D10EffectType
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
BOOL ID3D10EffectType::IsValid()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectType::GetDesc([Out] D3D10_EFFECT_TYPE_DESC* pDesc)
No documentation.
No documentation.
No documentation.
ID3D10EffectType* ID3D10EffectType::GetMemberTypeByIndex([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
ID3D10EffectType* ID3D10EffectType::GetMemberTypeByName([In] const char* Name)
No documentation.
No documentation.
No documentation.
ID3D10EffectType* ID3D10EffectType::GetMemberTypeBySemantic([In] const char* Semantic)
No documentation.
No documentation.
No documentation.
const char* ID3D10EffectType::GetMemberName([In] unsigned int Index)
No documentation.
No documentation.
No documentation.
const char* ID3D10EffectType::GetMemberSemantic([In] unsigned int Index)
No documentation.
IsValid
BOOL ID3D10EffectType::IsValid()
No documentation.
GetDesc
HRESULT ID3D10EffectType::GetDesc([Out] D3D10_EFFECT_TYPE_DESC* pDesc)
No documentation.
ID3D10EffectVectorVariable
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::SetBoolVector([In, Buffer] BOOL* pData)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::SetIntVector([In] SHARPDX_INT4* pData)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] SHARPDX_VECTOR4* pData)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::GetBoolVector([Out, Buffer] BOOL* pData)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::GetIntVector([Out] SHARPDX_INT4* pData)
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::GetFloatVector([Out] SHARPDX_VECTOR4* pData)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::SetBoolVectorArray([In, Buffer] BOOL* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::SetIntVectorArray([In, Buffer] SHARPDX_INT4* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::SetFloatVectorArray([In, Buffer] SHARPDX_VECTOR4* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::GetBoolVectorArray([Out, Buffer] BOOL* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::GetIntVectorArray([Out, Buffer] SHARPDX_INT4* pData,[In] unsigned int Offset,[In] unsigned int Count)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10EffectVectorVariable::GetFloatVectorArray([Out, Buffer] SHARPDX_VECTOR4* pData,[In] unsigned int Offset,[In] unsigned int Count)
Get a four-component vector that contains integer data.
Returns a four-component vector that contains integer data
HRESULT ID3D10EffectVectorVariable::GetIntVector([Out] int* pData)
Get a four-component vector that contains floating-point data.
Returns a four-component vector that contains floating-point data.
HRESULT ID3D10EffectVectorVariable::GetFloatVector([Out] float* pData)
Get a four-component vector that contains boolean data.
a four-component vector that contains boolean data.
HRESULT ID3D10EffectVectorVariable::GetBoolVector([Out, Buffer] BOOL* pData)
Set an array of four-component vectors that contain integer data.
A reference to the start of the data to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectVectorVariable::SetIntVectorArray([In, Buffer] int* pData,[None] int Offset,[None] int Count)
Set an array of four-component vectors that contain floating-point data.
A reference to the start of the data to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectVectorVariable::SetFloatVectorArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)
Set a two-component vector that contains floating-point data.
A reference to the first component.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)
Set a three-component vector that contains floating-point data.
A reference to the first component.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)
Set a four-component color that contains floating-point data.
A reference to the first component.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)
Set an array of four-component color that contain floating-point data.
A reference to the start of the data to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectVectorVariable::SetFloatVectorArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)
Set an array of four-component vectors that contain boolean data.
A reference to the start of the data to set.
Returns one of the following {{Direct3D 10 Return Codes}}.
HRESULT ID3D10EffectVectorVariable::SetBoolVectorArray([In, Buffer] BOOL* pData,[None] int Offset,[None] int Count)
Get an array of four-component vectors that contain integer data.
The number of array elements to set.
Returns an array of four-component vectors that contain integer data.
HRESULT ID3D10EffectVectorVariable::GetIntVectorArray([Out, Buffer] int* pData,[None] int Offset,[None] int Count)
Get an array of four-component vectors that contain floating-point data.
The number of array elements to set.
Returns an array of four-component vectors that contain floating-point data.
HRESULT ID3D10EffectVectorVariable::GetFloatVectorArray([None] float* pData,[None] int Offset,[None] int Count)
Get an array of four-component vectors that contain boolean data.
The number of array elements to set.
an array of four-component vectors that contain boolean data.
HRESULT ID3D10EffectVectorVariable::GetBoolVectorArray([Out, Buffer] BOOL* pData,[None] int Offset,[None] int Count)
No documentation.
ID3D10GeometryShader
Initializes a new instance of the class.
The native pointer.
Initializes a new instance of the class.
The device used to create the shader.
The compiled shader bytecode.
Initializes a new instance of the class.
The device used to create the shader.
The compiled shader bytecode.
An array of instances describing the layout of the output buffers.
The size, in bytes, of each element in the array pointed to by pSODeclaration. This parameter is only used when the output slot is 0 for all entries in pSODeclaration.
No documentation.
ID3D10InfoQueue
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::SetMessageCountLimit([In] unsigned longlong MessageCountLimit)
No documentation.
void ID3D10InfoQueue::ClearStoredMessages()
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[In] void* pMessage,[InOut] SIZE_T* pMessageByteLength)
No documentation.
No documentation.
unsigned longlong ID3D10InfoQueue::GetNumMessagesAllowedByStorageFilter()
No documentation.
No documentation.
unsigned longlong ID3D10InfoQueue::GetNumMessagesDeniedByStorageFilter()
No documentation.
No documentation.
unsigned longlong ID3D10InfoQueue::GetNumStoredMessages()
No documentation.
No documentation.
unsigned longlong ID3D10InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()
No documentation.
No documentation.
unsigned longlong ID3D10InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()
No documentation.
No documentation.
unsigned longlong ID3D10InfoQueue::GetMessageCountLimit()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::AddStorageFilterEntries([In] D3D10_INFO_QUEUE_FILTER* pFilter)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::GetStorageFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength)
No documentation.
void ID3D10InfoQueue::ClearStorageFilter()
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::PushEmptyStorageFilter()
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::PushCopyOfStorageFilter()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::PushStorageFilter([In] D3D10_INFO_QUEUE_FILTER* pFilter)
No documentation.
void ID3D10InfoQueue::PopStorageFilter()
No documentation.
No documentation.
unsigned int ID3D10InfoQueue::GetStorageFilterStackSize()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::AddRetrievalFilterEntries([In] D3D10_INFO_QUEUE_FILTER* pFilter)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::GetRetrievalFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength)
No documentation.
void ID3D10InfoQueue::ClearRetrievalFilter()
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::PushEmptyRetrievalFilter()
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::PushCopyOfRetrievalFilter()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::PushRetrievalFilter([In] D3D10_INFO_QUEUE_FILTER* pFilter)
No documentation.
void ID3D10InfoQueue::PopRetrievalFilter()
No documentation.
No documentation.
unsigned int ID3D10InfoQueue::GetRetrievalFilterStackSize()
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::AddMessage([In] D3D10_MESSAGE_CATEGORY Category,[In] D3D10_MESSAGE_SEVERITY Severity,[In] D3D10_MESSAGE_ID ID,[In] const char* pDescription)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::AddApplicationMessage([In] D3D10_MESSAGE_SEVERITY Severity,[In] const char* pDescription)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::SetBreakOnCategory([In] D3D10_MESSAGE_CATEGORY Category,[In] BOOL bEnable)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::SetBreakOnSeverity([In] D3D10_MESSAGE_SEVERITY Severity,[In] BOOL bEnable)
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::SetBreakOnID([In] D3D10_MESSAGE_ID ID,[In] BOOL bEnable)
No documentation.
No documentation.
No documentation.
BOOL ID3D10InfoQueue::GetBreakOnCategory([In] D3D10_MESSAGE_CATEGORY Category)
No documentation.
No documentation.
No documentation.
BOOL ID3D10InfoQueue::GetBreakOnSeverity([In] D3D10_MESSAGE_SEVERITY Severity)
No documentation.
No documentation.
No documentation.
BOOL ID3D10InfoQueue::GetBreakOnID([In] D3D10_MESSAGE_ID ID)
No documentation.
No documentation.
void ID3D10InfoQueue::SetMuteDebugOutput([In] BOOL bMute)
No documentation.
No documentation.
BOOL ID3D10InfoQueue::GetMuteDebugOutput()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[Out, Buffer, Optional] D3D10_MESSAGE* pMessage,[InOut] SIZE_T* pMessageByteLength)
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::GetStorageFilter([Out, Buffer, Optional] D3D10_INFO_QUEUE_FILTER* pFilter,[InOut] SIZE_T* pFilterByteLength)
No documentation.
No documentation.
HRESULT ID3D10InfoQueue::GetRetrievalFilter([Out, Buffer, Optional] D3D10_INFO_QUEUE_FILTER* pFilter,[InOut] SIZE_T* pFilterByteLength)
No documentation.
GetMessageCountLimit
unsigned longlong ID3D10InfoQueue::GetMessageCountLimit()
No documentation.
GetNumMessagesAllowedByStorageFilter
unsigned longlong ID3D10InfoQueue::GetNumMessagesAllowedByStorageFilter()
No documentation.
GetNumMessagesDeniedByStorageFilter
unsigned longlong ID3D10InfoQueue::GetNumMessagesDeniedByStorageFilter()
No documentation.
GetNumStoredMessages
unsigned longlong ID3D10InfoQueue::GetNumStoredMessages()
No documentation.
GetNumStoredMessagesAllowedByRetrievalFilter
unsigned longlong ID3D10InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()
No documentation.
GetNumMessagesDiscardedByMessageCountLimit
unsigned longlong ID3D10InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()
No documentation.
GetStorageFilterStackSize
unsigned int ID3D10InfoQueue::GetStorageFilterStackSize()
No documentation.
GetRetrievalFilterStackSize
unsigned int ID3D10InfoQueue::GetRetrievalFilterStackSize()
No documentation.
GetMuteDebugOutput
BOOL ID3D10InfoQueue::GetMuteDebugOutput()
No documentation.
ID3DX10MeshBuffer
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT ID3DX10MeshBuffer::Map([Out] void** ppData,[Out] SIZE_T* pSize)
No documentation.
No documentation.
HRESULT ID3DX10MeshBuffer::Unmap()
No documentation.
No documentation.
SIZE_T ID3DX10MeshBuffer::GetSize()
Get a reference to the mesh buffer memory to modify its contents.
Differences between Direct3D 9 and Direct3D 10: Map() in Direct3D 10 is analogous to resource Map() in Direct3D 9. ?
Returns a reference to the mesh buffer memory to modify its contents
HRESULT ID3DX10MeshBuffer::Map([Out] void** ppData,[Out] SIZE_T* pSize)
No documentation.
GetSize
SIZE_T ID3DX10MeshBuffer::GetSize()
No documentation.
ID3D10Predicate
No documentation.
ID3D10Query
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10Query::GetDesc([Out] D3D10_QUERY_DESC* pDesc)
Constructs a new based on the specified description.
The device with which to associate the state object.
The query description.
The newly created object.
No documentation.
GetDesc
void ID3D10Query::GetDesc([Out] D3D10_QUERY_DESC* pDesc)
Initializes a new instance of the class.
The native pointer.
Constructs a new based on the specified description.
The device with which to associate the state object.
The query description.
The newly created object.
No documentation.
ID3D10RasterizerState
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10RasterizerState::GetDesc([Out] D3D10_RASTERIZER_DESC* pDesc)
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
No documentation.
GetDesc
void ID3D10RasterizerState::GetDesc([Out] D3D10_RASTERIZER_DESC* pDesc)
No documentation.
ID3D10SamplerState
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10SamplerState::GetDesc([Out] D3D10_SAMPLER_DESC* pDesc)
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
Constructs a new based on the specified description.
The device with which to associate the state object.
The state description.
The newly created object.
No documentation.
GetDesc
void ID3D10SamplerState::GetDesc([Out] D3D10_SAMPLER_DESC* pDesc)
No documentation.
ID3D10ShaderResourceView
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10ShaderResourceView::GetDesc([Out] D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc)
Creates a for accessing resource data.
The device to use when creating this .
The resource that represents the render-target surface. This surface must have been created with the ShaderResource flag.
ID3D10Device::CreateShaderResourceView
Creates a for accessing resource data.
The device to use when creating this .
The resource that represents the render-target surface. This surface must have been created with the ShaderResource flag.
A structure describing the to be created.
ID3D10Device::CreateShaderResourceView
Create a shader-resource view from a file. Read the characteristics of a texture when the texture is loaded.
A reference to the device (see ) that will use the resource.
Name of the file that contains the shader-resource view.
Returns a reference to the shader-resource view (see ).
HRESULT D3DX10CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)
Create a shader-resource view from a file.
A reference to the device (see ) that will use the resource.
Name of the file that contains the shader-resource view.
Identifies the characteristics of a texture (see ) when the data processor is created.
Returns a reference to the shader-resource view (see ).
HRESULT D3DX10CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)
Create a shader-resource view from a file in memory.
A reference to the device (see ) that will use the resource.
Pointer to a memory location that contains the shader-resource view.
Returns a reference to the shader-resource view (see ).
HRESULT D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)
Create a shader-resource view from a file in memory.
A reference to the device (see ) that will use the resource.
Pointer to a memory location that contains the shader-resource view.
Identifies the characteristics of a texture (see ) when the data processor is created.
Returns a reference to the shader-resource view (see ).
HRESULT D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)
Create a shader-resource view from a file in a stream..
A reference to the device (see ) that will use the resource.
Pointer to the file in memory that contains the shader-resource view.
Size of the file to read from the stream
Returns a reference to the shader-resource view (see ).
HRESULT D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)
Create a shader-resource view from a file in a stream..
A reference to the device (see ) that will use the resource.
Pointer to the file in memory that contains the shader-resource view.
Size of the file to read from the stream
Identifies the characteristics of a texture (see ) when the data processor is created.
Returns a reference to the shader-resource view (see ).
HRESULT D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)
No documentation.
GetDesc
void ID3D10ShaderResourceView::GetDesc([Out] D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc)
No documentation.
ID3D10ShaderResourceView1
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
void ID3D10ShaderResourceView1::GetDesc1([Out] D3D10_SHADER_RESOURCE_VIEW_DESC1* pDesc)
Creates a for accessing resource data.
The device to use when creating this .
The resource that represents the render-target surface. This surface must have been created with the ShaderResource flag.
ID3D10Device1::CreateShaderResourceView1
Creates a for accessing resource data.
The device to use when creating this .
The resource that represents the render-target surface. This surface must have been created with the ShaderResource flag.
A structure describing the to be created.
ID3D10Device1::CreateShaderResourceView1
No documentation.
GetDesc1
void ID3D10ShaderResourceView1::GetDesc1([Out] D3D10_SHADER_RESOURCE_VIEW_DESC1* pDesc)
No documentation.
ID3D10StateBlock
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
HRESULT ID3D10StateBlock::Capture()
No documentation.
No documentation.
HRESULT ID3D10StateBlock::Apply()
No documentation.
No documentation.
HRESULT ID3D10StateBlock::ReleaseAllDeviceObjects()
No documentation.
No documentation.
No documentation.
HRESULT ID3D10StateBlock::GetDevice([Out] ID3D10Device** ppDevice)
Create a state block.
A state block is a collection of device state, and is used for saving and restoring device state. Use a state-block mask to enable subsets of state for saving and restoring. The structure can be filled manually or by using any of the D3D10StateBlockMaskXXX APIs. A state block mask can also be obtained by calling or . Differences between Direct3D 9 and Direct3D 10: In Direct3D 10, a state block object does not contain any valid information about the state of the device until is called. In Direct3D 9, state is saved in a state block object, when it is created. ?
The device for which the state block will be created.
Indicates which parts of the device state will be captured when calling and reapplied when calling . See remarks.
HRESULT D3D10CreateStateBlock([None] ID3D10Device* pDevice,[None] D3D10_STATE_BLOCK_MASK* pStateBlockMask,[None] ID3D10StateBlock** ppStateBlock)
No documentation.
GetDevice
HRESULT ID3D10StateBlock::GetDevice([Out] ID3D10Device** ppDevice)
No documentation.
ID3D10SwitchToRef
Initializes a new instance of the class.
The native pointer.
No documentation.
No documentation.
No documentation.
BOOL ID3D10SwitchToRef::SetUseRef([In] BOOL UseRef)
No documentation.
No documentation.
BOOL ID3D10SwitchToRef::GetUseRef()
No documentation.
GetUseRef
BOOL ID3D10SwitchToRef::GetUseRef()
Functions
Constant SdkVersion.
D3D10_SDK_VERSION
Constant SdkVersion1.
D3D10_1_SDK_VERSION
DLLs loaders
No documentation.
No documentation.
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HRESULT D3D10CreateDeviceAndSwapChain1([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D10_CREATE_DEVICE_FLAG Flags,[In] D3D10_FEATURE_LEVEL1 HardwareLevel,[In] unsigned int SDKVersion,[In] DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,[Out] IDXGISwapChain** ppSwapChain,[Out] ID3D10Device1** ppDevice)
No documentation.
No documentation.
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HRESULT D3D10CreateDevice1([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D10_CREATE_DEVICE_FLAG Flags,[In] D3D10_FEATURE_LEVEL1 HardwareLevel,[In] unsigned int SDKVersion,[Out, Fast] ID3D10Device1** ppDevice)
No documentation.
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HRESULT D3D10CompileEffectFromMemory([In] void* pData,[In] SIZE_T DataLength,[In] const char* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] D3DCOMPILE_SHADER_FLAGS HLSLFlags,[In] D3DCOMPILE_EFFECT_FLAGS FXFlags,[In] ID3D10Blob** ppCompiledEffect,[In] ID3D10Blob** ppErrors)
No documentation.
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HRESULT D3D10CreateEffectPoolFromMemory([In] void* pData,[In] SIZE_T DataLength,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[Out, Fast] ID3D10EffectPool** ppEffectPool)
No documentation.
No documentation.
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HRESULT D3D10CreateStateBlock([In] ID3D10Device* pDevice,[In] D3D10_STATE_BLOCK_MASK* pStateBlockMask,[Out, Fast] ID3D10StateBlock** ppStateBlock)
No documentation.
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HRESULT D3D10CreateEffectFromMemory([In] void* pData,[In] SIZE_T DataLength,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3D10EffectPool* pEffectPool,[Out, Fast] ID3D10Effect** ppEffect)
No documentation.
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HRESULT D3D10CreateDeviceAndSwapChain([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D10_CREATE_DEVICE_FLAG Flags,[In] unsigned int SDKVersion,[In] DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,[Out] IDXGISwapChain** ppSwapChain,[Out] ID3D10Device** ppDevice)
No documentation.
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HRESULT D3D10CreateDevice([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D10_CREATE_DEVICE_FLAG Flags,[In] unsigned int SDKVersion,[Out, Fast] ID3D10Device** ppDevice)
No documentation.
No documentation.
No documentation.
const char* D3D10GetGeometryShaderProfile([In] ID3D10Device* pDevice)
No documentation.
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No documentation.
const char* D3D10GetVertexShaderProfile([In] ID3D10Device* pDevice)
No documentation.
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const char* D3D10GetPixelShaderProfile([In] ID3D10Device* pDevice)
Functions
DLLs loaders
No documentation.
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HRESULT D3DX10CreateDevice([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] unsigned int Flags,[In] ID3D10Device** ppDevice)
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HRESULT D3DX10CreateFontW([In] ID3D10Device* pDevice,[In] int Height,[In] unsigned int Width,[In] unsigned int Weight,[In] unsigned int MipLevels,[In] BOOL Italic,[In] unsigned int CharSet,[In] unsigned int OutputPrecision,[In] unsigned int Quality,[In] unsigned int PitchAndFamily,[In] const wchar_t* pFaceName,[Out, Fast] ID3DX10Font** ppFont)
No documentation.
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HRESULT D3DX10CreateSprite([In] ID3D10Device* pDevice,[In] unsigned int cDeviceBufferSize,[Out, Fast] ID3DX10Sprite** ppSprite)
No documentation.
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HRESULT D3DX10GetFeatureLevel1([In] ID3D10Device* pDevice,[In] ID3D10Device1** ppDevice1)
No documentation.
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HRESULT D3DX10CheckVersion([In] unsigned int D3DSdkVersion,[In] unsigned int D3DX10SdkVersion)
No documentation.
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HRESULT D3DX10CreateFontIndirectW([In] ID3D10Device* pDevice,[In] const D3DX10_FONT_DESCW* pDesc,[Out, Fast] ID3DX10Font** ppFont)
No documentation.
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HRESULT D3DX10CreateDeviceAndSwapChain([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] unsigned int Flags,[In] DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,[In] IDXGISwapChain** ppSwapChain,[In] ID3D10Device** ppDevice)
No documentation.
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HRESULT D3DX10SaveTextureToFileW([In] ID3D10Resource* pSrcTexture,[In] D3DX10_IMAGE_FILE_FORMAT DestFormat,[In] const wchar_t* pDestFile)
No documentation.
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HRESULT D3DX10SHProjectCubeMap([In] unsigned int Order,[In] ID3D10Texture2D* pCubeMap,[Out, Buffer] float* pROut,[Out, Buffer, Optional] float* pGOut,[Out, Buffer, Optional] float* pBOut)
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HRESULT D3DX10CreateTextureFromResourceW([In] ID3D10Device* pDevice,[In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[Out] ID3D10Resource** ppTexture,[Out] HRESULT* pHResult)
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HRESULT D3DX10LoadTextureFromTexture([In] ID3D10Resource* pSrcTexture,[In] D3DX10_TEXTURE_LOAD_INFO* pLoadInfo,[In] ID3D10Resource* pDstTexture)
No documentation.
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HRESULT D3DX10GetImageInfoFromFileW([In] const wchar_t* pSrcFile,[In] ID3DX10ThreadPump* pPump,[In] D3DX10_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)
No documentation.
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HRESULT D3DX10CreateShaderResourceViewFromFileW([In] ID3D10Device* pDevice,[In] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[In] ID3D10ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)
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HRESULT D3DX10FilterTexture([In] ID3D10Resource* pTexture,[In] unsigned int SrcLevel,[In] unsigned int MipFilter)
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HRESULT D3DX10CreateShaderResourceViewFromMemory([In] ID3D10Device* pDevice,[In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[In] ID3D10ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)
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HRESULT D3DX10ComputeNormalMap([In] ID3D10Texture2D* pSrcTexture,[In] D3DX10_NORMALMAP_FLAG Flags,[In] D3DX10_CHANNEL_FLAG Channel,[In] float Amplitude,[In] ID3D10Texture2D* pDestTexture)
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HRESULT D3DX10CreateTextureFromMemory([In] ID3D10Device* pDevice,[In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[Out] ID3D10Resource** ppTexture,[Out] HRESULT* pHResult)
No documentation.
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HRESULT D3DX10GetImageInfoFromMemory([In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] ID3DX10ThreadPump* pPump,[In] D3DX10_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)
No documentation.
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HRESULT D3DX10GetImageInfoFromResourceW([In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In] ID3DX10ThreadPump* pPump,[In] D3DX10_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)
No documentation.
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HRESULT D3DX10CreateTextureFromFileW([In] ID3D10Device* pDevice,[In] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[Out] ID3D10Resource** ppTexture,[Out] HRESULT* pHResult)
No documentation.
No documentation.
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HRESULT D3DX10CreateShaderResourceViewFromResourceW([In] ID3D10Device* pDevice,[In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[In] ID3D10ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)
No documentation.
No documentation.
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No documentation.
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HRESULT D3DX10SaveTextureToMemory([In] ID3D10Resource* pSrcTexture,[In] D3DX10_IMAGE_FILE_FORMAT DestFormat,[Out] ID3D10Blob** ppDestBuf,[In] unsigned int Flags)
No documentation.
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HRESULT D3DX10CreateSkinInfo([In] ID3DX10SkinInfo** ppSkinInfo)
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HRESULT D3DX10CreateMesh([In] ID3D10Device* pDevice,[In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pDeclaration,[In] unsigned int DeclCount,[In] const char* pPositionSemantic,[In] unsigned int VertexCount,[In] unsigned int FaceCount,[In] unsigned int Options,[Out, Fast] ID3DX10Mesh** ppMesh)
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HRESULT D3DX10CreateEffectFromFileW([In] const wchar_t* pFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3D10EffectPool* pEffectPool,[In] ID3DX10ThreadPump* pPump,[In] ID3D10Effect** ppEffect,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)
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HRESULT D3DX10CreateEffectFromMemory([In] const void* pData,[In] SIZE_T DataLength,[In] const char* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3D10EffectPool* pEffectPool,[In] ID3DX10ThreadPump* pPump,[In] ID3D10Effect** ppEffect,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)
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HRESULT D3DX10CreateEffectPoolFromMemory([In] const void* pData,[In] SIZE_T DataLength,[In] const char* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3DX10ThreadPump* pPump,[In] ID3D10EffectPool** ppEffectPool,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)
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No documentation.
No documentation.
HRESULT D3DX10CreateEffectPoolFromFileW([In] const wchar_t* pFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3DX10ThreadPump* pPump,[In] ID3D10EffectPool** ppEffectPool,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT D3DX10CreateEffectPoolFromResourceW([In] HINSTANCE hModule,[In] const wchar_t* pResourceName,[In] const wchar_t* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3DX10ThreadPump* pPump,[In] ID3D10EffectPool** ppEffectPool,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
No documentation.
HRESULT D3DX10CreateEffectFromResourceW([In] HINSTANCE hModule,[In] const wchar_t* pResourceName,[In] const wchar_t* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3D10EffectPool* pEffectPool,[In] ID3DX10ThreadPump* pPump,[In] ID3D10Effect** ppEffect,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)
Defines pitch and family settings for fonts.
Use the Decorative family.
Default pitch.
The font family doesn't matter.
Fixed pitch.
Use the Modern family.
Mono pitch.
Use the Roman family.
Use the Script family.
Use the Swiss family.
Variable pitch.
No documentation.
D3DX10_IMAGE_INFO
Retrieves information about a given image file.
File name of image to retrieve information about.
If the function succeeds, returns a filled with the description of the data in the source file. else returns null
HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)
Retrieves information about a given image file from a memory location.
an array to the image in memory
If the function succeeds, returns a filled with the description of the data from the image memory. else returns null
HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)
No documentation.
unsigned int Width
No documentation.
unsigned int Height
No documentation.
unsigned int Depth
No documentation.
unsigned int ArraySize
No documentation.
unsigned int MipLevels
No documentation.
D3D10_RESOURCE_MISC_FLAG MiscFlags
No documentation.
DXGI_FORMAT Format
No documentation.
D3D10_RESOURCE_DIMENSION ResourceDimension
No documentation.
D3DX10_IMAGE_FILE_FORMAT ImageFileFormat
No documentation.
D3D10_PASS_DESC
No documentation.
const char* Name
No documentation.
unsigned int Annotations
No documentation.
unsigned char* pIAInputSignature
No documentation.
SIZE_T IAInputSignatureSize
No documentation.
unsigned int StencilRef
No documentation.
unsigned int SampleMask
No documentation.
SHARPDX_COLOR4 BlendFactor
Returns the signature of this Effect pass.
Properties defining the way a buffer (containing vertex data) is bound
to the pipeline for rendering.
Initializes a new instance of the struct.
The buffer being bound.
The stride between vertex element (in bytes).
The offset to the first vertex (in bytes).
Gets or sets the buffer being bound.
Gets or sets the stride between vertex elements in the buffer (in bytes).
Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).
No documentation.
D3D10_INPUT_ELEMENT_DESC
Initializes a new instance of the struct.
The HLSL semantic associated with this element in a shader input-signature.
The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).
The data type of the element data.
Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
An integer value that identifies the input-assembler. Valid values are between 0 and 15.
Identifies the input data class for a single input slot.
The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data.
Initializes a new instance of the struct.
The HLSL semantic associated with this element in a shader input-signature.
The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).
The data type of the element data.
Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
An integer value that identifies the input-assembler. Valid values are between 0 and 15.
Initializes a new instance of the struct.
The HLSL semantic associated with this element in a shader input-signature.
The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).
The data type of the element data.
An integer value that identifies the input-assembler. Valid values are between 0 and 15.
No documentation.
const char* SemanticName
No documentation.
unsigned int SemanticIndex
No documentation.
DXGI_FORMAT Format
No documentation.
unsigned int InputSlot
No documentation.
unsigned int AlignedByteOffset
No documentation.
D3D10_INPUT_CLASSIFICATION InputSlotClass
No documentation.
unsigned int InstanceDataStepRate
Returns a value that can be used for the offset parameter of an InputElement to indicate that the element
should be aligned directly after the previous element, including any packing if neccessary.
A value used to align input elements.
D3D10_APPEND_ALIGNED_ELEMENT
No documentation.
D3D10_INFO_QUEUE_FILTER_DESC
No documentation.
unsigned int NumCategories
No documentation.
D3D10_MESSAGE_CATEGORY* pCategoryList
No documentation.
unsigned int NumSeverities
No documentation.
D3D10_MESSAGE_SEVERITY* pSeverityList
No documentation.
unsigned int NumIDs
No documentation.
D3D10_MESSAGE_ID* pIDList
Gets or sets the categories.
The categories.
Gets or sets the severities.
The severities.
Gets or sets the ids.
The ids.
No documentation.
D3D10_BLEND_DESC
No documentation.
D3D10_BLEND SrcBlend
No documentation.
D3D10_BLEND DestBlend
No documentation.
D3D10_BLEND_OP BlendOp
No documentation.
D3D10_BLEND SrcBlendAlpha
No documentation.
D3D10_BLEND DestBlendAlpha
No documentation.
D3D10_BLEND_OP BlendOpAlpha
No documentation.
BOOL AlphaToCoverageEnable
No documentation.
BOOL BlendEnable[8]
No documentation.
D3D10_COLOR_WRITE_ENABLE RenderTargetWriteMask[8]
No documentation.
D3D10_BLEND_DESC1
No documentation.
BOOL AlphaToCoverageEnable
No documentation.
BOOL IndependentBlendEnable
No documentation.
D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]
No documentation.
D3D10_BUFFER_DESC
No documentation.
unsigned int ByteWidth
No documentation.
D3D10_USAGE Usage
No documentation.
D3D10_BIND_FLAG BindFlags
No documentation.
D3D10_CPU_ACCESS_FLAG CPUAccessFlags
No documentation.
D3D10_RESOURCE_MISC_FLAG MiscFlags
Initializes a new instance of the struct.
The size in bytes.
The usage.
The bind flags.
The cpu access flags.
The option flags.
No documentation.
D3D10_COUNTER_INFO
No documentation.
D3D10_COUNTER LastDeviceDependentCounter
No documentation.
unsigned int NumSimultaneousCounters
No documentation.
unsigned char NumDetectableParallelUnits
No documentation.
D3D10_COUNTER_DESC
No documentation.
D3D10_COUNTER Counter
No documentation.
unsigned int MiscFlags
No documentation.
D3D10_DEPTH_STENCILOP_DESC
No documentation.
D3D10_STENCIL_OP StencilFailOp
No documentation.
D3D10_STENCIL_OP StencilDepthFailOp
No documentation.
D3D10_STENCIL_OP StencilPassOp
No documentation.
D3D10_COMPARISON_FUNC StencilFunc
No documentation.
D3D10_DEPTH_STENCIL_DESC
No documentation.
D3D10_DEPTH_WRITE_MASK DepthWriteMask
No documentation.
D3D10_COMPARISON_FUNC DepthFunc
No documentation.
unsigned char StencilReadMask
No documentation.
unsigned char StencilWriteMask
No documentation.
D3D10_DEPTH_STENCILOP_DESC FrontFace
No documentation.
D3D10_DEPTH_STENCILOP_DESC BackFace
No documentation.
BOOL DepthEnable
No documentation.
BOOL StencilEnable
No documentation.
D3D10_DEPTH_STENCIL_VIEW_DESC
No documentation.
DXGI_FORMAT Format
No documentation.
D3D10_DSV_DIMENSION ViewDimension
No documentation.
D3D10_TEX1D_DSV Texture1D
No documentation.
D3D10_TEX1D_ARRAY_DSV Texture1DArray
No documentation.
D3D10_TEX2D_DSV Texture2D
No documentation.
D3D10_TEX2D_ARRAY_DSV Texture2DArray
No documentation.
D3D10_TEX2DMS_DSV Texture2DMS
No documentation.
D3D10_TEX2DMS_ARRAY_DSV Texture2DMSArray
No documentation.
D3D10_TEX2DMS_ARRAY_DSV
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_TEX2DMS_DSV
No documentation.
unsigned int UnusedField_NothingToDefine
No documentation.
D3D10_TEX2D_ARRAY_DSV
No documentation.
unsigned int MipSlice
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_TEX2D_DSV
No documentation.
unsigned int MipSlice
No documentation.
D3D10_TEX1D_ARRAY_DSV
No documentation.
unsigned int MipSlice
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_TEX1D_DSV
No documentation.
unsigned int MipSlice
No documentation.
D3D10_EFFECT_DESC
No documentation.
unsigned int ConstantBuffers
No documentation.
unsigned int SharedConstantBuffers
No documentation.
unsigned int GlobalVariables
No documentation.
unsigned int SharedGlobalVariables
No documentation.
unsigned int Techniques
No documentation.
BOOL IsChildEffect
No documentation.
D3D10_EFFECT_SHADER_DESC
No documentation.
const unsigned char* pInputSignature
No documentation.
const unsigned char* pBytecode
No documentation.
unsigned int BytecodeLength
No documentation.
const char* SODecl
No documentation.
unsigned int NumInputSignatureEntries
No documentation.
unsigned int NumOutputSignatureEntries
No documentation.
BOOL IsInline
Gets the signature passed into InputLayout. Only valid on a vertex shader or geometry shader.
The signature.
Gets the bytecode from the compiled shader.
The bytecode.
No documentation.
D3D10_TECHNIQUE_DESC
No documentation.
const char* Name
No documentation.
unsigned int Passes
No documentation.
unsigned int Annotations
No documentation.
D3D10_EFFECT_TYPE_DESC
No documentation.
const char* TypeName
No documentation.
D3D_SHADER_VARIABLE_CLASS Class
No documentation.
D3D_SHADER_VARIABLE_TYPE Type
No documentation.
unsigned int Elements
No documentation.
unsigned int Members
No documentation.
unsigned int Rows
No documentation.
unsigned int Columns
No documentation.
unsigned int PackedSize
No documentation.
unsigned int UnpackedSize
No documentation.
unsigned int Stride
No documentation.
D3D10_EFFECT_VARIABLE_DESC
No documentation.
const char* Name
No documentation.
const char* Semantic
No documentation.
D3D10_EFFECT_VARIABLE_FLAGS Flags
No documentation.
unsigned int Annotations
No documentation.
unsigned int BufferOffset
No documentation.
unsigned int ExplicitBindPoint
No documentation.
D3DX10_FONT_DESCW
No documentation.
int Height
No documentation.
unsigned int Width
No documentation.
D3DX10_FONT_WEIGHT Weight
No documentation.
unsigned int MipLevels
No documentation.
D3DX10_FONT_CHARSET CharSet
No documentation.
D3DX10_FONT_PRECISION OutputPrecision
No documentation.
D3DX10_FONT_QUALITY Quality
No documentation.
D3DX10_FONT_PITCHFAMILY PitchAndFamily
No documentation.
wchar_t FaceName[32]
No documentation.
BOOL Italic
No documentation.
D3D10_INFO_QUEUE_FILTER
No documentation.
D3D10_INFO_QUEUE_FILTER_DESC AllowList
No documentation.
D3D10_INFO_QUEUE_FILTER_DESC DenyList
No documentation.
D3DX10_ATTRIBUTE_RANGE
No documentation.
unsigned int AttribId
No documentation.
unsigned int FaceStart
No documentation.
unsigned int FaceCount
No documentation.
unsigned int VertexStart
No documentation.
unsigned int VertexCount
No documentation.
D3DX10_ATTRIBUTE_WEIGHTS
No documentation.
float Position
No documentation.
float Boundary
No documentation.
float Normal
No documentation.
float Diffuse
No documentation.
float Specular
No documentation.
float Tangent
No documentation.
float Binormal
No documentation.
float Texcoord[8]
No documentation.
D3D10_QUERY_DATA_PIPELINE_STATISTICS
No documentation.
unsigned longlong IAVertices
No documentation.
unsigned longlong IAPrimitives
No documentation.
unsigned longlong VSInvocations
No documentation.
unsigned longlong GSInvocations
No documentation.
unsigned longlong GSPrimitives
No documentation.
unsigned longlong CInvocations
No documentation.
unsigned longlong CPrimitives
No documentation.
unsigned longlong PSInvocations
No documentation.
D3D10_QUERY_DATA_TIMESTAMP_DISJOINT
No documentation.
unsigned longlong Frequency
No documentation.
BOOL Disjoint
No documentation.
D3D10_QUERY_DESC
No documentation.
D3D10_QUERY Query
No documentation.
D3D10_QUERY_MISC_FLAG MiscFlags
No documentation.
D3D10_RASTERIZER_DESC
No documentation.
D3D10_FILL_MODE FillMode
No documentation.
D3D10_CULL_MODE CullMode
No documentation.
int DepthBias
No documentation.
float DepthBiasClamp
No documentation.
float SlopeScaledDepthBias
No documentation.
BOOL FrontCounterClockwise
No documentation.
BOOL DepthClipEnable
No documentation.
BOOL ScissorEnable
No documentation.
BOOL MultisampleEnable
No documentation.
BOOL AntialiasedLineEnable
No documentation.
D3D10_RENDER_TARGET_BLEND_DESC1
No documentation.
D3D10_BLEND SrcBlend
No documentation.
D3D10_BLEND DestBlend
No documentation.
D3D10_BLEND_OP BlendOp
No documentation.
D3D10_BLEND SrcBlendAlpha
No documentation.
D3D10_BLEND DestBlendAlpha
No documentation.
D3D10_BLEND_OP BlendOpAlpha
No documentation.
D3D10_COLOR_WRITE_ENABLE RenderTargetWriteMask
No documentation.
BOOL BlendEnable
No documentation.
D3D10_RENDER_TARGET_VIEW_DESC
No documentation.
DXGI_FORMAT Format
No documentation.
D3D10_RTV_DIMENSION ViewDimension
No documentation.
D3D10_BUFFER_RTV Buffer
No documentation.
D3D10_TEX1D_RTV Texture1D
No documentation.
D3D10_TEX1D_ARRAY_RTV Texture1DArray
No documentation.
D3D10_TEX2D_RTV Texture2D
No documentation.
D3D10_TEX2D_ARRAY_RTV Texture2DArray
No documentation.
D3D10_TEX2DMS_RTV Texture2DMS
No documentation.
D3D10_TEX2DMS_ARRAY_RTV Texture2DMSArray
No documentation.
D3D10_TEX3D_RTV Texture3D
No documentation.
D3D10_TEX1D_ARRAY_RTV
No documentation.
unsigned int MipSlice
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_TEX1D_RTV
No documentation.
unsigned int MipSlice
No documentation.
D3D10_BUFFER_RTV
No documentation.
unsigned int FirstElement
No documentation.
unsigned int ElementOffset
No documentation.
unsigned int NumElements
No documentation.
unsigned int ElementWidth
No documentation.
D3D10_TEX3D_RTV
No documentation.
unsigned int MipSlice
No documentation.
unsigned int FirstWSlice
No documentation.
unsigned int WSize
No documentation.
D3D10_TEX2D_ARRAY_RTV
No documentation.
unsigned int MipSlice
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_TEX2D_RTV
No documentation.
unsigned int MipSlice
No documentation.
D3D10_TEX2DMS_RTV
No documentation.
unsigned int UnusedField_NothingToDefine
No documentation.
D3D10_TEX2DMS_ARRAY_RTV
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_BOX
No documentation.
unsigned int left
No documentation.
unsigned int top
No documentation.
unsigned int front
No documentation.
unsigned int right
No documentation.
unsigned int bottom
No documentation.
unsigned int back
No documentation.
D3D10_SAMPLER_DESC
No documentation.
D3D10_FILTER Filter
No documentation.
D3D10_TEXTURE_ADDRESS_MODE AddressU
No documentation.
D3D10_TEXTURE_ADDRESS_MODE AddressV
No documentation.
D3D10_TEXTURE_ADDRESS_MODE AddressW
No documentation.
float MipLODBias
No documentation.
unsigned int MaxAnisotropy
No documentation.
D3D10_COMPARISON_FUNC ComparisonFunc
No documentation.
SHARPDX_COLOR4 BorderColor
No documentation.
float MinLOD
No documentation.
float MaxLOD
No documentation.
D3D10_SHADER_BUFFER_DESC
No documentation.
const char* Name
No documentation.
D3D_CBUFFER_TYPE Type
No documentation.
unsigned int Variables
No documentation.
unsigned int Size
No documentation.
D3D_SHADER_CBUFFER_FLAGS uFlags
No documentation.
D3D10_SIGNATURE_PARAMETER_DESC
No documentation.
const char* SemanticName
No documentation.
unsigned int SemanticIndex
No documentation.
unsigned int Register
No documentation.
D3D_NAME SystemValueType
No documentation.
D3D_REGISTER_COMPONENT_TYPE ComponentType
No documentation.
unsigned char Mask
No documentation.
unsigned char ReadWriteMask
No documentation.
D3D10_SHADER_RESOURCE_VIEW_DESC
No documentation.
DXGI_FORMAT Format
No documentation.
D3D_SRV_DIMENSION ViewDimension
No documentation.
D3D10_BUFFER_SRV Buffer
No documentation.
D3D10_TEX1D_SRV Texture1D
No documentation.
D3D10_TEX1D_ARRAY_SRV Texture1DArray
No documentation.
D3D10_TEX2D_SRV Texture2D
No documentation.
D3D10_TEX2D_ARRAY_SRV Texture2DArray
No documentation.
D3D10_TEX2DMS_SRV Texture2DMS
No documentation.
D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray
No documentation.
D3D10_TEX3D_SRV Texture3D
No documentation.
D3D10_TEXCUBE_SRV TextureCube
No documentation.
D3D10_BUFFER_SRV
No documentation.
unsigned int FirstElement
No documentation.
unsigned int ElementOffset
No documentation.
unsigned int NumElements
No documentation.
unsigned int ElementWidth
No documentation.
D3D10_TEX1D_SRV
No documentation.
unsigned int MostDetailedMip
No documentation.
unsigned int MipLevels
No documentation.
D3D10_TEX1D_ARRAY_SRV
No documentation.
unsigned int MostDetailedMip
No documentation.
unsigned int MipLevels
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_TEX2D_SRV
No documentation.
unsigned int MostDetailedMip
No documentation.
unsigned int MipLevels
No documentation.
D3D10_TEX2D_ARRAY_SRV
No documentation.
unsigned int MostDetailedMip
No documentation.
unsigned int MipLevels
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_TEX2DMS_SRV
No documentation.
unsigned int UnusedField_NothingToDefine
No documentation.
D3D10_TEX2DMS_ARRAY_SRV
No documentation.
unsigned int FirstArraySlice
No documentation.
unsigned int ArraySize
No documentation.
D3D10_TEX3D_SRV
No documentation.
unsigned int MostDetailedMip
No documentation.
unsigned int MipLevels
No documentation.
D3D10_TEXCUBE_SRV
No documentation.
unsigned int MostDetailedMip
No documentation.
unsigned int MipLevels
No documentation.
D3D10_SHADER_RESOURCE_VIEW_DESC1
No documentation.
DXGI_FORMAT Format
No documentation.
D3D_SRV_DIMENSION ViewDimension
No documentation.
D3D10_BUFFER_SRV Buffer
No documentation.
D3D10_TEX1D_SRV Texture1D
No documentation.
D3D10_TEX1D_ARRAY_SRV Texture1DArray
No documentation.
D3D10_TEX2D_SRV Texture2D
No documentation.
D3D10_TEX2D_ARRAY_SRV Texture2DArray
No documentation.
D3D10_TEX2DMS_SRV Texture2DMS
No documentation.
D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray
No documentation.
D3D10_TEX3D_SRV Texture3D
No documentation.
D3D10_TEXCUBE_SRV TextureCube
No documentation.
D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray
No documentation.
D3D10_TEXCUBE_ARRAY_SRV1
No documentation.
unsigned int MostDetailedMip
No documentation.
unsigned int MipLevels
No documentation.
unsigned int First2DArrayFace
No documentation.
unsigned int NumCubes
No documentation.
D3DX10_SKINNING_CHANNEL
No documentation.
unsigned int SrcOffset
No documentation.
unsigned int DestOffset
No documentation.
BOOL IsNormal
No documentation.
D3D10_STATE_BLOCK_MASK
No documentation.
bool VS
No documentation.
bool GS
No documentation.
bool PS
No documentation.
bool IAIndexBuffer
No documentation.
bool IAInputLayout
No documentation.
bool IAPrimitiveTopology
No documentation.
bool OMRenderTargets
No documentation.
bool OMDepthStencilState
No documentation.
bool OMBlendState
No documentation.
bool RSViewports
No documentation.
bool RSScissorRects
No documentation.
bool RSRasterizerState
No documentation.
bool SOBuffers
No documentation.
bool Predication
No documentation.
bool VSSamplers[2]
No documentation.
bool VSShaderResources[16]
No documentation.
bool VSConstantBuffers[2]
No documentation.
bool GSSamplers[2]
No documentation.
bool GSShaderResources[16]
No documentation.
bool GSConstantBuffers[2]
No documentation.
bool PSSamplers[2]
No documentation.
bool PSShaderResources[16]
No documentation.
bool PSConstantBuffers[2]
No documentation.
bool IAVertexBuffers[2]
No documentation.
D3D10_QUERY_DATA_SO_STATISTICS
No documentation.
unsigned longlong NumPrimitivesWritten
No documentation.
unsigned longlong PrimitivesStorageNeeded
No documentation.
D3D10_TEXTURE1D_DESC
No documentation.
unsigned int Width
No documentation.
unsigned int MipLevels
No documentation.
unsigned int ArraySize
No documentation.
DXGI_FORMAT Format
No documentation.
D3D10_USAGE Usage
No documentation.
D3D10_BIND_FLAG BindFlags
No documentation.
D3D10_CPU_ACCESS_FLAG CPUAccessFlags
No documentation.
D3D10_RESOURCE_MISC_FLAG MiscFlags
No documentation.
D3D10_TEXTURE2D_DESC
No documentation.
unsigned int Width
No documentation.
unsigned int Height
No documentation.
unsigned int MipLevels
No documentation.
unsigned int ArraySize
No documentation.
DXGI_FORMAT Format
No documentation.
DXGI_SAMPLE_DESC SampleDesc
No documentation.
D3D10_USAGE Usage
No documentation.
D3D10_BIND_FLAG BindFlags
No documentation.
D3D10_CPU_ACCESS_FLAG CPUAccessFlags
No documentation.
D3D10_RESOURCE_MISC_FLAG MiscFlags
No documentation.
D3D10_TEXTURE3D_DESC
No documentation.
unsigned int Width
No documentation.
unsigned int Height
No documentation.
unsigned int Depth
No documentation.
unsigned int MipLevels
No documentation.
DXGI_FORMAT Format
No documentation.
D3D10_USAGE Usage
No documentation.
D3D10_BIND_FLAG BindFlags
No documentation.
D3D10_CPU_ACCESS_FLAG CPUAccessFlags
No documentation.
D3D10_RESOURCE_MISC_FLAG MiscFlags
Flags that defines the behavior of method .
D3D10_ASYNC_GETDATA_FLAG
No documentation.
D3D10_ASYNC_GETDATA_DONOTFLUSH
None.
None
No documentation.
D3D10_BIND_FLAG
No documentation.
D3D10_BIND_VERTEX_BUFFER
No documentation.
D3D10_BIND_INDEX_BUFFER
No documentation.
D3D10_BIND_CONSTANT_BUFFER
No documentation.
D3D10_BIND_SHADER_RESOURCE
No documentation.
D3D10_BIND_STREAM_OUTPUT
No documentation.
D3D10_BIND_RENDER_TARGET
No documentation.
D3D10_BIND_DEPTH_STENCIL
None.
None
No documentation.
D3D10_BLEND_OP
No documentation.
D3D10_BLEND_OP_ADD
No documentation.
D3D10_BLEND_OP_SUBTRACT
No documentation.
D3D10_BLEND_OP_REV_SUBTRACT
No documentation.
D3D10_BLEND_OP_MIN
No documentation.
D3D10_BLEND_OP_MAX
No documentation.
D3D10_BLEND
No documentation.
D3D10_BLEND_ZERO
No documentation.
D3D10_BLEND_ONE
No documentation.
D3D10_BLEND_SRC_COLOR
No documentation.
D3D10_BLEND_INV_SRC_COLOR
No documentation.
D3D10_BLEND_SRC_ALPHA
No documentation.
D3D10_BLEND_INV_SRC_ALPHA
No documentation.
D3D10_BLEND_DEST_ALPHA
No documentation.
D3D10_BLEND_INV_DEST_ALPHA
No documentation.
D3D10_BLEND_DEST_COLOR
No documentation.
D3D10_BLEND_INV_DEST_COLOR
No documentation.
D3D10_BLEND_SRC_ALPHA_SAT
No documentation.
D3D10_BLEND_BLEND_FACTOR
No documentation.
D3D10_BLEND_INV_BLEND_FACTOR
No documentation.
D3D10_BLEND_SRC1_COLOR
No documentation.
D3D10_BLEND_INV_SRC1_COLOR
No documentation.
D3D10_BLEND_SRC1_ALPHA
No documentation.
D3D10_BLEND_INV_SRC1_ALPHA
No documentation.
D3DX10_CHANNEL_FLAG
No documentation.
D3DX10_CHANNEL_RED
No documentation.
D3DX10_CHANNEL_BLUE
No documentation.
D3DX10_CHANNEL_GREEN
No documentation.
D3DX10_CHANNEL_ALPHA
No documentation.
D3DX10_CHANNEL_LUMINANCE
None.
None
No documentation.
D3D10_COLOR_WRITE_ENABLE
No documentation.
D3D10_COLOR_WRITE_ENABLE_RED
No documentation.
D3D10_COLOR_WRITE_ENABLE_GREEN
No documentation.
D3D10_COLOR_WRITE_ENABLE_BLUE
No documentation.
D3D10_COLOR_WRITE_ENABLE_ALPHA
No documentation.
D3D10_COLOR_WRITE_ENABLE_ALL
No documentation.
D3D10_COMPARISON_FUNC
No documentation.
D3D10_COMPARISON_NEVER
No documentation.
D3D10_COMPARISON_LESS
No documentation.
D3D10_COMPARISON_EQUAL
No documentation.
D3D10_COMPARISON_LESS_EQUAL
No documentation.
D3D10_COMPARISON_GREATER
No documentation.
D3D10_COMPARISON_NOT_EQUAL
No documentation.
D3D10_COMPARISON_GREATER_EQUAL
No documentation.
D3D10_COMPARISON_ALWAYS
No documentation.
D3D10_COUNTER
No documentation.
D3D10_COUNTER_GPU_IDLE
No documentation.
D3D10_COUNTER_VERTEX_PROCESSING
No documentation.
D3D10_COUNTER_GEOMETRY_PROCESSING
No documentation.
D3D10_COUNTER_PIXEL_PROCESSING
No documentation.
D3D10_COUNTER_OTHER_GPU_PROCESSING
No documentation.
D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION
No documentation.
D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION
No documentation.
D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION
No documentation.
D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION
No documentation.
D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION
No documentation.
D3D10_COUNTER_VS_MEMORY_LIMITED
No documentation.
D3D10_COUNTER_VS_COMPUTATION_LIMITED
No documentation.
D3D10_COUNTER_GS_MEMORY_LIMITED
No documentation.
D3D10_COUNTER_GS_COMPUTATION_LIMITED
No documentation.
D3D10_COUNTER_PS_MEMORY_LIMITED
No documentation.
D3D10_COUNTER_PS_COMPUTATION_LIMITED
No documentation.
D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE
No documentation.
D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE
No documentation.
D3D10_COUNTER_DEVICE_DEPENDENT_0
No documentation.
D3D10_COUNTER_TYPE
No documentation.
D3D10_COUNTER_TYPE_FLOAT32
No documentation.
D3D10_COUNTER_TYPE_UINT16
No documentation.
D3D10_COUNTER_TYPE_UINT32
No documentation.
D3D10_COUNTER_TYPE_UINT64
No documentation.
D3D10_CPU_ACCESS_FLAG
No documentation.
D3D10_CPU_ACCESS_WRITE
No documentation.
D3D10_CPU_ACCESS_READ
None.
None
No documentation.
D3D10_CULL_MODE
No documentation.
D3D10_CULL_NONE
No documentation.
D3D10_CULL_FRONT
No documentation.
D3D10_CULL_BACK
No documentation.
D3D10_DEBUG_FEATURE_FLAGS
No documentation.
D3D10_DEBUG_FEATURE_FLUSH_PER_RENDER_OP
No documentation.
D3D10_DEBUG_FEATURE_FINISH_PER_RENDER_OP
No documentation.
D3D10_DEBUG_FEATURE_PRESENT_PER_RENDER_OP
No documentation.
D3D10_CLEAR_FLAG
No documentation.
D3D10_CLEAR_DEPTH
No documentation.
D3D10_CLEAR_STENCIL
No documentation.
D3D10_DSV_DIMENSION
No documentation.
D3D10_DSV_DIMENSION_UNKNOWN
No documentation.
D3D10_DSV_DIMENSION_TEXTURE1D
No documentation.
D3D10_DSV_DIMENSION_TEXTURE1DARRAY
No documentation.
D3D10_DSV_DIMENSION_TEXTURE2D
No documentation.
D3D10_DSV_DIMENSION_TEXTURE2DARRAY
No documentation.
D3D10_DSV_DIMENSION_TEXTURE2DMS
No documentation.
D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY
No documentation.
D3D10_DEPTH_WRITE_MASK
No documentation.
D3D10_DEPTH_WRITE_MASK_ZERO
No documentation.
D3D10_DEPTH_WRITE_MASK_ALL
No documentation.
D3D10_CREATE_DEVICE_FLAG
No documentation.
D3D10_CREATE_DEVICE_SINGLETHREADED
No documentation.
D3D10_CREATE_DEVICE_DEBUG
No documentation.
D3D10_CREATE_DEVICE_SWITCH_TO_REF
No documentation.
D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
No documentation.
D3D10_CREATE_DEVICE_ALLOW_NULL_FROM_MAP
No documentation.
D3D10_CREATE_DEVICE_BGRA_SUPPORT
No documentation.
D3D10_CREATE_DEVICE_STRICT_VALIDATION
None.
None
No documentation.
D3D10_DRIVER_TYPE
No documentation.
D3D10_DRIVER_TYPE_HARDWARE
No documentation.
D3D10_DRIVER_TYPE_REFERENCE
No documentation.
D3D10_DRIVER_TYPE_NULL
No documentation.
D3D10_DRIVER_TYPE_SOFTWARE
No documentation.
D3D10_DRIVER_TYPE_WARP
No documentation.
D3D10_EFFECT_VARIABLE_FLAGS
No documentation.
D3D10_EFFECT_VARIABLE_POOLED
No documentation.
D3D10_EFFECT_VARIABLE_ANNOTATION
No documentation.
D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT
None.
None
No documentation.
D3D10_FEATURE_LEVEL1
No documentation.
D3D10_FEATURE_LEVEL_10_0
No documentation.
D3D10_FEATURE_LEVEL_10_1
No documentation.
D3D10_FEATURE_LEVEL_9_1
No documentation.
D3D10_FEATURE_LEVEL_9_2
No documentation.
D3D10_FEATURE_LEVEL_9_3
No documentation.
D3D10_FILL_MODE
No documentation.
D3D10_FILL_WIREFRAME
No documentation.
D3D10_FILL_SOLID
No documentation.
D3D10_FILTER
No documentation.
D3D10_FILTER_MIN_MAG_MIP_POINT
No documentation.
D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR
No documentation.
D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT
No documentation.
D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR
No documentation.
D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT
No documentation.
D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR
No documentation.
D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT
No documentation.
D3D10_FILTER_MIN_MAG_MIP_LINEAR
No documentation.
D3D10_FILTER_ANISOTROPIC
No documentation.
D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT
No documentation.
D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR
No documentation.
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT
No documentation.
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR
No documentation.
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT
No documentation.
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR
No documentation.
D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT
No documentation.
D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR
No documentation.
D3D10_FILTER_COMPARISON_ANISOTROPIC
No documentation.
D3D10_FILTER_TEXT_1BIT
No documentation.
D3DX10_FILTER_FLAG
No documentation.
D3DX10_FILTER_NONE
No documentation.
D3DX10_FILTER_POINT
No documentation.
D3DX10_FILTER_LINEAR
No documentation.
D3DX10_FILTER_TRIANGLE
No documentation.
D3DX10_FILTER_BOX
No documentation.
D3DX10_FILTER_MIRROR_U
No documentation.
D3DX10_FILTER_MIRROR_V
No documentation.
D3DX10_FILTER_MIRROR_W
No documentation.
D3DX10_FILTER_MIRROR
No documentation.
D3DX10_FILTER_DITHER
No documentation.
D3DX10_FILTER_DITHER_DIFFUSION
No documentation.
D3DX10_FILTER_SRGB_IN
No documentation.
D3DX10_FILTER_SRGB_OUT
No documentation.
D3DX10_FILTER_SRGB
No documentation.
D3D10_FILTER_TYPE
No documentation.
D3D10_FILTER_TYPE_POINT
No documentation.
D3D10_FILTER_TYPE_LINEAR
No documentation.
D3D10_FORMAT_SUPPORT
No documentation.
D3D10_FORMAT_SUPPORT_BUFFER
No documentation.
D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER
No documentation.
D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER
No documentation.
D3D10_FORMAT_SUPPORT_SO_BUFFER
No documentation.
D3D10_FORMAT_SUPPORT_TEXTURE1D
No documentation.
D3D10_FORMAT_SUPPORT_TEXTURE2D
No documentation.
D3D10_FORMAT_SUPPORT_TEXTURE3D
No documentation.
D3D10_FORMAT_SUPPORT_TEXTURECUBE
No documentation.
D3D10_FORMAT_SUPPORT_SHADER_LOAD
No documentation.
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE
No documentation.
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON
No documentation.
D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT
No documentation.
D3D10_FORMAT_SUPPORT_MIP
No documentation.
D3D10_FORMAT_SUPPORT_MIP_AUTOGEN
No documentation.
D3D10_FORMAT_SUPPORT_RENDER_TARGET
No documentation.
D3D10_FORMAT_SUPPORT_BLENDABLE
No documentation.
D3D10_FORMAT_SUPPORT_DEPTH_STENCIL
No documentation.
D3D10_FORMAT_SUPPORT_CPU_LOCKABLE
No documentation.
D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE
No documentation.
D3D10_FORMAT_SUPPORT_DISPLAY
No documentation.
D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT
No documentation.
D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
No documentation.
D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD
No documentation.
D3D10_FORMAT_SUPPORT_SHADER_GATHER
No documentation.
D3D10_FORMAT_SUPPORT_BACK_BUFFER_CAST
No documentation.
D3DX10_IMAGE_FILE_FORMAT
No documentation.
D3DX10_IFF_BMP
No documentation.
D3DX10_IFF_JPG
No documentation.
D3DX10_IFF_PNG
No documentation.
D3DX10_IFF_DDS
No documentation.
D3DX10_IFF_TIFF
No documentation.
D3DX10_IFF_GIF
No documentation.
D3DX10_IFF_WMP
No documentation.
D3D10_INPUT_CLASSIFICATION
No documentation.
D3D10_INPUT_PER_VERTEX_DATA
No documentation.
D3D10_INPUT_PER_INSTANCE_DATA
No documentation.
D3D10_MAP_FLAG
No documentation.
D3D10_MAP_FLAG_DO_NOT_WAIT
None.
None
No documentation.
D3D10_MAP
No documentation.
D3D10_MAP_READ
No documentation.
D3D10_MAP_WRITE
No documentation.
D3D10_MAP_READ_WRITE
No documentation.
D3D10_MAP_WRITE_DISCARD
No documentation.
D3D10_MAP_WRITE_NO_OVERWRITE
No documentation.
D3DX10_MESH_DISCARD_FLAGS
No documentation.
D3DX10_MESH_DISCARD_ATTRIBUTE_BUFFER
No documentation.
D3DX10_MESH_DISCARD_ATTRIBUTE_TABLE
No documentation.
D3DX10_MESH_DISCARD_POINTREPS
No documentation.
D3DX10_MESH_DISCARD_ADJACENCY
No documentation.
D3DX10_MESH_DISCARD_DEVICE_BUFFERS
No documentation.
_D3DX10_MESH
No documentation.
D3DX10_MESH_32_BIT
No documentation.
D3DX10_MESH_GS_ADJACENCY
None.
None
No documentation.
_D3DX10_MESHOPT
No documentation.
D3DX10_MESHOPT_COMPACT
No documentation.
D3DX10_MESHOPT_ATTR_SORT
No documentation.
D3DX10_MESHOPT_VERTEX_CACHE
No documentation.
D3DX10_MESHOPT_STRIP_REORDER
No documentation.
D3DX10_MESHOPT_IGNORE_VERTS
No documentation.
D3DX10_MESHOPT_DO_NOT_SPLIT
No documentation.
D3DX10_MESHOPT_DEVICE_INDEPENDENT
No documentation.
D3D10_MESSAGE_CATEGORY
No documentation.
D3D10_MESSAGE_CATEGORY_APPLICATION_DEFINED
No documentation.
D3D10_MESSAGE_CATEGORY_MISCELLANEOUS
No documentation.
D3D10_MESSAGE_CATEGORY_INITIALIZATION
No documentation.
D3D10_MESSAGE_CATEGORY_CLEANUP
No documentation.
D3D10_MESSAGE_CATEGORY_COMPILATION
No documentation.
D3D10_MESSAGE_CATEGORY_STATE_CREATION
No documentation.
D3D10_MESSAGE_CATEGORY_STATE_SETTING
No documentation.
D3D10_MESSAGE_CATEGORY_STATE_GETTING
No documentation.
D3D10_MESSAGE_CATEGORY_RESOURCE_MANIPULATION
No documentation.
D3D10_MESSAGE_CATEGORY_EXECUTION
No documentation.
D3D10_MESSAGE_ID
No documentation.
D3D10_MESSAGE_ID_UNKNOWN
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD
No documentation.
D3D10_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD
No documentation.
D3D10_MESSAGE_ID_STRING_FROM_APPLICATION
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_THIS
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER1
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER2
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER3
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER4
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER5
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER6
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER7
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER8
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER9
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER10
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER11
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER12
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER13
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER14
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_PARAMETER15
No documentation.
D3D10_MESSAGE_ID_CORRUPTED_MULTITHREADING
No documentation.
D3D10_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY
No documentation.
D3D10_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_VSSETSAMPLERS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_GSSETSHADER_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_GSSETSAMPLERS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_SOSETTARGETS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_PSSETSHADER_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_PSSETSAMPLERS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_RSSETSTATE_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_OMSETBLENDSTATE_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_OMSETRENDERTARGETS_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_SETPREDICATION_UNBINDDELETINGOBJECT
No documentation.
D3D10_MESSAGE_ID_GETPRIVATEDATA_MOREDATA
No documentation.
D3D10_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA
No documentation.
D3D10_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN
No documentation.
D3D10_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS
No documentation.
D3D10_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS
No documentation.
D3D10_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDSAMPLES
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDUSAGE
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDBINDFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDCPUACCESSFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDBINDFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDINITIALDATA
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDDIMENSIONS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDMIPLEVELS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS
No documentation.
D3D10_MESSAGE_ID_CREATEBUFFER_LARGEALLOCATION
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_UNSUPPORTEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDSAMPLES
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDUSAGE
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDCPUACCESSFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDBINDFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDINITIALDATA
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDDIMENSIONS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDMIPLEVELS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE1D_LARGEALLOCATION
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_UNSUPPORTEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDSAMPLES
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDUSAGE
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDCPUACCESSFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDBINDFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDINITIALDATA
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDMIPLEVELS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE2D_LARGEALLOCATION
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_UNSUPPORTEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDSAMPLES
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDUSAGE
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDCPUACCESSFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDBINDFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDINITIALDATA
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDDIMENSIONS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDMIPLEVELS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATETEXTURE3D_LARGEALLOCATION
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_TOOMANYOBJECTS
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY
No documentation.
D3D10_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE
No documentation.
D3D10_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE
No documentation.
D3D10_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY
No documentation.
D3D10_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE
No documentation.
D3D10_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE
No documentation.
D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE
No documentation.
D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE
No documentation.
D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP
No documentation.
D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS
No documentation.
D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_TOOMANYOBJECTS
No documentation.
D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_TOOMANYOBJECTS
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_TOOMANYOBJECTS
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDQUERY
No documentation.
D3D10_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDMISCFLAGS
No documentation.
D3D10_MESSAGE_ID_CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG
No documentation.
D3D10_MESSAGE_ID_CREATEQUERYORPREDICATE_NULLDESC
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED
No documentation.
D3D10_MESSAGE_ID_IASETVERTEXBUFFERS_INVALIDBUFFER
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_IASETINDEXBUFFER_INVALIDBUFFER
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_FORMAT_INVALID
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED
No documentation.
D3D10_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY
No documentation.
D3D10_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFER
No documentation.
D3D10_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY
No documentation.
D3D10_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFER
No documentation.
D3D10_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_SOSETTARGETS_INVALIDBUFFER
No documentation.
D3D10_MESSAGE_ID_DEVICE_SOSETTARGETS_OFFSET_UNALIGNED
No documentation.
D3D10_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY
No documentation.
D3D10_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFER
No documentation.
D3D10_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT
No documentation.
D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR
No documentation.
D3D10_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH
No documentation.
D3D10_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH
No documentation.
D3D10_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID
No documentation.
D3D10_MESSAGE_ID_DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_SOGETTARGETS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY
No documentation.
D3D10_MESSAGE_ID_DEVICE_GENERATEMIPS_RESOURCE_INVALID
No documentation.
D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCEBOX
No documentation.
D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCE
No documentation.
D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE
No documentation.
D3D10_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESTATE
No documentation.
D3D10_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE
No documentation.
D3D10_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE
No documentation.
D3D10_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE
No documentation.
D3D10_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX
No documentation.
D3D10_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE
No documentation.
D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID
No documentation.
D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID
No documentation.
D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID
No documentation.
D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID
No documentation.
D3D10_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID
No documentation.
D3D10_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE
No documentation.
D3D10_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS
No documentation.
D3D10_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED
No documentation.
D3D10_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN
No documentation.
D3D10_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED
No documentation.
D3D10_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE
No documentation.
D3D10_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS
No documentation.
D3D10_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED
No documentation.
D3D10_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN
No documentation.
D3D10_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED
No documentation.
D3D10_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE
No documentation.
D3D10_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS
No documentation.
D3D10_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED
No documentation.
D3D10_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN
No documentation.
D3D10_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED
No documentation.
D3D10_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE
No documentation.
D3D10_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS
No documentation.
D3D10_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED
No documentation.
D3D10_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN
No documentation.
D3D10_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE
No documentation.
D3D10_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED
No documentation.
D3D10_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED
No documentation.
D3D10_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED
No documentation.
D3D10_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS
No documentation.
D3D10_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN
No documentation.
D3D10_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE
No documentation.
D3D10_MESSAGE_ID_REF_THREADING_MODE
No documentation.
D3D10_MESSAGE_ID_REF_UMDRIVER_EXCEPTION
No documentation.
D3D10_MESSAGE_ID_REF_KMDRIVER_EXCEPTION
No documentation.
D3D10_MESSAGE_ID_REF_HARDWARE_EXCEPTION
No documentation.
D3D10_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE
No documentation.
D3D10_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER
No documentation.
D3D10_MESSAGE_ID_REF_OUT_OF_MEMORY
No documentation.
D3D10_MESSAGE_ID_REF_INFO
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET
No documentation.
D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND
No documentation.
D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX
No documentation.
D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE
No documentation.
D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK
No documentation.
D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE
No documentation.
D3D10_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_NOT_SET
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_INPUTLAYOUT_NOT_SET
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VIEW_DIMENSION_MISMATCH
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_NOT_SET
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_POSITION_NOT_PRESENT
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_NOT_SET
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_BOUND_RESOURCE_MAPPED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_INDEX_OFFSET_UNALIGNED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0
No documentation.
D3D10_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT
No documentation.
D3D10_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT
No documentation.
D3D10_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT
No documentation.
D3D10_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN
No documentation.
D3D10_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC
No documentation.
D3D10_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC
No documentation.
D3D10_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH
No documentation.
D3D10_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW
No documentation.
D3D10_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH
No documentation.
D3D10_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY
No documentation.
D3D10_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY
No documentation.
D3D10_MESSAGE_ID_CREATEQUERY_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATEPREDICATE_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATECOUNTER_OUTOFRANGE_COUNTER
No documentation.
D3D10_MESSAGE_ID_CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED
No documentation.
D3D10_MESSAGE_ID_CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER
No documentation.
D3D10_MESSAGE_ID_CREATECOUNTER_OUTOFMEMORY_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATECOUNTER_NONEXCLUSIVE_RETURN
No documentation.
D3D10_MESSAGE_ID_CREATECOUNTER_NULLDESC
No documentation.
D3D10_MESSAGE_ID_CHECKCOUNTER_OUTOFRANGE_COUNTER
No documentation.
D3D10_MESSAGE_ID_CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER
No documentation.
D3D10_MESSAGE_ID_SETPREDICATION_INVALID_PREDICATE_STATE
No documentation.
D3D10_MESSAGE_ID_QUERY_BEGIN_UNSUPPORTED
No documentation.
D3D10_MESSAGE_ID_PREDICATE_BEGIN_DURING_PREDICATION
No documentation.
D3D10_MESSAGE_ID_QUERY_BEGIN_DUPLICATE
No documentation.
D3D10_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS
No documentation.
D3D10_MESSAGE_ID_PREDICATE_END_DURING_PREDICATION
No documentation.
D3D10_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS
No documentation.
D3D10_MESSAGE_ID_QUERY_END_WITHOUT_BEGIN
No documentation.
D3D10_MESSAGE_ID_QUERY_GETDATA_INVALID_DATASIZE
No documentation.
D3D10_MESSAGE_ID_QUERY_GETDATA_INVALID_FLAGS
No documentation.
D3D10_MESSAGE_ID_QUERY_GETDATA_INVALID_CALL
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT
No documentation.
D3D10_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH
No documentation.
D3D10_MESSAGE_ID_D3D10_MESSAGES_END
No documentation.
D3D10_MESSAGE_ID_D3D10L9_MESSAGES_START
No documentation.
D3D10_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED
No documentation.
D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE
No documentation.
D3D10_MESSAGE_ID_VSSETSAMPLERS_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_VSSETSAMPLERS_TOO_MANY_SAMPLERS
No documentation.
D3D10_MESSAGE_ID_PSSETSAMPLERS_TOO_MANY_SAMPLERS
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NO_ARRAYS
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NO_VB_AND_IB_BIND
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NO_TEXTURE_1D
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_DIMENSION_OUT_OF_RANGE
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE
No documentation.
D3D10_MESSAGE_ID_OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS
No documentation.
D3D10_MESSAGE_ID_OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS
No documentation.
D3D10_MESSAGE_ID_IASETVERTEXBUFFERS_BAD_BUFFER_INDEX
No documentation.
D3D10_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS
No documentation.
D3D10_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED
No documentation.
D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS
No documentation.
D3D10_MESSAGE_ID_COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY
No documentation.
D3D10_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_3D_READBACK
No documentation.
D3D10_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_ONLY_READBACK
No documentation.
D3D10_MESSAGE_ID_CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE
No documentation.
D3D10_MESSAGE_ID_CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE
No documentation.
D3D10_MESSAGE_ID_DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO
No documentation.
D3D10_MESSAGE_ID_CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NO_DWORD_INDEX_BUFFER
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NO_STREAM_OUT
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED
No documentation.
D3D10_MESSAGE_ID_VSSHADERRESOURCES_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_GEOMETRY_SHADER_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_STREAM_OUT_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_TEXT_FILTER_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_NO_MRT_BLEND
No documentation.
D3D10_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE
No documentation.
D3D10_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3
No documentation.
D3D10_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED
No documentation.
D3D10_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR
No documentation.
D3D10_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA
No documentation.
D3D10_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP
No documentation.
D3D10_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED
No documentation.
D3D10_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT
No documentation.
D3D10_MESSAGE_ID_D3D10L9_MESSAGES_END
No documentation.
D3D10_MESSAGE_SEVERITY
No documentation.
D3D10_MESSAGE_SEVERITY_CORRUPTION
No documentation.
D3D10_MESSAGE_SEVERITY_ERROR
No documentation.
D3D10_MESSAGE_SEVERITY_WARNING
No documentation.
D3D10_MESSAGE_SEVERITY_INFO
No documentation.
D3DX10_NORMALMAP_FLAG
No documentation.
D3DX10_NORMALMAP_MIRROR_U
No documentation.
D3DX10_NORMALMAP_MIRROR_V
No documentation.
D3DX10_NORMALMAP_MIRROR
No documentation.
D3DX10_NORMALMAP_INVERTSIGN
No documentation.
D3DX10_NORMALMAP_COMPUTE_OCCLUSION
No documentation.
D3D10_QUERY_MISC_FLAG
No documentation.
D3D10_QUERY_MISC_PREDICATEHINT
None.
None
No documentation.
D3D10_QUERY
No documentation.
D3D10_QUERY_EVENT
No documentation.
D3D10_QUERY_OCCLUSION
No documentation.
D3D10_QUERY_TIMESTAMP
No documentation.
D3D10_QUERY_TIMESTAMP_DISJOINT
No documentation.
D3D10_QUERY_PIPELINE_STATISTICS
No documentation.
D3D10_QUERY_OCCLUSION_PREDICATE
No documentation.
D3D10_QUERY_SO_STATISTICS
No documentation.
D3D10_QUERY_SO_OVERFLOW_PREDICATE
No documentation.
D3D10_RTV_DIMENSION
No documentation.
D3D10_RTV_DIMENSION_UNKNOWN
No documentation.
D3D10_RTV_DIMENSION_BUFFER
No documentation.
D3D10_RTV_DIMENSION_TEXTURE1D
No documentation.
D3D10_RTV_DIMENSION_TEXTURE1DARRAY
No documentation.
D3D10_RTV_DIMENSION_TEXTURE2D
No documentation.
D3D10_RTV_DIMENSION_TEXTURE2DARRAY
No documentation.
D3D10_RTV_DIMENSION_TEXTURE2DMS
No documentation.
D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY
No documentation.
D3D10_RTV_DIMENSION_TEXTURE3D
No documentation.
D3D10_RESOURCE_DIMENSION
No documentation.
D3D10_RESOURCE_DIMENSION_UNKNOWN
No documentation.
D3D10_RESOURCE_DIMENSION_BUFFER
No documentation.
D3D10_RESOURCE_DIMENSION_TEXTURE1D
No documentation.
D3D10_RESOURCE_DIMENSION_TEXTURE2D
No documentation.
D3D10_RESOURCE_DIMENSION_TEXTURE3D
No documentation.
D3D10_RESOURCE_MISC_FLAG
No documentation.
D3D10_RESOURCE_MISC_GENERATE_MIPS
No documentation.
D3D10_RESOURCE_MISC_SHARED
No documentation.
D3D10_RESOURCE_MISC_TEXTURECUBE
No documentation.
D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX
No documentation.
D3D10_RESOURCE_MISC_GDI_COMPATIBLE
None.
None
No documentation.
D3D10_USAGE
No documentation.
D3D10_USAGE_DEFAULT
No documentation.
D3D10_USAGE_IMMUTABLE
No documentation.
D3D10_USAGE_DYNAMIC
No documentation.
D3D10_USAGE_STAGING
No documentation.
D3DX10_SPRITE_FLAG
No documentation.
D3DX10_SPRITE_SORT_TEXTURE
No documentation.
D3DX10_SPRITE_SORT_DEPTH_BACK_TO_FRONT
No documentation.
D3DX10_SPRITE_SORT_DEPTH_FRONT_TO_BACK
No documentation.
D3DX10_SPRITE_SAVE_STATE
No documentation.
D3DX10_SPRITE_ADDREF_TEXTURES
None.
None
No documentation.
D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS
No documentation.
D3D10_STANDARD_MULTISAMPLE_PATTERN
No documentation.
D3D10_CENTER_MULTISAMPLE_PATTERN
No documentation.
D3D10_STENCIL_OP
No documentation.
D3D10_STENCIL_OP_KEEP
No documentation.
D3D10_STENCIL_OP_ZERO
No documentation.
D3D10_STENCIL_OP_REPLACE
No documentation.
D3D10_STENCIL_OP_INCR_SAT
No documentation.
D3D10_STENCIL_OP_DECR_SAT
No documentation.
D3D10_STENCIL_OP_INVERT
No documentation.
D3D10_STENCIL_OP_INCR
No documentation.
D3D10_STENCIL_OP_DECR
No documentation.
D3D10_TEXTURE_ADDRESS_MODE
No documentation.
D3D10_TEXTURE_ADDRESS_WRAP
No documentation.
D3D10_TEXTURE_ADDRESS_MIRROR
No documentation.
D3D10_TEXTURE_ADDRESS_CLAMP
No documentation.
D3D10_TEXTURE_ADDRESS_BORDER
No documentation.
D3D10_TEXTURE_ADDRESS_MIRROR_ONCE
No documentation.
D3D10_TEXTURECUBE_FACE
No documentation.
D3D10_TEXTURECUBE_FACE_POSITIVE_X
No documentation.
D3D10_TEXTURECUBE_FACE_NEGATIVE_X
No documentation.
D3D10_TEXTURECUBE_FACE_POSITIVE_Y
No documentation.
D3D10_TEXTURECUBE_FACE_NEGATIVE_Y
No documentation.
D3D10_TEXTURECUBE_FACE_POSITIVE_Z
No documentation.
D3D10_TEXTURECUBE_FACE_NEGATIVE_Z