ID3D11DeviceContext interface (d3d11.h)
The ID3D11DeviceContext interface represents a device context which generates rendering commands.
Note The latest version of this interface is ID3D11DeviceContext4 introduced in the Windows 10 Creators Update. Applications targetting Windows 10 Creators Update should use the ID3D11DeviceContext4 interface instead of ID3D11DeviceContext.
Inheritance
The ID3D11DeviceContext interface inherits from ID3D11DeviceChild. ID3D11DeviceContext also has these types of members:
Methods
The ID3D11DeviceContext interface has these methods.
ID3D11DeviceContext::Begin Mark the beginning of a series of commands. |
ID3D11DeviceContext::ClearDepthStencilView Clears the depth-stencil resource. (ID3D11DeviceContext.ClearDepthStencilView) |
ID3D11DeviceContext::ClearRenderTargetView Set all the elements in a render target to one value. (ID3D11DeviceContext.ClearRenderTargetView) |
ID3D11DeviceContext::ClearState Restore all default settings. |
ID3D11DeviceContext::ClearUnorderedAccessViewFloat Clears an unordered access resource with a float value. |
ID3D11DeviceContext::ClearUnorderedAccessViewUint Clears an unordered access resource with bit-precise values. |
ID3D11DeviceContext::CopyResource Copy the entire contents of the source resource to the destination resource using the GPU. (ID3D11DeviceContext.CopyResource) |
ID3D11DeviceContext::CopyStructureCount Copies data from a buffer holding variable length data. |
ID3D11DeviceContext::CopySubresourceRegion Copy a region from a source resource to a destination resource. (ID3D11DeviceContext.CopySubresourceRegion) |
ID3D11DeviceContext::CSGetConstantBuffers Get the constant buffers used by the compute-shader stage. |
ID3D11DeviceContext::CSGetSamplers Get an array of sampler state interfaces from the compute-shader stage. |
ID3D11DeviceContext::CSGetShader Get the compute shader currently set on the device. |
ID3D11DeviceContext::CSGetShaderResources Get the compute-shader resources. |
ID3D11DeviceContext::CSGetUnorderedAccessViews Gets an array of views for an unordered resource. |
ID3D11DeviceContext::CSSetConstantBuffers Sets the constant buffers used by the compute-shader stage. |
ID3D11DeviceContext::CSSetSamplers Set an array of sampler states to the compute-shader stage. |
ID3D11DeviceContext::CSSetShader Set a compute shader to the device. |
ID3D11DeviceContext::CSSetShaderResources Bind an array of shader resources to the compute-shader stage. |
ID3D11DeviceContext::CSSetUnorderedAccessViews Sets an array of views for an unordered resource. |
ID3D11DeviceContext::Dispatch Execute a command list from a thread group. |
ID3D11DeviceContext::DispatchIndirect Execute a command list over one or more thread groups. |
ID3D11DeviceContext::Draw Draw non-indexed, non-instanced primitives. (ID3D11DeviceContext.Draw) |
ID3D11DeviceContext::DrawAuto Draw geometry of an unknown size. |
ID3D11DeviceContext::DrawIndexed Draw indexed, non-instanced primitives. (ID3D11DeviceContext.DrawIndexed) |
ID3D11DeviceContext::DrawIndexedInstanced Draw indexed, instanced primitives. (ID3D11DeviceContext.DrawIndexedInstanced) |
ID3D11DeviceContext::DrawIndexedInstancedIndirect Draw indexed, instanced, GPU-generated primitives. |
ID3D11DeviceContext::DrawInstanced Draw non-indexed, instanced primitives. (ID3D11DeviceContext.DrawInstanced) |
ID3D11DeviceContext::DrawInstancedIndirect Draw instanced, GPU-generated primitives. |
ID3D11DeviceContext::DSGetConstantBuffers Get the constant buffers used by the domain-shader stage. |
ID3D11DeviceContext::DSGetSamplers Get an array of sampler state interfaces from the domain-shader stage. |
ID3D11DeviceContext::DSGetShader Get the domain shader currently set on the device. |
ID3D11DeviceContext::DSGetShaderResources Get the domain-shader resources. |
ID3D11DeviceContext::DSSetConstantBuffers Sets the constant buffers used by the domain-shader stage. |
ID3D11DeviceContext::DSSetSamplers Set an array of sampler states to the domain-shader stage. |
ID3D11DeviceContext::DSSetShader Set a domain shader to the device. |
ID3D11DeviceContext::DSSetShaderResources Bind an array of shader resources to the domain-shader stage. |
ID3D11DeviceContext::End Mark the end of a series of commands. |
ID3D11DeviceContext::ExecuteCommandList Queues commands from a command list onto a device. |
ID3D11DeviceContext::FinishCommandList Create a command list and record graphics commands into it. |
ID3D11DeviceContext::Flush Sends queued-up commands in the command buffer to the graphics processing unit (GPU). |
ID3D11DeviceContext::GenerateMips Generates mipmaps for the given shader resource. (ID3D11DeviceContext.GenerateMips) |
ID3D11DeviceContext::GetContextFlags Gets the initialization flags associated with the current deferred context. |
ID3D11DeviceContext::GetData Get data from the graphics processing unit (GPU) asynchronously. |
ID3D11DeviceContext::GetPredication Get the rendering predicate state. (ID3D11DeviceContext.GetPredication) |
ID3D11DeviceContext::GetResourceMinLOD Gets the minimum level-of-detail (LOD). |
ID3D11DeviceContext::GetType Gets the type of device context. |
ID3D11DeviceContext::GSGetConstantBuffers Get the constant buffers used by the geometry shader pipeline stage. (ID3D11DeviceContext.GSGetConstantBuffers) |
ID3D11DeviceContext::GSGetSamplers Get an array of sampler state interfaces from the geometry shader pipeline stage. |
ID3D11DeviceContext::GSGetShader Get the geometry shader currently set on the device. (ID3D11DeviceContext.GSGetShader) |
ID3D11DeviceContext::GSGetShaderResources Get the geometry shader resources. (ID3D11DeviceContext.GSGetShaderResources) |
ID3D11DeviceContext::GSSetConstantBuffers Sets the constant buffers used by the geometry shader pipeline stage. |
ID3D11DeviceContext::GSSetSamplers Set an array of sampler states to the geometry shader pipeline stage. (ID3D11DeviceContext.GSSetSamplers) |
ID3D11DeviceContext::GSSetShader Set a geometry shader to the device. (ID3D11DeviceContext.GSSetShader) |
ID3D11DeviceContext::GSSetShaderResources Bind an array of shader resources to the geometry shader stage. (ID3D11DeviceContext.GSSetShaderResources) |
ID3D11DeviceContext::HSGetConstantBuffers Get the constant buffers used by the hull-shader stage. |
ID3D11DeviceContext::HSGetSamplers Get an array of sampler state interfaces from the hull-shader stage. |
ID3D11DeviceContext::HSGetShader Get the hull shader currently set on the device. |
ID3D11DeviceContext::HSGetShaderResources Get the hull-shader resources. |
ID3D11DeviceContext::HSSetConstantBuffers Set the constant buffers used by the hull-shader stage. |
ID3D11DeviceContext::HSSetSamplers Set an array of sampler states to the hull-shader stage. |
ID3D11DeviceContext::HSSetShader Set a hull shader to the device. |
ID3D11DeviceContext::HSSetShaderResources Bind an array of shader resources to the hull-shader stage. |
ID3D11DeviceContext::IAGetIndexBuffer Get a pointer to the index buffer that is bound to the input-assembler stage. (ID3D11DeviceContext.IAGetIndexBuffer) |
ID3D11DeviceContext::IAGetInputLayout Get a pointer to the input-layout object that is bound to the input-assembler stage. (ID3D11DeviceContext.IAGetInputLayout) |
ID3D11DeviceContext::IAGetPrimitiveTopology Get information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D11DeviceContext.IAGetPrimitiveTopology) |
ID3D11DeviceContext::IAGetVertexBuffers Get the vertex buffers bound to the input-assembler stage. (ID3D11DeviceContext.IAGetVertexBuffers) |
ID3D11DeviceContext::IASetIndexBuffer Bind an index buffer to the input-assembler stage. (ID3D11DeviceContext.IASetIndexBuffer) |
ID3D11DeviceContext::IASetInputLayout Bind an input-layout object to the input-assembler stage. (ID3D11DeviceContext.IASetInputLayout) |
ID3D11DeviceContext::IASetPrimitiveTopology Bind information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D11DeviceContext.IASetPrimitiveTopology) |
ID3D11DeviceContext::IASetVertexBuffers Bind an array of vertex buffers to the input-assembler stage. (ID3D11DeviceContext.IASetVertexBuffers) |
ID3D11DeviceContext::Map Gets a pointer to the data contained in a subresource, and denies the GPU access to that subresource. |
ID3D11DeviceContext::OMGetBlendState Get the blend state of the output-merger stage. (ID3D11DeviceContext.OMGetBlendState) |
ID3D11DeviceContext::OMGetDepthStencilState Gets the depth-stencil state of the output-merger stage. (ID3D11DeviceContext.OMGetDepthStencilState) |
ID3D11DeviceContext::OMGetRenderTargets Get pointers to the resources bound to the output-merger stage. (ID3D11DeviceContext.OMGetRenderTargets) |
ID3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews Get pointers to the resources bound to the output-merger stage. (ID3D11DeviceContext.OMGetRenderTargetsAndUnorderedAccessViews) |
ID3D11DeviceContext::OMSetBlendState Set the blend state of the output-merger stage. (ID3D11DeviceContext.OMSetBlendState) |
ID3D11DeviceContext::OMSetDepthStencilState Sets the depth-stencil state of the output-merger stage. (ID3D11DeviceContext.OMSetDepthStencilState) |
ID3D11DeviceContext::OMSetRenderTargets Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage. |
ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds resources to the output-merger stage. |
ID3D11DeviceContext::PSGetConstantBuffers Get the constant buffers used by the pixel shader pipeline stage. (ID3D11DeviceContext.PSGetConstantBuffers) |
ID3D11DeviceContext::PSGetSamplers Get an array of sampler states from the pixel shader pipeline stage. (ID3D11DeviceContext.PSGetSamplers) |
ID3D11DeviceContext::PSGetShader Get the pixel shader currently set on the device. (ID3D11DeviceContext.PSGetShader) |
ID3D11DeviceContext::PSGetShaderResources Get the pixel shader resources. (ID3D11DeviceContext.PSGetShaderResources) |
ID3D11DeviceContext::PSSetConstantBuffers Sets the constant buffers used by the pixel shader pipeline stage. |
ID3D11DeviceContext::PSSetSamplers Set an array of sampler states to the pixel shader pipeline stage. (ID3D11DeviceContext.PSSetSamplers) |
ID3D11DeviceContext::PSSetShader Sets a pixel shader to the device. (ID3D11DeviceContext.PSSetShader) |
ID3D11DeviceContext::PSSetShaderResources Bind an array of shader resources to the pixel shader stage. (ID3D11DeviceContext.PSSetShaderResources) |
ID3D11DeviceContext::ResolveSubresource Copy a multisampled resource into a non-multisampled resource. |
ID3D11DeviceContext::RSGetScissorRects Get the array of scissor rectangles bound to the rasterizer stage. (ID3D11DeviceContext.RSGetScissorRects) |
ID3D11DeviceContext::RSGetState Get the rasterizer state from the rasterizer stage of the pipeline. (ID3D11DeviceContext.RSGetState) |
ID3D11DeviceContext::RSGetViewports Gets the array of viewports bound to the rasterizer stage. |
ID3D11DeviceContext::RSSetScissorRects Bind an array of scissor rectangles to the rasterizer stage. (ID3D11DeviceContext.RSSetScissorRects) |
ID3D11DeviceContext::RSSetState Set the rasterizer state for the rasterizer stage of the pipeline. (ID3D11DeviceContext.RSSetState) |
ID3D11DeviceContext::RSSetViewports Bind an array of viewports to the rasterizer stage of the pipeline. (ID3D11DeviceContext.RSSetViewports) |
ID3D11DeviceContext::SetPredication Set a rendering predicate. (ID3D11DeviceContext.SetPredication) |
ID3D11DeviceContext::SetResourceMinLOD Sets the minimum level-of-detail (LOD) for a resource. |
ID3D11DeviceContext::SOGetTargets Get the target output buffers for the stream-output stage of the pipeline. |
ID3D11DeviceContext::SOSetTargets Set the target output buffers for the stream-output stage of the pipeline. |
ID3D11DeviceContext::Unmap Invalidate the pointer to a resource and reenable the GPU's access to that resource. |
ID3D11DeviceContext::UpdateSubresource The CPU copies data from memory to a subresource created in non-mappable memory. (ID3D11DeviceContext.UpdateSubresource) |
ID3D11DeviceContext::VSGetConstantBuffers Get the constant buffers used by the vertex shader pipeline stage. (ID3D11DeviceContext.VSGetConstantBuffers) |
ID3D11DeviceContext::VSGetSamplers Get an array of sampler states from the vertex shader pipeline stage. (ID3D11DeviceContext.VSGetSamplers) |
ID3D11DeviceContext::VSGetShader Get the vertex shader currently set on the device. (ID3D11DeviceContext.VSGetShader) |
ID3D11DeviceContext::VSGetShaderResources Get the vertex shader resources. (ID3D11DeviceContext.VSGetShaderResources) |
ID3D11DeviceContext::VSSetConstantBuffers Sets the constant buffers used by the vertex shader pipeline stage. |
ID3D11DeviceContext::VSSetSamplers Set an array of sampler states to the vertex shader pipeline stage. (ID3D11DeviceContext.VSSetSamplers) |
ID3D11DeviceContext::VSSetShader Set a vertex shader to the device. (ID3D11DeviceContext.VSSetShader) |
ID3D11DeviceContext::VSSetShaderResources Bind an array of shader resources to the vertex-shader stage. |
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 7 [desktop apps | UWP apps] |
Minimum supported server | Windows Server 2008 R2 [desktop apps | UWP apps] |
Target Platform | Windows |
Header | d3d11.h |