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

See also

Core Interfaces

ID3D11DeviceChild