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d3d10.h header

This header is used by Direct3D 10 Graphics. For more information, see:

d3d10.h contains the following programming interfaces:

Interfaces

 
ID3D10Asynchronous

This interface encapsulates methods for retrieving data from the GPU asynchronously. (ID3D10Asynchronous)
ID3D10BlendState

This blend-state interface accesses blending state for a Direct3D 10.0 device for the output-merger stage.
ID3D10Buffer

A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data. (ID3D10Buffer)
ID3D10Counter

This interface encapsulates methods for measuring GPU performance. (ID3D10Counter)
ID3D10DepthStencilState

A depth-stencil-state interface accesses depth-stencil state which sets up the depth-stencil test for the output-merger stage.
ID3D10DepthStencilView

A depth-stencil-view interface accesses a texture resource during depth-stencil testing. (ID3D10DepthStencilView)
ID3D10Device

The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.
ID3D10DeviceChild

A device-child interface accesses data used by a device. (ID3D10DeviceChild)
ID3D10GeometryShader

A geometry-shader interface manages an executable program (a geometry shader) that controls the geometry-shader stage. (ID3D10GeometryShader)
ID3D10InputLayout

An input-layout interface accesses the input data for the input-assembler stage.
ID3D10Multithread

A multithread interface accesses multithread settings and can only be used if the thread-safe layer is turned on.
ID3D10PixelShader

A pixel-shader interface manages an executable program (a pixel shader) that controls the pixel-shader stage. (ID3D10PixelShader)
ID3D10Predicate

A predicate interface determines whether geometry should be processed depending on the results of a previous draw call. (ID3D10Predicate)
ID3D10Query

A query interface queries information from the GPU. (ID3D10Query)
ID3D10RasterizerState

A rasterizer-state interface accesses rasterizer state for the rasterizer stage.
ID3D10RenderTargetView

A render-target-view interface identifies the render-target subresources that can be accessed during rendering. (ID3D10RenderTargetView)
ID3D10Resource

A resource interface provides common actions on all resources. (ID3D10Resource)
ID3D10SamplerState

A sampler-state interface accesses sampler state for a texture.
ID3D10ShaderResourceView

A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, a texture or a sampler. (ID3D10ShaderResourceView)
ID3D10Texture1D

A 1D texture interface accesses texel data, which is structured memory. (ID3D10Texture1D)
ID3D10Texture2D

A 2D texture interface manages texel data, which is structured memory. (ID3D10Texture2D)
ID3D10Texture3D

A 3D texture interface accesses texel data, which is structured memory. (ID3D10Texture3D)
ID3D10VertexShader

A vertex-shader interface manages an executable program (a vertex shader) that controls the vertex-shader stage. (ID3D10VertexShader)
ID3D10View

A view interface specifies the parts of a resource the pipeline can access during rendering (see view).

Functions

 
D3D10CalcSubresource

Calculate a subresource index for a texture.

Structures

 
CD3D10_BUFFER_DESC

Describes a buffer resource.D
CD3D10_TEXTURE1D_DESC

Describes a 1D texture.D
CD3D10_TEXTURE2D_DESC

Describes a 2D texture.D
CD3D10_TEXTURE3D_DESC

The CD3D10_TEXTURE3D_DESC (d3d10.h) structure describes a 3D texture.
D3D10_BLEND_DESC

Describes the blend state. (D3D10_BLEND_DESC)
D3D10_BOX

Defines a 3D box. (D3D10_BOX)
D3D10_BUFFER_DESC

Describes a buffer resource. (D3D10_BUFFER_DESC)
D3D10_BUFFER_RTV

Specifies the elements from a buffer resource to use in a render-target view.
D3D10_BUFFER_SRV

Specifies the elements in a buffer resource to use in a shader-resource view. (D3D10_BUFFER_SRV)
D3D10_COUNTER_DESC

Describes a counter. (D3D10_COUNTER_DESC)
D3D10_COUNTER_INFO

Information about the video card's performance counter capabilities. (D3D10_COUNTER_INFO)
D3D10_DEPTH_STENCIL_DESC

Describes depth-stencil state. (D3D10_DEPTH_STENCIL_DESC)
D3D10_DEPTH_STENCIL_VIEW_DESC

Specifies the subresource(s) from a texture that are accessible using a depth-stencil view.
D3D10_DEPTH_STENCILOP_DESC

Describes the stencil operations that can be performed based on the results of stencil test.
D3D10_INPUT_ELEMENT_DESC

A description of a single element for the input-assembler stage. (D3D10_INPUT_ELEMENT_DESC)
D3D10_MAPPED_TEXTURE2D

Provides access to subresource data in a 2D texture.
D3D10_MAPPED_TEXTURE3D

Provides access to subresource data in a 3D texture.
D3D10_QUERY_DATA_PIPELINE_STATISTICS

Query information about graphics-pipeline activity in between calls to ID3D10Asynchronous::Begin and ID3D10Asynchronous::End.
D3D10_QUERY_DATA_SO_STATISTICS

Query information about the amount of data streamed out to the stream-output buffers in between ID3D10Asynchronous::Begin and ID3D10Asynchronous::End.
D3D10_QUERY_DATA_TIMESTAMP_DISJOINT

Query information about the reliability of a timestamp query. (D3D10_QUERY_DATA_TIMESTAMP_DISJOINT)
D3D10_QUERY_DESC

Describes a query. (D3D10_QUERY_DESC)
D3D10_RASTERIZER_DESC

Describes the rasterizer state.
D3D10_RENDER_TARGET_VIEW_DESC

Specifies the subresource(s) from a resource that are accessible using a render-target view.
D3D10_SAMPLER_DESC

Describes a sampler state. (D3D10_SAMPLER_DESC)
D3D10_SHADER_RESOURCE_VIEW_DESC

Describes a shader-resource view. (D3D10_SHADER_RESOURCE_VIEW_DESC)
D3D10_SO_DECLARATION_ENTRY

Description of a vertex element in a vertex buffer in an output slot. (D3D10_SO_DECLARATION_ENTRY)
D3D10_SUBRESOURCE_DATA

Specifies data for initializing a subresource. (D3D10_SUBRESOURCE_DATA)
D3D10_TEX1D_ARRAY_DSV

Specifies the subresource(s) from an array of 1D textures to use in a depth-stencil view.
D3D10_TEX1D_ARRAY_RTV

Specifies the subresource(s) from an array of 1D textures to use in a render-target view.
D3D10_TEX1D_ARRAY_SRV

Specifies the subresource(s) from an array of 1D textures to use in a shader-resource view.
D3D10_TEX1D_DSV

Specifies the subresource from a 1D texture that is accessible to a depth-stencil view. (D3D10_TEX1D_DSV)
D3D10_TEX1D_RTV

Specifies the subresource from a 1D texture to use in a render-target view. (D3D10_TEX1D_RTV)
D3D10_TEX1D_SRV

Specifies the subresource from a 1D texture to use in a shader-resource view. (D3D10_TEX1D_SRV)
D3D10_TEX2D_ARRAY_DSV

Specifies the subresource(s) from an array 2D textures that are accessible to a depth-stencil view.
D3D10_TEX2D_ARRAY_RTV

Specifies the subresource(s) from an array of 2D textures to use in a render-target view.
D3D10_TEX2D_ARRAY_SRV

Specifies the subresource(s) from an array of 2D textures to use in a shader-resource view.
D3D10_TEX2D_DSV

Specifies the subresource from a 2D texture that is accessible to a depth-stencil view. (D3D10_TEX2D_DSV)
D3D10_TEX2D_RTV

Specifies the subresource from a 2D texture to use in a render-target view. (D3D10_TEX2D_RTV)
D3D10_TEX2D_SRV

Specifies the subresource from a 2D texture to use in a shader-resource view. (D3D10_TEX2D_SRV)
D3D10_TEX2DMS_ARRAY_DSV

Specifies the subresource(s) from an array of multisampled 2D textures for a depth-stencil view.
D3D10_TEX2DMS_ARRAY_RTV

Specifies the subresource(s) from a an array of multisampled 2D textures to use in a render-target view.
D3D10_TEX2DMS_ARRAY_SRV

Specifies the subresource(s) from an array of multisampled 2D textures to use in a shader-resource view.
D3D10_TEX2DMS_DSV

Specifies the subresource from a multisampled 2D texture that is accessible to a depth-stencil view. (D3D10_TEX2DMS_DSV)
D3D10_TEX2DMS_RTV

Specifies the subresource from a multisampled 2D texture to use in a render-target view. (D3D10_TEX2DMS_RTV)
D3D10_TEX2DMS_SRV

Specifies the subresource(s) from a multisampled 2D texture to use in a shader-resource view.
D3D10_TEX3D_RTV

Specifies the subresource(s) from a 3D texture to use in a render-target view.
D3D10_TEX3D_SRV

Specifies the subresource(s) from a 3D texture to use in a shader-resource view.
D3D10_TEXCUBE_SRV

Specifies the subresource from a cube texture to use in a shader-resource view. (D3D10_TEXCUBE_SRV)
D3D10_TEXTURE1D_DESC

Describes a 1D texture. (D3D10_TEXTURE1D_DESC)
D3D10_TEXTURE2D_DESC

Describes a 2D texture. (D3D10_TEXTURE2D_DESC)
D3D10_TEXTURE3D_DESC

Describes a 3D texture. (D3D10_TEXTURE3D_DESC)
D3D10_VIEWPORT

Defines the dimensions of a viewport. (D3D10_VIEWPORT)

Enumerations

 
D3D10_ASYNC_GETDATA_FLAG

Optional flags that control the behavior of ID3D10Asynchronous::GetData.
D3D10_BIND_FLAG

Identifies how to bind a resource to the pipeline. (D3D10_BIND_FLAG)
D3D10_BLEND

Blend options. A blend option identifies the data source and an optional pre-blend operation.
D3D10_BLEND_OP

RGB or alpha blending operation. (D3D10_BLEND_OP)
D3D10_CLEAR_FLAG

Specifies the parts of the depth stencil to clear. Usually used with ID3D10Device::ClearDepthStencilView.
D3D10_COLOR_WRITE_ENABLE

Identify which components of each pixel of a render target are writable during blending. (D3D10_COLOR_WRITE_ENABLE)
D3D10_COMPARISON_FUNC

Comparison options. (D3D10_COMPARISON_FUNC)
D3D10_COUNTER

Performance counter types.
D3D10_COUNTER_TYPE

Data type of a performance counter. (D3D10_COUNTER_TYPE)
D3D10_CPU_ACCESS_FLAG

Specifies the types of CPU access allowed for a resource. (D3D10_CPU_ACCESS_FLAG)
D3D10_CREATE_DEVICE_FLAG

Device creation flags.
D3D10_CULL_MODE

Indicates triangles facing a particular direction are not drawn. (D3D10_CULL_MODE)
D3D10_DEPTH_WRITE_MASK

Identify the portion of a depth-stencil buffer for writing depth data. (D3D10_DEPTH_WRITE_MASK)
D3D10_DSV_DIMENSION

Specifies how to access a resource used in a depth-stencil view. (D3D10_DSV_DIMENSION)
D3D10_FILL_MODE

Determines the fill mode to use when rendering triangles. (D3D10_FILL_MODE)
D3D10_FILTER

Filtering options during texture sampling. (D3D10_FILTER)
D3D10_FILTER_TYPE

Types of magnification or minification sampler filters. (D3D10_FILTER_TYPE)
D3D10_FORMAT_SUPPORT

Which resources are supported for a given format and given device (see ID3D10Device::CheckFormatSupport).
D3D10_INPUT_CLASSIFICATION

Type of data contained in an input slot. (D3D10_INPUT_CLASSIFICATION)
D3D10_MAP

Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags. (D3D10_MAP)
D3D10_MAP_FLAG

Specifies how the CPU should respond when Map is called on a resource being used by the GPU.
D3D10_QUERY

Query types. (D3D10_QUERY)
D3D10_QUERY_MISC_FLAG

Flags that describe miscellaneous query behavior. (D3D10_QUERY_MISC_FLAG)
D3D10_RAISE_FLAG

Option(s) for raising an error to a non-continuable exception. (D3D10_RAISE_FLAG)
D3D10_RESOURCE_DIMENSION

Identifies the type of resource being used. (D3D10_RESOURCE_DIMENSION)
D3D10_RESOURCE_MISC_FLAG

Identifies other, less common options for resources.
D3D10_RTV_DIMENSION

Specifies how to access a resource used in a render-target view.
D3D10_STENCIL_OP

The stencil operations that can be performed during depth-stencil testing. (D3D10_STENCIL_OP)
D3D10_TEXTURE_ADDRESS_MODE

Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture. (D3D10_TEXTURE_ADDRESS_MODE)
D3D10_TEXTURECUBE_FACE

The different faces of a cube texture. (D3D10_TEXTURECUBE_FACE)
D3D10_USAGE

Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.