d3d10.h header
This header is used by Direct3D 10 Graphics. For more information, see:
d3d10.h contains the following programming 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). |
D3D10CalcSubresource Calculate a subresource index for a texture. |
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) |
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. |