ID3D10Device interface (d3d10.h)

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

Inheritance

The ID3D10Device interface inherits from the IUnknown interface. ID3D10Device also has these types of members:

Methods

The ID3D10Device interface has these methods.

 
ID3D10Device::CheckCounter

Get the type, name, units of measure, and a description of an existing counter. (ID3D10Device.CheckCounter)
ID3D10Device::CheckCounterInfo

Get a counter's information. (ID3D10Device.CheckCounterInfo)
ID3D10Device::CheckFormatSupport

Get the support of a given format on the installed video device. (ID3D10Device.CheckFormatSupport)
ID3D10Device::CheckMultisampleQualityLevels

Get the number of quality levels available during multisampling. (ID3D10Device.CheckMultisampleQualityLevels)
ID3D10Device::ClearDepthStencilView

Clears the depth-stencil resource. (ID3D10Device.ClearDepthStencilView)
ID3D10Device::ClearRenderTargetView

Set all the elements in a render target to one value. (ID3D10Device.ClearRenderTargetView)
ID3D10Device::ClearState

Restore all default device settings; return the device to the state it was in when it was created.
ID3D10Device::CopyResource

Copy the entire contents of the source resource to the destination resource using the GPU. (ID3D10Device.CopyResource)
ID3D10Device::CopySubresourceRegion

Copy a region from a source resource to a destination resource. (ID3D10Device.CopySubresourceRegion)
ID3D10Device::CreateBlendState

Create a blend-state object that encapsulates blend state for the output-merger stage. (ID3D10Device.CreateBlendState)
ID3D10Device::CreateBuffer

Create a buffer (vertex buffer, index buffer, or shader-constant buffer).
ID3D10Device::CreateCounter

Create a counter object for measuring GPU performance. (ID3D10Device.CreateCounter)
ID3D10Device::CreateDepthStencilState

Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage. (ID3D10Device.CreateDepthStencilState)
ID3D10Device::CreateDepthStencilView

Create a depth-stencil view for accessing resource data. (ID3D10Device.CreateDepthStencilView)
ID3D10Device::CreateGeometryShader

Create a geometry shader. (ID3D10Device.CreateGeometryShader)
ID3D10Device::CreateGeometryShaderWithStreamOutput

Creates a geometry shader that can write to streaming output buffers. (ID3D10Device.CreateGeometryShaderWithStreamOutput)
ID3D10Device::CreateInputLayout

Create an input-layout object to describe the input-buffer data for the input-assembler stage. (ID3D10Device.CreateInputLayout)
ID3D10Device::CreatePixelShader

Create a pixel shader. (ID3D10Device.CreatePixelShader)
ID3D10Device::CreatePredicate

Creates a predicate. (ID3D10Device.CreatePredicate)
ID3D10Device::CreateQuery

This interface encapsulates methods for querying information from the GPU. (ID3D10Device.CreateQuery)
ID3D10Device::CreateRasterizerState

Create a rasterizer state object that tells the rasterizer stage how to behave. (ID3D10Device.CreateRasterizerState)
ID3D10Device::CreateRenderTargetView

Create a render-target view for accessing resource data.
ID3D10Device::CreateSamplerState

Create a sampler-state object that encapsulates sampling information for a texture. (ID3D10Device.CreateSamplerState)
ID3D10Device::CreateShaderResourceView

Create a shader-resource view for accessing data in a resource. (ID3D10Device.CreateShaderResourceView)
ID3D10Device::CreateTexture1D

Create an array of 1D textures (see Texture1D).
ID3D10Device::CreateTexture2D

Create an array of 2D textures (see Texture2D).
ID3D10Device::CreateTexture3D

Create a single 3D texture (see Texture3D).
ID3D10Device::CreateVertexShader

Create a vertex-shader object from a compiled shader. (ID3D10Device.CreateVertexShader)
ID3D10Device::Draw

Draw non-indexed, non-instanced primitives. (ID3D10Device.Draw)
ID3D10Device::DrawAuto

Draw geometry of an unknown size that was created by the geometry shader stage. See remarks.
ID3D10Device::DrawIndexed

Draw indexed, non-instanced primitives. (ID3D10Device.DrawIndexed)
ID3D10Device::DrawIndexedInstanced

Draw indexed, instanced primitives. (ID3D10Device.DrawIndexedInstanced)
ID3D10Device::DrawInstanced

Draw non-indexed, instanced primitives. (ID3D10Device.DrawInstanced)
ID3D10Device::Flush

Send queued-up commands in the command buffer to the GPU.
ID3D10Device::GenerateMips

Generates mipmaps for the given shader resource. (ID3D10Device.GenerateMips)
ID3D10Device::GetCreationFlags

Get the flags used during the call to create the device with D3D10CreateDevice.
ID3D10Device::GetDeviceRemovedReason

Get the reason why the device was removed. (ID3D10Device.GetDeviceRemovedReason)
ID3D10Device::GetExceptionMode

Get the exception-mode flags. (ID3D10Device.GetExceptionMode)
ID3D10Device::GetPredication

Get the rendering predicate state. (ID3D10Device.GetPredication)
ID3D10Device::GetPrivateData

Get data from a device that is associated with a guid.
ID3D10Device::GetTextFilterSize

This method is not implemented. (ID3D10Device.GetTextFilterSize)
ID3D10Device::GSGetConstantBuffers

Get the constant buffers used by the geometry shader pipeline stage. (ID3D10Device.GSGetConstantBuffers)
ID3D10Device::GSGetSamplers

Get an array of sampler states from the geometry shader pipeline stage.
ID3D10Device::GSGetShader

Get the geometry shader currently set on the device. (ID3D10Device.GSGetShader)
ID3D10Device::GSGetShaderResources

Get the geometry shader resources. (ID3D10Device.GSGetShaderResources)
ID3D10Device::GSSetConstantBuffers

Set the constant buffers used by the geometry shader pipeline stage.
ID3D10Device::GSSetSamplers

Set an array of sampler states to the geometry shader pipeline stage. (ID3D10Device.GSSetSamplers)
ID3D10Device::GSSetShader

Set a geometry shader to the device. (ID3D10Device.GSSetShader)
ID3D10Device::GSSetShaderResources

Bind an array of shader resources to the geometry shader stage. (ID3D10Device.GSSetShaderResources)
ID3D10Device::IAGetIndexBuffer

Get a pointer to the index buffer that is bound to the input-assembler stage. (ID3D10Device.IAGetIndexBuffer)
ID3D10Device::IAGetInputLayout

Get a pointer to the input-layout object that is bound to the input-assembler stage. (ID3D10Device.IAGetInputLayout)
ID3D10Device::IAGetPrimitiveTopology

Get information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D10Device.IAGetPrimitiveTopology)
ID3D10Device::IAGetVertexBuffers

Get the vertex buffers bound to the input-assembler stage. (ID3D10Device.IAGetVertexBuffers)
ID3D10Device::IASetIndexBuffer

Bind an index buffer to the input-assembler stage. (ID3D10Device.IASetIndexBuffer)
ID3D10Device::IASetInputLayout

Bind an input-layout object to the input-assembler stage. (ID3D10Device.IASetInputLayout)
ID3D10Device::IASetPrimitiveTopology

Bind information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D10Device.IASetPrimitiveTopology)
ID3D10Device::IASetVertexBuffers

Bind an array of vertex buffers to the input-assembler stage. (ID3D10Device.IASetVertexBuffers)
ID3D10Device::OMGetBlendState

Get the blend state of the output-merger stage. (ID3D10Device.OMGetBlendState)
ID3D10Device::OMGetDepthStencilState

Gets the depth-stencil state of the output-merger stage. (ID3D10Device.OMGetDepthStencilState)
ID3D10Device::OMGetRenderTargets

Get pointers to the render targets and the depth-stencil buffer that are available to the output-merger stage.
ID3D10Device::OMSetBlendState

Set the blend state of the output-merger stage. (ID3D10Device.OMSetBlendState)
ID3D10Device::OMSetDepthStencilState

Sets the depth-stencil state of the output-merger stage. (ID3D10Device.OMSetDepthStencilState)
ID3D10Device::OMSetRenderTargets

Bind one or more render targets and the depth-stencil buffer to the output-merger stage.
ID3D10Device::OpenSharedResource

Give a device access to a shared resource created on a different Direct3d device.
ID3D10Device::PSGetConstantBuffers

Get the constant buffers used by the pixel shader pipeline stage. (ID3D10Device.PSGetConstantBuffers)
ID3D10Device::PSGetSamplers

Get an array of sampler states from the pixel shader pipeline stage. (ID3D10Device.PSGetSamplers)
ID3D10Device::PSGetShader

Get the pixel shader currently set on the device. (ID3D10Device.PSGetShader)
ID3D10Device::PSGetShaderResources

Get the pixel shader resources. (ID3D10Device.PSGetShaderResources)
ID3D10Device::PSSetConstantBuffers

Set the constant buffers used by the pixel shader pipeline stage.
ID3D10Device::PSSetSamplers

Set an array of sampler states to the pixel shader pipeline stage. (ID3D10Device.PSSetSamplers)
ID3D10Device::PSSetShader

Sets a pixel shader to the device. (ID3D10Device.PSSetShader)
ID3D10Device::PSSetShaderResources

Bind an array of shader resources to the pixel shader stage. (ID3D10Device.PSSetShaderResources)
ID3D10Device::ResolveSubresource

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.
ID3D10Device::RSGetScissorRects

Get the array of scissor rectangles bound to the rasterizer stage. (ID3D10Device.RSGetScissorRects)
ID3D10Device::RSGetState

Get the rasterizer state from the rasterizer stage of the pipeline. (ID3D10Device.RSGetState)
ID3D10Device::RSGetViewports

Get the array of viewports bound to the rasterizer stage
ID3D10Device::RSSetScissorRects

Bind an array of scissor rectangles to the rasterizer stage. (ID3D10Device.RSSetScissorRects)
ID3D10Device::RSSetState

Set the rasterizer state for the rasterizer stage of the pipeline. (ID3D10Device.RSSetState)
ID3D10Device::RSSetViewports

Bind an array of viewports to the rasterizer stage of the pipeline. (ID3D10Device.RSSetViewports)
ID3D10Device::SetExceptionMode

Get the exception-mode flags. (ID3D10Device.SetExceptionMode)
ID3D10Device::SetPredication

Set a rendering predicate. (ID3D10Device.SetPredication)
ID3D10Device::SetPrivateData

Set data to a device and associate that data with a guid. (ID3D10Device.SetPrivateData)
ID3D10Device::SetPrivateDataInterface

Associate an IUnknown-derived interface with this device and associate that interface with an application-defined guid.
ID3D10Device::SetTextFilterSize

This method is not implemented. (ID3D10Device.SetTextFilterSize)
ID3D10Device::SOGetTargets

Get the target output buffers for the StreamOutput stage of the pipeline.
ID3D10Device::SOSetTargets

Set the target output buffers for the StreamOutput stage, which enables/disables the pipeline to stream-out data.
ID3D10Device::UpdateSubresource

The CPU copies data from memory to a subresource created in non-mappable memory. See remarks.
ID3D10Device::VSGetConstantBuffers

Get the constant buffers used by the vertex shader pipeline stage. (ID3D10Device.VSGetConstantBuffers)
ID3D10Device::VSGetSamplers

Get an array of sampler states from the vertex shader pipeline stage. (ID3D10Device.VSGetSamplers)
ID3D10Device::VSGetShader

Get the vertex shader currently set on the device. (ID3D10Device.VSGetShader)
ID3D10Device::VSGetShaderResources

Get the vertex shader resources. (ID3D10Device.VSGetShaderResources)
ID3D10Device::VSSetConstantBuffers

Set the constant buffers used by the vertex shader pipeline stage.
ID3D10Device::VSSetSamplers

Set an array of sampler states to the vertex shader pipeline stage. (ID3D10Device.VSSetSamplers)
ID3D10Device::VSSetShader

Set a vertex shader to the device. (ID3D10Device.VSSetShader)
ID3D10Device::VSSetShaderResources

Bind an array of shader resources to the vertex shader stage.

Remarks

A device is created using D3D10CreateDevice.

Requirements

   
Target Platform Windows
Header d3d10.h

See also

Core Interfaces