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ID3D11DeviceContextVtbl Struct Reference

Public Member Functions

BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE *QueryInterface)(ID3D11DeviceContext *This
 
 ULONG (STDMETHODCALLTYPE *AddRef)(ID3D11DeviceContext *This)
 
 ULONG (STDMETHODCALLTYPE *Release)(ID3D11DeviceContext *This)
 
 void (STDMETHODCALLTYPE *GetDevice)(ID3D11DeviceContext *This
 
 HRESULT (STDMETHODCALLTYPE *GetPrivateData)(ID3D11DeviceContext *This
 
 HRESULT (STDMETHODCALLTYPE *SetPrivateData)(ID3D11DeviceContext *This
 
__in REFGUID __in UINT __in_bcount_opt (DataSize) const void *pData)
 
 HRESULT (STDMETHODCALLTYPE *SetPrivateDataInterface)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *VSSetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __in_ecount (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *PSSetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __in_ecount (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *PSSetShader)(ID3D11DeviceContext *This
 
__in_opt ID3D11PixelShader __in_ecount_opt (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *PSSetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __in_ecount (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *VSSetShader)(ID3D11DeviceContext *This
 
__in_opt ID3D11VertexShader __in_ecount_opt (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *DrawIndexed)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *Draw)(ID3D11DeviceContext *This
 
 HRESULT (STDMETHODCALLTYPE *Map)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *Unmap)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *PSSetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __in_ecount (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *IASetInputLayout)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *IASetVertexBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __in_ecount (NumBuffers) ID3D11Buffer *const *ppVertexBuffers
 
 __in_ecount (NumBuffers) const UINT *pStrides
 
 __in_ecount (NumBuffers) const UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *IASetIndexBuffer)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *DrawIndexedInstanced)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *DrawInstanced)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *GSSetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __in_ecount (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *GSSetShader)(ID3D11DeviceContext *This
 
__in_opt ID3D11GeometryShader __in_ecount_opt (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *IASetPrimitiveTopology)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *VSSetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __in_ecount (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *VSSetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __in_ecount (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *Begin)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *End)(ID3D11DeviceContext *This
 
 HRESULT (STDMETHODCALLTYPE *GetData)(ID3D11DeviceContext *This
 
__in ID3D11Asynchronous __out_bcount_opt (DataSize) void *pData
 
 void (STDMETHODCALLTYPE *SetPredication)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *GSSetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __in_ecount (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *GSSetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __in_ecount (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *OMSetRenderTargets)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumViews
 
 __in_ecount_opt (NumViews) ID3D11RenderTargetView *const *ppRenderTargetViews
 
 void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)(ID3D11DeviceContext *This
 
__in UINT __in_ecount_opt (NumRTVs) ID3D11RenderTargetView *const *ppRenderTargetViews
 
__in UINT __in_opt ID3D11DepthStencilView __in_range (0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1) UINT UAVStartSlot
 
__in UINT __in_opt ID3D11DepthStencilView __in UINT __in_ecount_opt (NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews
 
__in UINT __in_opt ID3D11DepthStencilView __in UINT __in_ecount_opt (NumUAVs) const UINT *pUAVInitialCounts)
 
 void (STDMETHODCALLTYPE *OMSetBlendState)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *OMSetDepthStencilState)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *SOSetTargets)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_SO_BUFFER_SLOT_COUNT) UINT NumBuffers
 
 __in_ecount_opt (NumBuffers) ID3D11Buffer *const *ppSOTargets
 
 __in_ecount_opt (NumBuffers) const UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *DrawAuto)(ID3D11DeviceContext *This)
 
 void (STDMETHODCALLTYPE *DrawIndexedInstancedIndirect)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *DrawInstancedIndirect)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *Dispatch)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *DispatchIndirect)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *RSSetState)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *RSSetViewports)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumViewports
 
 __in_ecount_opt (NumViewports) const D3D11_VIEWPORT *pViewports)
 
 void (STDMETHODCALLTYPE *RSSetScissorRects)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) UINT NumRects
 
 __in_ecount_opt (NumRects) const D3D11_RECT *pRects)
 
 void (STDMETHODCALLTYPE *CopySubresourceRegion)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *CopyResource)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *UpdateSubresource)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *CopyStructureCount)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *ClearRenderTargetView)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *ClearUnorderedAccessViewUint)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *ClearUnorderedAccessViewFloat)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *ClearDepthStencilView)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *GenerateMips)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *SetResourceMinLOD)(ID3D11DeviceContext *This
 
 FLOAT (STDMETHODCALLTYPE *GetResourceMinLOD)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *ResolveSubresource)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *ExecuteCommandList)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *HSSetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __in_ecount (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *HSSetShader)(ID3D11DeviceContext *This
 
__in_opt ID3D11HullShader __in_ecount_opt (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *HSSetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __in_ecount (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *HSSetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __in_ecount (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *DSSetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __in_ecount (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *DSSetShader)(ID3D11DeviceContext *This
 
__in_opt ID3D11DomainShader __in_ecount_opt (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *DSSetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __in_ecount (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *DSSetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __in_ecount (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *CSSetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __in_ecount (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot) UINT NumUAVs
 
 __in_ecount (NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews
 
 __in_ecount (NumUAVs) const UINT *pUAVInitialCounts)
 
 void (STDMETHODCALLTYPE *CSSetShader)(ID3D11DeviceContext *This
 
__in_opt ID3D11ComputeShader __in_ecount_opt (NumClassInstances) ID3D11ClassInstance *const *ppClassInstances
 
 void (STDMETHODCALLTYPE *CSSetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __in_ecount (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *CSSetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __in_ecount (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *VSGetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __out_ecount (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *PSGetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __out_ecount (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *PSGetShader)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *PSGetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __out_ecount (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *VSGetShader)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *PSGetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __out_ecount (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *IAGetInputLayout)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *IAGetVertexBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __out_ecount_opt (NumBuffers) ID3D11Buffer **ppVertexBuffers
 
 __out_ecount_opt (NumBuffers) UINT *pStrides
 
 __out_ecount_opt (NumBuffers) UINT *pOffsets)
 
 void (STDMETHODCALLTYPE *IAGetIndexBuffer)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *GSGetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __out_ecount (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *GSGetShader)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *IAGetPrimitiveTopology)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *VSGetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __out_ecount (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *VSGetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __out_ecount (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *GetPredication)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *GSGetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __out_ecount (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *GSGetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __out_ecount (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *OMGetRenderTargets)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumViews
 
 __out_ecount_opt (NumViews) ID3D11RenderTargetView **ppRenderTargetViews
 
 void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumRTVs
 
 __out_ecount_opt (NumRTVs) ID3D11RenderTargetView **ppRenderTargetViews
 
__out_opt ID3D11DepthStencilView __in_range (0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1) UINT UAVStartSlot
 
__out_opt ID3D11DepthStencilView __in_range (0, D3D11_PS_CS_UAV_REGISTER_COUNT - UAVStartSlot) UINT NumUAVs
 
__out_opt ID3D11DepthStencilView __out_ecount_opt (NumUAVs) ID3D11UnorderedAccessView **ppUnorderedAccessViews)
 
 void (STDMETHODCALLTYPE *OMGetBlendState)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *OMGetDepthStencilState)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *SOGetTargets)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_SO_BUFFER_SLOT_COUNT) UINT NumBuffers
 
 __out_ecount (NumBuffers) ID3D11Buffer **ppSOTargets)
 
 void (STDMETHODCALLTYPE *RSGetState)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *RSGetViewports)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *RSGetScissorRects)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *HSGetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __out_ecount (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *HSGetShader)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *HSGetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __out_ecount (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *HSGetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __out_ecount (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *DSGetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __out_ecount (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *DSGetShader)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *DSGetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __out_ecount (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *DSGetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __out_ecount (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *CSGetShaderResources)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot) UINT NumViews
 
 __out_ecount (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot) UINT NumUAVs
 
 __out_ecount (NumUAVs) ID3D11UnorderedAccessView **ppUnorderedAccessViews)
 
 void (STDMETHODCALLTYPE *CSGetShader)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *CSGetSamplers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot) UINT NumSamplers
 
 __out_ecount (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *CSGetConstantBuffers)(ID3D11DeviceContext *This
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1) UINT StartSlot
 
 __in_range (0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot) UINT NumBuffers
 
 __out_ecount (NumBuffers) ID3D11Buffer **ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *ClearState)(ID3D11DeviceContext *This)
 
 void (STDMETHODCALLTYPE *Flush)(ID3D11DeviceContext *This)
 
 D3D11_DEVICE_CONTEXT_TYPE (STDMETHODCALLTYPE *GetType)(ID3D11DeviceContext *This)
 
 UINT (STDMETHODCALLTYPE *GetContextFlags)(ID3D11DeviceContext *This)
 
 HRESULT (STDMETHODCALLTYPE *FinishCommandList)(ID3D11DeviceContext *This
 

Public Attributes

BEGIN_INTERFACE REFIID riid
 
BEGIN_INTERFACE REFIID __RPC__deref_out void ** ppvObject
 
__out ID3D11Device ** ppDevice
 
__in REFGUID guid
 
__in REFGUID __inout UINT * pDataSize
 
__in REFGUID __inout UINT __out_bcount_opt pDataSize void * pData
 
__in REFGUID __in UINT DataSize
 
__in REFGUID __in_opt const IUnknown * pData
 
__in_opt ID3D11PixelShader * pPixelShader
 
__in_opt ID3D11PixelShader UINT NumClassInstances
 
__in_opt ID3D11VertexShader * pVertexShader
 
__in_opt ID3D11VertexShader UINT NumClassInstances
 
__in UINT IndexCount
 
__in UINT __in UINT StartIndexLocation
 
__in UINT __in UINT __in INT BaseVertexLocation
 
__in UINT VertexCount
 
__in UINT __in UINT StartVertexLocation
 
__in ID3D11Resource * pResource
 
__in ID3D11Resource __in UINT Subresource
 
__in ID3D11Resource __in UINT __in D3D11_MAP MapType
 
__in ID3D11Resource __in UINT __in D3D11_MAP __in UINT MapFlags
 
__in ID3D11Resource __in UINT __in D3D11_MAP __in UINT __out D3D11_MAPPED_SUBRESOURCEpMappedResource
 
__in_opt ID3D11InputLayout * pInputLayout
 
__in_opt ID3D11Buffer * pIndexBuffer
 
__in_opt ID3D11Buffer __in DXGI_FORMAT Format
 
__in_opt ID3D11Buffer __in DXGI_FORMAT __in UINT Offset
 
__in UINT IndexCountPerInstance
 
__in UINT __in UINT InstanceCount
 
__in UINT __in UINT __in UINT StartIndexLocation
 
__in UINT __in UINT __in UINT __in INT BaseVertexLocation
 
__in UINT __in UINT __in UINT __in INT __in UINT StartInstanceLocation
 
__in UINT VertexCountPerInstance
 
__in UINT __in UINT __in UINT StartVertexLocation
 
__in UINT __in UINT __in UINT __in UINT StartInstanceLocation
 
__in_opt ID3D11GeometryShader * pShader
 
__in_opt ID3D11GeometryShader UINT NumClassInstances
 
__in D3D11_PRIMITIVE_TOPOLOGY Topology
 
__in ID3D11Asynchronous * pAsync
 
__in ID3D11Asynchronous __in UINT DataSize
 
__in ID3D11Asynchronous __in UINT __in UINT GetDataFlags
 
__in_opt ID3D11Predicate * pPredicate
 
__in_opt ID3D11Predicate __in BOOL PredicateValue
 
__in_opt ID3D11DepthStencilView * pDepthStencilView
 
__in UINT NumRTVs
 
__in UINT __in_opt ID3D11DepthStencilView * pDepthStencilView
 
__in UINT __in_opt ID3D11DepthStencilView __in UINT NumUAVs
 
__in_opt ID3D11BlendState * pBlendState
 
__in_opt ID3D11BlendState __in_opt const FLOAT BlendFactor [4]
 
__in_opt ID3D11BlendState __in_opt const FLOAT __in UINT SampleMask
 
__in_opt ID3D11DepthStencilState * pDepthStencilState
 
__in_opt ID3D11DepthStencilState __in UINT StencilRef
 
__in ID3D11Buffer * pBufferForArgs
 
__in ID3D11Buffer __in UINT AlignedByteOffsetForArgs
 
__in UINT ThreadGroupCountX
 
__in UINT __in UINT ThreadGroupCountY
 
__in UINT __in UINT __in UINT ThreadGroupCountZ
 
__in_opt ID3D11RasterizerState * pRasterizerState
 
__in ID3D11Resource * pDstResource
 
__in ID3D11Resource __in UINT DstSubresource
 
__in ID3D11Resource __in UINT __in UINT DstX
 
__in ID3D11Resource __in UINT __in UINT __in UINT DstY
 
__in ID3D11Resource __in UINT __in UINT __in UINT __in UINT DstZ
 
__in ID3D11Resource __in UINT __in UINT __in UINT __in UINT __in ID3D11Resource * pSrcResource
 
__in ID3D11Resource __in UINT __in UINT __in UINT __in UINT __in ID3D11Resource __in UINT SrcSubresource
 
__in ID3D11Resource __in UINT __in UINT __in UINT __in UINT __in ID3D11Resource __in UINT __in_opt const D3D11_BOXpSrcBox
 
__in ID3D11Resource __in ID3D11Resource * pSrcResource
 
__in ID3D11Resource __in UINT __in_opt const D3D11_BOXpDstBox
 
__in ID3D11Resource __in UINT __in_opt const D3D11_BOX __in const void * pSrcData
 
__in ID3D11Resource __in UINT __in_opt const D3D11_BOX __in const void __in UINT SrcRowPitch
 
__in ID3D11Resource __in UINT __in_opt const D3D11_BOX __in const void __in UINT __in UINT SrcDepthPitch
 
__in ID3D11Buffer * pDstBuffer
 
__in ID3D11Buffer __in UINT DstAlignedByteOffset
 
__in ID3D11Buffer __in UINT __in ID3D11UnorderedAccessView * pSrcView
 
__in ID3D11RenderTargetView * pRenderTargetView
 
__in ID3D11RenderTargetView __in const FLOAT ColorRGBA [4]
 
__in ID3D11UnorderedAccessView * pUnorderedAccessView
 
__in ID3D11UnorderedAccessView __in const UINT Values [4]
 
__in ID3D11UnorderedAccessView __in const FLOAT Values [4]
 
__in ID3D11DepthStencilView * pDepthStencilView
 
__in ID3D11DepthStencilView __in UINT ClearFlags
 
__in ID3D11DepthStencilView __in UINT __in FLOAT Depth
 
__in ID3D11DepthStencilView __in UINT __in FLOAT __in UINT8 Stencil
 
__in ID3D11ShaderResourceView * pShaderResourceView
 
__in ID3D11Resource FLOAT MinLOD
 
__in ID3D11Resource __in UINT __in ID3D11Resource * pSrcResource
 
__in ID3D11Resource __in UINT __in ID3D11Resource __in UINT SrcSubresource
 
__in ID3D11Resource __in UINT __in ID3D11Resource __in UINT __in DXGI_FORMAT Format
 
__in ID3D11CommandList * pCommandList
 
__in ID3D11CommandList BOOL RestoreContextState
 
__in_opt ID3D11HullShader * pHullShader
 
__in_opt ID3D11HullShader UINT NumClassInstances
 
__in_opt ID3D11DomainShader * pDomainShader
 
__in_opt ID3D11DomainShader UINT NumClassInstances
 
__in_opt ID3D11ComputeShader * pComputeShader
 
__in_opt ID3D11ComputeShader UINT NumClassInstances
 
__out ID3D11PixelShader ** ppPixelShader
 
__out ID3D11PixelShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
__out ID3D11PixelShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance __inout_opt UINT * pNumClassInstances
 
__out ID3D11VertexShader ** ppVertexShader
 
__out ID3D11VertexShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
__out ID3D11VertexShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance __inout_opt UINT * pNumClassInstances
 
__out ID3D11InputLayout ** ppInputLayout
 
__out_opt ID3D11Buffer ** pIndexBuffer
 
__out_opt ID3D11Buffer __out_opt DXGI_FORMAT * Format
 
__out_opt ID3D11Buffer __out_opt DXGI_FORMAT __out_opt UINT * Offset
 
__out ID3D11GeometryShader ** ppGeometryShader
 
__out ID3D11GeometryShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
__out ID3D11GeometryShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance __inout_opt UINT * pNumClassInstances
 
__out D3D11_PRIMITIVE_TOPOLOGY * pTopology
 
__out_opt ID3D11Predicate ** ppPredicate
 
__out_opt ID3D11Predicate __out_opt BOOL * pPredicateValue
 
__out_opt ID3D11DepthStencilView ** ppDepthStencilView
 
__out_opt ID3D11BlendState ** ppBlendState
 
__out_opt ID3D11BlendState __out_opt FLOAT BlendFactor [4]
 
__out_opt ID3D11BlendState __out_opt FLOAT __out_opt UINT * pSampleMask
 
__out_opt ID3D11DepthStencilState ** ppDepthStencilState
 
__out_opt ID3D11DepthStencilState __out_opt UINT * pStencilRef
 
__out ID3D11RasterizerState ** ppRasterizerState
 
__inout UINT * pNumViewports
 
__inout UINT __out_ecount_opt pNumViewports D3D11_VIEWPORTpViewports
 
__inout UINT * pNumRects
 
__inout UINT __out_ecount_opt pNumRects D3D11_RECT * pRects
 
__out ID3D11HullShader ** ppHullShader
 
__out ID3D11HullShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
__out ID3D11HullShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance __inout_opt UINT * pNumClassInstances
 
__out ID3D11DomainShader ** ppDomainShader
 
__out ID3D11DomainShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
__out ID3D11DomainShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance __inout_opt UINT * pNumClassInstances
 
__out ID3D11ComputeShader ** ppComputeShader
 
__out ID3D11ComputeShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
__out ID3D11ComputeShader __out_ecount_opt pNumClassInstances ID3D11ClassInstance __inout_opt UINT * pNumClassInstances
 
BOOL RestoreDeferredContextState
 
BOOL __out_opt ID3D11CommandList ** ppCommandList
 

The documentation for this struct was generated from the following file: