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ID3D11DeviceContextVtbl Struct Reference

#include <d3d11.h>

Collaboration diagram for ID3D11DeviceContextVtbl:
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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_reads_bytes_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_reads_opt_ (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_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *PSSetShader)(ID3D11DeviceContext *This
 
_In_opt_ ID3D11PixelShader _In_reads_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_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *VSSetShader)(ID3D11DeviceContext *This
 
_In_opt_ ID3D11VertexShader _In_reads_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_reads_opt_ (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_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppVertexBuffers
 
 _In_reads_opt_ (NumBuffers) const UINT *pStrides
 
 _In_reads_opt_ (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_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppConstantBuffers)
 
 void (STDMETHODCALLTYPE *GSSetShader)(ID3D11DeviceContext *This
 
_In_opt_ ID3D11GeometryShader _In_reads_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_reads_opt_ (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_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *Begin)(ID3D11DeviceContext *This
 
 void (STDMETHODCALLTYPE *End)(ID3D11DeviceContext *This
 
 HRESULT (STDMETHODCALLTYPE *GetData)(ID3D11DeviceContext *This
 
_In_ ID3D11Asynchronous _Out_writes_bytes_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_reads_opt_ (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_reads_opt_ (NumSamplers) ID3D11SamplerState *const *ppSamplers)
 
 void (STDMETHODCALLTYPE *OMSetRenderTargets)(ID3D11DeviceContext *This
 
 _In_range_ (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumViews
 
 _In_reads_opt_ (NumViews) ID3D11RenderTargetView *const *ppRenderTargetViews
 
 void (STDMETHODCALLTYPE *OMSetRenderTargetsAndUnorderedAccessViews)(ID3D11DeviceContext *This
 
_In_ UINT _In_reads_opt_ (NumRTVs) ID3D11RenderTargetView *const *ppRenderTargetViews
 
_In_ UINT _In_opt_ ID3D11DepthStencilView _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - 1) UINT UAVStartSlot
 
_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT _In_reads_opt_ (NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews
 
_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT _In_reads_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_reads_opt_ (NumBuffers) ID3D11Buffer *const *ppSOTargets
 
 _In_reads_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_reads_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_reads_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_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *HSSetShader)(ID3D11DeviceContext *This
 
_In_opt_ ID3D11HullShader _In_reads_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_reads_opt_ (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_reads_opt_ (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_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *DSSetShader)(ID3D11DeviceContext *This
 
_In_opt_ ID3D11DomainShader _In_reads_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_reads_opt_ (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_reads_opt_ (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_reads_opt_ (NumViews) ID3D11ShaderResourceView *const *ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *CSSetUnorderedAccessViews)(ID3D11DeviceContext *This
 
 _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - StartSlot) UINT NumUAVs
 
 _In_reads_opt_ (NumUAVs) ID3D11UnorderedAccessView *const *ppUnorderedAccessViews
 
 _In_reads_opt_ (NumUAVs) const UINT *pUAVInitialCounts)
 
 void (STDMETHODCALLTYPE *CSSetShader)(ID3D11DeviceContext *This
 
_In_opt_ ID3D11ComputeShader _In_reads_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_reads_opt_ (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_reads_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (NumBuffers) ID3D11Buffer **ppVertexBuffers
 
 _Out_writes_opt_ (NumBuffers) UINT *pStrides
 
 _Out_writes_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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (NumSamplers) ID3D11SamplerState **ppSamplers)
 
 void (STDMETHODCALLTYPE *OMGetRenderTargets)(ID3D11DeviceContext *This
 
 _In_range_ (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumViews
 
 _Out_writes_opt_ (NumViews) ID3D11RenderTargetView **ppRenderTargetViews
 
 void (STDMETHODCALLTYPE *OMGetRenderTargetsAndUnorderedAccessViews)(ID3D11DeviceContext *This
 
 _In_range_ (0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT) UINT NumRTVs
 
 _Out_writes_opt_ (NumRTVs) ID3D11RenderTargetView **ppRenderTargetViews
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilView _In_range_ (0, D3D11_PS_CS_UAV_REGISTER_COUNT - 1) UINT UAVStartSlot
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilView _In_range_ (0, D3D11_PS_CS_UAV_REGISTER_COUNT - UAVStartSlot) UINT NumUAVs
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilView _Out_writes_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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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_writes_opt_ (NumViews) ID3D11ShaderResourceView **ppShaderResourceViews)
 
 void (STDMETHODCALLTYPE *CSGetUnorderedAccessViews)(ID3D11DeviceContext *This
 
 _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - 1) UINT StartSlot
 
 _In_range_ (0, D3D11_1_UAV_SLOT_COUNT - StartSlot) UINT NumUAVs
 
 _Out_writes_opt_ (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_writes_opt_ (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_writes_opt_ (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 _COM_Outptr_ void ** ppvObject
 
_Outptr_ ID3D11Device ** ppDevice
 
_In_ REFGUID guid
 
_In_ REFGUID _Inout_ UINTpDataSize
 
_In_ REFGUID _Inout_ UINT _Out_writes_bytes_opt_ pDataSize voidpData
 
_In_ REFGUID _In_ UINT DataSize
 
_In_ REFGUID _In_opt_ const IUnknown * pData
 
_In_opt_ ID3D11PixelShaderpPixelShader
 
_In_opt_ ID3D11PixelShader UINT NumClassInstances
 
_In_opt_ ID3D11VertexShaderpVertexShader
 
_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_ ID3D11ResourcepResource
 
_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_opt_ D3D11_MAPPED_SUBRESOURCEpMappedResource
 
_In_opt_ ID3D11InputLayoutpInputLayout
 
_In_opt_ ID3D11BufferpIndexBuffer
 
_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_ ID3D11GeometryShaderpShader
 
_In_opt_ ID3D11GeometryShader UINT NumClassInstances
 
_In_ D3D11_PRIMITIVE_TOPOLOGY Topology
 
_In_ ID3D11AsynchronouspAsync
 
_In_ ID3D11Asynchronous _In_ UINT DataSize
 
_In_ ID3D11Asynchronous _In_ UINT _In_ UINT GetDataFlags
 
_In_opt_ ID3D11PredicatepPredicate
 
_In_opt_ ID3D11Predicate _In_ BOOL PredicateValue
 
_In_opt_ ID3D11DepthStencilViewpDepthStencilView
 
_In_ UINT NumRTVs
 
_In_ UINT _In_opt_ ID3D11DepthStencilViewpDepthStencilView
 
_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT NumUAVs
 
_In_opt_ ID3D11BlendStatepBlendState
 
_In_opt_ ID3D11BlendState _In_opt_ const FLOAT BlendFactor [4]
 
_In_opt_ ID3D11BlendState _In_opt_ const FLOAT _In_ UINT SampleMask
 
_In_opt_ ID3D11DepthStencilStatepDepthStencilState
 
_In_opt_ ID3D11DepthStencilState _In_ UINT StencilRef
 
_In_ ID3D11BufferpBufferForArgs
 
_In_ ID3D11Buffer _In_ UINT AlignedByteOffsetForArgs
 
_In_ UINT ThreadGroupCountX
 
_In_ UINT _In_ UINT ThreadGroupCountY
 
_In_ UINT _In_ UINT _In_ UINT ThreadGroupCountZ
 
_In_opt_ ID3D11RasterizerStatepRasterizerState
 
_In_ ID3D11ResourcepDstResource
 
_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_ ID3D11ResourcepSrcResource
 
_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_ ID3D11ResourcepSrcResource
 
_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOXpDstBox
 
_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const voidpSrcData
 
_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_ ID3D11BufferpDstBuffer
 
_In_ ID3D11Buffer _In_ UINT DstAlignedByteOffset
 
_In_ ID3D11Buffer _In_ UINT _In_ ID3D11UnorderedAccessViewpSrcView
 
_In_ ID3D11RenderTargetViewpRenderTargetView
 
_In_ ID3D11RenderTargetView _In_ const FLOAT ColorRGBA [4]
 
_In_ ID3D11UnorderedAccessViewpUnorderedAccessView
 
_In_ ID3D11UnorderedAccessView _In_ const UINT Values [4]
 
_In_ ID3D11UnorderedAccessView _In_ const FLOAT Values [4]
 
_In_ ID3D11DepthStencilViewpDepthStencilView
 
_In_ ID3D11DepthStencilView _In_ UINT ClearFlags
 
_In_ ID3D11DepthStencilView _In_ UINT _In_ FLOAT Depth
 
_In_ ID3D11DepthStencilView _In_ UINT _In_ FLOAT _In_ UINT8 Stencil
 
_In_ ID3D11ShaderResourceViewpShaderResourceView
 
_In_ ID3D11Resource FLOAT MinLOD
 
_In_ ID3D11Resource _In_ UINT _In_ ID3D11ResourcepSrcResource
 
_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource _In_ UINT SrcSubresource
 
_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource _In_ UINT _In_ DXGI_FORMAT Format
 
_In_ ID3D11CommandListpCommandList
 
_In_ ID3D11CommandList BOOL RestoreContextState
 
_In_opt_ ID3D11HullShaderpHullShader
 
_In_opt_ ID3D11HullShader UINT NumClassInstances
 
_In_opt_ ID3D11DomainShaderpDomainShader
 
_In_opt_ ID3D11DomainShader UINT NumClassInstances
 
_In_opt_ ID3D11ComputeShaderpComputeShader
 
_In_opt_ ID3D11ComputeShader UINT NumClassInstances
 
_Outptr_result_maybenull_ ID3D11PixelShader ** ppPixelShader
 
_Outptr_result_maybenull_ ID3D11PixelShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11PixelShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Outptr_result_maybenull_ ID3D11VertexShader ** ppVertexShader
 
_Outptr_result_maybenull_ ID3D11VertexShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11VertexShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Outptr_result_maybenull_ ID3D11InputLayout ** ppInputLayout
 
_Outptr_opt_result_maybenull_ ID3D11Buffer ** pIndexBuffer
 
_Outptr_opt_result_maybenull_ ID3D11Buffer _Out_opt_ DXGI_FORMATFormat
 
_Outptr_opt_result_maybenull_ ID3D11Buffer _Out_opt_ DXGI_FORMAT _Out_opt_ UINTOffset
 
_Outptr_result_maybenull_ ID3D11GeometryShader ** ppGeometryShader
 
_Outptr_result_maybenull_ ID3D11GeometryShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11GeometryShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Out_ D3D11_PRIMITIVE_TOPOLOGYpTopology
 
_Outptr_opt_result_maybenull_ ID3D11Predicate ** ppPredicate
 
_Outptr_opt_result_maybenull_ ID3D11Predicate _Out_opt_ BOOLpPredicateValue
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ** ppDepthStencilView
 
_Outptr_opt_result_maybenull_ ID3D11BlendState ** ppBlendState
 
_Outptr_opt_result_maybenull_ ID3D11BlendState _Out_opt_ FLOAT BlendFactor [4]
 
_Outptr_opt_result_maybenull_ ID3D11BlendState _Out_opt_ FLOAT _Out_opt_ UINTpSampleMask
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilState ** ppDepthStencilState
 
_Outptr_opt_result_maybenull_ ID3D11DepthStencilState _Out_opt_ UINTpStencilRef
 
_Outptr_result_maybenull_ ID3D11RasterizerState ** ppRasterizerState
 
_Inout_ UINTpNumViewports
 
_Inout_ UINT _Out_writes_opt_ pNumViewports D3D11_VIEWPORTpViewports
 
_Inout_ UINTpNumRects
 
_Inout_ UINT _Out_writes_opt_ pNumRects D3D11_RECTpRects
 
_Outptr_result_maybenull_ ID3D11HullShader ** ppHullShader
 
_Outptr_result_maybenull_ ID3D11HullShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11HullShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Outptr_result_maybenull_ ID3D11DomainShader ** ppDomainShader
 
_Outptr_result_maybenull_ ID3D11DomainShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11DomainShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
_Outptr_result_maybenull_ ID3D11ComputeShader ** ppComputeShader
 
_Outptr_result_maybenull_ ID3D11ComputeShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance ** ppClassInstances
 
_Outptr_result_maybenull_ ID3D11ComputeShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINTpNumClassInstances
 
BOOL RestoreDeferredContextState
 
BOOL _COM_Outptr_opt_ ID3D11CommandList ** ppCommandList
 

Member Function Documentation

◆ _In_range_() [1/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [2/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [3/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [4/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [5/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [6/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [7/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [8/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [9/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [10/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [11/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [12/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [13/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [14/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [15/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [16/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [17/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [18/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [19/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [20/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [21/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT   
)

◆ _In_range_() [22/90]

_In_ UINT _In_opt_ ID3D11DepthStencilView ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT 1 
)

◆ _In_range_() [23/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_SO_BUFFER_SLOT_COUNT   
)

◆ _In_range_() [24/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE   
)

◆ _In_range_() [25/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE   
)

◆ _In_range_() [26/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [27/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [28/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [29/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [30/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [31/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [32/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [33/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [34/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [35/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [36/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [37/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [38/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [39/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [40/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT 1 
)

◆ _In_range_() [41/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT StartSlot 
)

◆ _In_range_() [42/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [43/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [44/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [45/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [46/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [47/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [48/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [49/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [50/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [51/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [52/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [53/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [54/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [55/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [56/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [57/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [58/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [59/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [60/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [61/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [62/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [63/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [64/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [65/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [66/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT   
)

◆ _In_range_() [67/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT   
)

◆ _In_range_() [68/90]

_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_PS_CS_UAV_REGISTER_COUNT 1 
)

◆ _In_range_() [69/90]

_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_PS_CS_UAV_REGISTER_COUNT UAVStartSlot 
)

◆ _In_range_() [70/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_SO_BUFFER_SLOT_COUNT   
)

◆ _In_range_() [71/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [72/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [73/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [74/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [75/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [76/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [77/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [78/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [79/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [80/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [81/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [82/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_range_() [83/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 1 
)

◆ _In_range_() [84/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT StartSlot 
)

◆ _In_range_() [85/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT 1 
)

◆ _In_range_() [86/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_1_UAV_SLOT_COUNT StartSlot 
)

◆ _In_range_() [87/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 1 
)

◆ _In_range_() [88/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT StartSlot 
)

◆ _In_range_() [89/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 1 
)

◆ _In_range_() [90/90]

ID3D11DeviceContextVtbl::_In_range_ ( ,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT StartSlot 
)

◆ _In_reads_bytes_opt_()

_In_ REFGUID _In_ UINT ID3D11DeviceContextVtbl::_In_reads_bytes_opt_ ( DataSize  ) const

◆ _In_reads_opt_() [1/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [2/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [3/37]

_In_opt_ ID3D11PixelShader ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [4/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [5/37]

_In_opt_ ID3D11VertexShader ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [6/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [7/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [8/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [9/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [10/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [11/37]

_In_opt_ ID3D11GeometryShader ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [12/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [13/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [14/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [15/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [16/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [17/37]

_In_ UINT ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumRTVs  ) const

◆ _In_reads_opt_() [18/37]

_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumUAVs  ) const

◆ _In_reads_opt_() [19/37]

_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumUAVs  ) const

◆ _In_reads_opt_() [20/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [21/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [22/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumViewports  ) const

◆ _In_reads_opt_() [23/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumRects  ) const

◆ _In_reads_opt_() [24/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [25/37]

_In_opt_ ID3D11HullShader ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [26/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [27/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [28/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [29/37]

_In_opt_ ID3D11DomainShader ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [30/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [31/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _In_reads_opt_() [32/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumViews  ) const

◆ _In_reads_opt_() [33/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumUAVs  ) const

◆ _In_reads_opt_() [34/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumUAVs  ) const

◆ _In_reads_opt_() [35/37]

_In_opt_ ID3D11ComputeShader ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumClassInstances  ) const

◆ _In_reads_opt_() [36/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumSamplers  ) const

◆ _In_reads_opt_() [37/37]

ID3D11DeviceContextVtbl::_In_reads_opt_ ( NumBuffers  ) const

◆ _Out_writes_bytes_opt_()

_In_ ID3D11Asynchronous ID3D11DeviceContextVtbl::_Out_writes_bytes_opt_ ( DataSize  )

◆ _Out_writes_opt_() [1/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [2/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [3/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [4/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [5/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [6/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [7/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [8/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [9/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [10/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [11/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [12/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [13/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [14/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumRTVs  )

◆ _Out_writes_opt_() [15/26]

_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumUAVs  )

◆ _Out_writes_opt_() [16/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [17/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [18/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [19/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [20/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [21/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [22/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ _Out_writes_opt_() [23/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumViews  )

◆ _Out_writes_opt_() [24/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumUAVs  )

◆ _Out_writes_opt_() [25/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumSamplers  )

◆ _Out_writes_opt_() [26/26]

ID3D11DeviceContextVtbl::_Out_writes_opt_ ( NumBuffers  )

◆ D3D11_DEVICE_CONTEXT_TYPE()

ID3D11DeviceContextVtbl::D3D11_DEVICE_CONTEXT_TYPE ( STDMETHODCALLTYPE *  GetType)

◆ FLOAT()

ID3D11DeviceContextVtbl::FLOAT ( STDMETHODCALLTYPE *  GetResourceMinLOD)

◆ HRESULT() [1/7]

BEGIN_INTERFACE ID3D11DeviceContextVtbl::HRESULT ( STDMETHODCALLTYPE *  QueryInterface)

◆ HRESULT() [2/7]

ID3D11DeviceContextVtbl::HRESULT ( STDMETHODCALLTYPE *  GetPrivateData)

◆ HRESULT() [3/7]

ID3D11DeviceContextVtbl::HRESULT ( STDMETHODCALLTYPE *  SetPrivateData)

◆ HRESULT() [4/7]

ID3D11DeviceContextVtbl::HRESULT ( STDMETHODCALLTYPE *  SetPrivateDataInterface)

◆ HRESULT() [5/7]

ID3D11DeviceContextVtbl::HRESULT ( STDMETHODCALLTYPE *  Map)

◆ HRESULT() [6/7]

ID3D11DeviceContextVtbl::HRESULT ( STDMETHODCALLTYPE *  GetData)

◆ HRESULT() [7/7]

ID3D11DeviceContextVtbl::HRESULT ( STDMETHODCALLTYPE *  FinishCommandList)

◆ UINT()

ID3D11DeviceContextVtbl::UINT ( STDMETHODCALLTYPE *  GetContextFlags)

◆ ULONG() [1/2]

ID3D11DeviceContextVtbl::ULONG ( STDMETHODCALLTYPE *  AddRef)

◆ ULONG() [2/2]

ID3D11DeviceContextVtbl::ULONG ( STDMETHODCALLTYPE *  Release)

◆ void() [1/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GetDevice)

◆ void() [2/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  VSSetConstantBuffers)

◆ void() [3/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  PSSetShaderResources)

◆ void() [4/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  PSSetShader)

◆ void() [5/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  PSSetSamplers)

◆ void() [6/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  VSSetShader)

◆ void() [7/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DrawIndexed)

◆ void() [8/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  Draw)

◆ void() [9/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  Unmap)

◆ void() [10/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  PSSetConstantBuffers)

◆ void() [11/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  IASetInputLayout)

◆ void() [12/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  IASetVertexBuffers)

◆ void() [13/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  IASetIndexBuffer)

◆ void() [14/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DrawIndexedInstanced)

◆ void() [15/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DrawInstanced)

◆ void() [16/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GSSetConstantBuffers)

◆ void() [17/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GSSetShader)

◆ void() [18/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  IASetPrimitiveTopology)

◆ void() [19/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  VSSetShaderResources)

◆ void() [20/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  VSSetSamplers)

◆ void() [21/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  Begin)

◆ void() [22/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  End)

◆ void() [23/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  SetPredication)

◆ void() [24/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GSSetShaderResources)

◆ void() [25/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GSSetSamplers)

◆ void() [26/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  OMSetRenderTargets)

◆ void() [27/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  OMSetRenderTargetsAndUnorderedAccessViews)

◆ void() [28/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  OMSetBlendState)

◆ void() [29/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  OMSetDepthStencilState)

◆ void() [30/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  SOSetTargets)

◆ void() [31/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DrawAuto)

◆ void() [32/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DrawIndexedInstancedIndirect)

◆ void() [33/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DrawInstancedIndirect)

◆ void() [34/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  Dispatch)

◆ void() [35/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DispatchIndirect)

◆ void() [36/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  RSSetState)

◆ void() [37/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  RSSetViewports)

◆ void() [38/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  RSSetScissorRects)

◆ void() [39/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CopySubresourceRegion)

◆ void() [40/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CopyResource)

◆ void() [41/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  UpdateSubresource)

◆ void() [42/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CopyStructureCount)

◆ void() [43/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  ClearRenderTargetView)

◆ void() [44/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  ClearUnorderedAccessViewUint)

◆ void() [45/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  ClearUnorderedAccessViewFloat)

◆ void() [46/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  ClearDepthStencilView)

◆ void() [47/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GenerateMips)

◆ void() [48/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  SetResourceMinLOD)

◆ void() [49/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  ResolveSubresource)

◆ void() [50/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  ExecuteCommandList)

◆ void() [51/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  HSSetShaderResources)

◆ void() [52/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  HSSetShader)

◆ void() [53/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  HSSetSamplers)

◆ void() [54/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  HSSetConstantBuffers)

◆ void() [55/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DSSetShaderResources)

◆ void() [56/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DSSetShader)

◆ void() [57/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DSSetSamplers)

◆ void() [58/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DSSetConstantBuffers)

◆ void() [59/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSSetShaderResources)

◆ void() [60/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSSetUnorderedAccessViews)

◆ void() [61/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSSetShader)

◆ void() [62/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSSetSamplers)

◆ void() [63/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSSetConstantBuffers)

◆ void() [64/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  VSGetConstantBuffers)

◆ void() [65/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  PSGetShaderResources)

◆ void() [66/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  PSGetShader)

◆ void() [67/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  PSGetSamplers)

◆ void() [68/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  VSGetShader)

◆ void() [69/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  PSGetConstantBuffers)

◆ void() [70/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  IAGetInputLayout)

◆ void() [71/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  IAGetVertexBuffers)

◆ void() [72/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  IAGetIndexBuffer)

◆ void() [73/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GSGetConstantBuffers)

◆ void() [74/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GSGetShader)

◆ void() [75/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  IAGetPrimitiveTopology)

◆ void() [76/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  VSGetShaderResources)

◆ void() [77/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  VSGetSamplers)

◆ void() [78/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GetPredication)

◆ void() [79/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GSGetShaderResources)

◆ void() [80/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  GSGetSamplers)

◆ void() [81/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  OMGetRenderTargets)

◆ void() [82/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  OMGetRenderTargetsAndUnorderedAccessViews)

◆ void() [83/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  OMGetBlendState)

◆ void() [84/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  OMGetDepthStencilState)

◆ void() [85/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  SOGetTargets)

◆ void() [86/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  RSGetState)

◆ void() [87/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  RSGetViewports)

◆ void() [88/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  RSGetScissorRects)

◆ void() [89/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  HSGetShaderResources)

◆ void() [90/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  HSGetShader)

◆ void() [91/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  HSGetSamplers)

◆ void() [92/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  HSGetConstantBuffers)

◆ void() [93/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DSGetShaderResources)

◆ void() [94/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DSGetShader)

◆ void() [95/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DSGetSamplers)

◆ void() [96/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  DSGetConstantBuffers)

◆ void() [97/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSGetShaderResources)

◆ void() [98/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSGetUnorderedAccessViews)

◆ void() [99/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSGetShader)

◆ void() [100/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSGetSamplers)

◆ void() [101/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  CSGetConstantBuffers)

◆ void() [102/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  ClearState)

◆ void() [103/103]

ID3D11DeviceContextVtbl::void ( STDMETHODCALLTYPE *  Flush)

Member Data Documentation

◆ AlignedByteOffsetForArgs

_In_ ID3D11Buffer _In_ UINT ID3D11DeviceContextVtbl::AlignedByteOffsetForArgs

◆ BaseVertexLocation [1/2]

_In_ UINT _In_ UINT _In_ INT ID3D11DeviceContextVtbl::BaseVertexLocation

◆ BaseVertexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT _In_ INT ID3D11DeviceContextVtbl::BaseVertexLocation

◆ BlendFactor [1/2]

_In_opt_ ID3D11BlendState _In_opt_ const FLOAT ID3D11DeviceContextVtbl::BlendFactor[4]

◆ BlendFactor [2/2]

_Outptr_opt_result_maybenull_ ID3D11BlendState _Out_opt_ FLOAT ID3D11DeviceContextVtbl::BlendFactor[4]

◆ ClearFlags

_In_ ID3D11DepthStencilView _In_ UINT ID3D11DeviceContextVtbl::ClearFlags

◆ ColorRGBA

_In_ ID3D11RenderTargetView _In_ const FLOAT ID3D11DeviceContextVtbl::ColorRGBA[4]

◆ DataSize [1/2]

_In_ REFGUID _In_ UINT ID3D11DeviceContextVtbl::DataSize

◆ DataSize [2/2]

_In_ ID3D11Asynchronous _In_ UINT ID3D11DeviceContextVtbl::DataSize

◆ Depth

_In_ ID3D11DepthStencilView _In_ UINT _In_ FLOAT ID3D11DeviceContextVtbl::Depth

◆ DstAlignedByteOffset

_In_ ID3D11Buffer _In_ UINT ID3D11DeviceContextVtbl::DstAlignedByteOffset

◆ DstSubresource

_In_ ID3D11Resource _In_ UINT ID3D11DeviceContextVtbl::DstSubresource

◆ DstX

_In_ ID3D11Resource _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::DstX

◆ DstY

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::DstY

◆ DstZ

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::DstZ

◆ Format [1/3]

_In_opt_ ID3D11Buffer _In_ DXGI_FORMAT ID3D11DeviceContextVtbl::Format

◆ Format [2/3]

_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource _In_ UINT _In_ DXGI_FORMAT ID3D11DeviceContextVtbl::Format

◆ Format [3/3]

_Outptr_opt_result_maybenull_ ID3D11Buffer _Out_opt_ DXGI_FORMAT* ID3D11DeviceContextVtbl::Format

◆ GetDataFlags

_In_ ID3D11Asynchronous _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::GetDataFlags

◆ guid

_In_ REFGUID ID3D11DeviceContextVtbl::guid

◆ IndexCount

_In_ UINT ID3D11DeviceContextVtbl::IndexCount

◆ IndexCountPerInstance

_In_ UINT ID3D11DeviceContextVtbl::IndexCountPerInstance

◆ InstanceCount

_In_ UINT _In_ UINT ID3D11DeviceContextVtbl::InstanceCount

◆ MapFlags

_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP _In_ UINT ID3D11DeviceContextVtbl::MapFlags

◆ MapType

_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP ID3D11DeviceContextVtbl::MapType

◆ MinLOD

_In_ ID3D11Resource FLOAT ID3D11DeviceContextVtbl::MinLOD

◆ NumClassInstances [1/6]

_In_opt_ ID3D11PixelShader UINT ID3D11DeviceContextVtbl::NumClassInstances

◆ NumClassInstances [2/6]

_In_opt_ ID3D11VertexShader UINT ID3D11DeviceContextVtbl::NumClassInstances

◆ NumClassInstances [3/6]

_In_opt_ ID3D11GeometryShader UINT ID3D11DeviceContextVtbl::NumClassInstances

◆ NumClassInstances [4/6]

_In_opt_ ID3D11HullShader UINT ID3D11DeviceContextVtbl::NumClassInstances

◆ NumClassInstances [5/6]

_In_opt_ ID3D11DomainShader UINT ID3D11DeviceContextVtbl::NumClassInstances

◆ NumClassInstances [6/6]

_In_opt_ ID3D11ComputeShader UINT ID3D11DeviceContextVtbl::NumClassInstances

◆ NumRTVs

_In_ UINT ID3D11DeviceContextVtbl::NumRTVs

◆ NumUAVs

_In_ UINT _In_opt_ ID3D11DepthStencilView _In_ UINT ID3D11DeviceContextVtbl::NumUAVs

◆ Offset [1/2]

_In_opt_ ID3D11Buffer _In_ DXGI_FORMAT _In_ UINT ID3D11DeviceContextVtbl::Offset

◆ Offset [2/2]

_Outptr_opt_result_maybenull_ ID3D11Buffer _Out_opt_ DXGI_FORMAT _Out_opt_ UINT* ID3D11DeviceContextVtbl::Offset

◆ pAsync

_In_ ID3D11Asynchronous * ID3D11DeviceContextVtbl::pAsync

◆ pBlendState

_In_opt_ ID3D11BlendState* ID3D11DeviceContextVtbl::pBlendState

◆ pBufferForArgs

_In_ ID3D11Buffer * ID3D11DeviceContextVtbl::pBufferForArgs

◆ pCommandList

_In_ ID3D11CommandList* ID3D11DeviceContextVtbl::pCommandList

◆ pComputeShader

_In_opt_ ID3D11ComputeShader* ID3D11DeviceContextVtbl::pComputeShader

◆ pData [1/2]

_In_ REFGUID _Inout_ UINT _Out_writes_bytes_opt_ pDataSize void* ID3D11DeviceContextVtbl::pData

◆ pData [2/2]

_In_ REFGUID _In_opt_ const IUnknown* ID3D11DeviceContextVtbl::pData

◆ pDataSize

_In_ REFGUID _Inout_ UINT* ID3D11DeviceContextVtbl::pDataSize

◆ pDepthStencilState

_In_opt_ ID3D11DepthStencilState* ID3D11DeviceContextVtbl::pDepthStencilState

◆ pDepthStencilView [1/3]

_In_opt_ ID3D11DepthStencilView* ID3D11DeviceContextVtbl::pDepthStencilView

◆ pDepthStencilView [2/3]

_In_ UINT _In_opt_ ID3D11DepthStencilView* ID3D11DeviceContextVtbl::pDepthStencilView

◆ pDepthStencilView [3/3]

_In_ ID3D11DepthStencilView* ID3D11DeviceContextVtbl::pDepthStencilView

◆ pDomainShader

_In_opt_ ID3D11DomainShader* ID3D11DeviceContextVtbl::pDomainShader

◆ pDstBox

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX* ID3D11DeviceContextVtbl::pDstBox

◆ pDstBuffer

_In_ ID3D11Buffer* ID3D11DeviceContextVtbl::pDstBuffer

◆ pDstResource

_In_ ID3D11Resource * ID3D11DeviceContextVtbl::pDstResource

◆ pHullShader

_In_opt_ ID3D11HullShader* ID3D11DeviceContextVtbl::pHullShader

◆ pIndexBuffer [1/2]

_In_opt_ ID3D11Buffer* ID3D11DeviceContextVtbl::pIndexBuffer

◆ pIndexBuffer [2/2]

_Outptr_opt_result_maybenull_ ID3D11Buffer** ID3D11DeviceContextVtbl::pIndexBuffer

◆ pInputLayout

_In_opt_ ID3D11InputLayout* ID3D11DeviceContextVtbl::pInputLayout

◆ pMappedResource

_In_ ID3D11Resource _In_ UINT _In_ D3D11_MAP _In_ UINT _Out_opt_ D3D11_MAPPED_SUBRESOURCE* ID3D11DeviceContextVtbl::pMappedResource

◆ pNumClassInstances [1/6]

_Outptr_result_maybenull_ ID3D11PixelShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContextVtbl::pNumClassInstances

◆ pNumClassInstances [2/6]

_Outptr_result_maybenull_ ID3D11VertexShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContextVtbl::pNumClassInstances

◆ pNumClassInstances [3/6]

_Outptr_result_maybenull_ ID3D11GeometryShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContextVtbl::pNumClassInstances

◆ pNumClassInstances [4/6]

_Outptr_result_maybenull_ ID3D11HullShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContextVtbl::pNumClassInstances

◆ pNumClassInstances [5/6]

_Outptr_result_maybenull_ ID3D11DomainShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContextVtbl::pNumClassInstances

◆ pNumClassInstances [6/6]

_Outptr_result_maybenull_ ID3D11ComputeShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance _Inout_opt_ UINT* ID3D11DeviceContextVtbl::pNumClassInstances

◆ pNumRects

_Inout_ UINT* ID3D11DeviceContextVtbl::pNumRects

◆ pNumViewports

_Inout_ UINT* ID3D11DeviceContextVtbl::pNumViewports

◆ ppBlendState

_Outptr_opt_result_maybenull_ ID3D11BlendState** ID3D11DeviceContextVtbl::ppBlendState

◆ ppClassInstances [1/6]

_Outptr_result_maybenull_ ID3D11PixelShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContextVtbl::ppClassInstances

◆ ppClassInstances [2/6]

_Outptr_result_maybenull_ ID3D11VertexShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContextVtbl::ppClassInstances

◆ ppClassInstances [3/6]

_Outptr_result_maybenull_ ID3D11GeometryShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContextVtbl::ppClassInstances

◆ ppClassInstances [4/6]

_Outptr_result_maybenull_ ID3D11HullShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContextVtbl::ppClassInstances

◆ ppClassInstances [5/6]

_Outptr_result_maybenull_ ID3D11DomainShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContextVtbl::ppClassInstances

◆ ppClassInstances [6/6]

_Outptr_result_maybenull_ ID3D11ComputeShader _Out_writes_opt_ pNumClassInstances ID3D11ClassInstance** ID3D11DeviceContextVtbl::ppClassInstances

◆ ppCommandList

BOOL _COM_Outptr_opt_ ID3D11CommandList** ID3D11DeviceContextVtbl::ppCommandList

◆ ppComputeShader

_Outptr_result_maybenull_ ID3D11ComputeShader** ID3D11DeviceContextVtbl::ppComputeShader

◆ ppDepthStencilState

_Outptr_opt_result_maybenull_ ID3D11DepthStencilState** ID3D11DeviceContextVtbl::ppDepthStencilState

◆ ppDepthStencilView

_Outptr_opt_result_maybenull_ ID3D11DepthStencilView ** ID3D11DeviceContextVtbl::ppDepthStencilView

◆ ppDevice

_Outptr_ ID3D11Device** ID3D11DeviceContextVtbl::ppDevice

◆ ppDomainShader

_Outptr_result_maybenull_ ID3D11DomainShader** ID3D11DeviceContextVtbl::ppDomainShader

◆ ppGeometryShader

_Outptr_result_maybenull_ ID3D11GeometryShader** ID3D11DeviceContextVtbl::ppGeometryShader

◆ ppHullShader

_Outptr_result_maybenull_ ID3D11HullShader** ID3D11DeviceContextVtbl::ppHullShader

◆ ppInputLayout

_Outptr_result_maybenull_ ID3D11InputLayout** ID3D11DeviceContextVtbl::ppInputLayout

◆ pPixelShader

_In_opt_ ID3D11PixelShader* ID3D11DeviceContextVtbl::pPixelShader

◆ ppPixelShader

_Outptr_result_maybenull_ ID3D11PixelShader** ID3D11DeviceContextVtbl::ppPixelShader

◆ ppPredicate

_Outptr_opt_result_maybenull_ ID3D11Predicate** ID3D11DeviceContextVtbl::ppPredicate

◆ ppRasterizerState

_Outptr_result_maybenull_ ID3D11RasterizerState** ID3D11DeviceContextVtbl::ppRasterizerState

◆ pPredicate

_In_opt_ ID3D11Predicate* ID3D11DeviceContextVtbl::pPredicate

◆ pPredicateValue

_Outptr_opt_result_maybenull_ ID3D11Predicate _Out_opt_ BOOL* ID3D11DeviceContextVtbl::pPredicateValue

◆ ppVertexShader

_Outptr_result_maybenull_ ID3D11VertexShader** ID3D11DeviceContextVtbl::ppVertexShader

◆ ppvObject

BEGIN_INTERFACE REFIID _COM_Outptr_ void** ID3D11DeviceContextVtbl::ppvObject

◆ pRasterizerState

_In_opt_ ID3D11RasterizerState* ID3D11DeviceContextVtbl::pRasterizerState

◆ pRects

_Inout_ UINT _Out_writes_opt_ pNumRects D3D11_RECT* ID3D11DeviceContextVtbl::pRects

◆ PredicateValue

_In_opt_ ID3D11Predicate _In_ BOOL ID3D11DeviceContextVtbl::PredicateValue

◆ pRenderTargetView

_In_ ID3D11RenderTargetView* ID3D11DeviceContextVtbl::pRenderTargetView

◆ pResource

_In_ ID3D11Resource * ID3D11DeviceContextVtbl::pResource

◆ pSampleMask

_Outptr_opt_result_maybenull_ ID3D11BlendState _Out_opt_ FLOAT _Out_opt_ UINT* ID3D11DeviceContextVtbl::pSampleMask

◆ pShader

_In_opt_ ID3D11GeometryShader* ID3D11DeviceContextVtbl::pShader

◆ pShaderResourceView

_In_ ID3D11ShaderResourceView* ID3D11DeviceContextVtbl::pShaderResourceView

◆ pSrcBox

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX* ID3D11DeviceContextVtbl::pSrcBox

◆ pSrcData

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void* ID3D11DeviceContextVtbl::pSrcData

◆ pSrcResource [1/3]

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource* ID3D11DeviceContextVtbl::pSrcResource

◆ pSrcResource [2/3]

_In_ ID3D11Resource _In_ ID3D11Resource* ID3D11DeviceContextVtbl::pSrcResource

◆ pSrcResource [3/3]

_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource* ID3D11DeviceContextVtbl::pSrcResource

◆ pSrcView

_In_ ID3D11Buffer _In_ UINT _In_ ID3D11UnorderedAccessView* ID3D11DeviceContextVtbl::pSrcView

◆ pStencilRef

_Outptr_opt_result_maybenull_ ID3D11DepthStencilState _Out_opt_ UINT* ID3D11DeviceContextVtbl::pStencilRef

◆ pTopology

_Out_ D3D11_PRIMITIVE_TOPOLOGY* ID3D11DeviceContextVtbl::pTopology

◆ pUnorderedAccessView

_In_ ID3D11UnorderedAccessView * ID3D11DeviceContextVtbl::pUnorderedAccessView

◆ pVertexShader

_In_opt_ ID3D11VertexShader* ID3D11DeviceContextVtbl::pVertexShader

◆ pViewports

_Inout_ UINT _Out_writes_opt_ pNumViewports D3D11_VIEWPORT* ID3D11DeviceContextVtbl::pViewports

◆ RestoreContextState

_In_ ID3D11CommandList BOOL ID3D11DeviceContextVtbl::RestoreContextState

◆ RestoreDeferredContextState

BOOL ID3D11DeviceContextVtbl::RestoreDeferredContextState

◆ riid

BEGIN_INTERFACE REFIID ID3D11DeviceContextVtbl::riid

◆ SampleMask

_In_opt_ ID3D11BlendState _In_opt_ const FLOAT _In_ UINT ID3D11DeviceContextVtbl::SampleMask

◆ SrcDepthPitch

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::SrcDepthPitch

◆ SrcRowPitch

_In_ ID3D11Resource _In_ UINT _In_opt_ const D3D11_BOX _In_ const void _In_ UINT ID3D11DeviceContextVtbl::SrcRowPitch

◆ SrcSubresource [1/2]

_In_ ID3D11Resource _In_ UINT _In_ UINT _In_ UINT _In_ UINT _In_ ID3D11Resource _In_ UINT ID3D11DeviceContextVtbl::SrcSubresource

◆ SrcSubresource [2/2]

_In_ ID3D11Resource _In_ UINT _In_ ID3D11Resource _In_ UINT ID3D11DeviceContextVtbl::SrcSubresource

◆ StartIndexLocation [1/2]

_In_ UINT _In_ UINT ID3D11DeviceContextVtbl::StartIndexLocation

◆ StartIndexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::StartIndexLocation

◆ StartInstanceLocation [1/2]

_In_ UINT _In_ UINT _In_ UINT _In_ INT _In_ UINT ID3D11DeviceContextVtbl::StartInstanceLocation

◆ StartInstanceLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::StartInstanceLocation

◆ StartVertexLocation [1/2]

_In_ UINT _In_ UINT ID3D11DeviceContextVtbl::StartVertexLocation

◆ StartVertexLocation [2/2]

_In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::StartVertexLocation

◆ Stencil

_In_ ID3D11DepthStencilView _In_ UINT _In_ FLOAT _In_ UINT8 ID3D11DeviceContextVtbl::Stencil

◆ StencilRef

_In_opt_ ID3D11DepthStencilState _In_ UINT ID3D11DeviceContextVtbl::StencilRef

◆ Subresource

_In_ ID3D11Resource _In_ UINT ID3D11DeviceContextVtbl::Subresource

◆ ThreadGroupCountX

_In_ UINT ID3D11DeviceContextVtbl::ThreadGroupCountX

◆ ThreadGroupCountY

_In_ UINT _In_ UINT ID3D11DeviceContextVtbl::ThreadGroupCountY

◆ ThreadGroupCountZ

_In_ UINT _In_ UINT _In_ UINT ID3D11DeviceContextVtbl::ThreadGroupCountZ

◆ Topology

_In_ D3D11_PRIMITIVE_TOPOLOGY ID3D11DeviceContextVtbl::Topology

◆ Values [1/2]

_In_ ID3D11UnorderedAccessView _In_ const UINT ID3D11DeviceContextVtbl::Values[4]

◆ Values [2/2]

_In_ ID3D11UnorderedAccessView _In_ const FLOAT ID3D11DeviceContextVtbl::Values[4]

◆ VertexCount

_In_ UINT ID3D11DeviceContextVtbl::VertexCount

◆ VertexCountPerInstance

_In_ UINT ID3D11DeviceContextVtbl::VertexCountPerInstance

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