2015年9月16日水曜日

ID3DDevice,ID3DDevice1,ID3DDevice2,ID3DDevice3のインターフェース

一か所にまとまっていて欲しかった.

ID3DDevice

メソッド名 説明
CheckCounter Get the type, name, units of measure, and a description of an existing counter.
CheckCounterInfo Get a counter's information.
CheckFeatureSupport Gets information about the features that are supported by the current graphics driver.
CheckFormatSupport Get the support of a given format on the installed video device.
CheckMultisampleQualityLevels Get the number of quality levels available during multisampling.
CreateBlendState Create a blend-state object that encapsules blend state for the output-merger stage.
CreateBuffer Creates a buffer (vertex buffer, index buffer, or shader-constant buffer).
CreateClassLinkage Creates class linkage libraries to enable dynamic shader linkage.
CreateComputeShader Create a compute shader.
CreateCounter Create a counter object for measuring GPU performance.
CreateDeferredContext Creates a deferred context, which can record command lists.
CreateDepthStencilState Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage.
CreateDepthStencilView Create a depth-stencil view for accessing resource data.
CreateDomainShader Create a domain shader .
CreateGeometryShader Create a geometry shader.
CreateGeometryShaderWithStreamOutput Creates a geometry shader that can write to streaming output buffers.
CreateHullShader Create a hull shader.
CreateInputLayout Create an input-layout object to describe the input-buffer data for the input-assembler stage.
CreatePixelShader Create a pixel shader.
CreatePredicate Creates a predicate.
CreateQuery This interface encapsulates methods for querying information from the GPU.
CreateRasterizerState Create a rasterizer state object that tells the rasterizer stage how to behave.
CreateRenderTargetView Creates a render-target view for accessing resource data.
CreateSamplerState Create a sampler-state object that encapsulates sampling information for a texture.
CreateShaderResourceView Create a shader-resource view for accessing data in a resource.
CreateTexture1D Creates an array of 1D textures.
CreateTexture2D Create an array of 2D textures.
CreateTexture3D Create a single 3D texture.
CreateUnorderedAccessView Creates a view for accessing an unordered access resource.
CreateVertexShader Create a vertex-shader object from a compiled shader.
GetCreationFlags Get the flags used during the call to create the device with D3D11CreateDevice.
GetDeviceRemovedReason Get the reason why the device was removed.
GetExceptionMode Get the exception-mode flags.
GetFeatureLevel Gets the feature level of the hardware device.
GetImmediateContext Gets an immediate context, which can play back command lists.
GetPrivateData Get application-defined data from a device.
OpenSharedResource Give a device access to a shared resource created on a different device.
SetExceptionMode Get the exception-mode flags.
SetPrivateData Set data to a device and associate that data with a guid.
SetPrivateDataInterface Associate an IUnknown-derived interface with this device child and associate that interface with an application-defined guid.

ID3DDevice1

メソッド名 説明
CreateBlendState1 Creates a blend-state object that encapsulates blend state for the output-merger stage and allows the configuration of logic operations.
CreateDeferredContext1 Creates a deferred context, which can record command lists.
CreateDeviceContextState Creates a context state object that holds all Microsoft Direct3D state and some Direct3D behavior.
CreateRasterizerState1 Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing.
GetImmediateContext1 Gets an immediate context, which can play back command lists.
OpenSharedResource1 Gives a device access to a shared resource that is referenced by a handle and that was created on a different device. You must have previously created the resource as shared and specified that it uses NT handles (that is, you set the D3D11_RESOURCE_MISC_SHARED_NTHANDLE flag).
OpenSharedResourceByName Gives a device access to a shared resource that is referenced by name and that was created on a different device. You must have previously created the resource as shared and specified that it uses NT handles (that is, you set the D3D11_RESOURCE_MISC_SHARED_NTHANDLE flag).

ID3DDevice2

メソッド名 説明
CheckMultisampleQualityLevels1 Get the number of quality levels available during multisampling.
CreateDeferredContext2 Creates a deferred context, which can record command lists.
GetImmediateContext2 Gets an immediate context, which can play back command lists.
GetResourceTiling Gets info about how a tiled resource is broken into tiles.

ID3DDevice3

メソッド名 説明
CreateDeferredContext3 Creates a deferred context, which can record command lists.
CreateQuery1 Creates a query object for querying information from the graphics processing unit (GPU).
CreateRasterizerState2 Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing.
CreateRenderTargetView1 Creates a render-target view for accessing resource data.
CreateShaderResourceView1 Creates a shader-resource view for accessing data in a resource.
CreateTexture2D1 Creates a 2D texture.
CreateTexture3D1 Creates a 3D texture.
CreateUnorderedAccessView1 Creates a view for accessing an unordered access resource.
GetImmediateContext3 Gets an immediate context, which can play back command lists.
ReadFromSubresource Copies data from a D3D11_USAGE_DEFAULT texture which was mapped using ID3D11DeviceContext3::Map while providing a NULL D3D11_MAPPED_SUBRESOURCE parameter.
WriteToSubresource Copies data into a D3D11_USAGE_DEFAULT texture which was mapped using ID3D11DeviceContext3::Map while providing a NULL D3D11_MAPPED_SUBRESOURCE parameter.

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