Bitmap for WPF
Device クラス メソッド

C1.WPF.DX.4.5.2 アセンブリ > C1.Util.DX.Direct3D11 名前空間 : Device クラス

このクラスのメンバの一覧は、Deviceメンバを参照してください。

パブリック メソッド
 名前解説
Public メソッドCheck if this device is supporting compute shaders for the specified format.  
Public メソッドHRESULT ID3D11Device::CheckCounter([In] const D3D11_COUNTER_DESC* pDesc,[Out] D3D11_COUNTER_TYPE* pType,[Out] unsigned int* pActiveCounters,[Out, Buffer, Optional] char* szName,[InOut, Optional] unsigned int* pNameLength,[Out, Buffer, Optional] char* szUnits,[InOut, Optional] unsigned int* pUnitsLength,[Out, Buffer, Optional] char* szDescription,[InOut, Optional] unsigned int* pDescriptionLength)  
Public メソッドGets information about the features Feature.D3D11Optionsthat are supported by the current graphics driver.  
Public メソッドオーバーロードされます。 Check if this device is supporting a feature.  
Public メソッドHRESULT ID3D11Device::CheckFormatSupport([In] DXGI_FORMAT Format,[Out] D3D11_FORMAT_SUPPORT* pFormatSupport)  
Public メソッドGets information about whether the driver supports the nonpowers-of-2-unconditionally feature.  
Public メソッドHRESULT ID3D11Device::CheckMultisampleQualityLevels([In] DXGI_FORMAT Format,[In] unsigned int SampleCount,[Out] unsigned int* pNumQualityLevels)  
Public メソッドGets information about the features Feature.ShaderMinimumPrecisionSupportthat are supported by the current graphics driver.  
Public メソッドCheck if this device is supporting threading.  
Public メソッドGets information about whether a rendering device batches rendering commands and performs multipass rendering into tiles or bins over a render area.  
Public メソッドstatic (Shared in Visual Basic)オーバーロードされます。 Initializes a new instance of the Deviceclass.  
Public メソッドHRESULT ID3D11Device::CreateBlendState([In] const D3D11_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D11BlendState** ppBlendState)  
Public メソッドHRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)  
Public メソッドHRESULT ID3D11Device::CreateClassLinkage([Out, Fast] ID3D11ClassLinkage** ppLinkage)  
Public メソッドHRESULT ID3D11Device::CreateComputeShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11ComputeShader** ppComputeShader)  
Public メソッドHRESULT ID3D11Device::CreateCounter([In] const D3D11_COUNTER_DESC* pCounterDesc,[Out, Fast] ID3D11Counter** ppCounter)  
Public メソッドHRESULT ID3D11Device::CreateDeferredContext([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext** ppDeferredContext)  
Public メソッドHRESULT ID3D11Device::CreateDepthStencilState([In] const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D11DepthStencilState** ppDepthStencilState)  
Public メソッドHRESULT ID3D11Device::CreateDepthStencilView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc,[Out, Fast] ID3D11DepthStencilView** ppDepthStencilView)  
Public メソッドHRESULT ID3D11Device::CreateDomainShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11DomainShader** ppDomainShader)  
Public メソッドHRESULT ID3D11Device::CreateGeometryShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11GeometryShader** ppGeometryShader)  
Public メソッドHRESULT ID3D11Device::CreateGeometryShaderWithStreamOutput([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Buffer, Optional] const D3D11_SO_DECLARATION_ENTRY* pSODeclaration,[In] unsigned int NumEntries,[In, Buffer, Optional] const unsigned int* pBufferStrides,[In] unsigned int NumStrides,[In] unsigned int RasterizedStream,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11GeometryShader** ppGeometryShader)  
Public メソッドHRESULT ID3D11Device::CreateHullShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11HullShader** ppHullShader)  
Public メソッドHRESULT ID3D11Device::CreateInputLayout([In, Buffer] const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs,[In] unsigned int NumElements,[In, Buffer] const void* pShaderBytecodeWithInputSignature,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D11InputLayout** ppInputLayout)  
Public メソッドHRESULT ID3D11Device::CreatePixelShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11PixelShader** ppPixelShader)  
Public メソッドHRESULT ID3D11Device::CreatePredicate([In] const D3D11_QUERY_DESC* pPredicateDesc,[Out, Fast] ID3D11Predicate** ppPredicate)  
Public メソッドHRESULT ID3D11Device::CreateQuery([In] const D3D11_QUERY_DESC* pQueryDesc,[Out, Fast] ID3D11Query** ppQuery)  
Public メソッドHRESULT ID3D11Device::CreateRasterizerState([In] const D3D11_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState** ppRasterizerState)  
Public メソッドHRESULT ID3D11Device::CreateRenderTargetView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_RENDER_TARGET_VIEW_DESC* pDesc,[Out, Fast] ID3D11RenderTargetView** ppRTView)  
Public メソッドHRESULT ID3D11Device::CreateSamplerState([In] const D3D11_SAMPLER_DESC* pSamplerDesc,[Out, Fast] ID3D11SamplerState** ppSamplerState)  
Public メソッドHRESULT ID3D11Device::CreateShaderResourceView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D11ShaderResourceView** ppSRView)  
Public メソッドHRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D)  
Public メソッドHRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)  
Public メソッドHRESULT ID3D11Device::CreateTexture3D([In] const D3D11_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D** ppTexture3D)  
Public メソッドHRESULT ID3D11Device::CreateUnorderedAccessView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc,[Out, Fast] ID3D11UnorderedAccessView** ppUAView)  
Public メソッドHRESULT ID3D11Device::CreateVertexShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11VertexShader** ppVertexShader)  
Public メソッドvoid ID3D11Device::CheckCounterInfo([Out] D3D11_COUNTER_INFO* pCounterInfo)  
Public メソッドGet the type, name, units of measure, and a description of an existing counter.  
Public メソッドunsigned int ID3D11Device::GetCreationFlags()  
Public メソッドHRESULT ID3D11Device::GetDeviceRemovedReason()  
Public メソッドunsigned int ID3D11Device::GetExceptionMode()  
Public メソッドD3D_FEATURE_LEVEL ID3D11Device::GetFeatureLevel()  
Public メソッドvoid ID3D11Device::GetImmediateContext([Out] ID3D11DeviceContext** ppImmediateContext)  
Public メソッドHRESULT ID3D11Device::GetPrivateData([In] const GUID& guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData)  
Public メソッドstatic (Shared in Visual Basic)オーバーロードされます。 Gets the highest supported hardware feature level of the primary adapter.  
Public メソッドstatic (Shared in Visual Basic)オーバーロードされます。 Check if a feature level is supported by a primary adapter.  
Public メソッドオーバーロードされます。 Give a device access to a shared resource created on a different Direct3d device.  
Public メソッドオーバーロードされます。 Query this instance for a particular COM GUID/interface support. C1.Util.DX.ComObjectから継承されます。
Public メソッドオーバーロードされます。 Query instance for a particular COM GUID/interface support. C1.Util.DX.ComObjectから継承されます。
Public メソッドHRESULT ID3D11Device::SetExceptionMode([In] unsigned int RaiseFlags)  
Public メソッドHRESULT ID3D11Device::SetPrivateData([In] const GUID& guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)  
Public メソッドHRESULT ID3D11Device::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData)  
トップ
参照

Device クラス
C1.Util.DX.Direct3D11 名前空間