Direct3D 10 Graphics

Overview of the Direct3D 10 Graphics technology.

To develop Direct3D 10 Graphics, you need these headers:

For programming guidance for this technology, see:

Enumerations

 
D3D10_ASYNC_GETDATA_FLAG

Optional flags that control the behavior of ID3D10Asynchronous::GetData.
D3D10_BIND_FLAG

Identifies how to bind a resource to the pipeline.
D3D10_BLEND

Blend options. A blend option identifies the data source and an optional pre-blend operation.
D3D10_BLEND_OP

RGB or alpha blending operation.
D3D10_CLEAR_FLAG

Specifies the parts of the depth stencil to clear. Usually used with ID3D10Device::ClearDepthStencilView.
D3D10_COLOR_WRITE_ENABLE

Identify which components of each pixel of a render target are writable during blending.
D3D10_COMPARISON_FUNC

Comparison options.
D3D10_COUNTER

Performance counter types.
D3D10_COUNTER_TYPE

Data type of a performance counter.
D3D10_CPU_ACCESS_FLAG

Specifies the types of CPU access allowed for a resource.
D3D10_CREATE_DEVICE_FLAG

Device creation flags.
D3D10_CULL_MODE

Indicates triangles facing a particular direction are not drawn.
D3D10_DEPTH_WRITE_MASK

Identify the portion of a depth-stencil buffer for writing depth data.
D3D10_DEVICE_STATE_TYPES

Effect device-state types.
D3D10_DRIVER_TYPE

The device-driver type.
D3D10_DSV_DIMENSION

Specifies how to access a resource used in a depth-stencil view.
D3D10_FEATURE_LEVEL1

The version of hardware acceleration requested.
D3D10_FILL_MODE

Determines the fill mode to use when rendering triangles.
D3D10_FILTER

Filtering options during texture sampling.
D3D10_FILTER_TYPE

Types of magnification or minification sampler filters.
D3D10_FORMAT_SUPPORT

Which resources are supported for a given format and given device (see ID3D10Device::CheckFormatSupport).
D3D10_INPUT_CLASSIFICATION

Type of data contained in an input slot.
D3D10_MAP

Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags.
D3D10_MAP_FLAG

Specifies how the CPU should respond when Map is called on a resource being used by the GPU.
D3D10_MESSAGE_CATEGORY

Categories of debug messages.
D3D10_MESSAGE_ID

Debug messages for setting up an info-queue filter (see D3D10_INFO_QUEUE_FILTER); use these messages to allow or deny message categories to pass through the storage and retrieval filters.
D3D10_MESSAGE_SEVERITY

Debug message severity levels for an information queue.
D3D10_QUERY

Query types.
D3D10_QUERY_MISC_FLAG

Flags that describe miscellaneous query behavior.
D3D10_RAISE_FLAG

Option(s) for raising an error to a non-continuable exception.
D3D10_RESOURCE_DIMENSION

Identifies the type of resource being used.
D3D10_RESOURCE_MISC_FLAG

Identifies other, less common options for resources.
D3D10_RTV_DIMENSION

Specifies how to access a resource used in a render-target view.
D3D10_SHADER_DEBUG_REGTYPE

Shader register types.
D3D10_SHADER_DEBUG_SCOPETYPE

Scope types.
D3D10_SHADER_DEBUG_VARTYPE

Distinguishes variables from functions in a scope.
D3D10_STENCIL_OP

The stencil operations that can be performed during depth-stencil testing.
D3D10_TEXTURE_ADDRESS_MODE

Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.
D3D10_TEXTURECUBE_FACE

The different faces of a cube texture.
D3D10_USAGE

Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.

Functions

 
AddApplicationMessage

Add a user-defined message to the message queue and send that message to debug output.
AddMessage

Add a Direct3D 10 debug message to the message queue and send that message to debug output.
AddRetrievalFilterEntries

Add storage filters to the top of the retrieval-filter stack.
AddStorageFilterEntries

Add storage filters to the top of the storage-filter stack.
Apply

Set the state contained in a pass to the device.
Apply

Apply the state block to the current device state.
AsBlend

Get a effect-blend variable.
AsConstantBuffer

Get a constant buffer.
AsDepthStencil

Get a depth-stencil variable.
AsDepthStencilView

Get a depth-stencil-view variable.
AsEffect

Get the effect that created the effect pool.
AsMatrix

Get a matrix variable.
AsRasterizer

Get a rasterizer variable.
AsRenderTargetView

Get a render-target-view variable.
AsSampler

Get a sampler variable.
AsScalar

Get a scalar variable.
AsShader

Get a shader variable.
AsShaderResource

Get a shader-resource variable.
AsString

Get a string variable.
AsVector

Get a vector variable.
Begin

Starts the collection of GPU data.
Capture

Capture the current value of states that are included in a stateblock.
CheckCounter

Get the type, name, units of measure, and a description of an existing counter.
CheckCounterInfo

Get a counter's information.
CheckFormatSupport

Get the support of a given format on the installed video device.
CheckMultisampleQualityLevels

Get the number of quality levels available during multisampling.
ClearDepthStencilView

Clears the depth-stencil resource.
ClearRenderTargetView

Set all the elements in a render target to one value.
ClearRetrievalFilter

Remove a retrieval filter from the top of the retrieval-filter stack.
ClearState

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

Remove a storage filter from the top of the storage-filter stack.
ClearStoredMessages

Clear all messages from the message queue.
ComputeStateBlockMask

Generate a mask for allowing/preventing state changes.
ComputeStateBlockMask

Compute a state-block mask to allow/prevent state changes.
CopyResource

Copy the entire contents of the source resource to the destination resource using the GPU.
CopySubresourceRegion

Copy a region from a source resource to a destination resource.
CreateBlendState

Create a blend-state object that encapsulates blend state for the output-merger stage.
CreateBlendState1

Create a blend-state object that encapsulates blend state for the output-merger stage.
CreateBuffer

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

Create a counter object for measuring GPU performance.
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.
CreateGeometryShader

Create a geometry shader.
CreateGeometryShaderWithStreamOutput

Creates a geometry shader that can write to streaming output buffers.
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

Create 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.
CreateShaderResourceView1

Create a shader-resource view for accessing data in a resource.
CreateTexture1D

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

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

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

Create a vertex-shader object from a compiled shader.
D3D10CalcSubresource

Calculate a subresource index for a texture.
D3D10CompileEffectFromMemory

Compile an effect.
D3D10CompileShader

Compile an HLSL shader.
D3D10CreateBlob

Create a buffer.Note  Instead of using this function, we recommend that you use the D3DCreateBlob API.
D3D10CreateDevice

Create a Direct3D 10.0 device that represents the display adapter.
D3D10CreateDevice1

Create a Direct3D 10.1 device that represents the display adapter.
D3D10CreateDeviceAndSwapChain

Create a Direct3D 10.0 device and a swap chain.
D3D10CreateDeviceAndSwapChain1

Create a Direct3D 10.1 device and a swap chain.
D3D10CreateEffectFromMemory

Creates an ID3D10Effect from a buffer containing a compiled effect.
D3D10CreateEffectPoolFromMemory

Create an effect pool (or shared memory location), to enable sharing variables between effects.
D3D10CreateStateBlock

Create a state block.
D3D10DisassembleEffect

This function -- which disassembles a compiled effect into a text string that contains assembly instructions and register assignments -- has been deprecated. Instead, use D3DDisassemble10Effect.
D3D10DisassembleShader

This function -- which disassembles a compiled shader into a text string that contains assembly instructions and register assignments -- has been deprecated. Instead, use D3DDisassemble.
D3D10GetGeometryShaderProfile

Get the geometry shader profile best suited to a given device.
D3D10GetInputAndOutputSignatureBlob

Get a buffer that contains shader signatures.
D3D10GetInputSignatureBlob

Get a buffer that contains shader-input signatures.
D3D10GetOutputSignatureBlob

Get a buffer that contains shader-output signatures.
D3D10GetPixelShaderProfile

Get the pixel shader profile best suited to a given device.
D3D10GetShaderDebugInfo

Get shader debug info. Debug info is generated by D3D10CompileShader and is embedded in the body of the shader.
D3D10GetVertexShaderProfile

Get the vertex shader profile best suited to a given device.
D3D10PreprocessShader

Generate a shader-text string that contains the shader tokens that would be found in a compiled shader.
D3D10ReflectShader

This function -- which creates a shader-reflection object for retrieving information about a compiled shader -- has been deprecated. Instead, use D3DReflect.
D3D10StateBlockMaskDifference

Combine two state-block masks with a bitwise XOR.
D3D10StateBlockMaskDisableAll

Disable all state capturing with a state-block mask.
D3D10StateBlockMaskDisableCapture

Disable state capturing with a state-block mask.
D3D10StateBlockMaskEnableAll

Enable a state-block mask to capture and apply all state variables.
D3D10StateBlockMaskEnableCapture

Enable a range of state values in a state block mask.
D3D10StateBlockMaskGetSetting

Get an element in a state-block mask; determine if an element is allowed by the mask for capturing and applying.
D3D10StateBlockMaskIntersect

Combine two state-block masks with a bitwise AND.
D3D10StateBlockMaskUnion

Combine two state-block masks with a bitwise OR.
Draw

Draw non-indexed, non-instanced primitives.
DrawAuto

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

Draw indexed, non-instanced primitives.
DrawIndexedInstanced

Draw indexed, instanced primitives.
DrawInstanced

Draw non-indexed, instanced primitives.
End

Ends the collection of GPU data.
Enter

Enter a device's critical section.
Flush

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

Generates mipmaps for the given shader resource.
GetAnnotationByIndex

Get an annotation by index.
GetAnnotationByIndex

Get an annotation by index.
GetAnnotationByIndex

Get an annotation by index.
GetAnnotationByName

Get an annotation by name.
GetAnnotationByName

Get an annotation by name.
GetAnnotationByName

Get an annotation by name.
GetBackingStore

Get a pointer to a blend-state variable.
GetBackingStore

Get a pointer to a variable that contains depth-stencil state.
GetBackingStore

Get a pointer to a variable that contains rasterizer state.
GetBackingStore

Get a pointer to a variable that contains sampler state.
GetBitwiseInstructionCount

Gets the number of bitwise instructions.
GetBlendState

Get a pointer to a blend-state interface.
GetBool

Get a boolean variable.
GetBoolArray

Get an array of boolean variables.
GetBoolVector

Get a four-component vector that contains boolean data.
GetBoolVectorArray

Get an array of four-component vectors that contain boolean data.
GetBreakOnCategory

Get a message category to break on when a message with that category passes through the storage filter.
GetBreakOnID

Get a message identifier to break on when a message with that identifier passes through the storage filter.
GetBreakOnSeverity

Get a message severity level to break on when a message with that severity level passes through the storage filter.
GetConstantBuffer

Get a constant-buffer.
GetConstantBufferByIndex

Get a constant buffer by index.
GetConstantBufferByIndex

Get a constant buffer by index.
GetConstantBufferByName

Get a constant buffer by name.
GetConstantBufferByName

Get a constant buffer by name.
GetConversionInstructionCount

Gets the number of conversion instructions used in a shader.
GetCreationFlags

Get the flags used during the call to create the device with D3D10CreateDevice.
GetData

Get data from the GPU asynchronously.
GetDataSize

Get the size of the data (in bytes) that is output when calling ID3D10Asynchronous::GetData.
GetDepthStencil

Get a depth-stencil-view resource.
GetDepthStencilArray

Get an array of depth-stencil-view resources.
GetDepthStencilState

Get a pointer to a depth-stencil interface.
GetDesc

Get the blend state.
GetDesc

Get the properties of a buffer resource.
GetDesc

Get a counter description.
GetDesc

Get the depth-stencil state.
GetDesc

Get the depth-stencil view.
GetDesc

Get a query description.
GetDesc

Get the properties of a rasterizer-state object.
GetDesc

Get the properties of a render target view.
GetDesc

Get the sampler state.
GetDesc

Get the shader resource view's description.
GetDesc

Get the properties of the texture resource.
GetDesc

Get the properties of the texture resource.
GetDesc

Get the properties of the texture resource.
GetDesc

Get a shader description.
GetDesc

Get a constant-buffer description.
GetDesc

Get the description of a shader-reflection-variable type.
GetDesc

Get a shader-variable description.
GetDesc

Get an effect description.
GetDesc

Get a pass description.
GetDesc

Get a technique description.
GetDesc

Get an effect-type description.
GetDesc

Get a description.
GetDesc1

Get the blend state.
GetDesc1

Get the shader resource view's description.
GetDevice

Get a pointer to the device that created this interface.
GetDevice

Get the device that created the effect.
GetDevice

Get the device.
GetDeviceRemovedReason

Get the reason why the device was removed.
GetElement

Get an array element.
GetEvictionPriority

Get the eviction priority of a resource.
GetExceptionMode

Get the exception-mode flags.
GetFeatureLevel

Gets the feature level of the hardware device.
GetFeatureMask

Get a bitfield of flags that indicates which debug features are on or off.
GetFloat

Get a floating-point variable.
GetFloatArray

Get an array of floating-point variables.
GetFloatVector

Get a four-component vector that contains floating-point data.
GetFloatVectorArray

Get an array of four-component vectors that contain floating-point data.
GetGeometryShader

Get a geometry shader.
GetGeometryShaderDesc

Get a geometry-shader description.
GetGSInputPrimitive

Gets the geometry-shader input-primitive description.
GetInputParameterDesc

Get an input-parameter description for a shader.
GetInputSignatureElementDesc

Get an input-signature description.
GetInt

Get an integer variable.
GetIntArray

Get an array of integer variables.
GetIntVector

Get a four-component vector that contains integer data.
GetIntVectorArray

Get an array of four-component vectors that contain integer data.
GetMatrix

Get a matrix.
GetMatrixArray

Get an array of matrices.
GetMatrixTranspose

Transpose and get a floating-point matrix.
GetMatrixTransposeArray

Transpose and get an array of floating-point matrices.
GetMemberByIndex

Get a structure member by index.
GetMemberByName

Get a structure member by name.
GetMemberBySemantic

Get a structure member by semantic.
GetMemberName

Get the name of a member.
GetMemberSemantic

Get the semantic attached to a member.
GetMemberTypeByIndex

Get a shader-reflection-variable type by index.
GetMemberTypeByIndex

Get a member type by index.
GetMemberTypeByName

Get a shader-reflection-variable type by name.
GetMemberTypeByName

Get a member type by name.
GetMemberTypeBySemantic

Get a member type by semantic.
GetMemberTypeName

Get a shader-reflection-variable type.
GetMessage

Get a message from the message queue.
GetMessageCountLimit

Get the maximum number of messages that can be added to the message queue.
GetMovcInstructionCount

Gets the number of Movc instructions.
GetMovInstructionCount

Gets the number of Mov instructions.
GetMultithreadProtected

Find out if multithreading is turned on or not.
GetMuteDebugOutput

Get a boolean that turns the debug output on or off.
GetNumMessagesAllowedByStorageFilter

Get the number of messages that were allowed to pass through a storage filter.
GetNumMessagesDeniedByStorageFilter

Get the number of messages that were denied passage through a storage filter.
GetNumMessagesDiscardedByMessageCountLimit

Get the number of messages that were discarded due to the message count limit.
GetNumStoredMessages

Get the number of messages currently stored in the message queue.
GetNumStoredMessagesAllowedByRetrievalFilter

Get the number of messages that are able to pass through a retrieval filter.
GetOutputParameterDesc

Get an output-parameter description for a shader.
GetOutputSignatureElementDesc

Get an output-signature description.
GetParentConstantBuffer

Get a constant buffer.
GetPassByIndex

Get a pass by index.
GetPassByName

Get a pass by name.
GetPixelShader

Get a pixel shader.
GetPixelShaderDesc

Get a pixel-shader description.
GetPredication

Get the rendering predicate state.
GetPresentPerRenderOpDelay

Get the number of milliseconds to sleep after Present is called.
GetPrivateData

Get data from a device that is associated with a guid.
GetPrivateData

Get application-defined data from a device child.
GetRasterizerState

Get a pointer to a rasterizer interface.
GetRawValue

Get data.
GetRenderTarget

Get a render-target.
GetRenderTargetArray

Get an array of render-targets.
GetResource

Get the resource that is accessed through this view.
GetResource

Get a shader resource.
GetResourceArray

Get an array of shader resources.
GetResourceBindingDesc

Get a description of the resources bound to a shader.
GetResourceBindingDescByName

Gets a resource binding description by name.
GetRetrievalFilter

Get the retrieval filter at the top of the retrieval-filter stack.
GetRetrievalFilterStackSize

Get the size of the retrieval-filter stack in bytes.
GetSampler

Get a pointer to a sampler interface.
GetShaderDesc

Get a shader description.
GetStorageFilter

Get the storage filter at the top of the storage-filter stack.
GetStorageFilterStackSize

Get the size of the storage-filter stack in bytes.
GetString

Get the string.
GetStringArray

Get an array of strings.
GetSwapChain

Get the swap chain that the runtime will use for automatically calling Present.
GetTechniqueByIndex

Get a technique by index.
GetTechniqueByName

Get a technique by name.
GetTextFilterSize

This method is not implemented.
GetTextureBuffer

Get a texture-buffer.
GetType

Get the type of the resource.
GetType

Get a shader-variable type.
GetType

Get type information.
GetUseRef

Get a boolean value that indicates the type of device being used.
GetVariableByIndex

Get a shader-reflection variable by index.
GetVariableByIndex

Get a variable by index.
GetVariableByName

Get a shader-reflection variable by name.
GetVariableByName

Get a variable by name.
GetVariableByName

Gets a variable by name.
GetVariableBySemantic

Get a variable by semantic.
GetVertexShader

Get a vertex shader.
GetVertexShaderDesc

Get a vertex-shader description.
GSGetConstantBuffers

Get the constant buffers used by the geometry shader pipeline stage.
GSGetSamplers

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

Get the geometry shader currently set on the device.
GSGetShaderResources

Get the geometry shader resources.
GSSetConstantBuffers

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

Set an array of sampler states to the geometry shader pipeline stage.
GSSetShader

Set a geometry shader to the device.
GSSetShaderResources

Bind an array of shader resources to the geometry shader stage.
IAGetIndexBuffer

Get a pointer to the index buffer that is bound to the input-assembler stage.
IAGetInputLayout

Get a pointer to the input-layout object that is bound to the input-assembler stage.
IAGetPrimitiveTopology

Get information about the primitive type, and data order that describes input data for the input assembler stage.
IAGetVertexBuffers

Get the vertex buffers bound to the input-assembler stage.
IASetIndexBuffer

Bind an index buffer to the input-assembler stage.
IASetInputLayout

Bind an input-layout object to the input-assembler stage.
IASetPrimitiveTopology

Bind information about the primitive type, and data order that describes input data for the input assembler stage.
IASetVertexBuffers

Bind an array of vertex buffers to the input-assembler stage.
IsLevel9Shader

Indicates whether a shader was compiled in Direct3D 10 on Direct3D 9 mode.
IsOptimized

Test an effect to see if the reflection metadata has been removed from memory.
IsPool

Test an effect to see if it is part of a memory pool.
IsSampleFrequencyShader

Indicates whether a pixel shader is intended to run a pixel frequency or sample frequency.
IsValid

Test an effect to see if it contains valid syntax.
IsValid

Test a pass to see if it contains valid syntax.
IsValid

Test a technique to see if it contains valid syntax.
IsValid

Tests that the effect type is valid.
IsValid

Compare the data type with the data stored.
Leave

Leave a device's critical section.
Map

Get a pointer to the data contained in the resource and deny GPU access to the resource.
Map

Get a pointer to the data contained in a subresource, and deny the GPU access to that subresource.
Map

Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.
Map

Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.
OMGetBlendState

Get the blend state of the output-merger stage.
OMGetDepthStencilState

Gets the depth-stencil state of the output-merger stage.
OMGetRenderTargets

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

Set the blend state of the output-merger stage.
OMSetDepthStencilState

Sets the depth-stencil state of the output-merger stage.
OMSetRenderTargets

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

Give a device access to a shared resource created on a different Direct3d device.
Optimize

Minimize the amount of memory required for an effect.
PopRetrievalFilter

Pop a retrieval filter from the top of the retrieval-filter stack.
PopStorageFilter

Pop a storage filter from the top of the storage-filter stack.
PSGetConstantBuffers

Get the constant buffers used by the pixel shader pipeline stage.
PSGetSamplers

Get an array of sampler states from the pixel shader pipeline stage.
PSGetShader

Get the pixel shader currently set on the device.
PSGetShaderResources

Get the pixel shader resources.
PSSetConstantBuffers

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

Set an array of sampler states to the pixel shader pipeline stage.
PSSetShader

Sets a pixel shader to the device.
PSSetShaderResources

Bind an array of shader resources to the pixel shader stage.
PushCopyOfRetrievalFilter

Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack.
PushCopyOfStorageFilter

Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack.
PushEmptyRetrievalFilter

Push an empty retrieval filter onto the retrieval-filter stack.
PushEmptyStorageFilter

Push an empty storage filter onto the storage-filter stack.
PushRetrievalFilter

Push a retrieval filter onto the retrieval-filter stack.
PushStorageFilter

Push a storage filter onto the storage-filter stack.
ReleaseAllDeviceObjects

Release all references to device objects.
ResolveSubresource

Copy a multisampled resource into a non-multisampled resource. This API is most useful when re-using the resulting rendertarget of one render pass as an input to a second render pass.
RSGetScissorRects

Get the array of scissor rectangles bound to the rasterizer stage.
RSGetState

Get the rasterizer state from the rasterizer stage of the pipeline.
RSGetViewports

Get the array of viewports bound to the rasterizer stage
RSSetScissorRects

Bind an array of scissor rectangles to the rasterizer stage.
RSSetState

Set the rasterizer state for the rasterizer stage of the pipeline.
RSSetViewports

Bind an array of viewports to the rasterizer stage of the pipeline.
SetBool

Set a boolean variable.
SetBoolArray

Set an array of boolean variables.
SetBoolVector

Set a four-component vector that contains boolean data.
SetBoolVectorArray

Set an array of four-component vectors that contain boolean data.
SetBreakOnCategory

Set a message category to break on when a message with that category passes through the storage filter.
SetBreakOnID

Set a message identifier to break on when a message with that identifier passes through the storage filter.
SetBreakOnSeverity

Set a message severity level to break on when a message with that severity level passes through the storage filter.
SetConstantBuffer

Set a constant-buffer.
SetDepthStencil

Set a depth-stencil-view resource.
SetDepthStencilArray

Set an array of depth-stencil-view resources.
SetEvictionPriority

Set the eviction priority of a resource.
SetExceptionMode

Get the exception-mode flags.
SetFeatureMask

Set a bitfield of flags that will turn debug features on and off.
SetFloat

Set a floating-point variable.
SetFloatArray

Set an array of floating-point variables.
SetFloatVector

Set a four-component vector that contains floating-point data.
SetFloatVectorArray

Set an array of four-component vectors that contain floating-point data.
SetInt

Set an integer variable.
SetIntArray

Set an array of integer variables.
SetIntVector

Set a four-component vector that contains integer data.
SetIntVectorArray

Set an array of four-component vectors that contain integer data.
SetMatrix

Set a floating-point matrix.
SetMatrixArray

Set an array of floating-point matrices.
SetMatrixTranspose

Transpose and set a floating-point matrix.
SetMatrixTransposeArray

Transpose and set an array of floating-point matrices.
SetMessageCountLimit

Set the maximum number of messages that can be added to the message queue.
SetMultithreadProtected

Turn multithreading on or off.
SetMuteDebugOutput

Set a boolean that turns the debug output on or off.
SetPredication

Set a rendering predicate.
SetPresentPerRenderOpDelay

Set the number of milliseconds to sleep after Present is called.
SetPrivateData

Set data to a device and associate that data with a guid.
SetPrivateData

Set application-defined data to a device child and associate that data with an application-defined guid.
SetPrivateDataInterface

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

Associate an IUnknown-derived interface with this device child and associate that interface with an application-defined guid.
SetRawValue

Set data.
SetRenderTarget

Set a render-target.
SetRenderTargetArray

Set an array of render-targets.
SetResource

Set a shader resource.
SetResourceArray

Set an array of shader resources.
SetSwapChain

Set a swap chain that the runtime will use for automatically calling Present.
SetTextFilterSize

This method is not implemented.
SetTextureBuffer

Set a texture-buffer.
SetUseRef

Switch between a hardware and a software device.
SOGetTargets

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

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

Invalidate the pointer to the resource retrieved by ID3D10Buffer::Map and reenable GPU access to the resource.
Unmap

Invalidate the pointer to a resource that was retrieved by ID3D10Texture1D::Map, and re-enable the GPU's access to that resource.
Unmap

Invalidate the pointer to the resource that was retrieved by ID3D10Texture2D::Map, and re-enable GPU access to the resource.
Unmap

Invalidate the pointer to the resource retrieved by ID3D10Texture3D::Map, and re-enable the GPU's access to the resource.
UpdateSubresource

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

Check the validity of pipeline state.
VSGetConstantBuffers

Get the constant buffers used by the vertex shader pipeline stage.
VSGetSamplers

Get an array of sampler states from the vertex shader pipeline stage.
VSGetShader

Get the vertex shader currently set on the device.
VSGetShaderResources

Get the vertex shader resources.
VSSetConstantBuffers

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

Set an array of sampler states to the vertex shader pipeline stage.
VSSetShader

Set a vertex shader to the device.
VSSetShaderResources

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

Interfaces

 
ID3D10Asynchronous

This interface encapsulates methods for retrieving data from the GPU asynchronously.
ID3D10BlendState

This blend-state interface accesses blending state for a Direct3D 10.0 device for the output-merger stage.
ID3D10BlendState1

This blend-state interface accesses blending state for a Direct3D 10.1 device for the output-merger stage.
ID3D10Buffer

A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.
ID3D10Counter

This interface encapsulates methods for measuring GPU performance.
ID3D10Debug

A debug interface controls debug settings, validates pipeline state and can only be used if the debug layer is turned on.
ID3D10DepthStencilState

A depth-stencil-state interface accesses depth-stencil state which sets up the depth-stencil test for the output-merger stage.
ID3D10DepthStencilView

A depth-stencil-view interface accesses a texture resource during depth-stencil testing.
ID3D10Device

The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.
ID3D10Device1

The device interface represents a virtual adapter for Direct3D 10.1; it is used to perform rendering and create Direct3D resources.
ID3D10DeviceChild

A device-child interface accesses data used by a device.
ID3D10Effect

An ID3D10Effect interface manages a set of state objects, resources, and shaders for implementing a rendering effect.
ID3D10EffectBlendVariable

The blend-variable interface accesses blend state.
ID3D10EffectConstantBuffer

A constant-buffer interface accesses constant buffers or texture buffers.
ID3D10EffectDepthStencilVariable

A depth-stencil-variable interface accesses depth-stencil state.
ID3D10EffectDepthStencilViewVariable

A depth-stencil-view-variable interface accesses a depth-stencil view.
ID3D10EffectMatrixVariable

A matrix-variable interface accesses a matrix.
ID3D10EffectPass

A pass interface encapsulates state assignments within a technique.
ID3D10EffectPool

A pool interface represents a common memory space (or pool) for sharing variables between effects.
ID3D10EffectRasterizerVariable

A rasterizer-variable interface accesses rasterizer state.
ID3D10EffectRenderTargetViewVariable

A render-target-view interface accesses a render target.
ID3D10EffectSamplerVariable

A sampler interface accesses sampler state.
ID3D10EffectScalarVariable

An effect-scalar-variable interface accesses scalar values.
ID3D10EffectShaderResourceVariable

A shader-resource interface accesses a shader resource.
ID3D10EffectShaderVariable

A shader-variable interface accesses a shader variable.
ID3D10EffectStringVariable

A string-variable interface accesses a string variable.
ID3D10EffectTechnique

An ID3D10EffectTechnique interface is a collection of passes.
ID3D10EffectType

The ID3D10EffectType interface accesses effect variables by type.
ID3D10EffectVariable

The ID3D10EffectVariable interface is the base class for all effect variables.
ID3D10EffectVectorVariable

A vector-variable interface accesses a four-component vector.
ID3D10GeometryShader

A geometry-shader interface manages an executable program (a geometry shader) that controls the geometry-shader stage.
ID3D10InfoQueue

An information-queue interface stores, retrieves, and filters debug messages. The queue consists of a message queue, an optional storage filter stack, and a optional retrieval filter stack.
ID3D10InputLayout

An input-layout interface accesses the input data for the input-assembler stage.
ID3D10Multithread

A multithread interface accesses multithread settings and can only be used if the thread-safe layer is turned on.
ID3D10PixelShader

A pixel-shader interface manages an executable program (a pixel shader) that controls the pixel-shader stage.
ID3D10Predicate

A predicate interface determines whether geometry should be processed depending on the results of a previous draw call.
ID3D10Query

A query interface queries information from the GPU.
ID3D10RasterizerState

A rasterizer-state interface accesses rasterizer state for the rasterizer stage.
ID3D10RenderTargetView

A render-target-view interface identifies the render-target subresources that can be accessed during rendering.
ID3D10Resource

A resource interface provides common actions on all resources.
ID3D10SamplerState

A sampler-state interface accesses sampler state for a texture.
ID3D10ShaderReflection

A shader-reflection interface accesses shader information.
ID3D10ShaderReflection1

A shader-reflection interface accesses shader information.
ID3D10ShaderReflectionConstantBuffer

This shader-reflection interface provides access to a constant buffer.
ID3D10ShaderReflectionType

This shader-reflection interface provides access to variable type.
ID3D10ShaderReflectionVariable

This shader-reflection interface provides access to a variable.
ID3D10ShaderResourceView

A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, a texture or a sampler.
ID3D10ShaderResourceView1

A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, a texture or a sampler.
ID3D10StateBlock

A state-block interface encapsulates render states.
ID3D10SwitchToRef

A switch-to-reference interface (see the switch-to-reference layer) enables an application to switch between a hardware and software device.
ID3D10Texture1D

A 1D texture interface accesses texel data, which is structured memory.
ID3D10Texture2D

A 2D texture interface manages texel data, which is structured memory.
ID3D10Texture3D

A 3D texture interface accesses texel data, which is structured memory.
ID3D10VertexShader

A vertex-shader interface manages an executable program (a vertex shader) that controls the vertex-shader stage.
ID3D10View

A view interface specifies the parts of a resource the pipeline can access during rendering (see view).

Structures

 
CD3D10_BUFFER_DESC

Describes a buffer resource.
CD3D10_TEXTURE1D_DESC

Describes a 1D texture.
CD3D10_TEXTURE2D_DESC

Describes a 2D texture.
CD3D10_TEXTURE3D_DESC

Describes a 3D texture.
D3D10_BLEND_DESC

Describes the blend state.
D3D10_BLEND_DESC1

Describes the blend state for a Direct3D 10.1 device.
D3D10_BOX

Defines a 3D box.
D3D10_BUFFER_DESC

Describes a buffer resource.
D3D10_BUFFER_RTV

Specifies the elements from a buffer resource to use in a render-target view.
D3D10_BUFFER_SRV

Specifies the elements in a buffer resource to use in a shader-resource view.
D3D10_COUNTER_DESC

Describes a counter.
D3D10_COUNTER_INFO

Information about the video card's performance counter capabilities.
D3D10_DEPTH_STENCIL_DESC

Describes depth-stencil state.
D3D10_DEPTH_STENCIL_VIEW_DESC

Specifies the subresource(s) from a texture that are accessible using a depth-stencil view.
D3D10_DEPTH_STENCILOP_DESC

Describes the stencil operations that can be performed based on the results of stencil test.
D3D10_EFFECT_DESC

Describes an effect.
D3D10_EFFECT_SHADER_DESC

Describes an effect shader.
D3D10_EFFECT_TYPE_DESC

Describes an effect-variable type.
D3D10_EFFECT_VARIABLE_DESC

Describes an effect variable.
D3D10_INFO_QUEUE_FILTER

Debug message filter; contains a lists of message types to allow or deny.
D3D10_INFO_QUEUE_FILTER_DESC

Allow or deny certain types of messages to pass through a filter.
D3D10_INPUT_ELEMENT_DESC

A description of a single element for the input-assembler stage.
D3D10_MAPPED_TEXTURE2D

Provides access to subresource data in a 2D texture.
D3D10_MAPPED_TEXTURE3D

Provides access to subresource data in a 3D texture.
D3D10_MESSAGE

A debug message in the Information Queue.
D3D10_PASS_DESC

Describes an effect pass, which contains pipeline state.
D3D10_PASS_SHADER_DESC

Describes an effect variable that contains a shader.
D3D10_QUERY_DATA_PIPELINE_STATISTICS

Query information about graphics-pipeline activity in between calls to ID3D10Asynchronous::Begin and ID3D10Asynchronous::End.
D3D10_QUERY_DATA_SO_STATISTICS

Query information about the amount of data streamed out to the stream-output buffers in between ID3D10Asynchronous::Begin and ID3D10Asynchronous::End.
D3D10_QUERY_DATA_TIMESTAMP_DISJOINT

Query information about the reliability of a timestamp query.
D3D10_QUERY_DESC

Describes a query.
D3D10_RASTERIZER_DESC

Describes the rasterizer state.
D3D10_RENDER_TARGET_BLEND_DESC1

Describes the blend state for a render target for a Direct3D 10.1 device
D3D10_RENDER_TARGET_VIEW_DESC

Specifies the subresource(s) from a resource that are accessible using a render-target view.
D3D10_SAMPLER_DESC

Describes a sampler state.
D3D10_SHADER_BUFFER_DESC

Describes a shader constant-buffer.
D3D10_SHADER_DEBUG_FILE_INFO

Describes files included by a shader.
D3D10_SHADER_DEBUG_INFO

Describes the format of the ID3D10Blob Interface returned by D3D10GetShaderDebugInfo.
D3D10_SHADER_DEBUG_INPUT_INFO

Describes a shader input.
D3D10_SHADER_DEBUG_INST_INFO

Contains instruction data.
D3D10_SHADER_DEBUG_OUTPUTREG_INFO

Describes a shader output register.
D3D10_SHADER_DEBUG_OUTPUTVAR

Describes a shader output variable.
D3D10_SHADER_DEBUG_SCOPE_INFO

Contains scope data that maps variable names to debug variables.
D3D10_SHADER_DEBUG_SCOPEVAR_INFO

Describes a shader scope variable.
D3D10_SHADER_DEBUG_TOKEN_INFO

Gives the source location for a shader element.
D3D10_SHADER_DEBUG_VAR_INFO

Represents information about a shader source variable.
D3D10_SHADER_DESC

Describes a shader.
D3D10_SHADER_INPUT_BIND_DESC

Describes how a shader resource is bound to a shader input.
D3D10_SHADER_RESOURCE_VIEW_DESC

Describes a shader-resource view.
D3D10_SHADER_RESOURCE_VIEW_DESC1

Describes a shader-resource view.
D3D10_SHADER_TYPE_DESC

Describes a shader-variable type.
D3D10_SHADER_VARIABLE_DESC

Describes a shader variable.
D3D10_SIGNATURE_PARAMETER_DESC

Describes a shader signature.
D3D10_SO_DECLARATION_ENTRY

Description of a vertex element in a vertex buffer in an output slot.
D3D10_STATE_BLOCK_MASK

Indicates the device state.
D3D10_SUBRESOURCE_DATA

Specifies data for initializing a subresource.
D3D10_TECHNIQUE_DESC

Describes an effect technique.
D3D10_TEX1D_ARRAY_DSV

Specifies the subresource(s) from an array of 1D textures to use in a depth-stencil view.
D3D10_TEX1D_ARRAY_RTV

Specifies the subresource(s) from an array of 1D textures to use in a render-target view.
D3D10_TEX1D_ARRAY_SRV

Specifies the subresource(s) from an array of 1D textures to use in a shader-resource view.
D3D10_TEX1D_DSV

Specifies the subresource from a 1D texture that is accessible to a depth-stencil view.
D3D10_TEX1D_RTV

Specifies the subresource from a 1D texture to use in a render-target view.
D3D10_TEX1D_SRV

Specifies the subresource from a 1D texture to use in a shader-resource view.
D3D10_TEX2D_ARRAY_DSV

Specifies the subresource(s) from an array 2D textures that are accessible to a depth-stencil view.
D3D10_TEX2D_ARRAY_RTV

Specifies the subresource(s) from an array of 2D textures to use in a render-target view.
D3D10_TEX2D_ARRAY_SRV

Specifies the subresource(s) from an array of 2D textures to use in a shader-resource view.
D3D10_TEX2D_DSV

Specifies the subresource from a 2D texture that is accessible to a depth-stencil view.
D3D10_TEX2D_RTV

Specifies the subresource from a 2D texture to use in a render-target view.
D3D10_TEX2D_SRV

Specifies the subresource from a 2D texture to use in a shader-resource view.
D3D10_TEX2DMS_ARRAY_DSV

Specifies the subresource(s) from an array of multisampled 2D textures for a depth-stencil view.
D3D10_TEX2DMS_ARRAY_RTV

Specifies the subresource(s) from a an array of multisampled 2D textures to use in a render-target view.
D3D10_TEX2DMS_ARRAY_SRV

Specifies the subresource(s) from an array of multisampled 2D textures to use in a shader-resource view.
D3D10_TEX2DMS_DSV

Specifies the subresource from a multisampled 2D texture that is accessible to a depth-stencil view.
D3D10_TEX2DMS_RTV

Specifies the subresource from a multisampled 2D texture to use in a render-target view.
D3D10_TEX2DMS_SRV

Specifies the subresource(s) from a multisampled 2D texture to use in a shader-resource view.
D3D10_TEX3D_RTV

Specifies the subresource(s) from a 3D texture to use in a render-target view.
D3D10_TEX3D_SRV

Specifies the subresource(s) from a 3D texture to use in a shader-resource view.
D3D10_TEXCUBE_ARRAY_SRV1

Specifies the subresource(s) from an array of cube textures to use in a shader-resource view.
D3D10_TEXCUBE_SRV

Specifies the subresource from a cube texture to use in a shader-resource view.
D3D10_TEXTURE1D_DESC

Describes a 1D texture.
D3D10_TEXTURE2D_DESC

Describes a 2D texture.
D3D10_TEXTURE3D_DESC

Describes a 3D texture.
D3D10_VIEWPORT

Defines the dimensions of a viewport.