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

Title Description
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

Title Description
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 encapsules blend state for the output-merger stage.
CreateBlendState1 Create a blend-state object that encapsules 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 rasteriser 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 an 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

Title Description
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

Title Description
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.