The ID3D11DeviceContext interface represents a device context which generates rendering commands.
Members
The ID3D11DeviceContext interface inherits from ID3D11DeviceChild. ID3D11DeviceContext also defines the following types of members:
Methods
The ID3D11DeviceContext interface defines the following methods.
Method | Description |
---|---|
Begin | Mark the beginning of a series of commands. |
ClearDepthStencilView | Clears the depth-stencil resource. |
ClearRenderTargetView | Set all the elements in a render target to one value. |
ClearState | Restore all default settings. |
ClearUnorderedAccessViewFloat | Clears an unordered access resource with a float value. |
ClearUnorderedAccessViewUint | Clears an unordered access resource with bit-precise values. |
CopyResource | Copy the entire contents of the source resource to the destination resource using the GPU. |
CopyStructureCount | Copies data from a buffer holding variable length data. |
CopySubresourceRegion | Copy a region from a source resource to a destination resource. |
CSGetConstantBuffers | Get the constant buffers used by the compute-shader stage. |
CSGetSamplers | Get an array of sampler state interfaces from the compute-shader stage. |
CSGetShader | Get the compute shader currently set on the device. |
CSGetShaderResources | Get the compute-shader resources. |
CSGetUnorderedAccessViews | Gets an array of views for an unordered resource. |
CSSetConstantBuffers | Set the constant buffers used by the compute-shader stage. |
CSSetSamplers | Set an array of sampler states to the compute-shader stage. |
CSSetShader | Set a compute shader to the device. |
CSSetShaderResources | Bind an array of shader resources to the compute-shader stage. |
CSSetUnorderedAccessViews | Sets an array of views for an unordered resource. |
Dispatch | Execute a command list from a thread group. |
DispatchIndirect | Execute a command list to draw GPU-generated primitives over one of more thread groups. |
Draw | Draw non-indexed, non-instanced primitives. |
DrawAuto | Draw geometry of an unknown size. |
DrawIndexed | Draw indexed, non-instanced primitives. |
DrawIndexedInstanced | Draw indexed, instanced primitives. |
DrawIndexedInstancedIndirect | Draw indexed, instanced, GPU-generated primitives. |
DrawInstanced | Draw non-indexed, instanced primitives. |
DrawInstancedIndirect | Draw instanced, GPU-generated primitives. |
DSGetConstantBuffers | Get the constant buffers used by the domain-shader stage. |
DSGetSamplers | Get an array of sampler state interfaces from the domain-shader stage. |
DSGetShader | Get the domain shader currently set on the device. |
DSGetShaderResources | Get the domain-shader resources. |
DSSetConstantBuffers | Set the constant buffers used by the domain-shader stage. |
DSSetSamplers | Set an array of sampler states to the domain-shader stage. |
DSSetShader | Set a domain shader to the device. |
DSSetShaderResources | Bind an array of shader resources to the domain-shader stage. |
End | Mark the end of a series of commands. |
ExecuteCommandList | Queues commands from a command list onto a device. |
FinishCommandList | Create a command list and record graphics commands into it. |
Flush | Send queued-up commands in the command buffer to the GPU. |
GenerateMips | Generate mipmaps for the given shader resource. |
GetContextFlags | Gets the initialization flags associated with the current deferred context. |
GetData | Get data from the GPU asynchronously. |
GetPredication | Get the rendering predicate state. |
GetResourceMinLOD | Gets the minimum level-of-detail (LOD). |
GetType | Gets the type of device context. |
GSGetConstantBuffers | Get the constant buffers used by the geometry shader pipeline stage. |
GSGetSamplers | Get an array of sampler state interfaces 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. |
HSGetConstantBuffers | Get the constant buffers used by the hull-shader stage. |
HSGetSamplers | Get an array of sampler state interfaces from the hull-shader stage. |
HSGetShader | Get the hull shader currently set on the device. |
HSGetShaderResources | Get the hull-shader resources. |
HSSetConstantBuffers | Set the constant buffers used by the hull-shader stage. |
HSSetSamplers | Set an array of sampler states to the hull-shader stage. |
HSSetShader | Set a hull shader to the device. |
HSSetShaderResources | Bind an array of shader resources to the hull-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. |
Map | Get a pointer to the data contained in a subresource, and deny the 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 resources bound to the output-merger stage. |
OMGetRenderTargetsAndUnorderedAccessViews | Get pointers to the resources bound 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 atomically and the depth-stencil buffer to the output-merger stage. |
OMSetRenderTargetsAndUnorderedAccessViews | Bind resources to the output-merger stage. |
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. |
ResolveSubresource | Copy a multisampled resource into a non-multisampled resource. |
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. |
SetPredication | Set a rendering predicate. |
SetResourceMinLOD | Sets the minimum level-of-detail (LOD) for a resource. |
SOGetTargets | Get the target output buffers for the stream-output stage of the pipeline. |
SOSetTargets | Set the target output buffers for the stream-output stage of the pipeline. |
Unmap | Invalidate the pointer to a resource and re-enable the GPU's access to that resource. |
UpdateSubresource | The CPU copies data from memory to a subresource created in non-mappable memory. |
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. |