Table of Contents

Class D3D11.Device

Namespace
Xui.Runtime.Windows
Assembly
Xui.Runtime.Windows.dll
public class D3D11.Device : COM.Unknown, IDisposable
Inheritance
D3D11.Device
Implements
Inherited Members

Constructors

Device(void*)

public Device(void* ptr)

Parameters

ptr void*

Fields

IID

public static readonly Guid IID

Field Value

Guid

Methods

CreateBuffer(in BufferDesc, SubresourceData*)

Creates a buffer resource. Wraps ID3D11Device::CreateBuffer (vtable [3]).

public void* CreateBuffer(in D3D11.BufferDesc desc, D3D11.SubresourceData* pInitialData)

Parameters

desc D3D11.BufferDesc
pInitialData SubresourceData*

Returns

void*

CreateDepthStencilState(in DepthStencilDesc)

Creates a depth-stencil state object. Wraps ID3D11Device::CreateDepthStencilState (vtable [21]).

public void* CreateDepthStencilState(in D3D11.DepthStencilDesc desc)

Parameters

desc D3D11.DepthStencilDesc

Returns

void*

CreateDepthStencilView(void*, void*)

Creates a depth-stencil view. Wraps ID3D11Device::CreateDepthStencilView (vtable [10]).

public void* CreateDepthStencilView(void* pResource, void* pDesc)

Parameters

pResource void*
pDesc void*

Returns

void*

CreateInputLayout(InputElementDesc*, uint, void*, nuint)

Creates an input-layout object. Wraps ID3D11Device::CreateInputLayout (vtable [11]).

public void* CreateInputLayout(D3D11.InputElementDesc* pInputElementDescs, uint numElements, void* pShaderBytecode, nuint bytecodeLength)

Parameters

pInputElementDescs InputElementDesc*
numElements uint
pShaderBytecode void*
bytecodeLength nuint

Returns

void*

CreatePixelShader(void*, nuint, void*)

Creates a pixel-shader object. Wraps ID3D11Device::CreatePixelShader (vtable [15]).

public void* CreatePixelShader(void* pShaderBytecode, nuint bytecodeLength, void* pClassLinkage)

Parameters

pShaderBytecode void*
bytecodeLength nuint
pClassLinkage void*

Returns

void*

CreateRasterizerState(in RasterizerDesc)

Creates a rasterizer state object. Wraps ID3D11Device::CreateRasterizerState (vtable [22]).

public void* CreateRasterizerState(in D3D11.RasterizerDesc desc)

Parameters

desc D3D11.RasterizerDesc

Returns

void*

CreateRenderTargetView(void*, void*)

Creates a render-target view. Wraps ID3D11Device::CreateRenderTargetView (vtable [9]).

public void* CreateRenderTargetView(void* pResource, void* pDesc)

Parameters

pResource void*
pDesc void*

Returns

void*

CreateTexture2D(in Texture2DDesc)

Creates a 2D texture resource (no initial data). Wraps ID3D11Device::CreateTexture2D (vtable [5]).

public void* CreateTexture2D(in D3D11.Texture2DDesc desc)

Parameters

desc D3D11.Texture2DDesc

Returns

void*

CreateTexture2D(in Texture2DDesc, in SubresourceData)

Creates a 2D texture resource. Wraps ID3D11Device::CreateTexture2D (vtable [5]).

public D3D11.Texture2D CreateTexture2D(in D3D11.Texture2DDesc desc, in D3D11.SubresourceData initialData)

Parameters

desc D3D11.Texture2DDesc
initialData D3D11.SubresourceData

Returns

D3D11.Texture2D

CreateVertexShader(void*, nuint, void*)

Creates a vertex-shader object. Wraps ID3D11Device::CreateVertexShader (vtable [12]).

public void* CreateVertexShader(void* pShaderBytecode, nuint bytecodeLength, void* pClassLinkage)

Parameters

pShaderBytecode void*
bytecodeLength nuint
pClassLinkage void*

Returns

void*