ID3D11DeviceContextX has the following members.
| Name | Description | |
|---|---|---|
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BeginProcessVideoResource | Begins processing a video resource. |
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BeginResourceBatch | Begins recording of a batch of resources to be used with SetResourcesFromBatch. |
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ClearRenderTargetViewX | Sets all the elements in a render target to one value. |
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CollectScreenExtents | Do not use. This method is for internal use only. |
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ConfigureQuery | Configures the counters used in an occlusion query. |
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CopyMemoryToMemory | Copies dword values from source to destination in memory. |
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CSEnableAutomaticGpuFlush | Enables or disables automatic GPU flushing for the Compute Shader. |
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CSPlaceUnorderedAccessView | Places an unordered access view for the Compute Shader. |
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CSSetFastConstantBuffer | Sets the fast constant buffer for the Compute shader. |
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CSSetFastSampler | Sets the fast sampler for the Compute shader. |
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CSSetFastShaderResource | Sets the fast shader resource for the Compute shader. |
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CSSetPlacementConstantBuffer | Sets the placement constant buffer for the Compute shader. |
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CSSetPlacementShaderResource | Sets the placement shader resource for the Compute shader. |
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CSSetShaderUserData | Sets shader user data for the Compute shader. |
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DecompressResource | Decompresses a resource. |
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DecompressResourceX | Decompresses a resource. |
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DSSetFastConstantBuffer | Sets the fast constant buffer for the Domain shader. |
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DSSetFastSampler | Sets the fast sampler for the Domain shader. |
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DSSetFastShaderResource | Sets fast shader resource for the Domain shader. |
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DSSetPlacementConstantBuffer | Sets the placement constant buffer for the Domain shader. |
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DSSetPlacementShaderResource | Sets the placement shader resource for the Domain shader. |
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DSSetShaderUserData | Sets shader user data for the Domain shader. |
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EndProcessVideoResource | Ends processing a video resource. |
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EndResourceBatch | Concludes recording a batch of resources. |
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FillMemoryWithValue | Fills a memory buffer with the given 32-bit value. |
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FillResourceWithValue | Fills the resource with a 32-bit value. |
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FlushGpuCacheRange | Flushes a GPU cache range. |
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FlushGpuCaches | Flushes GPU caches. |
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GetCounterData | Gets counter data. |
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GetResourceCompression | Gets the resource compression status of a resource that is specified using ID3D11Resource. |
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GetResourceCompressionX | Gets the resource compression status of a resource that is specified using a D3D11X_DESCRIPTOR_RESOURCE structure. |
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GpuSendPipelinedEvent | Sends a pipelined event to the GPU. |
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GSGetLastUsedParameters | Retrieves the driver-generated D3D11X_GS_PARAMETERS values used by the previous draw. |
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GSSetFastConstantBuffer | Sets the fast constant buffer for the Geometry shader. |
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GSSetFastSampler | Sets the fast sampler for the Geometry shader. |
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GSSetFastShaderResource | Sets the fast shader resource for the Geometry shader. |
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GSSetParameters | Sets parameters for the Geometry shader. |
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GSSetPlacementConstantBuffer | Sets the placement constant buffer for the Geometry shader. |
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GSSetPlacementShaderResource | Sets the placement shader resource for the Geometry shader. |
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GSSetShaderUserData | Sets shader user data for the Geometry shader. |
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HSGetLastUsedTessellationParameters | Gets the last-used tessellation parameters for the Hull shader. |
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HSSetFastConstantBuffer | Sets the fast constant buffer for the Hull shader. |
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HSSetFastSampler | Sets the fast sampler for the Hull shader. |
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HSSetFastShaderResource | Sets the fast shader resource for the Hull shader. |
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HSSetPlacementConstantBuffer | Sets the placement constant buffer for the Hull shader. |
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HSSetPlacementShaderResource | Sets the placement shader resource for the Hull shader. |
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HSSetShaderUserData | Sets shader user data for the Hull shader. |
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HSSetTessellationParameters | Sets the tessellation parameters for the Hull shader. Allows the title to provide tessellation parameters that override the driver’s calculated values, such as the number of patches per threadgroup and whether to use offchip tessellation. |
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IASetFastIndexBuffer | Sets the fast index buffer for the Input Assembler. |
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IASetFastVertexBuffer | Sets the fast vertex buffer for the Input Assembler. |
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IASetPlacementIndexBuffer | Sets the placement index buffer for the Input Assembler. |
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IASetPlacementVertexBuffer | Sets the placement vertex buffer for the Input Assembler. |
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IASetPrimitiveResetIndex | Sets the IA primitive reset index. |
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InsertFence | Inserts a fence into the GPU command buffer. |
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InsertThreadTraceMarker | Inserts a unique 32-bit value into the trace stream during execution. Can be used on immediate and deferred contexts. |
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InsertWaitOnFence | Inserts a wait on a fence. |
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InsertWaitOnMemory | Inserts a wait on memory, dependent on a 32-bit value. |
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InsertWaitOnMemory64 | Inserts a wait on memory, dependent on a 64-bit value. The command processor compares the value at the given memory location against a reference value using the supplied comparison function. Once the comparison succeeds, the command processor continues with execution. |
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InsertWaitOnPresent | Inserts a wait on the Present. |
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InsertWaitUntilIdle | Forces the GPU to wait until the GPU is idle. This is a barrier that is equivalent to inserting a fence and then inserting a wait on the fence. |
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LoadConstantRam | Restores resource binding state of constant engine RAM for deferred contexts. The data is loaded from the ID3D11Buffer directly. |
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LoadConstantRamImmediate | Restores resource binding state of constant engine RAM for immediate contexts. The data is placed immediately into the CE Ring Buffer for loading into CE RAM. |
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MultiDrawIndexedInstancedIndirect | Draws multiple indexed, instanced, GPU-generated primitives. |
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MultiDrawIndexedInstancedIndirectAuto | Draws multiple indexed, instanced, GPU-generated primitives using a GPU-generated count. |
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MultiDrawInstancedIndirect | Draws multiple instanced, GPU-generated primitives. Non-indexed. |
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MultiDrawInstancedIndirectAuto | Draws multiple instanced, GPU-generated primitives using a GPU-generated count. Non-indexed. |
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OMSetDepthBounds | Sets the minimum and maximum depth bounds. |
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OMSetDepthStencilStateX | Sets the depth stencil state, for Xbox. |
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OMSetSampleMask | Sets a sample mask. |
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PIXBeginEvent | Starts a user-defined event for GPU captures. |
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PIXEndEvent | Defines the end of a user-defined event. |
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PIXGetStatus | Determines if an instrumented version of the driver is running. |
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PIXGpuBeginCapture | Begins capture of GPU data. |
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PIXGpuCaptureNextFrame | Captures the next frame of data for the GPU. |
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PIXGpuEndCapture | Ends the capturing of GPU data. |
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PIXSetMarker | Inserts a marker into the GPU timeline in the PIX System Timing Capture window, when a particular user-defined event occurs. |
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PSSetFastConstantBuffer | Sets the fast constant buffer for the Pixel shader. |
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PSSetFastSampler | Sets the fast sampler for the Pixel shader. |
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PSSetFastShaderResource | Sets the fast shader resource for the Pixel shader. |
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PSSetPlacementConstantBuffer | Sets the placement constant buffer for the Pixel shader. |
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PSSetPlacementShaderResource | Sets the placement shader resource for the Pixel shader. |
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PSSetShaderUserData | Sets shader user data for the Pixel shader. |
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ReadGDS | Reads data from GDS. |
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RemapConstantBufferInheritance | Remaps constant buffer inheritance. |
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RemapSamplerInheritance | Remaps the sampler inheritance. |
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RemapShaderResourceInheritance | Remaps shader resource inheritance. |
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RemapVertexBufferInheritance | Remaps the vertex buffer inheritance. |
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ResetQuery | Resets the counters used in an occlusion query. |
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Resume | Resumes the exclusive app. Moves the exclusive app into the Running state, per Process Lifetime Management (PLM). |
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RSGetMSAASettingsForQuality | Retrieves default driver settings for the given Direct3D 11 sample count and quality. Can be used to set the multisample antialiasing (MSAA) to default driver state. |
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RSSetEQAASettings | Sets EQAA MSAA setting to the device. No shadow state is kept for this setting. |
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RSSetSamplePositions | Sets MSAA sample positions and priorities to the device. No shadow state is kept for this setting. |
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RSSetScanConverterMSAASettings | Sets scan convertor (SC) multisample antialiasing (MSAA) settings for the device. No shadow state is kept for this setting. |
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SampleCounters | Samples the performance counters. |
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SetBorderColorPalette | Sets the location of the border color palette. |
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SetComputeShaderLimits | Sets the compute shader limits. |
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SetDrawBalancing | Configures how the GPU front-end distributes work across the four shader engines on Xbox One X hardware. |
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SetFastResources | Sets resources into the D3D11 pipeline when the permutation of state is known at compile time. |
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SetFastResourcesFromBatch | Sets resources into the D3D11 pipeline when the permutation of state is known at run time but not compile time, as when setting the resources on behalf of an object. |
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SetFastResourcesIntoBatch | Adds resources into a batch. |
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SetGDSRange | Sets the GDS range. |
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SetGraphicsShaderLimits | Sets graphics shader limits. |
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SetPixelShaderDepthForceZOrder | Sets pixel shader depth force Z-order. Enforces the shader setting. |
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SetPredicationBuffer | Sets the predication buffer. |
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SetPredicationFromQuery | Sets up an occlusion or StreamOut (SO) overflow predication on an arbitrary buffer. |
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SetResourceCompression | Updates the compression status of a resource that is specified using ID3D11Resource. |
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SetResourceCompressionX | Updates the compression status of a resource that is specified using a D3D11X_DESCRIPTOR_RESOURCE structure. |
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SetScreenExtentsQuery | Sets the screen extents query. Screen extents are the 2D bounding rectangles that encompass some rendering. The hardware can collect these rectangles as part of scan conversion, and titles can make use of this information such as for culling. |
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SetShaderResourceViewMinLOD | Sets the minimum level of detail for shader resource views. |
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SetShaderUserData | Sets shader user data registers by hardware shader stage. |
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StartCounters | Starts the performance counters. |
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StartThreadTrace | Starts a GPU sequencer thread trace at the current point in the GPU command stream. |
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StopCounters | Stops the performance counters. |
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StopThreadTrace | Stops and flushes a GPU sequencer thread trace at the current point in the GPU command stream. |
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StoreConstantRam | Saves resource binding state of constant engine RAM for deferred contexts. |
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Suspend | Saves the GPU state for suspension at a time that is known good by the title. |
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VSSetFastConstantBuffer | Sets the fast constant buffer for the Vertex shader. |
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VSSetFastSampler | Sets the fast sampler for the Vertex shader. |
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VSSetFastShaderResource | Sets the fast shader resource for the Vertex shader. |
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VSSetPlacementConstantBuffer | Sets the placement constant buffer for the Vertex shader. |
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VSSetPlacementShaderResource | Sets the placement shader resource for the Vertex shader. |
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VSSetShaderUserData | Sets shader user data for the Vertex shader. |
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WriteGDS | Writes data to GDS. |
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WriteQuery | Executes a query and writes the results to a buffer. |
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WriteTimestampToBuffer | Writes a 64-bit GPU timestamp value to the destination buffer resource. |
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WriteTimestampToMemory | Writes a 64-bit GPU timestamp value to the destination graphics memory address. |
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WriteValueBottomOfPipe | Writes a 32-bit value to a graphics memory address. |
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WriteValueEndOfPipe | Writes a 32-bit value to a graphics memory address. |
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WriteValueEndOfPipe64 | Writes a 64-bit value to a graphics memory address. |