ID3D11DeviceContextX Members

ID3D11DeviceContextX has the following members.

Public Methods

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

See also

ID3D11DeviceContextX