| 名前 | 解説 |
| Begin | void ID3D11DeviceContext::Begin([In] ID3D11Asynchronous* pAsync) |
| ClearDepthStencilView | void ID3D11DeviceContext::ClearDepthStencilView([In] ID3D11DepthStencilView* pDepthStencilView,[In] D3D11_CLEAR_FLAG ClearFlags,[In] float Depth,[In] unsigned char Stencil) |
| ClearRenderTargetView | void ID3D11DeviceContext::ClearRenderTargetView([In] ID3D11RenderTargetView* pRenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA) |
| ClearState | void ID3D11DeviceContext::ClearState() |
| ClearUnorderedAccessView | オーバーロードされます。 void ID3D11DeviceContext::ClearUnorderedAccessViewUint([In] ID3D11UnorderedAccessView* pUnorderedAccessView,[In] const SHARPDX_INT4* Values) |
| CopyResource | Copy the entire contents of the source resource to the destination resource using the GPU. |
| CopyResource_ | void ID3D11DeviceContext::CopyResource([In] ID3D11Resource* pDstResource,[In] ID3D11Resource* pSrcResource) |
| CopyStructureCount | void ID3D11DeviceContext::CopyStructureCount([In] ID3D11Buffer* pDstBuffer,[In] unsigned int DstAlignedByteOffset,[In] ID3D11UnorderedAccessView* pSrcView) |
| CopySubresourceRegion | Copy a region from a source resource to a destination resource. |
| CopySubresourceRegion_ | void ID3D11DeviceContext::CopySubresourceRegion([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In] unsigned int DstX,[In] unsigned int DstY,[In] unsigned int DstZ,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] const D3D11_BOX* pSrcBox) |
| Create | Constructs a new deferred context DeviceContext. |
| Dispatch | void ID3D11DeviceContext::Dispatch([In] unsigned int ThreadGroupCountX,[In] unsigned int ThreadGroupCountY,[In] unsigned int ThreadGroupCountZ) |
| DispatchIndirect | void ID3D11DeviceContext::DispatchIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs) |
| Dispose() | Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. C1.Util.DX.DisposeBaseから継承されます。 |
| Draw | void ID3D11DeviceContext::Draw([In] unsigned int VertexCount,[In] unsigned int StartVertexLocation) |
| DrawAuto | void ID3D11DeviceContext::DrawAuto() |
| DrawIndexed | void ID3D11DeviceContext::DrawIndexed([In] unsigned int IndexCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation) |
| DrawIndexedInstanced | void ID3D11DeviceContext::DrawIndexedInstanced([In] unsigned int IndexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation,[In] unsigned int StartInstanceLocation) |
| DrawIndexedInstancedIndirect | void ID3D11DeviceContext::DrawIndexedInstancedIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs) |
| DrawInstanced | void ID3D11DeviceContext::DrawInstanced([In] unsigned int VertexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartVertexLocation,[In] unsigned int StartInstanceLocation) |
| DrawInstancedIndirect | void ID3D11DeviceContext::DrawInstancedIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs) |
| End | void ID3D11DeviceContext::End([In] ID3D11Asynchronous* pAsync) |
| ExecuteCommandList | void ID3D11DeviceContext::ExecuteCommandList([In] ID3D11CommandList* pCommandList,[In] BOOL RestoreContextState) |
| FinishCommandList | HRESULT ID3D11DeviceContext::FinishCommandList([In] BOOL RestoreDeferredContextState,[Out, Optional] ID3D11CommandList** ppCommandList) |
| Flush | void ID3D11DeviceContext::Flush() |
| GenerateMips | void ID3D11DeviceContext::GenerateMips([In] ID3D11ShaderResourceView* pShaderResourceView) |
| GetContextFlags | unsigned int ID3D11DeviceContext::GetContextFlags() |
| GetData | オーバーロードされます。 Gets data from the GPU asynchronously. |
| GetDataInternal | HRESULT ID3D11DeviceContext::GetData([In] ID3D11Asynchronous* pAsync,[Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] D3D11_ASYNC_GETDATA_FLAG GetDataFlags) |
| GetDevice | void ID3D11DeviceChild::GetDevice([Out] ID3D11Device** ppDevice) C1.Util.DX.Direct3D11.DeviceChildから継承されます。 |
| GetMinimumLod | float ID3D11DeviceContext::GetResourceMinLOD([In] ID3D11Resource* pResource) |
| GetPredication | void ID3D11DeviceContext::GetPredication([Out, Optional] ID3D11Predicate** ppPredicate,[Out, Optional] BOOL* pPredicateValue) |
| GetPrivateData | HRESULT ID3D11DeviceChild::GetPrivateData([In] const GUID& guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData) C1.Util.DX.Direct3D11.DeviceChildから継承されます。 |
| GetTypeInfo | D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext::GetType() |
| IsDataAvailable | オーバーロードされます。 Determines whether asynchronous query data is available. |
| MapSubresource | オーバーロードされます。 Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource. |
| QueryInterface | オーバーロードされます。 Query this instance for a particular COM GUID/interface support. C1.Util.DX.ComObjectから継承されます。 |
| QueryInterfaceOrNull | オーバーロードされます。 Query instance for a particular COM GUID/interface support. C1.Util.DX.ComObjectから継承されます。 |
| ResolveSubresource | Copy a multisampled resource into a non-multisampled resource. |
| ResolveSubresource_ | void ID3D11DeviceContext::ResolveSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In] DXGI_FORMAT Format) |
| SetMinimumLod | void ID3D11DeviceContext::SetResourceMinLOD([In] ID3D11Resource* pResource,[In] float MinLOD) |
| SetPredication | void ID3D11DeviceContext::SetPredication([In, Optional] ID3D11Predicate* pPredicate,[In] BOOL PredicateValue) |
| SetPrivateData | HRESULT ID3D11DeviceChild::SetPrivateData([In] const GUID& guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData) C1.Util.DX.Direct3D11.DeviceChildから継承されます。 |
| SetPrivateDataInterface | HRESULT ID3D11DeviceChild::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData) C1.Util.DX.Direct3D11.DeviceChildから継承されます。 |
| UnmapSubresource | void ID3D11DeviceContext::Unmap([In] ID3D11Resource* pResource,[In] unsigned int Subresource) |
| UpdateSubresource | オーバーロードされます。 Copies data from the CPU to to a non-mappable subresource region. |
| UpdateSubresourceSafe | オーバーロードされます。 Copies data from the CPU to to a non-mappable subresource region. |