48 const D3D11_RENDER_TARGET_VIEW_DESC *pDesc,
49 ID3D11RenderTargetView **ppRTView);
60 const D3D11_SUBRESOURCE_DATA* pInitialData,
61 ID3D11Texture2D** ppTexture2D);
72 const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc,
73 ID3D11DepthStencilView** ppDepthStencilView);
85 unsigned int BytecodeLength,
86 ID3D11ClassLinkage* pClassLinkage,
87 ID3D11VertexShader** ppVertexShader);
100 unsigned int NumElements,
101 const void* pShaderBytecodeWithInputSignature,
102 unsigned int BytecodeLength,
103 ID3D11InputLayout** ppInputLayout);
115 unsigned int BytecodeLength,
116 ID3D11ClassLinkage* pClassLinkage,
117 ID3D11PixelShader** ppPixelShader);
128 const D3D11_SUBRESOURCE_DATA* pInitialData,
129 ID3D11Buffer** ppBuffer);
139 ID3D11SamplerState** ppSamplerState);
HRESULT CreateBuffer(const D3D11_BUFFER_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Buffer **ppBuffer)
Crea un Buffer genérico (vertex, index, constant, etc.).
HRESULT CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, unsigned int NumElements, const void *pShaderBytecodeWithInputSignature, unsigned int BytecodeLength, ID3D11InputLayout **ppInputLayout)
Crea un Input Layout.
HRESULT CreateRenderTargetView(ID3D11Resource *pResource, const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, ID3D11RenderTargetView **ppRTView)
Crea una Render Target View.
HRESULT CreateDepthStencilView(ID3D11Resource *pResource, const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, ID3D11DepthStencilView **ppDepthStencilView)
Crea una Depth Stencil View.