The
A display sub-system is often referred to as a video card, however, on some machines the display sub-system is part of the mother board.
To enumerate the display sub-systems, use
Windows?Phone?8: This API is supported.
An
Windows?Phone?8: This API is supported.
Sets application-defined data to the object and associates that data with a
A
The size of the object's data.
A reference to the object's data.
Returns one of the DXGI_ERROR values.
SetPrivateData makes a copy of the specified data and stores it with the object.
Private data that SetPrivateData stores in the object occupies the same storage space as private data that is stored by associated Direct3D objects (for example, by a Microsoft Direct3D?11 device through
The debug layer reports memory leaks by outputting a list of object interface references along with their friendly names. The default friendly name is "<unnamed>". You can set the friendly name so that you can determine if the corresponding object interface reference caused the leak. To set the friendly name, use the SetPrivateData method and the well-known private data
static const char c_szName[] = "My name"; hr = pContext->SetPrivateData(, sizeof( c_szName ) - 1, c_szName );
You can use
Windows?Phone?8: This API is supported.
Set an interface in the object's private data.
A
The interface to set.
Returns one of the following DXGI_ERROR.
This API associates an interface reference with the object.
When the interface is set its reference count is incremented. When the data are overwritten (by calling SPD or SPDI with the same
Windows?Phone?8: This API is supported.
Get a reference to the object's data.
A
The size of the data.
Pointer to the data.
Returns one of the following DXGI_ERROR.
If the data returned is a reference to an
You can pass GUID_DeviceType in the Name parameter of GetPrivateData to retrieve the device type from the display adapter object (
To get the type of device on which the display adapter was created
On Windows?7 or earlier, this type is either a value from
Windows?Phone?8: This API is supported.
Gets the parent of the object.
The ID of the requested interface.
The address of a reference to the parent object.
Returns one of the DXGI_ERROR values.
Windows?Phone?8: This API is supported.
Enumerate adapter (video card) outputs.
The index of the output.
The address of a reference to an
A code that indicates success or failure (see DXGI_ERROR). Will return
Note??If you call this API in a Session 0 process, it returns
When the EnumOutputs method succeeds and fills the ppOutput parameter with the address of the reference to the output interface, EnumOutputs increments the output interface's reference count. To avoid a memory leak, when you finish using the output interface, call the Release method to decrement the reference count.
EnumOutputs first returns the output on which the desktop primary is displayed. This output corresponds with an index of zero. EnumOutputs then returns other outputs.
Windows?Phone?8: This API is supported.
Gets a DXGI 1.0 description of an adapter (or video card).
A reference to a
Returns
Graphics apps can use the DXGI API to retrieve an accurate set of graphics memory values on systems that have Windows Display Driver Model (WDDM) drivers. The following are the critical steps involved.
HasWDDMDriver() { LPDIRECT3DCREATE9EX pD3D9Create9Ex =null ; HMODULE hD3D9 =null ; hD3D9 = LoadLibrary( L"d3d9.dll" ); if (null == hD3D9 ) { return false; } // /* Try to createinterface (also known as a DX9L interface). This interface can only be created if the driver is a WDDM driver. */ // pD3D9Create9Ex = (LPDIRECT3DCREATE9EX) GetProcAddress( hD3D9, "Direct3DCreate9Ex" ); return pD3D9Create9Ex != null ; }
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; pDXGIDevice->GetAdapter(&pDXGIAdapter); adapterDesc; pDXGIAdapter->GetDesc(&adapterDesc);
Windows?Phone?8: This API is supported.
Checks whether the system supports a device interface for a graphics component.
The
The user mode driver version of InterfaceName. This is returned only if the interface is supported. This parameter can be
Note??You can use CheckInterfaceSupport only to check whether a Direct3D 10.x interface is supported, and only on Windows Vista SP1 and later versions of the operating system. If you try to use CheckInterfaceSupport to check whether a Direct3D 11.x and later version interface is supported, CheckInterfaceSupport returns
Windows?Phone?8: This API is supported.
Gets a DXGI 1.0 description of an adapter (or video card).
Graphics apps can use the DXGI API to retrieve an accurate set of graphics memory values on systems that have Windows Display Driver Model (WDDM) drivers. The following are the critical steps involved.
HasWDDMDriver() { LPDIRECT3DCREATE9EX pD3D9Create9Ex =null ; HMODULE hD3D9 =null ; hD3D9 = LoadLibrary( L"d3d9.dll" ); if (null == hD3D9 ) { return false; } // /* Try to createinterface (also known as a DX9L interface). This interface can only be created if the driver is a WDDM driver. */ // pD3D9Create9Ex = (LPDIRECT3DCREATE9EX) GetProcAddress( hD3D9, "Direct3DCreate9Ex" ); return pD3D9Create9Ex != null ; }
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; pDXGIDevice->GetAdapter(&pDXGIAdapter); adapterDesc; pDXGIAdapter->GetDesc(&adapterDesc);
Windows?Phone?8: This API is supported.
An
The
The Direct3D create device functions return a Direct3D device object. This Direct3D device object implements the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice);
Windows?Phone?8: This API is supported.
Returns the adapter for the specified device.
The address of an
Returns
If the GetAdapter method succeeds, the reference count on the adapter interface will be incremented. To avoid a memory leak, be sure to release the interface when you are finished using it.
Windows?Phone?8: This API is supported.
Returns a surface. This method is used internally and you should not call it directly in your application.
A reference to a
The number of surfaces to create.
A DXGI_USAGE flag that specifies how the surface is expected to be used.
An optional reference to a
The address of an
Returns
The CreateSurface method creates a buffer to exchange data between one or more devices. It is used internally, and you should not directly call it.
The runtime automatically creates an
Windows?Phone?8: This API is supported.
Gets the residency status of an array of resources.
An array of
An array of
The number of resources in the ppResources argument array and pResidencyStatus argument array.
Returns
The information returned by the pResidencyStatus argument array describes the residency status at the time that the QueryResourceResidency method was called.
Note??The residency status will constantly change.
If you call the QueryResourceResidency method during a device removed state, the pResidencyStatus argument will return the
Note??This method should not be called every frame as it incurs a non-trivial amount of overhead.
Windows?Phone?8: This API is supported.
Gets the residency status of an array of resources.
An array of
An array of
The number of resources in the ppResources argument array and pResidencyStatus argument array.
Returns
The information returned by the pResidencyStatus argument array describes the residency status at the time that the QueryResourceResidency method was called.
Note??The residency status will constantly change.
If you call the QueryResourceResidency method during a device removed state, the pResidencyStatus argument will return the
Note??This method should not be called every frame as it incurs a non-trivial amount of overhead.
Windows?Phone?8: This API is supported.
Sets the GPU thread priority.
A value that specifies the required GPU thread priority. This value must be between -7 and 7, inclusive, where 0 represents normal priority.
Return
The values for the Priority parameter function as follows:
To use the SetGPUThreadPriority method, you should have a comprehensive understanding of GPU scheduling. You should profile your application to ensure that it behaves as intended. If used inappropriately, the SetGPUThreadPriority method can impede rendering speed and result in a poor user experience.
Windows?Phone?8: This API is supported.
Gets the GPU thread priority.
A reference to a variable that receives a value that indicates the current GPU thread priority. The value will be between -7 and 7, inclusive, where 0 represents normal priority.
Return
Windows?Phone?8: This API is supported.
Returns the adapter for the specified device.
If the GetAdapter method succeeds, the reference count on the adapter interface will be incremented. To avoid a memory leak, be sure to release the interface when you are finished using it.
Windows?Phone?8: This API is supported.
Gets or sets the GPU thread priority.
Windows?Phone?8: This API is supported.
Inherited from objects that are tied to the device so that they can retrieve a reference to it.
Windows?Phone?8: This API is supported.
Retrieves the device.
The reference id for the device.
The address of a reference to the device.
A code that indicates success or failure (see DXGI_ERROR).
The type of interface that is returned can be any interface published by the device. For example, it could be an
Windows?Phone?8: This API is supported.
An
Create a factory by calling CreateDXGIFactory.
Because you can create a Direct3D device without creating a swap chain, you might need to retrieve the factory that is used to create the device in order to create a swap chain.
You can request the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; hr = pDXGIDevice->GetParent(__uuidof( ), (void **)&pDXGIAdapter); * pIDXGIFactory; pDXGIAdapter->GetParent(__uuidof( ), (void **)&pIDXGIFactory);
Windows?Phone?8: This API is supported.
Enumerates the adapters (video cards).
The index of the adapter to enumerate.
The address of a reference to an
Returns
When you create a factory, the factory enumerates the set of adapters that are available in the system. Therefore, if you change the adapters in a system, you must destroy and recreate the
When the EnumAdapters method succeeds and fills the ppAdapter parameter with the address of the reference to the adapter interface, EnumAdapters increments the adapter interface's reference count. When you finish using the adapter interface, call the Release method to decrement the reference count before you destroy the reference.
EnumAdapters first returns the adapter with the output on which the desktop primary is displayed. This adapter corresponds with an index of zero. EnumAdapters next returns other adapters with outputs. EnumAdapters finally returns adapters without outputs.
Windows?Phone?8: This API is supported.
Allows DXGI to monitor an application's message queue for the alt-enter key sequence (which causes the application to switch from windowed to full screen or vice versa).
The handle of the window that is to be monitored. This parameter can be
One or more of the following values:
Note??If you call this API in a Session 0 process, it returns
The combination of WindowHandle and Flags informs DXGI to stop monitoring window messages for the previously-associated window.
If the application switches to full-screen mode, DXGI will choose a full-screen resolution to be the smallest supported resolution that is larger or the same size as the current back buffer size.
Applications can make some changes to make the transition from windowed to full screen more efficient. For example, on a WM_SIZE message, the application should release any outstanding swap-chain back buffers, call
While windowed, the application can, if it chooses, restrict the size of its window's client area to sizes to which it is comfortable rendering. A fully flexible application would make no such restriction, but UI elements or other design considerations can, of course, make this flexibility untenable. If the application further chooses to restrict its window's client area to just those that match supported full-screen resolutions, the application can field WM_SIZING, then check against
Applications that want to handle mode changes or Alt+Enter themselves should call MakeWindowAssociation with the
Get the window through which the user controls the transition to and from full screen.
A reference to a window handle.
Note??If you call this API in a Session 0 process, it returns
[Starting with Direct3D 11.1, we recommend not to use CreateSwapChain anymore to create a swap chain. Instead, use CreateSwapChainForHwnd, CreateSwapChainForCoreWindow, or CreateSwapChainForComposition depending on how you want to create the swap chain.]
Creates a swap chain.
Note??If you call this API in a Session 0 process, it returns
If you attempt to create a swap chain in full-screen mode, and full-screen mode is unavailable, the swap chain will be created in windowed mode and
If the buffer width or the buffer height is zero, the sizes will be inferred from the output window size in the swap-chain description.
Because the target output can't be chosen explicitly when the swap chain is created, we recommend not to create a full-screen swap chain. This can reduce presentation performance if the swap chain size and the output window size do not match. Here are two ways to ensure that the sizes match:
If the swap chain is in full-screen mode, before you release it you must use SetFullscreenState to switch it to windowed mode. For more information about releasing a swap chain, see the "Destroying a Swap Chain" section of DXGI Overview.
After the runtime renders the initial frame in full screen, the runtime might unexpectedly exit full screen during a call to
// Detect if newly created full-screen swap chain isn't actually full screen.* pTarget; bFullscreen; if (SUCCEEDED(pSwapChain->GetFullscreenState(&bFullscreen, &pTarget))) { pTarget->Release(); } else bFullscreen = ; // If not full screen, enable full screen again. if (!bFullscreen) { ShowWindow(hWnd, SW_MINIMIZE); ShowWindow(hWnd, SW_RESTORE); pSwapChain->SetFullscreenState(TRUE, null ); }
You can specify
However, to use stereo presentation and to change resize behavior for the flip model, applications must use the IDXGIFactory2::CreateSwapChainForHwnd method. Otherwise, the back-buffer contents implicitly scale to fit the presentation target size; that is, you can't turn off scaling.
Create an adapter interface that represents a software adapter.
Handle to the software adapter's dll. HMODULE can be obtained with GetModuleHandle or LoadLibrary.
Address of a reference to an adapter (see
A software adapter is a DLL that implements the entirety of a device driver interface, plus emulation, if necessary, of kernel-mode graphics components for Windows. Details on implementing a software adapter can be found in the Windows Vista Driver Development Kit. This is a very complex development task, and is not recommended for general readers.
Calling this method will increment the module's reference count by one. The reference count can be decremented by calling FreeLibrary.
The typical calling scenario is to call LoadLibrary, pass the handle to CreateSoftwareAdapter, then immediately call FreeLibrary on the DLL and forget the DLL's HMODULE. Since the software adapter calls FreeLibrary when it is destroyed, the lifetime of the DLL will now be owned by the adapter, and the application is free of any further consideration of its lifetime.
Windows?Phone?8: This API is supported.
The
This interface is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
To create a factory, call the CreateDXGIFactory1 function.
Because you can create a Direct3D device without creating a swap chain, you might need to retrieve the factory that is used to create the device in order to create a swap chain.
You can request the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; hr = pDXGIDevice->GetParent(__uuidof( ), (void **)&pDXGIAdapter); * pIDXGIFactory; pDXGIAdapter->GetParent(__uuidof( ), (void **)&pIDXGIFactory);
Windows?Phone?8: This API is supported.
Enumerates both adapters (video cards) with or without outputs.
The index of the adapter to enumerate.
The address of a reference to an
Returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
When you create a factory, the factory enumerates the set of adapters that are available in the system. Therefore, if you change the adapters in a system, you must destroy and recreate the
When the EnumAdapters1 method succeeds and fills the ppAdapter parameter with the address of the reference to the adapter interface, EnumAdapters1 increments the adapter interface's reference count. When you finish using the adapter interface, call the Release method to decrement the reference count before you destroy the reference.
EnumAdapters1 first returns the adapter with the output on which the desktop primary is displayed. This adapter corresponds with an index of zero. EnumAdapters1 next returns other adapters with outputs. EnumAdapters1 finally returns adapters without outputs.
Windows?Phone?8: This API is supported.
Informs an application of the possible need to re-enumerate adapters.
IsCurrent returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Windows?Phone?8: This API is supported.
Informs an application of the possible need to re-enumerate adapters.
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Windows?Phone?8: This API is supported.
Identifies the type of DXGI adapter.
The
Specifies no flags.
Value always set to 0. This flag is reserved.
Options for enumerating display modes.
These flag options are used in
These flag options are also used in IDXGIOutput1::GetDisplayModeList1 to enumerate display modes.
Flags that indicate how the back buffers should be rotated to fit the physical rotation of a monitor.
Unspecified rotation.
Specifies no rotation.
Specifies 90 degrees of rotation.
Specifies 180 degrees of rotation.
Specifies 270 degrees of rotation.
Flags indicating how an image is stretched to fit a given monitor's resolution.
Unspecified scaling.
Specifies no scaling. The image is centered on the display. This flag is typically used for a fixed-dot-pitch display (such as an LED display).
Specifies stretched scaling.
Flags indicating the method the raster uses to create an image on a surface.
Scanline order is unspecified.
The image is created from the first scanline to the last without skipping any.
The image is created beginning with the upper field.
The image is created beginning with the lower field.
Status codes that can be returned by DXGI functions.
The
#define _FACDXGI 0x87a #define MAKE_DXGI_STATUS(code) MAKE_HRESULT(0, _FACDXGI, code)
For example,
#defineMAKE_DXGI_STATUS(1)
Resource data formats which includes fully-typed and typeless formats. There is a list of format modifiers at the bottom of the page, that more fully describes each format type.
A few formats have additional restrictions.
The following topics provide lists of the formats that particular hardware feature levels support:
For a list of the DirectXMath types that map to
The format is not known.
A four-component, 128-bit typeless format that supports 32 bits per channel including alpha. 1
A four-component, 128-bit floating-point format that supports 32 bits per channel including alpha. 1
A four-component, 128-bit unsigned-integer format that supports 32 bits per channel including alpha. 1
A four-component, 128-bit signed-integer format that supports 32 bits per channel including alpha. 1
A three-component, 96-bit typeless format that supports 32 bits per color channel.
A three-component, 96-bit floating-point format that supports 32 bits per color channel.
A three-component, 96-bit unsigned-integer format that supports 32 bits per color channel.
A three-component, 96-bit signed-integer format that supports 32 bits per color channel.
A four-component, 64-bit typeless format that supports 16 bits per channel including alpha.
A four-component, 64-bit floating-point format that supports 16 bits per channel including alpha.
A four-component, 64-bit unsigned-normalized-integer format that supports 16 bits per channel including alpha.
A four-component, 64-bit unsigned-integer format that supports 16 bits per channel including alpha.
A four-component, 64-bit signed-normalized-integer format that supports 16 bits per channel including alpha.
A four-component, 64-bit signed-integer format that supports 16 bits per channel including alpha.
A two-component, 64-bit typeless format that supports 32 bits for the red channel and 32 bits for the green channel.
A two-component, 64-bit floating-point format that supports 32 bits for the red channel and 32 bits for the green channel.
A two-component, 64-bit unsigned-integer format that supports 32 bits for the red channel and 32 bits for the green channel.
A two-component, 64-bit signed-integer format that supports 32 bits for the red channel and 32 bits for the green channel.
A two-component, 64-bit typeless format that supports 32 bits for the red channel, 8 bits for the green channel, and 24 bits are unused.
A 32-bit floating-point component, and two unsigned-integer components (with an additional 32 bits). This format supports 32-bit depth, 8-bit stencil, and 24 bits are unused.
A 32-bit floating-point component, and two typeless components (with an additional 32 bits). This format supports 32-bit red channel, 8 bits are unused, and 24 bits are unused.
A 32-bit typeless component, and two unsigned-integer components (with an additional 32 bits). This format has 32 bits unused, 8 bits for green channel, and 24 bits are unused.
A four-component, 32-bit typeless format that supports 10 bits for each color and 2 bits for alpha.
A four-component, 32-bit unsigned-normalized-integer format that supports 10 bits for each color and 2 bits for alpha.
A four-component, 32-bit unsigned-integer format that supports 10 bits for each color and 2 bits for alpha.
Three partial-precision floating-point numbers encoded into a single 32-bit value (a variant of s10e5, which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent). There are no sign bits, and there is a 5-bit biased (15) exponent for each channel, 6-bit mantissa for R and G, and a 5-bit mantissa for B, as shown in the following illustration.
A four-component, 32-bit typeless format that supports 8 bits per channel including alpha.
A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha.
A four-component, 32-bit unsigned-normalized integer sRGB format that supports 8 bits per channel including alpha.
A four-component, 32-bit unsigned-integer format that supports 8 bits per channel including alpha.
A four-component, 32-bit signed-normalized-integer format that supports 8 bits per channel including alpha.
A four-component, 32-bit signed-integer format that supports 8 bits per channel including alpha.
A two-component, 32-bit typeless format that supports 16 bits for the red channel and 16 bits for the green channel.
A two-component, 32-bit floating-point format that supports 16 bits for the red channel and 16 bits for the green channel.
A two-component, 32-bit unsigned-normalized-integer format that supports 16 bits each for the green and red channels.
A two-component, 32-bit unsigned-integer format that supports 16 bits for the red channel and 16 bits for the green channel.
A two-component, 32-bit signed-normalized-integer format that supports 16 bits for the red channel and 16 bits for the green channel.
A two-component, 32-bit signed-integer format that supports 16 bits for the red channel and 16 bits for the green channel.
A single-component, 32-bit typeless format that supports 32 bits for the red channel.
A single-component, 32-bit floating-point format that supports 32 bits for depth.
A single-component, 32-bit floating-point format that supports 32 bits for the red channel.
A single-component, 32-bit unsigned-integer format that supports 32 bits for the red channel.
A single-component, 32-bit signed-integer format that supports 32 bits for the red channel.
A two-component, 32-bit typeless format that supports 24 bits for the red channel and 8 bits for the green channel.
A 32-bit z-buffer format that supports 24 bits for depth and 8 bits for stencil.
A 32-bit format, that contains a 24 bit, single-component, unsigned-normalized integer, with an additional typeless 8 bits. This format has 24 bits red channel and 8 bits unused.
A 32-bit format, that contains a 24 bit, single-component, typeless format, with an additional 8 bit unsigned integer component. This format has 24 bits unused and 8 bits green channel.
A two-component, 16-bit typeless format that supports 8 bits for the red channel and 8 bits for the green channel.
A two-component, 16-bit unsigned-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.
A two-component, 16-bit unsigned-integer format that supports 8 bits for the red channel and 8 bits for the green channel.
A two-component, 16-bit signed-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.
A two-component, 16-bit signed-integer format that supports 8 bits for the red channel and 8 bits for the green channel.
A single-component, 16-bit typeless format that supports 16 bits for the red channel.
A single-component, 16-bit floating-point format that supports 16 bits for the red channel.
A single-component, 16-bit unsigned-normalized-integer format that supports 16 bits for depth.
A single-component, 16-bit unsigned-normalized-integer format that supports 16 bits for the red channel.
A single-component, 16-bit unsigned-integer format that supports 16 bits for the red channel.
A single-component, 16-bit signed-normalized-integer format that supports 16 bits for the red channel.
A single-component, 16-bit signed-integer format that supports 16 bits for the red channel.
A single-component, 8-bit typeless format that supports 8 bits for the red channel.
A single-component, 8-bit unsigned-normalized-integer format that supports 8 bits for the red channel.
A single-component, 8-bit unsigned-integer format that supports 8 bits for the red channel.
A single-component, 8-bit signed-normalized-integer format that supports 8 bits for the red channel.
A single-component, 8-bit signed-integer format that supports 8 bits for the red channel.
A single-component, 8-bit unsigned-normalized-integer format for alpha only.
A single-component, 1-bit unsigned-normalized integer format that supports 1 bit for the red channel. 2.
Three partial-precision floating-point numbers encoded into a single 32-bit value all sharing the same 5-bit exponent (variant of s10e5, which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent). There is no sign bit, and there is a shared 5-bit biased (15) exponent and a 9-bit mantissa for each channel, as shown in the following illustration. 2.
A four-component, 32-bit unsigned-normalized-integer format. This packed RGB format is analogous to the UYVY format. Each 32-bit block describes a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are repeated, and the G8 values are unique to each pixel. 3
Width must be even.
A four-component, 32-bit unsigned-normalized-integer format. This packed RGB format is analogous to the YUY2 format. Each 32-bit block describes a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are repeated, and the G8 values are unique to each pixel. 3
Width must be even.
Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
One-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Two-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A three-component, 16-bit unsigned-normalized-integer format that supports 5 bits for blue, 6 bits for green, and 5 bits for red.
Direct3D 10 through Direct3D 11:??This value is defined for DXGI. However, Direct3D 10, 10.1, or 11 devices do not support this format.
Direct3D 11.1:??This value is not supported until Windows?8.
A four-component, 16-bit unsigned-normalized-integer format that supports 5 bits for each color channel and 1-bit alpha.
Direct3D 10 through Direct3D 11:??This value is defined for DXGI. However, Direct3D 10, 10.1, or 11 devices do not support this format.
Direct3D 11.1:??This value is not supported until Windows?8.
A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits for each color channel and 8-bit alpha.
A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits for each color channel and 8 bits unused.
A four-component, 32-bit 2.8-biased fixed-point format that supports 10 bits for each color channel and 2-bit alpha.
A four-component, 32-bit typeless format that supports 8 bits for each channel including alpha. 4
A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each channel including alpha. 4
A four-component, 32-bit typeless format that supports 8 bits for each color channel, and 8 bits are unused. 4
A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each color channel, and 8 bits are unused. 4
A typeless block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A typeless block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Identifies how to perform a present operation.
Specifies whether to perform a bit-block transfer (bitblt) data to the primary surface.
Setting this member is equivalent to setting the first bit of the 32-bit Value member (0x00000001).
Specifies whether to flip to a new surface.
Setting this member is equivalent to setting the second bit of the 32-bit Value member (0x00000002).
Supported in Windows?8 and later versions.
Specifies that, if a stereo present operation must be reduced to mono, the present operation should show the view from the right eye.
If this member is not set, the default mono present operation shows the view from the left eye.
Setting this member is equivalent to setting the third bit of the 32-bit Value member (0x00000004).
Identifies how to perform a present operation.
Specifies whether to perform a bit-block transfer (bitblt) data to the primary surface.
Setting this member is equivalent to setting the first bit of the 32-bit Value member (0x00000001).
Specifies whether to flip to a new surface.
Setting this member is equivalent to setting the second bit of the 32-bit Value member (0x00000002).
Supported in Windows?8 and later versions.
Specifies that, if a stereo present operation must be reduced to mono, the present operation should show the view from the right eye.
If this member is not set, the default mono present operation shows the view from the left eye.
Setting this member is equivalent to setting the third bit of the 32-bit Value member (0x00000004).
Flags indicating the memory location of a resource.
The resource is located in video memory.
At least some of the resource is located in CPU memory.
At least some of the resource has been paged out to the hard drive.
Identifies the importance of a resource?s content when you call the IDXGIDevice2::OfferResources method to offer the resource.
Priority determines how likely the operating system is to discard an offered resource. Resources offered with lower priority are discarded first.
Options for swap-chain behavior.
This enumeration is used by the
This enumeration is also used by the DXGI_SWAP_CHAIN_DESC1 structure.
You don't need to set DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY for swap chains that you create in full-screen mode with the
Swap chains that you create with the IDXGIFactory2::CreateSwapChainForHwnd, IDXGIFactory2::CreateSwapChainForCoreWindow, and IDXGIFactory2::CreateSwapChainForComposition methods are not protected if DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY is not set and are protected if DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY is set. When swap chains are protected, screen scraping is prevented and, in full-screen mode, presented content is not accessible through the desktop duplication APIs.
When you call
Options for swap-chain behavior.
This enumeration is used by the
This enumeration is also used by the DXGI_SWAP_CHAIN_DESC1 structure.
You don't need to set DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY for swap chains that you create in full-screen mode with the
Swap chains that you create with the IDXGIFactory2::CreateSwapChainForHwnd, IDXGIFactory2::CreateSwapChainForCoreWindow, and IDXGIFactory2::CreateSwapChainForComposition methods are not protected if DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY is not set and are protected if DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY is set. When swap chains are protected, screen scraping is prevented and, in full-screen mode, presented content is not accessible through the desktop duplication APIs.
When you call
Set this flag to turn off automatic image rotation; that is, do not perform a rotation when transferring the contents of the front buffer to the monitor. Use this flag to avoid a bandwidth penalty when an application expects to handle rotation. This option is valid only during full-screen mode.
Set this flag to enable an application to switch modes by calling
Set this flag to enable an application to render using GDI on a swap chain or a surface. This will allow the application to call
Options for handling pixels in a display surface after calling IDXGISwapChain1::Present1.
This enumeration is used by the
This enumeration is also used by the DXGI_SWAP_CHAIN_DESC1 structure.
To use multisampling with
The primary difference between presentation models is how back-buffer contents get to the Desktop Window Manager (DWM) for composition. In the bitblt model, which is used with the
When you call IDXGISwapChain1::Present1 on a flip model swap chain (DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) with 0 specified in the SyncInterval parameter, IDXGISwapChain1::Present1's behavior is the same as the behavior of Direct3D 9Ex's
Regardless of whether the flip model is more efficient, an application still might choose the bitblt model because the bitblt model is the only way to mix GDI and DirectX presentation. In the flip model, the application must create the swap chain with
For more info about the flip-model swap chain and optimizing presentation, see Enhancing presentation with the flip model, dirty rectangles, and scrolled areas.
Flags for surface and resource creation options.
Each flag is defined as an unsigned integer.
#define DXGI_CPU_ACCESS_NONE ( 0 )
#define DXGI_CPU_ACCESS_DYNAMIC ( 1 )
#define DXGI_CPU_ACCESS_READ_WRITE ( 2 )
#define DXGI_CPU_ACCESS_SCRATCH ( 3 )
#define DXGI_CPU_ACCESS_FIELD 15
#define ( 1L << (0 + 4) )
#define ( 1L << (1 + 4) )
#define ( 1L << (2 + 4) )
#define ( 1L << (3 + 4) )
#define ( 1L << (4 + 4) )
#define ( 1L << (5 + 4) )
#define ( 1L << (6 + 4) )
typedef UINT DXGI_USAGE;
These flag options are used in a call to the
These flag options are also used by the
Allows DXGI to monitor an application's message queue for the alt-enter key sequence (which causes the application to switch from windowed to full screen or vice versa).
Note??If you call this API in a Session 0 process, it returns
The combination of WindowHandle and Flags informs DXGI to stop monitoring window messages for the previously-associated window.
If the application switches to full-screen mode, DXGI will choose a full-screen resolution to be the smallest supported resolution that is larger or the same size as the current back buffer size.
Applications can make some changes to make the transition from windowed to full screen more efficient. For example, on a WM_SIZE message, the application should release any outstanding swap-chain back buffers, call
While windowed, the application can, if it chooses, restrict the size of its window's client area to sizes to which it is comfortable rendering. A fully flexible application would make no such restriction, but UI elements or other design considerations can, of course, make this flexibility untenable. If the application further chooses to restrict its window's client area to just those that match supported full-screen resolutions, the application can field WM_SIZING, then check against
Applications that want to handle mode changes or Alt+Enter themselves should call MakeWindowAssociation with the
The handle of the window that is to be monitored. This parameter can be
One or more of the following values:
Creates a DXGI 1.1 factory that you can use to generate other DXGI objects.
The globally unique identifier (
Address of a reference to an
Returns
Use a DXGI 1.1 factory to generate objects that enumerate adapters, create swap chains, and associate a window with the alt+enter key sequence for toggling to and from the full-screen display mode.
If the CreateDXGIFactory1 function succeeds, the reference count on the
This entry point is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Note??Do not mix the use of DXGI 1.0 (
Note??CreateDXGIFactory1 fails if your app's DllMain function calls it. For more info about how DXGI responds from DllMain, see DXGI Responses from DLLMain.
Note??Starting with Windows?8, all DXGI factories (regardless if they were created with CreateDXGIFactory or CreateDXGIFactory1) enumerate adapters identically. The enumeration order of adapters, which you retrieve with
Windows?Phone?8: This API is supported.
Windows Phone 8.1: This API is supported.
Creates a DXGI 1.0 factory that you can use to generate other DXGI objects.
The globally unique identifier (
Address of a reference to an
Returns
Use a DXGI factory to generate objects that enumerate adapters, create swap chains, and associate a window with the alt+enter key sequence for toggling to and from the fullscreen display mode.
If the CreateDXGIFactory function succeeds, the reference count on the
Note??Do not mix the use of DXGI 1.0 (
Note??CreateDXGIFactory fails if your app's DllMain function calls it. For more info about how DXGI responds from DllMain, see DXGI Responses from DLLMain.
Note??Starting with Windows?8, all DXGI factories (regardless if they were created with CreateDXGIFactory or CreateDXGIFactory1) enumerate adapters identically. The enumeration order of adapters, which you retrieve with
The CreateDXGIFactory function does not exist for Windows Store apps. Instead, Windows Store apps use the CreateDXGIFactory1 function.
The
This interface is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
A display sub-system is often referred to as a video card, however, on some machines the display sub-system is part of the mother board.
To enumerate the display sub-systems, use
Windows?Phone?8: This API is supported.
Gets a DXGI 1.1 description of an adapter (or video card).
A reference to a
Returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Use the GetDesc1 method to get a DXGI 1.1 description of an adapter. To get a DXGI 1.0 description, use the
Windows?Phone?8: This API is supported.
Gets a DXGI 1.1 description of an adapter (or video card).
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Use the GetDesc1 method to get a DXGI 1.1 description of an adapter. To get a DXGI 1.0 description, use the
Windows?Phone?8: This API is supported.
An
This interface is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
The
The Direct3D create device functions return a Direct3D device object. This Direct3D device object implements the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice);
Windows?Phone?8: This API is supported.
Sets the number of frames that the system is allowed to queue for rendering.
The maximum number of back buffer frames that a driver can queue. The value defaults to 3, but can range from 1 to 16. A value of 0 will reset latency to the default. For multi-head devices, this value is specified per-head.
Returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. It is often beneficial for applications that have no user input (for example, video playback) to queue more than 3 frames of data.
Windows?Phone?8: This API is supported.
Gets the number of frames that the system is allowed to queue for rendering.
This value is set to the number of frames that can be queued for render. This value defaults to 3, but can range from 1 to 16.
Returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. It is often beneficial for applications that have no user input (for example, video playback) to queue more than 3 frames of data.
Windows?Phone?8: This API is supported.
Gets or sets the number of frames that the system is allowed to queue for rendering.
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. It is often beneficial for applications that have no user input (for example, video playback) to queue more than 3 frames of data.
Windows?Phone?8: This API is supported.
Represents a keyed mutex, which allows exclusive access to a shared resource that is used by multiple devices.
The
An
For information about creating a keyed mutex, see the
Windows?Phone?8: This API is supported.
Using a key, acquires exclusive rendering access to a shared resource.
A value that indicates which device to give access to. This method will succeed when the device that currently owns the surface calls the
The time-out interval, in milliseconds. This method will return if the interval elapses, and the keyed mutex has not been released using the specified Key. If this value is set to zero, the AcquireSync method will test to see if the keyed mutex has been released and returns immediately. If this value is set to INFINITE, the time-out interval will never elapse.
Return
If the owning device attempted to create another keyed mutex on the same shared resource, AcquireSync returns E_FAIL.
AcquireSync can also return the following DWORD constants. Therefore, you should explicitly check for these constants. If you only use the SUCCEEDED macro on the return value to determine if AcquireSync succeeded, you will not catch these constants.
The AcquireSync method creates a lock to a surface that is shared between multiple devices, allowing only one device to render to a surface at a time. This method uses a key to determine which device currently has exclusive access to the surface.
When a surface is created using the
To acquire a reference to the keyed mutex object of a shared resource, call the QueryInterface method of the resource and pass in the UUID of the
The AcquireSync method uses the key as follows, depending on the state of the surface:
Windows?Phone?8: This API is supported.
Using a key, releases exclusive rendering access to a shared resource.
A value that indicates which device to give access to. This method succeeds when the device that currently owns the surface calls the ReleaseSync method using the same value. This value can be any UINT64 value.
Returns
If the device attempted to release a keyed mutex that is not valid or owned by the device, ReleaseSync returns E_FAIL.
The ReleaseSync method releases a lock to a surface that is shared between multiple devices. This method uses a key to determine which device currently has exclusive access to the surface.
When a surface is created using the
After you call the ReleaseSync method, the shared resource is unset from the rendering pipeline.
To acquire a reference to the keyed mutex object of a shared resource, call the QueryInterface method of the resource and pass in the UUID of the
Windows?Phone?8: This API is supported.
An
To see the outputs available, use
Windows?Phone?8: This API is supported.
Get a description of the output.
A reference to the output description (see
Returns a code that indicates success or failure.
On a high DPI desktop, GetDesc returns the visualized screen size unless the app is marked high DPI aware. For info about writing DPI-aware Win32 apps, see High DPI.
Windows?Phone?8: This API is supported.
[Starting with Direct3D 11.1, we recommend not to use GetDisplayModeList anymore to retrieve the matching display mode. Instead, use IDXGIOutput1::GetDisplayModeList1, which supports stereo display mode.]
Gets the display modes that match the requested format and other input options.
Returns one of the following DXGI_ERROR. It is rare, but possible, that the display modes available can change immediately after calling this method, in which case
In general, when switching from windowed to full-screen mode, a swap chain automatically chooses a display mode that meets (or exceeds) the resolution, color depth and refresh rate of the swap chain. To exercise more control over the display mode, use this API to poll the set of display modes that are validated against monitor capabilities, or all modes that match the desktop (if the desktop settings are not validated against the monitor).
As shown, this API is designed to be called twice. First to get the number of modes available, and second to return a description of the modes.
UINT num = 0;format = ; UINT flags = ; pOutput->GetDisplayModeList( format, flags, &num, 0); ... * pDescs = new [num]; pOutput->GetDisplayModeList( format, flags, &num, pDescs);
Windows?Phone?8: This API is supported.
[Starting with Direct3D 11.1, we recommend not to use FindClosestMatchingMode anymore to find the display mode that most closely matches the requested display mode. Instead, use IDXGIOutput1::FindClosestMatchingMode1, which supports stereo display mode.]
Finds the display mode that most closely matches the requested display mode.
Returns one of the following DXGI_ERROR.
FindClosestMatchingMode behaves similarly to the IDXGIOutput1::FindClosestMatchingMode1 except FindClosestMatchingMode considers only the mono display modes. IDXGIOutput1::FindClosestMatchingMode1 considers only stereo modes if you set the Stereo member in the DXGI_MODE_DESC1 structure that pModeToMatch points to, and considers only mono modes if Stereo is not set.
IDXGIOutput1::FindClosestMatchingMode1 returns a matched display-mode set with only stereo modes or only mono modes. FindClosestMatchingMode behaves as though you specified the input mode as mono.
Windows?Phone?8: This API is supported.
Halt a thread until the next vertical blank occurs.
Returns one of the following DXGI_ERROR.
A vertical blank occurs when the raster moves from the lower right corner to the upper left corner to begin drawing the next frame.
Windows?Phone?8: This API is supported.
Takes ownership of an output.
A reference to the
Set to TRUE to enable other threads or applications to take ownership of the device; otherwise, set to
Returns one of the DXGI_ERROR values.
When you are finished with the output, call
TakeOwnership should not be called directly by applications, since results will be unpredictable. It is called implicitly by the DXGI swap chain object during full-screen transitions, and should not be used as a substitute for swap-chain methods.
Releases ownership of the output.
If you are not using a swap chain, get access to an output by calling
Gets a description of the gamma-control capabilities.
A reference to a description of the gamma-control capabilities (see
Returns one of the DXGI_ERROR values.
Note??Calling this method is only supported while in full-screen mode.
For info about using gamma correction, see Using gamma correction.
Sets the gamma controls.
A reference to a
Returns one of the DXGI_ERROR values.
Note??Calling this method is only supported while in full-screen mode.
For info about using gamma correction, see Using gamma correction.
Gets the gamma control settings.
An array of gamma control settings (see
Returns one of the DXGI_ERROR values.
Note??Calling this method is only supported while in full-screen mode.
For info about using gamma correction, see Using gamma correction.
Changes the display mode.
A reference to a surface (see
Returns one of the DXGI_ERROR values.
This method should only be called between
[Starting with Direct3D 11.1, we recommend not to use GetDisplaySurfaceData anymore to retrieve the current display surface. Instead, use IDXGIOutput1::GetDisplaySurfaceData1, which supports stereo display mode.]
Gets a copy of the current display surface.
Returns one of the DXGI_ERROR values.
Use
Gets statistics about recently rendered frames.
A reference to frame statistics (see
If this function succeeds, it returns
This API is similar to
Note??Calling this method is only supported while in full-screen mode.
UINT num = 0;
DXGI_FORMAT format = DXGI_FORMAT_R32G32B32A32_FLOAT;
UINT flags = DXGI_ENUM_MODES_INTERLACED; pOutput->GetDisplayModeList( format, flags, &num, 0); ... DXGI_MODE_DESC * pDescs = new DXGI_MODE_DESC[num];
pOutput->GetDisplayModeList( format, flags, &num, pDescs);
Get a description of the output.
On a high DPI desktop, GetDesc returns the visualized screen size unless the app is marked high DPI aware. For info about writing DPI-aware Win32 apps, see High DPI.
Windows?Phone?8: This API is supported.
Gets a description of the gamma-control capabilities.
Note??Calling this method is only supported while in full-screen mode.
For info about using gamma correction, see Using gamma correction.
Gets or sets the gamma control settings.
Note??Calling this method is only supported while in full-screen mode.
For info about using gamma correction, see Using gamma correction.
Gets statistics about recently rendered frames.
This API is similar to
Note??Calling this method is only supported while in full-screen mode.
An
To find out what type of memory a resource is currently located in, use
You can retrieve the
* pDXGIResource; hr = g_pd3dTexture2D->QueryInterface(__uuidof( ), (void **)&pDXGIResource);
Windows?Phone?8: This API is supported.
[Starting with Direct3D 11.1, we recommend not to use GetSharedHandle anymore to retrieve the handle to a shared resource. Instead, use IDXGIResource1::CreateSharedHandle to get a handle for sharing. To use IDXGIResource1::CreateSharedHandle, you must create the resource as shared and specify that it uses NT handles (that is, you set the D3D11_RESOURCE_MISC_SHARED_NTHANDLE flag). We also recommend that you create shared resources that use NT handles so you can use CloseHandle, DuplicateHandle, and so on on those shared resources.]
Gets the handle to a shared resource.
Returns one of the DXGI_ERROR values.
GetSharedHandle returns a handle for the resource that you created as shared (that is, you set the
The creator of a shared resource must not destroy the resource until all intended entities have opened the resource. The validity of the handle is tied to the lifetime of the underlying video memory. If no resource objects exist on any devices that refer to this resource, the handle is no longer valid. To extend the lifetime of the handle and video memory, you must open the shared resource on a device.
GetSharedHandle can also return handles for resources that were passed into
GetSharedHandle fails if the resource to which it wants to get a handle is not shared.
Windows?Phone?8: This API is supported.
Get the expected resource usage.
A reference to a usage flag (see DXGI_USAGE). For Direct3D 10, a surface can be used as a shader input or a render-target output.
Returns one of the following DXGI_ERROR.
Windows?Phone?8: This API is supported.
Set the priority for evicting the resource from memory.
The priority is one of the following values:
Value | Meaning |
---|---|
| The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies. |
| The eviction priority of the resource is low. The placement of the resource is not critical, and minimal work is performed to find a location for the resource. For example, if a GPU can render with a vertex buffer from either local or non-local memory with little difference in performance, that vertex buffer is low priority. Other more critical resources (for example, a render target or texture) can then occupy the faster memory. |
| The eviction priority of the resource is normal. The placement of the resource is important, but not critical, for performance. The resource is placed in its preferred location instead of a low-priority resource. |
| The eviction priority of the resource is high. The resource is placed in its preferred location instead of a low-priority or normal-priority resource. |
| The resource is evicted from memory only if there is no other way of resolving the memory requirement. |
?
Returns one of the following DXGI_ERROR.
The eviction priority is a memory-management variable that is used by DXGI for determining how to populate overcommitted memory.
You can set priority levels other than the defined values when appropriate. For example, you can set a resource with a priority level of 0x78000001 to indicate that the resource is slightly above normal.
Windows?Phone?8: This API is supported.
Get the eviction priority.
A reference to the eviction priority, which determines when a resource can be evicted from memory.
The following defined values are possible.
Value | Meaning |
---|---|
| The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies. |
| The eviction priority of the resource is low. The placement of the resource is not critical, and minimal work is performed to find a location for the resource. For example, if a GPU can render with a vertex buffer from either local or non-local memory with little difference in performance, that vertex buffer is low priority. Other more critical resources (for example, a render target or texture) can then occupy the faster memory. |
| The eviction priority of the resource is normal. The placement of the resource is important, but not critical, for performance. The resource is placed in its preferred location instead of a low-priority resource. |
| The eviction priority of the resource is high. The resource is placed in its preferred location instead of a low-priority or normal-priority resource. |
| The resource is evicted from memory only if there is no other way of resolving the memory requirement. |
?
Returns one of the following DXGI_ERROR.
The eviction priority is a memory-management variable that is used by DXGI to determine how to manage overcommitted memory.
Priority levels other than the defined values are used when appropriate. For example, a resource with a priority level of 0x78000001 indicates that the resource is slightly above normal.
Windows?Phone?8: This API is supported.
[Starting with Direct3D 11.1, we recommend not to use GetSharedHandle anymore to retrieve the handle to a shared resource. Instead, use IDXGIResource1::CreateSharedHandle to get a handle for sharing. To use IDXGIResource1::CreateSharedHandle, you must create the resource as shared and specify that it uses NT handles (that is, you set the D3D11_RESOURCE_MISC_SHARED_NTHANDLE flag). We also recommend that you create shared resources that use NT handles so you can use CloseHandle, DuplicateHandle, and so on on those shared resources.]
Gets the handle to a shared resource.
GetSharedHandle returns a handle for the resource that you created as shared (that is, you set the
The creator of a shared resource must not destroy the resource until all intended entities have opened the resource. The validity of the handle is tied to the lifetime of the underlying video memory. If no resource objects exist on any devices that refer to this resource, the handle is no longer valid. To extend the lifetime of the handle and video memory, you must open the shared resource on a device.
GetSharedHandle can also return handles for resources that were passed into
GetSharedHandle fails if the resource to which it wants to get a handle is not shared.
Windows?Phone?8: This API is supported.
Get the expected resource usage.
Windows?Phone?8: This API is supported.
Get or sets the eviction priority.
The eviction priority is a memory-management variable that is used by DXGI to determine how to manage overcommitted memory.
Priority levels other than the defined values are used when appropriate. For example, a resource with a priority level of 0x78000001 indicates that the resource is slightly above normal.
Windows?Phone?8: This API is supported.
The
An image-data object is a 2D section of memory, commonly called a surface. To get the surface from an output, call
The runtime automatically creates an
Windows?Phone?8: This API is supported.
Get a description of the surface.
A reference to the surface description (see
Returns
Windows?Phone?8: This API is supported.
Get a reference to the data contained in the surface, and deny GPU access to the surface.
A reference to the surface data (see
CPU read-write flags. These flags can be combined with a logical OR.
Returns
Use
Windows?Phone?8: This API is supported.
Invalidate the reference to the surface retrieved by
Returns
Windows?Phone?8: This API is supported.
Get a description of the surface.
Windows?Phone?8: This API is supported.
The
This interface is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
An image-data object is a 2D section of memory, commonly called a surface. To get the surface from an output, call
Any object that supports
The runtime automatically creates an
Returns a device context (DC) that allows you to render to a Microsoft DirectX Graphics Infrastructure (DXGI) surface using Windows Graphics Device Interface (GDI).
A Boolean value that specifies whether to preserve Direct3D contents in the GDI DC. TRUE directs the runtime not to preserve Direct3D contents in the GDI DC; that is, the runtime discards the Direct3D contents.
A reference to an
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
After you use the GetDC method to retrieve a DC, you can render to the DXGI surface by using GDI. The GetDC method readies the surface for GDI rendering and allows inter-operation between DXGI and GDI technologies.
Keep the following in mind when using this method:
You can also call GetDC on the back buffer at index 0 of a swap chain by obtaining an
* g_pSwapChain = null ;* g_pSurface1 = null ; ... //Setup the device and and swapchain g_pSwapChain->GetBuffer(0, __uuidof(), (void**) &g_pSurface1); g_pSurface1->GetDC( , &g_hDC ); ... //Draw on the DC using GDI ... //When finish drawing release the DC g_pSurface1->ReleaseDC( null );
Releases the GDI device context (DC) that is associated with the current surface and allows you to use Direct3D to render.
A reference to a
You can pass a reference to an empty
If this method succeeds, it returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Use the ReleaseDC method to release the DC and indicate that your application finished all GDI rendering to this surface. You must call the ReleaseDC method before you can use Direct3D to perform additional rendering.
Prior to resizing buffers you must release all outstanding DCs.
An
You can create a swap chain by
calling IDXGIFactory2::CreateSwapChainForHwnd, IDXGIFactory2::CreateSwapChainForCoreWindow, or IDXGIFactory2::CreateSwapChainForComposition. You can also create a swap chain when you call
Windows?Phone?8: This API is supported.
[Starting with Direct3D 11.1, we recommend not to use Present anymore to present a rendered image. Instead, use IDXGISwapChain1::Present1. For more info, see Remarks.]
Presents a rendered image to the user.
Possible return values include:
Note??The Present method can return either
Starting with Direct3D 11.1, we recommend to instead use IDXGISwapChain1::Present1 because you can then use dirty rectangles and the scroll rectangle in the swap chain presentation and as such use less memory bandwidth and as a result less system power. For more info about using dirty rectangles and the scroll rectangle in swap chain presentation, see Using dirty rectangles and the scroll rectangle in swap chain presentation.
For the best performance when flipping swap-chain buffers in a full-screen application, see Full-Screen Application Performance Hints.
Because calling Present might cause the render thread to wait on the message-pump thread, be careful when calling this method in an application that uses multiple threads. For more details, see Multithreading Considerations.
Differences between Direct3D 9 and Direct3D 10: Specifying |
?
For flip presentation model swap chains that you create with the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL value set, a successful presentation unbinds back buffer 0 from the graphics pipeline, except for when you pass the
For info about how data values change when you present content to the screen, see Converting data for the color space.
Accesses one of the swap-chain's back buffers.
A zero-based buffer index.
If the swap chain's swap effect is
If the swap chain's swap effect is either
The type of interface used to manipulate the buffer.
A reference to a back-buffer interface.
Returns one of the following DXGI_ERROR.
Windows?Phone?8: This API is supported.
Sets the display state to windowed or full screen.
A Boolean value that specifies whether to set the display state to windowed or full screen. TRUE for full screen, and
If you pass TRUE to the Fullscreen parameter to set the display state to full screen, you can optionally set this parameter to a reference to an
This methods returns:
When this error is returned, an application can continue to run in windowed mode and try to switch to full-screen mode later.
DXGI may change the display state of a swap chain in response to end user or system requests.
We recommend that you create a windowed swap chain and allow the end user to change the swap chain to full screen through SetFullscreenState; that is, do not set the Windowed member of
Get the state associated with full-screen mode.
A reference to a boolean whose value is either:
A reference to the output target (see
Returns one of the following DXGI_ERROR.
When the swap chain is in full-screen mode, a reference to the target output will be returned and its reference count will be incremented.
Windows?Phone?8: This API is supported.
[Starting with Direct3D 11.1, we recommend not to use GetDesc anymore to get a description of the swap chain. Instead, use IDXGISwapChain1::GetDesc1.]
Get a description of the swap chain.
Returns one of the following DXGI_ERROR.
Windows?Phone?8: This API is supported.
Changes the swap chain's back buffer size, format, and number of buffers. This should be called when the application window is resized.
The number of buffers in the swap chain (including all back and front buffers). This number can be different from the number of buffers with which you created the swap chain. This number can't be greater than DXGI_MAX_SWAP_CHAIN_BUFFERS. Set this number to zero to preserve the existing number of buffers in the swap chain. You can't specify less than two buffers for the flip presentation model.
New width of the back buffer. If you specify zero, DXGI will use the width of the client area of the target window. You can't specify the width as zero if you called the IDXGIFactory2::CreateSwapChainForComposition method to create the swap chain for a composition surface.
New height of the back buffer. If you specify zero, DXGI will use the height of the client area of the target window. You can't specify the height as zero if you called the IDXGIFactory2::CreateSwapChainForComposition method to create the swap chain for a composition surface.
A
A combination of
Returns
You can't resize a swap chain unless you release all outstanding references to its back buffers. You must release all of its direct and indirect references on the back buffers in order for ResizeBuffers to succeed.
Direct references are held by the application after it calls AddRef on a resource.
Indirect references are held by views to a resource, binding a view of the resource to a device context, a command list that used the resource, a command list that used a view to that resource, a command list that executed another command list that used the resource, and so on.
Before you call ResizeBuffers, ensure that the application releases all references (by calling the appropriate number of Release invocations) on the resources, any views to the resource, and any command lists that use either the resources or views, and ensure that neither the resource nor a view is still bound to a device context. You can use
For swap chains that you created with
We recommend that you call ResizeBuffers when a client window is resized (that is, when an application receives a WM_SIZE message).
The only difference between ResizeBuffers in Windows?8 and ResizeBuffers in Windows?7 is with flip presentation model swap chains that you create with the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL value set. In Windows?8, you must call ResizeBuffers to realize a transition between full-screen mode and windowed mode; otherwise, your next call to the Present method fails.
Resizes the output target.
A reference to a
Returns a code that indicates success or failure.
ResizeTarget resizes the target window when the swap chain is in windowed mode, and changes the display mode on the target output when the swap chain is in full-screen mode. Therefore, apps can call ResizeTarget to resize the target window (rather than a Microsoft Win32API such as SetWindowPos) without knowledge of the swap chain display mode.
If a Windows Store app calls ResizeTarget, it fails with
You cannot call ResizeTarget on a windowless swap chain that you created with IDXGIFactory2::CreateSwapChainForComposition.
Apps must still call
Get the output (the display monitor) that contains the majority of the client area of the target window.
A reference to the output interface (see
Returns one of the following DXGI_ERROR.
If the method succeeds, the output interface will be filled and its reference count incremented. When you are finished with it, be sure to release the interface to avoid a memory leak.
The output is also owned by the adapter on which the swap chain's device was created.
You cannot call GetContainingOutput on a windowless swap chain that you created with IDXGIFactory2::CreateSwapChainForComposition.
Windows?Phone?8: This API is supported.
Gets performance statistics about the last render frame.
A reference to a
Returns one of the DXGI_ERROR values.
You cannot use GetFrameStatistics for swap chains that both use the bit-block transfer (bitblt) presentation model and draw in windowed mode.
You can only use GetFrameStatistics for swap chains that either use the flip presentation model or draw in full-screen mode. You set the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL value in the SwapEffect member of the DXGI_SWAP_CHAIN_DESC1 structure to specify that the swap chain uses the flip presentation model.
Gets the number of times that
Returns one of the DXGI_ERROR values.
For info about presentation statistics for a frame, see
Windows?Phone?8: This API is supported.
[Starting with Direct3D 11.1, we recommend not to use GetDesc anymore to get a description of the swap chain. Instead, use IDXGISwapChain1::GetDesc1.]
Get a description of the swap chain.
Windows?Phone?8: This API is supported.
Get the output (the display monitor) that contains the majority of the client area of the target window.
If the method succeeds, the output interface will be filled and its reference count incremented. When you are finished with it, be sure to release the interface to avoid a memory leak.
The output is also owned by the adapter on which the swap chain's device was created.
You cannot call GetContainingOutput on a windowless swap chain that you created with IDXGIFactory2::CreateSwapChainForComposition.
Windows?Phone?8: This API is supported.
Gets performance statistics about the last render frame.
You cannot use GetFrameStatistics for swap chains that both use the bit-block transfer (bitblt) presentation model and draw in windowed mode.
You can only use GetFrameStatistics for swap chains that either use the flip presentation model or draw in full-screen mode. You set the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL value in the SwapEffect member of the DXGI_SWAP_CHAIN_DESC1 structure to specify that the swap chain uses the flip presentation model.
Gets the number of times that
For info about presentation statistics for a frame, see
Windows?Phone?8: This API is supported.
Describes an adapter (or video card) by using DXGI 1.0.
The
A string that contains the adapter description. On feature level 9 graphics hardware, GetDesc returns ?Software Adapter? for the description string.
The PCI ID of the hardware vendor. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the hardware vendor.
The PCI ID of the hardware device. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the hardware device.
The PCI ID of the sub system. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the sub system.
The PCI ID of the revision number of the adapter. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the revision number of the adapter.
The number of bytes of dedicated video memory that are not shared with the CPU.
The number of bytes of dedicated system memory that are not shared with the CPU. This memory is allocated from available system memory at boot time.
The number of bytes of shared system memory. This is the maximum value of system memory that may be consumed by the adapter during operation. Any incidental memory consumed by the driver as it manages and uses video memory is additional.
A unique value that identifies the adapter. See
Describes an adapter (or video card) using DXGI 1.1.
The
A string that contains the adapter description. On feature level 9 graphics hardware, GetDesc1 returns ?Software Adapter? for the description string.
The PCI ID of the hardware vendor. On feature level 9 graphics hardware, GetDesc1 returns zeros for the PCI ID of the hardware vendor.
The PCI ID of the hardware device. On feature level 9 graphics hardware, GetDesc1 returns zeros for the PCI ID of the hardware device.
The PCI ID of the sub system. On feature level 9 graphics hardware, GetDesc1 returns zeros for the PCI ID of the sub system.
The PCI ID of the revision number of the adapter. On feature level 9 graphics hardware, GetDesc1 returns zeros for the PCI ID of the revision number of the adapter.
The number of bytes of dedicated video memory that are not shared with the CPU.
The number of bytes of dedicated system memory that are not shared with the CPU. This memory is allocated from available system memory at boot time.
The number of bytes of shared system memory. This is the maximum value of system memory that may be consumed by the adapter during operation. Any incidental memory consumed by the driver as it manages and uses video memory is additional.
A unique value that identifies the adapter. See
A value of the
Describes timing and presentation statistics for a frame.
You initialize the
You can only use
The values in the PresentCount and PresentRefreshCount members indicate information about when a frame was presented on the display screen. You can use these values to determine whether a glitch occurred. The values in the SyncRefreshCount and SyncQPCTime members indicate timing information that you can use for audio and video synchronization or very precise animation. If the swap chain draws in full-screen mode, these values are based on when the computer booted. If the swap chain draws in windowed mode, these values are based on when the swap chain is created.
A value that represents the running total count of times that an image was presented to the monitor since the computer booted.
Note??The number of times that an image was presented to the monitor is not necessarily the same as the number of times that you called
A value that represents the running total count of v-blanks at which the last image was presented to the monitor and that have happened since the computer booted (for windowed mode, since the swap chain was created).
A value that represents the running total count of v-blanks when the scheduler last sampled the machine time by calling QueryPerformanceCounter and that have happened since the computer booted (for windowed mode, since the swap chain was created).
A value that represents the high-resolution performance counter timer. This value is the same as the value returned by the QueryPerformanceCounter function.
Reserved. Always returns 0.
Controls the settings of a gamma curve.
The
For info about using gamma correction, see Using gamma correction.
A
A
An array of
Controls the gamma capabilities of an adapter.
To get a list of the capabilities for controlling gamma correction, call
For info about using gamma correction, see Using gamma correction.
True if scaling and offset operations are supported during gamma correction; otherwise, false.
A value describing the maximum range of the control-point positions.
A value describing the minimum range of the control-point positions.
A value describing the number of control points in the array.
An array of values describing control points; the maximum length of control points is 1025.
Describes a mapped rectangle that is used to access a surface.
The
A value that describes the width, in bytes, of the surface.
A reference to the image buffer of the surface.
Describes a display mode.
The following format values are valid for display modes and when you create a bit-block transfer (bitblt) model swap chain. The valid values depend on the feature level that you are working with.
Feature level >= 9.1
Feature level >= 10.0
Feature level >= 11.0
You can pass one of these format values to
Starting with Windows?8 for a flip model swap chain (that is, a swap chain that has the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL value set in the SwapEffect member of
Because of the relaxed render target creation rules that Direct3D 11 has for back buffers, applications can create a
A value that describes the resolution width. If you specify the width as zero when you call the
A value describing the resolution height. If you specify the height as zero when you call the
A
A
A member of the
A member of the
Describes an output or physical connection between the adapter (video card) and a device.
The
A string that contains the name of the output device.
A
True if the output is attached to the desktop; otherwise, false.
A member of the
An
Represents a rational number.
The
An unsigned integer value representing the top of the rational number.
An unsigned integer value representing the bottom of the rational number.
Describes multi-sampling parameters for a resource.
The default sampler mode, with no anti-aliasing, has a count of 1 and a quality level of 0.
If multi-sample antialiasing is being used, all bound render targets and depth buffers must have the same sample counts and quality levels.
Differences between Direct3D 10.0 and Direct3D 10.1 and between Direct3D 10.0 and Direct3D 11: Direct3D 10.1 has defined two standard quality levels: Direct3D 11 has defined two standard quality levels: |
?
The number of multisamples per pixel.
The image quality level. The higher the quality, the lower the performance. The valid range is between zero and one less than the level returned by
For Direct3D 10.1 and Direct3D 11, you can use two special quality level values. For more information about these quality level values, see Remarks.
Represents a handle to a shared resource.
To create a shared surface, pass a shared-resource handle into the
A handle to a shared resource.
Describes a surface.
A value describing the surface width.
A value describing the surface height.
A member of the
A member of the
Describes a swap chain.
In full-screen mode, there is a dedicated front buffer; in windowed mode, the desktop is the front buffer.
If you create a swap chain with one buffer, specifying
For performance information about flipping swap-chain buffers in full-screen application, see Full-Screen Application Performance Hints.
A
A
A member of the DXGI_USAGE enumerated type that describes the surface usage and CPU access options for the back buffer. The back buffer can be used for shader input or render-target output.
A value that describes the number of buffers in the swap chain. When you call
An
A Boolean value that specifies whether the output is in windowed mode. TRUE if the output is in windowed mode; otherwise,
We recommend that you create a windowed swap chain and allow the end user to change the swap chain to full screen through
For more information about choosing windowed verses full screen, see
A member of the
A member of the