SharpDX.Direct3D11 The assembly provides managed Direct3D11 API. ff476080 Direct3D11 Direct3D11

The blend-state interface holds a description for blending state that you can bind to the output-merger stage.

Blending applies a simple function to combine output values from a pixel shader with data in a render target. You have control over how the pixels are blended by using a predefined set of blending operations and preblending operations.

To create a blend-state object, call . To bind the blend-state object to the output-merger stage, call .

Windows?Phone?8: This API is supported.

ff476349 ID3D11BlendState ID3D11BlendState

A device-child interface accesses data used by a device.

There are several types of device child interfaces, all of which inherit this interface. They include shaders, state objects, and input layouts.

Windows?Phone?8: This API is supported.

ff476380 ID3D11DeviceChild ID3D11DeviceChild
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get a reference to the device that created this interface.

Address of a reference to a device (see ).

Any returned interfaces will have their reference count incremented by one, so be sure to call ::release() on the returned reference(s) before they are freed or else you will have a memory leak.

Windows?Phone?8: This API is supported.

ff476381 void ID3D11DeviceChild::GetDevice([Out] ID3D11Device** ppDevice) ID3D11DeviceChild::GetDevice

Get application-defined data from a device child.

Guid associated with the data.

A reference to a variable that on input contains the size, in bytes, of the buffer that pData points to, and on output contains the size, in bytes, of the amount of data that GetPrivateData retrieved.

A reference to a buffer that GetPrivateData fills with data from the device child if pDataSize points to a value that specifies a buffer large enough to hold the data.

This method returns one of the codes described in the topic Direct3D 11 Return Codes.

The data stored in the device child is set by calling .

Windows?Phone?8: This API is supported.

ff476382 HRESULT ID3D11DeviceChild::GetPrivateData([In] const GUID& guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData) ID3D11DeviceChild::GetPrivateData

Set application-defined data to a device child and associate that data with an application-defined guid.

Guid associated with the data.

Size of the data.

Pointer to the data to be stored with this device child. If pData is null, DataSize must also be 0, and any data previously associated with the specified guid will be destroyed.

This method returns one of the following Direct3D 11 Return Codes.

The data stored in the device child with this method can be retrieved with .

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 that is in D3Dcommon.h. For example, to give pContext a friendly name of My name, use the following code:

 static const char c_szName[] = "My name";	
            hr = pContext->SetPrivateData( , sizeof( c_szName ) - 1, c_szName );	
            

Windows?Phone?8: This API is supported.

ff476383 HRESULT ID3D11DeviceChild::SetPrivateData([In] const GUID& guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData) ID3D11DeviceChild::SetPrivateData

Associate an -derived interface with this device child and associate that interface with an application-defined guid.

Guid associated with the interface.

Pointer to an -derived interface to be associated with the device child.

This method returns one of the following Direct3D 11 Return Codes.

When this method is called ::addref() will be called on the -derived interface, and when the device child is detroyed ::release() will be called on the -derived interface.

Windows?Phone?8: This API is supported.

ff476384 HRESULT ID3D11DeviceChild::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData) ID3D11DeviceChild::SetPrivateDataInterface
Gets or sets the debug-name for this object. The debug name.

Get a reference to the device that created this interface.

Any returned interfaces will have their reference count incremented by one, so be sure to call ::release() on the returned reference(s) before they are freed or else you will have a memory leak.

Windows?Phone?8: This API is supported.

ff476381 GetDevice GetDevice void ID3D11DeviceChild::GetDevice([Out] ID3D11Device** ppDevice)
Constructs a new based on the specified description. The device with which to associate the state object. The state description. The newly created object. Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the description for blending state that you used to create the blend-state object.

A reference to a structure that receives a description of the blend state.

You use the description for blending state in a call to the method to create the blend-state object.

Windows?Phone?8: This API is supported.

ff476350 void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc) ID3D11BlendState::GetDesc

Gets the description for blending state that you used to create the blend-state object.

You use the description for blending state in a call to the method to create the blend-state object.

Windows?Phone?8: This API is supported.

ff476350 GetDesc GetDesc void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc)

Describes the blend state that you use in a call to to create a blend-state object.

Here are the default values for blend state.

StateDefault Value
AlphaToCoverageEnable
IndependentBlendEnable
RenderTarget[0].BlendEnable
RenderTarget[0].SrcBlend
RenderTarget[0].DestBlend
RenderTarget[0].BlendOp
RenderTarget[0].SrcBlendAlpha
RenderTarget[0].DestBlendAlpha
RenderTarget[0].BlendOpAlpha
RenderTarget[0].RenderTargetWriteMask

?

Note?? is identical to .

If the driver type is set to , the feature level is set to less than or equal to , and the pixel format of the render target is set to , , or , the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than , the display device performs the blend in linear space, which is ideal.

ff476087 D3D11_BLEND_DESC D3D11_BLEND_DESC
Returns default values for . See MSDN documentation for default values. Clones this instance. A copy of this instance. Because this structure contains an array, it is not possible to modify it without making an explicit clone method. No documentation. ff476087 BOOL AlphaToCoverageEnable BOOL AlphaToCoverageEnable No documentation. ff476087 BOOL IndependentBlendEnable BOOL IndependentBlendEnable No documentation. ff476087 D3D11_RENDER_TARGET_BLEND_DESC RenderTarget[8] D3D11_RENDER_TARGET_BLEND_DESC RenderTarget

A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.

There are three types of buffers: vertex, index, or a shader-constant buffer. Create a buffer resource by calling .

A buffer must be bound to the pipeline before it can be accessed. Buffers can be bound to the input-assembler stage by calls to and , to the stream-output stage by a call to , and to a shader stage by calling the appropriate shader method (such as for example).

Buffers can be bound to multiple pipeline stages simultaneously for reading. A buffer can also be bound to a single pipeline stage for writing; however, the same buffer cannot be bound for reading and writing simultaneously.

Windows?Phone?8: This API is supported.

ff476351 ID3D11Buffer ID3D11Buffer

A resource interface provides common actions on all resources.

You don't directly create a resource interface; instead, you create buffers and textures that inherit from a resource interface. For more info, see How to: Create a Vertex Buffer, How to: Create an Index Buffer, How to: Create a Constant Buffer, and How to: Create a Texture.

Windows?Phone?8: This API is supported.

ff476584 ID3D11Resource ID3D11Resource
Constant MaximumMipLevels. D3D11_REQ_MIP_LEVELS Constant ResourceSizeInMegabytes. D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM Constant MaximumTexture1DArraySize. D3D11_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION Constant MaximumTexture2DArraySize. D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION Constant MaximumTexture1DSize. D3D11_REQ_TEXTURE1D_U_DIMENSION Constant MaximumTexture2DSize. D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION Constant MaximumTexture3DSize. D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION Constant MaximumTextureCubeSize. D3D11_REQ_TEXTURECUBE_DIMENSION Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the type of the resource.

Pointer to the resource type (see ).

Windows?Phone?8: This API is supported.

ff476586 void ID3D11Resource::GetType([Out] D3D11_RESOURCE_DIMENSION* pResourceDimension) ID3D11Resource::GetType

Set the eviction priority of a resource.

Eviction priority for the resource, which is one of the following values:

Resource priorities determine which resource to evict from video memory when the system has run out of video memory. The resource will not be lost; it will be removed from video memory and placed into system memory, or possibly placed onto the hard drive. The resource will be loaded back into video memory when it is required.

A resource that is set to the maximum priority, , is only evicted if there is no other way of resolving the incoming memory request. The Windows Display Driver Model (WDDM) tries to split an incoming memory request to its minimum size and evict lower-priority resources before evicting a resource with maximum priority.

Changing the priorities of resources should be done carefully. The wrong eviction priorities could be a detriment to performance rather than an improvement.

Windows?Phone?8: This API is supported.

ff476587 void ID3D11Resource::SetEvictionPriority([In] unsigned int EvictionPriority) ID3D11Resource::SetEvictionPriority

Get the eviction priority of a resource.

One of the following values, which specifies the eviction priority for the resource:

Windows?Phone?8: This API is supported.

ff476585 unsigned int ID3D11Resource::GetEvictionPriority() ID3D11Resource::GetEvictionPriority
Gets a swap chain back buffer. The type of the buffer. The swap chain to get the buffer from. The index of the desired buffer. The buffer interface, or null on failure. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. The loaded texture object. Load a texture from a texture. A reference to a valid Pointer to the source texture. See . Pointer to the destination texture. See . Pointer to texture loading parameters. See . The return value is one of the values listed in {{Direct3D 10 Return Codes}}. HRESULT D3DX10LoadTextureFromTexture([None] ID3D10Resource* pSrcTexture,[None] D3DX10_TEXTURE_LOAD_INFO* pLoadInfo,[None] ID3D10Resource* pDstTexture) Generates mipmap chain using a particular texture filter for this texture instance. A reference to an object. The mipmap level whose data is used to generate the rest of the mipmap chain. Flags controlling how each miplevel is filtered (or D3DX11_DEFAULT for ). See . The return value is one of the values listed in Direct3D 11 Return Codes. HRESULT D3DX11FilterTexture([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pTexture,[In] unsigned int SrcLevel,[In] unsigned int MipFilter) Saves a texture to file. The device used to save the texture. The texture to save. The format the texture will be saved as. Name of the destination output file where the texture will be saved. A object describing the result of the operation. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Pointer to unmanaged memory containing the image data to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Pointer to unmanaged memory containing the image data to load. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Pointer to unmanaged memory containing the image data to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Pointer to unmanaged memory containing the image data to load. The loaded texture object. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. The loaded texture object. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. The loaded texture object. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. Specifies information used to load the texture. The loaded texture object. Saves a texture to a stream. The device used to save the texture. The texture to save. The format the texture will be saved as. Destination memory stream where the image will be saved. A object describing the result of the operation. Calculates the sub resource index from a miplevel. A zero-based index for the mipmap level to address; 0 indicates the first, most detailed mipmap level. The zero-based index for the array level to address; always use 0 for volume (3D) textures. Number of mipmap levels in the resource. The index which equals MipSlice + (ArraySlice * MipLevels). D3D11CalcSubresource Calculates the resulting size at a single level for an original size. The mip level to get the size. Size of the base. Size of the mipLevel Calculates the sub resource index for a particular mipSlice and arraySlice. The mip slice. The array slice. The size of slice. This values is resource dependent. Texture1D -> mipSize of the Width. Texture2D -> mipSize of the Height. Texture3D -> mipsize of the Depth The resulting miplevel calulated for this instance with this mipSlice and arraySlice.

Get the type of the resource.

Windows?Phone?8: This API is supported.

ff476586 GetType GetType void ID3D11Resource::GetType([Out] D3D11_RESOURCE_DIMENSION* pResourceDimension)

Get or sets the eviction priority of a resource.

Windows?Phone?8: This API is supported.

ff476585 GetEvictionPriority / SetEvictionPriority GetEvictionPriority unsigned int ID3D11Resource::GetEvictionPriority()
Initializes a new instance of the class. The device with which to associate the buffer. The description of the buffer. ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Initializes a new instance of the class. The device with which to associate the buffer. Initial data used to initialize the buffer. The description of the buffer. ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Initializes a new instance of the class. The device with which to associate the buffer. The data pointer. The description of the buffer. ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Initializes a new instance of the class. The device with which to associate the buffer. The size, in bytes, of the buffer. The usage pattern for the buffer. Flags specifying how the buffer will be bound to the pipeline. Flags specifying how the buffer will be accessible from the CPU. Miscellaneous resource options. The size (in bytes) of the structure element for structured buffers. ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Initializes a new instance of the class. The device with which to associate the buffer. Initial data used to initialize the buffer. The size, in bytes, of the buffer. The usage pattern for the buffer. Flags specifying how the buffer will be bound to the pipeline. Flags specifying how the buffer will be accessible from the CPU. Miscellaneous resource options. The size (in bytes) of the structure element for structured buffers. ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Creates a new instance of the class. Type of the data to upload The device with which to associate the buffer. Flags specifying how the buffer will be bound to the pipeline. Initial data used to initialize the buffer. The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used. The usage pattern for the buffer. Flags specifying how the buffer will be accessible from the CPU. Miscellaneous resource options. The size (in bytes) of the structure element for structured buffers. An initialized buffer ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Creates a new instance of the class. Type of the data to upload The device with which to associate the buffer. Flags specifying how the buffer will be bound to the pipeline. Initial data used to initialize the buffer. The size, in bytes, of the buffer. If 0 is specified, sizeof(T) * data.Length is used. The usage pattern for the buffer. Flags specifying how the buffer will be accessible from the CPU. Miscellaneous resource options. The size (in bytes) of the structure element for structured buffers. An initialized buffer ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Creates a new instance of the class. Type of the data to upload The device with which to associate the buffer. Initial data used to initialize the buffer. The description. An initialized buffer If the is at 0, sizeof(T) is used. ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Creates a new instance of the class. Type of the data to upload The device with which to associate the buffer. Initial data used to initialize the buffer. The description. An initialized buffer If the is at 0, sizeof(T) * data.Length is used. ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the properties of a buffer resource.

Pointer to a resource description (see ) filled in by the method.

Windows?Phone?8: This API is supported.

ff476352 void ID3D11Buffer::GetDesc([Out] D3D11_BUFFER_DESC* pDesc) ID3D11Buffer::GetDesc

Get the properties of a buffer resource.

Windows?Phone?8: This API is supported.

ff476352 GetDesc GetDesc void ID3D11Buffer::GetDesc([Out] D3D11_BUFFER_DESC* pDesc)

Describes a buffer resource.

This structure is used by to create buffer resources.

In addition to this structure, you can also use the CD3D11_BUFFER_DESC derived structure, which is defined in D3D11.h and behaves like an inherited class, to help create a buffer description.

If the bind flag is , you must set the ByteWidth value in multiples of 16, and less than or equal to D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT.

ff476092 D3D11_BUFFER_DESC D3D11_BUFFER_DESC
Initializes a new instance of the struct. The size in bytes. The usage. The bind flags. The CPU access flags. The option flags. The structure byte stride.

Size of the buffer in bytes.

ff476092 unsigned int ByteWidth unsigned int ByteWidth

Identify how the buffer is expected to be read from and written to. Frequency of update is a key factor. The most common value is typically ; see for all possible values.

ff476092 D3D11_USAGE Usage D3D11_USAGE Usage

Identify how the buffer will be bound to the pipeline. Flags (see ) can be combined with a logical OR.

ff476092 D3D11_BIND_FLAG BindFlags D3D11_BIND_FLAG BindFlags

CPU access flags (see ) or 0 if no CPU access is necessary. Flags can be combined with a logical OR.

ff476092 D3D11_CPU_ACCESS_FLAG CPUAccessFlags D3D11_CPU_ACCESS_FLAG CPUAccessFlags

Miscellaneous flags (see ) or 0 if unused. Flags can be combined with a logical OR.

ff476092 D3D11_RESOURCE_MISC_FLAG MiscFlags D3D11_RESOURCE_MISC_FLAG MiscFlags

The size of each element in the buffer structure (in bytes) when the buffer represents a structured buffer. For more info about structured buffers, see Structured Buffer.

The size value in StructureByteStride must match the size of the format that you use for views of the buffer. For example, if you use a shader resource view (SRV) to read a buffer in a pixel shader, the SRV format size must match the size value in StructureByteStride.

ff476092 unsigned int StructureByteStride unsigned int StructureByteStride

This interface encapsulates an HLSL class.

This interface is created by calling . The interface is used when binding shader resources to the pipeline using APIs such as .

Windows?Phone?8: This API is supported.

ff476353 ID3D11ClassInstance ID3D11ClassInstance
Initializes a class-instance object that represents an HLSL class instance. Instances can be created (or gotten) before or after a shader is created. Use the same shader linkage object to acquire a class instance and create the shader the instance is going to be used in. For more information about using the interface, see {{Dynamic Linking}}. An instance of . The type name of a class to initialize. Identifies the constant buffer that contains the class data. The four-component vector offset from the start of the constant buffer where the class data will begin. Consequently, this is not a byte offset. The texture slot for the first texture; there may be multiple textures following the offset. The sampler slot for the first sampler; there may be multiple samplers following the offset. Returns S_OK if successful; otherwise, returns one of the following {{Direct3D 11 Return Codes}}. HRESULT ID3D11ClassLinkage::CreateClassInstance([In] const char* pClassTypeName,[In] int ConstantBufferOffset,[In] int ConstantVectorOffset,[In] int TextureOffset,[In] int SamplerOffset,[Out] ID3D11ClassInstance** ppInstance) Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the object associated with the current HLSL class.

No documentation.

For more information about using the interface, see Dynamic Linking.

Windows?Phone?8: This API is supported.

ff476354 void ID3D11ClassInstance::GetClassLinkage([Out] ID3D11ClassLinkage** ppLinkage) ID3D11ClassInstance::GetClassLinkage

Gets a description of the current HLSL class.

A reference to a structure that describes the current HLSL class.

For more information about using the interface, see Dynamic Linking.

An instance is not restricted to being used for a single type in a single shader. An instance is flexible and can be used for any shader that used the same type name or instance name when the instance was generated.

  • A created instance will work for any shader that contains a type of the same type name. For instance, a class instance created with the type name DefaultShader would work in any shader that contained a type DefaultShader even though several shaders could describe a different type.
  • A gotten instance maps directly to an instance name/index in a shader. A class instance aquired using GetClassInstance will work for any shader that contains a class instance of the name used to generate the runtime instance, the instance does not have to be the same type in all of the shaders it's used in.

An instance does not replace the importance of reflection for a particular shader since a gotten instance will not know its slot location and a created instance only specifies a type name.

Windows?Phone?8: This API is supported.

ff476355 void ID3D11ClassInstance::GetDesc([Out] D3D11_CLASS_INSTANCE_DESC* pDesc) ID3D11ClassInstance::GetDesc

Gets the instance name of the current HLSL class.

The instance name of the current HLSL class.

The length of the pInstanceName parameter.

GetInstanceName will return a valid name only for instances acquired using .

For more information about using the interface, see Dynamic Linking.

Windows?Phone?8: This API is supported.

ff476356 void ID3D11ClassInstance::GetInstanceName([Out, Buffer, Optional] char* pInstanceName,[InOut] SIZE_T* pBufferLength) ID3D11ClassInstance::GetInstanceName

Gets the type of the current HLSL class.

Type of the current HLSL class.

The length of the pTypeName parameter.

GetTypeName will return a valid name only for instances acquired using .

For more information about using the interface, see Dynamic Linking.

Windows?Phone?8: This API is supported.

ff476357 void ID3D11ClassInstance::GetTypeName([Out, Buffer, Optional] char* pTypeName,[InOut] SIZE_T* pBufferLength) ID3D11ClassInstance::GetTypeName
Gets the instance name of the current HLSL class. GetInstanceName will return a valid name only for instances acquired using .For more information about using the interface, see {{Dynamic Linking}}. The instance name of the current HLSL class. void GetInstanceName([Out, Buffer, Optional] LPSTR pInstanceName,[InOut] SIZE_T* pBufferLength) Gets the type of the current HLSL class. GetTypeName will return a valid name only for instances acquired using .For more information about using the interface, see {{Dynamic Linking}}. Type of the current HLSL class. void GetTypeName([Out, Buffer, Optional] LPSTR pTypeName,[InOut] SIZE_T* pBufferLength)

Gets the object associated with the current HLSL class.

For more information about using the interface, see Dynamic Linking.

Windows?Phone?8: This API is supported.

ff476354 GetClassLinkage GetClassLinkage void ID3D11ClassInstance::GetClassLinkage([Out] ID3D11ClassLinkage** ppLinkage)

Gets a description of the current HLSL class.

For more information about using the interface, see Dynamic Linking.

An instance is not restricted to being used for a single type in a single shader. An instance is flexible and can be used for any shader that used the same type name or instance name when the instance was generated.

  • A created instance will work for any shader that contains a type of the same type name. For instance, a class instance created with the type name DefaultShader would work in any shader that contained a type DefaultShader even though several shaders could describe a different type.
  • A gotten instance maps directly to an instance name/index in a shader. A class instance aquired using GetClassInstance will work for any shader that contains a class instance of the name used to generate the runtime instance, the instance does not have to be the same type in all of the shaders it's used in.

An instance does not replace the importance of reflection for a particular shader since a gotten instance will not know its slot location and a created instance only specifies a type name.

Windows?Phone?8: This API is supported.

ff476355 GetDesc GetDesc void ID3D11ClassInstance::GetDesc([Out] D3D11_CLASS_INSTANCE_DESC* pDesc)

This interface encapsulates an HLSL dynamic linkage.

A class linkage object can hold up to 64K gotten instances. A gotten instance is a handle that references a variable name in any shader that is created with that linkage object. When you create a shader with a class linkage object, the runtime gathers these instances and stores them in the class linkage object. For more information about how a class linkage object is used, see Storing Variables and Types for Shaders to Share.

An object is created using the method.

Windows?Phone?8: This API is supported.

ff476358 ID3D11ClassLinkage ID3D11ClassLinkage
Create a new instance of . Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the class-instance object that represents the specified HLSL class.

The name of a class for which to get the class instance.

The index of the class instance.

The address of a reference to an interface to initialize.

For more information about using the interface, see Dynamic Linking.

A class instance must have at least 1 data member in order to be available for the runtime to use with . Any instance with no members will be optimized out of a compiled shader blob as a zero-sized object. If you have a class with no data members, use instead.

Windows?Phone?8: This API is supported.

ff476360 HRESULT ID3D11ClassLinkage::GetClassInstance([In] const char* pClassInstanceName,[In] unsigned int InstanceIndex,[Out] ID3D11ClassInstance** ppInstance) ID3D11ClassLinkage::GetClassInstance

Initializes a class-instance object that represents an HLSL class instance.

The type name of a class to initialize.

Identifies the constant buffer that contains the class data.

The four-component vector offset from the start of the constant buffer where the class data will begin. Consequently, this is not a byte offset.

The texture slot for the first texture; there may be multiple textures following the offset.

The sampler slot for the first sampler; there may be multiple samplers following the offset.

The address of a reference to an interface to initialize.

Returns if successful; otherwise, returns one of the following Direct3D 11 Return Codes.

Instances can be created (or gotten) before or after a shader is created. Use the same shader linkage object to acquire a class instance and create the shader the instance is going to be used in.

For more information about using the interface, see Dynamic Linking.

Windows?Phone?8: This API is supported.

ff476359 HRESULT ID3D11ClassLinkage::CreateClassInstance([In] const char* pClassTypeName,[In] unsigned int ConstantBufferOffset,[In] unsigned int ConstantVectorOffset,[In] unsigned int TextureOffset,[In] unsigned int SamplerOffset,[Out, Fast] ID3D11ClassInstance** ppInstance) ID3D11ClassLinkage::CreateClassInstance

A compute-shader interface manages an executable program (a compute shader) that controls the compute-shader stage.

The compute-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..

To create a compute-shader interface, call . Before using a compute shader you must bind it to the device by calling .

This interface is defined in D3D11.h.

ff476363 ID3D11ComputeShader ID3D11ComputeShader
Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Describes depth-stencil state.

Pass a reference to to the method to create the depth-stencil state object.

Depth-stencil state controls how depth-stencil testing is performed by the output-merger stage.

The following table shows the default values of depth-stencil states.

StateDefault Value
DepthEnableTRUE
DepthWriteMask
DepthFunc
StencilEnable
StencilReadMaskD3D11_DEFAULT_STENCIL_READ_MASK
StencilWriteMaskD3D11_DEFAULT_STENCIL_WRITE_MASK

FrontFace.StencilFunc

and

BackFace.StencilFunc

FrontFace.StencilDepthFailOp

and

BackFace.StencilDepthFailOp

FrontFace.StencilPassOp

and

BackFace.StencilPassOp

FrontFace.StencilFailOp

and

BackFace.StencilFailOp

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The formats that support stenciling are and .

ff476110 D3D11_DEPTH_STENCIL_DESC D3D11_DEPTH_STENCIL_DESC
Returns default values for . See MSDN documentation for default values.

Enable depth testing.

ff476110 BOOL DepthEnable BOOL DepthEnable

Identify a portion of the depth-stencil buffer that can be modified by depth data (see ).

ff476110 D3D11_DEPTH_WRITE_MASK DepthWriteMask D3D11_DEPTH_WRITE_MASK DepthWriteMask

A function that compares depth data against existing depth data. The function options are listed in .

ff476110 D3D11_COMPARISON_FUNC DepthFunc D3D11_COMPARISON_FUNC DepthFunc

Enable stencil testing.

ff476110 BOOL StencilEnable BOOL StencilEnable

Identify a portion of the depth-stencil buffer for reading stencil data.

ff476110 unsigned char StencilReadMask unsigned char StencilReadMask

Identify a portion of the depth-stencil buffer for writing stencil data.

ff476110 unsigned char StencilWriteMask unsigned char StencilWriteMask

Identify how to use the results of the depth test and the stencil test for pixels whose surface normal is facing towards the camera (see ).

ff476110 D3D11_DEPTH_STENCILOP_DESC FrontFace D3D11_DEPTH_STENCILOP_DESC FrontFace

Identify how to use the results of the depth test and the stencil test for pixels whose surface normal is facing away from the camera (see ).

ff476110 D3D11_DEPTH_STENCILOP_DESC BackFace D3D11_DEPTH_STENCILOP_DESC BackFace
The namespace provides a managed Direct3D11 API. ff476080 Direct3D11 Direct3D11

Describes rasterizer state.

Rasterizer state defines the behavior of the rasterizer stage. To create a rasterizer-state object, call . To set rasterizer state, call .

If you do not specify some rasterizer state, the Direct3D runtime uses the following default values for rasterizer state.

StateDefault Value
FillModeSolid
CullModeBack
FrontCounterClockwise
DepthBias0
SlopeScaledDepthBias0.0f
DepthBiasClamp0.0f
DepthClipEnableTRUE
ScissorEnable
MultisampleEnable
AntialiasedLineEnable

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Note??For feature levels 9.1, 9.2, 9.3, and 10.0, if you set MultisampleEnable to , the runtime renders all points, lines, and triangles without anti-aliasing even for render targets with a sample count greater than 1. For feature levels 10.1 and higher, the setting of MultisampleEnable has no effect on points and triangles with regard to MSAA and impacts only the selection of the line-rendering algorithm as shown in this table:

Line-rendering algorithmMultisampleEnableAntialiasedLineEnable
Aliased
Alpha antialiasedTRUE
QuadrilateralTRUE
QuadrilateralTRUETRUE

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The settings of the MultisampleEnable and AntialiasedLineEnable members apply only to multisample antialiasing (MSAA) render targets (that is, render targets with sample counts greater than 1). Because of the differences in feature-level behavior and as long as you aren?t performing any line drawing or don?t mind that lines render as quadrilaterals, we recommend that you always set MultisampleEnable to TRUE whenever you render on MSAA render targets.

ff476198 D3D11_RASTERIZER_DESC D3D11_RASTERIZER_DESC
Returns default values for . See MSDN documentation for default values.

Determines the fill mode to use when rendering (see ).

ff476198 D3D11_FILL_MODE FillMode D3D11_FILL_MODE FillMode

Indicates triangles facing the specified direction are not drawn (see ).

ff476198 D3D11_CULL_MODE CullMode D3D11_CULL_MODE CullMode

Determines if a triangle is front- or back-facing. If this parameter is TRUE, a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If this parameter is , the opposite is true.

ff476198 BOOL FrontCounterClockwise BOOL FrontCounterClockwise

Depth value added to a given pixel. For info about depth bias, see Depth Bias.

ff476198 int DepthBias int DepthBias

Maximum depth bias of a pixel. For info about depth bias, see Depth Bias.

ff476198 float DepthBiasClamp float DepthBiasClamp

Scalar on a given pixel's slope. For info about depth bias, see Depth Bias.

ff476198 float SlopeScaledDepthBias float SlopeScaledDepthBias

Enable clipping based on distance.

The hardware always performs x and y clipping of rasterized coordinates. When DepthClipEnable is set to the default?TRUE, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm).

0 < w -w <= x <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden) -w <= y <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden) 0 <= z <= w

When you set DepthClipEnable to , the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 < w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane.

ff476198 BOOL DepthClipEnable BOOL DepthClipEnable

Enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.

ff476198 BOOL ScissorEnable BOOL ScissorEnable

Specifies whether to use the quadrilateral or alpha line anti-aliasing algorithm on multisample antialiasing (MSAA) render targets. Set to TRUE to use the quadrilateral line anti-aliasing algorithm and to to use the alpha line anti-aliasing algorithm. For more info about this member, see Remarks.

ff476198 BOOL MultisampleEnable BOOL MultisampleEnable

Specifies whether to enable line antialiasing; only applies if doing line drawing and MultisampleEnable is . For more info about this member, see Remarks.

ff476198 BOOL AntialiasedLineEnable BOOL AntialiasedLineEnable

This interface encapsulates methods for measuring GPU performance.

A counter can be created with .

This is a derived class of .

Counter data is gathered by issuing an command, issuing some graphics commands, issuing an command, and then calling to get data about what happened in between the Begin and End calls. The data returned by GetData will be different depending on the type of counter. The call to End causes the data returned by GetData to be accurate up until the last call to End.

Counters are best suited for profiling.

For a list of the types of performance counters, see .

Windows?Phone?8: This API is supported.

ff476364 ID3D11Counter ID3D11Counter

This interface encapsulates methods for retrieving data from the GPU asynchronously.

There are three types of asynchronous interfaces, all of which inherit this interface:

  • - Queries information from the GPU.
  • - Determines whether a piece of geometry should be processed or not depending on the results of a previous draw call.
  • - Measures GPU performance.

Windows?Phone?8: This API is supported.

ff476347 ID3D11Asynchronous ID3D11Asynchronous
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the size of the data (in bytes) that is output when calling .

Size of the data (in bytes) that is output when calling GetData.

Windows?Phone?8: This API is supported.

ff476348 unsigned int ID3D11Asynchronous::GetDataSize() ID3D11Asynchronous::GetDataSize

Get the size of the data (in bytes) that is output when calling .

Windows?Phone?8: This API is supported.

ff476348 GetDataSize GetDataSize unsigned int ID3D11Asynchronous::GetDataSize()
Constructs a new based on the specified description. The device with which to associate the state object. The counter description. The newly created object. Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get a counter description.

Pointer to a counter description (see ).

Windows?Phone?8: This API is supported.

ff476365 void ID3D11Counter::GetDesc([Out] D3D11_COUNTER_DESC* pDesc) ID3D11Counter::GetDesc

Get a counter description.

Windows?Phone?8: This API is supported.

ff476365 GetDesc GetDesc void ID3D11Counter::GetDesc([Out] D3D11_COUNTER_DESC* pDesc)
Counter metadata that contains the type, name, units of measure, and a description of an existing counter. Gets the data type of a counter (see ). The type. Gets the number of hardware counters that are needed for this counter type to be created. All instances of the same counter type use the same hardware counters. The hardware counter count. Gets a brief name for the counter. The name. Gets the units a counter measures. The units. Gets a description of the counter. The description.

A debug interface controls debug settings, validates pipeline state and can only be used if the debug layer is turned on.

This interface is obtained by querying it from the using IUnknown::QueryInterface.

For more information about the debug layer, see Debug Layer.

Windows?Phone?8: This API is supported.

ff476366 ID3D11Debug ID3D11Debug
Initializes a new instance of the class. The device. Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Set a bit field of flags that will turn debug features on and off.

A combination of feature-mask flags that are combined by using a bitwise OR operation. If a flag is present, that feature will be set to on, otherwise the feature will be set to off. For descriptions of the feature-mask flags, see Remarks.

This method returns one of the Direct3D 11 Return Codes.

Note??If you call this API in a Session 0 process, it returns .

Setting one of the following feature-mask flags will cause a rendering-operation method (listed below) to do some extra task when called.

(0x2)Application will wait for the GPU to finish processing the rendering operation before continuing.
(0x1)Runtime will additionally call .
(0x4)Runtime will call . Presentation of render buffers will occur according to the settings established by prior calls to and .

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These feature-mask flags apply to the following rendering-operation methods:

By setting one of the following feature-mask flags, you can control the behavior of the IDXGIDevice2::OfferResources and IDXGIDevice2::ReclaimResources methods to aid in testing and debugging.

Note??These flags are supported by the Direct3D 11.1 runtime, which is available starting with Windows?8.

D3D11_DEBUG_FEATURE_ALWAYS_DISCARD_OFFERED_RESOURCE (0x8)When you call IDXGIDevice2::OfferResources to offer resources while this flag is enabled, their content is always discarded. Use this flag to test code paths that regenerate resource content on reclaim. You cannot use this flag in combination with D3D11_DEBUG_FEATURE_NEVER_DISCARD_OFFERED_RESOURCE.
D3D11_DEBUG_FEATURE_NEVER_DISCARD_OFFERED_RESOURCE (0x10)When you call IDXGIDevice2::OfferResources to offer resources while this flag is enabled, their content is never discarded. Use this flag to test code paths that do not need to regenerate resource content on reclaim. You cannot use this flag in combination with D3D11_DEBUG_FEATURE_ALWAYS_DISCARD_OFFERED_RESOURCE.

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The behavior of the IDXGIDevice2::OfferResources and IDXGIDevice2::ReclaimResources methods depends on system-wide memory pressure. Therefore, the scenario where content is lost and must be regenerated is uncommon for most applications. The preceding new options in the Direct3D debug layer let you simulate that scenario consistently and test code paths.

The following flag is supported by the Direct3D 11.1 runtime.

D3D11_DEBUG_FEATURE_AVOID_BEHAVIOR_CHANGING_DEBUG_AIDS (0x40)Disables the following default debugging behavior.

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When the debug layer is enabled, it performs certain actions to reveal application problems. By setting the D3D11_DEBUG_FEATURE_AVOID_BEHAVIOR_CHANGING_DEBUG_AIDS feature-mask flag, you can enable the debug layer without getting the following default debugging behavior:

  • If an application calls ID3D11DeviceContext1::DiscardView, the runtime fills in the resource with a random color.
  • If an application calls IDXGISwapChain1::Present1 with partial presentation parameters, the runtime ignores the partial presentation information.

The following flag is supported by the Direct3D 11.2 runtime.

D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION (0x80)Disables the following default debugging behavior.

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By default (that is, without D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION set), the debug layer validates the proper usage of all tile mappings for tiled resources for bound resources for every operation performed on the device context (for example, draw, copy, and so on). Depending on the size of the tiled resources used (if any), this validation can be processor intensive and slow. Apps might want to initially run with tiled resource tile mapping validation on; then, when they determine that the calling pattern is safe, they can disable the validation by setting D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION.

If D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION is set when a tiled resource is created, the debug layer never performs the tracking of tile mapping for that resource for its entire lifetime. Alternatively, if D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION is set for any given device context method call (like draw or copy calls) involving tiled resources, the debug layer skips all tile mapping validation for the call.

Windows?Phone?8: This API is supported.

ff476371 HRESULT ID3D11Debug::SetFeatureMask([In] unsigned int Mask) ID3D11Debug::SetFeatureMask

Get a bitfield of flags that indicates which debug features are on or off.

Mask of feature-mask flags bitwise ORed together. If a flag is present, then that feature will be set to on, otherwise the feature will be set to off. See for a list of possible feature-mask flags.

Windows?Phone?8: This API is supported.

ff476367 unsigned int ID3D11Debug::GetFeatureMask() ID3D11Debug::GetFeatureMask

Set the number of milliseconds to sleep after is called.

No documentation.

This method returns one of the following Direct3D 11 Return Codes.

Note??If you call this API in a Session 0 process, it returns .

The application will only sleep if is a set in the feature mask. If that flag is not set the number of milliseconds is set but ignored and the application does not sleep. 10ms is used as a default value if this method is never called.

Windows?Phone?8: This API is supported.

ff476372 HRESULT ID3D11Debug::SetPresentPerRenderOpDelay([In] unsigned int Milliseconds) ID3D11Debug::SetPresentPerRenderOpDelay

Get the number of milliseconds to sleep after is called.

Number of milliseconds to sleep after Present is called.

Value is set with .

Windows?Phone?8: This API is supported.

ff476368 unsigned int ID3D11Debug::GetPresentPerRenderOpDelay() ID3D11Debug::GetPresentPerRenderOpDelay

Sets a swap chain that the runtime will use for automatically calling .

No documentation.

This method returns one of the following Direct3D 11 Return Codes.

Note??If you call this API in a Session 0 process, it returns .

The swap chain set by this method will only be used if is set in the feature mask.

Windows?Phone?8: This API is supported.

ff476373 HRESULT ID3D11Debug::SetSwapChain([In, Optional] IDXGISwapChain* pSwapChain) ID3D11Debug::SetSwapChain

Get the swap chain that the runtime will use for automatically calling .

No documentation.

This method returns one of the following Direct3D 11 Return Codes.

The swap chain retrieved by this method will only be used if is set in the feature mask.

Windows?Phone?8: This API is supported.

ff476369 HRESULT ID3D11Debug::GetSwapChain([Out] IDXGISwapChain** ppSwapChain) ID3D11Debug::GetSwapChain

Check to see if the draw pipeline state is valid.

A reference to the , that represents a device context.

This method returns one of the following Direct3D 11 Return Codes.

Use validate prior to calling a draw method (for example, ); validation requires the debug layer.

Windows?Phone?8: This API is supported.

ff476374 HRESULT ID3D11Debug::ValidateContext([In] ID3D11DeviceContext* pContext) ID3D11Debug::ValidateContext

Report information about a device object's lifetime.

A value from the enumeration.

This method returns one of the following Direct3D 11 Return Codes.

ReportLiveDeviceObjects uses the value in Flags to determine the amount of information to report about a device object's lifetime.

Windows?Phone?8: This API is supported.

ff476370 HRESULT ID3D11Debug::ReportLiveDeviceObjects([In] D3D11_RLDO_FLAGS Flags) ID3D11Debug::ReportLiveDeviceObjects

Verifies whether the dispatch pipeline state is valid.

A reference to the that represents a device context.

This method returns one of the return codes described in the topic Direct3D 11 Return Codes.

Use this method before you call a dispatch method (for example, ). Validation requires the debug layer.

Windows?Phone?8: This API is supported.

ff728740 HRESULT ID3D11Debug::ValidateContextForDispatch([In] ID3D11DeviceContext* pContext) ID3D11Debug::ValidateContextForDispatch
Gets or sets the feature flags that indicates which debug features are on or off. The feature flags.

Get or sets the number of milliseconds to sleep after is called.

Value is set with .

Windows?Phone?8: This API is supported.

ff476368 GetPresentPerRenderOpDelay / SetPresentPerRenderOpDelay GetPresentPerRenderOpDelay unsigned int ID3D11Debug::GetPresentPerRenderOpDelay()

Get or sets the swap chain that the runtime will use for automatically calling .

The swap chain retrieved by this method will only be used if is set in the feature mask.

Windows?Phone?8: This API is supported.

ff476369 GetSwapChain / SetSwapChain GetSwapChain HRESULT ID3D11Debug::GetSwapChain([Out] IDXGISwapChain** ppSwapChain)

The depth-stencil-state interface holds a description for depth-stencil state that you can bind to the output-merger stage.

To create a depth-stencil-state object, call . To bind the depth-stencil-state object to the output-merger stage, call .

Windows?Phone?8: This API is supported.

ff476375 ID3D11DepthStencilState ID3D11DepthStencilState
Constructs a new based on the specified description. The device with which to associate the state object. The state description. The newly created object. ff476506 HRESULT ID3D11Device::CreateDepthStencilState([In] const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D11DepthStencilState** ppDepthStencilState) ID3D11Device::CreateDepthStencilState Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the description for depth-stencil state that you used to create the depth-stencil-state object.

A reference to a structure that receives a description of the depth-stencil state.

You use the description for depth-stencil state in a call to the method to create the depth-stencil-state object.

Windows?Phone?8: This API is supported.

ff476376 void ID3D11DepthStencilState::GetDesc([Out] D3D11_DEPTH_STENCIL_DESC* pDesc) ID3D11DepthStencilState::GetDesc

Gets the description for depth-stencil state that you used to create the depth-stencil-state object.

You use the description for depth-stencil state in a call to the method to create the depth-stencil-state object.

Windows?Phone?8: This API is supported.

ff476376 GetDesc GetDesc void ID3D11DepthStencilState::GetDesc([Out] D3D11_DEPTH_STENCIL_DESC* pDesc)

A depth-stencil-view interface accesses a texture resource during depth-stencil testing.

To create a depth-stencil view, call .

To bind a depth-stencil view to the pipeline, call .

Windows?Phone?8: This API is supported.

ff476377 ID3D11DepthStencilView ID3D11DepthStencilView

A view interface specifies the parts of a resource the pipeline can access during rendering.

A view interface is the base interface for all views. There are four types of views; a depth-stencil view, a render-target view, a shader-resource view, and an unordered-access view.

  • To create a render-target view, call .
  • To create a depth-stencil view, call .
  • To create a shader-resource view, call .
  • To create an unordered-access view, call .

All resources must be bound to the pipeline before they can be accessed.

  • To bind a render-target view or a depth-stencil view, call .
  • To bind a shader resource, call .

Windows?Phone?8: This API is supported.

ff476642 ID3D11View ID3D11View
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the resource that is accessed through this view.

Address of a reference to the resource that is accessed through this view. (See .)

This function increments the reference count of the resource by one, so it is necessary to call Release on the returned reference when the application is done with it. Destroying (or losing) the returned reference before Release is called will result in a memory leak.

Windows?Phone?8: This API is supported.

ff476643 void ID3D11View::GetResource([Out] void** ppResource) ID3D11View::GetResource

Get the resource that is accessed through this view.

This function increments the reference count of the resource by one, so it is necessary to call Dispose on the returned reference when the application is done with it. Destroying (or losing) the returned reference before Release is called will result in a memory leak.

ff476643 GetResource GetResource void ID3D11View::GetResource([Out] ID3D11Resource** ppResource)

Get the resource that is accessed through this view.

This function increments the reference count of the resource by one, so it is necessary to call Release on the returned reference when the application is done with it. Destroying (or losing) the returned reference before Release is called will result in a memory leak.

ff476643 GetResource GetResource void ID3D11View::GetResource([Out] ID3D11Resource** ppResource)
Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the DepthStencil flag. ID3D11Device::CreateDepthStencilView Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the DepthStencil flag. A structure describing the to be created. ID3D11Device::CreateDepthStencilView Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the depth-stencil view.

Pointer to a depth-stencil-view description (see ).

Windows?Phone?8: This API is supported.

ff476378 void ID3D11DepthStencilView::GetDesc([Out] D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc) ID3D11DepthStencilView::GetDesc

Get the depth-stencil view.

Windows?Phone?8: This API is supported.

ff476378 GetDesc GetDesc void ID3D11DepthStencilView::GetDesc([Out] D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc)

The device interface represents a virtual adapter; it is used to create resources.

A device is created using .

Windows?Phone?8: This API is supported.

ff476379 ID3D11Device ID3D11Device
Constant MultisampleCountMaximum. D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT Initializes a new instance of the class. Type of the driver. ff476082 HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext) D3D11CreateDevice Initializes a new instance of the class. The adapter. ff476082 HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext) D3D11CreateDevice Constructor for a D3D11 Device. See for more information. Type of the driver. The flags. ff476082 HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext) D3D11CreateDevice Constructor for a D3D11 Device. See for more information. ff476082 HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext) D3D11CreateDevice Constructor for a D3D11 Device. See for more information. ff476082 HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext) D3D11CreateDevice Constructor for a D3D11 Device. See for more information. ff476082 HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext) D3D11CreateDevice Initializes a new instance of the class along with a new used for rendering. The type of device to create. A list of runtime layers to enable. Details used to create the swap chain. When the method completes, contains the created device instance. When the method completes, contains the created swap chain instance. A object describing the result of the operation. Initializes a new instance of the class along with a new used for rendering. The video adapter on which the device should be created. A list of runtime layers to enable. Details used to create the swap chain. When the method completes, contains the created device instance. When the method completes, contains the created swap chain instance. A object describing the result of the operation. Initializes a new instance of the class along with a new used for rendering. The type of device to create. A list of runtime layers to enable. A list of feature levels which determine the order of feature levels to attempt to create. Details used to create the swap chain. When the method completes, contains the created device instance. When the method completes, contains the created swap chain instance. A object describing the result of the operation. Initializes a new instance of the class along with a new used for rendering. The video adapter on which the device should be created. A list of runtime layers to enable. A list of feature levels which determine the order of feature levels to attempt to create. Details used to create the swap chain. When the method completes, contains the created device instance. When the method completes, contains the created swap chain instance. A object describing the result of the operation. This overload has been deprecated. Use one of the alternatives that does not take both an adapter and a driver type. Get the type, name, units of measure, and a description of an existing counter. The counter description. Description of the counter Give a device access to a shared resource created on a different Direct3d device. The type of the resource we are gaining access to. A resource handle. See remarks. This method returns a reference to the resource we are gaining access to. To share a resource between two Direct3D 10 devices the resource must have been created with the flag, if it was created using the ID3D10Device interface. If it was created using the IDXGIDevice interface, then the resource is always shared. The REFIID, or GUID, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(ID3D10Buffer) will get the GUID of the interface to a buffer resource. When sharing a resource between two Direct3D 10 devices the unique handle of the resource can be obtained by querying the resource for the interface and then calling {{GetSharedHandle}}. IDXGIResource* pOtherResource(NULL); hr = pOtherDeviceResource->QueryInterface( __uuidof(IDXGIResource), (void**)&pOtherResource ); HANDLE sharedHandle; pOtherResource->GetSharedHandle(&sharedHandle); The only resources that can be shared are 2D non-mipmapped textures. To share a resource between a Direct3D 9 device and a Direct3D 10 device the texture must have been created using the pSharedHandle argument of {{CreateTexture}}. The shared Direct3D 9 handle is then passed to OpenSharedResource in the hResource argument. The following code illustrates the method calls involved. sharedHandle = NULL; // must be set to NULL to create, can use a valid handle here to open in D3D9 pDevice9->CreateTexture(..., pTex2D_9, &sharedHandle); ... pDevice10->OpenSharedResource(sharedHandle, __uuidof(ID3D10Resource), (void**)(&tempResource10)); tempResource10->QueryInterface(__uuidof(ID3D10Texture2D), (void**)(&pTex2D_10)); tempResource10->Release(); // now use pTex2D_10 with pDevice10 Textures being shared from D3D9 to D3D10 have the following restrictions. Textures must be 2D Only 1 mip level is allowed Texture must have default usage Texture must be write only MSAA textures are not allowed Bind flags must have SHADER_RESOURCE and RENDER_TARGET set Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed If a shared texture is updated on one device must be called on that device. HRESULT ID3D10Device::OpenSharedResource([In] void* hResource,[In] GUID* ReturnedInterface,[Out, Optional] void** ppResource) Check if this device is supporting compute shaders for the specified format. The format for which to check support. Flags indicating usage contexts in which the specified format is supported. Check if this device is supporting a feature. The feature to check. Returns true if this device supports this feature, otherwise false. Check if this device is supporting threading. Support concurrent resources. Support command lists. A object describing the result of the operation. Check if a feature level is supported by a primary adapter. The feature level. true if the primary adapter is supporting this feature level; otherwise, false. Check if a feature level is supported by a particular adapter. The adapter. The feature level. true if the specified adapter is supporting this feature level; otherwise, false. Gets the highest supported hardware feature level of the primary adapter. The highest supported hardware feature level. Gets the highest supported hardware feature level of the primary adapter. The adapter. The highest supported hardware feature level. Internal CreateDevice Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Creates a buffer (vertex buffer, index buffer, or shader-constant buffer).

A reference to a structure that describes the buffer.

A reference to a structure that describes the initialization data; use null to allocate space only (with the exception that it cannot be null if the usage flag is ).

If you don't pass anything to pInitialData, the initial content of the memory for the buffer is undefined. In this case, you need to write the buffer content some other way before the resource is read.

Address of a reference to the interface for the buffer object created. Set this parameter to null to validate the other input parameters (S_FALSE indicates a pass).

This method returns E_OUTOFMEMORY if there is insufficient memory to create the buffer. See Direct3D 11 Return Codes for other possible return values.

For example code, see How to: Create a Vertex Buffer, How to: Create an Index Buffer or How to: Create a Constant Buffer.

For a constant buffer (BindFlags of set to ), you must set the ByteWidth value of in multiples of 16, and less than or equal to D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT.

The Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems, provides the following new functionality for CreateBuffer.

You can create a constant buffer that is larger than the maximum constant buffer size that a shader can access (4096 32-bit*4-component constants ? 64KB). When you bind the constant buffer to the pipeline (for example, via PSSetConstantBuffers or PSSetConstantBuffers1), you can define a range of the buffer that the shader can access that fits within the 4096 constant limit.

The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3. This feature is always available on new drivers for feature level 10 and higher. On existing drivers that are implemented to feature level 10 and higher, a call to CreateBuffer to request a constant buffer that is larger than 4096 fails.

Windows?Phone?8: This API is supported.

ff476501 HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer) ID3D11Device::CreateBuffer

Create an array of 2D textures.

No documentation. No documentation. No documentation.

If the method succeeds, the return code is . See Direct3D 11 Return Codes for failing error codes.

CreateTexture2D creates a 2D texture resource, which can contain a number of 2D subresources. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.

All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of structures pointed to by pInitialData, or it may use one of the D3DX texture functions such as .

For a 32 x 32 texture with a full mipmap chain, the pInitialData array has the following 6 elements:

  • pInitialData[0] = 32x32
  • pInitialData[1] = 16x16
  • pInitialData[2] = 8x8
  • pInitialData[3] = 4x4
  • pInitialData[4] = 2x2
  • pInitialData[5] = 1x1

Windows?Phone?8: This API is supported.

ff476521 HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D) ID3D11Device::CreateTexture1D

Create an array of 2D textures.

No documentation. No documentation. No documentation.

If the method succeeds, the return code is . See Direct3D 11 Return Codes for failing error codes.

CreateTexture2D creates a 2D texture resource, which can contain a number of 2D subresources. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.

All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of structures pointed to by pInitialData, or it may use one of the D3DX texture functions such as .

For a 32 x 32 texture with a full mipmap chain, the pInitialData array has the following 6 elements:

  • pInitialData[0] = 32x32
  • pInitialData[1] = 16x16
  • pInitialData[2] = 8x8
  • pInitialData[3] = 4x4
  • pInitialData[4] = 2x2
  • pInitialData[5] = 1x1

Windows?Phone?8: This API is supported.

ff476521 HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D) ID3D11Device::CreateTexture2D

Create a single 3D texture.

No documentation. No documentation. No documentation.

If the method succeeds, the return code is . See Direct3D 11 Return Codes for failing error codes.

CreateTexture3D creates a 3D texture resource, which can contain a number of 3D subresources. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.

All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of structures pointed to by pInitialData, or they can use one of the D3DX texture functions such as .

Each element of pInitialData provides all of the slices that are defined for a given miplevel. For example, for a 32 x 32 x 4 volume texture with a full mipmap chain, the array has the following 6 elements:

  • pInitialData[0] = 32x32 with 4 slices
  • pInitialData[1] = 16x16 with 2 slices
  • pInitialData[2] = 8x8 with 1 slice
  • pInitialData[3] = 4x4 with 1 slice
  • pInitialData[4] = 2x2 with 1 slice
  • pInitialData[5] = 1x1 with 1 slice

Windows?Phone?8: This API is supported.

ff476522 HRESULT ID3D11Device::CreateTexture3D([In] const D3D11_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D** ppTexture3D) ID3D11Device::CreateTexture3D

Create a shader-resource view for accessing data in a resource.

Pointer to the resource that will serve as input to a shader. This resource must have been created with the flag.

Pointer to a shader-resource view description (see ). Set this parameter to null to create a view that accesses the entire resource (using the format the resource was created with).

Address of a reference to an . Set this parameter to null to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).

This method returns one of the following Direct3D 11 Return Codes.

A resource is made up of one or more subresources; a view identifies which subresources to allow the pipeline to access. In addition, each resource is bound to the pipeline using a view. A shader-resource view is designed to bind any buffer or texture resource to the shader stages using the following API methods: , and .

Because a view is fully typed, this means that typeless resources become fully typed when bound to the pipeline.

Note??To successfully create a shader-resource view from a typeless buffer (for example, ), you must set the flag when you create the buffer.

The Direct3D 11.1 runtime, which is available starting with Windows?8, allows you to use CreateShaderResourceView for the following new purpose.

You can create shader-resource views of video resources so that Direct3D shaders can process those shader-resource views. These video resources are either Texture2D or Texture2DArray. The value in the ViewDimension member of the structure for a created shader-resource view must match the type of video resource, D3D11_SRV_DIMENSION_TEXTURE2D for Texture2D and D3D11_SRV_DIMENSION_TEXTURE2DARRAY for Texture2DArray. Additionally, the format of the underlying video resource restricts the formats that the view can use. The video resource format values on the reference page specify the format values that views are restricted to.

The runtime read+write conflict prevention logic (which stops a resource from being bound as an SRV and RTV or UAV at the same time) treats views of different parts of the same video surface as conflicting for simplicity. Therefore, the runtime does not allow an application to read from luma while the application simultaneously renders to chroma in the same surface even though the hardware might allow these simultaneous operations.

Windows?Phone?8: This API is supported.

ff476519 HRESULT ID3D11Device::CreateShaderResourceView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D11ShaderResourceView** ppSRView) ID3D11Device::CreateShaderResourceView

Creates a view for accessing an unordered access resource.

No documentation. No documentation. No documentation.

This method returns one of the Direct3D 11 Return Codes.

The Direct3D 11.1 runtime, which is available starting with Windows?8, allows you to use CreateUnorderedAccessView for the following new purpose.

You can create unordered-access views of video resources so that Direct3D shaders can process those unordered-access views. These video resources are either Texture2D or Texture2DArray. The value in the ViewDimension member of the structure for a created unordered-access view must match the type of video resource, for Texture2D and for Texture2DArray. Additionally, the format of the underlying video resource restricts the formats that the view can use. The video resource format values on the reference page specify the format values that views are restricted to.

The runtime read+write conflict prevention logic (which stops a resource from being bound as an SRV and RTV or UAV at the same time) treats views of different parts of the same video surface as conflicting for simplicity. Therefore, the runtime does not allow an application to read from luma while the application simultaneously renders to chroma in the same surface even though the hardware might allow these simultaneous operations.

Windows?Phone?8: This API is supported.

ff476523 HRESULT ID3D11Device::CreateUnorderedAccessView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc,[Out, Fast] ID3D11UnorderedAccessView** ppUAView) ID3D11Device::CreateUnorderedAccessView

Creates a render-target view for accessing resource data.

Pointer to a that represents a render target. This resource must have been created with the flag.

Pointer to a that represents a render-target view description. Set this parameter to null to create a view that accesses all of the subresources in mipmap level 0.

Address of a reference to an . Set this parameter to null to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).

This method returns one of the Direct3D 11 Return Codes.

A render-target view can be bound to the output-merger stage by calling .

The Direct3D 11.1 runtime, which is available starting with Windows?8, allows you to use CreateRenderTargetView for the following new purpose.

You can create render-target views of video resources so that Direct3D shaders can process those render-target views. These video resources are either Texture2D or Texture2DArray. The value in the ViewDimension member of the structure for a created render-target view must match the type of video resource, for Texture2D and for Texture2DArray. Additionally, the format of the underlying video resource restricts the formats that the view can use. The video resource format values on the reference page specify the format values that views are restricted to.

The runtime read+write conflict prevention logic (which stops a resource from being bound as an SRV and RTV or UAV at the same time) treats views of different parts of the same video surface as conflicting for simplicity. Therefore, the runtime does not allow an application to read from luma while the application simultaneously renders to chroma in the same surface even though the hardware might allow these simultaneous operations.

Windows?Phone?8: This API is supported.

ff476517 HRESULT ID3D11Device::CreateRenderTargetView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_RENDER_TARGET_VIEW_DESC* pDesc,[Out, Fast] ID3D11RenderTargetView** ppRTView) ID3D11Device::CreateRenderTargetView

Create a depth-stencil view for accessing resource data.

Pointer to the resource that will serve as the depth-stencil surface. This resource must have been created with the flag.

Pointer to a depth-stencil-view description (see ). Set this parameter to null to create a view that accesses mipmap level 0 of the entire resource (using the format the resource was created with).

Address of a reference to an . Set this parameter to null to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).

This method returns one of the following Direct3D 11 Return Codes.

A depth-stencil view can be bound to the output-merger stage by calling .

Windows?Phone?8: This API is supported.

ff476507 HRESULT ID3D11Device::CreateDepthStencilView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc,[Out, Fast] ID3D11DepthStencilView** ppDepthStencilView) ID3D11Device::CreateDepthStencilView

Create an input-layout object to describe the input-buffer data for the input-assembler stage.

An array of the input-assembler stage input data types; each type is described by an element description (see ).

The number of input-data types in the array of input-elements.

A reference to the compiled shader. The compiled shader code contains a input signature which is validated against the array of elements. See remarks.

Size of the compiled shader.

A reference to the input-layout object created (see ). To validate the other input parameters, set this reference to be null and verify that the method returns S_FALSE.

If the method succeeds, the return code is . See Direct3D 11 Return Codes for failing error codes.

After creating an input layout object, it must be bound to the input-assembler stage before calling a draw API.

Once an input-layout object is created from a shader signature, the input-layout object can be reused with any other shader that has an identical input signature (semantics included). This can simplify the creation of input-layout objects when you are working with many shaders with identical inputs.

If a data type in the input-layout declaration does not match the data type in a shader-input signature, CreateInputLayout will generate a warning during compilation. The warning is simply to call attention to the fact that the data may be reinterpreted when read from a register. You may either disregard this warning (if reinterpretation is intentional) or make the data types match in both declarations to eliminate the warning.

Windows?Phone?8: This API is supported.

ff476512 HRESULT ID3D11Device::CreateInputLayout([In, Buffer] const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs,[In] unsigned int NumElements,[In] const void* pShaderBytecodeWithInputSignature,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D11InputLayout** ppInputLayout) ID3D11Device::CreateInputLayout

Create a vertex-shader object from a compiled shader.

A reference to the compiled shader.

Size of the compiled vertex shader.

A reference to a class linkage interface (see ); the value can be null.

Address of a reference to a interface. If this is null, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of .

This method returns one of the Direct3D 11 Return Codes.

The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for CreateVertexShader.

The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.

Therefore, if you use the following shader model 5.0 instructions in a vertex shader, you can successfully pass the compiled vertex shader to pShaderBytecode. That is, the call to CreateVertexShader succeeds.

If you pass a compiled shader to pShaderBytecode that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), CreateVertexShader fails. CreateVertexShader also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.

  • dcl_uav_typed
  • dcl_uav_raw
  • dcl_uav_structured
  • ld_raw
  • ld_structured
  • ld_uav_typed
  • store_raw
  • store_structured
  • store_uav_typed
  • sync_uglobal
  • All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)

Windows?Phone?8: This API is supported.

ff476524 HRESULT ID3D11Device::CreateVertexShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11VertexShader** ppVertexShader) ID3D11Device::CreateVertexShader

Create a geometry shader.

A reference to the compiled shader.

Size of the compiled geometry shader.

A reference to a class linkage interface (see ); the value can be null.

Address of a reference to a interface. If this is null, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of .

This method returns one of the following Direct3D 11 Return Codes.

After it is created, the shader can be set to the device by calling .

The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for CreateGeometryShader.

The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.

Therefore, if you use the following shader model 5.0 instructions in a geometry shader, you can successfully pass the compiled geometry shader to pShaderBytecode. That is, the call to CreateGeometryShader succeeds.

If you pass a compiled shader to pShaderBytecode that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), CreateGeometryShader fails. CreateGeometryShader also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.

  • dcl_uav_typed
  • dcl_uav_raw
  • dcl_uav_structured
  • ld_raw
  • ld_structured
  • ld_uav_typed
  • store_raw
  • store_structured
  • store_uav_typed
  • sync_uglobal
  • All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)

Windows?Phone?8: This API is supported.

ff476509 HRESULT ID3D11Device::CreateGeometryShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11GeometryShader** ppGeometryShader) ID3D11Device::CreateGeometryShader

Creates a geometry shader that can write to streaming output buffers.

A reference to the compiled geometry shader for a standard geometry shader plus stream output. For info on how to get this reference, see Getting a Pointer to a Compiled Shader.

To create the stream output without using a geometry shader, pass a reference to the output signature for the prior stage. To obtain this output signature, call the compiler function. You can also pass a reference to the compiled shader for the prior stage (for example, the vertex-shader stage or domain-shader stage). This compiled shader provides the output signature for the data.

Size of the compiled geometry shader.

Pointer to a array. Cannot be null if NumEntries > 0.

The number of entries in the stream output declaration ( ranges from 0 to * ).

An array of buffer strides; each stride is the size of an element for that buffer.

The number of strides (or buffers) in pBufferStrides (ranges from 0 to ).

The index number of the stream to be sent to the rasterizer stage (ranges from 0 to - 1). Set to if no stream is to be rasterized.

A reference to a class linkage interface (see ); the value can be null.

Address of a reference to an interface, representing the geometry shader that was created. Set this to null to validate the other parameters; if validation passes, the method will return S_FALSE instead of .

This method returns one of the Direct3D 11 Return Codes.

For more info about using CreateGeometryShaderWithStreamOutput, see Create a Geometry-Shader Object with Stream Output.

The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for CreateGeometryShaderWithStreamOutput.

The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.

Therefore, if you use the following shader model 5.0 instructions in a geometry shader, you can successfully pass the compiled geometry shader to pShaderBytecode. That is, the call to CreateGeometryShaderWithStreamOutput succeeds.

If you pass a compiled shader to pShaderBytecode that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), CreateGeometryShaderWithStreamOutput fails. CreateGeometryShaderWithStreamOutput also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.

  • dcl_uav_typed
  • dcl_uav_raw
  • dcl_uav_structured
  • ld_raw
  • ld_structured
  • ld_uav_typed
  • store_raw
  • store_structured
  • store_uav_typed
  • sync_uglobal
  • All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)

Windows?Phone?8: This API is supported.

ff476510 HRESULT ID3D11Device::CreateGeometryShaderWithStreamOutput([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Buffer, Optional] const D3D11_SO_DECLARATION_ENTRY* pSODeclaration,[In] unsigned int NumEntries,[In, Buffer, Optional] const unsigned int* pBufferStrides,[In] unsigned int NumStrides,[In] unsigned int RasterizedStream,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11GeometryShader** ppGeometryShader) ID3D11Device::CreateGeometryShaderWithStreamOutput

Create a pixel shader.

A reference to the compiled shader.

Size of the compiled pixel shader.

A reference to a class linkage interface (see ); the value can be null.

Address of a reference to a interface. If this is null, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of .

This method returns one of the following Direct3D 11 Return Codes.

After creating the pixel shader, you can set it to the device using .

Windows?Phone?8: This API is supported.

ff476513 HRESULT ID3D11Device::CreatePixelShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11PixelShader** ppPixelShader) ID3D11Device::CreatePixelShader

Create a hull shader.

No documentation. No documentation. No documentation. No documentation.

This method returns one of the Direct3D 11 Return Codes.

The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for CreateHullShader.

The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.

Therefore, if you use the following shader model 5.0 instructions in a hull shader, you can successfully pass the compiled hull shader to pShaderBytecode. That is, the call to CreateHullShader succeeds.

If you pass a compiled shader to pShaderBytecode that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), CreateHullShader fails. CreateHullShader also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.

  • dcl_uav_typed
  • dcl_uav_raw
  • dcl_uav_structured
  • ld_raw
  • ld_structured
  • ld_uav_typed
  • store_raw
  • store_structured
  • store_uav_typed
  • sync_uglobal
  • All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)

Windows?Phone?8: This API is supported.

ff476511 HRESULT ID3D11Device::CreateHullShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11HullShader** ppHullShader) ID3D11Device::CreateHullShader

Create a domain shader .

No documentation. No documentation. No documentation. No documentation.

This method returns one of the following Direct3D 11 Return Codes.

The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for CreateDomainShader.

The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.

Therefore, if you use the following shader model 5.0 instructions in a domain shader, you can successfully pass the compiled domain shader to pShaderBytecode. That is, the call to CreateDomainShader succeeds.

If you pass a compiled shader to pShaderBytecode that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), CreateDomainShader fails. CreateDomainShader also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.

  • dcl_uav_typed
  • dcl_uav_raw
  • dcl_uav_structured
  • ld_raw
  • ld_structured
  • ld_uav_typed
  • store_raw
  • store_structured
  • store_uav_typed
  • sync_uglobal
  • All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)

Windows?Phone?8: This API is supported.

ff476508 HRESULT ID3D11Device::CreateDomainShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11DomainShader** ppDomainShader) ID3D11Device::CreateDomainShader

Create a compute shader.

No documentation. No documentation. No documentation. No documentation.

This method returns E_OUTOFMEMORY if there is insufficient memory to create the compute shader. See Direct3D 11 Return Codes for other possible return values.

For an example, see How To: Create a Compute Shader and HDRToneMappingCS11 Sample.

Windows?Phone?8: This API is supported.

ff476503 HRESULT ID3D11Device::CreateComputeShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11ComputeShader** ppComputeShader) ID3D11Device::CreateComputeShader

Creates class linkage libraries to enable dynamic shader linkage.

A reference to a class-linkage interface reference (see ).

This method returns one of the following Direct3D 11 Return Codes.

The interface returned in ppLinkage is associated with a shader by passing it as a parameter to one of the create shader methods such as .

Windows?Phone?8: This API is supported.

ff476502 HRESULT ID3D11Device::CreateClassLinkage([Out, Fast] ID3D11ClassLinkage** ppLinkage) ID3D11Device::CreateClassLinkage

Create a blend-state object that encapsules blend state for the output-merger stage.

Pointer to a blend-state description (see ).

Address of a reference to the blend-state object created (see ).

This method returns E_OUTOFMEMORY if there is insufficient memory to create the blend-state object. See Direct3D 11 Return Codes for other possible return values.

An application can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.

Windows?Phone?8: This API is supported.

ff476500 HRESULT ID3D11Device::CreateBlendState([In] const D3D11_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D11BlendState** ppBlendState) ID3D11Device::CreateBlendState

Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage.

Pointer to a depth-stencil state description (see ).

Address of a reference to the depth-stencil state object created (see ).

This method returns one of the following Direct3D 11 Return Codes.

4096 unique depth-stencil state objects can be created on a device at a time.

If an application attempts to create a depth-stencil-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique depth-stencil state objects will stay the same.

Windows?Phone?8: This API is supported.

ff476506 HRESULT ID3D11Device::CreateDepthStencilState([In] const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D11DepthStencilState** ppDepthStencilState) ID3D11Device::CreateDepthStencilState

Create a rasterizer state object that tells the rasterizer stage how to behave.

Pointer to a rasterizer state description (see ).

Address of a reference to the rasterizer state object created (see ).

This method returns E_OUTOFMEMORY if there is insufficient memory to create the compute shader. See Direct3D 11 Return Codes for other possible return values.

4096 unique rasterizer state objects can be created on a device at a time.

If an application attempts to create a rasterizer-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique rasterizer state objects will stay the same.

Windows?Phone?8: This API is supported.

ff476516 HRESULT ID3D11Device::CreateRasterizerState([In] const D3D11_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState** ppRasterizerState) ID3D11Device::CreateRasterizerState

Create a sampler-state object that encapsulates sampling information for a texture.

Pointer to a sampler state description (see ).

Address of a reference to the sampler state object created (see ).

This method returns one of the following Direct3D 11 Return Codes.

4096 unique sampler state objects can be created on a device at a time.

If an application attempts to create a sampler-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique sampler state objects will stay the same.

Windows?Phone?8: This API is supported.

ff476518 HRESULT ID3D11Device::CreateSamplerState([In] const D3D11_SAMPLER_DESC* pSamplerDesc,[Out, Fast] ID3D11SamplerState** ppSamplerState) ID3D11Device::CreateSamplerState

This interface encapsulates methods for querying information from the GPU.

Pointer to a query description (see ).

Address of a reference to the query object created (see ).

This method returns E_OUTOFMEMORY if there is insufficient memory to create the query object. See Direct3D 11 Return Codes for other possible return values.

Windows?Phone?8: This API is supported.

ff476515 HRESULT ID3D11Device::CreateQuery([In] const D3D11_QUERY_DESC* pQueryDesc,[Out, Fast] ID3D11Query** ppQuery) ID3D11Device::CreateQuery

Creates a predicate.

Pointer to a query description where the type of query must be a or (see ).

Address of a reference to a predicate (see ).

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476514 HRESULT ID3D11Device::CreatePredicate([In] const D3D11_QUERY_DESC* pPredicateDesc,[Out, Fast] ID3D11Predicate** ppPredicate) ID3D11Device::CreatePredicate

Create a counter object for measuring GPU performance.

Pointer to a counter description (see ).

Address of a reference to a counter (see ).

If this function succeeds, it will return . If it fails, possible return values are: S_FALSE, E_OUTOFMEMORY, , , or E_INVALIDARG.

is returned whenever the application requests to create a well-known counter, but the current device does not support it.

indicates that another device object is currently using the counters, so they cannot be used by this device at the moment.

E_INVALIDARG is returned whenever an out-of-range well-known or device-dependent counter is requested, or when the simulataneously active counters have been exhausted.

Windows?Phone?8: This API is supported.

ff476504 HRESULT ID3D11Device::CreateCounter([In] const D3D11_COUNTER_DESC* pCounterDesc,[Out, Fast] ID3D11Counter** ppCounter) ID3D11Device::CreateCounter

Creates a deferred context, which can record command lists.

Reserved for future use. Pass 0.

Upon completion of the method, the passed reference to an interface reference is initialized.

Returns if successful; otherwise, returns one of the following:

  • Returns if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred. If this error occurs, you should destroy and recreate the device.
  • Returns if the CreateDeferredContext method cannot be called from the current context. For example, if the device was created with the value, CreateDeferredContext returns .
  • Returns E_INVALIDARG if the ContextFlags parameter is invalid.
  • Returns E_OUTOFMEMORY if the application has exhausted available memory.

A deferred context is a thread-safe context that you can use to record graphics commands on a thread other than the main rendering thread. Using a deferred context, you can record graphics commands into a command list that is encapsulated by the interface. After all scene items are recorded, you can then submit them to the main render thread for final rendering. In this manner, you can perform rendering tasks concurrently across multiple threads and potentially improve performance in multi-core CPU scenarios.

You can create multiple deferred contexts.

Note??If you use the value to create the device that is represented by , the CreateDeferredContext method will fail, and you will not be able to create a deferred context.

For more information about deferred contexts, see Immediate and Deferred Rendering.

Windows?Phone?8: This API is supported.

ff476505 HRESULT ID3D11Device::CreateDeferredContext([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext** ppDeferredContext) ID3D11Device::CreateDeferredContext

Give a device access to a shared resource created on a different device.

A resource handle. See remarks.

The globally unique identifier () for the resource interface. See remarks.

Address of a reference to the resource we are gaining access to.

This method returns one of the following Direct3D 11 Return Codes.

The REFIID, or , of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a buffer resource.

The unique handle of the resource is obtained differently depending on the type of device that originally created the resource.

To share a resource between two Direct3D 11 devices the resource must have been created with the flag, if it was created using the interface. If it was created using a DXGI device interface, then the resource is always shared.

The REFIID, or , of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a buffer resource.

When sharing a resource between two Direct3D 10/11 devices the unique handle of the resource can be obtained by querying the resource for the interface and then calling GetSharedHandle.

 * pOtherResource(null);	
            hr = pOtherDeviceResource->QueryInterface( __uuidof(), (void**)&pOtherResource );	
            HANDLE sharedHandle;	
            pOtherResource->GetSharedHandle(&sharedHandle); 

The only resources that can be shared are 2D non-mipmapped textures.

To share a resource between a Direct3D 9 device and a Direct3D 11 device the texture must have been created using the pSharedHandle argument of CreateTexture. The shared Direct3D 9 handle is then passed to OpenSharedResource in the hResource argument.

The following code illustrates the method calls involved.

 sharedHandle = null; // must be set to null to create, can use a valid handle here to open in D3D9 	
            pDevice9->CreateTexture(..., pTex2D_9, &sharedHandle); 	
            ... 	
            pDevice11->OpenSharedResource(sharedHandle, __uuidof(), (void**)(&tempResource11)); 	
            tempResource11->QueryInterface(__uuidof(), (void**)(&pTex2D_11)); 	
            tempResource11->Release(); 	
            // now use pTex2D_11 with pDevice11    

Textures being shared from D3D9 to D3D11 have the following restrictions.

  • Textures must be 2D
  • Only 1 mip level is allowed
  • Texture must have default usage
  • Texture must be write only
  • MSAA textures are not allowed
  • Bind flags must have SHADER_RESOURCE and RENDER_TARGET set
  • Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed

If a shared texture is updated on one device must be called on that device.

Windows?Phone?8: This API is supported.

ff476531 HRESULT ID3D11Device::OpenSharedResource([In] void* hResource,[In] const GUID& ReturnedInterface,[Out, Optional] void** ppResource) ID3D11Device::OpenSharedResource

Get the support of a given format on the installed video device.

A enumeration that describes a format for which to check for support.

A bitfield of enumeration values describing how the specified format is supported on the installed device. The values are ORed together.

Windows?Phone?8: This API is supported.

ff476498 HRESULT ID3D11Device::CheckFormatSupport([In] DXGI_FORMAT Format,[Out] D3D11_FORMAT_SUPPORT* pFormatSupport) ID3D11Device::CheckFormatSupport

Get the number of quality levels available during multisampling.

The texture format. See .

The number of samples during multisampling.

Number of quality levels supported by the adapter. See remarks.

When multisampling a texture, the number of quality levels available for an adapter is dependent on the texture format used and the number of samples requested. The maximum number of quality levels is defined by in D3D11.h. If this method returns 0, the format and sample count combination is not supported for the installed adapter.

Furthermore, the definition of a quality level is up to each hardware vendor to define, however no facility is provided by Direct3D to help discover this information.

Note that FEATURE_LEVEL_10_1 devices are required to support 4x MSAA for all render targets except R32G32B32A32 and R32G32B32. FEATURE_LEVEL_11_0 devices are required to support 4x MSAA for all render target formats, and 8x MSAA for all render target formats except R32G32B32A32 formats.

Windows?Phone?8: This API is supported.

ff476499 HRESULT ID3D11Device::CheckMultisampleQualityLevels([In] DXGI_FORMAT Format,[In] unsigned int SampleCount,[Out] unsigned int* pNumQualityLevels) ID3D11Device::CheckMultisampleQualityLevels

Get a counter's information.

Windows?Phone?8: This API is supported.

ff476496 void ID3D11Device::CheckCounterInfo([Out] D3D11_COUNTER_INFO* pCounterInfo) ID3D11Device::CheckCounterInfo

Get the type, name, units of measure, and a description of an existing counter.

Pointer to a counter description (see ). Specifies which counter information is to be retrieved about.

Pointer to the data type of a counter (see ). Specifies the data type of the counter being retrieved.

Pointer to the number of hardware counters that are needed for this counter type to be created. All instances of the same counter type use the same hardware counters.

String to be filled with a brief name for the counter. May be null if the application is not interested in the name of the counter.

Length of the string returned to szName. Can be null.

Name of the units a counter measures, provided the memory the reference points to has enough room to hold the string. Can be null. The returned string will always be in English.

Length of the string returned to szUnits. Can be null.

A description of the counter, provided the memory the reference points to has enough room to hold the string. Can be null. The returned string will always be in English.

Length of the string returned to szDescription. Can be null.

This method returns one of the following Direct3D 11 Return Codes.

Length parameters can be null, which indicates the application is not interested in the length nor the corresponding string value. When a length parameter is non-null and the corresponding string is null, the input value of the length parameter is ignored, and the length of the corresponding string (including terminating null) will be returned through the length parameter. When length and the corresponding parameter are both non-null, the input value of length is checked to ensure there is enough room, and then the length of the string (including terminating null character) is passed out through the length parameter.

Windows?Phone?8: This API is supported.

ff476495 HRESULT ID3D11Device::CheckCounter([In] const D3D11_COUNTER_DESC* pDesc,[Out] D3D11_COUNTER_TYPE* pType,[Out] unsigned int* pActiveCounters,[Out, Buffer, Optional] char* szName,[InOut, Optional] unsigned int* pNameLength,[Out, Buffer, Optional] char* szUnits,[InOut, Optional] unsigned int* pUnitsLength,[Out, Buffer, Optional] char* szDescription,[InOut, Optional] unsigned int* pDescriptionLength) ID3D11Device::CheckCounter

Gets information about the features that are supported by the current graphics driver.

A member of the enumerated type that describes which feature to query for support.

Upon completion of the method, the passed structure is filled with data that describes the feature support.

The size of the structure passed to the pFeatureSupportData parameter.

Returns if successful; otherwise, returns E_INVALIDARG if an unsupported data type is passed to the pFeatureSupportData parameter or a size mismatch is detected for the FeatureSupportDataSize parameter.

To query for multi-threading support, pass the value to the Feature parameter, pass the structure to the pFeatureSupportData parameter, and pass the size of the structure to the FeatureSupportDataSize parameter.

Calling CheckFeatureSupport with Feature set to causes the method to return the same information that would be returned by .

Windows?Phone?8: This API is supported.

ff476497 HRESULT ID3D11Device::CheckFeatureSupport([In] D3D11_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize) ID3D11Device::CheckFeatureSupport

Get application-defined data from a device.

Guid associated with the data.

A reference to a variable that on input contains the size, in bytes, of the buffer that pData points to, and on output contains the size, in bytes, of the amount of data that GetPrivateData retrieved.

A reference to a buffer that GetPrivateData fills with data from the device if pDataSize points to a value that specifies a buffer large enough to hold the data.

This method returns one of the codes described in the topic Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476530 HRESULT ID3D11Device::GetPrivateData([In] const GUID& guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData) ID3D11Device::GetPrivateData

Set data to a device and associate that data with a guid.

Guid associated with the data.

Size of the data.

Pointer to the data to be stored with this device. If pData is null, DataSize must also be 0, and any data previously associated with the guid will be destroyed.

This method returns one of the following Direct3D 11 Return Codes.

The data stored in the device with this method can be retrieved with .

The data and guid set with this method will typically be application-defined.

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 that is in D3Dcommon.h. For example, to give pContext a friendly name of My name, use the following code:

 static const char c_szName[] = "My name";	
            hr = pContext->SetPrivateData( , sizeof( c_szName ) - 1, c_szName );	
            

Windows?Phone?8: This API is supported.

ff476533 HRESULT ID3D11Device::SetPrivateData([In] const GUID& guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData) ID3D11Device::SetPrivateData

Associate an -derived interface with this device child and associate that interface with an application-defined guid.

Guid associated with the interface.

Pointer to an -derived interface to be associated with the device child.

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476534 HRESULT ID3D11Device::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData) ID3D11Device::SetPrivateDataInterface

Gets the feature level of the hardware device.

A member of the enumerated type that describes the feature level of the hardware device.

Feature levels determine the capabilities of your device.

Windows?Phone?8: This API is supported.

ff476528 D3D_FEATURE_LEVEL ID3D11Device::GetFeatureLevel() ID3D11Device::GetFeatureLevel

Get the flags used during the call to create the device with .

A bitfield containing the flags used to create the device. See .

Windows?Phone?8: This API is supported.

ff476525 unsigned int ID3D11Device::GetCreationFlags() ID3D11Device::GetCreationFlags

Get the reason why the device was removed.

Possible return values include:

For more detail on these return codes, see DXGI_ERROR.

Windows?Phone?8: This API is supported.

ff476526 HRESULT ID3D11Device::GetDeviceRemovedReason() ID3D11Device::GetDeviceRemovedReason

Gets an immediate context, which can play back command lists.

Upon completion of the method, the passed reference to an interface reference is initialized.

The GetImmediateContext method returns an object that represents an immediate context which is used to perform rendering that you want immediately submitted to a device. For most applications, an immediate context is the primary object that is used to draw your scene.

The GetImmediateContext method increments the reference count of the immediate context by one. Therefore, you must call Release on the returned interface reference when you are done with it to avoid a memory leak.

Windows?Phone?8: This API is supported.

ff476529 void ID3D11Device::GetImmediateContext([Out] ID3D11DeviceContext** ppImmediateContext) ID3D11Device::GetImmediateContext

Get the exception-mode flags.

A value that contains one or more exception flags; each flag specifies a condition which will cause an exception to be raised. The flags are listed in D3D11_RAISE_FLAG. A default value of 0 means there are no flags.

This method returns one of the following Direct3D 11 Return Codes.

Set an exception-mode flag to elevate an error condition to a non-continuable exception.

Whenever an error occurs, a Direct3D device enters the DEVICEREMOVED state and if the appropriate exception flag has been set, an exception is raised. A raised exception is designed to terminate an application. Before termination, the last chance an application has to persist data is by using an UnhandledExceptionFilter (see Structured Exception Handling). In general, UnhandledExceptionFilters are leveraged to try to persist data when an application is crashing (to disk, for example). Any code that executes during an UnhandledExceptionFilter is not guaranteed to reliably execute (due to possible process corruption). Any data that the UnhandledExceptionFilter manages to persist, before the UnhandledExceptionFilter crashes again, should be treated as suspect, and therefore inspected by a new, non-corrupted process to see if it is usable.

Windows?Phone?8: This API is supported.

ff476532 HRESULT ID3D11Device::SetExceptionMode([In] unsigned int RaiseFlags) ID3D11Device::SetExceptionMode

Get the exception-mode flags.

A value that contains one or more exception flags; each flag specifies a condition which will cause an exception to be raised. The flags are listed in D3D11_RAISE_FLAG. A default value of 0 means there are no flags.

An exception-mode flag is used to elevate an error condition to a non-continuable exception.

Windows?Phone?8: This API is supported.

ff476527 unsigned int ID3D11Device::GetExceptionMode() ID3D11Device::GetExceptionMode
Gets a value indicating whether the current device is using the reference rasterizer. Gets or sets the debug-name for this object. The debug name.

Gets the feature level of the hardware device.

Feature levels determine the capabilities of your device.

Windows?Phone?8: This API is supported.

ff476528 GetFeatureLevel GetFeatureLevel D3D_FEATURE_LEVEL ID3D11Device::GetFeatureLevel()

Get the flags used during the call to create the device with .

Windows?Phone?8: This API is supported.

ff476525 GetCreationFlags GetCreationFlags unsigned int ID3D11Device::GetCreationFlags()

Get the reason why the device was removed.

Windows?Phone?8: This API is supported.

ff476526 GetDeviceRemovedReason GetDeviceRemovedReason HRESULT ID3D11Device::GetDeviceRemovedReason()

Gets an immediate context, which can play back command lists.

The GetImmediateContext method returns an object that represents an immediate context which is used to perform rendering that you want immediately submitted to a device. For most applications, an immediate context is the primary object that is used to draw your scene.

The GetImmediateContext method increments the reference count of the immediate context by one. Therefore, you must call Release on the returned interface reference when you are done with it to avoid a memory leak.

Windows?Phone?8: This API is supported.

ff476529 GetImmediateContext GetImmediateContext void ID3D11Device::GetImmediateContext([Out] ID3D11DeviceContext** ppImmediateContext)

Get or sets the exception-mode flags.

An exception-mode flag is used to elevate an error condition to a non-continuable exception.

Windows?Phone?8: This API is supported.

ff476527 GetExceptionMode / SetExceptionMode GetExceptionMode unsigned int ID3D11Device::GetExceptionMode()

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext

Set the target output buffers for the stream-output stage of the pipeline.

The number of buffer to bind to the device. A maximum of four output buffers can be set. If less than four are defined by the call, the remaining buffer slots are set to null. See Remarks.

The array of output buffers (see ) to bind to the device. The buffers must have been created with the flag.

Array of offsets to the output buffers from ppSOTargets, one offset for each buffer. The offset values must be in bytes.

An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass.

Calling this method using a buffer that is currently bound for writing will effectively bind null instead because a buffer cannot be bound as both an input and an output at the same time.

The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

ff476484 void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets) ID3D11DeviceContext::SOSetTargets
Sets the stream output targets bound to the StreamOutput stage. The buffer to bind on the first stream output slot. An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass. ff476484 void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets) ID3D11DeviceContext::SOSetTargets Set the target output {{buffers}} for the {{StreamOutput}} stage, which enables/disables the pipeline to stream-out data. Call ID3D10Device::SOSetTargets (before any draw calls) to stream data out; call SOSetTargets with NULL to stop streaming data out. For an example, see Exercise 01 from the GDC 2007 workshop, which sets the stream output render targets before calling draw methods in the RenderInstanceToStream function. An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass. Calling this method using a buffer that is currently bound for writing will effectively bind NULL instead because a buffer cannot be bound as both an input and an output at the same time. The {{DeviceDebug Layer}} will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime. The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device. an array of output buffers (see ) to bind to the device. The buffers must have been created with the flag. void SOSetTargets([In] int NumBuffers,[In, Buffer, Optional] const ID3D10Buffer** ppSOTargets,[In, Buffer, Optional] const int* pOffsets) ff476484 void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets) ID3D11DeviceContext::SOSetTargets Get the target output {{buffers}} for the {{StreamOutput}} stage of the pipeline. Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. Number of buffers to get. A maximum of four output buffers can be retrieved. an array of output buffers (see ) to bind to the device. void SOGetTargets([In] int NumBuffers,[Out, Buffer, Optional] ID3D10Buffer** ppSOTargets,[Out, Buffer, Optional] int* pOffsets) Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Set the target output buffers for the stream-output stage of the pipeline.

The number of buffer to bind to the device. A maximum of four output buffers can be set. If less than four are defined by the call, the remaining buffer slots are set to null. See Remarks.

The array of output buffers (see ) to bind to the device. The buffers must have been created with the flag.

Array of offsets to the output buffers from ppSOTargets, one offset for each buffer. The offset values must be in bytes.

An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass.

Calling this method using a buffer that is currently bound for writing will effectively bind null instead because a buffer cannot be bound as both an input and an output at the same time.

The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476484 void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const void** ppSOTargets,[In, Buffer, Optional] const void* pOffsets) ID3D11DeviceContext::SOSetTargets

Get the target output buffers for the stream-output stage of the pipeline.

Number of buffers to get.

An array of output buffers (see ) to be retrieved from the device.

A maximum of four output buffers can be retrieved.

The offsets to the output buffers pointed to in the returned ppSOTargets array may be assumed to be -1 (append), as defined for use in .

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476483 void ID3D11DeviceContext::SOGetTargets([In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppSOTargets) ID3D11DeviceContext::SOGetTargets
Common Shader class. Provides a common set of methods for a Shader Stage. TODO: check if usage of abstract is not introducing an unacceptable overhead... Type of the shader Functions Constant SamplerRegisterComponents. D3D11_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS Constant SamplerRegisterCount. D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT Constant ConstantBufferComponentBitCount. D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT Constant TextureCoordRangeReductionMinimum. D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN Constant InputResourceSlotCount. D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT Constant TempRegisterComponents. D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENTS Constant ImmediateValueComponentBitCount. D3D11_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT Constant ImmediateConstantBufferRegisterCount. D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT Constant TextureElOffsetMaximumPositive. D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE Constant ConstantBufferComponents. D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS Constant TempRegisterReadsPerInst. D3D11_COMMONSHADER_TEMP_REGISTER_READS_PER_INST Constant SubRoutineNestingLimit. D3D11_COMMONSHADER_SUBROUTINE_NESTING_LIMIT Constant ImmediateConstantBufferRegisterReadPorts. D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS Constant ConstantBufferApiSlotCount. D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT Constant InputResourceRegisterReadPorts. D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS Constant ImmediateConstantBufferRegisterReadsPerInst. D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST Constant InputResourceRegisterCount. D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT Constant InputResourceRegisterReadsPerInst. D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST Constant ConstantBufferRegisterReadPorts. D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS Constant FlowcontrolNestingLimit. D3D11_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT Constant SamplerRegisterReadsPerInst. D3D11_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST Constant TempRegisterComponentBitCount. D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT Constant SamplerRegisterReadPorts. D3D11_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS Constant TextureElOffsetMaximumNegative. D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE Constant TextureCoordRangeReductionMaximum. D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX Constant TempRegisterCount. D3D11_COMMONSHADER_TEMP_REGISTER_COUNT Constant ConstantBufferRegisterCount. D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT Constant ImmediateConstantBufferRegisterComponents. D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS Constant InputResourceRegisterComponents. D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS Constant TempRegisterReadPorts. D3D11_COMMONSHADER_TEMP_REGISTER_READ_PORTS Constant ConstantBufferRegisterComponents. D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS Constant ConstantBufferHwSlotCount. D3D11_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT Constant SamplerSlotCount. D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT Constant ConstantBufferRegisterReadsPerInst. D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST Initializes a new instance of the class. The pointer. Gets the constant buffers used by the shader stage. Index into the device's zero-based array from which to begin retrieving constant buffers. Number of buffers to retrieve. An array of constant buffers. Gets the sampler states used by the shader stage. Index into the device's zero-based array from which to begin retrieving samplers. Number of samplers to retrieve. An array of sampler states. Gets the shader resources used by the shader stage. Index into the device's zero-based array from which to begin retrieving shader resources. Number of resources to retrieve. An array of shader resources. Sets a single constant buffer to be used by the shader stage. Index into the device's zero-based array to which to set the constant buffer. constant buffer to set Sets an array of constant buffers to be used by the shader stage. Index into the device's zero-based array to which to set the array of constant buffers. An array of constant buffer to set Sets an array of constant buffers to be used by the shader stage. Index into the device's zero-based array to which to set the array of constant buffers. An array of constant buffer to set Sets a single sampler to be used by the shader stage. Index into the device's zero-based array to which to set the sampler. sampler state to set Sets an array of samplers to be used by the shader stage. Index into the device's zero-based array to which to set the array of sampler states. An array of sampler state to set Sets an array of samplers to be used by the shader stage. Index into the device's zero-based array to which to set the array of sampler states. An array of sampler state to set Sets a single shader resource to be used by the shader stage. Index into the device's zero-based array to which to set the resource. Resource view to attach Bind an array of shader resources to the shader stage. If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see . The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1). Array of {{shader resource view}} interfaces to set to the device. Bind an array of shader resources to the shader stage. If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see . The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1). Array of {{shader resource view}} interfaces to set to the device. Get the shader resources. Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks. Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1). The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot). Array of {{shader resource view}} interfaces to be returned by the device. void PSGetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[Out, Buffer] ID3D11ShaderResourceView** ppShaderResourceViews) Get an array of sampler states from the shader pipeline stage. Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks. Index into a zero-based array to begin getting samplers from (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1). Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot). Array of sampler-state interface pointers (see ) to be returned by the device. void PSGetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers) Get the constant buffers used by the shader pipeline stage. Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks. Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1). Number of buffers to retrieve (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot). Array of constant buffer interface pointers (see ) to be returned by the method. void PSGetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers) Bind an array of shader resources to the shader stage. If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see . The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1). Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot). Array of {{shader resource view}} interfaces to set to the device. void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D11ShaderResourceView** ppShaderResourceViews) Bind an array of shader resources to the shader stage. If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see . The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1). Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot). Array of {{shader resource view}} interfaces to set to the device. void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D11ShaderResourceView** ppShaderResourceViews) Bind an array of shader resources to the shader stage. If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see . The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1). Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot). Array of {{shader resource view}} interfaces to set to the device. void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D11ShaderResourceView** ppShaderResourceViews) Set an array of sampler states to the shader pipeline stage. Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D11_FILTER_MIN_MAG_MIP_LINEARAddressUD3D11_TEXTURE_ADDRESS_CLAMPAddressVD3D11_TEXTURE_ADDRESS_CLAMPAddressWD3D11_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D11_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1). Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot). Pointer to an array of sampler-state interfaces (see ). See Remarks. void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D11SamplerState** ppSamplers) Set an array of sampler states to the shader pipeline stage. Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D11_FILTER_MIN_MAG_MIP_LINEARAddressUD3D11_TEXTURE_ADDRESS_CLAMPAddressVD3D11_TEXTURE_ADDRESS_CLAMPAddressWD3D11_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D11_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1). Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot). Pointer to an array of sampler-state interfaces (see ). See Remarks. void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D11SamplerState** ppSamplers) Set the constant buffers used by the shader pipeline stage. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1). Number of buffers to set (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot). Array of constant buffers (see ) being given to the device. void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D11Buffer** ppConstantBuffers) Set the constant buffers used by the shader pipeline stage. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1). Number of buffers to set (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot). Array of constant buffers (see ) being given to the device. void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D11Buffer** ppConstantBuffers) Common Shader class. Provides a common set of methods for a Shader Stage. TODO: check if usage of abstract is not introducing an unacceptable overhead... Type of the shader Initializes a new instance of the class. The pointer. Gets the shader currently assigned to the device. The shader (null if no shader is assigned). Gets the shader currently assigned to the device. An array that will be used to contain any class instances currently active. The shader (null if no shader is assigned). Assigns a compute shader to the device. The shader to assign to the device. Assign null to disable the compute shader. Assigns a compute shader to the device. The shader to assign to the device. Assign null to disable the compute shader. An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Assigns a compute shader to the device. The shader to assign to the device. Assign null to disable the compute shader. An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled.

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Constant UnorderedAccessViewSlotCount. D3D11_PS_CS_UAV_REGISTER_COUNT Constant DispatchMaximumThreadGroupsPerDimension. D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION Constant ThreadLocalTempRegisterPool. D3D11_CS_THREAD_LOCAL_TEMP_REGISTER_POOL Constant ThreadGroupSharedMemoryRegisterCount. D3D11_CS_TGSM_REGISTER_COUNT Constant ThreadGroupMaximumY. D3D11_CS_THREAD_GROUP_MAX_Y Constant ThreadGroupSharedMemoryResourceRegisterReadPorts. D3D11_CS_TGSM_RESOURCE_REGISTER_READ_PORTS Constant ThreadGroupMinimumY. D3D11_CS_THREAD_GROUP_MIN_Y Constant ThreadGroupSharedMemoryRegisterReadsPerInst. D3D11_CS_TGSM_REGISTER_READS_PER_INST Constant ThreadGroupMaximumZ. D3D11_CS_THREAD_GROUP_MAX_Z Constant ThreadGroupMinimumX. D3D11_CS_THREAD_GROUP_MIN_X Constant ThreadGroupSharedMemoryResourceRegisterComponents. D3D11_CS_TGSM_RESOURCE_REGISTER_COMPONENTS Constant ThreadGroupMaximumX. D3D11_CS_THREAD_GROUP_MAX_X Constant ThreadGroupMaximumThreadsPerGroup. D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP Constant ThreadGroupMinimumZ. D3D11_CS_THREAD_GROUP_MIN_Z Gets an array of views for an unordered resource. Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks. Index of the first element in the zero-based array to return (ranges from 0 to D3D11_PS_CS_UAV_REGISTER_COUNT - 1). Number of views to get (ranges from 0 to D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot). void CSGetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[Out, Buffer] ID3D11UnorderedAccessView** ppUnorderedAccessViews) Sets an array of views for an unordered resource. Index of the first element in the zero-based array to begin setting. A reference to an references to be set by the method. void CSSetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[In, Buffer] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer] const int* pUAVInitialCounts) Sets an array of views for an unordered resource. Index of the first element in the zero-based array to begin setting. A reference to an references to be set by the method. An Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV. uAVInitialCount is only relevant for UAVs which have the flag, otherwise the argument is ignored. void CSSetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[In, Buffer] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer] const int* pUAVInitialCounts) Sets an array of views for an unordered resource. Index of the first element in the zero-based array to begin setting. A reference to an array of references to be set by the method. void CSSetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[In, Buffer] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer] const int* pUAVInitialCounts) Sets an array of views for an unordered resource. Index of the first element in the zero-based array to begin setting. A reference to an array of references to be set by the method. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV. pUAVInitialCounts is only relevant for UAVs which have the flag, otherwise the argument is ignored. void CSSetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[In, Buffer] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer] const int* pUAVInitialCounts) Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Bind an array of shader resources to the compute-shader stage.

Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to - 1).

Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources(ranges from 0 to - StartSlot).

Array of shader resource view interfaces to set to the device.

If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with null.

For information about creating shader-resource views, see .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476403 void ID3D11DeviceContext::CSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** ppShaderResourceViews) ID3D11DeviceContext::CSSetShaderResources

Sets an array of views for an unordered resource.

Index of the first element in the zero-based array to begin setting (ranges from 0 to D3D11_1_UAV_SLOT_COUNT - 1). D3D11_1_UAV_SLOT_COUNT is defined as 64.

Number of views to set (ranges from 0 to D3D11_1_UAV_SLOT_COUNT - StartSlot).

A reference to an array of references to be set by the method.

An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset. Any other values set the hidden counter for that appendable and consumable UAV. pUAVInitialCounts is only relevant for UAVs that were created with either or specified when the UAV was created; otherwise, the argument is ignored.

Windows?Phone?8: This API is supported.

ff476404 void ID3D11DeviceContext::CSSetUnorderedAccessViews([In] unsigned int StartSlot,[In] unsigned int NumUAVs,[In, Buffer] const void** ppUnorderedAccessViews,[In, Buffer] const void* pUAVInitialCounts) ID3D11DeviceContext::CSSetUnorderedAccessViews

Set a compute shader to the device.

Pointer to a compute shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476402 void ID3D11DeviceContext::CSSetShader([In, Optional] ID3D11ComputeShader* pComputeShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::CSSetShader

Set a compute shader to the device.

Pointer to a compute shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476402 void ID3D11DeviceContext::CSSetShader([In, Optional] ID3D11ComputeShader* pComputeShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::CSSetShader

Set an array of sampler states to the compute-shader stage.

Index into the device's zero-based array to begin setting samplers to (ranges from 0 to - 1).

Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Pointer to an array of sampler-state interfaces (see ). See Remarks.

Any sampler may be set to null; this invokes the default state, which is defined to be the following.

 //Default sampler state:	
             SamplerDesc;	
            SamplerDesc.Filter = ;	
            SamplerDesc.AddressU = ;	
            SamplerDesc.AddressV = ;	
            SamplerDesc.AddressW = ;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = ;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; 

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476401 void ID3D11DeviceContext::CSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** ppSamplers) ID3D11DeviceContext::CSSetSamplers

Sets the constant buffers used by the compute-shader stage.

Index into the zero-based array to begin setting constant buffers to (ranges from 0 to - 1).

Number of buffers to set (ranges from 0 to - StartSlot).

Array of constant buffers (see ) being given to the device.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each). When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.

If the application wants the shader to access other parts of the buffer, it must call the CSSetConstantBuffers1 method instead.

Windows?Phone?8: This API is supported.

ff476400 void ID3D11DeviceContext::CSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** ppConstantBuffers) ID3D11DeviceContext::CSSetConstantBuffers

Get the compute-shader resources.

Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to - 1).

The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to - StartSlot).

Array of shader resource view interfaces to be returned by the device.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476398 void ID3D11DeviceContext::CSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D11ShaderResourceView** ppShaderResourceViews) ID3D11DeviceContext::CSGetShaderResources

Gets an array of views for an unordered resource.

Index of the first element in the zero-based array to return (ranges from 0 to - 1).

Number of views to get (ranges from 0 to - StartSlot).

A reference to an array of interface references (see ) to get.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476399 void ID3D11DeviceContext::CSGetUnorderedAccessViews([In] unsigned int StartSlot,[In] unsigned int NumUAVs,[Out, Buffer] ID3D11UnorderedAccessView** ppUnorderedAccessViews) ID3D11DeviceContext::CSGetUnorderedAccessViews

Get the compute shader currently set on the device.

Address of a reference to a Compute shader (see ) to be returned by the method.

Pointer to an array of class instance interfaces (see ).

The number of class-instance elements in the array.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476397 void ID3D11DeviceContext::CSGetShader([Out] ID3D11ComputeShader** ppComputeShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances) ID3D11DeviceContext::CSGetShader

Get an array of sampler state interfaces from the compute-shader stage.

Index into a zero-based array to begin getting samplers from (ranges from 0 to - 1).

Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Pointer to an array of sampler-state interfaces (see ).

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476396 void ID3D11DeviceContext::CSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers) ID3D11DeviceContext::CSGetSamplers

Get the constant buffers used by the compute-shader stage.

Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to - 1).

Number of buffers to retrieve (ranges from 0 to - StartSlot).

Array of constant buffer interface references (see ) to be returned by the method.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476395 void ID3D11DeviceContext::CSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers) ID3D11DeviceContext::CSGetConstantBuffers

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Constructs a new deferred context . The device with which to associate the state object. The newly created object. Create a command list and record graphics commands into it. A flag indicating whether the immediate context state is saved (prior) and restored (after) the execution of a command list. The created command list containing the queued rendering commands. Determines whether asynchronous query data is available. The data. true if asynchronous query data is available; otherwise, false. HRESULT ID3D11DeviceContext::GetData([In] ID3D11Asynchronous* pAsync,[Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] D3D11_ASYNC_GETDATA_FLAG GetDataFlags) Determines whether asynchronous query data is available. The data. Optional flags true if asynchronous query data is available; otherwise, false. HRESULT ID3D11DeviceContext::GetData([In] ID3D11Asynchronous* pAsync,[Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] D3D11_ASYNC_GETDATA_FLAG GetDataFlags) Gets data from the GPU asynchronously. The asynchronous data provider. The data retrieved from the GPU. Gets data from the GPU asynchronously. The asynchronous data provider. The data retrieved from the GPU. Gets data from the GPU asynchronously. The asynchronous data provider. The data retrieved from the GPU. True if result contains valid data, false otherwise. Gets data from the GPU asynchronously. The asynchronous data provider. Flags specifying how the command should operate. The data retrieved from the GPU. Gets data from the GPU asynchronously. The asynchronous data provider. Flags specifying how the command should operate. The data retrieved from the GPU. Gets data from the GPU asynchronously. The asynchronous data provider. Flags specifying how the command should operate. The data retrieved from the GPU. True if result contains valid data, false otherwise. Copy the entire contents of the source resource to the destination resource using the GPU. This method is unusual in that it causes the GPU to perform the copy operation (similar to a memcpy by the CPU). As a result, it has a few restrictions designed for improving performance. For instance, the source and destination resources: Must be different resources. Must be the same type. Must have identical dimensions (including width, height, depth, and size as appropriate). Will only be copied. CopyResource does not support any stretch, color key, blend, or format conversions. Must have compatible DXGI formats, which means the formats must be identical or at least from the same type group. For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. Might not be currently mapped. You cannot use an {{Immutable}} resource as a destination. You can use a {{depth-stencil}} resource as either a source or a destination. Resources created with multisampling capability (see ) can be used as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if one is multisampled and the other is not multisampled the call to ID3D11DeviceContext::CopyResource fails. The method is an asynchronous call which may be added to the command-buffer queue. This attempts to remove pipeline stalls that may occur when copying data. An application that only needs to copy a portion of the data in a resource should use instead. A reference to the source resource (see ). A reference to the destination resource (see ). void ID3D11DeviceContext::CopyResource([In] ID3D11Resource* pDstResource,[In] ID3D11Resource* pSrcResource) ff476392 void ID3D11DeviceContext::CopyResource([In] ID3D11Resource* pDstResource,[In] ID3D11Resource* pSrcResource) ID3D11DeviceContext::CopyResource Copy a region from a source resource to a destination resource. The source box must be within the size of the source resource. The destination offsets, (x, y, and z) allow the source box to be offset when writing into the destination resource; however, the dimensions of the source box and the offsets must be within the size of the resource. If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels. {{D3D11CalcSubresource}} is a helper function for calculating subresource indexes. CopySubresourceRegion performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources: Must be different subresources (although they can be from the same resource). Must be the same type. Must have compatible DXGI formats (identical or from the same type group). For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. May not be currently mapped. CopySubresourceRegion only supports copy; it does not support any stretch, color key, blend, or format conversions. An application that needs to copy an entire resource should use instead. CopySubresourceRegion is an asynchronous call which may be added to the command-buffer queue, this attempts to remove pipeline stalls that may occur when copying data. See performance considerations for more details. Note??If you use CopySubresourceRegion with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. In this situation, you must pass 0 to the DstX, DstY, and DstZ parameters and NULL to the pSrcBox parameter. In addition, source and destination resources, which are represented by the pSrcResource and pDstResource parameters, should have identical sample count values. Example The following code snippet copies a box (located at (120,100),(200,220)) from a source texture into a region (10,20),(90,140) in a destination texture. D3D11_BOX sourceRegion; sourceRegion.left = 120; sourceRegion.right = 200; sourceRegion.top = 100; sourceRegion.bottom = 220; sourceRegion.front = 0; sourceRegion.back = 1; pd3dDeviceContext->CopySubresourceRegion( pDestTexture, 0, 10, 20, 0, pSourceTexture, 0, &sourceRegion ); Notice, that for a 2D texture, front and back are set to 0 and 1 respectively. A reference to the source resource (see ). Source subresource index. A reference to a 3D box (see ) that defines the source subresources that can be copied. If NULL, the entire source subresource is copied. The box must fit within the source resource. A reference to the destination resource (see ). Destination subresource index. The x-coordinate of the upper left corner of the destination region. The y-coordinate of the upper left corner of the destination region. For a 1D subresource, this must be zero. The z-coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero. ff476394 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) ID3D11DeviceContext::CopySubresourceRegion Copy a multisampled resource into a non-multisampled resource. This API is most useful when re-using the resulting render target of one render pass as an input to a second render pass. The source and destination resources must be the same resource type and have the same dimensions. In addition, they must have compatible formats. There are three scenarios for this: ScenarioRequirements Source and destination are prestructured and typedBoth the source and destination must have identical formats and that format must be specified in the Format parameter. One resource is prestructured and typed and the other is prestructured and typelessThe typed resource must have a format that is compatible with the typeless resource (i.e. the typed resource is DXGI_FORMAT_R32_FLOAT and the typeless resource is DXGI_FORMAT_R32_TYPELESS). The format of the typed resource must be specified in the Format parameter. Source and destination are prestructured and typelessBoth the source and destination must have the same typeless format (i.e. both must have DXGI_FORMAT_R32_TYPELESS), and the Format parameter must specify a format that is compatible with the source and destination (i.e. if both are DXGI_FORMAT_R32_TYPELESS then DXGI_FORMAT_R32_FLOAT could be specified in the Format parameter). For example, given the DXGI_FORMAT_R16G16B16A16_TYPELESS format: The source (or dest) format could be DXGI_FORMAT_R16G16B16A16_UNORM The dest (or source) format could be DXGI_FORMAT_R16G16B16A16_FLOAT ? Source resource. Must be multisampled. >The source subresource of the source resource. Destination resource. Must be a created with the flag and be single-sampled. See . A zero-based index, that identifies the destination subresource. Use {{D3D11CalcSubresource}} to calculate the index. A that indicates how the multisampled resource will be resolved to a single-sampled resource. See remarks. void ID3D11DeviceContext::ResolveSubresource([In] ID3D11Resource* pDstResource,[In] int DstSubresource,[In] ID3D11Resource* pSrcResource,[In] int SrcSubresource,[In] DXGI_FORMAT Format) Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource. The resource. The mip slice. The array slice. The mode. The flags. The output stream containing the pointer. The locked HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource) Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource. The resource. The mip slice. The array slice. The mode. The flags. The output stream containing the pointer. The locked HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource) Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource. The resource. The mip slice. The array slice. The mode. The flags. The output stream containing the pointer. The locked HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource) Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource. The resource. The mode. The flags. The output stream containing the pointer. The locked HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource) Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource. The resource. The mip slice. The array slice. The mode. The flags. Size of the selected miplevel. The locked HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource) Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource. The resource. The subresource. The mode. The flags. The output stream containing the pointer. The locked HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource)

Gets a reference to the data contained in a subresource, and denies the GPU access to that subresource.

A reference to a interface.

Index number of the subresource.

Specifies the CPU's read and write permissions for a resource. For possible values, see .

Flag that specifies what the CPU should do when the GPU is busy. This flag is optional.

A reference to the mapped subresource (see ).

The mapped subresource (see ). If is used and the resource is still being used by the GPU, this method return an empty DataBox whose property returns true.

This method also throws an exception with the code if MapType allows any CPU read access and the video card has been removed.

For more information about these error codes, see DXGI_ERROR.

If you call Map on a deferred context, you can only pass , , or both to the MapType parameter. Other -typed values are not supported for a deferred context.

The Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, can map shader resource views (SRVs) of dynamic buffers with . The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers.

If is used and the resource is still being used by the GPU, this method return an empty DataBox whose property returns true.
ff476457 HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource) ID3D11DeviceContext::Map
Copies data from the CPU to to a non-mappable subresource region. Type of the data to upload A reference to the data to upload. The destination resource. The destination subresource. The row pitch. The depth pitch. The region This method is implementing the workaround for deferred context. ff476486 void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) ID3D11DeviceContext::UpdateSubresource Copies data from the CPU to to a non-mappable subresource region. Type of the data to upload A reference to the data to upload. The destination resource. The destination subresource. The row pitch. The depth pitch. A region that defines the portion of the destination subresource to copy the resource data into. Coordinates are in bytes for buffers and in texels for textures. ff476486 void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) ID3D11DeviceContext::UpdateSubresource This method is implementing the workaround for deferred context. Copies data from the CPU to to a non-mappable subresource region. The source data. The destination resource. The destination subresource. This method is implementing the workaround for deferred context. void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) Copies data from the CPU to to a non-mappable subresource region. The source data. The destination resource. The destination subresource. The destination region within the resource. This method is implementing the workaround for deferred context. void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) Copies data from the CPU to to a non-mappable subresource region. Type of the data to upload A reference to the data to upload. The destination resource. The size in bytes per pixel/block element. The destination subresource. The row pitch. The depth pitch. if set to true the resource is a block/compressed resource void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) This method is implementing the workaround for deferred context. Copies data from the CPU to to a non-mappable subresource region. Type of the data to upload A reference to the data to upload. The destination resource. The size in bytes per pixel/block element. The destination subresource. The row pitch. The depth pitch. if set to true the resource is a block/compressed resource This method is implementing the workaround for deferred context. void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) Copies data from the CPU to to a non-mappable subresource region. The source data. The destination resource. The size in bytes per pixel/block element. The destination subresource. if set to true the resource is a block/compressed resource This method is implementing the workaround for deferred context. void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) Copies data from the CPU to to a non-mappable subresource region. The source data. The destination resource. The size in bytes per pixel/block element. The destination subresource. The destination region within the resource. if set to true the resource is a block/compressed resource This method is implementing the workaround for deferred context. void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) Updates the subresource safe method. The DST resource ref. The DST subresource. The DST box ref. The p SRC data. The SRC row pitch. The SRC depth pitch. The size in bytes per pixel/block element. if set to true the resource is a block/compressed resource This method is implementing the workaround for deferred context. Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion. Update nested inner interfaces pointer

Draw indexed, non-instanced primitives.

Number of indices to draw.

The location of the first index read by the GPU from the index buffer.

A value added to each index before reading a vertex from the vertex buffer.

A draw API submits work to the rendering pipeline.

If the sum of both indices is negative, the result of the function call is undefined.

Windows?Phone?8: This API is supported.

ff476409 void ID3D11DeviceContext::DrawIndexed([In] unsigned int IndexCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation) ID3D11DeviceContext::DrawIndexed

Draw non-indexed, non-instanced primitives.

Number of vertices to draw.

Index of the first vertex, which is usually an offset in a vertex buffer.

Draw submits work to the rendering pipeline.

The vertex data for a draw call normally comes from a vertex buffer that is bound to the pipeline.

Even without any vertex buffer bound to the pipeline, you can generate your own vertex data in your vertex shader by using the SV_VertexID system-value semantic to determine the current vertex that the runtime is processing.

Windows?Phone?8: This API is supported.

ff476407 void ID3D11DeviceContext::Draw([In] unsigned int VertexCount,[In] unsigned int StartVertexLocation) ID3D11DeviceContext::Draw

Gets a reference to the data contained in a subresource, and denies the GPU access to that subresource.

No documentation. No documentation. No documentation. No documentation. No documentation.

This method returns one of the Direct3D 11 Return Codes.

This method also returns if MapFlags specifies and the GPU is not yet finished with the resource.

This method also returns if MapType allows any CPU read access and the video card has been removed.

For more information about these error codes, see DXGI_ERROR.

If you call Map on a deferred context, you can only pass , , or both to the MapType parameter. Other -typed values are not supported for a deferred context.

Note??The Direct3D 11.1 runtime, which is available starting with Windows?8, enables mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with . The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call with D3D11_FEATURE_D3D11_OPTIONS. CheckFeatureSupport fills members of a D3D11_FEATURE_DATA_D3D11_OPTIONS structure with the device's features. The relevant members here are MapNoOverwriteOnDynamicConstantBuffer and MapNoOverwriteOnDynamicBufferSRV.

For info about how to use Map, see How to: Use dynamic resources.

ff476457 HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource) ID3D11DeviceContext::Map

Invalidate the reference to a resource and reenable the GPU's access to that resource.

A reference to a interface.

A subresource to be unmapped.

For info about how to use Unmap, see How to: Use dynamic resources.

Windows?Phone?8: This API is supported.

ff476485 void ID3D11DeviceContext::Unmap([In] ID3D11Resource* pResource,[In] unsigned int Subresource) ID3D11DeviceContext::Unmap

Draw indexed, instanced primitives.

Number of indices read from the index buffer for each instance.

Number of instances to draw.

The location of the first index read by the GPU from the index buffer.

A value added to each index before reading a vertex from the vertex buffer.

A value added to each index before reading per-instance data from a vertex buffer.

A draw API submits work to the rendering pipeline.

Instancing may extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be to draw the same object with different positions and colors. Instancing requires multiple vertex buffers: at least one for per-vertex data and a second buffer for per-instance data.

Windows?Phone?8: This API is supported.

ff476410 void ID3D11DeviceContext::DrawIndexedInstanced([In] unsigned int IndexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation,[In] unsigned int StartInstanceLocation) ID3D11DeviceContext::DrawIndexedInstanced

Draw non-indexed, instanced primitives.

Number of vertices to draw.

Number of instances to draw.

Index of the first vertex.

A value added to each index before reading per-instance data from a vertex buffer.

A draw API submits work to the rendering pipeline.

Instancing may extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be to draw the same object with different positions and colors.

The vertex data for an instanced draw call normally comes from a vertex buffer that is bound to the pipeline. However, you could also provide the vertex data from a shader that has instanced data identified with a system-value semantic (SV_InstanceID).

Windows?Phone?8: This API is supported.

ff476412 void ID3D11DeviceContext::DrawInstanced([In] unsigned int VertexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartVertexLocation,[In] unsigned int StartInstanceLocation) ID3D11DeviceContext::DrawInstanced

Mark the beginning of a series of commands.

A reference to an interface.

Use to mark the ending of the series of commands.

Windows?Phone?8: This API is supported.

ff476386 void ID3D11DeviceContext::Begin([In] ID3D11Asynchronous* pAsync) ID3D11DeviceContext::Begin

Mark the end of a series of commands.

A reference to an interface.

Use to mark the beginning of the series of commands.

Windows?Phone?8: This API is supported.

ff476422 void ID3D11DeviceContext::End([In] ID3D11Asynchronous* pAsync) ID3D11DeviceContext::End

Get data from the graphics processing unit (GPU) asynchronously.

A reference to an interface for the object about which GetData retrieves data.

Address of memory that will receive the data. If null, GetData will be used only to check status. The type of data output depends on the type of asynchronous interface.

Size of the data to retrieve or 0. Must be 0 when pData is null.

Optional flags. Can be 0 or any combination of the flags enumerated by .

This method returns one of the Direct3D 11 Return Codes. A return value of indicates that the data at pData is available for the calling application to access. A return value of S_FALSE indicates that the data is not yet available. If the data is not yet available, the application must call GetData until the data is available.

Queries in a deferred context are limited to predicated drawing. That is, you cannot call on a deferred context to get data about a query; you can only call GetData on the immediate context to get data about a query. For predicated drawing, the results of a predication-type query are used by the GPU and not returned to an application. For more information about predication and predicated drawing, see D3D11DeviceContext::SetPredication.

GetData retrieves the data that the runtime collected between calls to and . Certain queries only require a call to in which case the data returned by GetData is accurate up to the last call to . For information about the queries that only require a call to and about the type of data that GetData retrieves for each query, see .

If DataSize is 0, GetData is only used to check status.

An application gathers counter data by calling , issuing some graphics commands, calling , and then calling to get data about what happened in between the Begin and End calls. For information about performance counter types, see .

Windows?Phone?8: This API is supported.

ff476428 HRESULT ID3D11DeviceContext::GetData([In] ID3D11Asynchronous* pAsync,[Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] D3D11_ASYNC_GETDATA_FLAG GetDataFlags) ID3D11DeviceContext::GetData

Set a rendering predicate.

A reference to the interface that represents the rendering predicate. A null value indicates "no" predication; in this case, the value of PredicateValue is irrelevant but will be preserved for .

If TRUE, rendering will be affected by when the predicate's conditions are met. If , rendering will be affected when the conditions are not met.

The predicate must be in the "issued" or "signaled" state to be used for predication. While the predicate is set for predication, calls to and are invalid.

Use this method to denote that subsequent rendering and resource manipulation commands are not actually performed if the resulting predicate data of the predicate is equal to the PredicateValue. However, some predicates are only hints, so they may not actually prevent operations from being performed.

The primary usefulness of predication is to allow an application to issue rendering and resource manipulation commands without taking the performance hit of spinning, waiting for to return. So, predication can occur while returns S_FALSE. Another way to think of it: an application can also use predication as a fallback, if it is possible that returns S_FALSE. If returns , the application can skip calling the rendering and resource manipulation commands manually with it's own application logic.

Rendering and resource manipulation commands for Direct3D?11 include these Draw, Dispatch, Copy, Update, Clear, Generate, and Resolve operations.

  • Draw
  • DrawAuto
  • DrawIndexed
  • DrawIndexedInstanced
  • DrawIndexedInstancedIndirect
  • DrawInstanced
  • DrawInstancedIndirect
  • Dispatch
  • DispatchIndirect
  • CopyResource
  • CopyStructureCount
  • CopySubresourceRegion
  • CopySubresourceRegion1
  • CopyTiles
  • CopyTileMappings
  • UpdateSubresource
  • UpdateSubresource1
  • UpdateTiles
  • UpdateTileMappings
  • ClearRenderTargetView
  • ClearUnorderedAccessViewFloat
  • ClearUnorderedAccessViewUint
  • ClearView
  • GenerateMips
  • ResolveSubresource

You can set a rendering predicate on an immediate or a deferred context. For info about immediate and deferred contexts, see Immediate and Deferred Rendering.

Windows?Phone?8: This API is supported.

ff476481 void ID3D11DeviceContext::SetPredication([In, Optional] ID3D11Predicate* pPredicate,[In] BOOL PredicateValue) ID3D11DeviceContext::SetPredication

Draw geometry of an unknown size.

A draw API submits work to the rendering pipeline. This API submits work of an unknown size that was processed by the input assembler, vertex shader, and stream-output stages; the work may or may not have gone through the geometry-shader stage.

After data has been streamed out to stream-output stage buffers, those buffers can be again bound to the Input Assembler stage at input slot 0 and DrawAuto will draw them without the application needing to know the amount of data that was written to the buffers. A measurement of the amount of data written to the SO stage buffers is maintained internally when the data is streamed out. This means that the CPU does not need to fetch the measurement before re-binding the data that was streamed as input data. Although this amount is tracked internally, it is still the responsibility of applications to use input layouts to describe the format of the data in the SO stage buffers so that the layouts are available when the buffers are again bound to the input assembler.

The following diagram shows the DrawAuto process.

Calling DrawAuto does not change the state of the streaming-output buffers that were bound again as inputs.

DrawAuto only works when drawing with one input buffer bound as an input to the IA stage at slot 0. Applications must create the SO buffer resource with both binding flags, and .

This API does not support indexing or instancing.

If an application needs to retrieve the size of the streaming-output buffer, it can query for statistics on streaming output by using .

Windows?Phone?8: This API is supported.

ff476408 void ID3D11DeviceContext::DrawAuto() ID3D11DeviceContext::DrawAuto

Draw indexed, instanced, GPU-generated primitives.

A reference to an , which is a buffer containing the GPU generated primitives.

Offset in pBufferForArgs to the start of the GPU generated primitives.

When an application creates a buffer that is associated with the interface that pBufferForArgs points to, the application must set the flag in the MiscFlags member of the structure that describes the buffer. To create the buffer, the application calls the method and in this call passes a reference to in the pDesc parameter.

Windows?Phone?8: This API is supported.

ff476411 void ID3D11DeviceContext::DrawIndexedInstancedIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs) ID3D11DeviceContext::DrawIndexedInstancedIndirect

Draw instanced, GPU-generated primitives.

A reference to an , which is a buffer containing the GPU generated primitives.

Offset in pBufferForArgs to the start of the GPU generated primitives.

When an application creates a buffer that is associated with the interface that pBufferForArgs points to, the application must set the flag in the MiscFlags member of the structure that describes the buffer. To create the buffer, the application calls the method and in this call passes a reference to in the pDesc parameter.

Windows?Phone?8: This API is supported.

ff476413 void ID3D11DeviceContext::DrawInstancedIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs) ID3D11DeviceContext::DrawInstancedIndirect

Execute a command list from a thread group.

The number of groups dispatched in the x direction. ThreadGroupCountX must be less than or equal to (65535).

The number of groups dispatched in the y direction. ThreadGroupCountY must be less than or equal to (65535).

The number of groups dispatched in the z direction. ThreadGroupCountZ must be less than or equal to (65535). In feature level 10 the value for ThreadGroupCountZ must be 1.

You call the Dispatch method to execute commands in a compute shader. A compute shader can be run on many threads in parallel, within a thread group. Index a particular thread, within a thread group using a 3D vector given by (x,y,z).

In the following illustration, assume a thread group with 50 threads where the size of the group is given by (5,5,2). A single thread is identified from a thread group with 50 threads in it, using the vector (4,1,1).

The following illustration shows the relationship between the parameters passed to , Dispatch(5,3,2), the values specified in the numthreads attribute, numthreads(10,8,3), and values that will passed to the compute shader for the thread-related system values (SV_GroupIndex,SV_DispatchThreadID,SV_GroupThreadID,SV_GroupID).

Windows?Phone?8: This API is supported.

ff476405 void ID3D11DeviceContext::Dispatch([In] unsigned int ThreadGroupCountX,[In] unsigned int ThreadGroupCountY,[In] unsigned int ThreadGroupCountZ) ID3D11DeviceContext::Dispatch

Execute a command list over one or more thread groups.

A reference to an , which must be loaded with data that matches the argument list for .

A byte-aligned offset between the start of the buffer and the arguments.

You call the DispatchIndirect method to execute commands in a compute shader.

When an application creates a buffer that is associated with the interface that pBufferForArgs points to, the application must set the flag in the MiscFlags member of the structure that describes the buffer. To create the buffer, the application calls the method and in this call passes a reference to in the pDesc parameter.

Windows?Phone?8: This API is supported.

ff476406 void ID3D11DeviceContext::DispatchIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs) ID3D11DeviceContext::DispatchIndirect

Copy a region from a source resource to a destination resource.

A reference to the destination resource (see ).

Destination subresource index.

The x-coordinate of the upper left corner of the destination region.

The y-coordinate of the upper left corner of the destination region. For a 1D subresource, this must be zero.

The z-coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero.

A reference to the source resource (see ).

Source subresource index.

A reference to a 3D box (see ) that defines the source subresource that can be copied. If null, the entire source subresource is copied. The box must fit within the source resource.

An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, CopySubresourceRegion doesn't perform a copy operation.

The source box must be within the size of the source resource. The destination offsets, (x, y, and z), allow the source box to be offset when writing into the destination resource; however, the dimensions of the source box and the offsets must be within the size of the resource. If you try and copy outside the destination resource or specify a source box that is larger than the source resource, the behavior of CopySubresourceRegion is undefined. If you created a device that supports the debug layer, the debug output reports an error on this invalid CopySubresourceRegion call. Invalid parameters to CopySubresourceRegion cause undefined behavior and might result in incorrect rendering, clipping, no copy, or even the removal of the rendering device.

If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels. D3D11CalcSubresource is a helper function for calculating subresource indexes.

CopySubresourceRegion performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources:

  • Must be different subresources (although they can be from the same resource).
  • Must be the same type.
  • Must have compatible DXGI formats (identical or from the same type group). For example, a texture can be copied to an texture since both of these formats are in the group. CopySubresourceRegion can copy between a few format types. For more info, see Format Conversion using Direct3D 10.1.
  • May not be currently mapped.

CopySubresourceRegion only supports copy; it does not support any stretch, color key, or blend. CopySubresourceRegion can reinterpret the resource data between a few format types. For more info, see Format Conversion using Direct3D 10.1.

If your app needs to copy an entire resource, we recommend to use instead.

CopySubresourceRegion is an asynchronous call, which may be added to the command-buffer queue, this attempts to remove pipeline stalls that may occur when copying data. For more information about pipeline stalls, see performance considerations.

Note??Applies only to feature level 9_x hardware If you use or CopySubresourceRegion to copy from a staging resource to a default resource, you can corrupt the destination contents. This occurs if you pass a null source box and if the source resource has different dimensions from those of the destination resource or if you use destination offsets, (x, y, and z). In this situation, always pass a source box that is the full size of the source resource.

Note??Applies only to feature level 9_x hardware You can't use CopySubresourceRegion to copy mipmapped volume textures.

Note??Applies only to feature levels 9_x Subresources created with the flag can only be used as a source for CopySubresourceRegion.

Note??If you use CopySubresourceRegion with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. In this situation, you must pass 0 to the DstX, DstY, and DstZ parameters and null to the pSrcBox parameter. In addition, source and destination resources, which are represented by the pSrcResource and pDstResource parameters, should have identical sample count values.

ff476394 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) ID3D11DeviceContext::CopySubresourceRegion

Copy the entire contents of the source resource to the destination resource using the GPU.

A reference to the interface that represents the destination resource.

A reference to the interface that represents the source resource.

This method is unusual in that it causes the GPU to perform the copy operation (similar to a memcpy by the CPU). As a result, it has a few restrictions designed for improving performance. For instance, the source and destination resources:

  • Must be different resources.
  • Must be the same type.
  • Must have identical dimensions (including width, height, depth, and size as appropriate).
  • Must have compatible DXGI formats, which means the formats must be identical or at least from the same type group. For example, a texture can be copied to an texture since both of these formats are in the group. CopyResource can copy between a few format types. For more info, see Format Conversion using Direct3D 10.1.
  • Can't be currently mapped.

CopyResource only supports copy; it doesn't support any stretch, color key, or blend. CopyResource can reinterpret the resource data between a few format types. For more info, see Format Conversion using Direct3D 10.1.

You can't use an Immutable resource as a destination. You can use a depth-stencil resource as either a source or a destination provided that the feature level is or greater. For feature levels 9_x, resources created with the flag can only be used as a source for CopyResource. Resources created with multisampling capability (see ) can be used as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if one is multisampled and the other is not multisampled, the call to fails. Use to resolve a multisampled resource to a resource that is not multisampled.

The method is an asynchronous call, which may be added to the command-buffer queue. This attempts to remove pipeline stalls that may occur when copying data. For more info, see performance considerations.

We recommend to use instead if you only need to copy a portion of the data in a resource.

Windows?Phone?8: This API is supported.

ff476392 void ID3D11DeviceContext::CopyResource([In] ID3D11Resource* pDstResource,[In] ID3D11Resource* pSrcResource) ID3D11DeviceContext::CopyResource

The CPU copies data from memory to a subresource created in non-mappable memory.

A reference to the destination resource (see ).

A zero-based index, that identifies the destination subresource. See D3D11CalcSubresource for more details.

A reference to a box that defines the portion of the destination subresource to copy the resource data into. Coordinates are in bytes for buffers and in texels for textures. If null, the data is written to the destination subresource with no offset. The dimensions of the source must fit the destination (see ).

An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, UpdateSubresource doesn't perform an update operation.

A reference to the source data in memory.

The size of one row of the source data.

The size of one depth slice of source data.

For a shader-constant buffer; set pDstBox to null. It is not possible to use this method to partially update a shader-constant buffer.

A resource cannot be used as a destination if:

  • the resource is created with immutable or dynamic usage.
  • the resource is created as a depth-stencil resource.
  • the resource is created with multisampling capability (see ).

When UpdateSubresource returns, the application is free to change or even free the data pointed to by pSrcData because the method has already copied/snapped away the original contents.

The performance of UpdateSubresource depends on whether or not there is contention for the destination resource. For example, contention for a vertex buffer resource occurs when the application executes a Draw call and later calls UpdateSubresource on the same vertex buffer before the Draw call is actually executed by the GPU.

  • When there is contention for the resource, UpdateSubresource will perform 2 copies of the source data. First, the data is copied by the CPU to a temporary storage space accessible by the command buffer. This copy happens before the method returns. A second copy is then performed by the GPU to copy the source data into non-mappable memory. This second copy happens asynchronously because it is executed by GPU when the command buffer is flushed.
  • When there is no resource contention, the behavior of UpdateSubresource is dependent on which is faster (from the CPU's perspective): copying the data to the command buffer and then having a second copy execute when the command buffer is flushed, or having the CPU copy the data to the final resource location. This is dependent on the architecture of the underlying system.

Note??Applies only to feature level 9_x hardware If you use UpdateSubresource or to copy from a staging resource to a default resource, you can corrupt the destination contents. This occurs if you pass a null source box and if the source resource has different dimensions from those of the destination resource or if you use destination offsets, (x, y, and z). In this situation, always pass a source box that is the full size of the source resource.

To better understand the source row pitch and source depth pitch parameters, the following illustration shows a 3D volume texture.

Each block in this visual represents an element of data, and the size of each element is dependent on the resource's format. For example, if the resource format is , the size of each element would be 128 bits, or 16 bytes. This 3D volume texture has a width of two, a height of three, and a depth of four.

To calculate the source row pitch and source depth pitch for a given resource, use the following formulas:

  • Source Row Pitch = [size of one element in bytes] * [number of elements in one row]
  • Source Depth Pitch = [Source Row Pitch] * [number of rows (height)]

In the case of this example 3D volume texture where the size of each element is 16 bytes, the formulas are as follows:

  • Source Row Pitch = 16 * 2 = 32
  • Source Depth Pitch = 16 * 2 * 3 = 96

The following illustration shows the resource as it is laid out in memory.

For example, the following code snippet shows how to specify a destination region in a 2D texture. Assume the destination texture is 512x512 and the operation will copy the data pointed to by pData to [(120,100)..(200,220)] in the destination texture. Also assume that rowPitch has been initialized with the proper value (as explained above). front and back are set to 0 and 1 respectively, because by having front equal to back, the box is technically empty.

  destRegion;	
            destRegion.left = 120;	
            destRegion.right = 200;	
            destRegion.top = 100;	
            destRegion.bottom = 220;	
            destRegion.front = 0;	
            destRegion.back = 1; pd3dDeviceContext->UpdateSubresource( pDestTexture, 0, &destRegion, pData, rowPitch, 0 );	
            

The 1D case is similar. The following snippet shows how to specify a destination region in a 1D texture. Use the same assumptions as above, except that the texture is 512 in length.

  destRegion;	
            destRegion.left = 120;	
            destRegion.right = 200;	
            destRegion.top = 0;	
            destRegion.bottom = 1;	
            destRegion.front = 0;	
            destRegion.back = 1; pd3dDeviceContext->UpdateSubresource( pDestTexture, 0, &destRegion, pData, rowPitch, 0 );	
            

For info about various resource types and how UpdateSubresource might work with each resource type, see Introduction to a Resource in Direct3D 11.

ff476486 void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) ID3D11DeviceContext::UpdateSubresource

Copies data from a buffer holding variable length data.

Pointer to . This can be any buffer resource that other copy commands, such as or , are able to write to.

Offset from the start of pDstBuffer to write 32-bit UINT structure (vertex) count from pSrcView.

Pointer to an of a Structured Buffer resource created with either or specified when the UAV was created. These types of resources have hidden counters tracking "how many" records have been written.

Windows?Phone?8: This API is supported.

ff476393 void ID3D11DeviceContext::CopyStructureCount([In] ID3D11Buffer* pDstBuffer,[In] unsigned int DstAlignedByteOffset,[In] ID3D11UnorderedAccessView* pSrcView) ID3D11DeviceContext::CopyStructureCount

Set all the elements in a render target to one value.

Pointer to the render target.

A 4-component array that represents the color to fill the render target with.

Applications that wish to clear a render target to a specific integer value bit pattern should render a screen-aligned quad instead of using this method. The reason for this is because this method accepts as input a floating point value, which may not have the same bit pattern as the original integer.

Differences between Direct3D 9 and Direct3D 11/10:

Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport and scissor settings are not applied.

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When using D3D_FEATURE_LEVEL_9_x, ClearRenderTargetView only clears the first array slice in the render target view. This can impact (for example) cube map rendering scenarios. Applications should create a render target view for each face or array slice, then clear each view individually.

Windows?Phone?8: This API is supported.

ff476388 void ID3D11DeviceContext::ClearRenderTargetView([In] ID3D11RenderTargetView* pRenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA) ID3D11DeviceContext::ClearRenderTargetView

Clears an unordered access resource with bit-precise values.

No documentation. No documentation.

This API copies the lower ni bits from each array element i to the corresponding channel, where ni is the number of bits in the ith channel of the resource format (for example, R8G8B8_FLOAT has 8 bits for the first 3 channels). This works on any UAV with no format conversion. For a raw or structured buffer view, only the first array element value is used.

Windows?Phone?8: This API is supported.

ff476391 void ID3D11DeviceContext::ClearUnorderedAccessViewUint([In] ID3D11UnorderedAccessView* pUnorderedAccessView,[In] const SHARPDX_INT4* Values) ID3D11DeviceContext::ClearUnorderedAccessViewUint

Clears an unordered access resource with a float value.

No documentation. No documentation.

This API works on FLOAT, UNORM, and SNORM unordered access views (UAVs), with format conversion from FLOAT to *NORM where appropriate. On other UAVs, the operation is invalid and the call will not reach the driver.

Windows?Phone?8: This API is supported.

ff476390 void ID3D11DeviceContext::ClearUnorderedAccessViewFloat([In] ID3D11UnorderedAccessView* pUnorderedAccessView,[In] const SHARPDX_VECTOR4* Values) ID3D11DeviceContext::ClearUnorderedAccessViewFloat

Clears the depth-stencil resource.

Pointer to the depth stencil to be cleared.

Identify the type of data to clear (see ).

Clear the depth buffer with this value. This value will be clamped between 0 and 1.

Clear the stencil buffer with this value.

Differences between Direct3D 9 and Direct3D 11/10:

Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport and scissor settings are not applied.

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Windows?Phone?8: This API is supported.

ff476387 void ID3D11DeviceContext::ClearDepthStencilView([In] ID3D11DepthStencilView* pDepthStencilView,[In] D3D11_CLEAR_FLAG ClearFlags,[In] float Depth,[In] unsigned char Stencil) ID3D11DeviceContext::ClearDepthStencilView

Generates mipmaps for the given shader resource.

A reference to an interface that represents the shader resource.

You can call GenerateMips on any shader-resource view to generate the lower mipmap levels for the shader resource. GenerateMips uses the largest mipmap level of the view to recursively generate the lower levels of the mip and stops with the smallest level that is specified by the view. If the base resource wasn't created with , , and , the call to GenerateMips has no effect.

Feature levels 9.1, 9.2, and 9.3 can't support automatic generation of mipmaps for 3D (volume) textures.

Video adapters that support feature level 9.1 and higher support generating mipmaps if you use any of these formats:

 	
            	
            	
            	
            	
            	
            	
            

Video adapters that support feature level 9.2 and higher support generating mipmaps if you use any of these formats in addition to any of the formats for feature level 9.1:

 	
            	
            	
            	
            	
            

Video adapters that support feature level 9.3 and higher support generating mipmaps if you use any of these formats in addition to any of the formats for feature levels 9.1 and 9.2:

 	
            DXGI_FORMAT_B4G4R4A4 (optional)	
            

Video adapters that support feature level 10 and higher support generating mipmaps if you use any of these formats in addition to any of the formats for feature levels 9.1, 9.2, and 9.3:

  (optional)	
            	
            	
            	
            	
            	
            	
            	
            	
            	
            	
            	
            	
            	
            	
             (optional)	
            

For all other unsupported formats, GenerateMips will silently fail.

Windows?Phone?8: This API is supported.

ff476426 void ID3D11DeviceContext::GenerateMips([In] ID3D11ShaderResourceView* pShaderResourceView) ID3D11DeviceContext::GenerateMips

Sets the minimum level-of-detail (LOD) for a resource.

A reference to an that represents the resource.

The level-of-detail, which ranges between 0 and the maximum number of mipmap levels of the resource. For example, the maximum number of mipmap levels of a 1D texture is specified in the MipLevels member of the structure.

To use a resource with SetResourceMinLOD, you must set the flag when you create that resource.

For Direct3D 10 and Direct3D 10.1, when sampling from a texture resource in a shader, the sampler can define a minimum LOD clamp to force sampling from less detailed mip levels. For Direct3D 11, this functionality is extended from the sampler to the entire resource. Therefore, the application can specify the highest-resolution mip level of a resource that is available for access. This restricts the set of mip levels that are required to be resident in GPU memory, thereby saving memory.

The set of mip levels resident per-resource in GPU memory can be specified by the user.

Minimum LOD affects all of the resident mip levels. Therefore, only the resident mip levels can be updated and read from.

All methods that access texture resources must adhere to minimum LOD clamps.

Empty-set accesses are handled as out-of-bounds cases.

Windows?Phone?8: This API is supported.

ff476482 void ID3D11DeviceContext::SetResourceMinLOD([In] ID3D11Resource* pResource,[In] float MinLOD) ID3D11DeviceContext::SetResourceMinLOD

Gets the minimum level-of-detail (LOD).

A reference to an which represents the resource.

Returns the minimum LOD.

Windows?Phone?8: This API is supported.

ff476430 float ID3D11DeviceContext::GetResourceMinLOD([In] ID3D11Resource* pResource) ID3D11DeviceContext::GetResourceMinLOD

Copy a multisampled resource into a non-multisampled resource.

Destination resource. Must be a created with the flag and be single-sampled. See .

A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index.

Source resource. Must be multisampled.

The source subresource of the source resource.

A that indicates how the multisampled resource will be resolved to a single-sampled resource. See remarks.

This API is most useful when re-using the resulting rendertarget of one render pass as an input to a second render pass.

The source and destination resources must be the same resource type and have the same dimensions. In addition, they must have compatible formats. There are three scenarios for this:

ScenarioRequirements
Source and destination are prestructured and typedBoth the source and destination must have identical formats and that format must be specified in the Format parameter.
One resource is prestructured and typed and the other is prestructured and typelessThe typed resource must have a format that is compatible with the typeless resource (i.e. the typed resource is and the typeless resource is ). The format of the typed resource must be specified in the Format parameter.
Source and destination are prestructured and typelessBoth the source and desintation must have the same typeless format (i.e. both must have ), and the Format parameter must specify a format that is compatible with the source and destination (i.e. if both are then could be specified in the Format parameter).

For example, given the format:

  • The source (or dest) format could be
  • The dest (or source) format could be

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Windows?Phone?8: This API is supported.

ff476474 void ID3D11DeviceContext::ResolveSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In] DXGI_FORMAT Format) ID3D11DeviceContext::ResolveSubresource

Queues commands from a command list onto a device.

A reference to an interface that encapsulates a command list.

A Boolean flag that determines whether the target context state is saved prior to and restored after the execution of a command list. Use TRUE to indicate that the runtime needs to save and restore the state. Use to indicate that no state shall be saved or restored, which causes the target context to return to its default state after the command list executes. Applications should typically use unless they will restore the state to be nearly equivalent to the state that the runtime would restore if TRUE were passed. When applications use , they can avoid unnecessary and inefficient state transitions.

Use this method to play back a command list that was recorded by a deferred context on any thread.

A call to ExecuteCommandList of a command list from a deferred context onto the immediate context is required for the recorded commands to be executed on the graphics processing unit (GPU). A call to ExecuteCommandList of a command list from a deferred context onto another deferred context can be used to merge recorded lists. But to run the commands from the merged deferred command list on the GPU, you need to execute them on the immediate context.

This method performs some runtime validation related to queries. Queries that are begun in a device context cannot be manipulated indirectly by executing a command list (that is, Begin or End was invoked against the same query by the deferred context which generated the command list). If such a condition occurs, the ExecuteCommandList method does not execute the command list. However, the state of the device context is still maintained, as would be expected ( is performed, unless the application indicates to preserve the device context state).

Windows?Phone?8: This API is supported.

ff476423 void ID3D11DeviceContext::ExecuteCommandList([In] ID3D11CommandList* pCommandList,[In] BOOL RestoreContextState) ID3D11DeviceContext::ExecuteCommandList

Get the rendering predicate state.

Address of a boolean to fill with the predicate comparison value. upon device creation.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476429 void ID3D11DeviceContext::GetPredication([Out, Optional] ID3D11Predicate** ppPredicate,[Out, Optional] BOOL* pPredicateValue) ID3D11DeviceContext::GetPredication

Restore all default settings.

This method resets any device context to the default settings. This sets all input/output resource slots, shaders, input layouts, predications, scissor rectangles, depth-stencil state, rasterizer state, blend state, sampler state, and viewports to null. The primitive topology is set to UNDEFINED.

For a scenario where you would like to clear a list of commands recorded so far, call and throw away the resulting .

Windows?Phone?8: This API is supported.

ff476389 void ID3D11DeviceContext::ClearState() ID3D11DeviceContext::ClearState

Sends queued-up commands in the command buffer to the graphics processing unit (GPU).

Most applications don't need to call this method. If an application calls this method when not necessary, it incurs a performance penalty. Each call to Flush incurs a significant amount of overhead.

When Microsoft Direct3D state-setting, present, or draw commands are called by an application, those commands are queued into an internal command buffer. Flush sends those commands to the GPU for processing. Typically, the Direct3D runtime sends these commands to the GPU automatically whenever the runtime determines that they need to be sent, such as when the command buffer is full or when an application maps a resource. Flush sends the commands manually.

We recommend that you use Flush when the CPU waits for an arbitrary amount of time (such as when you call the Sleep function).

Because Flush operates asynchronously, it can return either before or after the GPU finishes executing the queued graphics commands. However, the graphics commands eventually always complete. You can call the method with the value to create an event query; you can then use that event query in a call to the method to determine when the GPU is finished processing the graphics commands.

Microsoft Direct3D?11 defers the destruction of objects. Therefore, an application can't rely upon objects immediately being destroyed. By calling Flush, you destroy any objects whose destruction was deferred. If an application requires synchronous destruction of an object, we recommend that the application release all its references, call , and then call Flush.

ff476425 void ID3D11DeviceContext::Flush() ID3D11DeviceContext::Flush

Gets the type of device context.

A member of that indicates the type of device context.

Windows?Phone?8: This API is supported.

ff476431 D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext::GetType() ID3D11DeviceContext::GetType

Gets the initialization flags associated with the current deferred context.

No documentation.

The GetContextFlags method gets the flags that were supplied to the ContextFlags parameter of ; however, the context flag is reserved for future use.

Windows?Phone?8: This API is supported.

ff476427 unsigned int ID3D11DeviceContext::GetContextFlags() ID3D11DeviceContext::GetContextFlags

Create a command list and record graphics commands into it.

A Boolean flag that determines whether the runtime saves deferred context state before it executes FinishCommandList and restores it afterwards. Use TRUE to indicate that the runtime needs to save and restore the state. Use to indicate that the runtime will not save or restore any state. In this case, the deferred context will return to its default state after the call to FinishCommandList completes. For information about default state, see . Typically, use unless you restore the state to be nearly equivalent to the state that the runtime would restore if you passed TRUE. When you use , you can avoid unnecessary and inefficient state transitions.

Note??This parameter does not affect the command list that the current call to FinishCommandList returns. However, this parameter affects the command list of the next call to FinishCommandList on the same deferred context.

Upon completion of the method, the passed reference to an interface reference is initialized with the recorded command list information. The resulting object is immutable and can only be used with .

Returns if successful; otherwise, returns one of the following:

  • Returns if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred. If this error occurs, you should destroy and recreate the device.
  • Returns if FinishCommandList cannot be called from the current context. See remarks.
  • Returns E_OUTOFMEMORY if the application has exhausted available memory.

Create a command list from a deferred context and record commands into it by calling FinishCommandList. Play back a command list with an immediate context by calling .

Immediate context state is cleared before and after a command list is executed. A command list has no concept of inheritance. Each call to FinishCommandList will record only the state set since any previous call to FinishCommandList.

For example, the state of a device context is its render state or pipeline state. To retrieve device context state, an application can call or .

For more information about how to use FinishCommandList, see How to: Record a Command List.

Windows?Phone?8: This API is supported.

ff476424 HRESULT ID3D11DeviceContext::FinishCommandList([In] BOOL RestoreDeferredContextState,[Out, Optional] ID3D11CommandList** ppCommandList) ID3D11DeviceContext::FinishCommandList
Inner interface giving access to VertexShaderStage methods. Inner interface giving access to PixelShaderStage methods. Inner interface giving access to InputAssemblerStage methods. Inner interface giving access to GeometryShaderStage methods. Inner interface giving access to OutputMergerStage methods. Inner interface giving access to StreamOutputStage methods. Inner interface giving access to RasterizerStage methods. Inner interface giving access to HullShaderStage methods. Inner interface giving access to DomainShaderStage methods. Inner interface giving access to ComputeShaderStage methods.

Gets the type of device context.

Windows?Phone?8: This API is supported.

ff476431 GetType GetType D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext::GetType()

Gets the initialization flags associated with the current deferred context.

The GetContextFlags method gets the flags that were supplied to the ContextFlags parameter of ; however, the context flag is reserved for future use.

Windows?Phone?8: This API is supported.

ff476427 GetContextFlags GetContextFlags unsigned int ID3D11DeviceContext::GetContextFlags()

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Constant IndexInputResourceSlotCount. D3D11_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT Constant VertexIdBitCount. D3D11_IA_VERTEX_ID_BIT_COUNT Constant DefaultIndexBufferOffsetInBytes. D3D11_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES Constant DefaultPrimitiveTopology. D3D11_IA_DEFAULT_PRIMITIVE_TOPOLOGY Constant IntegerArithmeticBitCount. D3D11_IA_INTEGER_ARITHMETIC_BIT_COUNT Constant VertexInputStructureElementsComponents. D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS Constant VertexInputStructureElementCount. D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT Constant PatchMaximumControlPointCount. D3D11_IA_PATCH_MAX_CONTROL_POINT_COUNT Constant DefaultVertexBufferOffsetInBytes. D3D11_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES Constant InstanceIdBitCount. D3D11_IA_INSTANCE_ID_BIT_COUNT Constant VertexInputResourceSlotCount. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT Constant PrimitiveIdBitCount. D3D11_IA_PRIMITIVE_ID_BIT_COUNT

Bind a single vertex buffer to the input-assembler stage.

The first input slot for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to - 1) are available; the maximum number of input slots depends on the feature level.

A . The vertex buffer must have been created with the flag.

///

For information about creating vertex buffers, see Create a Vertex Buffer.

Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind null instead because a buffer cannot be bound as both an input and an output at the same time.

The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

ff476456 void ID3D11DeviceContext::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void* ppVertexBuffers,[In, Buffer] const void* pStrides,[In, Buffer] const void* pOffsets) ID3D11DeviceContext::IASetVertexBuffers

Bind an array of vertex buffers to the input-assembler stage.

The first input slot for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to - 1) are available; the maximum number of input slots depends on the feature level.

A reference to an array of . The vertex buffers must have been created with the flag.

///

For information about creating vertex buffers, see Create a Vertex Buffer.

Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind null instead because a buffer cannot be bound as both an input and an output at the same time.

The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

ff476456 void ID3D11DeviceContext::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void* ppVertexBuffers,[In, Buffer] const void* pStrides,[In, Buffer] const void* pOffsets) ID3D11DeviceContext::IASetVertexBuffers

Bind an array of vertex buffers to the input-assembler stage.

The first input slot for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to - 1) are available; the maximum number of input slots depends on the feature level.

A reference to an array of vertex buffers (see ). The vertex buffers must have been created with the flag.

Pointer to an array of stride values; one stride value for each buffer in the vertex-buffer array. Each stride is the size (in bytes) of the elements that are to be used from that vertex buffer.

Pointer to an array of offset values; one offset value for each buffer in the vertex-buffer array. Each offset is the number of bytes between the first element of a vertex buffer and the first element that will be used.

For information about creating vertex buffers, see Create a Vertex Buffer.

Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind null instead because a buffer cannot be bound as both an input and an output at the same time.

The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

ff476456 void ID3D11DeviceContext::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void* ppVertexBuffers,[In, Buffer] const void* pStrides,[In, Buffer] const void* pOffsets) ID3D11DeviceContext::IASetVertexBuffers
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Bind an input-layout object to the input-assembler stage.

A reference to the input-layout object (see ), which describes the input buffers that will be read by the IA stage.

Input-layout objects describe how vertex buffer data is streamed into the IA pipeline stage. To create an input-layout object, call .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476454 void ID3D11DeviceContext::IASetInputLayout([In, Optional] ID3D11InputLayout* pInputLayout) ID3D11DeviceContext::IASetInputLayout

Bind an array of vertex buffers to the input-assembler stage.

No documentation. No documentation. No documentation. No documentation. No documentation.

For info about creating vertex buffers, see How to: Create a Vertex Buffer.

Calling this method using a buffer that is currently bound for writing (that is, bound to the stream output pipeline stage) will effectively bind null instead because a buffer can't be bound as both an input and an output at the same time.

The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476456 void ID3D11DeviceContext::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void* ppVertexBuffers,[In, Buffer] const void* pStrides,[In, Buffer] const void* pOffsets) ID3D11DeviceContext::IASetVertexBuffers

Bind an index buffer to the input-assembler stage.

A reference to an object, that contains indices. The index buffer must have been created with the flag.

A that specifies the format of the data in the index buffer. The only formats allowed for index buffer data are 16-bit () and 32-bit () integers.

Offset (in bytes) from the start of the index buffer to the first index to use.

For information about creating index buffers, see How to: Create an Index Buffer.

Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind null instead because a buffer cannot be bound as both an input and an output at the same time.

The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476453 void ID3D11DeviceContext::IASetIndexBuffer([In, Optional] ID3D11Buffer* pIndexBuffer,[In] DXGI_FORMAT Format,[In] unsigned int Offset) ID3D11DeviceContext::IASetIndexBuffer

Bind information about the primitive type, and data order that describes input data for the input assembler stage.

The type of primitive and ordering of the primitive data (see D3D11_PRIMITIVE_TOPOLOGY).

Windows?Phone?8: This API is supported.

ff476455 void ID3D11DeviceContext::IASetPrimitiveTopology([In] D3D_PRIMITIVE_TOPOLOGY Topology) ID3D11DeviceContext::IASetPrimitiveTopology

Get a reference to the input-layout object that is bound to the input-assembler stage.

A reference to the input-layout object (see ), which describes the input buffers that will be read by the IA stage.

For information about creating an input-layout object, see Creating the Input-Layout Object.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476450 void ID3D11DeviceContext::IAGetInputLayout([Out] ID3D11InputLayout** ppInputLayout) ID3D11DeviceContext::IAGetInputLayout

Get the vertex buffers bound to the input-assembler stage.

The input slot of the first vertex buffer to get. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to - 1) are available; the maximum number of input slots depends on the feature level.

The number of vertex buffers to get starting at the offset. The number of buffers (plus the starting slot) cannot exceed the total number of IA-stage input slots.

A reference to an array of vertex buffers returned by the method (see ).

Pointer to an array of stride values returned by the method; one stride value for each buffer in the vertex-buffer array. Each stride value is the size (in bytes) of the elements that are to be used from that vertex buffer.

Pointer to an array of offset values returned by the method; one offset value for each buffer in the vertex-buffer array. Each offset is the number of bytes between the first element of a vertex buffer and the first element that will be used.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476452 void ID3D11DeviceContext::IAGetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppVertexBuffers,[Out, Buffer, Optional] unsigned int* pStrides,[Out, Buffer, Optional] unsigned int* pOffsets) ID3D11DeviceContext::IAGetVertexBuffers

Get a reference to the index buffer that is bound to the input-assembler stage.

A reference to an index buffer returned by the method (see ).

Specifies format of the data in the index buffer (see ). These formats provide the size and type of the data in the buffer. The only formats allowed for index buffer data are 16-bit () and 32-bit () integers.

Offset (in bytes) from the start of the index buffer, to the first index to use.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476449 void ID3D11DeviceContext::IAGetIndexBuffer([Out, Optional] ID3D11Buffer** pIndexBuffer,[Out, Optional] DXGI_FORMAT* Format,[Out, Optional] unsigned int* Offset) ID3D11DeviceContext::IAGetIndexBuffer

Get information about the primitive type, and data order that describes input data for the input assembler stage.

A reference to the type of primitive, and ordering of the primitive data (see D3D11_PRIMITIVE_TOPOLOGY).

Windows?Phone?8: This API is supported.

ff476451 void ID3D11DeviceContext::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology) ID3D11DeviceContext::IAGetPrimitiveTopology

Get or sets a reference to the input-layout object that is bound to the input-assembler stage.

For information about creating an input-layout object, see Creating the Input-Layout Object.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476450 IAGetInputLayout / IASetInputLayout IAGetInputLayout void ID3D11DeviceContext::IAGetInputLayout([Out] ID3D11InputLayout** ppInputLayout)

Get or sets information about the primitive type, and data order that describes input data for the input assembler stage.

Windows?Phone?8: This API is supported.

ff476451 IAGetPrimitiveTopology / IASetPrimitiveTopology IAGetPrimitiveTopology void ID3D11DeviceContext::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Constant SimultaneousRenderTargetCount. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT Get references to the render targets that are available to the {{output-merger stage}}. Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. a depth-stencil view (see ) to be filled with the depth-stencil information from the device. void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView) Get references to the render targets that are available to the {{output-merger stage}}. Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. Number of render targets to retrieve. an array of render targets views (see ) to be filled with the render targets from the device. void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView) Get references to the render targets and the depth-stencil buffer that are available to the {{output-merger stage}}. Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. Number of render targets to retrieve. Pointer to a depth-stencil view (see ) to be filled with the depth-stencil information from the device. an array of render targets views (see ) to be filled with the render targets from the device. void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView) Get the {{blend state}} of the output-merger stage. The reference count of the returned interface will be incremented by one when the blend state is retrieved. Applications must release returned reference(s) when they are no longer needed, or else there will be a memory leak. Array of blend factors, one for each RGBA component. Pointer to a {{sample mask}}. a reference to a blend-state interface (see ). void OMGetBlendState([Out, Optional] ID3D10BlendState** ppBlendState,[Out, Optional] float BlendFactor[4],[Out, Optional] int* pSampleMask) Gets the {{depth-stencil}} state of the output-merger stage. Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. Pointer to the stencil reference value used in the {{depth-stencil}} test. a reference to a depth-stencil state interface (see ) to be filled with information from the device. void OMGetDepthStencilState([Out, Optional] ID3D10DepthStencilState** ppDepthStencilState,[Out, Optional] int* pStencilRef) Gets an array of views for an unordered resource. Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks. Index of the first element in the zero-based array to return (ranges from 0 to D3D11_PS_CS_UAV_REGISTER_COUNT - 1). Number of views to get (ranges from 0 to D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot). void OMGetRenderTargetsAndUnorderedAccessViews([In] int NumRTVs,[Out, Buffer, Optional] ID3D11RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D11DepthStencilView** ppDepthStencilView,[In] int UAVStartSlot,[In] int NumUAVs,[Out, Buffer, Optional] ID3D11UnorderedAccessView** ppUnorderedAccessViews) Unbinds all depth-stencil buffer and render targets from the output-merger stage. ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets

Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.

A set of render target views to bind.

The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots. Any render targets not defined by this call are set to null.

If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline), those bind points will be set to null, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

If the render-target views were created from an array resource type, then all of the render-target views must have the same array size. This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.

The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.

Any combination of the eight slots for render targets can have a render target set or not set.

The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.

ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets
Binds a single render target to the output-merger stage. A view of the render target to bind.

The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots. Any render targets not defined by this call are set to null.

If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline), those bind points will be set to null, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

If the render-target views were created from an array resource type, then all of the render-target views must have the same array size. This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.

The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.

Any combination of the eight slots for render targets can have a render target set or not set.

The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.

ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets
Binds a depth-stencil buffer and a set of render targets to the output-merger stage. A view of the depth-stencil buffer to bind. A set of render target views to bind.

The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots. Any render targets not defined by this call are set to null.

If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline), those bind points will be set to null, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

If the render-target views were created from an array resource type, then all of the render-target views must have the same array size. This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.

The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.

Any combination of the eight slots for render targets can have a render target set or not set.

The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.

ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets
Binds a depth-stencil buffer and a set of render targets to the output-merger stage. A view of the depth-stencil buffer to bind. The render target count. A set of render target views to bind. ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets

The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots. Any render targets not defined by this call are set to null.

If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline), those bind points will be set to null, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

If the render-target views were created from an array resource type, then all of the render-target views must have the same array size. This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.

The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.

Any combination of the eight slots for render targets can have a render target set or not set.

The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.

Binds a depth-stencil buffer and a single render target to the output-merger stage. A view of the depth-stencil buffer to bind. A view of the render target to bind.

The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots. Any render targets not defined by this call are set to null.

If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline), those bind points will be set to null, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

If the render-target views were created from an array resource type, then all of the render-target views must have the same array size. This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.

The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.

Any combination of the eight slots for render targets can have a render target set or not set.

The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.

ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets
Binds a depth-stencil buffer and a set of render targets to the output-merger stage. A view of the depth-stencil buffer to bind. A set of render target views to bind. void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)

The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots. Any render targets not defined by this call are set to null.

If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline), those bind points will be set to null, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

If the render-target views were created from an array resource type, then all of the render-target views must have the same array size. This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.

The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.

Any combination of the eight slots for render targets can have a render target set or not set.

The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.

ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets
Binds a set of render targets to the output-merger stage and clear the depth stencil view. A set of render target views to bind. void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)

The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots. Any render targets not defined by this call are set to null.

If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline), those bind points will be set to null, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

If the render-target views were created from an array resource type, then all of the render-target views must have the same array size. This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.

The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.

Any combination of the eight slots for render targets can have a render target set or not set.

The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.

ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets
Binds a set of unordered access views and a single render target to the output-merger stage. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A view of the render target to bind. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a set of unordered access views and a set of render targets to the output-merger stage. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A set of render target views to bind. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a depth-stencil buffer, a set of unordered access views, and a single render target to the output-merger stage. A view of the depth-stencil buffer to bind. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A view of the render target to bind. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a depth-stencil buffer, a set of unordered access views, and a set of render targets to the output-merger stage. A view of the depth-stencil buffer to bind. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A set of render target views to bind. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a set of unordered access views and a single render target to the output-merger stage. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A view of the render target to bind. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a set of unordered access views and a set of render targets to the output-merger stage. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A set of render target views to bind. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a depth-stencil buffer, a set of unordered access views, and a single render target to the output-merger stage. A view of the depth-stencil buffer to bind. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A view of the render target to bind. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a depth-stencil buffer, a set of unordered access views, and a set of render targets to the output-merger stage. A view of the depth-stencil buffer to bind. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A set of render target views to bind. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) Binds a depth stencil view and a render target view to the output-merger stage keeping existing unordered access views bindings. A view of the depth-stencil buffer to bind. A view to a render target to bind. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a render target view to the output-merger stage keeping existing unordered access views bindings. A view to a render target to bind. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Binds a depth stencil view and a render target view to the output-merger stage keeping existing unordered access views bindings. A view of the depth-stencil buffer to bind. A set of render target views to bind. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Sets an array of views for an unordered resource keeping existing render targets bindings. Index of the first element in the zero-based array to begin setting. A reference to an references to be set by the method. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Sets an array of views for an unordered resource keeping existing render targets bindings. Index of the first element in the zero-based array to begin setting. A reference to an references to be set by the method. An Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV. uAVInitialCount is only relevant for UAVs which have the flag, otherwise the argument is ignored. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Sets an array of views for an unordered resource keeping existing render targets bindings. Index of the first element in the zero-based array to begin setting. A reference to an array of references to be set by the method. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews Sets an array of views for an unordered resource keeping existing render targets bindings. Index of the first element in the zero-based array to begin setting. A reference to an array of references to be set by the method. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV. pUAVInitialCounts is only relevant for UAVs which have the flag, otherwise the argument is ignored. ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews

Binds resources to the output-merger stage.

Number of render-target views (ppRenderTargetViews) and depth-stencil view (ppDepthStencilView) to bind. If you set NumViews to D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL (0xffffffff), this method does not modify the currently bound render-target views (RTVs) and also does not modify depth-stencil view (DSV).

Pointer to an array of s, which represent render-target views. Specify null to set none.

Pointer to a , which represents a depth-stencil view. Specify null to set none.

Index into a zero-based array to begin setting unordered-access views (ranges from 0 to - 1).

For the Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - 1. D3D11_1_UAV_SLOT_COUNT is defined as 64.

For pixel shaders, UAVStartSlot should be equal to the number of render-target views being bound.

Number of unordered-access views (UAVs) in ppUnorderedAccessView. If you set NumUAVs to D3D11_KEEP_UNORDERED_ACCESS_VIEWS (0xffffffff), this method does not modify the currently bound unordered-access views.

For the Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - UAVStartSlot.

Pointer to an array of s, which represent unordered-access views.

An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset. Any other values set the hidden counter for that appendable and consumable UAV. pUAVInitialCounts is relevant only for UAVs that were created with either or specified when the UAV was created; otherwise, the argument is ignored.

For pixel shaders, the render targets and unordered-access views share the same resource slots when being written out. This means that UAVs must be given an offset so that they are placed in the slots after the render target views that are being bound.

Note??RTVs, DSV, and UAVs cannot be set independently; they all need to be set at the same time.

Two RTVs conflict if they share a subresource (and therefore share the same resource).

Two UAVs conflict if they share a subresource (and therefore share the same resource).

An RTV conflicts with a UAV if they share a subresource or share a bind point.

OMSetRenderTargetsAndUnorderedAccessViews operates properly in the following situations:

  1. NumViews != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL and NumUAVs != D3D11_KEEP_UNORDERED_ACCESS_VIEWS

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • NumViews <= 8
    • UAVStartSlot >= NumViews
    • UAVStartSlot + NumUAVs <= 8
    • There must be no conflicts in the set of all ppRenderTargetViews and ppUnorderedAccessView.
    • ppDepthStencilView must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.

    OMSetRenderTargetsAndUnorderedAccessViews performs the following tasks:

    • Unbinds all currently bound conflicting resources (stream-output target resources (SOTargets), compute shader (CS) UAVs, shader-resource views (SRVs)).
    • Binds ppRenderTargetViews, ppDepthStencilView, and ppUnorderedAccessView.
  2. NumViews == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL

    In this situation, OMSetRenderTargetsAndUnorderedAccessViews binds only UAVs.

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • UAVStartSlot + NumUAVs <= 8
    • There must be no conflicts in ppUnorderedAccessView.

    OMSetRenderTargetsAndUnorderedAccessViews unbinds the following items:

    • All RTVs in slots >= UAVStartSlot
    • All RTVs that conflict with any UAVs in ppUnorderedAccessView
    • All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with ppUnorderedAccessView

    OMSetRenderTargetsAndUnorderedAccessViews binds ppUnorderedAccessView.

    OMSetRenderTargetsAndUnorderedAccessViews ignores ppDepthStencilView, and the current depth-stencil view remains bound.

  3. NumUAVs == D3D11_KEEP_UNORDERED_ACCESS_VIEWS

    In this situation, OMSetRenderTargetsAndUnorderedAccessViews binds only RTVs and DSV.

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • NumViews <= 8
    • There must be no conflicts in ppRenderTargetViews.
    • ppDepthStencilView must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.

    OMSetRenderTargetsAndUnorderedAccessViews unbinds the following items:

    • All UAVs in slots < NumViews
    • All UAVs that conflict with any RTVs in ppRenderTargetViews
    • All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with ppRenderTargetViews

    OMSetRenderTargetsAndUnorderedAccessViews binds ppRenderTargetViews and ppDepthStencilView.

    OMSetRenderTargetsAndUnorderedAccessViews ignores UAVStartSlot.

ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews

Binds resources to the output-merger stage.

Number of render-target views (ppRenderTargetViews) and depth-stencil view (ppDepthStencilView) to bind. If you set NumViews to D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL (0xffffffff), this method does not modify the currently bound render-target views (RTVs) and also does not modify depth-stencil view (DSV).

Pointer to an array of s, which represent render-target views. Specify null to set none.

Pointer to a , which represents a depth-stencil view. Specify null to set none.

Index into a zero-based array to begin setting unordered-access views (ranges from 0 to - 1).

For the Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - 1. D3D11_1_UAV_SLOT_COUNT is defined as 64.

For pixel shaders, UAVStartSlot should be equal to the number of render-target views being bound.

Number of unordered-access views (UAVs) in ppUnorderedAccessView. If you set NumUAVs to D3D11_KEEP_UNORDERED_ACCESS_VIEWS (0xffffffff), this method does not modify the currently bound unordered-access views.

For the Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - UAVStartSlot.

Pointer to an array of s, which represent unordered-access views.

An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset. Any other values set the hidden counter for that appendable and consumable UAV. pUAVInitialCounts is relevant only for UAVs that were created with either or specified when the UAV was created; otherwise, the argument is ignored.

For pixel shaders, the render targets and unordered-access views share the same resource slots when being written out. This means that UAVs must be given an offset so that they are placed in the slots after the render target views that are being bound.

Note??RTVs, DSV, and UAVs cannot be set independently; they all need to be set at the same time.

Two RTVs conflict if they share a subresource (and therefore share the same resource).

Two UAVs conflict if they share a subresource (and therefore share the same resource).

An RTV conflicts with a UAV if they share a subresource or share a bind point.

OMSetRenderTargetsAndUnorderedAccessViews operates properly in the following situations:

  1. NumViews != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL and NumUAVs != D3D11_KEEP_UNORDERED_ACCESS_VIEWS

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • NumViews <= 8
    • UAVStartSlot >= NumViews
    • UAVStartSlot + NumUAVs <= 8
    • There must be no conflicts in the set of all ppRenderTargetViews and ppUnorderedAccessView.
    • ppDepthStencilView must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.

    OMSetRenderTargetsAndUnorderedAccessViews performs the following tasks:

    • Unbinds all currently bound conflicting resources (stream-output target resources (SOTargets), compute shader (CS) UAVs, shader-resource views (SRVs)).
    • Binds ppRenderTargetViews, ppDepthStencilView, and ppUnorderedAccessView.
  2. NumViews == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL

    In this situation, OMSetRenderTargetsAndUnorderedAccessViews binds only UAVs.

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • UAVStartSlot + NumUAVs <= 8
    • There must be no conflicts in ppUnorderedAccessView.

    OMSetRenderTargetsAndUnorderedAccessViews unbinds the following items:

    • All RTVs in slots >= UAVStartSlot
    • All RTVs that conflict with any UAVs in ppUnorderedAccessView
    • All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with ppUnorderedAccessView

    OMSetRenderTargetsAndUnorderedAccessViews binds ppUnorderedAccessView.

    OMSetRenderTargetsAndUnorderedAccessViews ignores ppDepthStencilView, and the current depth-stencil view remains bound.

  3. NumUAVs == D3D11_KEEP_UNORDERED_ACCESS_VIEWS

    In this situation, OMSetRenderTargetsAndUnorderedAccessViews binds only RTVs and DSV.

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • NumViews <= 8
    • There must be no conflicts in ppRenderTargetViews.
    • ppDepthStencilView must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.

    OMSetRenderTargetsAndUnorderedAccessViews unbinds the following items:

    • All UAVs in slots < NumViews
    • All UAVs that conflict with any RTVs in ppRenderTargetViews
    • All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with ppRenderTargetViews

    OMSetRenderTargetsAndUnorderedAccessViews binds ppRenderTargetViews and ppDepthStencilView.

    OMSetRenderTargetsAndUnorderedAccessViews ignores UAVStartSlot.

ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews
Set the blend state of the output-merger stage. Pointer to a blend-state interface (see ). Passing in null implies a default blend state. See remarks for further details. Array of blend factors, one for each RGBA component. This requires a blend state object that specifies the option. 32-bit sample coverage. The default value is 0xffffffff. See remarks. Blend state is used by the output-merger stage to determine how to blend together two pixel values. The two values are commonly the current pixel value and the pixel value already in the output render target. Use the blend operation to control where the two pixel values come from and how they are mathematically combined.To create a blend-state interface, call .Passing in null for the blend-state interface indicates to the runtime to set a default blending state. The following table indicates the default blending parameters.StateDefault Value AlphaToCoverageEnableFALSE BlendEnableFALSE[8] SrcBlendD3D11_BLEND_ONE DstBlendD3D11_BLEND_ZERO BlendOpD3D11_BLEND_OP_ADD SrcBlendAlphaD3D11_BLEND_ONE DstBlendAlphaD3D11_BLEND_ZERO BlendOpAlphaD3D11_BLEND_OP_ADD RenderTargetWriteMask[8][8]?A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. void ID3D11DeviceContext::OMSetBlendState([In, Optional] ID3D11BlendState* pBlendState,[In, Optional] const SHARPDX_COLOR4* BlendFactor,[In] unsigned int SampleMask) Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.

No documentation. No documentation. No documentation.

The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called . It is invalid to try to set the same subresource to multiple render target slots. Any render targets not defined by this call are set to null.

If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline), those bind points will be set to null, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

If the render-target views were created from an array resource type, all of the render-target views must have the same array size. This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.

The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.

Any combination of the eight slots for render targets can have a render target set or not set.

The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.

Windows?Phone?8: This API is supported.

ff476464 void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView) ID3D11DeviceContext::OMSetRenderTargets

Binds resources to the output-merger stage.

Number of render targets to bind (ranges between 0 and ). If this parameter is nonzero, the number of entries in the array to which ppRenderTargetViews points must equal the number in this parameter. If you set NumViews to D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL (0xffffffff), this method does not modify the currently bound render-target views (RTVs) and also does not modify depth-stencil view (DSV).

Pointer to an array of s that represent the render targets to bind to the device. If this parameter is null and NumViews is 0, no render targets are bound.

Pointer to a that represents the depth-stencil view to bind to the device. If this parameter is null, the depth-stencil state is not bound.

Index into a zero-based array to begin setting unordered-access views (ranges from 0 to - 1).

For the Direct3D 11.1 runtime, which is available starting with Windows?8, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - 1. D3D11_1_UAV_SLOT_COUNT is defined as 64.

For pixel shaders, UAVStartSlot should be equal to the number of render-target views being bound.

Number of unordered-access views (UAVs) in ppUnorderedAccessView. If you set NumUAVs to D3D11_KEEP_UNORDERED_ACCESS_VIEWS (0xffffffff), this method does not modify the currently bound unordered-access views.

For the Direct3D 11.1 runtime, which is available starting with Windows?8, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - UAVStartSlot.

Pointer to an array of s that represent the unordered-access views to bind to the device. If this parameter is null and NumUAVs is 0, no unordered-access views are bound.

An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset. Any other values set the hidden counter for that appendable and consumable UAV. pUAVInitialCounts is relevant only for UAVs that were created with either or specified when the UAV was created; otherwise, the argument is ignored.

For pixel shaders, the render targets and unordered-access views share the same resource slots when being written out. This means that UAVs must be given an offset so that they are placed in the slots after the render target views that are being bound.

Note??RTVs, DSV, and UAVs cannot be set independently; they all need to be set at the same time.

Two RTVs conflict if they share a subresource (and therefore share the same resource).

Two UAVs conflict if they share a subresource (and therefore share the same resource).

An RTV conflicts with a UAV if they share a subresource or share a bind point.

OMSetRenderTargetsAndUnorderedAccessViews operates properly in the following situations:

  1. NumViews != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL and NumUAVs != D3D11_KEEP_UNORDERED_ACCESS_VIEWS

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • NumViews <= 8
    • UAVStartSlot >= NumViews
    • UAVStartSlot + NumUAVs <= 8
    • There must be no conflicts in the set of all ppRenderTargetViews and ppUnorderedAccessView.
    • ppDepthStencilView must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.

    OMSetRenderTargetsAndUnorderedAccessViews performs the following tasks:

    • Unbinds all currently bound conflicting resources (stream-output target resources (SOTargets), compute shader (CS) UAVs, shader-resource views (SRVs)).
    • Binds ppRenderTargetViews, ppDepthStencilView, and ppUnorderedAccessView.
  2. NumViews == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL

    In this situation, OMSetRenderTargetsAndUnorderedAccessViews binds only UAVs.

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • UAVStartSlot + NumUAVs <= 8
    • There must be no conflicts in ppUnorderedAccessView.

    OMSetRenderTargetsAndUnorderedAccessViews unbinds the following items:

    • All RTVs in slots >= UAVStartSlot
    • All RTVs that conflict with any UAVs in ppUnorderedAccessView
    • All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with ppUnorderedAccessView

    OMSetRenderTargetsAndUnorderedAccessViews binds ppUnorderedAccessView.

    OMSetRenderTargetsAndUnorderedAccessViews ignores ppDepthStencilView, and the current depth-stencil view remains bound.

  3. NumUAVs == D3D11_KEEP_UNORDERED_ACCESS_VIEWS

    In this situation, OMSetRenderTargetsAndUnorderedAccessViews binds only RTVs and DSV.

    The following conditions must be true for OMSetRenderTargetsAndUnorderedAccessViews to succeed and for the runtime to pass the bind information to the driver:

    • NumViews <= 8
    • There must be no conflicts in ppRenderTargetViews.
    • ppDepthStencilView must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.

    OMSetRenderTargetsAndUnorderedAccessViews unbinds the following items:

    • All UAVs in slots < NumViews
    • All UAVs that conflict with any RTVs in ppRenderTargetViews
    • All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with ppRenderTargetViews

    OMSetRenderTargetsAndUnorderedAccessViews binds ppRenderTargetViews and ppDepthStencilView.

    OMSetRenderTargetsAndUnorderedAccessViews ignores UAVStartSlot.

Windows?Phone?8: This API is supported.

ff476465 void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const void** ppUnorderedAccessViews,[In, Buffer, Optional] const void* pUAVInitialCounts) ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews

Set the blend state of the output-merger stage.

Pointer to a blend-state interface (see ). Pass null for a default blend state. For more info about default blend state, see Remarks.

Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both. If you created the blend-state object with or , the blending stage uses the non-null array of blend factors. If you didn't create the blend-state object with or , the blending stage does not use the non-null array of blend factors; the runtime stores the blend factors, and you can later call to retrieve the blend factors. If you pass null, the runtime uses or stores a blend factor equal to { 1, 1, 1, 1 }.

32-bit sample coverage. The default value is 0xffffffff. See remarks.

Blend state is used by the output-merger stage to determine how to blend together two RGB pixel values and two alpha values. The two RGB pixel values and two alpha values are the RGB pixel value and alpha value that the pixel shader outputs and the RGB pixel value and alpha value already in the output render target. The blend option controls the data source that the blending stage uses to modulate values for the pixel shader, render target, or both. The blend operation controls how the blending stage mathematically combines these modulated values.

To create a blend-state interface, call .

Passing in null for the blend-state interface indicates to the runtime to set a default blending state. The following table indicates the default blending parameters.

StateDefault Value
AlphaToCoverageEnable
IndependentBlendEnable
RenderTarget[0].BlendEnable
RenderTarget[0].SrcBlend
RenderTarget[0].DestBlend
RenderTarget[0].BlendOp
RenderTarget[0].SrcBlendAlpha
RenderTarget[0].DestBlendAlpha
RenderTarget[0].BlendOpAlpha
RenderTarget[0].RenderTargetWriteMask

?

A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476462 void ID3D11DeviceContext::OMSetBlendState([In, Optional] ID3D11BlendState* pBlendState,[In, Optional] const SHARPDX_COLOR4* BlendFactor,[In] unsigned int SampleMask) ID3D11DeviceContext::OMSetBlendState

Sets the depth-stencil state of the output-merger stage.

Pointer to a depth-stencil state interface (see ) to bind to the device. Set this to null to use the default state listed in .

Reference value to perform against when doing a depth-stencil test. See remarks.

To create a depth-stencil state interface, call .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476463 void ID3D11DeviceContext::OMSetDepthStencilState([In, Optional] ID3D11DepthStencilState* pDepthStencilState,[In] unsigned int StencilRef) ID3D11DeviceContext::OMSetDepthStencilState

Get references to the resources bound to the output-merger stage.

Number of render targets to retrieve.

Pointer to an array of s which represent render target views. Specify null for this parameter when retrieval of a render target is not needed.

Pointer to a , which represents a depth-stencil view. Specify null for this parameter when retrieval of the depth-stencil view is not needed.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476460 void ID3D11DeviceContext::OMGetRenderTargets([In] unsigned int NumViews,[Out, Buffer, Optional] ID3D11RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D11DepthStencilView** ppDepthStencilView) ID3D11DeviceContext::OMGetRenderTargets

Get references to the resources bound to the output-merger stage.

The number of render-target views to retrieve.

Pointer to an array of s, which represent render-target views. Specify null for this parameter when retrieval of render-target views is not required.

Pointer to a , which represents a depth-stencil view. Specify null for this parameter when retrieval of the depth-stencil view is not required.

Index into a zero-based array to begin retrieving unordered-access views (ranges from 0 to - 1). For pixel shaders UAVStartSlot should be equal to the number of render-target views that are bound.

Number of unordered-access views to return in ppUnorderedAccessViews. This number ranges from 0 to - UAVStartSlot.

Pointer to an array of s, which represent unordered-access views that are retrieved. Specify null for this parameter when retrieval of unordered-access views is not required.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476461 void ID3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[Out, Buffer, Optional] ID3D11RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D11DepthStencilView** ppDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[Out, Buffer, Optional] ID3D11UnorderedAccessView** ppUnorderedAccessViews) ID3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews

Get the blend state of the output-merger stage.

Address of a reference to a blend-state interface (see ).

Array of blend factors, one for each RGBA component.

Pointer to a sample mask.

The reference count of the returned interface will be incremented by one when the blend state is retrieved. Applications must release returned reference(s) when they are no longer needed, or else there will be a memory leak.

Windows?Phone?8: This API is supported.

ff476458 void ID3D11DeviceContext::OMGetBlendState([Out, Optional] ID3D11BlendState** ppBlendState,[Out, Optional] SHARPDX_COLOR4* BlendFactor,[Out, Optional] unsigned int* pSampleMask) ID3D11DeviceContext::OMGetBlendState

Gets the depth-stencil state of the output-merger stage.

Address of a reference to a depth-stencil state interface (see ) to be filled with information from the device.

Pointer to the stencil reference value used in the depth-stencil test.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476459 void ID3D11DeviceContext::OMGetDepthStencilState([Out, Optional] ID3D11DepthStencilState** ppDepthStencilState,[Out, Optional] unsigned int* pStencilRef) ID3D11DeviceContext::OMGetDepthStencilState
Gets or sets the blend factor. The blend factor. Gets or sets the blend sample mask. The blend sample mask. Gets or sets the state of the blend. The state of the blend. Gets or sets the depth stencil reference. The depth stencil reference. Gets or sets the state of the depth stencil. The state of the depth stencil.

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Get the array of {{viewports}} bound to the {{rasterizer stage}} An array of viewports (see ). void RSGetViewports([InOut] int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports) ff476477 void ID3D11DeviceContext::RSGetViewports([InOut] unsigned int* pNumViewports,[Out, Buffer, Optional] D3D11_VIEWPORT* pViewports) ID3D11DeviceContext::RSGetViewports Get the array of {{viewports}} bound to the {{rasterizer stage}} An array of viewports (see ). void RSGetViewports([InOut] int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports) ff476477 void ID3D11DeviceContext::RSGetViewports([InOut] unsigned int* pNumViewports,[Out, Buffer, Optional] D3D11_VIEWPORT* pViewports) ID3D11DeviceContext::RSGetViewports Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}. An array of scissor rectangles (see ). void RSGetScissorRects([InOut] int* NumRects,[Out, Buffer, Optional] D3D10_RECT* pRects) ff476475 void ID3D11DeviceContext::RSGetScissorRects([InOut] unsigned int* pNumRects,[Out, Buffer, Optional] RECT* pRects) ID3D11DeviceContext::RSGetScissorRects Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}. An array of scissor rectangles (see ). void RSGetScissorRects([InOut] int* NumRects,[Out, Buffer, Optional] D3D10_RECT* pRects) ff476475 void ID3D11DeviceContext::RSGetScissorRects([InOut] unsigned int* pNumRects,[Out, Buffer, Optional] RECT* pRects) ID3D11DeviceContext::RSGetScissorRects Binds a single scissor rectangle to the rasterizer stage. The left. The top. The right. The bottom.

All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.

The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see ).

Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.

Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see ).

ff476478 void ID3D11DeviceContext::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const void* pRects) ID3D11DeviceContext::RSSetScissorRects
Binds a set of scissor rectangles to the rasterizer stage. The set of scissor rectangles to bind.

All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.

The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see ).

Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.

Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see ).

ff476478 void ID3D11DeviceContext::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const void* pRects) ID3D11DeviceContext::RSSetScissorRects
Binds a single viewport to the rasterizer stage. The x coordinate of the viewport. The y coordinate of the viewport. The width. The height. The min Z. The max Z.

All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.

Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.

ff476480 void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports) ID3D11DeviceContext::RSSetViewports
Binds a single viewport to the rasterizer stage. The viewport.

All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.

Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.

ff476480 void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports) ID3D11DeviceContext::RSSetViewports
Binds a set of viewports to the rasterizer stage. The set of viewports to bind. The number of viewport to set. ff476480 void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports) ID3D11DeviceContext::RSSetViewports

All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.

Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.

Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Set the rasterizer state for the rasterizer stage of the pipeline.

No documentation.

To create a rasterizer state interface, call .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476479 void ID3D11DeviceContext::RSSetState([In, Optional] ID3D11RasterizerState* pRasterizerState) ID3D11DeviceContext::RSSetState

Bind an array of viewports to the rasterizer stage of the pipeline.

Number of viewports to bind.

An array of structures to bind to the device. See the structure page for details about how the viewport size is dependent on the device feature level which has changed between Direct3D 11 and Direct3D 10.

All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.

Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.

Note??Even though you specify float values to the members of the structure for the pViewports array in a call to for feature levels 9_x, RSSetViewports uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to RSSetViewports for feature levels 9_x fails. This failure occurs because RSSetViewports for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.

Windows?Phone?8: This API is supported.

ff476480 void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports) ID3D11DeviceContext::RSSetViewports

Bind an array of scissor rectangles to the rasterizer stage.

Number of scissor rectangles to bind.

An array of scissor rectangles (see D3D11_RECT).

All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.

The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see ).

Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.

Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see ).

Windows?Phone?8: This API is supported.

ff476478 void ID3D11DeviceContext::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const void* pRects) ID3D11DeviceContext::RSSetScissorRects

Get the rasterizer state from the rasterizer stage of the pipeline.

No documentation.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476476 void ID3D11DeviceContext::RSGetState([Out] ID3D11RasterizerState** ppRasterizerState) ID3D11DeviceContext::RSGetState

Gets the array of viewports bound to the rasterizer stage.

A reference to a variable that, on input, specifies the number of viewports (ranges from 0 to D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) in the pViewports array; on output, the variable contains the actual number of viewports that are bound to the rasterizer stage. If pViewports is null, RSGetViewports fills the variable with the number of viewports currently bound.

Note??In some versions of the Windows SDK, a debug device will raise an exception if the input value in the variable to which pNumViewports points is greater than D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE even if pViewports is null. The regular runtime ignores the value in the variable to which pNumViewports points when pViewports is null. This behavior of a debug device might be corrected in a future release of the Windows SDK.

An array of structures for the viewports that are bound to the rasterizer stage. If the number of viewports (in the variable to which pNumViewports points) is greater than the actual number of viewports currently bound, unused elements of the array contain 0. For info about how the viewport size depends on the device feature level, which has changed between Direct3D 11 and Direct3D 10, see .

Windows?Phone?8: This API is supported.

ff476477 void ID3D11DeviceContext::RSGetViewports([InOut] unsigned int* pNumViewports,[Out, Buffer, Optional] D3D11_VIEWPORT* pViewports) ID3D11DeviceContext::RSGetViewports

Get the array of scissor rectangles bound to the rasterizer stage.

The number of scissor rectangles (ranges between 0 and D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) bound; set pRects to null to use pNumRects to see how many rectangles would be returned.

An array of scissor rectangles (see D3D11_RECT). If NumRects is greater than the number of scissor rects currently bound, then unused members of the array will contain 0.

Windows?Phone?8: This API is supported.

ff476475 void ID3D11DeviceContext::RSGetScissorRects([InOut] unsigned int* pNumRects,[Out, Buffer, Optional] RECT* pRects) ID3D11DeviceContext::RSGetScissorRects

Get or sets the rasterizer state from the rasterizer stage of the pipeline.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476476 RSGetState / RSSetState RSGetState void ID3D11DeviceContext::RSGetState([Out] ID3D11RasterizerState** ppRasterizerState)

A domain-shader interface manages an executable program (a domain shader) that controls the domain-shader stage.

The domain-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..

To create a domain-shader interface, call . Before using a domain shader you must bind it to the device by calling .

This interface is defined in D3D11.h.

ff476535 ID3D11DomainShader ID3D11DomainShader
Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Encapsulates forward and inverse FFTs.

ff476846 ID3DX11FFT ID3DX11FFT
Initializes a new instance of the class. The device context used to create the FFT. Information that describes the shape of the FFT data as well as the scaling factors that should be used for forward and inverse transforms. Initializes a new instance of the class. The device context used to create the FFT. Information that describes the shape of the FFT data as well as the scaling factors that should be used for forward and inverse transforms. Flag affecting the behavior of the FFT. Attaches buffers to an FFT context and performs any required precomputations. The buffers must be no smaller than the corresponding buffer sizes returned by D3DX11CreateFFT*(). Temporary buffers can be shared between multiple contexts, though care should be taken not to concurrently execute multiple FFTs which share temp buffers. Temporary buffers to attach. Buffers to hold precomputed data. Returns one of the return codes described in the topic {{Direct3D 11 Return Codes}}. HRESULT ID3DX11FFT::AttachBuffersAndPrecompute([In] int NumTempBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppTempBuffers,[In] int NumPrecomputeBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppPrecomputeBufferSizes) Creates a new one-dimensional complex FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. an interface reference. HRESULT D3DX11CreateFFT1DComplex([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new one-dimensional complex FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Flag affecting the behavior of the FFT, can be 0 or a combination of flags from . an interface reference. HRESULT D3DX11CreateFFT1DComplex([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new one-dimensional real FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new one-dimensional real FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Flag affecting the behavior of the FFT, can be 0 or a combination of flags from . an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new two-dimensional complex FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new two-dimensional complex FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Flag affecting the behavior of the FFT, can be 0 or a combination of flags from . an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new two-dimensional real FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new two-dimensional real FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Flag affecting the behavior of the FFT, can be 0 or a combination of flags from . an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new three-dimensional complex FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Length of the third dimension of the FFT. an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new three-dimensional complex FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Length of the third dimension of the FFT. Flag affecting the behavior of the FFT, can be 0 or a combination of flags from . an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new three-dimensional real FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Length of the third dimension of the FFT. an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Creates a new three-dimensional real FFT. Pointer to the interface to use for the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Length of the third dimension of the FFT. Flag affecting the behavior of the FFT, can be 0 or a combination of flags from . an interface reference. HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) Performs a forward FFT. Pointer to onto the input buffer. Returns the computation in a temp buffers; in addition, the last buffer written to is returned. HRESULT ID3DX11FFT::ForwardTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer) ForwardTransform can be called after buffers have been attached to the context using . The combination of pInputBuffer and *ppOuputBuffer can be one of the temp buffers.The format of complex data is interleaved components (for example, (Real0, Imag0), (Real1, Imag1) ... , and so on). Data is stored in row major order. Performs an inverse FFT. Pointer to onto the input buffer. Returns the computation in a temp buffers; in addition, the last buffer written to is returned. HRESULT ID3DX11FFT::InverseTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer) Performs a forward FFT. Pointer to onto the input buffer. Buffer reference used as the output buffer. Returns one of the return codes described in the topic Direct3D 11 Return Codes. HRESULT ID3DX11FFT::ForwardTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer) ForwardTransform can be called after buffers have been attached to the context using . The combination of pInputBuffer and *ppOuputBuffer can be one of the temp buffers.The format of complex data is interleaved components (for example, (Real0, Imag0), (Real1, Imag1) ... , and so on). Data is stored in row major order. Performs an inverse FFT. Pointer to onto the input buffer. Buffer reference used as the output buffer. Returns one of the return codes described in the topic Direct3D 11 Return Codes. HRESULT ID3DX11FFT::InverseTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer) Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Sets the scale used for forward transforms.

The scale to use for forward transforms. Setting ForwardScale to 0 causes the default values of 1 to be used.

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

SetForwardScale sets the scale used by .

ff476852 HRESULT ID3DX11FFT::SetForwardScale([In] float ForwardScale) ID3DX11FFT::SetForwardScale

Gets the scale for forward transforms.

Scale for forward transforms.

ff476849 float ID3DX11FFT::GetForwardScale() ID3DX11FFT::GetForwardScale

Sets the scale used for inverse transforms.

Scale used for inverse transforms. Setting InverseScale to 0 causes the default value of 1/N to be used, where N is the product of the transformed dimension lengths.

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

SetInverseScale sets the scale used by .

ff476853 HRESULT ID3DX11FFT::SetInverseScale([In] float InverseScale) ID3DX11FFT::SetInverseScale

Get the scale for inverse transforms.

Scale for inverse transforms.

ff476850 float ID3DX11FFT::GetInverseScale() ID3DX11FFT::GetInverseScale

Attaches buffers to an FFT context and performs any required precomputations.

Number of buffers in ppTempBuffers.

A reference to an array of references for the temporary buffers to attach. The FFT object might use these temporary buffers for its algorithm.

Number of buffers in ppPrecomputeBuffers.

A reference to an array of references for the precompute buffers to attach. The FFT object might store precomputed data in these buffers.

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

The structure is initialized by a call to one of the create-FFT functions (for example, ). For more create-FFT functions, see D3DCSX 11 Functions.

Use the info in to allocate raw buffers of the specified (or larger) sizes and then call the AttachBuffersAndPrecompute to register the buffers with the FFT object.

Although you can share temporary buffers between multiple device contexts, we recommend not to concurrently execute multiple FFT objects that share temporary buffers.

Some FFT algorithms benefit from precomputing sin and cos. The FFT object might store precomputed data in the user-supplied precompute buffers.

ff476847 HRESULT ID3DX11FFT::AttachBuffersAndPrecompute([In] unsigned int NumTempBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppTempBuffers,[In] unsigned int NumPrecomputeBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppPrecomputeBufferSizes) ID3DX11FFT::AttachBuffersAndPrecompute

Attaches buffers to an FFT context and performs any required precomputations.

Number of buffers in ppTempBuffers.

A reference to an array of references for the temporary buffers to attach. The FFT object might use these temporary buffers for its algorithm.

Number of buffers in ppPrecomputeBuffers.

A reference to an array of references for the precompute buffers to attach. The FFT object might store precomputed data in these buffers.

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

The structure is initialized by a call to one of the create-FFT functions (for example, ). For more create-FFT functions, see D3DCSX 11 Functions.

Use the info in to allocate raw buffers of the specified (or larger) sizes and then call the AttachBuffersAndPrecompute to register the buffers with the FFT object.

Although you can share temporary buffers between multiple device contexts, we recommend not to concurrently execute multiple FFT objects that share temporary buffers.

Some FFT algorithms benefit from precomputing sin and cos. The FFT object might store precomputed data in the user-supplied precompute buffers.

ff476847 HRESULT ID3DX11FFT::AttachBuffersAndPrecompute([In] unsigned int NumTempBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppTempBuffers,[In] unsigned int NumPrecomputeBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppPrecomputeBufferSizes) ID3DX11FFT::AttachBuffersAndPrecompute

Performs a forward FFT.

Pointer to onto the input buffer.

Pointer to a reference. If *ppOutputBuffer is null, the computation will switch between temp buffers; in addition, the last buffer written to is stored at *ppOutputBuffer. Otherwise, *ppOutputBuffer is used as the output buffer (which might incur an extra copy).

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

ForwardTransform can be called after buffers have been attached to the context using . The combination of pInputBuffer and *ppOuputBuffer can be one of the temp buffers.

The format of complex data is interleaved components (for example, (Real0, Imag0), (Real1, Imag1) ... , and so on). Data is stored in row major order.

ff476848 HRESULT ID3DX11FFT::ForwardTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer) ID3DX11FFT::ForwardTransform

Performs an inverse FFT.

Pointer to onto the input buffer.

Pointer to a reference. If *ppOutput is null, then the computation will switch between temp buffers; in addition, the last buffer written to is stored at *ppOutput. Otherwise, *ppOutput is used as the output buffer (which might incur an extra copy).

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

ff476851 HRESULT ID3DX11FFT::InverseTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer) ID3DX11FFT::InverseTransform
Gets the buffer requirements. The buffer requirements.

Gets or sets the scale for forward transforms.

ff476849 GetForwardScale / SetForwardScale GetForwardScale float ID3DX11FFT::GetForwardScale()

Get or sets the scale for inverse transforms.

ff476850 GetInverseScale / SetInverseScale GetInverseScale float ID3DX11FFT::GetInverseScale()

Optional flags that control the behavior of .

ff476084 D3D11_ASYNC_GETDATA_FLAG D3D11_ASYNC_GETDATA_FLAG
No documentation. ff476084 D3D11_ASYNC_GETDATA_DONOTFLUSH D3D11_ASYNC_GETDATA_DONOTFLUSH None. None None

Identifies how to bind a resource to the pipeline.

In general, binding flags can be combined using a logical OR (except the constant-buffer flag); however, you should use a single flag to allow the device to optimize the resource usage.

This enumeration is used by a:

  • Buffer description when creating a buffer.
  • Texture description when creating a texture (see or or ).

A shader-resource buffer is NOT a constant buffer; rather, it is a texture or buffer resource that is bound to a shader, that contains texture or buffer data (it is not limited to a single element type in the buffer). A shader-resource buffer is created with the flag and is bound to the pipeline using one of these APIs: , , or . Furthermore, a shader-resource buffer cannot use the flag.

Note??The Direct3D 11.1 runtime, which is available starting with Windows?8, enables mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with . The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call with D3D11_FEATURE_D3D11_OPTIONS. CheckFeatureSupport fills members of a D3D11_FEATURE_DATA_D3D11_OPTIONS structure with the device's features. The relevant members here are MapNoOverwriteOnDynamicConstantBuffer and MapNoOverwriteOnDynamicBufferSRV.

ff476085 D3D11_BIND_FLAG D3D11_BIND_FLAG

Bind a buffer as a vertex buffer to the input-assembler stage.

ff476085 D3D11_BIND_VERTEX_BUFFER D3D11_BIND_VERTEX_BUFFER

Bind a buffer as an index buffer to the input-assembler stage.

ff476085 D3D11_BIND_INDEX_BUFFER D3D11_BIND_INDEX_BUFFER

Bind a buffer as a constant buffer to a shader stage; this flag may NOT be combined with any other bind flag.

ff476085 D3D11_BIND_CONSTANT_BUFFER D3D11_BIND_CONSTANT_BUFFER

Bind a buffer or texture to a shader stage; this flag cannot be used with the flag.

Note??The Direct3D 11.1 runtime, which is available starting with Windows?8, enables mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with . The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call with D3D11_FEATURE_D3D11_OPTIONS. CheckFeatureSupport fills members of a D3D11_FEATURE_DATA_D3D11_OPTIONS structure with the device's features. The relevant members here are MapNoOverwriteOnDynamicConstantBuffer and MapNoOverwriteOnDynamicBufferSRV.

ff476085 D3D11_BIND_SHADER_RESOURCE D3D11_BIND_SHADER_RESOURCE

Bind an output buffer for the stream-output stage.

ff476085 D3D11_BIND_STREAM_OUTPUT D3D11_BIND_STREAM_OUTPUT

Bind a texture as a render target for the output-merger stage.

ff476085 D3D11_BIND_RENDER_TARGET D3D11_BIND_RENDER_TARGET

Bind a texture as a depth-stencil target for the output-merger stage.

ff476085 D3D11_BIND_DEPTH_STENCIL D3D11_BIND_DEPTH_STENCIL

Bind an unordered access resource.

ff476085 D3D11_BIND_UNORDERED_ACCESS D3D11_BIND_UNORDERED_ACCESS
None. None None

RGB or alpha blending operation.

The runtime implements RGB blending and alpha blending separately. Therefore, blend state requires separate blend operations for RGB data and alpha data. These blend operations are specified in a blend description. The two sources ?source 1 and source 2? are shown in the blending block diagram.

Blend state is used by the output-merger stage to determine how to blend together two RGB pixel values and two alpha values. The two RGB pixel values and two alpha values are the RGB pixel value and alpha value that the pixel shader outputs and the RGB pixel value and alpha value already in the output render target. The blend option controls the data source that the blending stage uses to modulate values for the pixel shader, render target, or both. The blend operation controls how the blending stage mathematically combines these modulated values.

ff476088 D3D11_BLEND_OP D3D11_BLEND_OP

Add source 1 and source 2.

ff476088 D3D11_BLEND_OP_ADD D3D11_BLEND_OP_ADD

Subtract source 1 from source 2.

ff476088 D3D11_BLEND_OP_SUBTRACT D3D11_BLEND_OP_SUBTRACT

Subtract source 2 from source 1.

ff476088 D3D11_BLEND_OP_REV_SUBTRACT D3D11_BLEND_OP_REV_SUBTRACT

Find the minimum of source 1 and source 2.

ff476088 D3D11_BLEND_OP_MIN D3D11_BLEND_OP_MIN

Find the maximum of source 1 and source 2.

ff476088 D3D11_BLEND_OP_MAX D3D11_BLEND_OP_MAX

Describes the blend state that you use in a call to to create a blend-state object.

Here are the default values for blend state.

StateDefault Value
AlphaToCoverageEnable
IndependentBlendEnable
RenderTarget[0].BlendEnable
RenderTarget[0].SrcBlend
RenderTarget[0].DestBlend
RenderTarget[0].BlendOp
RenderTarget[0].SrcBlendAlpha
RenderTarget[0].DestBlendAlpha
RenderTarget[0].BlendOpAlpha
RenderTarget[0].RenderTargetWriteMask

?

Note?? is identical to .

If the driver type is set to , the feature level is set to less than or equal to , and the pixel format of the render target is set to , , or , the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than , the display device performs the blend in linear space, which is ideal.

ff476087 D3D11_BLEND D3D11_BLEND
No documentation. ff476087 D3D11_BLEND_ZERO D3D11_BLEND_ZERO No documentation. ff476087 D3D11_BLEND_ONE D3D11_BLEND_ONE No documentation. ff476087 D3D11_BLEND_SRC_COLOR D3D11_BLEND_SRC_COLOR No documentation. ff476087 D3D11_BLEND_INV_SRC_COLOR D3D11_BLEND_INV_SRC_COLOR No documentation. ff476087 D3D11_BLEND_SRC_ALPHA D3D11_BLEND_SRC_ALPHA No documentation. ff476087 D3D11_BLEND_INV_SRC_ALPHA D3D11_BLEND_INV_SRC_ALPHA No documentation. ff476087 D3D11_BLEND_DEST_ALPHA D3D11_BLEND_DEST_ALPHA No documentation. ff476087 D3D11_BLEND_INV_DEST_ALPHA D3D11_BLEND_INV_DEST_ALPHA No documentation. ff476087 D3D11_BLEND_DEST_COLOR D3D11_BLEND_DEST_COLOR No documentation. ff476087 D3D11_BLEND_INV_DEST_COLOR D3D11_BLEND_INV_DEST_COLOR No documentation. ff476087 D3D11_BLEND_SRC_ALPHA_SAT D3D11_BLEND_SRC_ALPHA_SAT No documentation. ff476087 D3D11_BLEND_BLEND_FACTOR D3D11_BLEND_BLEND_FACTOR No documentation. ff476087 D3D11_BLEND_INV_BLEND_FACTOR D3D11_BLEND_INV_BLEND_FACTOR No documentation. ff476087 D3D11_BLEND_SRC1_COLOR D3D11_BLEND_SRC1_COLOR No documentation. ff476087 D3D11_BLEND_INV_SRC1_COLOR D3D11_BLEND_INV_SRC1_COLOR No documentation. ff476087 D3D11_BLEND_SRC1_ALPHA D3D11_BLEND_SRC1_ALPHA No documentation. ff476087 D3D11_BLEND_INV_SRC1_ALPHA D3D11_BLEND_INV_SRC1_ALPHA

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

These flags are used by functions which operate on one or more channels in a texture.

ff476302 D3DX11_CHANNEL_FLAG D3DX11_CHANNEL_FLAG

Indicates the red channel should be used.

ff476302 D3DX11_CHANNEL_RED D3DX11_CHANNEL_RED

Indicates the blue channel should be used.

ff476302 D3DX11_CHANNEL_BLUE D3DX11_CHANNEL_BLUE

Indicates the green channel should be used.

ff476302 D3DX11_CHANNEL_GREEN D3DX11_CHANNEL_GREEN

Indicates the alpha channel should be used.

ff476302 D3DX11_CHANNEL_ALPHA D3DX11_CHANNEL_ALPHA

Indicates the luminaces of the red, green, and blue channels should be used.

ff476302 D3DX11_CHANNEL_LUMINANCE D3DX11_CHANNEL_LUMINANCE
None. None None

Identify which components of each pixel of a render target are writable during blending.

These flags can be combined with a bitwise OR.

ff476100 D3D11_COLOR_WRITE_ENABLE D3D11_COLOR_WRITE_ENABLE

Allow data to be stored in the red component.

ff476100 D3D11_COLOR_WRITE_ENABLE_RED D3D11_COLOR_WRITE_ENABLE_RED

Allow data to be stored in the green component.

ff476100 D3D11_COLOR_WRITE_ENABLE_GREEN D3D11_COLOR_WRITE_ENABLE_GREEN

Allow data to be stored in the blue component.

ff476100 D3D11_COLOR_WRITE_ENABLE_BLUE D3D11_COLOR_WRITE_ENABLE_BLUE

Allow data to be stored in the alpha component.

ff476100 D3D11_COLOR_WRITE_ENABLE_ALPHA D3D11_COLOR_WRITE_ENABLE_ALPHA

Allow data to be stored in all components.

ff476100 D3D11_COLOR_WRITE_ENABLE_ALL D3D11_COLOR_WRITE_ENABLE_ALL

Comparison options.

A comparison option determines whether how the runtime compares source (new) data against destination (existing) data before storing the new data. The comparison option is declared in a description before an object is created. The API allows you to set a comparison option for a depth-stencil buffer (see ), depth-stencil operations (see ), or sampler state (see ).

ff476101 D3D11_COMPARISON_FUNC D3D11_COMPARISON_FUNC

Never pass the comparison.

ff476101 D3D11_COMPARISON_NEVER D3D11_COMPARISON_NEVER

If the source data is less than the destination data, the comparison passes.

ff476101 D3D11_COMPARISON_LESS D3D11_COMPARISON_LESS

If the source data is equal to the destination data, the comparison passes.

ff476101 D3D11_COMPARISON_EQUAL D3D11_COMPARISON_EQUAL

If the source data is less than or equal to the destination data, the comparison passes.

ff476101 D3D11_COMPARISON_LESS_EQUAL D3D11_COMPARISON_LESS_EQUAL

If the source data is greater than the destination data, the comparison passes.

ff476101 D3D11_COMPARISON_GREATER D3D11_COMPARISON_GREATER

If the source data is not equal to the destination data, the comparison passes.

ff476101 D3D11_COMPARISON_NOT_EQUAL D3D11_COMPARISON_NOT_EQUAL

If the source data is greater than or equal to the destination data, the comparison passes.

ff476101 D3D11_COMPARISON_GREATER_EQUAL D3D11_COMPARISON_GREATER_EQUAL

Always pass the comparison.

ff476101 D3D11_COMPARISON_ALWAYS D3D11_COMPARISON_ALWAYS

Unordered resource support options for a compute shader resource (see ).

ff476135 D3D11_FORMAT_SUPPORT2 D3D11_FORMAT_SUPPORT2
No documentation. ff476135 D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD No documentation. ff476135 D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS No documentation. ff476135 D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE No documentation. ff476135 D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE No documentation. ff476135 D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX No documentation. ff476135 D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX No documentation. ff476135 D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD No documentation. ff476135 D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE None. None None

Options for performance counters.

Independent hardware vendors may define their own set of performance counters for their devices, by giving the enumeration value a number that is greater than the value for .

This enumeration is used by and .

ff476102 D3D11_COUNTER D3D11_COUNTER

Define a performance counter that is dependent on the hardware device.

ff476102 D3D11_COUNTER_DEVICE_DEPENDENT_0 D3D11_COUNTER_DEVICE_DEPENDENT_0

Data type of a performance counter.

These flags are an output parameter in .

ff476105 D3D11_COUNTER_TYPE D3D11_COUNTER_TYPE

32-bit floating point.

ff476105 D3D11_COUNTER_TYPE_FLOAT32 D3D11_COUNTER_TYPE_FLOAT32

16-bit unsigned integer.

ff476105 D3D11_COUNTER_TYPE_UINT16 D3D11_COUNTER_TYPE_UINT16

32-bit unsigned integer.

ff476105 D3D11_COUNTER_TYPE_UINT32 D3D11_COUNTER_TYPE_UINT32

64-bit unsigned integer.

ff476105 D3D11_COUNTER_TYPE_UINT64 D3D11_COUNTER_TYPE_UINT64

Specifies the types of CPU access allowed for a resource.

This enumeration is used in , , , .

Applications may combine one or more of these flags with a logical OR. When possible, create resources with no CPU access flags, as this enables better resource optimization.

The cannot be used when creating resources with D3D11_CPU_ACCESS flags.

ff476106 D3D11_CPU_ACCESS_FLAG D3D11_CPU_ACCESS_FLAG

The resource is to be mappable so that the CPU can change its contents. Resources created with this flag cannot be set as outputs of the pipeline and must be created with either dynamic or staging usage (see ).

ff476106 D3D11_CPU_ACCESS_WRITE D3D11_CPU_ACCESS_WRITE

The resource is to be mappable so that the CPU can read its contents. Resources created with this flag cannot be set as either inputs or outputs to the pipeline and must be created with staging usage (see ).

ff476106 D3D11_CPU_ACCESS_READ D3D11_CPU_ACCESS_READ
None. None None

Indicates triangles facing a particular direction are not drawn.

This enumeration is part of a rasterizer-state object description (see ).

ff476108 D3D11_CULL_MODE D3D11_CULL_MODE

Always draw all triangles.

ff476108 D3D11_CULL_NONE D3D11_CULL_NONE

Do not draw triangles that are front-facing.

ff476108 D3D11_CULL_FRONT D3D11_CULL_FRONT

Do not draw triangles that are back-facing.

ff476108 D3D11_CULL_BACK D3D11_CULL_BACK
No documentation. D3D11_DEBUG_FEATURE_FLAGS D3D11_DEBUG_FEATURE_FLAGS No documentation. D3D11_DEBUG_FEATURE_FLUSH_PER_RENDER_OP D3D11_DEBUG_FEATURE_FLUSH_PER_RENDER_OP No documentation. D3D11_DEBUG_FEATURE_FINISH_PER_RENDER_OP D3D11_DEBUG_FEATURE_FINISH_PER_RENDER_OP No documentation. D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP

Specifies the parts of the depth stencil to clear.

These flags are used when calling ; the flags can be combined with a bitwise OR.

ff476099 D3D11_CLEAR_FLAG D3D11_CLEAR_FLAG

Clear the depth buffer.

ff476099 D3D11_CLEAR_DEPTH D3D11_CLEAR_DEPTH

Clear the stencil buffer.

ff476099 D3D11_CLEAR_STENCIL D3D11_CLEAR_STENCIL

Specifies how to access a resource used in a depth-stencil view.

This enumeration is used in to create a depth-stencil view.

ff476115 D3D11_DSV_DIMENSION D3D11_DSV_DIMENSION

is not a valid value for and is not used.

ff476115 D3D11_DSV_DIMENSION_UNKNOWN D3D11_DSV_DIMENSION_UNKNOWN

The resource will be accessed as a 1D texture.

ff476115 D3D11_DSV_DIMENSION_TEXTURE1D D3D11_DSV_DIMENSION_TEXTURE1D

The resource will be accessed as an array of 1D textures.

ff476115 D3D11_DSV_DIMENSION_TEXTURE1DARRAY D3D11_DSV_DIMENSION_TEXTURE1DARRAY

The resource will be accessed as a 2D texture.

ff476115 D3D11_DSV_DIMENSION_TEXTURE2D D3D11_DSV_DIMENSION_TEXTURE2D

The resource will be accessed as an array of 2D textures.

ff476115 D3D11_DSV_DIMENSION_TEXTURE2DARRAY D3D11_DSV_DIMENSION_TEXTURE2DARRAY

The resource will be accessed as a 2D texture with multisampling.

ff476115 D3D11_DSV_DIMENSION_TEXTURE2DMS D3D11_DSV_DIMENSION_TEXTURE2DMS

The resource will be accessed as an array of 2D textures with multisampling.

ff476115 D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY

Depth-stencil view options.

This enumeration is used by .

Limiting a depth-stencil buffer to read-only access allows more than one depth-stencil view to be bound to the pipeline simultaneously, since it is not possible to have a read/write conflicts between separate views.

ff476116 D3D11_DSV_FLAG D3D11_DSV_FLAG

Indicates that depth values are read only.

ff476116 D3D11_DSV_READ_ONLY_DEPTH D3D11_DSV_READ_ONLY_DEPTH

Indicates that stencil values are read only.

ff476116 D3D11_DSV_READ_ONLY_STENCIL D3D11_DSV_READ_ONLY_STENCIL
None. None None

Identify the portion of a depth-stencil buffer for writing depth data.

ff476113 D3D11_DEPTH_WRITE_MASK D3D11_DEPTH_WRITE_MASK

Turn off writes to the depth-stencil buffer.

ff476113 D3D11_DEPTH_WRITE_MASK_ZERO D3D11_DEPTH_WRITE_MASK_ZERO

Turn on writes to the depth-stencil buffer.

ff476113 D3D11_DEPTH_WRITE_MASK_ALL D3D11_DEPTH_WRITE_MASK_ALL

Device context options.

This enumeration is used by .

ff476114 D3D11_DEVICE_CONTEXT_TYPE D3D11_DEVICE_CONTEXT_TYPE

The device context is an immediate context.

ff476114 D3D11_DEVICE_CONTEXT_IMMEDIATE D3D11_DEVICE_CONTEXT_IMMEDIATE

The device context is a deferred context.

ff476114 D3D11_DEVICE_CONTEXT_DEFERRED D3D11_DEVICE_CONTEXT_DEFERRED

Describes parameters that are used to create a device.

Device creation flags are used by and .

An application might dynamically create (and destroy) threads to improve performance especially on a machine with multiple CPU cores. There may be cases, however, when an application needs to prevent extra threads from being created. This can happen when you want to simplify debugging, profile code or develop a tool for instance. For these cases, use to request that the runtime and video driver not create any additional threads that might interfere with the application.

ff476107 D3D11_CREATE_DEVICE_FLAG D3D11_CREATE_DEVICE_FLAG

Use this flag if your application will only call methods of Direct3D?11 interfaces from a single thread. By default, the object is thread-safe. By using this flag, you can increase performance. However, if you use this flag and your application calls methods of Direct3D?11 interfaces from multiple threads, undefined behavior might result.

ff476107 D3D11_CREATE_DEVICE_SINGLETHREADED D3D11_CREATE_DEVICE_SINGLETHREADED

Creates a device that supports the debug layer.

To use this flag, you must have D3D11*SDKLayers.dll installed; otherwise, device creation fails. To get D3D11_1SDKLayers.dll, install the SDK for Windows?8.

ff476107 D3D11_CREATE_DEVICE_DEBUG D3D11_CREATE_DEVICE_DEBUG

Note??This flag is not supported in Direct3D?11.

ff476107 D3D11_CREATE_DEVICE_SWITCH_TO_REF D3D11_CREATE_DEVICE_SWITCH_TO_REF

Prevents multiple threads from being created. When this flag is used with a Windows Advanced Rasterization Platform (WARP) device, no additional threads will be created by WARP and all rasterization will occur on the calling thread. This flag is not recommended for general use. See remarks.

ff476107 D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS

Required for Direct2D interoperability with Direct3D resources.

ff476107 D3D11_CREATE_DEVICE_BGRA_SUPPORT D3D11_CREATE_DEVICE_BGRA_SUPPORT
None. None None

FFT creation flags.

ff476309 D3DX11_FFT_CREATE_FLAG D3DX11_FFT_CREATE_FLAG

Do not AddRef or Release temp and precompute buffers, caller is responsible for holding references to these buffers.

ff476309 D3DX11_FFT_CREATE_FLAG_NO_PRECOMPUTE_BUFFERS D3DX11_FFT_CREATE_FLAG_NO_PRECOMPUTE_BUFFERS
None. None None

FFT data types.

ff476310 D3DX11_FFT_DATA_TYPE D3DX11_FFT_DATA_TYPE

Real numbers.

ff476310 D3DX11_FFT_DATA_TYPE_REAL D3DX11_FFT_DATA_TYPE_REAL

Complex numbers.

ff476310 D3DX11_FFT_DATA_TYPE_COMPLEX D3DX11_FFT_DATA_TYPE_COMPLEX

Number of dimensions for FFT data.

ff476312 D3DX11_FFT_DIM_MASK D3DX11_FFT_DIM_MASK

One dimension.

ff476312 D3DX11_FFT_DIM_MASK_1D D3DX11_FFT_DIM_MASK_1D

Two dimensions.

ff476312 D3DX11_FFT_DIM_MASK_2D D3DX11_FFT_DIM_MASK_2D

Three dimensions.

ff476312 D3DX11_FFT_DIM_MASK_3D D3DX11_FFT_DIM_MASK_3D

Direct3D 11 feature options.

This enumeration is used when querying a driver about support for these features by calling . Each value in this enumeration has a corresponding data structure that is required to be passed to the pFeatureSupportData parameter of .

The following table shows the structures associated with each enumeration value.

EnumerantAssociated Structure
D3D11_FEATURE_D3D11_OPTIONS D3D11_FEATURE_DATA_D3D11_OPTIONS
D3D11_FEATURE_ARCHITECTURE_INFO D3D11_FEATURE_DATA_ARCHITECTURE_INFO
D3D11_FEATURE_D3D9_OPTIONS D3D11_FEATURE_DATA_D3D9_OPTIONS
D3D11_FEATURE_SHADER_MIN_PRECISION_SUPPORT D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT
D3D11_FEATURE_D3D9_SHADOW_SUPPORT D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
D3D11_FEATURE_D3D11_OPTIONS1 D3D11_FEATURE_DATA_D3D11_OPTIONS1
D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
D3D11_FEATURE_MARKER_SUPPORT D3D11_FEATURE_DATA_MARKER_SUPPORT
D3D11_FEATURE_D3D9_OPTIONS1 D3D11_FEATURE_DATA_D3D9_OPTIONS1

?

ff476124 D3D11_FEATURE D3D11_FEATURE

The driver supports multithreading. To see an example of testing a driver for multithread support, see How To: Check for Driver Support.

ff476124 D3D11_FEATURE_THREADING D3D11_FEATURE_THREADING

Supports the use of the double-precision shaders in HLSL.

ff476124 D3D11_FEATURE_DOUBLES D3D11_FEATURE_DOUBLES

Supports the formats in .

ff476124 D3D11_FEATURE_FORMAT_SUPPORT D3D11_FEATURE_FORMAT_SUPPORT

Supports the formats in .

ff476124 D3D11_FEATURE_FORMAT_SUPPORT2 D3D11_FEATURE_FORMAT_SUPPORT2

Supports compute shaders and raw and structured buffers.

ff476124 D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS

Determines the fill mode to use when rendering triangles.

This enumeration is part of a rasterizer-state object description (see ).

ff476131 D3D11_FILL_MODE D3D11_FILL_MODE

Draw lines connecting the vertices. Adjacent vertices are not drawn.

ff476131 D3D11_FILL_WIREFRAME D3D11_FILL_WIREFRAME

Fill the triangles formed by the vertices. Adjacent vertices are not drawn.

ff476131 D3D11_FILL_SOLID D3D11_FILL_SOLID

Filtering options during texture sampling.

Note??If you use different filter types for min versus mag filter, undefined behavior occurs in certain cases where the choice between whether magnification or minification happens is ambiguous. To prevent this undefined behavior, use filter modes that use similar filter operations for both min and mag (or use anisotropic filtering, which avoids the issue as well).

During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.

HLSL texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.

You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.

Texture Sampling FunctionTexture Sampling Function with Comparison Filtering
samplesamplecmp or samplecmplevelzero

?

Comparison filters only work with textures that have the following DXGI formats: R32_FLOAT_X8X24_TYPELESS, R32_FLOAT, R24_UNORM_X8_TYPELESS, R16_UNORM.

ff476132 D3D11_FILTER D3D11_FILTER

Use point sampling for minification, magnification, and mip-level sampling.

ff476132 D3D11_FILTER_MIN_MAG_MIP_POINT D3D11_FILTER_MIN_MAG_MIP_POINT

Use point sampling for minification and magnification; use linear interpolation for mip-level sampling.

ff476132 D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR

Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling.

ff476132 D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT

Use point sampling for minification; use linear interpolation for magnification and mip-level sampling.

ff476132 D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR

Use linear interpolation for minification; use point sampling for magnification and mip-level sampling.

ff476132 D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT

Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling.

ff476132 D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Use linear interpolation for minification and magnification; use point sampling for mip-level sampling.

ff476132 D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT

Use linear interpolation for minification, magnification, and mip-level sampling.

ff476132 D3D11_FILTER_MIN_MAG_MIP_LINEAR D3D11_FILTER_MIN_MAG_MIP_LINEAR

Use anisotropic interpolation for minification, magnification, and mip-level sampling.

ff476132 D3D11_FILTER_ANISOTROPIC D3D11_FILTER_ANISOTROPIC

Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT

Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR

Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT

Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR

Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT

Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT

Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR

Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

ff476132 D3D11_FILTER_COMPARISON_ANISOTROPIC D3D11_FILTER_COMPARISON_ANISOTROPIC

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Texture filtering flags.

D3DX11 automatically performs gamma correction (to convert color data from RGB space to standard RGB space) when loading texture data. This is automatically done for instance when RGB data is loaded from a .png file into an sRGB texture. Use the SRGB filter flags to indicate if the data does not need to be converted into sRGB space.

ff476313 D3DX11_FILTER_FLAG D3DX11_FILTER_FLAG

No scaling or filtering will take place. Pixels outside the bounds of the source image are assumed to be transparent black.

ff476313 D3DX11_FILTER_NONE D3DX11_FILTER_NONE

Each destination pixel is computed by sampling the nearest pixel from the source image.

ff476313 D3DX11_FILTER_POINT D3DX11_FILTER_POINT

Each destination pixel is computed by sampling the four nearest pixels from the source image. This filter works best when the scale on both axes is less than two.

ff476313 D3DX11_FILTER_LINEAR D3DX11_FILTER_LINEAR

Every pixel in the source image contributes equally to the destination image. This is the slowest of the filters.

ff476313 D3DX11_FILTER_TRIANGLE D3DX11_FILTER_TRIANGLE

Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps.

ff476313 D3DX11_FILTER_BOX D3DX11_FILTER_BOX

Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped.

ff476313 D3DX11_FILTER_MIRROR_U D3DX11_FILTER_MIRROR_U

Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped.

ff476313 D3DX11_FILTER_MIRROR_V D3DX11_FILTER_MIRROR_V

Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped.

ff476313 D3DX11_FILTER_MIRROR_W D3DX11_FILTER_MIRROR_W

Specifying this flag is the same as specifying the , , and flags.

ff476313 D3DX11_FILTER_MIRROR D3DX11_FILTER_MIRROR

The resulting image must be dithered using a 4x4 ordered dither algorithm. This happens when converting from one format to another.

ff476313 D3DX11_FILTER_DITHER D3DX11_FILTER_DITHER

Do diffuse dithering on the image when changing from one format to another.

ff476313 D3DX11_FILTER_DITHER_DIFFUSION D3DX11_FILTER_DITHER_DIFFUSION

Input data is in standard RGB (sRGB) color space. See remarks.

ff476313 D3DX11_FILTER_SRGB_IN D3DX11_FILTER_SRGB_IN

Output data is in standard RGB (sRGB) color space. See remarks.

ff476313 D3DX11_FILTER_SRGB_OUT D3DX11_FILTER_SRGB_OUT

Same as specifying | . See remarks.

ff476313 D3DX11_FILTER_SRGB D3DX11_FILTER_SRGB

Types of magnification or minification sampler filters.

ff476133 D3D11_FILTER_TYPE D3D11_FILTER_TYPE

Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter to be used between mipmap levels is nearest-point mipmap filtering. The rasterizer uses the color from the texel of the nearest mipmap texture.

ff476133 D3D11_FILTER_TYPE_POINT D3D11_FILTER_TYPE_POINT

Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2 x 2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the texels of the two nearest mipmap textures.

ff476133 D3D11_FILTER_TYPE_LINEAR D3D11_FILTER_TYPE_LINEAR

Which resources are supported for a given format and given device (see and ).

ff476134 D3D11_FORMAT_SUPPORT D3D11_FORMAT_SUPPORT
No documentation. ff476134 D3D11_FORMAT_SUPPORT_BUFFER D3D11_FORMAT_SUPPORT_BUFFER No documentation. ff476134 D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER No documentation. ff476134 D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER No documentation. ff476134 D3D11_FORMAT_SUPPORT_SO_BUFFER D3D11_FORMAT_SUPPORT_SO_BUFFER No documentation. ff476134 D3D11_FORMAT_SUPPORT_TEXTURE1D D3D11_FORMAT_SUPPORT_TEXTURE1D No documentation. ff476134 D3D11_FORMAT_SUPPORT_TEXTURE2D D3D11_FORMAT_SUPPORT_TEXTURE2D No documentation. ff476134 D3D11_FORMAT_SUPPORT_TEXTURE3D D3D11_FORMAT_SUPPORT_TEXTURE3D No documentation. ff476134 D3D11_FORMAT_SUPPORT_TEXTURECUBE D3D11_FORMAT_SUPPORT_TEXTURECUBE No documentation. ff476134 D3D11_FORMAT_SUPPORT_SHADER_LOAD D3D11_FORMAT_SUPPORT_SHADER_LOAD No documentation. ff476134 D3D11_FORMAT_SUPPORT_SHADER_SAMPLE D3D11_FORMAT_SUPPORT_SHADER_SAMPLE No documentation. ff476134 D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON No documentation. ff476134 D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT No documentation. ff476134 D3D11_FORMAT_SUPPORT_MIP D3D11_FORMAT_SUPPORT_MIP No documentation. ff476134 D3D11_FORMAT_SUPPORT_MIP_AUTOGEN D3D11_FORMAT_SUPPORT_MIP_AUTOGEN No documentation. ff476134 D3D11_FORMAT_SUPPORT_RENDER_TARGET D3D11_FORMAT_SUPPORT_RENDER_TARGET No documentation. ff476134 D3D11_FORMAT_SUPPORT_BLENDABLE D3D11_FORMAT_SUPPORT_BLENDABLE No documentation. ff476134 D3D11_FORMAT_SUPPORT_DEPTH_STENCIL D3D11_FORMAT_SUPPORT_DEPTH_STENCIL No documentation. ff476134 D3D11_FORMAT_SUPPORT_CPU_LOCKABLE D3D11_FORMAT_SUPPORT_CPU_LOCKABLE No documentation. ff476134 D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE No documentation. ff476134 D3D11_FORMAT_SUPPORT_DISPLAY D3D11_FORMAT_SUPPORT_DISPLAY No documentation. ff476134 D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT No documentation. ff476134 D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET No documentation. ff476134 D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD No documentation. ff476134 D3D11_FORMAT_SUPPORT_SHADER_GATHER D3D11_FORMAT_SUPPORT_SHADER_GATHER No documentation. ff476134 D3D11_FORMAT_SUPPORT_BACK_BUFFER_CAST D3D11_FORMAT_SUPPORT_BACK_BUFFER_CAST No documentation. ff476134 D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW No documentation. ff476134 D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON None. None None

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Image file formats supported by D3DX11Createxxx and D3DX11Savexxx functions.

See Types of Bitmaps (GDI+) for more information on some of these formats.

ff476315 D3DX11_IMAGE_FILE_FORMAT D3DX11_IMAGE_FILE_FORMAT

Windows bitmap (BMP) file format. Contains a header that describes the resolution of the device on which the rectangle of pixels was created, the dimensions of the rectangle, the size of the array of bits, a logical palette, and an array of bits that defines the relationship between pixels in the bitmapped image and entries in the logical palette. The file extension for this format is .bmp.

ff476315 D3DX11_IFF_BMP D3DX11_IFF_BMP

Joint Photographic Experts Group (JPEG) compressed file format. Specifies variable compression of 24-bit RGB color and 8-bit gray-scale Tagged Image File Format (TIFF) image document files. The file extension for this format is .jpg.

ff476315 D3DX11_IFF_JPG D3DX11_IFF_JPG

Portable Network Graphics (PNG) file format. A non-proprietary bitmap format using lossless compression. The file extension for this format is .png.

ff476315 D3DX11_IFF_PNG D3DX11_IFF_PNG

DirectDraw surface (DDS) file format. Stores textures, volume textures, and cubic environment maps, with or without mipmap levels, and with or without pixel compression. The file extension for this format is .dds.

ff476315 D3DX11_IFF_DDS D3DX11_IFF_DDS

Tagged Image File Format (TIFF). The file extensions for this format are .tif and .tiff.

ff476315 D3DX11_IFF_TIFF D3DX11_IFF_TIFF

Graphics Interchange Format (GIF). The file extension for this format is .gif.

ff476315 D3DX11_IFF_GIF D3DX11_IFF_GIF

Windows Media Photo format (WMP). This format is also known as HD Photo and JPEG XR. The file extensions for this format are .hdp, .jxr, and .wdp.

To work properly, requires that you initialize COM. Therefore, call CoInitialize or CoInitializeEx in your application before you call D3DX.

ff476315 D3DX11_IFF_WMP D3DX11_IFF_WMP

Type of data contained in an input slot.

Use these values to specify the type of data for a particular input element (see ) of an input-layout object.

ff476179 D3D11_INPUT_CLASSIFICATION D3D11_INPUT_CLASSIFICATION

Input data is per-vertex data.

ff476179 D3D11_INPUT_PER_VERTEX_DATA D3D11_INPUT_PER_VERTEX_DATA

Input data is per-instance data.

ff476179 D3D11_INPUT_PER_INSTANCE_DATA D3D11_INPUT_PER_INSTANCE_DATA

Specifies how the CPU should respond when an application calls the method on a resource that is being used by the GPU.

This enumeration is used by .

cannot be used with or D3D11_MAP_WRITE_NOOVERWRITE.

ff476183 D3D11_MAP_FLAG D3D11_MAP_FLAG
No documentation. ff476183 D3D11_MAP_FLAG_DO_NOT_WAIT D3D11_MAP_FLAG_DO_NOT_WAIT None. None None

Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags.

This enumeration is used in .

These remarks are divided into the following topics:

  • Meaning
  • Common
ff476181 D3D11_MAP D3D11_MAP

Resource is mapped for reading. The resource must have been created with read access (see ).

ff476181 D3D11_MAP_READ D3D11_MAP_READ

Resource is mapped for writing. The resource must have been created with write access (see ).

ff476181 D3D11_MAP_WRITE D3D11_MAP_WRITE

Resource is mapped for reading and writing. The resource must have been created with read and write access (see and ).

ff476181 D3D11_MAP_READ_WRITE D3D11_MAP_READ_WRITE

Resource is mapped for writing; the previous contents of the resource will be undefined. The resource must have been created with write access and dynamic usage (See and ).

ff476181 D3D11_MAP_WRITE_DISCARD D3D11_MAP_WRITE_DISCARD

Resource is mapped for writing; the existing contents of the resource cannot be overwritten (see Remarks). This flag is only valid on vertex and index buffers. The resource must have been created with write access (see ). Cannot be used on a resource created with the flag.

Note??The Direct3D 11.1 runtime, which is available starting with Windows?8, enables mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with . The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call with D3D11_FEATURE_D3D11_OPTIONS. CheckFeatureSupport fills members of a D3D11_FEATURE_DATA_D3D11_OPTIONS structure with the device's features. The relevant members here are MapNoOverwriteOnDynamicConstantBuffer and MapNoOverwriteOnDynamicBufferSRV.

ff476181 D3D11_MAP_WRITE_NO_OVERWRITE D3D11_MAP_WRITE_NO_OVERWRITE

Categories of debug messages. This will identify the category of a message when retrieving a message with and when adding a message with . When creating an info queue filter, these values can be used to allow or deny any categories of messages to pass through the storage and retrieval filters.

This is part of the Information Queue feature. See Interface.

ff476185 D3D11_MESSAGE_CATEGORY D3D11_MESSAGE_CATEGORY
No documentation. ff476185 D3D11_MESSAGE_CATEGORY_APPLICATION_DEFINED D3D11_MESSAGE_CATEGORY_APPLICATION_DEFINED No documentation. ff476185 D3D11_MESSAGE_CATEGORY_MISCELLANEOUS D3D11_MESSAGE_CATEGORY_MISCELLANEOUS No documentation. ff476185 D3D11_MESSAGE_CATEGORY_INITIALIZATION D3D11_MESSAGE_CATEGORY_INITIALIZATION No documentation. ff476185 D3D11_MESSAGE_CATEGORY_CLEANUP D3D11_MESSAGE_CATEGORY_CLEANUP No documentation. ff476185 D3D11_MESSAGE_CATEGORY_COMPILATION D3D11_MESSAGE_CATEGORY_COMPILATION No documentation. ff476185 D3D11_MESSAGE_CATEGORY_STATE_CREATION D3D11_MESSAGE_CATEGORY_STATE_CREATION No documentation. ff476185 D3D11_MESSAGE_CATEGORY_STATE_SETTING D3D11_MESSAGE_CATEGORY_STATE_SETTING No documentation. ff476185 D3D11_MESSAGE_CATEGORY_STATE_GETTING D3D11_MESSAGE_CATEGORY_STATE_GETTING No documentation. ff476185 D3D11_MESSAGE_CATEGORY_RESOURCE_MANIPULATION D3D11_MESSAGE_CATEGORY_RESOURCE_MANIPULATION No documentation. ff476185 D3D11_MESSAGE_CATEGORY_EXECUTION D3D11_MESSAGE_CATEGORY_EXECUTION

A debug message in the Information Queue.

This structure is returned from as part of the Information Queue feature (see Interface).

ff476184 D3D11_MESSAGE_ID D3D11_MESSAGE_ID

The category of the message. See .

ff476184 D3D11_MESSAGE_ID_UNKNOWN D3D11_MESSAGE_ID_UNKNOWN

The severity of the message. See .

ff476184 D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD

The ID of the message. See .

ff476184 D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD

The message string.

ff476184 D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD

The length of pDescription in bytes.

ff476184 D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD
No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_STRING_FROM_APPLICATION D3D11_MESSAGE_ID_STRING_FROM_APPLICATION No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_THIS D3D11_MESSAGE_ID_CORRUPTED_THIS No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15 No documentation. ff476184 D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING No documentation. ff476184 D3D11_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY D3D11_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_VSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_VSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_GSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_GSSETSHADER_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_GSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_GSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_SOSETTARGETS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_SOSETTARGETS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_PSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETSHADER_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_PSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_RSSETSTATE_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_RSSETSTATE_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_OMSETBLENDSTATE_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_OMSETBLENDSTATE_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_OMSETRENDERTARGETS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_OMSETRENDERTARGETS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_SETPREDICATION_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_SETPREDICATION_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_GETPRIVATEDATA_MOREDATA D3D11_MESSAGE_ID_GETPRIVATEDATA_MOREDATA No documentation. ff476184 D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA No documentation. ff476184 D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN No documentation. ff476184 D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS No documentation. ff476184 D3D11_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY D3D11_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSAMPLES D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSAMPLES No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDUSAGE D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDUSAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDBINDFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDBINDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDMISCFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCPUACCESSFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDBINDFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDBINDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDINITIALDATA D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDINITIALDATA No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMIPLEVELS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMIPLEVELS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEBUFFER_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_NULLDESC D3D11_MESSAGE_ID_CREATEBUFFER_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_LARGEALLOCATION D3D11_MESSAGE_ID_CREATEBUFFER_LARGEALLOCATION No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE1D_UNSUPPORTEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDSAMPLES D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDSAMPLES No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDUSAGE D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDUSAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDCPUACCESSFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDBINDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDINITIALDATA D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDINITIALDATA No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMIPLEVELS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMIPLEVELS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATETEXTURE1D_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_NULLDESC D3D11_MESSAGE_ID_CREATETEXTURE1D_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE1D_LARGEALLOCATION D3D11_MESSAGE_ID_CREATETEXTURE1D_LARGEALLOCATION No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE2D_UNSUPPORTEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDSAMPLES D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDSAMPLES No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDUSAGE D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDUSAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDCPUACCESSFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDBINDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDINITIALDATA D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDINITIALDATA No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMIPLEVELS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMIPLEVELS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATETEXTURE2D_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_NULLDESC D3D11_MESSAGE_ID_CREATETEXTURE2D_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE2D_LARGEALLOCATION D3D11_MESSAGE_ID_CREATETEXTURE2D_LARGEALLOCATION No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE3D_UNSUPPORTEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDSAMPLES D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDSAMPLES No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDUSAGE D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDUSAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDCPUACCESSFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDBINDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDINITIALDATA D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDINITIALDATA No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMIPLEVELS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMIPLEVELS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATETEXTURE3D_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_NULLDESC D3D11_MESSAGE_ID_CREATETEXTURE3D_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATETEXTURE3D_LARGEALLOCATION D3D11_MESSAGE_ID_CREATETEXTURE3D_LARGEALLOCATION No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLDESC D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE No documentation. ff476184 D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP No documentation. ff476184 D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS No documentation. ff476184 D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATEBLENDSTATE_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC D3D11_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATESAMPLERSTATE_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDQUERY D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDQUERY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDMISCFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG No documentation. ff476184 D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_NULLDESC D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED No documentation. ff476184 D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_IASETINDEXBUFFER_INVALIDBUFFER D3D11_MESSAGE_ID_IASETINDEXBUFFER_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_FORMAT_INVALID D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_FORMAT_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_SOSETTARGETS_INVALIDBUFFER D3D11_MESSAGE_ID_SOSETTARGETS_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_OFFSET_UNALIGNED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR No documentation. ff476184 D3D11_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH D3D11_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH No documentation. ff476184 D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH No documentation. ff476184 D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SOGETTARGETS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_SOGETTARGETS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY D3D11_MESSAGE_ID_DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY D3D11_MESSAGE_ID_DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GENERATEMIPS_RESOURCE_INVALID D3D11_MESSAGE_ID_DEVICE_GENERATEMIPS_RESOURCE_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCEBOX D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCEBOX No documentation. ff476184 D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCE No documentation. ff476184 D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE No documentation. ff476184 D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESTATE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESTATE No documentation. ff476184 D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE No documentation. ff476184 D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE No documentation. ff476184 D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE No documentation. ff476184 D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX No documentation. ff476184 D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE No documentation. ff476184 D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED No documentation. ff476184 D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED No documentation. ff476184 D3D11_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS D3D11_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN D3D11_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE D3D11_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE No documentation. ff476184 D3D11_MESSAGE_ID_REF_THREADING_MODE D3D11_MESSAGE_ID_REF_THREADING_MODE No documentation. ff476184 D3D11_MESSAGE_ID_REF_UMDRIVER_EXCEPTION D3D11_MESSAGE_ID_REF_UMDRIVER_EXCEPTION No documentation. ff476184 D3D11_MESSAGE_ID_REF_KMDRIVER_EXCEPTION D3D11_MESSAGE_ID_REF_KMDRIVER_EXCEPTION No documentation. ff476184 D3D11_MESSAGE_ID_REF_HARDWARE_EXCEPTION D3D11_MESSAGE_ID_REF_HARDWARE_EXCEPTION No documentation. ff476184 D3D11_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE D3D11_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE No documentation. ff476184 D3D11_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER D3D11_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER No documentation. ff476184 D3D11_MESSAGE_ID_REF_OUT_OF_MEMORY D3D11_MESSAGE_ID_REF_OUT_OF_MEMORY No documentation. ff476184 D3D11_MESSAGE_ID_REF_INFO D3D11_MESSAGE_ID_REF_INFO No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_INPUTLAYOUT_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_INPUTLAYOUT_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VIEW_DIMENSION_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_VIEW_DIMENSION_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_POSITION_NOT_PRESENT D3D11_MESSAGE_ID_DEVICE_DRAW_POSITION_NOT_PRESENT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_BOUND_RESOURCE_MAPPED D3D11_MESSAGE_ID_DEVICE_DRAW_BOUND_RESOURCE_MAPPED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_OFFSET_UNALIGNED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE D3D11_MESSAGE_ID_DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER D3D11_MESSAGE_ID_DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING D3D11_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0 D3D11_MESSAGE_ID_DEVICE_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0 No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH No documentation. ff476184 D3D11_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW D3D11_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS D3D11_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY D3D11_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY No documentation. ff476184 D3D11_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY D3D11_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEQUERY_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEQUERY_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEPREDICATE_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEPREDICATE_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFRANGE_COUNTER D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFRANGE_COUNTER No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED D3D11_MESSAGE_ID_CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER D3D11_MESSAGE_ID_CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOUNTER_NONEXCLUSIVE_RETURN D3D11_MESSAGE_ID_CREATECOUNTER_NONEXCLUSIVE_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOUNTER_NULLDESC D3D11_MESSAGE_ID_CREATECOUNTER_NULLDESC No documentation. ff476184 D3D11_MESSAGE_ID_CHECKCOUNTER_OUTOFRANGE_COUNTER D3D11_MESSAGE_ID_CHECKCOUNTER_OUTOFRANGE_COUNTER No documentation. ff476184 D3D11_MESSAGE_ID_CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER D3D11_MESSAGE_ID_CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER No documentation. ff476184 D3D11_MESSAGE_ID_SETPREDICATION_INVALID_PREDICATE_STATE D3D11_MESSAGE_ID_SETPREDICATION_INVALID_PREDICATE_STATE No documentation. ff476184 D3D11_MESSAGE_ID_QUERY_BEGIN_UNSUPPORTED D3D11_MESSAGE_ID_QUERY_BEGIN_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_PREDICATE_BEGIN_DURING_PREDICATION D3D11_MESSAGE_ID_PREDICATE_BEGIN_DURING_PREDICATION No documentation. ff476184 D3D11_MESSAGE_ID_QUERY_BEGIN_DUPLICATE D3D11_MESSAGE_ID_QUERY_BEGIN_DUPLICATE No documentation. ff476184 D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS No documentation. ff476184 D3D11_MESSAGE_ID_PREDICATE_END_DURING_PREDICATION D3D11_MESSAGE_ID_PREDICATE_END_DURING_PREDICATION No documentation. ff476184 D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS No documentation. ff476184 D3D11_MESSAGE_ID_QUERY_END_WITHOUT_BEGIN D3D11_MESSAGE_ID_QUERY_END_WITHOUT_BEGIN No documentation. ff476184 D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_DATASIZE D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_DATASIZE No documentation. ff476184 D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_FLAGS D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_FLAGS No documentation. ff476184 D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_CALL D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_CALL No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_D3D10_MESSAGES_END D3D11_MESSAGE_ID_D3D10_MESSAGES_END No documentation. ff476184 D3D11_MESSAGE_ID_D3D10L9_MESSAGES_START D3D11_MESSAGE_ID_D3D10L9_MESSAGES_START No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED No documentation. ff476184 D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY D3D11_MESSAGE_ID_CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE No documentation. ff476184 D3D11_MESSAGE_ID_VSSETSAMPLERS_NOT_SUPPORTED D3D11_MESSAGE_ID_VSSETSAMPLERS_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_VSSETSAMPLERS_TOO_MANY_SAMPLERS D3D11_MESSAGE_ID_VSSETSAMPLERS_TOO_MANY_SAMPLERS No documentation. ff476184 D3D11_MESSAGE_ID_PSSETSAMPLERS_TOO_MANY_SAMPLERS D3D11_MESSAGE_ID_PSSETSAMPLERS_TOO_MANY_SAMPLERS No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NO_ARRAYS D3D11_MESSAGE_ID_CREATERESOURCE_NO_ARRAYS No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NO_VB_AND_IB_BIND D3D11_MESSAGE_ID_CREATERESOURCE_NO_VB_AND_IB_BIND No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NO_TEXTURE_1D D3D11_MESSAGE_ID_CREATERESOURCE_NO_TEXTURE_1D No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_OUT_OF_RANGE D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_OUT_OF_RANGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS D3D11_MESSAGE_ID_OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS No documentation. ff476184 D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS No documentation. ff476184 D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_BAD_BUFFER_INDEX D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_BAD_BUFFER_INDEX No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS No documentation. ff476184 D3D11_MESSAGE_ID_COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY D3D11_MESSAGE_ID_COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY No documentation. ff476184 D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_3D_READBACK D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_3D_READBACK No documentation. ff476184 D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_ONLY_READBACK D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_ONLY_READBACK No documentation. ff476184 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE No documentation. ff476184 D3D11_MESSAGE_ID_DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE D3D11_MESSAGE_ID_DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NO_DWORD_INDEX_BUFFER D3D11_MESSAGE_ID_CREATERESOURCE_NO_DWORD_INDEX_BUFFER No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE D3D11_MESSAGE_ID_CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE D3D11_MESSAGE_ID_CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NO_STREAM_OUT D3D11_MESSAGE_ID_CREATERESOURCE_NO_STREAM_OUT No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES D3D11_MESSAGE_ID_CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED D3D11_MESSAGE_ID_CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED No documentation. ff476184 D3D11_MESSAGE_ID_VSSHADERRESOURCES_NOT_SUPPORTED D3D11_MESSAGE_ID_VSSHADERRESOURCES_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_GEOMETRY_SHADER_NOT_SUPPORTED D3D11_MESSAGE_ID_GEOMETRY_SHADER_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_STREAM_OUT_NOT_SUPPORTED D3D11_MESSAGE_ID_STREAM_OUT_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_TEXT_FILTER_NOT_SUPPORTED D3D11_MESSAGE_ID_TEXT_FILTER_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_MRT_BLEND D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_MRT_BLEND No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED D3D11_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE No documentation. ff476184 D3D11_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED D3D11_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3 D3D11_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3 No documentation. ff476184 D3D11_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED D3D11_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO D3D11_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR No documentation. ff476184 D3D11_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA D3D11_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA No documentation. ff476184 D3D11_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP D3D11_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP No documentation. ff476184 D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT No documentation. ff476184 D3D11_MESSAGE_ID_D3D10L9_MESSAGES_END D3D11_MESSAGE_ID_D3D10L9_MESSAGES_END No documentation. ff476184 D3D11_MESSAGE_ID_D3D11_MESSAGES_START D3D11_MESSAGE_ID_D3D11_MESSAGES_START No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_COMMANDLISTFLAGS D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_COMMANDLISTFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_SINGLETHREADED D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_SINGLETHREADED No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_CALL_RETURN D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_CALL_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_FINISHDISPLAYLIST_ONIMMEDIATECONTEXT D3D11_MESSAGE_ID_FINISHDISPLAYLIST_ONIMMEDIATECONTEXT No documentation. ff476184 D3D11_MESSAGE_ID_FINISHDISPLAYLIST_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_FINISHDISPLAYLIST_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_FINISHDISPLAYLIST_INVALID_CALL_RETURN D3D11_MESSAGE_ID_FINISHDISPLAYLIST_INVALID_CALL_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES No documentation. ff476184 D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_HSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_HSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL No documentation. ff476184 D3D11_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_HSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSSETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_HSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_HSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_HSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSGETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_DSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDOMAINSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEDOMAINSHADER_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERBYTECODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERTYPE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSSETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSGETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_HS_XOR_DS_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HS_XOR_DS_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEFERRED_CONTEXT_REMOVAL_PROCESS_AT_FAULT D3D11_MESSAGE_ID_DEFERRED_CONTEXT_REMOVAL_PROCESS_AT_FAULT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_INVALID_ARG_BUFFER D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_INVALID_ARG_BUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_UNALIGNED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDMAPTYPE No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_RESOURCE_MAP_ALREADYMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_RESOURCE_MAP_DEVICEREMOVED_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_MAP_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_RESOURCE_MAP_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_MAP_WITHOUT_INITIAL_DISCARD D3D11_MESSAGE_ID_RESOURCE_MAP_WITHOUT_INITIAL_DISCARD No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_RESOURCE_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_RESOURCE_UNMAP_NOTMAPPED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_RASTERIZING_CONTROL_POINTS D3D11_MESSAGE_ID_DEVICE_DRAW_RASTERIZING_CONTROL_POINTS No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_SIGNATURE_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_SIGNATURE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_CONTROL_POINT_COUNT_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_CONTROL_POINT_COUNT_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_TESSELLATOR_DOMAIN_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_TESSELLATOR_DOMAIN_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_CONTEXT D3D11_MESSAGE_ID_CREATE_CONTEXT No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_CONTEXT D3D11_MESSAGE_ID_LIVE_CONTEXT No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_CONTEXT D3D11_MESSAGE_ID_DESTROY_CONTEXT No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_BUFFER D3D11_MESSAGE_ID_CREATE_BUFFER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_BUFFER D3D11_MESSAGE_ID_LIVE_BUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_BUFFER D3D11_MESSAGE_ID_DESTROY_BUFFER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_TEXTURE1D D3D11_MESSAGE_ID_CREATE_TEXTURE1D No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_TEXTURE1D D3D11_MESSAGE_ID_LIVE_TEXTURE1D No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_TEXTURE1D D3D11_MESSAGE_ID_DESTROY_TEXTURE1D No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_TEXTURE2D D3D11_MESSAGE_ID_CREATE_TEXTURE2D No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_TEXTURE2D D3D11_MESSAGE_ID_LIVE_TEXTURE2D No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_TEXTURE2D D3D11_MESSAGE_ID_DESTROY_TEXTURE2D No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_TEXTURE3D D3D11_MESSAGE_ID_CREATE_TEXTURE3D No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_TEXTURE3D D3D11_MESSAGE_ID_LIVE_TEXTURE3D No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_TEXTURE3D D3D11_MESSAGE_ID_DESTROY_TEXTURE3D No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_SHADERRESOURCEVIEW D3D11_MESSAGE_ID_CREATE_SHADERRESOURCEVIEW No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_SHADERRESOURCEVIEW D3D11_MESSAGE_ID_DESTROY_SHADERRESOURCEVIEW No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_RENDERTARGETVIEW D3D11_MESSAGE_ID_CREATE_RENDERTARGETVIEW No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_RENDERTARGETVIEW D3D11_MESSAGE_ID_DESTROY_RENDERTARGETVIEW No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILVIEW D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILVIEW No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILVIEW D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILVIEW No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_VERTEXSHADER D3D11_MESSAGE_ID_CREATE_VERTEXSHADER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_VERTEXSHADER D3D11_MESSAGE_ID_LIVE_VERTEXSHADER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_VERTEXSHADER D3D11_MESSAGE_ID_DESTROY_VERTEXSHADER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_HULLSHADER D3D11_MESSAGE_ID_CREATE_HULLSHADER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_HULLSHADER D3D11_MESSAGE_ID_LIVE_HULLSHADER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_HULLSHADER D3D11_MESSAGE_ID_DESTROY_HULLSHADER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_DOMAINSHADER D3D11_MESSAGE_ID_CREATE_DOMAINSHADER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_DOMAINSHADER D3D11_MESSAGE_ID_LIVE_DOMAINSHADER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_DOMAINSHADER D3D11_MESSAGE_ID_DESTROY_DOMAINSHADER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_GEOMETRYSHADER D3D11_MESSAGE_ID_CREATE_GEOMETRYSHADER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_GEOMETRYSHADER D3D11_MESSAGE_ID_DESTROY_GEOMETRYSHADER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_PIXELSHADER D3D11_MESSAGE_ID_CREATE_PIXELSHADER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_PIXELSHADER D3D11_MESSAGE_ID_LIVE_PIXELSHADER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_PIXELSHADER D3D11_MESSAGE_ID_DESTROY_PIXELSHADER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_INPUTLAYOUT D3D11_MESSAGE_ID_CREATE_INPUTLAYOUT No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_INPUTLAYOUT D3D11_MESSAGE_ID_DESTROY_INPUTLAYOUT No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_SAMPLER D3D11_MESSAGE_ID_CREATE_SAMPLER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_SAMPLER D3D11_MESSAGE_ID_LIVE_SAMPLER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_SAMPLER D3D11_MESSAGE_ID_DESTROY_SAMPLER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_BLENDSTATE D3D11_MESSAGE_ID_CREATE_BLENDSTATE No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_BLENDSTATE D3D11_MESSAGE_ID_LIVE_BLENDSTATE No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_BLENDSTATE D3D11_MESSAGE_ID_DESTROY_BLENDSTATE No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILSTATE D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILSTATE No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILSTATE D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILSTATE No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_RASTERIZERSTATE D3D11_MESSAGE_ID_CREATE_RASTERIZERSTATE No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_RASTERIZERSTATE D3D11_MESSAGE_ID_DESTROY_RASTERIZERSTATE No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_QUERY D3D11_MESSAGE_ID_CREATE_QUERY No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_QUERY D3D11_MESSAGE_ID_LIVE_QUERY No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_QUERY D3D11_MESSAGE_ID_DESTROY_QUERY No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_PREDICATE D3D11_MESSAGE_ID_CREATE_PREDICATE No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_PREDICATE D3D11_MESSAGE_ID_LIVE_PREDICATE No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_PREDICATE D3D11_MESSAGE_ID_DESTROY_PREDICATE No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_COUNTER D3D11_MESSAGE_ID_CREATE_COUNTER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_COUNTER D3D11_MESSAGE_ID_LIVE_COUNTER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_COUNTER D3D11_MESSAGE_ID_DESTROY_COUNTER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_COMMANDLIST D3D11_MESSAGE_ID_CREATE_COMMANDLIST No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_COMMANDLIST D3D11_MESSAGE_ID_LIVE_COMMANDLIST No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_COMMANDLIST D3D11_MESSAGE_ID_DESTROY_COMMANDLIST No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_CLASSINSTANCE D3D11_MESSAGE_ID_CREATE_CLASSINSTANCE No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_CLASSINSTANCE D3D11_MESSAGE_ID_LIVE_CLASSINSTANCE No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_CLASSINSTANCE D3D11_MESSAGE_ID_DESTROY_CLASSINSTANCE No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_CLASSLINKAGE D3D11_MESSAGE_ID_CREATE_CLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_CLASSLINKAGE D3D11_MESSAGE_ID_LIVE_CLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_CLASSLINKAGE D3D11_MESSAGE_ID_DESTROY_CLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_DEVICE D3D11_MESSAGE_ID_LIVE_DEVICE No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_COMPUTESHADER D3D11_MESSAGE_ID_CREATE_COMPUTESHADER No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_COMPUTESHADER D3D11_MESSAGE_ID_LIVE_COMPUTESHADER No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_COMPUTESHADER D3D11_MESSAGE_ID_DESTROY_COMPUTESHADER No documentation. ff476184 D3D11_MESSAGE_ID_CREATE_UNORDEREDACCESSVIEW D3D11_MESSAGE_ID_CREATE_UNORDEREDACCESSVIEW No documentation. ff476184 D3D11_MESSAGE_ID_LIVE_UNORDEREDACCESSVIEW D3D11_MESSAGE_ID_LIVE_UNORDEREDACCESSVIEW No documentation. ff476184 D3D11_MESSAGE_ID_DESTROY_UNORDEREDACCESSVIEW D3D11_MESSAGE_ID_DESTROY_UNORDEREDACCESSVIEW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACES_FEATURELEVEL D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACES_FEATURELEVEL No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACE_COUNT_MISMATCH D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACE_COUNT_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_INDEX D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_INDEX No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_TYPE D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_TYPE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_DATA D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_DATA No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETSHADER_UNBOUND_INSTANCE_DATA D3D11_MESSAGE_ID_DEVICE_SETSHADER_UNBOUND_INSTANCE_DATA No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETSHADER_INSTANCE_DATA_BINDINGS D3D11_MESSAGE_ID_DEVICE_SETSHADER_INSTANCE_DATA_BINDINGS No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CREATESHADER_CLASSLINKAGE_FULL D3D11_MESSAGE_ID_DEVICE_CREATESHADER_CLASSLINKAGE_FULL No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_MISMATCHED_DATA_SIZE D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_MISMATCHED_DATA_SIZE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_INVALIDARG_RETURN D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_CSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_CSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOMPUTESHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATECOMPUTESHADER_OUTOFMEMORY No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERBYTECODE No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERTYPE No documentation. ff476184 D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCLASSLINKAGE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSSETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSGETSAMPLERS_SAMPLERS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEFLOATOPSNOTSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSTRUCTURESTRIDE D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSTRUCTURESTRIDE No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFLAGS D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDESC D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDESC No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDIMENSIONS No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_UNRECOGNIZEDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_HAZARD D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_OVERLAPPING_OLD_SLOTS D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_OVERLAPPING_OLD_SLOTS No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NO_OP D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NO_OP No documentation. ff476184 D3D11_MESSAGE_ID_CSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_CSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_PSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARG_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_OUTOFMEMORY_RETURN No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_HAZARD D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_HAZARD No documentation. ff476184 D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY No documentation. ff476184 D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS No documentation. ff476184 D3D11_MESSAGE_ID_CREATESHADERRESESOURCEVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATESHADERRESESOURCEVIEW_TOOMANYOBJECTS No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDCONTEXT D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDCONTEXT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDRESOURCE D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDMINLOD D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDMINLOD No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDCONTEXT D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDCONTEXT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDRESOURCE D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDRESOURCE No documentation. ff476184 D3D11_MESSAGE_ID_OMSETDEPTHSTENCIL_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_OMSETDEPTHSTENCIL_UNBINDDELETINGOBJECT No documentation. ff476184 D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY No documentation. ff476184 D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY No documentation. ff476184 D3D11_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED D3D11_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP D3D11_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED D3D11_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET No documentation. ff476184 D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET No documentation. ff476184 D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE No documentation. ff476184 D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE No documentation. ff476184 D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDVIEW D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDVIEW No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDOFFSET D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDOFFSET No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_TOOMANYVIEWS D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_TOOMANYVIEWS No documentation. ff476184 D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT No documentation. ff476184 D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED No documentation. ff476184 D3D11_MESSAGE_ID_REF_WARNING D3D11_MESSAGE_ID_REF_WARNING No documentation. ff476184 D3D11_MESSAGE_ID_D3D11_MESSAGES_END D3D11_MESSAGE_ID_D3D11_MESSAGES_END

Debug message severity levels for an information queue.

Use these values to allow or deny message categories to pass through the storage and retrieval filters for an information queue (see ). This API is used by .

ff476187 D3D11_MESSAGE_SEVERITY D3D11_MESSAGE_SEVERITY

Defines some type of corruption which has occurred.

ff476187 D3D11_MESSAGE_SEVERITY_CORRUPTION D3D11_MESSAGE_SEVERITY_CORRUPTION

Defines an error message.

ff476187 D3D11_MESSAGE_SEVERITY_ERROR D3D11_MESSAGE_SEVERITY_ERROR

Defines a warning message.

ff476187 D3D11_MESSAGE_SEVERITY_WARNING D3D11_MESSAGE_SEVERITY_WARNING

Defines an information message.

ff476187 D3D11_MESSAGE_SEVERITY_INFO D3D11_MESSAGE_SEVERITY_INFO

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Normal map options. You can combine any number of these flags by using a bitwise OR operation.

These flags are used by .

ff476318 D3DX11_NORMALMAP_FLAG D3DX11_NORMALMAP_FLAG

Indicates that pixels off the edge of the texture on the U-axis should be mirrored, not wraped.

ff476318 D3DX11_NORMALMAP_MIRROR_U D3DX11_NORMALMAP_MIRROR_U

Indicates that pixels off the edge of the texture on the V-axis should be mirrored, not wraped.

ff476318 D3DX11_NORMALMAP_MIRROR_V D3DX11_NORMALMAP_MIRROR_V

Same as | .

ff476318 D3DX11_NORMALMAP_MIRROR D3DX11_NORMALMAP_MIRROR

Inverts the direction of each normal.

ff476318 D3DX11_NORMALMAP_INVERTSIGN D3DX11_NORMALMAP_INVERTSIGN

Computes the per pixel occlusion term and encodes it into the alpha. An Alpha of 1 means that the pixel is not obscured in any way, and an alpha of 0 would mean that the pixel is completly obscured.

ff476318 D3DX11_NORMALMAP_COMPUTE_OCCLUSION D3DX11_NORMALMAP_COMPUTE_OCCLUSION
None. None None

Flags that describe miscellaneous query behavior.

This flag is part of a query description (see ).

ff476196 D3D11_QUERY_MISC_FLAG D3D11_QUERY_MISC_FLAG

Tell the hardware that if it is not yet sure if something is hidden or not to draw it anyway. This is only used with an occlusion predicate. Predication data cannot be returned to your application via when using this flag.

ff476196 D3D11_QUERY_MISC_PREDICATEHINT D3D11_QUERY_MISC_PREDICATEHINT
None. None None

Query types.

Create a query with .

ff476191 D3D11_QUERY D3D11_QUERY

Determines whether or not the GPU is finished processing commands. When the GPU is finished processing commands will return , and pData will point to a with a value of TRUE. When using this type of query, is disabled.

ff476191 D3D11_QUERY_EVENT D3D11_QUERY_EVENT

Get the number of samples that passed the depth and stencil tests in between and . returns a UINT64. If a depth or stencil test is disabled, then each of those tests will be counted as a pass.

ff476191 D3D11_QUERY_OCCLUSION D3D11_QUERY_OCCLUSION

Get a timestamp value where returns a UINT64. This kind of query is only useful if two timestamp queries are done in the middle of a query. The difference of two timestamps can be used to determine how many ticks have elapsed, and the query will determine if that difference is a reliable value and also has a value that shows how to convert the number of ticks into seconds. See . When using this type of query, is disabled.

ff476191 D3D11_QUERY_TIMESTAMP D3D11_QUERY_TIMESTAMP

Determines whether or not a is returning reliable values, and also gives the frequency of the processor enabling you to convert the number of elapsed ticks into seconds. will return a . This type of query should only be invoked once per frame or less.

ff476191 D3D11_QUERY_TIMESTAMP_DISJOINT D3D11_QUERY_TIMESTAMP_DISJOINT

Get pipeline statistics, such as the number of pixel shader invocations in between and . will return a .

ff476191 D3D11_QUERY_PIPELINE_STATISTICS D3D11_QUERY_PIPELINE_STATISTICS

Similar to , except returns a indicating whether or not any samples passed the depth and stencil tests - TRUE meaning at least one passed, meaning none passed.

ff476191 D3D11_QUERY_OCCLUSION_PREDICATE D3D11_QUERY_OCCLUSION_PREDICATE

Get streaming output statistics, such as the number of primitives streamed out in between and . will return a structure.

ff476191 D3D11_QUERY_SO_STATISTICS D3D11_QUERY_SO_STATISTICS

Determines whether or not any of the streaming output buffers overflowed in between and . returns a - TRUE meaning there was an overflow, meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow.

ff476191 D3D11_QUERY_SO_OVERFLOW_PREDICATE D3D11_QUERY_SO_OVERFLOW_PREDICATE

Get streaming output statistics for stream 0, such as the number of primitives streamed out in between and . will return a structure.

ff476191 D3D11_QUERY_SO_STATISTICS_STREAM0 D3D11_QUERY_SO_STATISTICS_STREAM0

Determines whether or not the stream 0 output buffers overflowed in between and . returns a - TRUE meaning there was an overflow, meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow.

ff476191 D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM0 D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM0

Get streaming output statistics for stream 1, such as the number of primitives streamed out in between and . will return a structure.

ff476191 D3D11_QUERY_SO_STATISTICS_STREAM1 D3D11_QUERY_SO_STATISTICS_STREAM1

Determines whether or not the stream 1 output buffers overflowed in between and . returns a - TRUE meaning there was an overflow, meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow.

ff476191 D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM1 D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM1

Get streaming output statistics for stream 2, such as the number of primitives streamed out in between and . will return a structure.

ff476191 D3D11_QUERY_SO_STATISTICS_STREAM2 D3D11_QUERY_SO_STATISTICS_STREAM2

Determines whether or not the stream 2 output buffers overflowed in between and . returns a - TRUE meaning there was an overflow, meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow.

ff476191 D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM2 D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM2

Get streaming output statistics for stream 3, such as the number of primitives streamed out in between and . will return a structure.

ff476191 D3D11_QUERY_SO_STATISTICS_STREAM3 D3D11_QUERY_SO_STATISTICS_STREAM3

Determines whether or not the stream 3 output buffers overflowed in between and . returns a - TRUE meaning there was an overflow, meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow.

ff476191 D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM3 D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM3

These flags identify the type of resource that will be viewed as a render target.

This enumeration is used in to create a render-target view.

ff476206 D3D11_RTV_DIMENSION D3D11_RTV_DIMENSION

Do not use this value, as it will cause to fail.

ff476206 D3D11_RTV_DIMENSION_UNKNOWN D3D11_RTV_DIMENSION_UNKNOWN

The resource will be accessed as a buffer.

ff476206 D3D11_RTV_DIMENSION_BUFFER D3D11_RTV_DIMENSION_BUFFER

The resource will be accessed as a 1D texture.

ff476206 D3D11_RTV_DIMENSION_TEXTURE1D D3D11_RTV_DIMENSION_TEXTURE1D

The resource will be accessed as an array of 1D textures.

ff476206 D3D11_RTV_DIMENSION_TEXTURE1DARRAY D3D11_RTV_DIMENSION_TEXTURE1DARRAY

The resource will be accessed as a 2D texture.

ff476206 D3D11_RTV_DIMENSION_TEXTURE2D D3D11_RTV_DIMENSION_TEXTURE2D

The resource will be accessed as an array of 2D textures.

ff476206 D3D11_RTV_DIMENSION_TEXTURE2DARRAY D3D11_RTV_DIMENSION_TEXTURE2DARRAY

The resource will be accessed as a 2D texture with multisampling.

ff476206 D3D11_RTV_DIMENSION_TEXTURE2DMS D3D11_RTV_DIMENSION_TEXTURE2DMS

The resource will be accessed as an array of 2D textures with multisampling.

ff476206 D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY

The resource will be accessed as a 3D texture.

ff476206 D3D11_RTV_DIMENSION_TEXTURE3D D3D11_RTV_DIMENSION_TEXTURE3D

Options for the amount of information to report about a device object's lifetime.

This enumeration is used by .

Several inline functions exist to combine the options using operators, see the D3D11SDKLayers.h header file for details.

ff476205 D3D11_RLDO_FLAGS D3D11_RLDO_FLAGS

Specifies to obtain a summary about a device object's lifetime.

ff476205 D3D11_RLDO_SUMMARY D3D11_RLDO_SUMMARY

Specifies to obtain detailed information about a device object's lifetime.

ff476205 D3D11_RLDO_DETAIL D3D11_RLDO_DETAIL
None. None None

Identifies the type of resource being used.

This enumeration is used in .

ff476202 D3D11_RESOURCE_DIMENSION D3D11_RESOURCE_DIMENSION

Resource is of unknown type.

ff476202 D3D11_RESOURCE_DIMENSION_UNKNOWN D3D11_RESOURCE_DIMENSION_UNKNOWN

Resource is a buffer.

ff476202 D3D11_RESOURCE_DIMENSION_BUFFER D3D11_RESOURCE_DIMENSION_BUFFER

Resource is a 1D texture.

ff476202 D3D11_RESOURCE_DIMENSION_TEXTURE1D D3D11_RESOURCE_DIMENSION_TEXTURE1D

Resource is a 2D texture.

ff476202 D3D11_RESOURCE_DIMENSION_TEXTURE2D D3D11_RESOURCE_DIMENSION_TEXTURE2D

Resource is a 3D texture.

ff476202 D3D11_RESOURCE_DIMENSION_TEXTURE3D D3D11_RESOURCE_DIMENSION_TEXTURE3D

Identifies options for resources.

This enumeration is used in , , , .

These flags can be combined by bitwise OR.

The cannot be used when creating resources with D3D11_CPU_ACCESS flags.

ff476203 D3D11_RESOURCE_MISC_FLAG D3D11_RESOURCE_MISC_FLAG

Enables MIP map generation by using on a texture resource. The resource must be created with the bind flags that specify that the resource is a render target and a shader resource.

ff476203 D3D11_RESOURCE_MISC_GENERATE_MIPS D3D11_RESOURCE_MISC_GENERATE_MIPS

Enables resource data sharing between two or more Direct3D devices. The only resources that can be shared are 2D non-mipmapped textures.

and are mutually exclusive.

WARP and REF devices do not support shared resources. If you try to create a resource with this flag on either a WARP or REF device, the create method will return an E_OUTOFMEMORY error code.

Note??Starting with Windows?8, WARP devices fully support shared resources.

Note??Starting with Windows?8, we recommend that you enable resource data sharing between two or more Direct3D devices by using a combination of the D3D11_RESOURCE_MISC_SHARED_NTHANDLE and flags instead.

ff476203 D3D11_RESOURCE_MISC_SHARED D3D11_RESOURCE_MISC_SHARED

Sets a resource to be a cube texture created from a Texture2DArray that contains 6 textures.

ff476203 D3D11_RESOURCE_MISC_TEXTURECUBE D3D11_RESOURCE_MISC_TEXTURECUBE

Enables instancing of GPU-generated content.

ff476203 D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS

Enables a resource as a byte address buffer.

ff476203 D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS

Enables a resource as a structured buffer.

ff476203 D3D11_RESOURCE_MISC_BUFFER_STRUCTURED D3D11_RESOURCE_MISC_BUFFER_STRUCTURED

Enables a resource with MIP map clamping for use with .

ff476203 D3D11_RESOURCE_MISC_RESOURCE_CLAMP D3D11_RESOURCE_MISC_RESOURCE_CLAMP

Enables the resource to be synchronized by using the and APIs. The following Direct3D?11 resource creation APIs, that take parameters, have been extended to support the new flag.

If you call any of these methods with the flag set, the interface returned will support the interface. You can retrieve a reference to the interface from the resource by using IUnknown::QueryInterface. The interface implements the and APIs to synchronize access to the surface. The device that creates the surface, and any other device that opens the surface by using OpenSharedResource, must call before they issue any rendering commands to the surface. When those devices finish rendering, they must call .

and are mutually exclusive.

WARP and REF devices do not support shared resources. If you try to create a resource with this flag on either a WARP or REF device, the create method will return an E_OUTOFMEMORY error code.

Note??Starting with Windows?8, WARP devices fully support shared resources.

ff476203 D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX

Enables a resource compatible with GDI. You must set the flag on surfaces that you use with GDI. Setting the flag allows GDI rendering on the surface via .

Consider the following programming tips for using when you create a texture or use that texture in a swap chain:

  • and are mutually exclusive. Therefore, do not use them together.
  • and are mutually exclusive. Therefore, do not use them together.
  • You must bind the texture as a render target for the output-merger stage. For example, set the flag in the BindFlags member of the structure.
  • You must set the maximum number of MIP map levels to 1. For example, set the MipLevels member of the structure to 1.
  • You must specify that the texture requires read and write access by the GPU. For example, set the Usage member of the structure to .
  • You must set the texture format to one of the following types.

    For example, set the Format member of the structure to one of these types.
  • You cannot use with multisampling. Therefore, set the Count member of the structure to 1. Then, set the SampleDesc member of the structure to this structure.
ff476203 D3D11_RESOURCE_MISC_GDI_COMPATIBLE D3D11_RESOURCE_MISC_GDI_COMPATIBLE
None. None None

Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the graphics processing unit (GPU).

An application identifies the way a resource is intended to be used (its usage) in a resource description. There are several structures for creating resources including: , , , and .

Differences between Direct3D 9 and Direct3D 10/11:

In Direct3D 9, you specify the type of memory a resource should be created in at resource creation time (using ). It was an application's job to decide what memory pool would provide the best combination of functionality and performance.

In Direct3D 10/11, an application no longer specifies what type of memory (the pool) to create a resource in. Instead, you specify the intended usage of the resource, and let the runtime (in concert with the driver and a memory manager) choose the type of memory that will achieve the best performance.

?

ff476259 D3D11_USAGE D3D11_USAGE

A resource that requires read and write access by the GPU. This is likely to be the most common usage choice.

ff476259 D3D11_USAGE_DEFAULT D3D11_USAGE_DEFAULT

A resource that can only be read by the GPU. It cannot be written by the GPU, and cannot be accessed at all by the CPU. This type of resource must be initialized when it is created, since it cannot be changed after creation.

ff476259 D3D11_USAGE_IMMUTABLE D3D11_USAGE_IMMUTABLE

A resource that is accessible by both the GPU (read only) and the CPU (write only). A dynamic resource is a good choice for a resource that will be updated by the CPU at least once per frame. To update a dynamic resource, use a Map method.

For info about how to use dynamic resources, see How to: Use dynamic resources.

ff476259 D3D11_USAGE_DYNAMIC D3D11_USAGE_DYNAMIC

A resource that supports data transfer (copy) from the GPU to the CPU.

ff476259 D3D11_USAGE_STAGING D3D11_USAGE_STAGING

Type for scan data.

ff476322 D3DX11_SCAN_DATA_TYPE D3DX11_SCAN_DATA_TYPE

FLOAT data.

ff476322 D3DX11_SCAN_DATA_TYPE_FLOAT D3DX11_SCAN_DATA_TYPE_FLOAT

INT data.

ff476322 D3DX11_SCAN_DATA_TYPE_INT D3DX11_SCAN_DATA_TYPE_INT

UINT data.

ff476322 D3DX11_SCAN_DATA_TYPE_UINT D3DX11_SCAN_DATA_TYPE_UINT

Direction to perform scan in.

ff476323 D3DX11_SCAN_DIRECTION D3DX11_SCAN_DIRECTION

Scan forward.

ff476323 D3DX11_SCAN_DIRECTION_FORWARD D3DX11_SCAN_DIRECTION_FORWARD

Scan backward.

ff476323 D3DX11_SCAN_DIRECTION_BACKWARD D3DX11_SCAN_DIRECTION_BACKWARD

Scan opcodes.

ff476324 D3DX11_SCAN_OPCODE D3DX11_SCAN_OPCODE

Add values.

ff476324 D3DX11_SCAN_OPCODE_ADD D3DX11_SCAN_OPCODE_ADD

Take the minimum value.

ff476324 D3DX11_SCAN_OPCODE_MIN D3DX11_SCAN_OPCODE_MIN

Take the maximum value.

ff476324 D3DX11_SCAN_OPCODE_MAX D3DX11_SCAN_OPCODE_MAX

Multiply the values.

ff476324 D3DX11_SCAN_OPCODE_MUL D3DX11_SCAN_OPCODE_MUL

Perform a logical AND on the values.

ff476324 D3DX11_SCAN_OPCODE_AND D3DX11_SCAN_OPCODE_AND

Perform a logical OR on the values.

ff476324 D3DX11_SCAN_OPCODE_OR D3DX11_SCAN_OPCODE_OR

Perform a logical XOR on the values.

ff476324 D3DX11_SCAN_OPCODE_XOR D3DX11_SCAN_OPCODE_XOR

Identifies how to view a buffer resource.

This enumeration is used by

ff476091 D3D11_BUFFEREX_SRV_FLAG D3D11_BUFFEREX_SRV_FLAG

View the buffer as raw. For more info about raw viewing of buffers, see Raw Views of Buffers.

ff476091 D3D11_BUFFEREX_SRV_FLAG_RAW D3D11_BUFFEREX_SRV_FLAG_RAW
None. None None

Specifies a multi-sample pattern type.

An app calls to get the number of quality levels available during multisampling. A 0 quality level means the hardware does not support multisampling for the particular format. If the number of quality levels is greater than 0 and the hardware supports the fixed sample patterns for the sample count, the app can request the fixed patterns by specifying quality level as either or . The app can call to check for support of the standard fixed patterns. If the hardware only supports the fixed patterns but no additional vendor-specific patterns, the runtime can report the number of quality levels as 1, and the hardware can pretend 0 quality level behaves the same as quality level equal to .

The runtime defines the following standard sample patterns for 1(trivial), 2, 4, 8, and 16 sample counts. Hardware must support 1, 4, and 8 sample counts. Hardware vendors can expose more sample counts beyond these. However, if vendors support 2, 4(required), 8(required), or 16, they must also support the corresponding standard pattern or center pattern for each of those sample counts.

ff476218 D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS

Pre-defined multi-sample patterns required for Direct3D?11 and Direct3D?10.1 hardware.

ff476218 D3D11_STANDARD_MULTISAMPLE_PATTERN D3D11_STANDARD_MULTISAMPLE_PATTERN

Pattern where all of the samples are located at the pixel center.

ff476218 D3D11_CENTER_MULTISAMPLE_PATTERN D3D11_CENTER_MULTISAMPLE_PATTERN

The stencil operations that can be performed during depth-stencil testing.

ff476219 D3D11_STENCIL_OP D3D11_STENCIL_OP

Keep the existing stencil data.

ff476219 D3D11_STENCIL_OP_KEEP D3D11_STENCIL_OP_KEEP

Set the stencil data to 0.

ff476219 D3D11_STENCIL_OP_ZERO D3D11_STENCIL_OP_ZERO

Set the stencil data to the reference value set by calling .

ff476219 D3D11_STENCIL_OP_REPLACE D3D11_STENCIL_OP_REPLACE

Increment the stencil value by 1, and clamp the result.

ff476219 D3D11_STENCIL_OP_INCR_SAT D3D11_STENCIL_OP_INCR_SAT

Decrement the stencil value by 1, and clamp the result.

ff476219 D3D11_STENCIL_OP_DECR_SAT D3D11_STENCIL_OP_DECR_SAT

Invert the stencil data.

ff476219 D3D11_STENCIL_OP_INVERT D3D11_STENCIL_OP_INVERT

Increment the stencil value by 1, and wrap the result if necessary.

ff476219 D3D11_STENCIL_OP_INCR D3D11_STENCIL_OP_INCR

Decrement the stencil value by 1, and wrap the result if necessary.

ff476219 D3D11_STENCIL_OP_DECR D3D11_STENCIL_OP_DECR

Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.

ff476256 D3D11_TEXTURE_ADDRESS_MODE D3D11_TEXTURE_ADDRESS_MODE

Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.

ff476256 D3D11_TEXTURE_ADDRESS_WRAP D3D11_TEXTURE_ADDRESS_WRAP

Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on.

ff476256 D3D11_TEXTURE_ADDRESS_MIRROR D3D11_TEXTURE_ADDRESS_MIRROR

Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.

ff476256 D3D11_TEXTURE_ADDRESS_CLAMP D3D11_TEXTURE_ADDRESS_CLAMP

Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in or HLSL code.

ff476256 D3D11_TEXTURE_ADDRESS_BORDER D3D11_TEXTURE_ADDRESS_BORDER

Similar to and . Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value.

ff476256 D3D11_TEXTURE_ADDRESS_MIRROR_ONCE D3D11_TEXTURE_ADDRESS_MIRROR_ONCE

The different faces of a cube texture.

ff476255 D3D11_TEXTURECUBE_FACE D3D11_TEXTURECUBE_FACE

Positive X face.

ff476255 D3D11_TEXTURECUBE_FACE_POSITIVE_X D3D11_TEXTURECUBE_FACE_POSITIVE_X

Negative X face.

ff476255 D3D11_TEXTURECUBE_FACE_NEGATIVE_X D3D11_TEXTURECUBE_FACE_NEGATIVE_X

Positive Y face.

ff476255 D3D11_TEXTURECUBE_FACE_POSITIVE_Y D3D11_TEXTURECUBE_FACE_POSITIVE_Y

Negative Y face.

ff476255 D3D11_TEXTURECUBE_FACE_NEGATIVE_Y D3D11_TEXTURECUBE_FACE_NEGATIVE_Y

Positive Z face.

ff476255 D3D11_TEXTURECUBE_FACE_POSITIVE_Z D3D11_TEXTURECUBE_FACE_POSITIVE_Z

Negative Z face.

ff476255 D3D11_TEXTURECUBE_FACE_NEGATIVE_Z D3D11_TEXTURECUBE_FACE_NEGATIVE_Z

Identifies unordered-access view options for a buffer resource.

ff476096 D3D11_BUFFER_UAV_FLAG D3D11_BUFFER_UAV_FLAG

Resource contains raw, unstructured data. Requires the UAV format to be . For more info about raw viewing of buffers, see Raw Views of Buffers.

ff476096 D3D11_BUFFER_UAV_FLAG_RAW D3D11_BUFFER_UAV_FLAG_RAW

Allow data to be appended to the end of the buffer. flag must also be used for any view that will be used as a AppendStructuredBuffer or a ConsumeStructuredBuffer. Requires the UAV format to be .

ff476096 D3D11_BUFFER_UAV_FLAG_APPEND D3D11_BUFFER_UAV_FLAG_APPEND

Adds a counter to the unordered-access-view buffer. can only be used on a UAV that is a RWStructuredBuffer and it enables the functionality needed for the IncrementCounter and DecrementCounter methods in HLSL. Requires the UAV format to be .

ff476096 D3D11_BUFFER_UAV_FLAG_COUNTER D3D11_BUFFER_UAV_FLAG_COUNTER
None. None None

Unordered-access view options.

This enumeration is used by a unordered access-view description (see ).

ff476257 D3D11_UAV_DIMENSION D3D11_UAV_DIMENSION

The view type is unknown.

ff476257 D3D11_UAV_DIMENSION_UNKNOWN D3D11_UAV_DIMENSION_UNKNOWN

View the resource as a buffer.

ff476257 D3D11_UAV_DIMENSION_BUFFER D3D11_UAV_DIMENSION_BUFFER

View the resource as a 1D texture.

ff476257 D3D11_UAV_DIMENSION_TEXTURE1D D3D11_UAV_DIMENSION_TEXTURE1D

View the resource as a 1D texture array.

ff476257 D3D11_UAV_DIMENSION_TEXTURE1DARRAY D3D11_UAV_DIMENSION_TEXTURE1DARRAY

View the resource as a 2D texture.

ff476257 D3D11_UAV_DIMENSION_TEXTURE2D D3D11_UAV_DIMENSION_TEXTURE2D

View the resource as a 2D texture array.

ff476257 D3D11_UAV_DIMENSION_TEXTURE2DARRAY D3D11_UAV_DIMENSION_TEXTURE2DARRAY

View the resource as a 3D texture array.

ff476257 D3D11_UAV_DIMENSION_TEXTURE3D D3D11_UAV_DIMENSION_TEXTURE3D
Functions Constant SdkVersion. D3D11_SDK_VERSION

Creates a device that represents the display adapter.

A reference to the video adapter to use when creating a device. Pass null to use the default adapter, which is the first adapter that is enumerated by IDXGIFactory1::EnumAdapters.

Note??Do not mix the use of DXGI 1.0 () and DXGI 1.1 () in an application. Use or , but not both in an application.

The , which represents the driver type to create.

A handle to a DLL that implements a software rasterizer. If DriverType is , Software must not be null. Get the handle by calling LoadLibrary, LoadLibraryEx , or GetModuleHandle.

The runtime layers to enable (see ); values can be bitwise OR'd together.

A reference to an array of s, which determine the order of feature levels to attempt to create. If pFeatureLevels is set to null, this function uses the following array of feature levels:

 { , , , , , ,}; 

Note??If the Direct3D 11.1 runtime is present on the computer and pFeatureLevels is set to null, this function won't create a D3D_FEATURE_LEVEL_11_1 device. To create a D3D_FEATURE_LEVEL_11_1 device, you must explicitly provide a array that includes D3D_FEATURE_LEVEL_11_1. If you provide a array that contains D3D_FEATURE_LEVEL_11_1 on a computer that doesn't have the Direct3D 11.1 runtime installed, this function immediately fails with E_INVALIDARG.

The number of elements in pFeatureLevels.

The SDK version; use .

Returns the address of a reference to an object that represents the device created.

If successful, returns the first from the pFeatureLevels array which succeeded. Otherwise, returns 0.

Returns the address of a reference to an object that represents the device context.

This method can return one of the Direct3D 11 Return Codes.

This method returns E_INVALIDARG if you set the pAdapter parameter to a non-null value and the DriverType parameter to the value.

This entry-point is supported by the Direct3D 11 runtime, which is available on Windows 7, Windows Server 2008 R2, and as an update to Windows Vista (KB971644).

To create a Direct3D 11.1 device (ID3D11Device1), which is available on Windows?8, Windows Server?2012, and Windows?7 and Windows Server?2008?R2 with the Platform Update for Windows 7 installed, you first create a with this function, and then call the QueryInterface method on the object to obtain the ID3D11Device1 interface.

To create a Direct3D 11.2 device (ID3D11Device2), which is available on Windows?8.1 and Windows Server?2012?R2, you first create a with this function, and then call the QueryInterface method on the object to obtain the ID3D11Device2 interface.

Set ppDevice and ppImmediateContext to null to determine which feature level is supported by looking at pFeatureLevel without creating a device.

For an example, see How To: Create a Device and Immediate Context; to create a device and a swap chain at the same time, use .

If you set the pAdapter parameter to a non-null value, you must also set the DriverType parameter to the value. If you set the pAdapter parameter to a non-null value and the DriverType parameter to the value, returns an of E_INVALIDARG.

Differences between Direct3D 10 and Direct3D 11:

In Direct3D 10, the presence of pAdapter dictated which adapter to use and the DriverType could mismatch what the adapter was.

In Direct3D 11, if you are trying to create a hardware or a software device, set pAdapter != null which constrains the other inputs to be:

  • DriverType must be
  • Software must be null.

On the other hand, if pAdapter == null, the DriverType cannot be set to ; it can be set to either:

  • If DriverType == , Software cannot be null.
  • If DriverType == , the adapter used will be the default adapter, which is the first adapter that is enumerated by IDXGIFactory1::EnumAdapters

?

Windows?Phone?8: This API is supported.

Windows Phone 8.1: This API is supported.

ff476082 HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext) D3D11CreateDevice

Creates a device that represents the display adapter and a swap chain used for rendering.

A reference to the video adapter to use when creating a device. Pass null to use the default adapter, which is the first adapter enumerated by IDXGIFactory1::EnumAdapters.

Note??Do not mix the use of DXGI 1.0 () and DXGI 1.1 () in an application. Use or , but not both in an application.

The , which represents the driver type to create.

A handle to a DLL that implements a software rasterizer. If DriverType is , Software must not be null. Get the handle by calling LoadLibrary, LoadLibraryEx , or GetModuleHandle. The value should be non-null when is and null otherwise.

The runtime layers to enable (see ); values can be bitwise OR'd together.

A reference to an array of s, which determine the order of feature levels to attempt to create. If pFeatureLevels is set to null, this function uses the following array of feature levels:

 { , , , , , ,}; 

Note??If the Direct3D 11.1 runtime is present on the computer and pFeatureLevels is set to null, this function won't create a D3D_FEATURE_LEVEL_11_1 device. To create a D3D_FEATURE_LEVEL_11_1 device, you must explicitly provide a array that includes D3D_FEATURE_LEVEL_11_1. If you provide a array that contains D3D_FEATURE_LEVEL_11_1 on a computer that doesn't have the Direct3D 11.1 runtime installed, this function immediately fails with E_INVALIDARG.

The number of elements in pFeatureLevels.

The SDK version; use .

A reference to a swap chain description (see ) that contains initialization parameters for the swap chain.

Returns the address of a reference to the object that represents the swap chain used for rendering.

Returns the address of a reference to an object that represents the device created. Supply null as an input to return the highest supported feature level in pFeatureLevel.

Returns a reference to a , which represents the first element in an array of feature levels supported by the device.

Returns the address of a reference to an object that represents the device context.

This method can return one of the Direct3D 11 Return Codes.

This method returns if you call it in a Session 0 process.

This method returns E_INVALIDARG if you set the pAdapter parameter to a non-null value and the DriverType parameter to the value.

Note??If you call this method in a Session 0 process, it returns .

This entry-point is supported by the Direct3D 11 runtime, which is available on Windows 7, Windows Server 2008 R2, and as an update to Windows Vista (KB971644).

To create a Direct3D 11.1 device (ID3D11Device1), which is available on Windows?8, Windows Server?2012, and Windows?7 and Windows Server?2008?R2 with the Platform Update for Windows 7 installed, you first create a with this function, and then call the QueryInterface method on the object to obtain the ID3D11Device1 interface.

To create a Direct3D 11.2 device (ID3D11Device2), which is available on Windows?8.1 and Windows Server?2012?R2, you first create a with this function, and then call the QueryInterface method on the object to obtain the ID3D11Device2 interface.

Also, see the remarks section in for details about input parameter dependencies. To create a device without creating a swap chain, use the function.

If you set the pAdapter parameter to a non-null value, you must also set the DriverType parameter to the value. If you set the pAdapter parameter to a non-null value and the DriverType parameter to the value, returns an of E_INVALIDARG.

ff476083 HRESULT D3D11CreateDeviceAndSwapChain([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[In] const DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,[Out, Optional] IDXGISwapChain** ppSwapChain,[Out, Optional] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext) D3D11CreateDeviceAndSwapChain
Functions

Creates an COM interface object.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476277 HRESULT D3DX11CreateFFT2DComplex([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Y,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) D3DX11CreateFFT2DComplex

Creates an COM interface object.

No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476276 HRESULT D3DX11CreateFFT1DReal([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) D3DX11CreateFFT1DReal

Creates an COM interface object.

No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476274 HRESULT D3DX11CreateFFT([In] ID3D11DeviceContext* pDeviceContext,[In] const D3DX11_FFT_DESC* pDesc,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out, Fast] ID3DX11FFT** ppFFT) D3DX11CreateFFT

Creates an COM interface object.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476278 HRESULT D3DX11CreateFFT2DReal([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Y,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) D3DX11CreateFFT2DReal

Creates a scan context.

The the scan is associated with.

Maximum single scan size, in elements (FLOAT, UINT, or INT)

Maximum number of scans in multiscan.

Pointer to a Interface reference that will be set to the created interface object.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476281 HRESULT D3DX11CreateScan([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int MaxElementScanSize,[In] unsigned int MaxScanCount,[Out, Fast] ID3DX11Scan** ppScan) D3DX11CreateScan

Creates an COM interface object.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476279 HRESULT D3DX11CreateFFT3DComplex([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Y,[In] unsigned int Z,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) D3DX11CreateFFT3DComplex

Creates an COM interface object.

No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476275 HRESULT D3DX11CreateFFT1DComplex([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) D3DX11CreateFFT1DComplex

Creates a segmented scan context.

Pointer to an interface.

Maximum single scan size, in elements (FLOAT, UINT, or INT).

Pointer to a Interface reference that will be set to the created interface object.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476282 HRESULT D3DX11CreateSegmentedScan([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int MaxElementScanSize,[Out, Fast] ID3DX11SegmentedScan** ppScan) D3DX11CreateSegmentedScan

Creates an COM interface object.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476280 HRESULT D3DX11CreateFFT3DReal([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Y,[In] unsigned int Z,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT) D3DX11CreateFFT3DReal
Functions No documentation. No documentation. No documentation. No documentation. HRESULT D3DX11CheckVersion([In] unsigned int D3DSdkVersion,[In] unsigned int D3DX11SdkVersion) D3DX11CheckVersion

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use these:

  • DirectXTK library (runtime), CreateXXXTextureFromMemory (where XXX is DDS or WIC)
  • DirectXTex library (tools), LoadFromXXXMemory (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then CreateShaderResourceView

Create a shader-resource view from a file in memory.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476284 HRESULT D3DX11CreateShaderResourceViewFromMemory([In] ID3D11Device* pDevice,[In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[In] ID3D11ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult) D3DX11CreateShaderResourceViewFromMemory

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use the Spherical Harmonics Math library, SHProjectCubeMap.

Projects a function represented in a cube map into spherical harmonics.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476300 HRESULT D3DX11SHProjectCubeMap([In] ID3D11DeviceContext* pContext,[In] unsigned int Order,[In] ID3D11Texture2D* pCubeMap,[Out, Buffer] float* pROut,[Out, Buffer, Optional] float* pGOut,[Out, Buffer, Optional] float* pBOut) D3DX11SHProjectCubeMap

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use resource functions, then these:

  • DirectXTK library (runtime), CreateXXXTextureFromMemory (where XXX is DDS or WIC)
  • DirectXTex library (tools), LoadFromXXXMemory (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then CreateTexture

Create a texture from another resource.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476288 HRESULT D3DX11CreateTextureFromResourceW([In] ID3D11Device* pDevice,[In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult) D3DX11CreateTextureFromResourceW

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use the DirectXTex library, CaptureTexture then SaveToXXXMemory (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games).

Save a texture to memory.

No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476299 HRESULT D3DX11SaveTextureToMemory([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pSrcTexture,[In] D3DX11_IMAGE_FILE_FORMAT DestFormat,[Out] ID3D10Blob** ppDestBuf,[In] unsigned int Flags) D3DX11SaveTextureToMemory

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use resource functions, then use DirectXTex library (tools), LoadFromXXXMemory (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games).

Retrieves information about a given image in a resource.

No documentation. No documentation. No documentation. No documentation. No documentation.

If the function succeeds, the return value is . If the function fails, the return value can be the following:

The compiler setting also determines the function version. If Unicode is defined, the function call resolves to . Otherwise, the function call resolves to D3DX11GetImageInfoFromResourceA because ANSI strings are being used.

ff476293 HRESULT D3DX11GetImageInfoFromResourceW([In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In] ID3DX11ThreadPump* pPump,[In] D3DX11_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult) D3DX11GetImageInfoFromResourceW

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use these:

  • DirectXTK library (runtime), CreateXXXTextureFromFile (where XXX is DDS or WIC)
  • DirectXTex library (tools), LoadFromXXXFile (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then CreateShaderResourceView

Create a shader-resource view from a file.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

For a list of supported image formats, see .

ff476283 HRESULT D3DX11CreateShaderResourceViewFromFileW([In] ID3D11Device* pDevice,[In] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[In] ID3D11ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult) D3DX11CreateShaderResourceViewFromFileW

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use these:

  • DirectXTK library (runtime), CreateXXXTextureFromFile (where XXX is DDS or WIC)
  • DirectXTex library (tools), LoadFromXXXFile (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then CreateTexture

Create a texture resource from a file.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476286 HRESULT D3DX11CreateTextureFromFileW([In] ID3D11Device* pDevice,[In] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult) D3DX11CreateTextureFromFileW

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use the DirectXTex library, GenerateMipMaps and GenerateMipMaps3D.

Generates mipmap chain using a particular texture filter.

No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476290 HRESULT D3DX11FilterTexture([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pTexture,[In] unsigned int SrcLevel,[In] unsigned int MipFilter) D3DX11FilterTexture

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use the DirectXTex library, GetMetadataFromXXXFile (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games).

Retrieves information about a given image file.

No documentation. No documentation. No documentation. No documentation.

If the function succeeds, the return value is . If the function fails, the return value can be the following:

This function supports both Unicode and ANSI strings.

ff476291 HRESULT D3DX11GetImageInfoFromFileW([In] const wchar_t* pSrcFile,[In] ID3DX11ThreadPump* pPump,[In] D3DX11_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult) D3DX11GetImageInfoFromFileW

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use resource functions, then these:

  • DirectXTK library (runtime), CreateXXXTextureFromMemory (where XXX is DDS or WIC)
  • DirectXTex library (tools), LoadFromXXXMemory (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then CreateShaderResourceView

Create a shader-resource view from a resource.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476285 HRESULT D3DX11CreateShaderResourceViewFromResourceW([In] ID3D11Device* pDevice,[In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[In] ID3D11ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult) D3DX11CreateShaderResourceViewFromResourceW

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use the DirectXTex library, Resize, Convert, Compress, Decompress, and/or CopyRectangle.

Load a texture from a texture.

No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476294 HRESULT D3DX11LoadTextureFromTexture([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pSrcTexture,[In] D3DX11_TEXTURE_LOAD_INFO* pLoadInfo,[In] ID3D11Resource* pDstTexture) D3DX11LoadTextureFromTexture

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use the DirectXTex library, GetMetadataFromXXXMemory (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games).

Get information about an image already loaded into memory.

No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476292 HRESULT D3DX11GetImageInfoFromMemory([In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] ID3DX11ThreadPump* pPump,[In] D3DX11_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult) D3DX11GetImageInfoFromMemory

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use these:

  • DirectXTK library (runtime), CreateXXXTextureFromMemory (where XXX is DDS or WIC)
  • DirectXTex library (tools), LoadFromXXXMemory (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then CreateTexture

Create a texture resource from a file residing in system memory.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes.

ff476287 HRESULT D3DX11CreateTextureFromMemory([In] ID3D11Device* pDevice,[In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult) D3DX11CreateTextureFromMemory

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use the DirectXTex library, ComputeNormalMap.

Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

If the function succeeds, the return value is . If the function fails, the return value can be the following value: .

This method computes the normal by using the central difference with a kernel size of 3x3. RGB channels in the destination contain biased (x,y,z) components of the normal. The central differencing denominator is hardcoded to 2.0.

ff476264 HRESULT D3DX11ComputeNormalMap([In] ID3D11DeviceContext* pContext,[In] ID3D11Texture2D* pSrcTexture,[In] D3DX11_NORMALMAP_FLAG Flags,[In] D3DX11_CHANNEL_FLAG Channel,[In] float Amplitude,[In] ID3D11Texture2D* pDestTexture) D3DX11ComputeNormalMap

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Note??Instead of using this function, we recommend that you use the DirectXTex library, CaptureTexture then SaveToXXXFile (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games). For the simplified scenario of creating a screen shot from a render target texture, we recommend that you use the DirectXTK library, SaveDDSTextureToFile or SaveWICTextureToFile.

Save a texture to a file.

No documentation. No documentation. No documentation. No documentation.

The return value is one of the values listed in Direct3D 11 Return Codes; use the return value to see if the DestFormat is supported.

writes out the extra DDS_HEADER_DXT10 structure for the input texture only if necessary (for example, because the input texture is in standard RGB (sRGB) format). If writes out the DDS_HEADER_DXT10 structure, it sets the dwFourCC member of the DDS_PIXELFORMAT structure for the texture to DX10 to indicate the prescense of the DDS_HEADER_DXT10 extended header.

ff476298 HRESULT D3DX11SaveTextureToFileW([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pSrcTexture,[In] D3DX11_IMAGE_FILE_FORMAT DestFormat,[In] const wchar_t* pDestFile) D3DX11SaveTextureToFileW
Functions Constant TooManyUniqueViewObjects. D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS Constant DeferredContextMapWithoutInitialDiscard. D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD Constant TooManyUniqueStateObjects. D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS Constant FileNotFound. D3D11_ERROR_FILE_NOT_FOUND Constant CannotModifyIndexBuffer. D3DX11_ERR_CANNOT_MODIFY_INDEX_BUFFER Constant CannotAttrSort. D3DX11_ERR_CANNOT_ATTR_SORT Constant SkinningNotSupported. D3DX11_ERR_SKINNING_NOT_SUPPORTED Constant LoadedMeshHasNoData. D3DX11_ERR_LOADED_MESH_HAS_NO_DATA Constant CannotRemoveLastItem. D3DX11_ERR_CANNOT_REMOVE_LAST_ITEM Constant DuplicateNamedFragment. D3DX11_ERR_DUPLICATE_NAMED_FRAGMENT Constant InvalidMesh. D3DX11_ERR_INVALID_MESH Constant InvalidData. D3DX11_ERR_INVALID_DATA Constant TooManyInfluences. D3DX11_ERR_TOO_MANY_INFLUENCES

The interface encapsulates a list of graphics commands for play back.

There is no explicit creation method, simply declare an interface, then call to record commands or to play back commands.

ff476361 ID3D11CommandList ID3D11CommandList
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the initialization flags associated with the deferred context that created the command list.

The context flag is reserved for future use and is always 0.

The GetContextFlags method gets the flags that were supplied to the ContextFlags parameter of ; however, the context flag is reserved for future use.

ff476362 unsigned int ID3D11CommandList::GetContextFlags() ID3D11CommandList::GetContextFlags

Gets the initialization flags associated with the deferred context that created the command list.

The GetContextFlags method gets the flags that were supplied to the ContextFlags parameter of ; however, the context flag is reserved for future use.

ff476362 GetContextFlags GetContextFlags unsigned int ID3D11CommandList::GetContextFlags()

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Bind an array of shader resources to the domain-shader stage.

Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to - 1).

Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources(ranges from 0 to - StartSlot).

Array of shader resource view interfaces to set to the device.

If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with null.

For information about creating shader-resource views, see .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476421 void ID3D11DeviceContext::DSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** ppShaderResourceViews) ID3D11DeviceContext::DSSetShaderResources

Set a domain shader to the device.

Pointer to a domain shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476420 void ID3D11DeviceContext::DSSetShader([In, Optional] ID3D11DomainShader* pDomainShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::DSSetShader

Set a domain shader to the device.

Pointer to a domain shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476420 void ID3D11DeviceContext::DSSetShader([In, Optional] ID3D11DomainShader* pDomainShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::DSSetShader

Set an array of sampler states to the domain-shader stage.

Index into the device's zero-based array to begin setting samplers to (ranges from 0 to - 1).

Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Pointer to an array of sampler-state interfaces (see ). See Remarks.

Any sampler may be set to null; this invokes the default state, which is defined to be the following.

 //Default sampler state:	
             SamplerDesc;	
            SamplerDesc.Filter = ;	
            SamplerDesc.AddressU = ;	
            SamplerDesc.AddressV = ;	
            SamplerDesc.AddressW = ;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = ;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; 

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476419 void ID3D11DeviceContext::DSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** ppSamplers) ID3D11DeviceContext::DSSetSamplers

Sets the constant buffers used by the domain-shader stage.

Index into the zero-based array to begin setting constant buffers to (ranges from 0 to - 1).

Number of buffers to set (ranges from 0 to - StartSlot).

Array of constant buffers (see ) being given to the device.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each). When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.

If the application wants the shader to access other parts of the buffer, it must call the DSSetConstantBuffers1 method instead.

Windows?Phone?8: This API is supported.

ff476418 void ID3D11DeviceContext::DSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** ppConstantBuffers) ID3D11DeviceContext::DSSetConstantBuffers

Get the domain-shader resources.

Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to - 1).

The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to - StartSlot).

Array of shader resource view interfaces to be returned by the device.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476417 void ID3D11DeviceContext::DSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D11ShaderResourceView** ppShaderResourceViews) ID3D11DeviceContext::DSGetShaderResources

Get the domain shader currently set on the device.

Address of a reference to a domain shader (see ) to be returned by the method.

Pointer to an array of class instance interfaces (see ).

The number of class-instance elements in the array.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476416 void ID3D11DeviceContext::DSGetShader([Out] ID3D11DomainShader** ppDomainShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances) ID3D11DeviceContext::DSGetShader

Get an array of sampler state interfaces from the domain-shader stage.

Index into a zero-based array to begin getting samplers from (ranges from 0 to - 1).

Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Pointer to an array of sampler-state interfaces (see ).

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476415 void ID3D11DeviceContext::DSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers) ID3D11DeviceContext::DSGetSamplers

Get the constant buffers used by the domain-shader stage.

Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to - 1).

Number of buffers to retrieve (ranges from 0 to - StartSlot).

Array of constant buffer interface references (see ) to be returned by the method.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476414 void ID3D11DeviceContext::DSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers) ID3D11DeviceContext::DSGetConstantBuffers

A geometry-shader interface manages an executable program (a geometry shader) that controls the geometry-shader stage.

The geometry-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..

To create a geometry shader interface, call either or . Before using a geometry shader you must bind it to the device by calling .

This interface is defined in D3D11.h.

ff476536 ID3D11GeometryShader ID3D11GeometryShader
Constant StreamOutputNoRasterizedStream. D3D11_SO_NO_RASTERIZED_STREAM Constant StreamOutputStreamCount. D3D11_SO_STREAM_COUNT Constant StreamOutputOutputComponentCount. D3D11_SO_OUTPUT_COMPONENT_COUNT Constant StreamOutputBufferSlotCount. D3D11_SO_BUFFER_SLOT_COUNT Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. An array of instances describing the layout of the output buffers. An array of buffer strides; each stride is the size of an element for that buffer. The index number of the stream to be sent to the rasterizer stage. Set to NoRasterizedStream if no stream is to be rasterized. A dynamic class linkage interface.

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Sets the constant buffers used by the geometry shader pipeline stage.

Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to - 1).

Number of buffers to set (ranges from 0 to - StartSlot).

Array of constant buffers (see ) being given to the device.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

You can't use the interface to get information about what is currently bound to the pipeline in the device context. But you can use to get information from a compiled shader. For example, you can use and to determine the slot in which a geometry shader expects a constant buffer. You can then pass this slot number to GSSetConstantBuffers to set the constant buffer. You can call the D3D11Reflect function to retrieve the address of a reference to the interface and then call to get a reference to .

The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each). When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.

If the application wants the shader to access other parts of the buffer, it must call the GSSetConstantBuffers1 method instead.

Windows?Phone?8: This API is supported.

ff476436 void ID3D11DeviceContext::GSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** ppConstantBuffers) ID3D11DeviceContext::GSSetConstantBuffers

Set a geometry shader to the device.

Pointer to a geometry shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476438 void ID3D11DeviceContext::GSSetShader([In, Optional] ID3D11GeometryShader* pShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::GSSetShader

Set a geometry shader to the device.

Pointer to a geometry shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476438 void ID3D11DeviceContext::GSSetShader([In, Optional] ID3D11GeometryShader* pShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::GSSetShader

Bind an array of shader resources to the geometry shader stage.

Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to - 1).

Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources(ranges from 0 to - StartSlot).

Array of shader resource view interfaces to set to the device.

If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with null.

For information about creating shader-resource views, see .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476439 void ID3D11DeviceContext::GSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** ppShaderResourceViews) ID3D11DeviceContext::GSSetShaderResources

Set an array of sampler states to the geometry shader pipeline stage.

Index into the device's zero-based array to begin setting samplers to (ranges from 0 to - 1).

Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Pointer to an array of sampler-state interfaces (see ). See Remarks.

Any sampler may be set to null; this invokes the default state, which is defined to be the following.

 //Default sampler state:	
             SamplerDesc;	
            SamplerDesc.Filter = ;	
            SamplerDesc.AddressU = ;	
            SamplerDesc.AddressV = ;	
            SamplerDesc.AddressW = ;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = ;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; 

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476437 void ID3D11DeviceContext::GSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** ppSamplers) ID3D11DeviceContext::GSSetSamplers

Get the constant buffers used by the geometry shader pipeline stage.

Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to - 1).

Number of buffers to retrieve (ranges from 0 to - StartSlot).

Array of constant buffer interface references (see ) to be returned by the method.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476432 void ID3D11DeviceContext::GSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers) ID3D11DeviceContext::GSGetConstantBuffers

Get the geometry shader currently set on the device.

Address of a reference to a geometry shader (see ) to be returned by the method.

Pointer to an array of class instance interfaces (see ).

The number of class-instance elements in the array.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476434 void ID3D11DeviceContext::GSGetShader([Out] ID3D11GeometryShader** ppGeometryShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances) ID3D11DeviceContext::GSGetShader

Get the geometry shader resources.

Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to - 1).

The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to - StartSlot).

Array of shader resource view interfaces to be returned by the device.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476435 void ID3D11DeviceContext::GSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D11ShaderResourceView** ppShaderResourceViews) ID3D11DeviceContext::GSGetShaderResources

Get an array of sampler state interfaces from the geometry shader pipeline stage.

Index into a zero-based array to begin getting samplers from (ranges from 0 to - 1).

Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Pointer to an array of sampler-state interfaces (see ).

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476433 void ID3D11DeviceContext::GSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers) ID3D11DeviceContext::GSGetSamplers

A hull-shader interface manages an executable program (a hull shader) that controls the hull-shader stage.

The hull-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..

To create a hull-shader interface, call . Before using a hull shader you must bind it to the device by calling .

This interface is defined in D3D11.h.

ff476537 ID3D11HullShader ID3D11HullShader
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface.

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Bind an array of shader resources to the hull-shader stage.

No documentation. No documentation. No documentation.

If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with null.

For information about creating shader-resource views, see .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476448 void ID3D11DeviceContext::HSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** ppShaderResourceViews) ID3D11DeviceContext::HSSetShaderResources

Set a hull shader to the device.

Pointer to a hull shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476447 void ID3D11DeviceContext::HSSetShader([In, Optional] ID3D11HullShader* pHullShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::HSSetShader

Set a hull shader to the device.

Pointer to a hull shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476447 void ID3D11DeviceContext::HSSetShader([In, Optional] ID3D11HullShader* pHullShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::HSSetShader

Set an array of sampler states to the hull-shader stage.

No documentation. No documentation. No documentation.

Any sampler may be set to null; this invokes the default state, which is defined to be the following.

 //Default sampler state:	
             SamplerDesc;	
            SamplerDesc.Filter = ;	
            SamplerDesc.AddressU = ;	
            SamplerDesc.AddressV = ;	
            SamplerDesc.AddressW = ;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = ;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; 

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476446 void ID3D11DeviceContext::HSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** ppSamplers) ID3D11DeviceContext::HSSetSamplers

Set the constant buffers used by the hull-shader stage.

No documentation. No documentation. No documentation.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each). When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.

If the application wants the shader to access other parts of the buffer, it must call the HSSetConstantBuffers1 method instead.

Windows?Phone?8: This API is supported.

ff476445 void ID3D11DeviceContext::HSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** ppConstantBuffers) ID3D11DeviceContext::HSSetConstantBuffers

Get the hull-shader resources.

Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to - 1).

The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to - StartSlot).

Array of shader resource view interfaces to be returned by the device.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476443 void ID3D11DeviceContext::HSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D11ShaderResourceView** ppShaderResourceViews) ID3D11DeviceContext::HSGetShaderResources

Get the hull shader currently set on the device.

Address of a reference to a hull shader (see ) to be returned by the method.

Pointer to an array of class instance interfaces (see ).

The number of class-instance elements in the array.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476442 void ID3D11DeviceContext::HSGetShader([Out] ID3D11HullShader** ppHullShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances) ID3D11DeviceContext::HSGetShader

Get an array of sampler state interfaces from the hull-shader stage.

No documentation. No documentation. No documentation.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476441 void ID3D11DeviceContext::HSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers) ID3D11DeviceContext::HSGetSamplers

Get the constant buffers used by the hull-shader stage.

No documentation. No documentation. No documentation.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476440 void ID3D11DeviceContext::HSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers) ID3D11DeviceContext::HSGetConstantBuffers

An information-queue interface stores, retrieves, and filters debug messages. The queue consists of a message queue, an optional storage filter stack, and a optional retrieval filter stack.

To get this interface, turn on debug layer and use IUnknown::QueryInterface from the .

Windows?Phone?8: This API is supported.

ff476538 ID3D11InfoQueue ID3D11InfoQueue
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Set the maximum number of messages that can be added to the message queue.

Maximum number of messages that can be added to the message queue. -1 means no limit.

This method returns one of the following Direct3D 11 Return Codes.

When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.

Windows?Phone?8: This API is supported.

ff476573 HRESULT ID3D11InfoQueue::SetMessageCountLimit([In] unsigned longlong MessageCountLimit) ID3D11InfoQueue::SetMessageCountLimit

Clear all messages from the message queue.

Windows?Phone?8: This API is supported.

ff476545 void ID3D11InfoQueue::ClearStoredMessages() ID3D11InfoQueue::ClearStoredMessages

Get a message from the message queue.

Index into message queue after an optional retrieval filter has been applied. This can be between 0 and the number of messages in the message queue that pass through the retrieval filter (which can be obtained with ). 0 is the message at the front of the message queue.

Returned message (see ).

Size of pMessage in bytes, including the size of the message string that the pMessage points to.

This method returns one of the following Direct3D 11 Return Codes.

This method does not remove any messages from the message queue.

This method gets messages from the message queue after an optional retrieval filter has been applied.

Applications should call this method twice to retrieve a message - first to obtain the size of the message and second to get the message. Here is a typical example:

 // Get the size of the message	
             messageLength = 0;	
             hr = pInfoQueue->GetMessage(0, null, &messageLength); // Allocate space and get the message	
             * pMessage = (*)malloc(messageLength);	
            hr = pInfoQueue->GetMessage(0, pMessage, &messageLength);	
            

For an overview see Information Queue Overview.

Windows?Phone?8: This API is supported.

ff476549 HRESULT ID3D11InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[In] void* pMessage,[InOut] SIZE_T* pMessageByteLength) ID3D11InfoQueue::GetMessageW

Get the number of messages that were allowed to pass through a storage filter.

Number of messages allowed by a storage filter.

Windows?Phone?8: This API is supported.

ff476552 unsigned longlong ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter() ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter

Get the number of messages that were denied passage through a storage filter.

Number of messages denied by a storage filter.

Windows?Phone?8: This API is supported.

ff476553 unsigned longlong ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter() ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter

Get the number of messages currently stored in the message queue.

Number of messages currently stored in the message queue.

Windows?Phone?8: This API is supported.

ff476556 unsigned longlong ID3D11InfoQueue::GetNumStoredMessages() ID3D11InfoQueue::GetNumStoredMessages

Get the number of messages that are able to pass through a retrieval filter.

Number of messages allowed by a retrieval filter.

Windows?Phone?8: This API is supported.

ff476557 unsigned longlong ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter() ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter

Get the number of messages that were discarded due to the message count limit.

Number of messages discarded.

Get and set the message count limit with and , respectively.

Windows?Phone?8: This API is supported.

ff476554 unsigned longlong ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit() ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit

Get the maximum number of messages that can be added to the message queue.

Maximum number of messages that can be added to the queue. -1 means no limit.

When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.

Windows?Phone?8: This API is supported.

ff476550 unsigned longlong ID3D11InfoQueue::GetMessageCountLimit() ID3D11InfoQueue::GetMessageCountLimit

Add storage filters to the top of the storage-filter stack.

Array of storage filters (see ).

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476542 HRESULT ID3D11InfoQueue::AddStorageFilterEntries([In] D3D11_INFO_QUEUE_FILTER* pFilter) ID3D11InfoQueue::AddStorageFilterEntries

Get the storage filter at the top of the storage-filter stack.

Storage filter at the top of the storage-filter stack.

Size of the storage filter in bytes. If pFilter is null, the size of the storage filter will be output to this parameter.

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476560 HRESULT ID3D11InfoQueue::GetStorageFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength) ID3D11InfoQueue::GetStorageFilter

Remove a storage filter from the top of the storage-filter stack.

Windows?Phone?8: This API is supported.

ff476544 void ID3D11InfoQueue::ClearStorageFilter() ID3D11InfoQueue::ClearStorageFilter

Push an empty storage filter onto the storage-filter stack.

This method returns one of the following Direct3D 11 Return Codes.

An empty storage filter allows all messages to pass through.

Windows?Phone?8: This API is supported.

ff476567 HRESULT ID3D11InfoQueue::PushEmptyStorageFilter() ID3D11InfoQueue::PushEmptyStorageFilter

Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack.

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476565 HRESULT ID3D11InfoQueue::PushCopyOfStorageFilter() ID3D11InfoQueue::PushCopyOfStorageFilter

Push a storage filter onto the storage-filter stack.

Pointer to a storage filter (see ).

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476569 HRESULT ID3D11InfoQueue::PushStorageFilter([In] D3D11_INFO_QUEUE_FILTER* pFilter) ID3D11InfoQueue::PushStorageFilter

Pop a storage filter from the top of the storage-filter stack.

Windows?Phone?8: This API is supported.

ff476563 void ID3D11InfoQueue::PopStorageFilter() ID3D11InfoQueue::PopStorageFilter

Get the size of the storage-filter stack in bytes.

Size of the storage-filter stack in bytes.

Windows?Phone?8: This API is supported.

ff476561 unsigned int ID3D11InfoQueue::GetStorageFilterStackSize() ID3D11InfoQueue::GetStorageFilterStackSize

Add storage filters to the top of the retrieval-filter stack.

Array of retrieval filters (see ).

This method returns one of the following Direct3D 11 Return Codes.

The following code example shows how to use :

  cats[] = { ..., ..., ... };	
             sevs[] = { ..., ..., ... };	
            UINT ids[] = { ..., ..., ... };  filter;	
            memset( &filter, 0, sizeof(filter) ); // To set the type of messages to allow, 	
            // set filter.AllowList as follows:	
            filter.AllowList.NumCategories = sizeof(cats / sizeof()); 	
            filter.AllowList.pCategoryList = cats;	
            filter.AllowList.NumSeverities = sizeof(sevs / sizeof()); 	
            filter.AllowList.pSeverityList = sevs;	
            filter.AllowList.NumIDs = sizeof(ids) / sizeof(UINT);	
            filter.AllowList.pIDList = ids; // To set the type of messages to deny, set filter.DenyList 	
            // similarly to the preceding filter.AllowList. // The following single call sets all of the preceding information.	
            hr = infoQueue->AddRetrievalFilterEntries( &filter );	
            

Windows?Phone?8: This API is supported.

ff476541 HRESULT ID3D11InfoQueue::AddRetrievalFilterEntries([In] D3D11_INFO_QUEUE_FILTER* pFilter) ID3D11InfoQueue::AddRetrievalFilterEntries

Get the retrieval filter at the top of the retrieval-filter stack.

Retrieval filter at the top of the retrieval-filter stack.

Size of the retrieval filter in bytes. If pFilter is null, the size of the retrieval filter will be output to this parameter.

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476558 HRESULT ID3D11InfoQueue::GetRetrievalFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength) ID3D11InfoQueue::GetRetrievalFilter

Remove a retrieval filter from the top of the retrieval-filter stack.

Windows?Phone?8: This API is supported.

ff476543 void ID3D11InfoQueue::ClearRetrievalFilter() ID3D11InfoQueue::ClearRetrievalFilter

Push an empty retrieval filter onto the retrieval-filter stack.

This method returns one of the following Direct3D 11 Return Codes.

An empty retrieval filter allows all messages to pass through.

Windows?Phone?8: This API is supported.

ff476566 HRESULT ID3D11InfoQueue::PushEmptyRetrievalFilter() ID3D11InfoQueue::PushEmptyRetrievalFilter

Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack.

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476564 HRESULT ID3D11InfoQueue::PushCopyOfRetrievalFilter() ID3D11InfoQueue::PushCopyOfRetrievalFilter

Push a retrieval filter onto the retrieval-filter stack.

Pointer to a retrieval filter (see ).

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476568 HRESULT ID3D11InfoQueue::PushRetrievalFilter([In] D3D11_INFO_QUEUE_FILTER* pFilter) ID3D11InfoQueue::PushRetrievalFilter

Pop a retrieval filter from the top of the retrieval-filter stack.

Windows?Phone?8: This API is supported.

ff476562 void ID3D11InfoQueue::PopRetrievalFilter() ID3D11InfoQueue::PopRetrievalFilter

Get the size of the retrieval-filter stack in bytes.

Size of the retrieval-filter stack in bytes.

Windows?Phone?8: This API is supported.

ff476559 unsigned int ID3D11InfoQueue::GetRetrievalFilterStackSize() ID3D11InfoQueue::GetRetrievalFilterStackSize

Add a debug message to the message queue and send that message to debug output.

Category of a message (see ).

Severity of a message (see ).

Unique identifier of a message (see ).

User-defined message.

This method returns one of the following Direct3D 11 Return Codes.

This method is used by the runtime's internal mechanisms to add debug messages to the message queue and send them to debug output. For applications to add their own custom messages to the message queue and send them to debug output, call .

Windows?Phone?8: This API is supported.

ff476540 HRESULT ID3D11InfoQueue::AddMessage([In] D3D11_MESSAGE_CATEGORY Category,[In] D3D11_MESSAGE_SEVERITY Severity,[In] D3D11_MESSAGE_ID ID,[In] const char* pDescription) ID3D11InfoQueue::AddMessage

Add a user-defined message to the message queue and send that message to debug output.

Severity of a message (see ).

Message string.

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476539 HRESULT ID3D11InfoQueue::AddApplicationMessage([In] D3D11_MESSAGE_SEVERITY Severity,[In] const char* pDescription) ID3D11InfoQueue::AddApplicationMessage

Set a message category to break on when a message with that category passes through the storage filter.

Message category to break on (see ).

Turns this breaking condition on or off (true for on, false for off).

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476570 HRESULT ID3D11InfoQueue::SetBreakOnCategory([In] D3D11_MESSAGE_CATEGORY Category,[In] BOOL bEnable) ID3D11InfoQueue::SetBreakOnCategory

Set a message severity level to break on when a message with that severity level passes through the storage filter.

A , which represents a message severity level to break on.

Turns this breaking condition on or off (true for on, false for off).

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476572 HRESULT ID3D11InfoQueue::SetBreakOnSeverity([In] D3D11_MESSAGE_SEVERITY Severity,[In] BOOL bEnable) ID3D11InfoQueue::SetBreakOnSeverity

Set a message identifier to break on when a message with that identifier passes through the storage filter.

Message identifier to break on (see ).

Turns this breaking condition on or off (true for on, false for off).

This method returns one of the following Direct3D 11 Return Codes.

Windows?Phone?8: This API is supported.

ff476571 HRESULT ID3D11InfoQueue::SetBreakOnID([In] D3D11_MESSAGE_ID ID,[In] BOOL bEnable) ID3D11InfoQueue::SetBreakOnID

Get a message category to break on when a message with that category passes through the storage filter.

Message category to break on (see ).

Whether this breaking condition is turned on or off (true for on, false for off).

Windows?Phone?8: This API is supported.

ff476546 BOOL ID3D11InfoQueue::GetBreakOnCategory([In] D3D11_MESSAGE_CATEGORY Category) ID3D11InfoQueue::GetBreakOnCategory

Get a message severity level to break on when a message with that severity level passes through the storage filter.

Message severity level to break on (see ).

Whether this breaking condition is turned on or off (true for on, false for off).

Windows?Phone?8: This API is supported.

ff476548 BOOL ID3D11InfoQueue::GetBreakOnSeverity([In] D3D11_MESSAGE_SEVERITY Severity) ID3D11InfoQueue::GetBreakOnSeverity

Get a message identifier to break on when a message with that identifier passes through the storage filter.

Message identifier to break on (see ).

Whether this breaking condition is turned on or off (true for on, false for off).

Windows?Phone?8: This API is supported.

ff476547 BOOL ID3D11InfoQueue::GetBreakOnID([In] D3D11_MESSAGE_ID ID) ID3D11InfoQueue::GetBreakOnID

Set a boolean that turns the debug output on or off.

Disable/Enable the debug output (TRUE to disable or mute the output, to enable the output).

This will stop messages that pass the storage filter from being printed out in the debug output, however those messages will still be added to the message queue.

Windows?Phone?8: This API is supported.

ff476574 void ID3D11InfoQueue::SetMuteDebugOutput([In] BOOL bMute) ID3D11InfoQueue::SetMuteDebugOutput

Get a boolean that turns the debug output on or off.

Whether the debug output is on or off (true for on, false for off).

Windows?Phone?8: This API is supported.

ff476551 BOOL ID3D11InfoQueue::GetMuteDebugOutput() ID3D11InfoQueue::GetMuteDebugOutput

Get a message from the message queue.

Index into message queue after an optional retrieval filter has been applied. This can be between 0 and the number of messages in the message queue that pass through the retrieval filter (which can be obtained with ). 0 is the message at the front of the message queue.

Returned message (see ) ff476549 HRESULT ID3D11InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[In] void* pMessage,[InOut] SIZE_T* pMessageByteLength) ID3D11InfoQueue::GetMessageW

Get the storage filter at the top of the storage-filter stack.

The storage filter at the top of the storage-filter stack. ff476560 HRESULT ID3D11InfoQueue::GetStorageFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength) ID3D11InfoQueue::GetStorageFilter

Get the retrieval filter at the top of the retrieval-filter stack.

The retrieval filter at the top of the retrieval-filter stack. ff476558 HRESULT ID3D11InfoQueue::GetRetrievalFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength) ID3D11InfoQueue::GetRetrievalFilter

Get or sets the maximum number of messages that can be added to the message queue.

When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.

Windows?Phone?8: This API is supported.

ff476550 GetMessageCountLimit / SetMessageCountLimit GetMessageCountLimit unsigned longlong ID3D11InfoQueue::GetMessageCountLimit()

Get the number of messages that were allowed to pass through a storage filter.

Windows?Phone?8: This API is supported.

ff476552 GetNumMessagesAllowedByStorageFilter GetNumMessagesAllowedByStorageFilter unsigned longlong ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter()

Get the number of messages that were denied passage through a storage filter.

Windows?Phone?8: This API is supported.

ff476553 GetNumMessagesDeniedByStorageFilter GetNumMessagesDeniedByStorageFilter unsigned longlong ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter()

Get the number of messages currently stored in the message queue.

Windows?Phone?8: This API is supported.

ff476556 GetNumStoredMessages GetNumStoredMessages unsigned longlong ID3D11InfoQueue::GetNumStoredMessages()

Get the number of messages that are able to pass through a retrieval filter.

Windows?Phone?8: This API is supported.

ff476557 GetNumStoredMessagesAllowedByRetrievalFilter GetNumStoredMessagesAllowedByRetrievalFilter unsigned longlong ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()

Get the number of messages that were discarded due to the message count limit.

Get and set the message count limit with and , respectively.

Windows?Phone?8: This API is supported.

ff476554 GetNumMessagesDiscardedByMessageCountLimit GetNumMessagesDiscardedByMessageCountLimit unsigned longlong ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()

Get the size of the storage-filter stack in bytes.

Windows?Phone?8: This API is supported.

ff476561 GetStorageFilterStackSize GetStorageFilterStackSize unsigned int ID3D11InfoQueue::GetStorageFilterStackSize()

Get the size of the retrieval-filter stack in bytes.

Windows?Phone?8: This API is supported.

ff476559 GetRetrievalFilterStackSize GetRetrievalFilterStackSize unsigned int ID3D11InfoQueue::GetRetrievalFilterStackSize()

Get or sets a boolean that turns the debug output on or off.

Windows?Phone?8: This API is supported.

ff476551 GetMuteDebugOutput / SetMuteDebugOutput GetMuteDebugOutput BOOL ID3D11InfoQueue::GetMuteDebugOutput()

An input-layout interface holds a definition of how to feed vertex data that is laid out in memory into the input-assembler stage of the graphics pipeline.

To create an input-layout object, call . To bind the input-layout object to the input-assembler stage, call .

Windows?Phone?8: This API is supported.

ff476575 ID3D11InputLayout ID3D11InputLayout
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion. Initializes a new instance of the object to describe the input-buffer data for the input-assembler stage. ID3D11Device::CreateInputLayout The device used to create the layout. An array of input elements describing the layout of the input data. The compiled shader used to validate the input elements.

A pixel-shader interface manages an executable program (a pixel shader) that controls the pixel-shader stage.

The pixel-shader interface has no methods; use HLSL to implement your shader functionality. All shaders in are implemented from a common set of features referred to as the common-shader core..

To create a pixel shader interface, call . Before using a pixel shader you must bind it to the device by calling .

This interface is defined in D3D11.h.

Windows?Phone?8: This API is supported.

ff476576 ID3D11PixelShader ID3D11PixelShader
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface.

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Constant InputRegisterComponentBitCount. D3D11_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT Constant OutputRegisterComponentBitCount. D3D11_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT Constant PixelCenterFractionalComponent. D3D11_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT Constant OutputRegisterComponents. D3D11_PS_OUTPUT_REGISTER_COMPONENTS Constant OutputMaskRegisterComponents. D3D11_PS_OUTPUT_MASK_REGISTER_COMPONENTS Constant InputRegisterComponents. D3D11_PS_INPUT_REGISTER_COMPONENTS Constant LegacyPixelCenterFractionalComponent. D3D11_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT Constant OutputMaskRegisterComponentBitCount. D3D11_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT Constant OutputMaskRegisterCount. D3D11_PS_OUTPUT_MASK_REGISTER_COUNT Constant FrontfacingTrueValue. D3D11_PS_FRONTFACING_TRUE_VALUE Constant OutputDepthRegisterCount. D3D11_PS_OUTPUT_DEPTH_REGISTER_COUNT Constant OutputDepthRegisterComponents. D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS Constant InputRegisterReadsPerInst. D3D11_PS_INPUT_REGISTER_READS_PER_INST Constant OutputRegisterCount. D3D11_PS_OUTPUT_REGISTER_COUNT Constant OutputDepthRegisterComponentBitCount. D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT Constant FrontfacingDefaultValue. D3D11_PS_FRONTFACING_DEFAULT_VALUE Constant FrontfacingFalseValue. D3D11_PS_FRONTFACING_FALSE_VALUE Constant InputRegisterCount. D3D11_PS_INPUT_REGISTER_COUNT Constant InputRegisterReadPorts. D3D11_PS_INPUT_REGISTER_READ_PORTS Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Bind an array of shader resources to the pixel shader stage.

Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to - 1).

Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to - StartSlot).

Array of shader resource view interfaces to set to the device.

If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with null.

For information about creating shader-resource views, see .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476473 void ID3D11DeviceContext::PSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** ppShaderResourceViews) ID3D11DeviceContext::PSSetShaderResources

Sets a pixel shader to the device.

Pointer to a pixel shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Set ppClassInstances to null if no interfaces are used in the shader. If it is not null, the number of class instances must match the number of interfaces used in the shader. Furthermore, each interface reference must have a corresponding class instance or the assigned shader will be disabled.

Windows?Phone?8: This API is supported.

ff476472 void ID3D11DeviceContext::PSSetShader([In, Optional] ID3D11PixelShader* pPixelShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::PSSetShader

Sets a pixel shader to the device.

Pointer to a pixel shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Set ppClassInstances to null if no interfaces are used in the shader. If it is not null, the number of class instances must match the number of interfaces used in the shader. Furthermore, each interface reference must have a corresponding class instance or the assigned shader will be disabled.

Windows?Phone?8: This API is supported.

ff476472 void ID3D11DeviceContext::PSSetShader([In, Optional] ID3D11PixelShader* pPixelShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::PSSetShader

Set an array of sampler states to the pixel shader pipeline stage.

Index into the device's zero-based array to begin setting samplers to (ranges from 0 to - 1).

Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Pointer to an array of sampler-state interfaces (see ). See Remarks.

Any sampler may be set to null; this invokes the default state, which is defined to be the following.

StateDefault Value
Filter
AddressU
AddressV
AddressW
MipLODBias0
MaxAnisotropy1
ComparisonFunc
BorderColor[0]1.0f
BorderColor[1]1.0f
BorderColor[2]1.0f
BorderColor[3]1.0f
MinLOD-FLT_MAX
MaxLODFLT_MAX

?

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476471 void ID3D11DeviceContext::PSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** ppSamplers) ID3D11DeviceContext::PSSetSamplers

Sets the constant buffers used by the pixel shader pipeline stage.

Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to - 1).

Number of buffers to set (ranges from 0 to - StartSlot).

Array of constant buffers (see ) being given to the device.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems, can bind a larger number of resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each). When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.

If the application wants the shader to access other parts of the buffer, it must call the PSSetConstantBuffers1 method instead.

Windows?Phone?8: This API is supported.

ff476470 void ID3D11DeviceContext::PSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** ppConstantBuffers) ID3D11DeviceContext::PSSetConstantBuffers

Bind an array of shader resources to the pixel shader stage.

Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to - 1).

Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to - StartSlot).

Array of shader resource view interfaces to set to the device.

If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with null.

For information about creating shader-resource views, see .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476473 void ID3D11DeviceContext::PSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D11ShaderResourceView** ppShaderResourceViews) ID3D11DeviceContext::PSGetShaderResources

Get the pixel shader currently set on the device.

Address of a reference to a pixel shader (see ) to be returned by the method.

Pointer to an array of class instance interfaces (see ).

The number of class-instance elements in the array.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476468 void ID3D11DeviceContext::PSGetShader([Out] ID3D11PixelShader** ppPixelShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances) ID3D11DeviceContext::PSGetShader

Get an array of sampler states from the pixel shader pipeline stage.

Index into a zero-based array to begin getting samplers from (ranges from 0 to - 1).

Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Arry of sampler-state interface references (see ) to be returned by the device.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476467 void ID3D11DeviceContext::PSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers) ID3D11DeviceContext::PSGetSamplers

Get the constant buffers used by the pixel shader pipeline stage.

Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to - 1).

Number of buffers to retrieve (ranges from 0 to - StartSlot).

Array of constant buffer interface references (see ) to be returned by the method.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476466 void ID3D11DeviceContext::PSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers) ID3D11DeviceContext::PSGetConstantBuffers

A predicate interface determines whether geometry should be processed depending on the results of a previous draw call.

To create a predicate object, call . To set the predicate object, call .

There are two types of predicates: stream-output-overflow predicates and occlusion predicates. Stream-output-overflow predicates cause any geometry residing in stream-output buffers that were overflowed to not be processed. Occlusion predicates cause any geometry that did not have a single sample pass the depth/stencil tests to not be processed.

Windows?Phone?8: This API is supported.

ff476577 ID3D11Predicate ID3D11Predicate

A query interface queries information from the GPU.

A query can be created with .

Query data is typically gathered by issuing an command, issuing some graphics commands, issuing an command, and then calling to get data about what happened in between the Begin and End calls. The data returned by GetData will be different depending on the type of query.

There are, however, some queries that do not require calls to Begin. For a list of possible queries see .

A query is typically executed as shown in the following code:

  queryDesc;	
            ... // Fill out queryDesc structure	
             * pQuery;	
            pDevice->CreateQuery(&queryDesc, &pQuery);	
            pDeviceContext->Begin(pQuery); ... // Issue graphics commands pDeviceContext->End(pQuery);	
            UINT64 queryData; // This data type is different depending on the query type while(  != pDeviceContext->GetData(pQuery, &queryData, sizeof(UINT64), 0) )	
            {	
            }	
            

When using a query that does not require a call to Begin, it still requires a call to End. The call to End causes the data returned by GetData to be accurate up until the last call to End.

Windows?Phone?8: This API is supported.

ff476578 ID3D11Query ID3D11Query
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get a query description.

Pointer to a query description (see ).

Windows?Phone?8: This API is supported.

ff476579 void ID3D11Query::GetDesc([Out] D3D11_QUERY_DESC* pDesc) ID3D11Query::GetDesc
Constructs a new based on the specified description. The device with which to associate the state object. The query description. The newly created object.

Get a query description.

Windows?Phone?8: This API is supported.

ff476579 GetDesc GetDesc void ID3D11Query::GetDesc([Out] D3D11_QUERY_DESC* pDesc)
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion. Constructs a new based on the specified description. The device with which to associate the state object. The query description. The newly created object.

The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage.

To create a rasterizer-state object, call . To bind the rasterizer-state object to the rasterizer stage, call .

Windows?Phone?8: This API is supported.

ff476580 ID3D11RasterizerState ID3D11RasterizerState
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the description for rasterizer state that you used to create the rasterizer-state object.

A reference to a structure that receives a description of the rasterizer state.

You use the description for rasterizer state in a call to the method to create the rasterizer-state object.

Windows?Phone?8: This API is supported.

ff476581 void ID3D11RasterizerState::GetDesc([Out] D3D11_RASTERIZER_DESC* pDesc) ID3D11RasterizerState::GetDesc

Create a rasterizer state object that tells the rasterizer stage how to behave.

The device with which to associate the state object. A rasterizer state description

4096 unique rasterizer state objects can be created on a device at a time.

If an application attempts to create a rasterizer-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique rasterizer state objects will stay the same.

ff476516 HRESULT ID3D11Device::CreateRasterizerState([In] const D3D11_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState** ppRasterizerState) ID3D11Device::CreateRasterizerState

Gets the description for rasterizer state that you used to create the rasterizer-state object.

You use the description for rasterizer state in a call to the method to create the rasterizer-state object.

Windows?Phone?8: This API is supported.

ff476581 GetDesc GetDesc void ID3D11RasterizerState::GetDesc([Out] D3D11_RASTERIZER_DESC* pDesc)

A render-target-view interface identifies the render-target subresources that can be accessed during rendering.

To create a render-target view, call . To bind a render-target view to the pipeline, call .

A rendertarget is a resource that can be written by the output-merger stage at the end of a render pass. Each render-target should also have a corresponding depth-stencil view.

Windows?Phone?8: This API is supported.

ff476582 ID3D11RenderTargetView ID3D11RenderTargetView
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the properties of a render target view.

Pointer to the description of a render target view (see ).

Windows?Phone?8: This API is supported.

ff476583 void ID3D11RenderTargetView::GetDesc([Out] D3D11_RENDER_TARGET_VIEW_DESC* pDesc) ID3D11RenderTargetView::GetDesc
Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the RenderTarget flag. ID3D11Device::CreateRenderTargetView Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the RenderTarget flag. A structure describing the to be created. ID3D11Device::CreateRenderTargetView

Get the properties of a render target view.

Windows?Phone?8: This API is supported.

ff476583 GetDesc GetDesc void ID3D11RenderTargetView::GetDesc([Out] D3D11_RENDER_TARGET_VIEW_DESC* pDesc)

The sampler-state interface holds a description for sampler state that you can bind to any shader stage of the pipeline for reference by texture sample operations.

To create a sampler-state object, call .

To bind a sampler-state object to any pipeline shader stage, call the following methods:

You can bind the same sampler-state object to multiple shader stages simultaneously.

Windows?Phone?8: This API is supported.

ff476588 ID3D11SamplerState ID3D11SamplerState
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the description for sampler state that you used to create the sampler-state object.

A reference to a structure that receives a description of the sampler state.

You use the description for sampler state in a call to the method to create the sampler-state object.

Windows?Phone?8: This API is supported.

ff476589 void ID3D11SamplerState::GetDesc([Out] D3D11_SAMPLER_DESC* pDesc) ID3D11SamplerState::GetDesc
Constructs a new based on the specified description. The device with which to associate the state object. The state description. The newly created object. ff476518 HRESULT ID3D11Device::CreateSamplerState([In] const D3D11_SAMPLER_DESC* pSamplerDesc,[Out, Fast] ID3D11SamplerState** ppSamplerState) ID3D11Device::CreateSamplerState

Gets the description for sampler state that you used to create the sampler-state object.

You use the description for sampler state in a call to the method to create the sampler-state object.

Windows?Phone?8: This API is supported.

ff476589 GetDesc GetDesc void ID3D11SamplerState::GetDesc([Out] D3D11_SAMPLER_DESC* pDesc)

Sets which direction to perform scans in.

SetScanDirection sets the direction and will performed scans in.

ff476857 ID3DX11Scan ID3DX11Scan
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Sets which direction to perform scans in.

Direction to perform scans in. See .

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

SetScanDirection sets the direction and will performed scans in.

ff476857 HRESULT ID3DX11Scan::SetScanDirection([In] D3DX11_SCAN_DIRECTION Direction) ID3DX11Scan::SetScanDirection

Performs an unsegmented scan of a sequence.

The type of element in the sequence. See for more information.

The binary operation to perform. See for more information.

Size of scan in elements.

Input sequence on the device. Set pSrc and pDst to the same value for in-place scans.

Output sequence on the device.

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

You must point the parameters pSrc and pDst to typed buffers (and not to raw or structured buffers). For information about buffer types, see Types of Resources. The format of these typed buffers must be , , or DXGI_FORMAT_R32_INT. In addition, the format of these typed buffers must match the scan data type that you specify in the ElementType parameter. For example, if the scan data type is , the buffer formats must be .

ff476856 HRESULT ID3DX11Scan::Scan([In] D3DX11_SCAN_DATA_TYPE ElementType,[In] D3DX11_SCAN_OPCODE OpCode,[In] unsigned int ElementScanSize,[In] ID3D11UnorderedAccessView* pSrc,[In] ID3D11UnorderedAccessView* pDst) ID3DX11Scan::Scan

Performs a multiscan of a sequence.

The type of element in the sequence. See for more information.

The binary operation to perform. See for more information.

Size of scan in elements.

Pitch of the next scan in elements.

Number of scans in the multiscan.

Input sequence on the device. Set pSrc and pDst to the same value for in-place scans.

Output sequence on the device.

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

You must point the parameters pSrc and pDst to typed buffers (and not to raw or structured buffers). For information about buffer types, see Types of Resources. The format of these typed buffers must be , , or DXGI_FORMAT_R32_INT. In addition, the format of these typed buffers must match the scan data type that you specify in the ElementType parameter. For example, if the scan data type is , the buffer formats must be .

ff476855 HRESULT ID3DX11Scan::Multiscan([In] D3DX11_SCAN_DATA_TYPE ElementType,[In] D3DX11_SCAN_OPCODE OpCode,[In] unsigned int ElementScanSize,[In] unsigned int ElementScanPitch,[In] unsigned int ScanCount,[In] ID3D11UnorderedAccessView* pSrc,[In] ID3D11UnorderedAccessView* pDst) ID3DX11Scan::Multiscan
Creates a scan context. The the scan is associated with. Maximum single scan size, in elements (FLOAT, UINT, or INT) Maximum number of scans in multiscan. HRESULT D3DX11CreateScan([In] ID3D11DeviceContext* pDeviceContext,[None] int MaxElementScanSize,[None] int MaxScanCount,[Out] ID3DX11Scan** ppScan)

Performs a segmented scan of a sequence.

You must point the parameters pSrc and pDst to typed buffers (and not to raw or structured buffers). For information about buffer types, see Types of Resources. The format of these typed buffers must be , , or DXGI_FORMAT_R32_INT. In addition, the format of these typed buffers must match the scan data type that you specify in the ElementType parameter. For example, if the scan data type is , the buffer formats must be .

The format of the resource view to which the pSrcElementFlags parameter points must be .

ff476859 ID3DX11SegmentedScan ID3DX11SegmentedScan
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Sets which direction to perform scans in.

Direction to perform scans in. See .

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

SetScanDirection sets the direction will performed scans in.

ff476860 HRESULT ID3DX11SegmentedScan::SetScanDirection([In] D3DX11_SCAN_DIRECTION Direction) ID3DX11SegmentedScan::SetScanDirection

Performs a segmented scan of a sequence.

The type of element in the sequence. See for more information.

The binary operation to perform. See for more information.

Size of scan in elements.

Input sequence on the device. Set pSrc and pDst to the same value for in-place scans.

Compact array of bits with one bit per element of pSrc. A set value indicates the start of a new segment.

Output sequence on the device.

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

You must point the parameters pSrc and pDst to typed buffers (and not to raw or structured buffers). For information about buffer types, see Types of Resources. The format of these typed buffers must be , , or DXGI_FORMAT_R32_INT. In addition, the format of these typed buffers must match the scan data type that you specify in the ElementType parameter. For example, if the scan data type is , the buffer formats must be .

The format of the resource view to which the pSrcElementFlags parameter points must be .

ff476859 HRESULT ID3DX11SegmentedScan::SegScan([In] D3DX11_SCAN_DATA_TYPE ElementType,[In] D3DX11_SCAN_OPCODE OpCode,[In] unsigned int ElementScanSize,[In, Optional] ID3D11UnorderedAccessView* pSrc,[In] ID3D11UnorderedAccessView* pSrcElementFlags,[In] ID3D11UnorderedAccessView* pDst) ID3DX11SegmentedScan::SegScan
Creates a segmented scan context. Pointer to an interface. Maximum single scan size, in elements (FLOAT, UINT, or INT). HRESULT D3DX11CreateSegmentedScan([In] ID3D11DeviceContext* pDeviceContext,[None] int MaxElementScanSize,[Out] ID3DX11SegmentedScan** ppScan)

A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture.

To create a shader-resource view, call .

A shader-resource view is required when binding a resource to a shader stage; the binding occurs by calling , or .

Windows?Phone?8: This API is supported.

ff476628 ID3D11ShaderResourceView ID3D11ShaderResourceView
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the shader resource view's description.

A reference to a structure to be filled with data about the shader resource view.

Windows?Phone?8: This API is supported.

ff476629 void ID3D11ShaderResourceView::GetDesc([Out] D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc) ID3D11ShaderResourceView::GetDesc
Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the ShaderResource flag. ff476519 HRESULT ID3D11Device::CreateShaderResourceView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D11ShaderResourceView** ppSRView) ID3D11Device::CreateShaderResourceView Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the ShaderResource flag. A structure describing the to be created. ff476519 HRESULT ID3D11Device::CreateShaderResourceView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D11ShaderResourceView** ppSRView) ID3D11Device::CreateShaderResourceView Create a shader-resource view from a file. Read the characteristics of a texture when the texture is loaded. A reference to the device (see ) that will use the resource. Name of the file that contains the shader-resource view. Returns a reference to the shader-resource view (see ). HRESULT D3DX11CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult) Create a shader-resource view from a file. A reference to the device (see ) that will use the resource. Name of the file that contains the shader-resource view. Identifies the characteristics of a texture (see ) when the data processor is created. Returns a reference to the shader-resource view (see ). HRESULT D3DX11CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult) Create a shader-resource view from a file in memory. A reference to the device (see ) that will use the resource. Pointer to a memory location that contains the shader-resource view. Returns a reference to the shader-resource view (see ). HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult) Create a shader-resource view from a file in memory. A reference to the device (see ) that will use the resource. Pointer to a memory location that contains the shader-resource view. Identifies the characteristics of a texture (see ) when the data processor is created. Returns a reference to the shader-resource view (see ). HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult) Create a shader-resource view from a file in a stream.. A reference to the device (see ) that will use the resource. Pointer to the file in memory that contains the shader-resource view. Size of the file to read from the stream Returns a reference to the shader-resource view (see ). HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult) Create a shader-resource view from a file in a stream.. A reference to the device (see ) that will use the resource. Pointer to the file in memory that contains the shader-resource view. Size of the file to read from the stream Identifies the characteristics of a texture (see ) when the data processor is created. Returns a reference to the shader-resource view (see ). HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)

Get the shader resource view's description.

Windows?Phone?8: This API is supported.

ff476629 GetDesc GetDesc void ID3D11ShaderResourceView::GetDesc([Out] D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc)

Note??The interface and its methods are not supported in Direct3D 11.

ff476630 ID3D11SwitchToRef ID3D11SwitchToRef
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Note??The interface and its methods are not supported in Direct3D 11.

No documentation.

Reserved.

ff476632 BOOL ID3D11SwitchToRef::SetUseRef([In] BOOL UseRef) ID3D11SwitchToRef::SetUseRef

Note??The interface and its methods are not supported in Direct3D 11.

Reserved.

ff476631 BOOL ID3D11SwitchToRef::GetUseRef() ID3D11SwitchToRef::GetUseRef

Note??The interface and its methods are not supported in Direct3D 11.

ff476631 GetUseRef GetUseRef BOOL ID3D11SwitchToRef::GetUseRef()

A 1D texture interface accesses texel data, which is structured memory.

To create an empty 1D texture, call . For info about how to create a 2D texture, which is similar to creating a 1D texture, see How to: Create a Texture.

Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call , and , respectively. To use the texture as an input to a shader, create a by calling .

Windows?Phone?8: This API is supported.

ff476633 ID3D11Texture1D ID3D11Texture1D
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the properties of the texture resource.

Pointer to a resource description (see ).

Windows?Phone?8: This API is supported.

ff476634 void ID3D11Texture1D::GetDesc([Out] D3D11_TEXTURE1D_DESC* pDesc) ID3D11Texture1D::GetDesc
Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. ff476520 HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D) ID3D11Device::CreateTexture1D Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource. ff476520 HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D) ID3D11Device::CreateTexture1D Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource. ff476520 HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D) ID3D11Device::CreateTexture1D Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource. ff476520 HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D) ID3D11Device::CreateTexture1D

Get the properties of the texture resource.

Windows?Phone?8: This API is supported.

ff476634 GetDesc GetDesc void ID3D11Texture1D::GetDesc([Out] D3D11_TEXTURE1D_DESC* pDesc)

A 2D texture interface manages texel data, which is structured memory.

To create an empty Texture2D resource, call . For info about how to create a 2D texture, see How to: Create a Texture.

Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call , and , respectively. To use the texture as an input to a shader, create a by calling .

Windows?Phone?8: This API is supported.

ff476635 ID3D11Texture2D ID3D11Texture2D
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the properties of the texture resource.

Pointer to a resource description (see ).

Windows?Phone?8: This API is supported.

ff476636 void ID3D11Texture2D::GetDesc([Out] D3D11_TEXTURE2D_DESC* pDesc) ID3D11Texture2D::GetDesc
Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. ff476521 HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D) ID3D11Device::CreateTexture2D Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource. ff476521 HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D) ID3D11Device::CreateTexture2D Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource. ff476521 HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D) ID3D11Device::CreateTexture2D Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture. The device used to create the normal map. The source height map texture. The destination texture. One or more flags that control generation of normal maps. One or more flag specifying the source of height information. Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible. A object describing the result of the operation. Projects a function represented in a cube map into spherical harmonics. A reference to an object. A reference to an that represents a cubemap that is going to be projected into spherical harmonics. Order of the SH evaluation, generates Order^2 coefficients whose degree is Order-1. Valid range is between 2 and 6. An array of SH Vector for red, green and blue components with a length Order^2. HRESULT D3DX11SHProjectCubeMap([In] ID3D11DeviceContext* pContext,[In] unsigned int Order,[In] ID3D11Texture2D* pCubeMap,[Out, Buffer] float* pROut,[Out, Buffer, Optional] float* pGOut,[Out, Buffer, Optional] float* pBOut)

Get the properties of the texture resource.

Windows?Phone?8: This API is supported.

ff476636 GetDesc GetDesc void ID3D11Texture2D::GetDesc([Out] D3D11_TEXTURE2D_DESC* pDesc)

A 3D texture interface accesses texel data, which is structured memory.

To create an empty Texture3D resource, call . For info about how to create a 2D texture, which is similar to creating a 3D texture, see How to: Create a Texture.

Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call , and , respectively. To use the texture as an input to a shader, create a by calling .

Windows?Phone?8: This API is supported.

ff476637 ID3D11Texture3D ID3D11Texture3D
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the properties of the texture resource.

Pointer to a resource description (see ).

Windows?Phone?8: This API is supported.

ff476636 void ID3D11Texture3D::GetDesc([Out] D3D11_TEXTURE3D_DESC* pDesc) ID3D11Texture3D::GetDesc
Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource.

Get the properties of the texture resource.

Windows?Phone?8: This API is supported.

ff476636 GetDesc GetDesc void ID3D11Texture3D::GetDesc([Out] D3D11_TEXTURE3D_DESC* pDesc)

A view interface specifies the parts of a resource the pipeline can access during rendering.

To create a view for an unordered access resource, call .

All resources must be bound to the pipeline before they can be accessed. Call to bind an unordered access view to a compute shader; call to bind an unordered access view to a pixel shader.

ff476639 ID3D11UnorderedAccessView ID3D11UnorderedAccessView
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get a description of the resource.

Pointer to a resource description (see .)

ff476640 void ID3D11UnorderedAccessView::GetDesc([Out] D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc) ID3D11UnorderedAccessView::GetDesc
Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the UnorderedAccess flag. ID3D11Device::CreateUnorderedAccessView Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the UnorderedAccess flag. A structure describing the to be created. ID3D11Device::CreateUnorderedAccessView

Get a description of the resource.

ff476640 GetDesc GetDesc void ID3D11UnorderedAccessView::GetDesc([Out] D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc)

A vertex-shader interface manages an executable program (a vertex shader) that controls the vertex-shader stage.

The vertex-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..

To create a vertex shader interface, call . Before using a vertex shader you must bind it to the device by calling .

This interface is defined in D3D11.h.

Windows?Phone?8: This API is supported.

ff476641 ID3D11VertexShader ID3D11VertexShader
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface.

The interface represents a device context which generates rendering commands.

Windows?Phone?8: This API is supported.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Sets the constant buffers used by the vertex shader pipeline stage.

Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to - 1).

Number of buffers to set (ranges from 0 to - StartSlot).

Array of constant buffers (see ) being given to the device.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each). When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.

If the application wants the shader to access other parts of the buffer, it must call the VSSetConstantBuffers1 method instead.

Windows?Phone?8: This API is supported.

ff476491 void ID3D11DeviceContext::VSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** ppConstantBuffers) ID3D11DeviceContext::VSSetConstantBuffers

Set a vertex shader to the device.

Pointer to a vertex shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476493 void ID3D11DeviceContext::VSSetShader([In, Optional] ID3D11VertexShader* pVertexShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::VSSetShader

Set a vertex shader to the device.

Pointer to a vertex shader (see ). Passing in null disables the shader for this pipeline stage.

A reference to an array of class-instance interfaces (see ). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to null if the shader does not use any interfaces.

The number of class-instance interfaces in the array.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The maximum number of instances a shader can have is 256.

Windows?Phone?8: This API is supported.

ff476493 void ID3D11DeviceContext::VSSetShader([In, Optional] ID3D11VertexShader* pVertexShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances) ID3D11DeviceContext::VSSetShader

Bind an array of shader resources to the vertex-shader stage.

Index into the device's zero-based array to begin setting shader resources to (range is from 0 to - 1).

Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (range is from 0 to - StartSlot).

Array of shader resource view interfaces to set to the device.

If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with null.

For information about creating shader-resource views, see .

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476494 void ID3D11DeviceContext::VSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** ppShaderResourceViews) ID3D11DeviceContext::VSSetShaderResources

Set an array of sampler states to the vertex shader pipeline stage.

Index into the device's zero-based array to begin setting samplers to (ranges from 0 to - 1).

Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Pointer to an array of sampler-state interfaces (see ). See Remarks.

Any sampler may be set to null; this invokes the default state, which is defined to be the following.

 //Default sampler state:	
             SamplerDesc;	
            SamplerDesc.Filter = ;	
            SamplerDesc.AddressU = ;	
            SamplerDesc.AddressV = ;	
            SamplerDesc.AddressW = ;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = ;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; 

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Windows?Phone?8: This API is supported.

ff476492 void ID3D11DeviceContext::VSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** ppSamplers) ID3D11DeviceContext::VSSetSamplers

Sets the constant buffers used by the vertex shader pipeline stage.

Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to - 1).

Number of buffers to set (ranges from 0 to - StartSlot).

Array of constant buffers (see ) being given to the device.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each). When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.

If the application wants the shader to access other parts of the buffer, it must call the VSSetConstantBuffers1 method instead.

Windows?Phone?8: This API is supported.

ff476491 void ID3D11DeviceContext::VSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers) ID3D11DeviceContext::VSGetConstantBuffers

Get the vertex shader currently set on the device.

Address of a reference to a vertex shader (see ) to be returned by the method.

Pointer to an array of class instance interfaces (see ).

The number of class-instance elements in the array.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476489 void ID3D11DeviceContext::VSGetShader([Out] ID3D11VertexShader** ppVertexShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances) ID3D11DeviceContext::VSGetShader

Get the vertex shader resources.

Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to - 1).

The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to - StartSlot).

Array of shader resource view interfaces to be returned by the device.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476490 void ID3D11DeviceContext::VSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D11ShaderResourceView** ppShaderResourceViews) ID3D11DeviceContext::VSGetShaderResources

Get an array of sampler states from the vertex shader pipeline stage.

Index into a zero-based array to begin getting samplers from (ranges from 0 to - 1).

Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to - StartSlot).

Arry of sampler-state interface references (see ) to be returned by the device.

Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows?Phone?8: This API is supported.

ff476488 void ID3D11DeviceContext::VSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers) ID3D11DeviceContext::VSGetSamplers

Describes an HLSL class instance.

The structure is returned by the method.

The members of this structure except InstanceIndex are valid (non default values) if they describe a class instance aquired using . The InstanceIndex member is only valid when the class instance is aquired using .

ff476098 D3D11_CLASS_INSTANCE_DESC D3D11_CLASS_INSTANCE_DESC

The instance ID of an HLSL class; the default value is 0.

ff476098 unsigned int InstanceId unsigned int InstanceId

The instance index of an HLSL class; the default value is 0.

ff476098 unsigned int InstanceIndex unsigned int InstanceIndex

The type ID of an HLSL class; the default value is 0.

ff476098 unsigned int TypeId unsigned int TypeId

Describes the constant buffer associated with an HLSL class; the default value is 0.

ff476098 unsigned int ConstantBuffer unsigned int ConstantBuffer

The base constant buffer offset associated with an HLSL class; the default value is 0.

ff476098 unsigned int BaseConstantBufferOffset unsigned int BaseConstantBufferOffset

The base texture associated with an HLSL class; the default value is 127.

ff476098 unsigned int BaseTexture unsigned int BaseTexture

The base sampler associated with an HLSL class; the default value is 15.

ff476098 unsigned int BaseSampler unsigned int BaseSampler

True if the class was created; the default value is false.

ff476098 BOOL Created BOOL Created

Information about the video card's performance counter capabilities.

This structure is returned by .

ff476104 D3D11_COUNTER_INFO D3D11_COUNTER_INFO

Largest device-dependent counter ID that the device supports. If none are supported, this value will be 0. Otherwise it will be greater than or equal to . See .

ff476104 D3D11_COUNTER LastDeviceDependentCounter D3D11_COUNTER LastDeviceDependentCounter

Number of counters that can be simultaneously supported.

ff476104 unsigned int NumSimultaneousCounters unsigned int NumSimultaneousCounters

Number of detectable parallel units that the counter is able to discern. Values are 1 ~ 4. Use NumDetectableParallelUnits to interpret the values of the VERTEX_PROCESSING, GEOMETRY_PROCESSING, PIXEL_PROCESSING, and OTHER_GPU_PROCESSING counters.

ff476104 unsigned char NumDetectableParallelUnits unsigned char NumDetectableParallelUnits

Describes a counter.

This structure is used by , and .

ff476103 D3D11_COUNTER_DESC D3D11_COUNTER_DESC

Type of counter (see ).

ff476103 D3D11_COUNTER Counter D3D11_COUNTER Counter

Reserved.

ff476103 unsigned int MiscFlags unsigned int MiscFlags

Stencil operations that can be performed based on the results of stencil test.

All stencil operations are specified as a . The stencil operation can be set differently based on the outcome of the stencil test (which is referred to as StencilFunc in the stencil test portion of depth-stencil testing.

This structure is a member of a depth-stencil description.

ff476109 D3D11_DEPTH_STENCILOP_DESC D3D11_DEPTH_STENCILOP_DESC

The stencil operation to perform when stencil testing fails.

ff476109 D3D11_STENCIL_OP StencilFailOp D3D11_STENCIL_OP StencilFailOp

The stencil operation to perform when stencil testing passes and depth testing fails.

ff476109 D3D11_STENCIL_OP StencilDepthFailOp D3D11_STENCIL_OP StencilDepthFailOp

The stencil operation to perform when stencil testing and depth testing both pass.

ff476109 D3D11_STENCIL_OP StencilPassOp D3D11_STENCIL_OP StencilPassOp

A function that compares stencil data against existing stencil data. The function options are listed in .

ff476109 D3D11_COMPARISON_FUNC StencilFunc D3D11_COMPARISON_FUNC StencilFunc

Specifies the subresources of a texture that are accessible from a depth-stencil view.

These are valid formats for a depth-stencil view:

A depth-stencil view cannot use a typeless format. If the format chosen is , then the format of the parent resource is used.

A depth-stencil-view description is needed when calling .

ff476112 D3D11_DEPTH_STENCIL_VIEW_DESC D3D11_DEPTH_STENCIL_VIEW_DESC

Resource data format (see ). See remarks for allowable formats.

ff476112 DXGI_FORMAT Format DXGI_FORMAT Format

Type of resource (see ). Specifies how a depth-stencil resource will be accessed; the value is stored in the union in this structure.

ff476112 D3D11_DSV_DIMENSION ViewDimension D3D11_DSV_DIMENSION ViewDimension

A value that describes whether the texture is read only. Pass 0 to specify that it is not read only; otherwise, pass one of the members of the enumerated type.

ff476112 D3D11_DSV_FLAG Flags D3D11_DSV_FLAG Flags

Specifies a 1D texture subresource (see ).

ff476112 D3D11_TEX1D_DSV Texture1D D3D11_TEX1D_DSV Texture1D

Specifies an array of 1D texture subresources (see ).

ff476112 D3D11_TEX1D_ARRAY_DSV Texture1DArray D3D11_TEX1D_ARRAY_DSV Texture1DArray

Specifies a 2D texture subresource (see ).

ff476112 D3D11_TEX2D_DSV Texture2D D3D11_TEX2D_DSV Texture2D

Specifies an array of 2D texture subresources (see ).

ff476112 D3D11_TEX2D_ARRAY_DSV Texture2DArray D3D11_TEX2D_ARRAY_DSV Texture2DArray

Specifies a multisampled 2D texture (see ).

ff476112 D3D11_TEX2DMS_DSV Texture2DMS D3D11_TEX2DMS_DSV Texture2DMS

Specifies an array of multisampled 2D textures (see ).

ff476112 D3D11_TEX2DMS_ARRAY_DSV Texture2DMSArray D3D11_TEX2DMS_ARRAY_DSV Texture2DMSArray

Specifies the subresource from a 2D texture that is accessible to a depth-stencil view.

This structure is one member of a depth-stencil-view description (see ).

ff476243 D3D11_TEX2D_DSV D3D11_TEX2D_DSV

The index of the first mipmap level to use.

ff476243 unsigned int MipSlice unsigned int MipSlice

Specifies the subresources from an array of 1D textures to use in a depth-stencil view.

This structure is one member of a depth-stencil-view description (see ).

ff476225 D3D11_TEX1D_ARRAY_DSV D3D11_TEX1D_ARRAY_DSV

The index of the first mipmap level to use.

ff476225 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

ff476225 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

ff476225 unsigned int ArraySize unsigned int ArraySize

Specifies the subresource from a 1D texture that is accessible to a depth-stencil view.

This structure is one member of a depth-stencil-view description (see ).

ff476229 D3D11_TEX1D_DSV D3D11_TEX1D_DSV

The index of the first mipmap level to use.

ff476229 unsigned int MipSlice unsigned int MipSlice

Specifies the subresources from an array 2D textures that are accessible to a depth-stencil view.

This structure is one member of a depth-stencil-view description (see ).

ff476239 D3D11_TEX2D_ARRAY_DSV D3D11_TEX2D_ARRAY_DSV

The index of the first mipmap level to use.

ff476239 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

ff476239 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

ff476239 unsigned int ArraySize unsigned int ArraySize

Specifies the subresource from a multisampled 2D texture that is accessible to a depth-stencil view.

Because a multisampled 2D texture contains a single subtexture, there is nothing to specify; this unused member is included so that this structure will compile in C.

ff476236 D3D11_TEX2DMS_DSV D3D11_TEX2DMS_DSV

Unused.

ff476236 unsigned int UnusedField_NothingToDefine unsigned int UnusedField_NothingToDefine

Specifies the subresources from an array of multisampled 2D textures for a depth-stencil view.

This structure is one member of a depth-stencil-view description (see ).

ff476233 D3D11_TEX2DMS_ARRAY_DSV D3D11_TEX2DMS_ARRAY_DSV

The index of the first texture to use in an array of textures.

ff476233 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

ff476233 unsigned int ArraySize unsigned int ArraySize

Describes buffer requirements for an FFT.

The structure is initialized by a call to one of the create-FFT functions (for example, ). For more create-FFT functions, see D3DCSX 11 Functions.

Use the info in to allocate raw buffers of the specified (or larger) sizes and then call the method to register the buffers with the FFT object.

Some FFT algorithms benefit from precomputing sin and cos. The FFT object might store precomputed data in the user-supplied buffers.

ff476308 D3DX11_FFT_BUFFER_INFO D3DX11_FFT_BUFFER_INFO

Number of temporary buffers needed. Allowed range is 0 to D3DX11_FFT_MAX_TEMP_BUFFERS.

ff476308 unsigned int NumTempBufferSizes unsigned int NumTempBufferSizes

Number of precompute buffers required. Allowed range is 0 to D3DX11_FFT_MAX_PRECOMPUTE_BUFFERS.

ff476308 unsigned int NumPrecomputeBufferSizes unsigned int NumPrecomputeBufferSizes

Minimum sizes (in FLOATs) of temporary buffers.

ff476308 unsigned int TempBufferFloatSizes[4] unsigned int TempBufferFloatSizes

Minimum sizes (in FLOATs) for precompute buffers.

ff476308 unsigned int PrecomputeBufferFloatSizes[4] unsigned int PrecomputeBufferFloatSizes

Describes an FFT.

ff476311 D3DX11_FFT_DESC D3DX11_FFT_DESC

Number of dimension in the FFT.

ff476311 unsigned int NumDimensions unsigned int NumDimensions

Combination of flags indicating the dimensions to transform.

ff476311 D3DX11_FFT_DIM_MASK DimensionMask D3DX11_FFT_DIM_MASK DimensionMask

flag indicating the type of data being transformed.

ff476311 D3DX11_FFT_DATA_TYPE Type D3DX11_FFT_DATA_TYPE Type

Length of each dimension in the FFT.

ff476311 unsigned int ElementLengths[32] unsigned int ElementLengths

Describes compute shader and raw and structured buffer support in the current graphics driver.

Direct3D 11 devices () are required to support Compute Shader model 5.0. Direct3D 10.x devices (, ) can optionally support Compute Shader model 4.0 or 4.1.

ff476126 D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS

TRUE if compute shaders and raw and structured buffers are supported; otherwise .

ff476126 BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x

Describes double data type support in the current graphics driver.

If the runtime sets DoublePrecisionFloatShaderOps to TRUE, the hardware and driver support the following Shader Model 5 instructions:

  • dadd
  • dmax
  • dmin
  • dmul
  • deq
  • dge
  • dlt
  • dne
  • dmov
  • dmovc
  • dtof
  • ftod

Note??If DoublePrecisionFloatShaderOps is TRUE, the hardware and driver do not necessarily support double-precision division.

ff476127 D3D11_FEATURE_DATA_DOUBLES D3D11_FEATURE_DATA_DOUBLES

Specifies whether double types are allowed. If TRUE, double types are allowed; otherwise . The runtime must set DoublePrecisionFloatShaderOps to TRUE in order for you to use any HLSL shader that is compiled with a double type.

ff476127 BOOL DoublePrecisionFloatShaderOps BOOL DoublePrecisionFloatShaderOps

Describes which resources are supported by the current graphics driver for a given format.

ff476128 D3D11_FEATURE_DATA_FORMAT_SUPPORT D3D11_FEATURE_DATA_FORMAT_SUPPORT

to return information on.

ff476128 DXGI_FORMAT InFormat DXGI_FORMAT InFormat

Combination of flags indicating which resources are supported.

ff476128 D3D11_FORMAT_SUPPORT OutFormatSupport D3D11_FORMAT_SUPPORT OutFormatSupport

Describes which unordered resource options are supported by the current graphics driver for a given format.

ff476129 D3D11_FEATURE_DATA_FORMAT_SUPPORT2 D3D11_FEATURE_DATA_FORMAT_SUPPORT2

to return information on.

ff476129 DXGI_FORMAT InFormat DXGI_FORMAT InFormat

Combination of flags indicating which unordered resource options are supported.

ff476129 D3D11_FORMAT_SUPPORT2 OutFormatSupport2 D3D11_FORMAT_SUPPORT2 OutFormatSupport2

Describes the multi-threading features that are supported by the current graphics driver.

Use the structure with the method to determine multi-threading support.

ff476130 D3D11_FEATURE_DATA_THREADING D3D11_FEATURE_DATA_THREADING

TRUE means resources can be created concurrently on multiple threads while drawing; means that the presence of coarse synchronization will prevent concurrency.

ff476130 BOOL DriverConcurrentCreates BOOL DriverConcurrentCreates

TRUE means command lists are supported by the current driver; means that the API will emulate deferred contexts and command lists with software.

ff476130 BOOL DriverCommandLists BOOL DriverCommandLists

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Optionally provide information to texture loader APIs to control how textures get loaded. A value of D3DX11_DEFAULT for any of these parameters will cause D3DX to automatically use the value from the source file.

When initializing the structure, you may set any member to D3DX11_DEFAULT and D3DX will initialize it with a default value from the source texture when the texture is loaded.

This structure can be used by APIs that:

  • Create resources, such as and .
  • Create data processors, such as D3DX11CreateAsyncTextureInfoProcessor or D3DX11CreateAsyncShaderResourceViewProcessor.

The default values are:

 Width = D3DX11_DEFAULT; Height = D3DX11_DEFAULT; Depth = D3DX11_DEFAULT; FirstMipLevel = D3DX11_DEFAULT; MipLevels = D3DX11_DEFAULT; Usage = () D3DX11_DEFAULT; BindFlags = D3DX11_DEFAULT; CpuAccessFlags = D3DX11_DEFAULT; MiscFlags = D3DX11_DEFAULT; Format = DXGI_FORMAT_FROM_FILE; Filter = D3DX11_DEFAULT; MipFilter = D3DX11_DEFAULT; pSrcInfo = null;	
            

Here is a brief example that uses this structure to supply the pixel format when loading a texture. For the complete code, see HDRFormats10.cpp in HDRToneMappingCS11 Sample.

 * pCubeRV = null;	
            WCHAR strPath[MAX_PATH];	
             LoadInfo; DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH,  L"Light Probes\\uffizi_cross.dds" ); LoadInfo.Format = ; hr = ( pd3dDevice, strPath,  &LoadInfo, null, &pCubeRV, null );	
            
ff476317 D3DX11_IMAGE_INFO D3DX11_IMAGE_INFO

The target width of the texture. If the actual width of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target width.

ff476317 unsigned int Width unsigned int Width

The target height of the texture. If the actual height of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target height.

ff476317 unsigned int Height unsigned int Height

The depth of the texture. This only applies to volume textures.

ff476317 unsigned int Depth unsigned int Depth

The highest resolution mipmap level of the texture. If this is greater than 0, then after the texture is loaded FirstMipLevel will be mapped to mipmap level 0.

ff476317 unsigned int ArraySize unsigned int ArraySize

The maximum number of mipmap levels in the texture. See the remarks in . Using 0 or D3DX11_DEFAULT will cause a full mipmap chain to be created.

ff476317 unsigned int MipLevels unsigned int MipLevels

Miscellaneous resource properties (see ).

ff476317 D3D11_RESOURCE_MISC_FLAG MiscFlags D3D11_RESOURCE_MISC_FLAG MiscFlags

A enumeration indicating the format the texture will be in after it is loaded.

ff476317 DXGI_FORMAT Format DXGI_FORMAT Format

The access permissions the cpu will have for the texture resource. See .

ff476317 D3D11_RESOURCE_DIMENSION ResourceDimension D3D11_RESOURCE_DIMENSION ResourceDimension

Miscellaneous resource properties (see ).

ff476317 D3DX11_IMAGE_FILE_FORMAT ImageFileFormat D3DX11_IMAGE_FILE_FORMAT ImageFileFormat
Retrieves information about a given image file. File name of image to retrieve information about. If the function succeeds, returns a filled with the description of the data in the source file. else returns null HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult) Retrieves information about a given image file from a memory location. an array to the image in memory If the function succeeds, returns a filled with the description of the data from the image memory. else returns null HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Optionally provide information to texture loader APIs to control how textures get loaded. A value of D3DX11_DEFAULT for any of these parameters will cause D3DX to automatically use the value from the source file.

When initializing the structure, you may set any member to D3DX11_DEFAULT and D3DX will initialize it with a default value from the source texture when the texture is loaded.

This structure can be used by APIs that:

  • Create resources, such as and .
  • Create data processors, such as D3DX11CreateAsyncTextureInfoProcessor or D3DX11CreateAsyncShaderResourceViewProcessor.

The default values are:

 Width = D3DX11_DEFAULT; Height = D3DX11_DEFAULT; Depth = D3DX11_DEFAULT; FirstMipLevel = D3DX11_DEFAULT; MipLevels = D3DX11_DEFAULT; Usage = () D3DX11_DEFAULT; BindFlags = D3DX11_DEFAULT; CpuAccessFlags = D3DX11_DEFAULT; MiscFlags = D3DX11_DEFAULT; Format = DXGI_FORMAT_FROM_FILE; Filter = D3DX11_DEFAULT; MipFilter = D3DX11_DEFAULT; pSrcInfo = null;	
            

Here is a brief example that uses this structure to supply the pixel format when loading a texture. For the complete code, see HDRFormats10.cpp in HDRToneMappingCS11 Sample.

 * pCubeRV = null;	
            WCHAR strPath[MAX_PATH];	
             LoadInfo; DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH,  L"Light Probes\\uffizi_cross.dds" ); LoadInfo.Format = ; hr = ( pd3dDevice, strPath,  &LoadInfo, null, &pCubeRV, null );	
            
ff476317 D3DX11_IMAGE_LOAD_INFO D3DX11_IMAGE_LOAD_INFO
The default value for load options.

The target width of the texture. If the actual width of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target width.

ff476317 unsigned int Width unsigned int Width

The target height of the texture. If the actual height of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target height.

ff476317 unsigned int Height unsigned int Height

The depth of the texture. This only applies to volume textures.

ff476317 unsigned int Depth unsigned int Depth

The highest resolution mipmap level of the texture. If this is greater than 0, then after the texture is loaded FirstMipLevel will be mapped to mipmap level 0.

ff476317 unsigned int FirstMipLevel unsigned int FirstMipLevel

The maximum number of mipmap levels in the texture. See the remarks in . Using 0 or D3DX11_DEFAULT will cause a full mipmap chain to be created.

ff476317 unsigned int MipLevels unsigned int MipLevels

The way the texture resource is intended to be used. See .

ff476317 D3D11_USAGE Usage D3D11_USAGE Usage

The pipeline stages that the texture will be allowed to bind to. See .

ff476317 D3D11_BIND_FLAG BindFlags D3D11_BIND_FLAG BindFlags

The access permissions the cpu will have for the texture resource. See .

ff476317 D3D11_CPU_ACCESS_FLAG CpuAccessFlags D3D11_CPU_ACCESS_FLAG CpuAccessFlags

Miscellaneous resource properties (see ).

ff476317 D3D11_RESOURCE_MISC_FLAG MiscFlags D3D11_RESOURCE_MISC_FLAG MiscFlags

A enumeration indicating the format the texture will be in after it is loaded.

ff476317 DXGI_FORMAT Format DXGI_FORMAT Format

Filter the texture using the specified filter (only when resampling). See .

ff476317 D3DX11_FILTER_FLAG Filter D3DX11_FILTER_FLAG Filter

Filter the texture mip levels using the specified filter (only if generating mipmaps). Valid values are , , , or . See .

ff476317 D3DX11_FILTER_FLAG MipFilter D3DX11_FILTER_FLAG MipFilter

Information about the original image. See . Can be obtained with , , or .

ff476317 D3DX11_IMAGE_INFO* pSrcInfo D3DX11_IMAGE_INFO pSrcInfo
Gets an ImageLoadInformation that is setup with all default values ().

Debug message filter; contains a lists of message types to allow or deny.

For use with an Interface.

ff476177 D3D11_INFO_QUEUE_FILTER D3D11_INFO_QUEUE_FILTER

Types of messages that you want to allow. See .

ff476177 D3D11_INFO_QUEUE_FILTER_DESC AllowList D3D11_INFO_QUEUE_FILTER_DESC AllowList

Types of messages that you want to deny.

ff476177 D3D11_INFO_QUEUE_FILTER_DESC DenyList D3D11_INFO_QUEUE_FILTER_DESC DenyList

Allow or deny certain types of messages to pass through a filter.

ff476178 D3D11_INFO_QUEUE_FILTER_DESC D3D11_INFO_QUEUE_FILTER_DESC

Number of message categories to allow or deny.

ff476178 unsigned int NumCategories unsigned int NumCategories

Array of message categories to allow or deny. Array must have at least NumCategories members (see ).

ff476178 D3D11_MESSAGE_CATEGORY* pCategoryList D3D11_MESSAGE_CATEGORY pCategoryList

Number of message severity levels to allow or deny.

ff476178 unsigned int NumSeverities unsigned int NumSeverities

Array of message severity levels to allow or deny. Array must have at least NumSeverities members (see ).

ff476178 D3D11_MESSAGE_SEVERITY* pSeverityList D3D11_MESSAGE_SEVERITY pSeverityList

Number of message IDs to allow or deny.

ff476178 unsigned int NumIDs unsigned int NumIDs

Array of message IDs to allow or deny. Array must have at least NumIDs members (see ).

ff476178 D3D11_MESSAGE_ID* pIDList D3D11_MESSAGE_ID pIDList
Gets or sets the categories. The categories. Gets or sets the severities. The severities. Gets or sets the ids. The ids.

Type of data contained in an input slot.

Use these values to specify the type of data for a particular input element (see ) of an input-layout object.

ff476179 D3D11_INPUT_ELEMENT_DESC D3D11_INPUT_ELEMENT_DESC

Input data is per-vertex data.

ff476179 const char* SemanticName char SemanticName

Input data is per-instance data.

ff476179 unsigned int SemanticIndex unsigned int SemanticIndex
No documentation. ff476179 DXGI_FORMAT Format DXGI_FORMAT Format No documentation. ff476179 unsigned int InputSlot unsigned int InputSlot No documentation. ff476179 unsigned int AlignedByteOffset unsigned int AlignedByteOffset No documentation. ff476179 D3D11_INPUT_CLASSIFICATION InputSlotClass D3D11_INPUT_CLASSIFICATION InputSlotClass No documentation. ff476179 unsigned int InstanceDataStepRate unsigned int InstanceDataStepRate Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Identifies the input data class for a single input slot. The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data. Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Implements the operator ==. The left. The right. The result of the operator. Implements the operator !=. The left. The right. The result of the operator. Returns a value that can be used for the offset parameter of an InputElement to indicate that the element should be aligned directly after the previous element, including any packing if neccessary. A value used to align input elements. D3D11_APPEND_ALIGNED_ELEMENT

A debug message in the Information Queue.

This structure is returned from as part of the Information Queue feature (see Interface).

ff476184 D3D11_MESSAGE D3D11_MESSAGE

The category of the message. See .

ff476184 D3D11_MESSAGE_CATEGORY Category D3D11_MESSAGE_CATEGORY Category

The severity of the message. See .

ff476184 D3D11_MESSAGE_SEVERITY Severity D3D11_MESSAGE_SEVERITY Severity

The ID of the message. See .

ff476184 D3D11_MESSAGE_ID ID D3D11_MESSAGE_ID ID

The message string.

ff476184 const char* pDescription char pDescription

The length of pDescription in bytes.

ff476184 SIZE_T DescriptionByteLength SIZE_T DescriptionByteLength

Query information about graphics-pipeline activity in between calls to and .

ff476192 D3D11_QUERY_DATA_PIPELINE_STATISTICS D3D11_QUERY_DATA_PIPELINE_STATISTICS
No documentation. ff476192 unsigned longlong IAVertices unsigned longlong IAVertices No documentation. ff476192 unsigned longlong IAPrimitives unsigned longlong IAPrimitives No documentation. ff476192 unsigned longlong VSInvocations unsigned longlong VSInvocations No documentation. ff476192 unsigned longlong GSInvocations unsigned longlong GSInvocations No documentation. ff476192 unsigned longlong GSPrimitives unsigned longlong GSPrimitives No documentation. ff476192 unsigned longlong CInvocations unsigned longlong CInvocations No documentation. ff476192 unsigned longlong CPrimitives unsigned longlong CPrimitives No documentation. ff476192 unsigned longlong PSInvocations unsigned longlong PSInvocations No documentation. ff476192 unsigned longlong HSInvocations unsigned longlong HSInvocations No documentation. ff476192 unsigned longlong DSInvocations unsigned longlong DSInvocations No documentation. ff476192 unsigned longlong CSInvocations unsigned longlong CSInvocations

Query information about the reliability of a timestamp query.

For a list of query types see .

ff476194 D3D11_QUERY_DATA_TIMESTAMP_DISJOINT D3D11_QUERY_DATA_TIMESTAMP_DISJOINT

How frequently the GPU counter increments in Hz.

ff476194 unsigned longlong Frequency unsigned longlong Frequency

If this is TRUE, something occurred in between the query's and calls that caused the timestamp counter to become discontinuous or disjoint, such as unplugging the AC cord on a laptop, overheating, or throttling up/down due to laptop savings events. The timestamp returned by for a timestamp query is only reliable if Disjoint is .

ff476194 BOOL Disjoint BOOL Disjoint

Describes a query.

ff476195 D3D11_QUERY_DESC D3D11_QUERY_DESC

Type of query (see ).

ff476195 D3D11_QUERY Query D3D11_QUERY Query

Miscellaneous flags (see ).

ff476195 D3D11_QUERY_MISC_FLAG MiscFlags D3D11_QUERY_MISC_FLAG MiscFlags

Describes the blend state for a render target.

You specify an array of structures in the RenderTarget member of the structure to describe the blend states for render targets; you can bind up to eight render targets to the output-merger stage at one time.

For info about how blending is done, see the output-merger stage.

Here are the default values for blend state.

StateDefault Value
BlendEnable
SrcBlend
DestBlend
BlendOp
SrcBlendAlpha
DestBlendAlpha
BlendOpAlpha
RenderTargetWriteMask

?

ff476200 D3D11_RENDER_TARGET_BLEND_DESC D3D11_RENDER_TARGET_BLEND_DESC

Enable (or disable) blending.

ff476200 BOOL BlendEnable BOOL BlendEnable

This blend option specifies the operation to perform on the RGB value that the pixel shader outputs. The BlendOp member defines how to combine the SrcBlend and DestBlend operations.

ff476200 D3D11_BLEND SrcBlend D3D11_BLEND SrcBlend

This blend option specifies the operation to perform on the current RGB value in the render target. The BlendOp member defines how to combine the SrcBlend and DestBlend operations.

ff476200 D3D11_BLEND DestBlend D3D11_BLEND DestBlend

This blend operation defines how to combine the SrcBlend and DestBlend operations.

ff476200 D3D11_BLEND_OP BlendOp D3D11_BLEND_OP BlendOp

This blend option specifies the operation to perform on the alpha value that the pixel shader outputs. Blend options that end in _COLOR are not allowed. The BlendOpAlpha member defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

ff476200 D3D11_BLEND SrcBlendAlpha D3D11_BLEND SrcBlendAlpha

This blend option specifies the operation to perform on the current alpha value in the render target. Blend options that end in _COLOR are not allowed. The BlendOpAlpha member defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

ff476200 D3D11_BLEND DestBlendAlpha D3D11_BLEND DestBlendAlpha

This blend operation defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

ff476200 D3D11_BLEND_OP BlendOpAlpha D3D11_BLEND_OP BlendOpAlpha

A write mask.

ff476200 D3D11_COLOR_WRITE_ENABLE RenderTargetWriteMask D3D11_COLOR_WRITE_ENABLE RenderTargetWriteMask
Initializes a new instance of the struct. The is blend enabled. The source blend. The destination blend. The blend operation. The source alpha blend. The destination alpha blend. The alpha blend operation. The render target write mask.

Specifies the subresources from a resource that are accessible using a render-target view.

A render-target-view description is passed into to create a render target.

A render-target-view cannot use the following formats:

  • Any typeless format.
  • DXGI_FORMAT_R32G32B32 if the view will be used to bind a buffer (vertex, index, constant, or stream-output).

If the format is set to , then the format of the resource that the view binds to the pipeline will be used.

ff476201 D3D11_RENDER_TARGET_VIEW_DESC D3D11_RENDER_TARGET_VIEW_DESC

The data format (see ).

ff476201 DXGI_FORMAT Format DXGI_FORMAT Format

The resource type (see ), which specifies how the render-target resource will be accessed.

ff476201 D3D11_RTV_DIMENSION ViewDimension D3D11_RTV_DIMENSION ViewDimension

Specifies which buffer elements can be accessed (see ).

ff476201 D3D11_BUFFER_RTV Buffer D3D11_BUFFER_RTV Buffer

Specifies the subresources in a 1D texture that can be accessed (see ).

ff476201 D3D11_TEX1D_RTV Texture1D D3D11_TEX1D_RTV Texture1D

Specifies the subresources in a 1D texture array that can be accessed (see ).

ff476201 D3D11_TEX1D_ARRAY_RTV Texture1DArray D3D11_TEX1D_ARRAY_RTV Texture1DArray

Specifies the subresources in a 2D texture that can be accessed (see ).

ff476201 D3D11_TEX2D_RTV Texture2D D3D11_TEX2D_RTV Texture2D

Specifies the subresources in a 2D texture array that can be accessed (see ).

ff476201 D3D11_TEX2D_ARRAY_RTV Texture2DArray D3D11_TEX2D_ARRAY_RTV Texture2DArray

Specifies a single subresource because a multisampled 2D texture only contains one subresource (see ).

ff476201 D3D11_TEX2DMS_RTV Texture2DMS D3D11_TEX2DMS_RTV Texture2DMS

Specifies the subresources in a multisampled 2D texture array that can be accessed (see ).

ff476201 D3D11_TEX2DMS_ARRAY_RTV Texture2DMSArray D3D11_TEX2DMS_ARRAY_RTV Texture2DMSArray

Specifies subresources in a 3D texture that can be accessed (see ).

ff476201 D3D11_TEX3D_RTV Texture3D D3D11_TEX3D_RTV Texture3D

Specifies the subresource from a multisampled 2D texture to use in a render-target view.

Since a multisampled 2D texture contains a single subresource, there is actually nothing to specify in . Consequently, UnusedField_NothingToDefine is included so that this structure will compile in C.

ff476237 D3D11_TEX2DMS_RTV D3D11_TEX2DMS_RTV

Integer of any value. See remarks.

ff476237 unsigned int UnusedField_NothingToDefine unsigned int UnusedField_NothingToDefine

Specifies the subresources from a an array of multisampled 2D textures to use in a render-target view.

This structure is one member of a render-target-view description (see ).

ff476234 D3D11_TEX2DMS_ARRAY_RTV D3D11_TEX2DMS_ARRAY_RTV

The index of the first texture to use in an array of textures.

ff476234 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

ff476234 unsigned int ArraySize unsigned int ArraySize

Specifies the subresource from a 1D texture to use in a render-target view.

This structure is one member of a render-target-view description (see ).

ff476230 D3D11_TEX1D_RTV D3D11_TEX1D_RTV

The index of the mipmap level to use mip slice.

ff476230 unsigned int MipSlice unsigned int MipSlice

Specifies the subresource from a 2D texture to use in a render-target view.

This structure is one member of a render-target-view description (see ).

ff476244 D3D11_TEX2D_RTV D3D11_TEX2D_RTV

The index of the mipmap level to use mip slice.

ff476244 unsigned int MipSlice unsigned int MipSlice

Specifies the subresources from an array of 1D textures to use in a render-target view.

This structure is one member of a render-target-view description (see ).

ff476226 D3D11_TEX1D_ARRAY_RTV D3D11_TEX1D_ARRAY_RTV

The index of the mipmap level to use mip slice.

ff476226 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

ff476226 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

ff476226 unsigned int ArraySize unsigned int ArraySize

Specifies the elements in a buffer resource to use in a render-target view.

A render-target view is a member of a render-target-view description (see ). Create a render-target view by calling .

ff476093 D3D11_BUFFER_RTV D3D11_BUFFER_RTV

Number of bytes between the beginning of the buffer and the first element to access.

ff476093 unsigned int FirstElement unsigned int FirstElement

The offset of the first element in the view to access, relative to element 0.

ff476093 unsigned int ElementOffset unsigned int ElementOffset

The total number of elements in the view.

ff476093 unsigned int NumElements unsigned int NumElements

The width of each element (in bytes). This can be determined from the format stored in the render-target-view description.

ff476093 unsigned int ElementWidth unsigned int ElementWidth

Specifies the subresources from a 3D texture to use in a render-target view.

This structure is one member of a render target view. See .

ff476247 D3D11_TEX3D_RTV D3D11_TEX3D_RTV

The index of the mipmap level to use mip slice.

ff476247 unsigned int MipSlice unsigned int MipSlice

First depth level to use.

ff476247 unsigned int FirstWSlice unsigned int FirstWSlice

Number of depth levels to use in the render-target view, starting from FirstWSlice. A value of -1 indicates all of the slices along the w axis, starting from FirstWSlice.

ff476247 unsigned int WSize unsigned int WSize

Specifies the subresources from an array of 2D textures to use in a render-target view.

This structure is one member of a render-target-view description (see ).

ff476240 D3D11_TEX2D_ARRAY_RTV D3D11_TEX2D_ARRAY_RTV

The index of the mipmap level to use mip slice.

ff476240 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

ff476240 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures in the array to use in the render target view, starting from FirstArraySlice.

ff476240 unsigned int ArraySize unsigned int ArraySize

Defines a 3D box.

The following diagram shows a 3D box, where the origin is the left, front, top corner.

The values for right, bottom, and back are each one pixel past the end of the pixels that are included in the box region. That is, the values for left, top, and front are included in the box region while the values for right, bottom, and back are excluded from the box region. For example, for a box that is one pixel wide, (right - left) == 1; the box region includes the left pixel but not the right pixel.

Coordinates of a box are in bytes for buffers and in texels for textures.

ff476089 D3D11_BOX D3D11_BOX

The x position of the left hand side of the box.

ff476089 unsigned int left unsigned int left

The y position of the top of the box.

ff476089 unsigned int top unsigned int top

The z position of the front of the box.

ff476089 unsigned int front unsigned int front

The x position of the right hand side of the box.

ff476089 unsigned int right unsigned int right

The y position of the bottom of the box.

ff476089 unsigned int bottom unsigned int bottom

The z position of the back of the box.

ff476089 unsigned int back unsigned int back
Initialize a new instance of struct. Left coordinates (inclusive) Top coordinates (inclusive) Front coordinates (inclusive) Right coordinates (exclusive) Bottom coordinates (exclusive) Back coordinates (exclusive)
  • For a Width of 1 pixels, (right - left) = 1. If left = 0, right = Width.
  • For a Height of 1 pixels, (bottom - top) = 1. If top = 0, bottom = Height.
  • For a Depth of 1 pixels, (back - front) = 1. If front = 0, back = Depth.

Describes a sampler state.

These are the default values for sampler state.

StateDefault Value
Filter
AddressU
AddressV
AddressW
MinLOD-3.402823466e+38F (-FLT_MAX)
MaxLOD3.402823466e+38F (FLT_MAX)
MipMapLODBias0.0f
MaxAnisotropy1
ComparisonFunc
BorderColorfloat4(1.0f,1.0f,1.0f,1.0f)
TextureN/A

?

ff476207 D3D11_SAMPLER_DESC D3D11_SAMPLER_DESC

Filtering method to use when sampling a texture (see ).

ff476207 D3D11_FILTER Filter D3D11_FILTER Filter

Method to use for resolving a u texture coordinate that is outside the 0 to 1 range (see ).

ff476207 D3D11_TEXTURE_ADDRESS_MODE AddressU D3D11_TEXTURE_ADDRESS_MODE AddressU

Method to use for resolving a v texture coordinate that is outside the 0 to 1 range.

ff476207 D3D11_TEXTURE_ADDRESS_MODE AddressV D3D11_TEXTURE_ADDRESS_MODE AddressV

Method to use for resolving a w texture coordinate that is outside the 0 to 1 range.

ff476207 D3D11_TEXTURE_ADDRESS_MODE AddressW D3D11_TEXTURE_ADDRESS_MODE AddressW

Offset from the calculated mipmap level. For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5.

ff476207 float MipLODBias float MipLODBias

Clamping value used if or is specified in Filter. Valid values are between 1 and 16.

ff476207 unsigned int MaxAnisotropy unsigned int MaxAnisotropy

A function that compares sampled data against existing sampled data. The function options are listed in .

ff476207 D3D11_COMPARISON_FUNC ComparisonFunc D3D11_COMPARISON_FUNC ComparisonFunc

Border color to use if is specified for AddressU, AddressV, or AddressW. Range must be between 0.0 and 1.0 inclusive.

ff476207 SHARPDX_COLOR4 BorderColor SHARPDX_COLOR4 BorderColor

Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.

ff476207 float MinLOD float MinLOD

Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as D3D11_FLOAT32_MAX.

ff476207 float MaxLOD float MaxLOD
Returns default values for . See MSDN documentation for default values.

Describes a shader-resource view.

A view is a format-specific way to look at the data in a resource. The view determines what data to look at, and how it is cast when read.

When viewing a resource, the resource-view description must specify a typed format, that is compatible with the resource format. So that means that you cannot create a resource-view description using any format with _TYPELESS in the name. You can however view a typeless resource by specifying a typed format for the view. For example, a resource can be viewed with one of these typed formats: , , and , since these typed formats are compatible with the typeless resource.

Create a shader-resource-view description by calling . To view a shader-resource-view description, call .

ff476211 D3D11_SHADER_RESOURCE_VIEW_DESC D3D11_SHADER_RESOURCE_VIEW_DESC

A specifying the viewing format. See remarks.

ff476211 DXGI_FORMAT Format DXGI_FORMAT Format

The resource type of the view. See D3D11_SRV_DIMENSION. This should be the same as the resource type of the underlying resource. This parameter also determines which _SRV to use in the union below.

ff476211 D3D_SRV_DIMENSION ViewDimension D3D_SRV_DIMENSION ViewDimension

View the resource as a buffer using information from a shader-resource view (see ).

ff476211 D3D11_BUFFER_SRV Buffer D3D11_BUFFER_SRV Buffer

View the resource as a 1D texture using information from a shader-resource view (see ).

ff476211 D3D11_TEX1D_SRV Texture1D D3D11_TEX1D_SRV Texture1D

View the resource as a 1D-texture array using information from a shader-resource view (see ).

ff476211 D3D11_TEX1D_ARRAY_SRV Texture1DArray D3D11_TEX1D_ARRAY_SRV Texture1DArray

View the resource as a 2D-texture using information from a shader-resource view (see ).

ff476211 D3D11_TEX2D_SRV Texture2D D3D11_TEX2D_SRV Texture2D

View the resource as a 2D-texture array using information from a shader-resource view (see ).

ff476211 D3D11_TEX2D_ARRAY_SRV Texture2DArray D3D11_TEX2D_ARRAY_SRV Texture2DArray

View the resource as a 2D-multisampled texture using information from a shader-resource view (see ).

ff476211 D3D11_TEX2DMS_SRV Texture2DMS D3D11_TEX2DMS_SRV Texture2DMS

View the resource as a 2D-multisampled-texture array using information from a shader-resource view (see ).

ff476211 D3D11_TEX2DMS_ARRAY_SRV Texture2DMSArray D3D11_TEX2DMS_ARRAY_SRV Texture2DMSArray

View the resource as a 3D texture using information from a shader-resource view (see ).

ff476211 D3D11_TEX3D_SRV Texture3D D3D11_TEX3D_SRV Texture3D

View the resource as a 3D-cube texture using information from a shader-resource view (see ).

ff476211 D3D11_TEXCUBE_SRV TextureCube D3D11_TEXCUBE_SRV TextureCube

View the resource as a 3D-cube-texture array using information from a shader-resource view (see ).

ff476211 D3D11_TEXCUBE_ARRAY_SRV TextureCubeArray D3D11_TEXCUBE_ARRAY_SRV TextureCubeArray

View the resource as a raw buffer using information from a shader-resource view (see ). For more info about raw viewing of buffers, see Raw Views of Buffers.

ff476211 D3D11_BUFFEREX_SRV BufferEx D3D11_BUFFEREX_SRV BufferEx

Specifies the elements in a buffer resource to use in a shader-resource view.

The structure is a member of the structure, which represents a shader-resource view description. You can create a shader-resource view by calling the method.

ff476094 D3D11_BUFFER_SRV D3D11_BUFFER_SRV

Number of bytes between the beginning of the buffer and the first element to access.

ff476094 unsigned int FirstElement unsigned int FirstElement

The offset of the first element in the view to access, relative to element 0.

ff476094 unsigned int ElementOffset unsigned int ElementOffset

The total number of elements in the view.

ff476094 unsigned int NumElements unsigned int NumElements

The width of each element (in bytes). This can be determined from the format stored in the shader-resource-view description.

ff476094 unsigned int ElementWidth unsigned int ElementWidth

Specifies the subresource from a cube texture to use in a shader-resource view.

This structure is one member of a shader-resource-view description (see ).

ff476251 D3D11_TEXCUBE_SRV D3D11_TEXCUBE_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original TextureCube for which creates a view) -1.

ff476251 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

ff476251 unsigned int MipLevels unsigned int MipLevels

Specifies the subresource from a 1D texture to use in a shader-resource view.

This structure is one member of a shader-resource-view description (see ).

As an example, assuming MostDetailedMip = 6 and MipLevels = 2, the view will have access to 2 mipmap levels, 6 and 7, of the original texture for which creates the view. In this situation, MostDetailedMip is greater than the MipLevels in the view. However, MostDetailedMip is not greater than the MipLevels in the original resource.

ff476231 D3D11_TEX1D_SRV D3D11_TEX1D_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture1D for which creates a view) -1.

ff476231 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks.

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

ff476231 unsigned int MipLevels unsigned int MipLevels

Specifies the subresources from a multisampled 2D texture to use in a shader-resource view.

Since a multisampled 2D texture contains a single subresource, there is actually nothing to specify in . Consequently, UnusedField_NothingToDefine is included so that this structure will compile in C.

ff476238 D3D11_TEX2DMS_SRV D3D11_TEX2DMS_SRV

Integer of any value. See remarks.

ff476238 unsigned int UnusedField_NothingToDefine unsigned int UnusedField_NothingToDefine

Specifies the subresources from an array of cube textures to use in a shader-resource view.

This structure is one member of a shader-resource-view description (see ).

ff476250 D3D11_TEXCUBE_ARRAY_SRV D3D11_TEXCUBE_ARRAY_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original TextureCube for which creates a view) -1.

ff476250 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

ff476250 unsigned int MipLevels unsigned int MipLevels

Index of the first 2D texture to use.

ff476250 unsigned int First2DArrayFace unsigned int First2DArrayFace

Number of cube textures in the array.

ff476250 unsigned int NumCubes unsigned int NumCubes

Specifies the subresources from a 3D texture to use in a shader-resource view.

This structure is one member of a shader-resource-view description (see ).

ff476248 D3D11_TEX3D_SRV D3D11_TEX3D_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture3D for which creates a view) -1.

ff476248 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

ff476248 unsigned int MipLevels unsigned int MipLevels

Specifies the subresource from a 2D texture to use in a shader-resource view.

This structure is one member of a shader-resource-view description (see ).

ff476245 D3D11_TEX2D_SRV D3D11_TEX2D_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture2D for which creates a view) -1.

ff476245 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

ff476245 unsigned int MipLevels unsigned int MipLevels

Specifies the subresources from an array of 1D textures to use in a shader-resource view.

This structure is one member of a shader-resource-view description (see ).

ff476227 D3D11_TEX1D_ARRAY_SRV D3D11_TEX1D_ARRAY_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture1D for which creates a view) -1.

ff476227 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

ff476227 unsigned int MipLevels unsigned int MipLevels

The index of the first texture to use in an array of textures.

ff476227 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures in the array.

ff476227 unsigned int ArraySize unsigned int ArraySize

Specifies the subresources from an array of 2D textures to use in a shader-resource view.

This structure is one member of a shader-resource-view description (see ).

ff476241 D3D11_TEX2D_ARRAY_SRV D3D11_TEX2D_ARRAY_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture2D for which creates a view) -1.

ff476241 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

ff476241 unsigned int MipLevels unsigned int MipLevels

The index of the first texture to use in an array of textures.

ff476241 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures in the array.

ff476241 unsigned int ArraySize unsigned int ArraySize

Specifies the subresources from an array of multisampled 2D textures to use in a shader-resource view.

This structure is one member of a shader-resource-view description (see ).

ff476235 D3D11_TEX2DMS_ARRAY_SRV D3D11_TEX2DMS_ARRAY_SRV

The index of the first texture to use in an array of textures.

ff476235 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

ff476235 unsigned int ArraySize unsigned int ArraySize

Describes the elements in a raw buffer resource to use in a shader-resource view.

This structure is used by to create a raw view of a buffer.

ff476090 D3D11_BUFFEREX_SRV D3D11_BUFFEREX_SRV

The index of the first element to be accessed by the view.

ff476090 unsigned int FirstElement unsigned int FirstElement

The number of elements in the resource.

ff476090 unsigned int NumElements unsigned int NumElements

A -typed value that identifies view options for the buffer. Currently, the only option is to identify a raw view of the buffer. For more info about raw viewing of buffers, see Raw Views of Buffers.

ff476090 D3D11_BUFFEREX_SRV_FLAG Flags D3D11_BUFFEREX_SRV_FLAG Flags

Description of a vertex element in a vertex buffer in an output slot.

ff476216 D3D11_SO_DECLARATION_ENTRY D3D11_SO_DECLARATION_ENTRY

Zero-based, stream number.

ff476216 unsigned int Stream unsigned int Stream

Type of output element; possible values include: "POSITION", "NORMAL", or "TEXCOORD0". Note that if SemanticName is null then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.

ff476216 const char* SemanticName char SemanticName

Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.

ff476216 unsigned int SemanticIndex unsigned int SemanticIndex

Which component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.

ff476216 unsigned char StartComponent unsigned char StartComponent

The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. Note that if SemanticName is null then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.

ff476216 unsigned char ComponentCount unsigned char ComponentCount

The associated stream output buffer that is bound to the pipeline (see ). The valid range for OutputSlot is 0 to 3.

ff476216 unsigned char OutputSlot unsigned char OutputSlot
Initializes a new instance of the struct. Zero-based, stream number Name of the semantic. Index of the semantic. The start component. The component count. The output slot.

Query information about the amount of data streamed out to the stream-output buffers in between and .

ff476193 D3D11_QUERY_DATA_SO_STATISTICS D3D11_QUERY_DATA_SO_STATISTICS
No documentation. ff476193 unsigned longlong NumPrimitivesWritten unsigned longlong NumPrimitivesWritten No documentation. ff476193 unsigned longlong PrimitivesStorageNeeded unsigned longlong PrimitivesStorageNeeded

Describes a 1D texture.

This structure is used in a call to .

In addition to this structure, you can also use the CD3D11_TEXTURE1D_DESC derived structure, which is defined in D3D11.h and behaves like an inherited class, to help create a texture description.

The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D?10 hardware at feature level 10 () and call to create an , you must constrain the maximum texture size to (8192) when you create your 1D texture.

ff476252 D3D11_TEXTURE1D_DESC D3D11_TEXTURE1D_DESC

Texture width (in texels). The range is from 1 to (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

ff476252 unsigned int Width unsigned int Width

The maximum number of mipmap levels in the texture. See the remarks in . Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.

ff476252 unsigned int MipLevels unsigned int MipLevels

Number of textures in the array. The range is from 1 to (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

ff476252 unsigned int ArraySize unsigned int ArraySize

Texture format (see ).

ff476252 DXGI_FORMAT Format DXGI_FORMAT Format

Value that identifies how the texture is to be read from and written to. The most common value is ; see for all possible values.

ff476252 D3D11_USAGE Usage D3D11_USAGE Usage

Flags (see ) for binding to pipeline stages. The flags can be combined by a logical OR. For a 1D texture, the allowable values are: , and .

ff476252 D3D11_BIND_FLAG BindFlags D3D11_BIND_FLAG BindFlags

Flags (see ) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.

ff476252 D3D11_CPU_ACCESS_FLAG CPUAccessFlags D3D11_CPU_ACCESS_FLAG CPUAccessFlags

Flags (see ) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined with a logical OR.

ff476252 D3D11_RESOURCE_MISC_FLAG MiscFlags D3D11_RESOURCE_MISC_FLAG MiscFlags

Describes a 2D texture.

This structure is used in a call to .

In addition to this structure, you can also use the CD3D11_TEXTURE2D_DESC derived structure, which is defined in D3D11.h and behaves like an inherited class, to help create a texture description.

The device places some size restrictions (must be multiples of a minimum size) for a subsampled, block compressed, or bit-format resource.

The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D?10 hardware at feature level 10 () and call to create an , you must constrain the maximum texture size to (8192) when you create your 2D texture.

ff476253 D3D11_TEXTURE2D_DESC D3D11_TEXTURE2D_DESC

Texture width (in texels). The range is from 1 to (16384). For a texture cube-map, the range is from 1 to (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

ff476253 unsigned int Width unsigned int Width

Texture height (in texels). The range is from 1 to (16384). For a texture cube-map, the range is from 1 to (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

ff476253 unsigned int Height unsigned int Height

The maximum number of mipmap levels in the texture. See the remarks in . Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.

ff476253 unsigned int MipLevels unsigned int MipLevels

Number of textures in the texture array. The range is from 1 to (2048). For a texture cube-map, this value is a multiple of 6 (that is, 6 times the value in the NumCubes member of ), and the range is from 6 to 2046. The range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

ff476253 unsigned int ArraySize unsigned int ArraySize

Texture format (see ).

ff476253 DXGI_FORMAT Format DXGI_FORMAT Format

Structure that specifies multisampling parameters for the texture. See .

ff476253 DXGI_SAMPLE_DESC SampleDesc DXGI_SAMPLE_DESC SampleDesc

Value that identifies how the texture is to be read from and written to. The most common value is ; see for all possible values.

ff476253 D3D11_USAGE Usage D3D11_USAGE Usage

Flags (see ) for binding to pipeline stages. The flags can be combined by a logical OR.

ff476253 D3D11_BIND_FLAG BindFlags D3D11_BIND_FLAG BindFlags

Flags (see ) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.

ff476253 D3D11_CPU_ACCESS_FLAG CPUAccessFlags D3D11_CPU_ACCESS_FLAG CPUAccessFlags

Flags (see ) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined by using a logical OR. For a texture cube-map, set the flag. Cube-map arrays (that is, ArraySize > 6) require feature level or higher.

ff476253 D3D11_RESOURCE_MISC_FLAG MiscFlags D3D11_RESOURCE_MISC_FLAG MiscFlags

Describes a 3D texture.

This structure is used in a call to .

In addition to this structure, you can also use the CD3D11_TEXTURE3D_DESC derived structure, which is defined in D3D11.h and behaves like an inherited class, to help create a texture description.

The device restricts the size of subsampled, block compressed, and bit format resources to be multiples of sizes specific to each format.

The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D?10 hardware at feature level 10 () and call to create an , you must constrain the maximum texture size to (2048) when you create your 3D texture.

ff476254 D3D11_TEXTURE3D_DESC D3D11_TEXTURE3D_DESC

Texture width (in texels). The range is from 1 to (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

ff476254 unsigned int Width unsigned int Width

Texture height (in texels). The range is from 1 to (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

ff476254 unsigned int Height unsigned int Height

Texture depth (in texels). The range is from 1 to (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

ff476254 unsigned int Depth unsigned int Depth

The maximum number of mipmap levels in the texture. See the remarks in . Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.

ff476254 unsigned int MipLevels unsigned int MipLevels

Texture format (see ).

ff476254 DXGI_FORMAT Format DXGI_FORMAT Format

Value that identifies how the texture is to be read from and written to. The most common value is ; see for all possible values.

ff476254 D3D11_USAGE Usage D3D11_USAGE Usage

Flags (see ) for binding to pipeline stages. The flags can be combined by a logical OR.

ff476254 D3D11_BIND_FLAG BindFlags D3D11_BIND_FLAG BindFlags

Flags (see ) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.

ff476254 D3D11_CPU_ACCESS_FLAG CPUAccessFlags D3D11_CPU_ACCESS_FLAG CPUAccessFlags

Flags (see ) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined with a logical OR.

ff476254 D3D11_RESOURCE_MISC_FLAG MiscFlags D3D11_RESOURCE_MISC_FLAG MiscFlags

Note??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.

Describes parameters used to load a texture from another texture.

This structure is used in a call to .

The default values are:

 pSrcBox = null; pDstBox = null; SrcFirstMip = 0; DstFirstMip = 0; NumMips = D3DX11_DEFAULT; SrcFirstElement = 0; DstFirstElement = 0; NumElements = D3DX11_DEFAULT; Filter = D3DX11_DEFAULT; MipFilter = D3DX11_DEFAULT;	
            
ff476327 D3DX11_TEXTURE_LOAD_INFO D3DX11_TEXTURE_LOAD_INFO

Source texture box (see ).

ff476327 D3D11_BOX* pSrcBox D3D11_BOX pSrcBox

Destination texture box (see ).

ff476327 D3D11_BOX* pDstBox D3D11_BOX pDstBox

Source texture mipmap level, see D3D11CalcSubresource for more detail.

ff476327 unsigned int SrcFirstMip unsigned int SrcFirstMip

Destination texture mipmap level, see D3D11CalcSubresource for more detail.

ff476327 unsigned int DstFirstMip unsigned int DstFirstMip

Number of mipmap levels in the source texture.

ff476327 unsigned int NumMips unsigned int NumMips

First element of the source texture.

ff476327 unsigned int SrcFirstElement unsigned int SrcFirstElement

First element of the destination texture.

ff476327 unsigned int DstFirstElement unsigned int DstFirstElement

Number of elements to load.

ff476327 unsigned int NumElements unsigned int NumElements

Filtering options during resampling (see ).

ff476327 D3DX11_FILTER_FLAG Filter D3DX11_FILTER_FLAG Filter

Filtering options when generating mip levels (see ).

ff476327 D3DX11_FILTER_FLAG MipFilter D3DX11_FILTER_FLAG MipFilter
Source texture box (see ). D3D11_BOX* pSrcBox Destination texture box (see ). D3D11_BOX* pDstBox

Specifies the subresources from a resource that are accessible using an unordered-access view.

An unordered-access-view description is passed into to create a view.

ff476258 D3D11_UNORDERED_ACCESS_VIEW_DESC D3D11_UNORDERED_ACCESS_VIEW_DESC

The data format (see ).

ff476258 DXGI_FORMAT Format DXGI_FORMAT Format

The resource type (see ), which specifies how the resource will be accessed.

ff476258 D3D11_UAV_DIMENSION ViewDimension D3D11_UAV_DIMENSION ViewDimension

Specifies which buffer elements can be accessed (see ).

ff476258 D3D11_BUFFER_UAV Buffer D3D11_BUFFER_UAV Buffer

Specifies the subresources in a 1D texture that can be accessed (see ).

ff476258 D3D11_TEX1D_UAV Texture1D D3D11_TEX1D_UAV Texture1D

Specifies the subresources in a 1D texture array that can be accessed (see ).

ff476258 D3D11_TEX1D_ARRAY_UAV Texture1DArray D3D11_TEX1D_ARRAY_UAV Texture1DArray

Specifies the subresources in a 2D texture that can be accessed (see ).

ff476258 D3D11_TEX2D_UAV Texture2D D3D11_TEX2D_UAV Texture2D

Specifies the subresources in a 2D texture array that can be accessed (see ).

ff476258 D3D11_TEX2D_ARRAY_UAV Texture2DArray D3D11_TEX2D_ARRAY_UAV Texture2DArray

Specifies subresources in a 3D texture that can be accessed (see ).

ff476258 D3D11_TEX3D_UAV Texture3D D3D11_TEX3D_UAV Texture3D

Describes an array of unordered-access 1D texture resources.

This structure is used by a .

ff476228 D3D11_TEX1D_ARRAY_UAV D3D11_TEX1D_ARRAY_UAV

The mipmap slice index.

ff476228 unsigned int MipSlice unsigned int MipSlice

The zero-based index of the first array slice to be accessed.

ff476228 unsigned int FirstArraySlice unsigned int FirstArraySlice

The number of slices in the array.

ff476228 unsigned int ArraySize unsigned int ArraySize

Describes the elements in a buffer to use in a unordered-access view.

This structure is used by a .

ff476095 D3D11_BUFFER_UAV D3D11_BUFFER_UAV

The zero-based index of the first element to be accessed.

ff476095 unsigned int FirstElement unsigned int FirstElement

The number of elements in the resource. For structured buffers, this is the number of structures in the buffer.

ff476095 unsigned int NumElements unsigned int NumElements

View options for the resource (see ).

ff476095 D3D11_BUFFER_UAV_FLAG Flags D3D11_BUFFER_UAV_FLAG Flags

Describes a unordered-access 2D texture resource.

This structure is used by a .

ff476246 D3D11_TEX2D_UAV D3D11_TEX2D_UAV

The mipmap slice index.

ff476246 unsigned int MipSlice unsigned int MipSlice

Describes a unordered-access 1D texture resource.

This structure is used by a .

ff476232 D3D11_TEX1D_UAV D3D11_TEX1D_UAV

The mipmap slice index.

ff476232 unsigned int MipSlice unsigned int MipSlice

Describes an array of unordered-access 2D texture resources.

This structure is used by a .

ff476242 D3D11_TEX2D_ARRAY_UAV D3D11_TEX2D_ARRAY_UAV

The mipmap slice index.

ff476242 unsigned int MipSlice unsigned int MipSlice

The zero-based index of the first array slice to be accessed.

ff476242 unsigned int FirstArraySlice unsigned int FirstArraySlice

The number of slices in the array.

ff476242 unsigned int ArraySize unsigned int ArraySize

Describes a unordered-access 3D texture resource.

This structure is used by a .

ff476249 D3D11_TEX3D_UAV D3D11_TEX3D_UAV

The mipmap slice index.

ff476249 unsigned int MipSlice unsigned int MipSlice

The zero-based index of the first depth slice to be accessed.

ff476249 unsigned int FirstWSlice unsigned int FirstWSlice

The number of depth slices.

ff476249 unsigned int WSize unsigned int WSize
Internal class used to initialize this assembly. Initializes this assembly. This method is called when the assembly is loaded. Properties defining the way a buffer is bound to the pipeline as a target for stream output operations. Initializes a new instance of the struct. The buffer being bound. The offset to the first vertex (in bytes). Gets or sets the buffer being bound. Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes). Properties defining the way a buffer (containing vertex data) is bound to the pipeline for rendering. Initializes a new instance of the struct. The buffer being bound. The stride between vertex element (in bytes). The offset to the first vertex (in bytes). Gets or sets the buffer being bound. Gets or sets the stride between vertex elements in the buffer (in bytes). Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).