SharpDX.Toolkit The assembly provides a high level DirectX API. Exception when an asset was not found from the . Initializes a new instance of the class. Initializes a new instance of the class with the specified message. The exception message. Initializes a new instance of the class with the specified message and inner exception. The exception message. The inner exception. The content manager implementation is responsible to load and store content data (texture, songs, effects...etc.) using several to resolve a stream from an asset name and several registered to convert data from stream. The content manager interface provides a service to load and store content data (texture, songs, effects...etc.). Checks if the specified assets exists. The asset name with extension. true if the specified assets exists, false otherwise Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. Full asset name (with its extension) The options to pass to the content reader (null by default). ``0. If the asset was not found from all . If no content reader was suitable to decode the asset. Unloads all data that was loaded by this ContentManager. All data will be disposed. Unlike method, this method is not thread safe and must be called by a single caller at a single time. Unloads and disposes an asset. The asset name true if the asset exists and was unloaded, false otherwise. Unloads and disposes an asset. The asset type The asset name true if the asset exists and was unloaded, false otherwise. Gets the service provider associated with the ContentManager. The service provider. The service provider can be used by some when for example a needs to be used to instantiate a content. Initializes a new instance of ContentManager. Reference page contains code sample. The service provider that the ContentManager should use to locate services. Checks if the specified assets exists. The asset name with extension. true if the specified assets exists, false otherwise Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. Type of the asset The asset name The options to pass to the content reader (null by default). ``0. If the asset was not found from all . If no content reader was suitable to decode the asset. Unloads all data that was loaded by this ContentManager. All data will be disposed. Unlike method, this method is not thread safe and must be called by a single caller at a single time. Unloads and disposes an asset. The asset name true if the asset exists and was unloaded, false otherwise. Unloads and disposes an asset. The asset type The asset name true if the asset exists and was unloaded, false otherwise. Add or remove registered to this instance. Add or remove registered to this instance. Add or remove a registered to this instance. The reader factories. Gets the service provider associated with the ContentManager. The service provider. Gets or sets the root directory. Use this key to store loaded assets. This attributes is used by data that are providing a for decoding data from a stream. Initializes a new instance of the class. Type of the content reader. Gets the type of the content reader. The type of the content reader. Parameters used by Name of the asset currently loaded when using . Type of the asset currently loaded when using . Stream of the asset to load. This parameter is an out parameter for . Set to true to let the ContentManager close the stream once the reader is done. Custom options provided when using . This is loading an asset name from a root directory from a physical disk. A content resolver is in charge of locating a stream from an asset name. Checks if the specified asset name exists. Name of the asset. true if the specified asset name exists, false otherwise Resolves the specified asset name to a stream. Name of the asset. A Stream of the asset. This value can be null if this resolver was not able to locate the asset. The default extension for asset files which is appended to any asset names that do not specify an extension. Initializes a new instance of the class. The root directory. Gets the full asset path based on the root directory and default extension. The asset name. A value indicating whether to append the default extension even if the supplied name already has one. The full asset path. Gets the root directory from where assets will be loaded from the disk. The root directory. A content reader is in charge of reading object data from a stream. Reads the content of a particular data from a stream. The content manager. The data decoded from the stream, or null if the kind of asset is not supported by this content reader. A factory to create when a specific type is requested from the . Returns an instance of a for loading the specified type or null if not handled by this factory. The type. An instance of a for loading the specified type or null if not handled.. The namespace provides classes to handle game content. Describes a log message. Initializes a new instance of the class. The type. The text. Type of message. Text of the message. Type of a log message. Information message. Warning message. Error message. Class used to log warning, error, info messages. Initializes a new instance of the class. List of logged messages. Logs an Error with the specified error message. The error message. Logs an Error with the specified error message. The error message. The parameters. Logs a warning with the specified warning message. The warning message. Logs a warning with the specified warning message. The warning message. The parameters. Logs a info with the specified info message. The info message. Logs a warning with the specified info message. The info message. The parameters. Logs the message. The message. Gets a value indicating whether this instance has errors. true if this instance has errors; otherwise, false. Occurs when a new message is logged. An action to log a message. The logger. The message. The namespace provides classes to help game diagnostics. Common data used by , . Default keys optionally stored in . The name of the material, if available. Specifies whether meshes using this material must be rendered without backface culling. 0 for false, !0 for true. One of the enumerated values. Defines the library shading model to use for (real time) rendering to approximate the original look of the material as closely as possible. Specifies whether wireframe rendering must be turned on for the material. 0 for false, !0 for true. Defines the blending mode used when rendering this material. Defines the opacity of the material in a range between 0..1. Defines the bump normal scaling. Defines the shininess of a Phong-shaded material. This is actually the exponent of the Phong specular equation Defines the reflectivity of the material. Scales the specular color of the material. Defines the Index Of Refraction for the material. That's not supported by most file formats. Diffuse color of the material. This is typically scaled by the amount of incoming diffuse light (e.g. using Gouraud shading). Ambient color of the material. This is typically scaled by the amount of ambient light Specular color of the material. This is typically scaled by the amount of incoming specular light (e.g. using Phong shading) Emissive color of the material. This is the amount of light emitted by the object. In real time applications it will usually not affect surrounding objects, but ray tracing applications may wish to treat emissive objects as light sources. Defines the transparent color of the material, this is the color to be multiplied with the color of translucent light to construct the final 'destination color' for a particular position in the screen buffer. T Defines the reflective color of the material. Finds the name of the key by. The name. PropertyKey. Registers the specified key. Type of the property The property key. The registered property key. Gets the registered keys. The registered keys. The model data used to store 3D mesh model. Initializes a new instance of the class. Gets the maximum buffer size in bytes that will be needed when loading this model. Embedded textures. Gets the material of this model. Gets the bones of this model. Gets the mesh of this model. Gets the mesh of this model. Gets the attributes attached to this instance. Loads a from the specified stream. The stream. A . Null if the stream is not a serialized . Loads a from the specified buffer. The buffer. A Loads an from the specified file. The filename. A Saves this instance to the specified stream. The stream. Saves this instance to the specified file. The output filename. Class Animation The name of this animation. Total total animation duration. The channels of this animation. Initializes a new instance of the class. Class KeyFrame The key time. The bone transform. Class SkinnedBone Index of the skinned bone. The absolute transform that takes the skinned vertices in bind pose from world space to bone space. Slot of a texture The file path The index of this texture. The UV index. The blend factor The texture operation. The wrap mode Texture flags. Class Mesh The textures Gets attributes attached to this material. The number of indices stored in this index buffer. Gets the index buffer for this mesh part. The number of vertices stored in this vertex buffer. The layout of the vertex buffer. Gets the vertex buffer for this mesh part. Class Bone Gets parent node index. The transform this node relative to its parent node. The name of this node. The children node indices. Class Mesh Initializes a new instance of the class. Gets the name of this mesh. Index of the parent bone for this mesh. The parent bone of a mesh contains a transformation matrix that describes how the mesh is located relative to any parent meshes in a model. The bounding sphere for this mesh (in local object space). Gets the shared vertex buffers Gets the shared index buffers Gets the instances that make up this mesh. Each part of a mesh is composed of a set of primitives that share the same material. Gets attributes attached to this mesh. Initializes a new instance of the class. The material index. The index buffer range. The slot in the buffer range is the position of the index buffer in s. The vertex buffer range. The slot in the buffer range is the position of the vertex buffer in s. Gets the skinned bones. The attributes attached to this mesh part. Class AnimationChannel The name of the animated bone. The key frames of this animation. Initializes a new instance of the class. A Name describing a property attribute. Initializes a new instance of the class. The Name. Gets the Name. The Name. A typed Type of the value to associate with the key Initializes a new instance of the class. The Name. Initializes a new instance of the class. Initializes a new instance of the class that is empty, has the specified initial capacity, and uses the default equality comparer for the key type. The initial number of elements that the can contain. Initializes a new instance of the class. The dictionary. No particular shading. Flat shading. Shading is done on per-face base, diffuse only. Also known as 'faceted shading'. Simple Gouraud shading. Phong-Shading. Phong-Blinn-Shading Toon-Shading per pixel, also known as 'comic' shader. OrenNayar-Shading per pixel. Extension to standard Lambertian shading, taking the roughness of the material into account Minnaert-Shading per pixel Extension to standard Lambertian shading, taking the "darkness" of the material into account CookTorrance-Shading per pixel Special shader for metallic surfaces. No shading at all. Constant light influence of 1.0. Fresnel shading Defines some mixed flags for a particular texture. Usually you'll instruct your cg artists how textures have to look like ... and how they will be processed in your application. However, if you use Assimp for completely generic loading purposes you might also need to process these flags in order to display as many 'unknown' 3D models as possible correctly. This corresponds to the #AI_MATKEY_TEXFLAGS property. No flags. The texture's color values have to be inverted (component-wise 1-n) Explicit request to the application to process the alpha channel of the texture. Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These flags are set if the library can say for sure that the alpha channel is used/is not used. If the model format does not define this, it is left to the application to decide whether the texture alpha channel - if any - is evaluated or not. Explicit request to the application to ignore the alpha channel of the texture. Mutually exclusive with #aiTextureFlags_UseAlpha. Defines how the Nth texture of a specific type is combined with the result of all previous layers. T = T1 * T2 T = T1 + T2 T = T1 - T2 T = T1 / T2 T = (T1 + T2) - (T1 * T2) T = T1 + (T2-0.5) Content reader for . Result of a compilation. Initializes a new instance of the class. The path to dependency file (may be null). The EffectData. The logger. The effect dependency list (a list of files and includes that this effect is timestamp dependent). Gets the EffectData. The EffectData. Gets a value indicating whether this instance has errors. true if this instance has errors; otherwise, false. Gets the logger containing compilation messages.. The logger. Container for shader bytecodes and effect metadata. This class is responsible to store shader bytecodes, effect, techniques, passes...etc. It is serializable using and method. Container for shader bytecodes and effect metadata. This class is responsible to store shader bytecodes, effect, techniques, passes...etc. It is serializable using and method. List of compiled shaders. Saves this instance to the specified stream. The stream. Saves this instance to the specified file. The output filename. Loads an from the specified stream. The stream. An . Null if the stream is not a serialized . Loads an from the specified buffer. The buffer. An Loads an from the specified file. The filename. An The absolute path to the FX source file used to compile this effect. The absolute path to dependency file path generated when compiling this effect. The flags used to compile an effect. The macros used to compile this effect (may be null). The list of include directory used to compile this file (may be null) The name of the macro. The value of the macro. Initializes a new instance of the struct. The name. The value. A link to a compiled shader. The stream output rasterized stream (-1 if no rasterized stream). The stream output elements only valid for a geometry shader, can be null. Initializes a new instance of the class. Gets a value indicating whether this is an import. true if this is an import; otherwise, false. When this is an import, the is not valid. Only is valid. Gets or sets the index in the shader pool. The index. This index is a direct reference to the shader in . Gets or sets the name of the shader import. Can be null. The name of the import. This property is not null when there is no shader compiled and this is an import. Gets a value indicating whether this instance is a null shader. true if this instance is null shader; otherwise, false.

Describes a shader signature.

Describes an input or output signature, composed of descriptions.
Gets or sets the semantics Gets the bytecode of this signature. This field is only valid for Input Vertex Shader. Gets the hashcode associated with the signature bytecode.

Describes a semantic signature.

A shader can take n inputs and can produce m outputs. The order of the input (or output) parameters, their associated types, and any attached semantics make up the shader signature. Each shader has an input and an output signature.

When compiling a shader or an effect, some API calls validate shader signatures That is, they compare the output signature of one shader (like a vertex shader) with the input signature of another shader (like a pixel shader). This ensures that a shader outputs data that is compatible with a downstream shader that is consuming that data. Compatible means that a shader signature is a exact-match subset of the preceding shader stage. Exact match means parameter types and semantics must exactly match. Subset means that a parameter that is not required by a downstream stage, does not need to include that parameter in its shader signature.

Get a shader-signature from a shader or an effect by calling APIs such as .

ff476215 D3D11_SIGNATURE_PARAMETER_DESC D3D11_SIGNATURE_PARAMETER_DESC
Semantic Initializes a new instance of class. Name of the semantic. Index of the semantic. Register. A predefined string that determines the functionality of certain pipeline stages. The per-component-data type that is stored in a register. Mask which indicates which components of a register are used. Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature). Indicates which stream the geometry shader is using for the signature parameter.

A per-parameter string that identifies how the data will be used.

ff476215 const char* SemanticName char SemanticName

Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic.

ff476215 unsigned int SemanticIndex unsigned int SemanticIndex

The register that will contain this variable's data.

ff476215 unsigned int Register unsigned int Register

A predefined string that determines the functionality of certain pipeline stages. See D3D10_NAME.

ff476215 D3D_NAME SystemValueType D3D_NAME SystemValueType

The per-component-data type that is stored in a register. See D3D10_REGISTER_COMPONENT_TYPE. Each register can store up to four-components of data.

ff476215 D3D_REGISTER_COMPONENT_TYPE ComponentType D3D_REGISTER_COMPONENT_TYPE ComponentType

Mask which indicates which components of a register are used.

ff476215 D3D11_REGISTER_COMPONENT_MASK_FLAG Mask D3D11_REGISTER_COMPONENT_MASK_FLAG Mask

Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature).

ff476215 D3D11_REGISTER_COMPONENT_MASK_FLAG ReadWriteMask D3D11_REGISTER_COMPONENT_MASK_FLAG ReadWriteMask

Indicates which stream the geometry shader is using for the signature parameter.

ff476215 unsigned int Stream unsigned int Stream
Describes link to shaders for each pipeline Initializes a new instance of the class. Clones this instance. Pipeline. Gets or sets the with the specified stage type. Type of the stage. A The return value can be null if there is no shaders associated for this particular stage. Describes a constant buffer. Name of this constant buffer. Size in bytes of this constant buffer. List of parameters in this constant buffer. Describes a pass from a technique. Name of this pass. True if this pass is the sub-pass of a root pass. List of . Description of the shader stage . Clones this instance. Pass. Describes a technique. Name of this technique. This value can be null. List of . Clones this instance. Technique. Describes a resource parameter. An abstract parameter, which can be a or a . Name of this parameter. The of this parameter. The of this parameter. Serialize this instance but hides implementation from outside.. The serializer. The slot index register to bind to. The number of slots to bind. Describes a value type parameter used by a . Offset in bytes into the . Number of elements. Size in bytes in the . Number of rows for this element. Number of columns for this element. The default value. Name of the effect. Share constant buffers. List of . The compiler arguments used to compile this effect. This field is null if the effect is not compiled with the option "AllowDynamicRecompiling". Describes a shader and associated bytecode. Name of this shader, only valid for public shaders, else null. Type of this shader. Compiler flags used to compile this shader. Level of this shader. Bytecode of this shader. Hashcode from the bytecode. Shaders with same bytecode with have same hashcode. Description of the input . Description of the output . List of constant buffers used by this shader. List of resource parameters used by this shader. Check if this instance is similar to another Shader. The other instance to check against. True if this instance is similar, false otherwise. Except the name, all fields are checked for deep equality. Interface to compile an effect. Gets the dependency filename from the (fx) effect path. The (fx) effect path. A dependency filename. Loads a dependency file. The dependency file path. A list of file path. Checks for changes from a dependency file. The dependency file path. true if a file has been updated, false otherwise Compiles an effect from file. The file path. The flags. The macrosArgs. The include directory list. Whether or not to allow dynamic compilation. Path to dependency files. The result of compilation. Compiles an effect from the specified source code and file path. The source code. The file path. The flags. The macrosArgs. The include directory list. Whether or not to allow dynamic compilation. Path to dependency files. The result of compilation. Disassembles a shader HLSL bytecode to asm code. The shader. A string containing asm code decoded from HLSL bytecode. Describes the orientation of the display. The default value for the orientation. Displays in landscape mode to the left. Displays in landscape mode to the right. Displays in portrait mode. The namespace provides classes to load and save content data for the Graphics API. Exposes an array as readonly with readonly elements with support for improved performance for equality. Initializes a new instance of the class. The elements. Implements the operator ==. The left. The right. The result of the operator. Implements the operator !=. The left. The right. The result of the operator. Gets number of elements. The number of elements. Gets a specific element in the collection by using an index value. Index of the value to get. Data for a SpriteFont object that supports kerning. Loading of SpriteFontData supports DirectXTk "MakeSpriteFont" format and AngelCode Bitmap Font Maker (binary format). This method for loading/saving a font file generated from AngelCode BMFont. The binary serializer to use. This method for loading/saving a font file generated from MakeSpriteFont. The binary serializer to use. The number of pixels from the absolute top of the line to the base of the characters. This is the distance in pixels between each line of text. The default character fallback. An array of data. An array of data. An array of data. Loads a from the specified stream. The stream. A delegate to load bitmap data that are not stored in the buffer. An . Null if the stream is not a serialized . Loads a from the specified stream. The buffer. A delegate to load bitmap data that are not stored in the buffer. An . Null if the stream is not a serialized . Loads a from the specified stream. The filename. A delegate to load bitmap data that are not stored in the buffer. An . Null if the stream is not a serialized . Type of Channel, not used yet. A BMFont common header. A BMFont glyph header. Describes kerning information. Unicode for the 1st character. Unicode for the 2nd character. X Offsets in pixels to apply between the 1st and 2nd character. Describes bitmap font data. The actual data of the bitmap. See remarks. When loading bitmap from a DirectXTk "MakeSpriteFont/tkfont" exe, this field will contain a . When loading from an AngelCode BMFont, this field will contain a string representing the name of the external texture to load. Bitmap data. Width of the bitmap. Height of the bitmap. Format of the pixel. Stride in bytes of a row of pixels. Number of row strides (may be less than when using compressed format. Actual raw data stored in format. Description of a glyph (a single character) Unicode codepoint. Glyph image data (may only use a portion of a larger bitmap). Layout information. Advance X Index to a bitmap stored in . Effect Compiler flags. Directs the compiler to insert debug file/line/type/symbol information into the output code. D3DCOMPILE_DEBUG D3DCOMPILE_DEBUG Directs the compiler not to validate the generated code against known capabilities and constraints. We recommend that you use this constant only with shaders that have been successfully compiled in the past. DirectX always validates shaders before it sets them to a device. D3DCOMPILE_SKIP_VALIDATION D3DCOMPILE_SKIP_VALIDATION Directs the compiler to skip optimization steps during code generation. We recommend that you set this constant for debug purposes only. D3DCOMPILE_SKIP_OPTIMIZATION D3DCOMPILE_SKIP_OPTIMIZATION Directs the compiler to pack matrices in row-major order on input and output from the shader. D3DCOMPILE_PACK_MATRIX_ROW_MAJOR D3DCOMPILE_PACK_MATRIX_ROW_MAJOR Directs the compiler to pack matrices in column-major order on input and output from the shader. This type of packing is generally more efficient because a series of dot-products can then perform vector-matrix multiplication. D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR Directs the compiler to perform all computations with partial precision. If you set this constant, the compiled code might run faster on some hardware. D3DCOMPILE_PARTIAL_PRECISION D3DCOMPILE_PARTIAL_PRECISION Directs the compiler to not use flow-control constructs where possible. D3DCOMPILE_AVOID_FLOW_CONTROL D3DCOMPILE_AVOID_FLOW_CONTROL Directs the compiler to use flow-control constructs where possible. D3DCOMPILE_PREFER_FLOW_CONTROL D3DCOMPILE_PREFER_FLOW_CONTROL Forces strict compile, which might not allow for legacy syntax. By default, the compiler disables strictness on deprecated syntax. D3DCOMPILE_ENABLE_STRICTNESS D3DCOMPILE_ENABLE_STRICTNESS Directs the compiler to enable older shaders to compile to 5_0 targets. D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY Forces the IEEE strict compile. D3DCOMPILE_IEEE_STRICTNESS D3DCOMPILE_IEEE_STRICTNESS Directs the compiler to use the lowest optimization level. If you set this constant, the compiler might produce slower code but produces the code more quickly. Set this constant when you develop the shader iteratively. D3DCOMPILE_OPTIMIZATION_LEVEL0 D3DCOMPILE_OPTIMIZATION_LEVEL0 Directs the compiler to use the second lowest optimization level. D3DCOMPILE_OPTIMIZATION_LEVEL1 D3DCOMPILE_OPTIMIZATION_LEVEL1 Directs the compiler to use the second highest optimization level. D3DCOMPILE_OPTIMIZATION_LEVEL2 D3DCOMPILE_OPTIMIZATION_LEVEL2 Directs the compiler to use the highest optimization level. If you set this constant, the compiler produces the best possible code but might take significantly longer to do so. Set this constant for final builds of an application when performance is the most important factor. D3DCOMPILE_OPTIMIZATION_LEVEL3 D3DCOMPILE_OPTIMIZATION_LEVEL3 Directs the compiler to treat all warnings as errors when it compiles the shader code. We recommend that you use this constant for new shader code, so that you can resolve all warnings and lower the number of hard-to-find code defects. D3DCOMPILE_WARNINGS_ARE_ERRORS D3DCOMPILE_WARNINGS_ARE_ERRORS None. None None A delegate to load binary bitmap data from a bitmap name (currently used to load external bitmap referenced in AngelCode Bitmap data). The name of the bitmap data to load. A bitmap data object. Content reader for . A description of a vertex elements for particular slot for the input-assembler stage. This structure is related to . Because requires to have the same , , this structure encapsulates a set of for a particular slot, instance count. ff476180 D3D11_INPUT_ELEMENT_DESC D3D11_INPUT_ELEMENT_DESC Vertex buffer slot index. 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 (the slot class is set to ). ff476180 unsigned int InstanceDataStepRate unsigned int InstanceDataStepRate Vertex elements describing this declaration. Precalculate hashcode for faster comparison. Initializes a new instance of the struct. The slot to bind this vertex buffer to. The elements. The instance data step rate. Initializes a new instance of the struct. The slot to bind this vertex buffer to. Type of a structure that is using . Specify the instancing count. Set to 0 for no instancing. A new instance of . Initializes a new instance of the struct. Type of a structure that is using . The slot to bind this vertex buffer to. Specify the instancing count. Set to 0 for no instancing. A new instance of . Initializes a new instance of the struct. The slot to bind this vertex buffer to. The elements. A new instance of . Initializes a new instance of the struct with instantiated data. The slot to bind this vertex buffer to. The elements. Specify the instancing count. Set to 0 for no instancing. A new instance of . A description of a single element for the input-assembler stage. This structure is related to . Because requires to have the same , and , the structure encapsulates a set of for a particular slot, classification and instance data step rate. Unlike the default , this structure accepts a semantic name with a postfix number that will be automatically extracted to the semantic index. ff476180 D3D11_INPUT_ELEMENT_DESC D3D11_INPUT_ELEMENT_DESC 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 necessary. A value used to align input elements. D3D11_APPEND_ALIGNED_ELEMENT Initializes a new instance of the struct. Name of the semantic. The format. If the semantic name contains a postfix number, this number will be used as a semantic index. Initializes a new instance of the struct. Name of the semantic. Index of the semantic. The format. The aligned byte offset. Declares a VertexElement with the semantic "COLOR". Type of the Color semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "COLOR". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "COLOR". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "NORMAL". Type of the Normal semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "NORMAL". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "NORMAL". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BLENDINDICES". Type of the BlendIndices semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BLENDINDICES". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BLENDINDICES". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BLENDWEIGHT". Type of the BlendWeights semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BLENDWEIGHT". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BLENDWEIGHT". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "POSITION". Type of the Position semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "POSITION". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "POSITION". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "SV_POSITION". Type of the PositionTransformed semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "SV_POSITION". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "SV_POSITION". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "TEXCOORD". Type of the TextureCoordinate semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "TEXCOORD". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "TEXCOORD". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "TANGENT". Type of the Tangent semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "TANGENT". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "TANGENT". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BITANGENT". Type of the BiTangent semantic. The semantic index. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BITANGENT". Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Declares a VertexElement with the semantic "BITANGENT". The semantic index. Format of this element. The offset in bytes of this element. Use to compute automatically the offset from previous elements. A new instance of that represents this semantic. Extracts a set of defined from a type that is using . Type of the class to inspect for . An array of . Extracts a set of defined from a type that is using . The Type of the class to inspect for . An array of . If type is null. If type doesn't contain any Converts a type to a . The type T. The equivalent Format. If the convertion for this type is not supported.

The HLSL semantic associated with this element in a shader input-signature.

ff476180 const char* SemanticName char SemanticName

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).

ff476180 unsigned int SemanticIndex unsigned int SemanticIndex

The data type of the element data. See .

ff476180 DXGI_FORMAT Format DXGI_FORMAT Format

Optional. Offset (in bytes) between each element. Use D3D11_APPEND_ALIGNED_ELEMENT for convenience to define the current element directly after the previous one, including any packing if necessary.

ff476180 unsigned int AlignedByteOffset unsigned int AlignedByteOffset
An attribute to use on a field in a structure, to describe a single vertex element for the input-assembler stage. ff476180 D3D11_INPUT_ELEMENT_DESC D3D11_INPUT_ELEMENT_DESC Initializes a new instance of the struct. Name of the semantic. If the semantic name contains a postfix number, this number will be used as a semantic index. The will be mapped from the field type. Initializes a new instance of the struct. Name of the semantic. The format. If the semantic name contains a postfix number, this number will be used as a semantic index. Initializes a new instance of the struct. Name of the semantic. Index of the semantic. The format. The aligned byte offset.

The HLSL semantic associated with this element in a shader input-signature.

ff476180 const char* SemanticName char SemanticName

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).

ff476180 unsigned int SemanticIndex unsigned int SemanticIndex

The data type of the element data. See .

ff476180 DXGI_FORMAT Format DXGI_FORMAT Format

Optional. Offset (in bytes) between each element. Use D3D11_APPEND_ALIGNED_ELEMENT for convenience to define the current element directly after the previous one, including any packing if necessary.

ff476180 unsigned int AlignedByteOffset unsigned int AlignedByteOffset
The namespace provides a high level DirectX API. Identify a single GPU stage in the pipeline. Vertex shader stage. Hull shader stage. Domain shader stage. Geometry shader stage. Pixel shader stage. Compute shader stage. Values that identify the class of a shader variable. The class of a shader variable is not a programming class; the class identifies the variable class such as scalar, vector, object, and so on. ff728733 D3D_SHADER_VARIABLE_CLASS D3D_SHADER_VARIABLE_CLASS

The shader variable is a scalar.

ff728733 D3D_SVC_SCALAR D3D_SVC_SCALAR

The shader variable is a vector.

ff728733 D3D_SVC_VECTOR D3D_SVC_VECTOR

The shader variable is a row-major matrix.

ff728733 D3D_SVC_MATRIX_ROWS D3D_SVC_MATRIX_ROWS

The shader variable is a column-major matrix.

ff728733 D3D_SVC_MATRIX_COLUMNS D3D_SVC_MATRIX_COLUMNS

The shader variable is an object.

ff728733 D3D_SVC_OBJECT D3D_SVC_OBJECT

The shader variable is a structure.

ff728733 D3D_SVC_STRUCT D3D_SVC_STRUCT

The shader variable is a class.

ff728733 D3D_SVC_INTERFACE_CLASS D3D_SVC_INTERFACE_CLASS

The shader variable is an interface.

ff728733 D3D_SVC_INTERFACE_POINTER D3D_SVC_INTERFACE_POINTER

Values that identify various data, texture, and buffer types that can be assigned to a shader variable.

A call to the method returns a value in the Type member of a structure.

The types in a structured buffer describe the structure of the elements in the buffer. The layout of these types generally match their C++ struct counterparts. The following examples show structured buffers:

struct mystruct {float4 val; uint ind;}; RWStructuredBuffer<mystruct> rwbuf;	
            RWStructuredBuffer<float3> rwbuf2;
ff728735 D3D_SHADER_VARIABLE_TYPE D3D_SHADER_VARIABLE_TYPE

The variable is a void reference.

ff728735 D3D_SVT_VOID D3D_SVT_VOID

The variable is a boolean.

ff728735 D3D_SVT_BOOL D3D_SVT_BOOL

The variable is an integer.

ff728735 D3D_SVT_INT D3D_SVT_INT

The variable is a floating-point number.

ff728735 D3D_SVT_FLOAT D3D_SVT_FLOAT

The variable is a string.

ff728735 D3D_SVT_STRING D3D_SVT_STRING

The variable is a texture.

ff728735 D3D_SVT_TEXTURE D3D_SVT_TEXTURE

The variable is a 1D texture.

ff728735 D3D_SVT_TEXTURE1D D3D_SVT_TEXTURE1D

The variable is a 2D texture.

ff728735 D3D_SVT_TEXTURE2D D3D_SVT_TEXTURE2D

The variable is a 3D texture.

ff728735 D3D_SVT_TEXTURE3D D3D_SVT_TEXTURE3D

The variable is a texture cube.

ff728735 D3D_SVT_TEXTURECUBE D3D_SVT_TEXTURECUBE

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER D3D_SVT_SAMPLER

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER1D D3D_SVT_SAMPLER1D

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER2D D3D_SVT_SAMPLER2D

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER3D D3D_SVT_SAMPLER3D

The variable is a sampler.

ff728735 D3D_SVT_SAMPLERCUBE D3D_SVT_SAMPLERCUBE

The variable is a pixel shader.

ff728735 D3D_SVT_PIXELSHADER D3D_SVT_PIXELSHADER

The variable is a vertex shader.

ff728735 D3D_SVT_VERTEXSHADER D3D_SVT_VERTEXSHADER

The variable is a pixel shader.

ff728735 D3D_SVT_PIXELFRAGMENT D3D_SVT_PIXELFRAGMENT

The variable is a vertex shader.

ff728735 D3D_SVT_VERTEXFRAGMENT D3D_SVT_VERTEXFRAGMENT

The variable is an unsigned integer.

ff728735 D3D_SVT_UINT D3D_SVT_UINT

The variable is an 8-bit unsigned integer.

ff728735 D3D_SVT_UINT8 D3D_SVT_UINT8

The variable is a geometry shader.

ff728735 D3D_SVT_GEOMETRYSHADER D3D_SVT_GEOMETRYSHADER

The variable is a rasterizer-state object.

ff728735 D3D_SVT_RASTERIZER D3D_SVT_RASTERIZER

The variable is a depth-stencil-state object.

ff728735 D3D_SVT_DEPTHSTENCIL D3D_SVT_DEPTHSTENCIL

The variable is a blend-state object.

ff728735 D3D_SVT_BLEND D3D_SVT_BLEND

The variable is a buffer.

ff728735 D3D_SVT_BUFFER D3D_SVT_BUFFER

The variable is a constant buffer.

ff728735 D3D_SVT_CBUFFER D3D_SVT_CBUFFER

The variable is a texture buffer.

ff728735 D3D_SVT_TBUFFER D3D_SVT_TBUFFER

The variable is a 1D-texture array.

ff728735 D3D_SVT_TEXTURE1DARRAY D3D_SVT_TEXTURE1DARRAY

The variable is a 2D-texture array.

ff728735 D3D_SVT_TEXTURE2DARRAY D3D_SVT_TEXTURE2DARRAY

The variable is a render-target view.

ff728735 D3D_SVT_RENDERTARGETVIEW D3D_SVT_RENDERTARGETVIEW

The variable is a depth-stencil view.

ff728735 D3D_SVT_DEPTHSTENCILVIEW D3D_SVT_DEPTHSTENCILVIEW

The variable is a 2D-multisampled texture.

ff728735 D3D_SVT_TEXTURE2DMS D3D_SVT_TEXTURE2DMS

The variable is a 2D-multisampled-texture array.

ff728735 D3D_SVT_TEXTURE2DMSARRAY D3D_SVT_TEXTURE2DMSARRAY

The variable is a texture-cube array.

ff728735 D3D_SVT_TEXTURECUBEARRAY D3D_SVT_TEXTURECUBEARRAY

The variable holds a compiled hull-shader binary.

ff728735 D3D_SVT_HULLSHADER D3D_SVT_HULLSHADER

The variable holds a compiled domain-shader binary.

ff728735 D3D_SVT_DOMAINSHADER D3D_SVT_DOMAINSHADER

The variable is an interface.

ff728735 D3D_SVT_INTERFACE_POINTER D3D_SVT_INTERFACE_POINTER

The variable holds a compiled compute-shader binary.

ff728735 D3D_SVT_COMPUTESHADER D3D_SVT_COMPUTESHADER

The variable is a double precision (64-bit) floating-point number.

ff728735 D3D_SVT_DOUBLE D3D_SVT_DOUBLE

The variable is a 1D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE1D D3D_SVT_RWTEXTURE1D

The variable is an array of 1D read-and-write textures.

ff728735 D3D_SVT_RWTEXTURE1DARRAY D3D_SVT_RWTEXTURE1DARRAY

The variable is a 2D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE2D D3D_SVT_RWTEXTURE2D

The variable is an array of 2D read-and-write textures.

ff728735 D3D_SVT_RWTEXTURE2DARRAY D3D_SVT_RWTEXTURE2DARRAY

The variable is a 3D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE3D D3D_SVT_RWTEXTURE3D

The variable is a read-and-write buffer.

ff728735 D3D_SVT_RWBUFFER D3D_SVT_RWBUFFER

The variable is a byte-address buffer.

ff728735 D3D_SVT_BYTEADDRESS_BUFFER D3D_SVT_BYTEADDRESS_BUFFER

The variable is a read-and-write byte-address buffer.

ff728735 D3D_SVT_RWBYTEADDRESS_BUFFER D3D_SVT_RWBYTEADDRESS_BUFFER

The variable is a structured buffer.

For more information about structured buffer, see the Remarks section.

ff728735 D3D_SVT_STRUCTURED_BUFFER D3D_SVT_STRUCTURED_BUFFER

The variable is a read-and-write structured buffer.

ff728735 D3D_SVT_RWSTRUCTURED_BUFFER D3D_SVT_RWSTRUCTURED_BUFFER

The variable is an append structured buffer.

ff728735 D3D_SVT_APPEND_STRUCTURED_BUFFER D3D_SVT_APPEND_STRUCTURED_BUFFER

The variable is a consume structured buffer.

ff728735 D3D_SVT_CONSUME_STRUCTURED_BUFFER D3D_SVT_CONSUME_STRUCTURED_BUFFER
Represents a transformation composed of a scaling, rotation and translation operation. The scaling component of the transformation. The rotation component of the transformation. The translation component of the transformation. The identety . Initializes a new instance of the struct. The scaling component of the transformation. The rotation component of the transformation. The translation component of the transformation. Initializes a new instance of the struct. The transformation matrix. This constructor is designed to decompose a SRT transformation matrix only. Interpolates between two transformation, using spherical linear interpolation for rotations and linear interpolation for scaling and translation. Start transformation. End transformation. Value between 0 and 1 indicating the weight of . When the method completes, contains the interpolation of the two transformations. Interpolates between two transformation, using spherical linear interpolation for rotations and linear interpolation for scaling and translation. Start transformation. End transformation. Value between 0 and 1 indicating the weight of . The interpolation of the two transformations. Performs an explicit conversion from to . The value. The result of the conversion. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Returns a that represents this instance. A that represents this instance. Returns a that represents this instance. The format. A that represents this instance. Returns a that represents this instance. The format provider. A that represents this instance. Returns a that represents this instance. The format. The format provider. A that represents this instance. Returns a hash code for this instance. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 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. 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. 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.